diff --git a/es_ES.lang b/es_ES.lang new file mode 100644 index 0000000..f2ef6ed --- /dev/null +++ b/es_ES.lang @@ -0,0 +1,2413 @@ +#shaders/lang/es_es.lang + +#Profiles +profile.POTATO=§aTostadora +profile.VERYLOW=§aMuy bajo +profile.LOW=§aBajo +profile.MEDIUM=§aMedio +profile.HIGH=§eAlto (Por Defecto) +profile.VERYHIGH=§cMuy Alto +profile.ULTRA=§4§lUltra +profile.COMPLEMENTARY=§4§l§n§oComplementary +profile.comment=Los perfiles de Sombreador (Shader) modifican la configuración de rendimiento para la mejor relación visual/rendimiento. §e[*]§r Se recomienda usar uno de estos perfiles, a menos que sepas lo que haces. §e[*]§r Todas las configuraciones afectadas se encuentran en el menú de "Configuración de rendimiento". El Perfil Favorito Comunitario habilita las configuraciones favoritas de la comunidad. + +#Information +screen.INFORMATION=Información +screen.INFORMATION.comment=Esta sección contiene botones que sólo existen para dar información. + +screen.INFORMATION2=Información de Complementary +screen.INFORMATION2.comment=Esta sección contiene botones que sólo existen para dar información. + +option.info0=§bColoque el ratón sobre un botón +value.info0.0= +option.info0.comment=Esta sección contiene botones que sólo existen para dar información. + +option.info1=Cómo conseguir un mejor rendimiento +value.info1.0= +option.info1.comment=El rendimiento es un tema complejo en Minecraft porque se ve afectado por muchos factores, pero puedes probar a: 1) Reducir la distancia de renderizado (lo ideal sería que estuviera entre 6 y 16 en casi todos los dispositivos). 2) Elegir un "Perfil" de mejor rendimiento aun sacrificando detalles visuales; los perfiles se han probado cuidadosamente para obtener la mejor relación visual/rendimiento. Más información será añadida próximamente. + +option.info2=Cuáles son los mejores ajustes +value.info2.0= +option.info2.comment=Los mejores ajustes son subjetivos, pero usar los predeterminados es casi siempre la mejor opción. Los ajustes por defecto se han desarrollado tras años de evaluaciones y comentarios de la comunidad, prestando especial atención a la relación visual/rendimiento. ¡Aun así, puedes modificarla y divertirte! + +option.info3=Qué es Perfil o Estilo Visual +value.info3.0= +option.info3.comment=Los "Perfiles" modifican la configuración del menú de "Configuración de rendimiento", sin afectar las preferencias del usuario. "Estilo visual" modifica los valores de "Establecer por estilo" presentes en muchas preferencias, pero no afecta significativamente el rendimiento. + +option.info4=Qué es Soporte de PR +value.info4.0= +option.info4.comment=(PR son las siglas de Paquetes de Recursos) La opción "Compatibilidad con RP" determina cómo el paquete de shaders trata los diferentes bloques de Minecraft. Por ejemplo, "§bIntegratedPBR+§r" trata los bloques de oro como elementos reflectantes, mientras que "elabPBR§r" o "eseuspbr§r" requieren la instalación de un paquete de recursos para indicárselo al shader. Configurar "Compatibilidad con PR" en "aBasic§r" hará que ningún bloque sea "especial", salvo algunas excepciones, como el agua. + +option.info5=Cómo arreglar problemas con mods +value.info5.0= +option.info5.comment=Los problemas con mods son inevitables con los shader packs, debido a la forma en la que funcionan, pero puedes consultar esta página de información sobre problemas de mods con Complementary para ver un