[
  [
    "common.level.off",
    "关"
  ],
  [
    "common.level.low",
    "低"
  ],
  [
    "common.level.med",
    "中"
  ],
  [
    "common.level.high",
    "高"
  ],
  [
    "common.level.max",
    "最大限度"
  ],
  [
    "panel.designations.title",
    "采矿规划"
  ],
  [
    "panel.designations.description",
    "为矿塔自动生成采矿区。"
  ],
  [
    "panel.designations.create_button",
    "生成采矿区"
  ],
  [
    "panel.designations.create_tooltip",
    "在矿塔范围内扫描并生成采矿区。"
  ],
  [
    "panel.designations.debris_tooltip",
    "将碎片清除标记放置在可触及的未占用单元格上。按住 Ctrl 键单击以包含无法到达的碎片。按住 Shift 键并单击也可以替换现有的地形和林业名称。"
  ],
  [
    "panel.designations.clear_tooltip",
    "清除该塔由 ATD 生成的名称。按住 Shift 键并单击可清除塔区域内的所有地形指定。"
  ],
  [
    "panel.designations.clear_tooltip.shift_click",
    "清除该塔由 ATD 生成的名称。按住 Shift 键并单击可清除塔区域内的所有地形指定。"
  ],
  [
    "panel.designations.ore_filter.auto",
    "自动"
  ],
  [
    "panel.designations.accessway_mode.label",
    "通道方式"
  ],
  [
    "panel.designations.accessway_mode.legacy_3",
    "遗产3"
  ],
  [
    "panel.designations.accessway_mode.legacy_4",
    "遗产4"
  ],
  [
    "panel.designations.accessway_mode.legacy_5",
    "遗产5"
  ],
  [
    "panel.designations.accessway_mode.off.tooltip",
    "禁用生成的通道和坡道。"
  ],
  [
    "panel.designations.accessway_mode.auto.tooltip",
    "使用分配或预先分配给该塔的最大挖掘机，然后使用地图上存在的最大挖掘机。如果没有挖掘机，“自动”将表现为“关闭”。"
  ],
  [
    "panel.designations.accessway_mode.t1.tooltip",
    "使用 T1 挖掘机路径生成路由通道。"
  ],
  [
    "panel.designations.accessway_mode.t2.tooltip",
    "使用 T2 挖掘机路径能力生成路由通道。"
  ],
  [
    "panel.designations.accessway_mode.t3.tooltip",
    "使用 T3/Mega 挖掘机路径生成双车道路由通道。"
  ],
  [
    "panel.designations.accessway_mode.legacy_3.tooltip",
    "仅生成三个指定单元宽的传统直坡道，并针对 T3/Mega 挖掘机进行了验证。"
  ],
  [
    "panel.designations.accessway_mode.legacy_4.tooltip",
    "仅生成四个指定单元宽的传统直坡道，已针对 T3/Mega 挖掘机进行验证。"
  ],
  [
    "panel.designations.accessway_mode.legacy_5.tooltip",
    "仅生成宽度为 5 个指定单元的传统直坡道，并针对 T3/Mega 挖掘机进行了验证。"
  ],
  [
    "panel.designations.max_layers.label",
    "最大挖掘层数"
  ],
  [
    "panel.designations.max_layers.tooltip",
    "从地表开始计算的最大挖掘层数。(∞ = 无限制)"
  ],
  [
    "panel.designations.elevation_limit.label",
    "海拔限制"
  ],
  [
    "panel.designations.elevation_limit.tooltip",
    "最大(绝对)挖掘深度。(-∞ = 无限制)"
  ],
  [
    "panel.designations.ore_purity.label",
    "矿石纯度过滤"
  ],
  [
    "panel.designations.ore_purity.tooltip",
    "扫描时过滤稀疏矿石的强度。\n关 : 包括所有格子，挖掘到最大深度。\n低 : 排除非常稀疏的地格，修剪底部零散薄矿层。\n中等:  排除矿石含量较少，或表土过多的地格。\n高 : 只包括高含量的纯矿石柱。\n最大 : 几乎纯矿 — 严格筛选矿石纯度、深度和表土厚度。"
  ],
  [
    "settings.ore_quality.value_tooltip",
    "{0}：最低矿石高度 {1:0.##} 个地形格；最低底部密度 {2:P0}；最低矿石纯度 {3:P0}；最小连通矿簇大小 {4} 个地形格。"
  ],
  [
    "settings.ore_quality.value.off",
    "关闭"
  ],
  [