montón de correcciones conocidas. www.complementary.dev/mod-issues + +option.info6= +value.info6.0= +option.info6.comment= + +option.info7= +value.info7.0= +option.info7.comment= + +option.info8=Cómo unirse a nuestra comunidad +value.info8.0= +option.info8.comment=Puedes unirte al servidor de Discord de Complementary para unirte a nuestra querida comunidad, y así contactar con desarrolladores o con miembros de la comunidad experimentados. www.complementary.dev/discord + +option.info9=Cómo apoyar a Complementary +value.info9.0= +option.info9.comment=La mejor manera de apoyar el desarrollo de Complementary es compartirlo con tus amigos o en redes sociales, pero también puedes apoyar a nuestro querido desarrollador en Patreon! www.patreon.com/emingt + +option.info10=Créditos +value.info10.0= +option.info10.comment=EminGT: El desarrollador principal de Complementary. Capt Tatsu: Desarrollador de los BSL Shaders; su generosidad es lo que ha hecho Complementary posible en el primer lugar. Agradecimientos especiales a IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap + +option.info11=§dQué es Euphoria Patches +value.info11.0= +option.info11.comment=Euphoria Patches es un addon desarrollador por SpacEagle17 para los Complementary Shaders. Pretende extender Complementary con más funciones y configuraciones opcionales hechas a mano. + +option.info12=Ajustes de Euphoria Patches +value.info12.0= +option.info12.comment=Todos los ajustes de Euphoria están deshabilitados por defecto, y el usuario puede decidir qué habilitar. En la categoría de Ajustes Populares, se encuentran las funciones más populares de Euphoria Patches. Existen innumerables ajustes adicionales y cada vez se añaden más con cada actualización. ¡Diviértete experimentando! + +option.info13=Soporte de Euphoria Mod +value.info13.0= +option.info13.comment=Euphoria Patches ofrece una mejor compatibilidad con bloques modificados que Complementary por defecto, ya que cuentan con: 1) Compatibilidad predeterminada con bloques modificados (consulte block.properties). 2) Detección de fuente de luz con emisión automática. 3) Detección de modelo de follaje con SSS automático. + +option.info14=Únete a nuestra Comunidad! +value.info14.0= +option.info14.comment=Únete al servidor de Discord de Euphoria Patches para preguntas, conectar con una comunidad divertida, y estar al día con las últimas actualizaciones. §d§l§neuphoriapatches.com/discord + +option.info15=Euphoria Patches, Créditos y Agradecimiendos +value.info15.0= +option.info15.comment=La lista completa de agradecimientos se puede encontrar en §deuphoriapatches.com/credits§r. isuewo - Antiguo co-desarrollador de Euphoria Patches. EminGT: desarrollador principal de Complementary. Capt Tatsu, gri573, FoZy STYLE, JoKerTech, SixthSurge, WoMspace (aka Sasha), Septonious, fayer3, Xonk, Memokii, dragoncat, TheNukeLore, dbrighthd, Surisen (Ruri), Acer (Alex), Folox_, Helgust. + +option.info16=§d§nCómo apoyar a Euphoria Patches +value.info16.0= +option.info16.comment=Puedes apoyar a Euphoria Patches curioseando un poco las nuevas actualizaciones que vayan surgiendo y compartiéndolas con la gente, pero también puedes apoyar directamente a SpacEagle17 en Patreon o Ko-Fi y acceder a versiones beta exclusivas. §d§l§neuphoriapatches.com/support + +option.info17=Beta Version: SpacEagle17 Patreon +value.info17.0= +option.info17.comment=Puedes apoyar a SpacEagle17 en Patreon o en Ko-Fi y acceder a versiones de desarrollo exclusivas. §d§l§neuphoriapatches.com/support + +option.info18=Para Complementary r5.5.1 +value.info18.0= +option.info18.comment=Gracias por instalar Euphoria Patches :] + +option.info19=§aNUEVA ACTUALIZACIÓN +value.info19.0=§cX.Y.Z §r->§a X.Y.Z +option.info19.comment=¡Una nueva versión del Mod EuphoriaPatcher está disponible! Descárgala desde Modrinth: https://euphoriapatches.com/download. + +option.info20= +value.info20.0=§aeuphoriapatches.com/download +option.info20.comment=¡Una nueva versión del Mod EuphoriaPatcher está disponible! Descárgala desde Modrinth: https://euphoriapatches.com/download. + +option.info21=Preguntas Frecuentes +value.info21.0= +option.info21.comment=Consulta la página de preguntas frecuentes para encontrar respuestas a preguntas comunes. §d§l§neuphoriapatches.com/faq + +option.info22=§dMás ajustes haciendo "Scroll" +value.info22.0= +option.info22.comment=En menús con tamaños de GUI grandes es posible que algunos ajustes estén ocultos. Al desplazarse hacia abajo se revelarán. + +#Style +option.SHADER_STYLE=Estilo Visual +option.SHADER_STYLE.comment=Determina el estilo visual predeterminado del paquete de shaders. §bReimaginado§r: Complementa Minecraft mientras conserva sus elementos visuales únicos (Reimagined). §dDesligado§r: Reelabora (desliga, desenlaza, desvincula, UNBOUND en inglés) el aspecto visual de Minecraft con un estilo de fantasía semirrealista. §e[*]§r Configuraciones afectadas: Estilo del agua, Estilo de las nubes, Estilo del sol y la luna, Ángulo del sol y la luna, Estilo de la aurora, Minerales brillantes. +value.SHADER_STYLE.1=§bReimaginado +value.SHADER_STYLE.4=§dDesligado + +#Screens +screen.PERFORMANCE_SETTINGS=§eAjustes de rendimiento§r +screen.PERFORMANCE_SETTINGS.comment=Ajustes que afectan directamente al rendimiento, y que son cambiados por los perfiles de shader por defecto + +screen.ATMOSPHERE_SETTINGS=Atmósfera +screen.ATMOSPHERE_SETTINGS.comment=Ajustes relacionados a la atmósfera. + +screen.ATM_COLOR_SETTINGS=Multiplicadores de Color de la Atmósfera +screen.ATM_COLOR_SETTINGS.comment=Habilita la personlización de colores atmosféricos que principalmente se ven en la niebla y en el cielo. + +screen.MORNING_ATM_MULTS=Hora de salida/puesta del sol +screen.NOON_ATM_MULTS=Hora del mediodía +screen.NIGHT_ATM_MULTS=Hora de la noche +screen.RAIN_ATM_MULTS=Tiempo lluvioso +screen.NETHER_ATM_MULTS=La dimensión del Nether (Inframundo) +screen.END_ATM_MULTS=La dimensión del Fin (End). + +screen.CLOUD_SETTINGS=Nubes +screen.CLOUD_SETTINGS.comment=Ajustes relacionados a las nubes. + +screen.CLOUD_COLOR_SETTINGS=Color de las nubes +screen.CLOUD_COLOR_SETTINGS.comment=Ajustes para cambiar el color de las nubes. + +screen.CLOUD_UNBOUND_SETTINGS=Ajustes de las nubes en el Estilo Desligado +screen.CLOUD_REIMAGINED_SETTINGS=Ajustes de las nubes en el Estilo Reimaginado + +screen.FOG_SETTINGS=Niebla +screen.FOG_SETTINGS.comment=Ajustes relacionados a los diferentes tipos de niebla. + +screen.SUN_MOON_SETTINGS=Sol y Luna +screen.SUN_MOON_SETTINGS.comment=Ajustes relacionados al Sol y la Luna. + +screen.NETHER_SETTINGS=La dimensión del Nether +screen.NETHER_SETTINGS.comment=Ajustes relacionados a la dimensión del Nether. + +screen.WEATHER_SETTINGS=Lluvia y Clima +screen.WEATHER_SETTINGS.comment=Ajustes relacionados a las condiciones climatológicas. + +screen.CAMERA_SETTINGS=Cámara +screen.CAMERA_SETTINGS.comment=Ajustes relacionados a la forma de vista y la cámara. + +screen.TONEMAP_SETTINGS=Balance de color +screen.TONEMAP_SETTINGS.comment=Ajustes que determinan el balance de color visualmente. + +screen.COLORGRADING_SETTINGS=Gradiente de color +screen.COLORGRADING_SETTINGS.comment=Ajustes que mezclan los canales de colores finales. + +screen.WORLD_BLUR_SETTINGS=Difumninado del mundo +screen.WORLD_BLUR_SETTINGS.comment=Ajustes relacionados a efectos de difuminación del mundo. + +screen.MATERIAL_SETTINGS=Materiales +screen.MATERIAL_SETTINGS.comment=Ajustes relacionados a los materiales de Minecraft. + +screen.IPBR_SETTINGS=Materiales de IntegratedPBR+ +screen.IPBR_SETTINGS.comment=Ajustes relacionados a las características de IntegratedPBR+. + +screen.GLOWING_ORE_SETTINGS=Ores brillantes +screen.GLOWING_ORE_SETTINGS.comment=Ajustes para regular la emisión de luz de los bloques de ores. + +screen.GLOWING_STUFF_SETTINGS=Cosas Brillantes +screen.GLOWING_STUFF_SETTINGS.comment=Ajustes para ajustar la emisión luminiscente de varios bloques. + +screen.OTHER_IPBR_SETTINGS=Otras funcionalidades de IPBR+ +screen.OTHER_IPBR_SETTINGS.comment=Varios ajustes de IntegratedPBR+. + +screen.CUSTOM_PBR_SETTINGS=Materiales de labPBR/seuspbr +screen.CUSTOM_PBR_SETTINGS.comment=Ajustes relacionados a las funciones de labPBR/seuspbr. + +screen.LIGHTING_SETTINGS=Iluminación +screen.LIGHTING_SETTINGS.comment=Ajustes relacionados a la iluminación. + +screen.LIGHT_COLOR_SETTINGS=Multi. de color de la iluminación +screen.LIGHT_COLOR_SETTINGS.comment=(Multiplicadores) Habilita la personalización de los colores de la iluminación que se ven en todas las superficies. + +screen.MORNING_LIGHT_MULTS=Hora de salida/puesta del sol +screen.NOON_LIGHT_MULTS=Hora del mediodía +screen.NIGHT_LIGHT_MULTS=Hora de la noche +screen.RAIN_LIGHT_MULTS=Tiempo lluvioso +screen.NETHER_LIGHT_MULTS=La dimensión del Nether (Inframundo) +screen.END_LIGHT_MULTS=La dimensión del Fin (End) + +screen.BLOCKLIGHT_COLOR_SETTINGS=Colores de bloques de luz §e[*]§r +screen.BLOCKLIGHT_COLOR_SETTINGS.comment=Ajustes para ajustar el color emitido de bloques fuentes de luz. §e[*]§r Estos ajustes no afectarán a la mayoría de las luces si el ajuste Iluminación de Colores Avanzada (ICA, ACL en inglés) está activada, excepto para el deslizador de control de intensidad de Blocklight (Bloques de luz). + +screen.MOON_PHASE_INF_SETTINGS=Influencia de la Fase Lunar +screen.MOON_PHASE_INF_SETTINGS.comment=Ajustes para determinar cómo las diferentes Fases Lunares afectan a la luz de la noche. + +screen.ACL_FEATURES_SETTINGS=Funciones exclusivas de ICA §e[*]§r +screen.ACL_FEATURES_SETTINGS.comment=Ajustes que son exclusivos a las funciones de ICA (Iluminación de Colores Avanzada). §e[*]§r Estas funciones sólo funcionan si ICA está habilitado en el menú de Ajustes de Rendimiento y si tu sistema lo admite. + +screen.PIXELATED_LIGHTING_SETTINGS=Luz Pixelada +screen.PIXELATED_LIGHTING_SETTINGS.comment=Ajustes para hacer ciertos efectos de luz pixelados. + +screen.WATER_SETTINGS=Agua +screen.WATER_SETTINGS.comment=Ajustes relacionados con el agua. + +screen.WATER_COLOR_SETTINGS=Color de la Superficie del Agua +screen.UNDERWATER_COLOR_SETTINGS=Color Submarino + +screen.WATER_WAVE_SETTINGS=Normales de agua ondulantes §e[*]§r +screen.WATER_WAVE_SETTINGS.comment=Ajustes para personalizar