    "settings.ore_quality.value.low",
    "低"
  ],
  [
    "settings.ore_quality.value.medium",
    "中"
  ],
  [
    "settings.ore_quality.value.high",
    "高"
  ],
  [
    "settings.ore_quality.value.maximum",
    "最大限度"
  ],
  [
    "panel.designations.corridor_clearance.label",
    "通道宽度"
  ],
  [
    "panel.designations.corridor_clearance.tooltip",
    "连通采矿区之间，保证车辆通行的通道宽度。\n0 = 关闭(区域间保持分离，不填充漏洞或设置通道)。\n1 = 1格宽通道 (中小型车辆)。\n2 = 2格宽通道 (巨型车辆)。\n"
  ],
  [
    "panel.designations.scanning_filter.label",
    "扫描筛选器:"
  ],
  [
    "panel.designations.scanning_filter.tooltip",
    "选择要生成采矿规划的产品。区域内没有地形规划时，自动模式扫描有用产品；否则将现有地形规划作为寻路目标。碎片和泥土仅支持手动选择。"
  ],
  [
    "settings.mod.name",
    "自动地形指定"
  ],
  [
    "settings.tab.defaults",
    "默认值"
  ],
  [
    "settings.tab.world_settings",
    "世界设定"
  ],
  [
    "settings.tab.ore_quality",
    "矿石质量"
  ],
  [
    "settings.heading.mining_defaults",
    "矿井控制塔默认值"
  ],
  [
    "settings.heading.panel_defaults",
    "面板默认值"
  ],
  [
    "settings.heading.designations",
    "指定"
  ],
  [
    "settings.heading.scan_performance",
    "扫描性能"
  ],
  [
    "settings.heading.keyboard_shortcuts",
    "键盘快捷键"
  ],
  [
    "settings.heading.notifications",
    "通知"
  ],
  [
    "settings.heading.experimental_access",
    "实验通道"
  ],
  [
    "settings.world.safety",
    "地形安全"
  ],
  [
    "settings.world.avoid_ocean.label",
    "避开海洋"
  ],
  [
    "settings.world.avoid_ocean.tooltip",
    "在这个世界中生成的通道和采矿计划中避免海洋。与海洋重叠的采矿单元被排除在外。还可以避免预计在海平面以下进行砍伐；仍允许向海洋倾倒。关闭此功能以允许危险的海岸线工作。"
  ],
  [
    "settings.world.avoid_buildings.label",
    "避开建筑物"
  ],
  [
    "settings.world.avoid_buildings.tooltip",
    "避免在这个世界中生成的通道和采矿计划中出现建筑物。与建筑物或其安全边界重叠的采矿单元被排除在外。还避免了建筑物附近的预计地形干扰。"
  ],
  [
    "settings.world.harvest_disrupted_trees.label",
    "收获被破坏的树木"
  ],
  [
    "settings.world.harvest_disrupted_trees.tooltip",
    "在最终确定的通道和采矿指定干扰区域中标记树木以供采伐。禁用后，ATD 不会创建树木采伐订单。 ATD 下的收获订单可通过清除操作删除；不相关的玩家收获订单被保留。"
  ],
  [
    "settings.world.allow_dig_to_remove_debris.label",
    "景观清除杂物"
  ],
  [
    "settings.world.allow_dig_to_remove_debris.tooltip",
    "当无法在没有景观美化的情况下挖掘支柱时，允许清除碎片以产生最小的可行地形变化。禁用后，删除请求将失败并通知请求工作流。"
  ],
  [
    "settings.world.quick_remove_debris.label",
    "快速清除杂物"
  ],
  [
    "settings.world.quick_remove_debris.tooltip",
    "控制 ATD 何时使用游戏的快速移除操作来清除通道碎片。快速去除花Unity。此政策不适用于矿塔清除碎片按钮。"
  ],
  [
    "settings.world.quick_remove_debris.always",
    "总是"
  ],
  [
    "settings.world.quick_remove_debris.always.tooltip",
    "使用“快速清除”清除所有通道碎片，但计划倾倒指定将充分掩埋的道具除外。这加快了美化速度，但会花费 Unity 的时间。"
  ],
  [
    "settings.world.quick_remove_debris.restrictive",
    "限制性的"
  ],
  [
    "settings.world.quick_remove_debris.restrictive.tooltip",
    "首选正常挖掘，但当挖掘无法保证作业后的通行性时，请使用快速移除。"
  ],
  [
    "settings.world.quick_remove_debris.never",
    "绝不"
  ],
  [
    "settings.world.quick_remove_debris.never.tooltip",
    "切勿将 Unity 花费在快速移除通道碎片上。移除依赖于挖掘和景观来移除碎片设置，并且可能需要玩家提供快速移除协助。"
  ],
  [
    "settings.world.safety_policy.label",
    "安全政策"
  ],
  [
    "settings.world.safety_policy.tooltip",
    "控制 ATD 预测山体滑坡的谨慎程度以及与受保护的海洋和建筑物的距离。更高的政策预留更多的空间；较低的政策允许地形更接近危险。默认值：BAL。"
  ],
  [
    "settings.world.safety_policy.value_tooltip",
    "{0}：滑坡预测坡度系数 {1}；保护缓冲区 {2} 个地块。"
  ],
  [
    "settings.world.safety_policy.minimum",
    "最低限度"
  ],
  [
    "settings.world.safety_policy.low",
    "低"
  ],
  [
    "settings.world.safety_policy.balanced",
    "平衡"
  ],
  [
    "settings.world.safety_policy.high",
    "高"
  ],
  [
    "settings.world.safety_policy.maximum",
    "最大限度"
  ],
  [
    "settings.pathfinder.generated_v_fixed.label",
    "地形指定成本"
  ],
  [
    "settings.pathfinder.generated_v_fixed.tooltip",
    "对每个生成的地形指定收取固定成本。较高的值有利于较少的地形指定，即使这会增加行驶距离和总景观美化成本。"
  ],
  [
    "settings.pathfinder.direct_work_weight.label",
    "直接地形工作重量"
  ],
  [
    "settings.pathfinder.direct_work_weight.tooltip",
    "应用于在生成的地形名称正上方或下方挖掘或倾倒地形的重量。"
  ],
  [
    "settings.pathfinder.candidate_distance.label",
    "候选射线最大距离"
  ],
  [
    "settings.pathfinder.candidate_distance.tooltip",
    "最大候选光线追踪距离。较高的值可以保护和定价非常大的侧楔，但会花费更多的搜索时间。默认值：16。"
  ],
  [
    "settings.pathfinder.ray_max_cost.label",
    "每条光线的最大成本"
  ],
  [
    "settings.pathfinder.ray_max_cost.tooltip",
    "限制由一根未解析的射线造成的景观美化成本。"
  ],
  [
    "settings.pathfinder.ray_unresolved.label",
    "未解决的射线惩罚"
  ],
  [
    "settings.pathfinder.ray_unresolved.tooltip",
    "当光线未在其轨迹范围内遇到地形时受到惩罚。"
  ],
  [
    "settings.experimental_access.turning_ramps.label",
    "转弯坡道（实验）"
  ],
  [
    "settings.experimental_access.turning_ramps.tooltip",
    "启用后，ATD 可以使用原版平地和坡度指定，选择并放置实验性 V1 转弯或折返通道。要求该塔的坡道宽度设置为 1。通道净宽设置互不影响。不包括更宽的坡道、转角或鞍形指定。"
  ],
  [
    "settings.experimental_access.suppress_legacy_ramps.label",
    "抑制遗留斜坡"
  ],
  [
    "settings.experimental_access.suppress_legacy_ramps.tooltip",
    "禁用旧版直坡道生成器，以便直接测试实验通道的结果和失败情况。保持关闭则使用正常的回退行为。"
  ],
  [
    "settings.experimental_access.astar.label",
    "使用 A* 搜索"
  ],
  [
    "settings.experimental_access.astar.tooltip",
    "在实验通道试运行中使用 A*，而不是参考用的 Dijkstra。Dijkstra 是更安全的验证基准。A* 更快。"
  ],
  [
    "settings.experimental_access.landscaping_cost_scale.label",
    "地形成本与距离"
  ],
  [
    "settings.experimental_access.landscaping_cost_scale.tooltip",
    "每单位地形成本折算的距离成本。1 单位地形成本等同于倾倒或挖掘 1 单位岩石。范围：0-100；默认值：1。数值越高，越倾向于选择较少改造地形的路线。"
  ],
  [
    "settings.experimental_access.prop_cleanup_landscaping_cost.label",
    "清理障碍地形成本"
  ],
  [
    "settings.experimental_access.prop_cleanup_landscaping_cost.tooltip",