la direción superficial de las ondas (normales) vistas en el agua. §e[*]§r Estos ajustes sólo funcionan cuando el Estilo del Agua está puesto en "Reimaginado y Ondas" o en "Desligado" + +screen.WAVING_SETTINGS=Texturas "ondulantes" +screen.WAVING_SETTINGS.comment=Ajustes relacionados con las texturas ondulantes (Waving Textures). + +screen.OTHER_SETTINGS=Otros +screen.OTHER_SETTINGS.comment=Ajustes que no se pueden relacionar con ninguna otra categoría específica. + +screen.SELECT_OUTLINE_SETTINGS=Borde de Selección (Outline) +screen.SELECT_OUTLINE_SETTINGS.comment=Ajustes que cambian el borde de selección de los bloques (Outline). + +screen.WORLD_OUTLINE_SETTINGS=Borde del mundo +screen.WORLD_OUTLINE_SETTINGS.comment=Ajustes de efectos de borde opcionales (World Outline). + +#Settings +option.RP_MODE=Soporte de PR +option.RP_MODE.comment=Cambia muchos cálculos internos para determinar cómo los diferentes bloques y materiales se renderizarán. A) §bIntegrated PBR+§r: "PBR" calculado con efectos adicionales; muy recomendado para la mayoría de los casos. B) §aBasic§r: (Básico) Sin PBR ni efectos adicionales. C) §elabPBR/seuspbr§r: Materiales usando los paquetes de recursos (PR, RP) de PBR que se requieran. +value.RP_MODE.0=§aBasic +value.RP_MODE.1=§bIntegrated PBR+ +value.RP_MODE.2=§eseuspbr (PR requerido) +value.RP_MODE.3=§elabPBR (PR requerido) + +option.WATER_REFLECT_QUALITY=Calidad de Reflejos en el Agua +option.WATER_REFLECT_QUALITY.comment=Ajusta la calidad visual de los reflejos que aparecen en translúcidos. A) §cMedio§r: Reflejos trazados por rayos en el espacio de pantalla sobre el agua y los translúcidos. B) §eTostadora§r: Reemplaza el agua y los reflejos translúcidos con un método más rápido; pero puede parecer incorrecto en algunas situaciones. §aDESACTIVADO§r: Sin reflejos. +value.WATER_REFLECT_QUALITY.-1=§aDESACTIVADO +value.WATER_REFLECT_QUALITY.0=§aSólo cielo +value.WATER_REFLECT_QUALITY.1=§eTostadora +value.WATER_REFLECT_QUALITY.2=§cMedio + +option.BLOCK_REFLECT_QUALITY=Calidad de Reflejos de Bloques §e[*]§r +option.BLOCK_REFLECT_QUALITY.comment=Ajusta la calidad visual de los reflejos que aparecen en materiales sólidos (bloques). §cAlto§r: Reflejos de sol y la luna con reflejos especulares más suaves usando un filtro temporal. §eMedio§r: Reflejos de sol y la luna + reflejos especulares. §aBásico§r: Solo reflejos de sol y la luna. §e[*]§r La opción de Soporte de PR debe estar configurada en cualquier valor excepto en Básico para que aparezcan los reflejos especulares. +value.BLOCK_REFLECT_QUALITY.0=§aDESACTIVADO +value.BLOCK_REFLECT_QUALITY.1=§eBásica +value.BLOCK_REFLECT_QUALITY.2=§cMedia +value.BLOCK_REFLECT_QUALITY.3=§cAlta + +option.SHADOW_QUALITY=Sombras en Tiempo Real +option.SHADOW_QUALITY.comment=Ajusta la calidad de las sombras. Cada nivel reduce aún más los artefactos de ruido de sombras. Las opciones inferiores a "Alto" optimizan las sombras en las hojas; "Muy Bajo" reduce significativamente las sombras de diversas maneras; "DESACTIVADO" desactiva por completo las sombras y los rayos de luz. +value.SHADOW_QUALITY.-1=§aDESACTIVADO +value.SHADOW_QUALITY.0=§eMuy Bajo +value.SHADOW_QUALITY.1=§eBajo +value.SHADOW_QUALITY.2=§eMedio +value.SHADOW_QUALITY.3=§eAlto +value.SHADOW_QUALITY.4=§cMuy Alto +value.SHADOW_QUALITY.5=§4§lUltra + +option.LIGHTSHAFT_QUALI_DEFINE=Calidad del Eje de Luz §e[*]§r +option.LIGHTSHAFT_QUALI_DEFINE.comment=Ajusta la calidad de los rayos de luz. Cada nivel reduce aún más los artefactos de ruido de los rayos de luz. §e[*]§r La opción "Sombras en Tiempo Real" debe estar en cualquier valor (excepto cuando está DESACTIVADO) para que los rayos de luz funcionen. +value.LIGHTSHAFT_QUALI_DEFINE.0=§aDESACTIVADO +value.LIGHTSHAFT_QUALI_DEFINE.1=§eBaja +value.LIGHTSHAFT_QUALI_DEFINE.2=§eMedia +value.LIGHTSHAFT_QUALI_DEFINE.3=§cAlta +value.LIGHTSHAFT_QUALI_DEFINE.4=§4§lMuy Alta + +option.shadowDistance=Distancia de Sombras +option.shadowDistance.comment=Ajusta la distancia desde el jugador a la que se renderizan las sombras en tiempo real. §e[*]§r El valor está limitado internamente a la Distancia de Renderizado. §e[*]§r Se recomienda establecer este valor en aproximadamente el 80 % de la Distancia de Renderizado para obtener un mejor rendimiento y cobertura. §c[-]§r Los valores más bajos pueden provocar una fuga excesiva del eje de luz. +value.shadowDistance.64.0=§a4 Chunks §c[-] +value.shadowDistance.80.0=§a5 Chunks §c[-] +value.shadowDistance.96.0=§a6 Chunks §c[-] +value.shadowDistance.112.0=§a7 Chunks §c[-] +value.shadowDistance.128.0=§a8 Chunks +value.shadowDistance.160.0=§e10 Chunks +value.shadowDistance.192.0=§e12 Chunks +value.shadowDistance.224.0=§e14 Chunks +value.shadowDistance.256.0=§c16 Chunks +value.shadowDistance.320.0=§c20 Chunks +value.shadowDistance.384.0=§4§l24 Chunks +value.shadowDistance.512.0=§4§l32 Chunks +value.shadowDistance.768.0=§4§l§n§o48 Chunks +value.shadowDistance.1024.0=§4§k-§r§4§l§n§o64 Chunks§r§4§k- + +option.ENTITY_SHADOWS_DEFINE=Sombras de Entidades +option.ENTITY_SHADOWS_DEFINE.comment=Activa las sombras de las entidades y los bloques entidades. §c[-]§r Las Sombras de Entidades afectan al rendimiento mucho más de lo previsto, costando más del 50% de los FPS en ciertos casos. +value.ENTITY_SHADOWS_DEFINE.-1=§aDESACTIVADAS +value.ENTITY_SHADOWS_DEFINE.1=§4§k-§r§4§l§n§oACTIVADAS§r§4§k- §r§c[-] + +option.DETAIL_QUALITY=Calidad de Detalles +option.DETAIL_QUALITY.comment=Ajusta varios pequeños ajustes que afectan el rendimiento. Ajusta la calidad de: Material acuático (agua), TAA, ajustes de iluminación, Nebulosa Nocturna (Night Nebula), Tormenta del Nether (Nether Storm), Rayos del End (Ender Beams), reflejos del cielo, precisión del charco de lluvia y efecto de ondulación. +value.DETAIL_QUALITY.0=§aPatata +value.DETAIL_QUALITY.2=§eMedia +value.DETAIL_QUALITY.3=§cAlta + +option.CLOUD_QUALITY=Calidad de las Nubes +option.CLOUD_QUALITY.comment=Ajusta la iluminación, el detalle y la calidad de los estilos de las nubes de "Reimaginado" o de "Desligado". §e[*]§r Esta configuración solo funciona con los estilos de nube dichos, "Reimaginado" o "Desligado". +value.CLOUD_QUALITY.0=§aDESACTIVADO +value.CLOUD_QUALITY.1=§aBaja +value.CLOUD_QUALITY.2=§eMedia +value.CLOUD_QUALITY.3=§cAlta + +option.FXAA_DEFINE=Suavizado de Bordes (FXAA) +option.FXAA_DEFINE.comment=Habilita el Suavizado Aproximado Rápido (Fast Approximate Anti-Aliasing, FXAA), que es básicamente un efecto que produce una imagen más suave, con menos bordes punzantes. +value.FXAA_DEFINE.