    "实验性通路搜索中，每个障碍清理起点只收取一次的地形成本。1 单位等同于倾倒或挖掘 1 单位岩石；默认值 6 会在存在合理绕行时更倾向于绕过清理障碍。数值越高，清理路线的吸引力越低。"
  ],
  [
    "settings.experimental_access.landslide_run.label",
    "滑坡防护坡度系数"
  ],
  [
    "settings.experimental_access.landslide_run.tooltip",
    "每个垂直地形高度对应的水平排除距离。1 相当于 45 度坡；较高的值会扩大排除区域（例如用于纯沙地），较低的值会缩小排除区域。范围：0.05-2；默认值：1。"
  ],
  [
    "settings.max_slope.label",
    "最大坡度"
  ],
  [
    "settings.max_slope.tooltip",
    "相邻指定角点之间允许的最大高度差。范围：1-3。"
  ],
  [
    "settings.bottom_flattening.label",
    "底部平整"
  ],
  [
    "settings.bottom_flattening.tooltip",
    "底部平整强度，范围 0 到 10。0 会禁用底部平整步骤。"
  ],
  [
    "settings.batch_size.label",
    "批量大小"
  ],
  [
    "settings.batch_size.tooltip",
    "游戏未暂停时，每个协程帧放置的指定数量。范围：1-200。"
  ],
  [
    "settings.panel_defaults.mining_collapsed.label",
    "采矿面板折叠"
  ],
  [
    "settings.panel_defaults.mining_collapsed.tooltip",
    "采矿指定面板是否默认以折叠状态开始。"
  ],
  [
    "settings.panel_defaults.ore_collapsed.label",
    "矿石面板折叠"
  ],
  [
    "settings.panel_defaults.ore_collapsed.tooltip",
    "矿石组成面板是否默认以折叠状态开始。"
  ],
  [
    "settings.panel_defaults.farming_collapsed.label",
    "农田面板折叠"
  ],
  [
    "settings.panel_defaults.farming_collapsed.tooltip",
    "农田准备面板是否默认以折叠状态开始。"
  ],
  [
    "settings.notifications.excavator_completion.label",
    "挖掘机完成通知"
  ],
  [
    "settings.notifications.excavator_completion.tooltip",
    "当任意车辆基地完成一台挖掘机时，ATD 是否显示绿色通知。"
  ],
  [
    "settings.notifications.ramp_warning.label",
    "坡道警告通知"
  ],
  [
    "settings.notifications.ramp_warning.tooltip",
    "ATD 是否在矿塔上显示坡道通行警告通知。"
  ],
  [
    "settings.ore_quality.min_ore_height.label",
    "最小矿石高度"
  ],
  [
    "settings.ore_quality.min_ore_height.tooltip",
    "此质量等级所需的最小矿石厚度，以地形格为单位。"
  ],
  [
    "settings.ore_quality.min_bottom_density.label",
    "最小底部密度"
  ],
  [
    "settings.ore_quality.min_bottom_density.tooltip",
    "从上一个矿石底部到此矿石底部的最小矿石密度。限制在 0 到 1。"
  ],
  [
    "settings.ore_quality.min_ore_purity.label",
    "最小矿石纯度"
  ],
  [
    "settings.ore_quality.min_ore_purity.tooltip",
    "此质量等级所需的最小矿石/矿柱比例。限制在 0 到 1。"
  ],
  [
    "settings.ore_quality.min_component_size.label",
    "最小连通区大小"
  ],
  [
    "settings.ore_quality.min_component_size.tooltip",
    "连通指定格数量达到此值的矿簇才会通过孤立过滤器。"
  ],
  [
    "settings.corner_mode.label",
    "角点指定模式"
  ],
  [
    "settings.corner_mode.tooltip",
    "当地形指定工具处于活动状态时，用于进入和切换角点指定模式的按键。"
  ],
  [
    "settings.corner_mode.invalid_tooltip",
    "请使用单个按键，例如 K、1、F1、Space 或 Escape。"
  ],
  [
    "settings.status.applied",
    "已应用"
  ],
  [
    "settings.status.invalid_key",
    "无效按键"
  ],
  [
    "settings.action.save_as_global",
    "保存到配置"
  ],
  [
    "settings.action.save_as_global.tooltip",
    "将这些设置保存到 ATDsettings.json。它们将用作所有新游戏的默认值。"
  ],
  [
    "settings.action.restore_defaults",
    "恢复默认值"
  ],
  [
    "settings.action.restore_defaults.tooltip",
    "恢复所有设置的全局模组默认值。（不会自动保存到配置。）"
  ],
  [
    "settings.status.saved_to_file",
    "已保存到 ATDsettings.json。"
  ],
  [
    "settings.status.save_failed",
    "保存失败；请检查日志。"
  ],
  [
    "settings.status.restored_defaults",
    "已在内存中恢复内置默认值。"
  ],
  [
    "panel.ore.title",
    "矿物组成"
  ],
  [
    "panel.ore.description",
    "该座矿塔当前采矿区内的矿物资源总量(不包括可能的塌陷)。"
  ],
  [
    "panel.ore.prompt_scan",
    "按下 ↺ 以分析矿石组成。"
  ],
  [
    "panel.ore.scan_tooltip",
    "分析矿石组成"
  ],
  [
    "panel.ore.no_tower",
    "没有选中矿塔。"
  ],
  [
    "panel.ore.no_minable_designations",
    "没有找到可用采矿区。"
  ],
  [
    "panel.ore.priority_selected_tooltip",
    "已设为优先挖掘{0}。\n点击以取消设置。"
  ],
  [
    "panel.ore.priority_set_tooltip",
    "命令优先挖掘{0}。"
  ],
  [
    "panel.farming.title",
    "农地处理"
  ],
  [
    "panel.farming.description",
    "针对平整命令自动化顶层铺土，创造可耕种地块。"
  ],
  [
    "panel.farming.automation_toggle.label",
    "农地自动处理"
  ],
  [
    "panel.farming.automation_toggle.tooltip",
    "针对水平的[平整]指令，清除不可种植的顶层材料并自动请求回填以创建农地。"
  ],
  [
    "panel.farming.idle_release_excavators.label",
    "闲置时释放挖掘机"
  ],
  [
    "panel.farming.idle_release_excavators.tooltip",
    "在区域内无挖掘作业或矿塔暂停时，自动解除挖掘机的分配。\n当有新增挖掘工作后会自动重新分配挖掘机。"
  ],
  [
    "panel.farming.idle_release_trucks.label",
    "闲置时释放卡车"
  ],
  [
    "panel.farming.idle_release_trucks.tooltip",
    "在区域内无挖掘作业或矿塔暂停时，自动解除卡车的分配。\n当有新增挖掘工作后会自动重新分配卡车。"
  ],
  [
    "toolbox.corner_outer.tooltip",
    "转角(外侧): 放置突出的转角坡道。"
  ],
  [
    "toolbox.corner_inner.tooltip",
    "转角(内侧): 放置凹进的转角坡道。"
  ],
  [
    "notification.ramp_access_failed",
    "[ATD] {entity}无法生成斜坡"
  ],
  [
    "notification.ramp_access_truncated",
    "[ATD] {entity}无法生成完整斜坡"
  ],
  [
    "notification.ramp_access_not_accessible",
    "[ATD] {entity}斜坡无法抵达地面"
  ],
  [
    "notification.farming_complete",
    "[ATD] {entity}的农地处理完成"
  ],
  [
    "notification.excavator_completed",
    "[ATD] {entity}完成了挖掘机建造"
  ],
  [
    "notification.debris_cleanup_queued",
    "[ATD] {entity} 已排队进行碎片清理"
  ],
  [
    "notification.debris_cleanup_none_found",
    "[ATD] {entity} 发现没有需要清除的碎片"
  ],
  [
    "notification.debris_cleanup_none_reachable",
    "[ATD] {entity} 发现没有可到达的碎片需要清除。按住 Ctrl 键单击以包含无法到达的碎片"
  ],
  [
    "vehicle_order.confirm.singular",
    "在 {1} 构建 {0} 并将其预先分配给 {2}？"
  ],
  [
    "vehicle_order.confirm.plural",
    "在 {2} 构建 {0} × {1} 并将它们预先分配给 {3}？"
  ],
  [
    "vehicle_order.confirm.button",
    "建造"
  ],
  [
    "vehicle_order.zoom.tooltip",
    "转到{0}"
  ],
  [
    "vehicle_order.preassigned.tooltip",
    "预先分配给{0}"
  ]
]