-1=§aDESACTIVADO +value.FXAA_DEFINE.1=§eACTIVADO + +option.SSAO_QUALI_DEFINE=Calidad de sombra de borde (SSAO) +Edge Shadow (SSAO) Quality +option.SSAO_QUALI_DEFINE.comment=(Edge Shadow [SSAO] Quality) Ajusta la calidad de la Oclusión Ambiental del Espacio de Pantalla (Screen-Space Ambient Occlusion, SSAO), que añade sombreado ambiental adicional a los bordes de la escena. Cada nivel reduce aún más los artefactos de ruido de SSAO. +value.SSAO_QUALI_DEFINE.0=§aDESACTIVADO +value.SSAO_QUALI_DEFINE.2=§eMedia +value.SSAO_QUALI_DEFINE.3=§cAlta + +option.ANISOTROPIC_FILTER=Filtrado de texturas +option.ANISOTROPIC_FILTER.comment=(Texture Filtering) Mejora la calidad de las texturas mipmap mediante el Filtrado Anisotrópico (Anisotropic Filtering). §e[*]§r Asegúrate de que la configuración de vídeo "Niveles de Mipmap" esté establecida en Máximo (4) o no se obtendrán buenos resultados. +value.ANISOTROPIC_FILTER.0=§aDESACTIVADO +value.ANISOTROPIC_FILTER.4=§e4x +value.ANISOTROPIC_FILTER.8=§e8x +value.ANISOTROPIC_FILTER.16=§4§l16x + +option.COLORED_LIGHTING=Iluminación de Colores Avanzada (ICA) §e[*]§r +option.COLORED_LIGHTING.comment=Función del Complementary Shaders. Utiliza voxelización e iluminación de relleno (floodfill lighting) para añadir color a la luz de bloque, además de introducir nuevas luces. §e[*]§r Esta función sólo funciona en Iris y plataformas compatibles. §e[*]§r Esta configuración se desactivará si "Sombras en Tiempo Real" está desactivada. §a[+]§r Este sistema también habilita otras funciones que se pueden activar o desactivar individualmente en el menú "Otros" -> "Funciones de ICA". §c[-]§r Los valores altos de chuncks para este ajuste afectan el rendimiento mucho más de lo esperado; cada incremento puede costar más del doble del rendimiento del nivel anterior. +value.COLORED_LIGHTING.0=§aDESACTIVADO +value.COLORED_LIGHTING.128=§c4 Chunks +value.COLORED_LIGHTING.192=§c6 Chunks +value.COLORED_LIGHTING.256=§4§l8 Chunks +value.COLORED_LIGHTING.384=§4§l12 Chunks +value.COLORED_LIGHTING.512=§4§l§n§o16 Chunks +value.COLORED_LIGHTING.768=§4§l§n§o24 Chunks §r§c[-] +value.COLORED_LIGHTING.1024=§4§k-§r§4§l§n§o32 Chunks§r§4§k- §r§c[-] + +option.SSAO_I=Intensidad de Sombra del Borde (SSAO) +option.SSAO_I.comment=Determina la intensidad de la Oclusión Ambiental del Espacio de Pantalla (Screen-Space Ambient Occlusion, SSAO), que añade sombreado ambiental adicional a los bordes de la escena. §e[*]§r Esta configuración no funcionará si SSAO está deshabilitado (menú "Configuración de Rendimiento"). +value.SSAO_I.0=§cDESACTIVADO + +option.VANILLAAO_I=Intensidad de Sombra de Borde (Vanilla) +option.VANILLAAO_I.comment=Determina la fuerza de la Oclusión Ambiental de Minecraft, que añade sombreado ambiental adicional a los bordes de la escena. +value.VANILLAAO_I.0=§cDESACTIVADO + +option.BORDER_FOG=Niebla de Borde +option.BORDER_FOG.comment=Niebla intensa en los bordes del mundo cargado para ocultar los bordes de los fragmentos. §e[*]§r Se recomienda desactivarlo cuando se juega con menos de 8 chunks de Distancia de Renderizado. + +option.ATM_FOG_MULT=Niebla Atmosférica +option.ATM_FOG_MULT.comment=Ajusta la intensidad de la niebla, que se determina en función de la altitud. +value.ATM_FOG_MULT.0.50=Muy Sutil +value.ATM_FOG_MULT.0.65=Sutil +value.ATM_FOG_MULT.0.80=Normal +value.ATM_FOG_MULT.0.95=Intenso + +option.ATM_FOG_DISTANCE=Distancia de la Niebla Atmosférica +option.ATM_FOG_DISTANCE.comment=Ajusta la distancia desde la cámara a la que comienza a aparecer la Niebla Atmosférica. §e[*]§r Hay que tener en cuenta que la distancia de la niebla también se ajusta automáticamente mediante la configuración de Distancia de Renderizado en Configuración Visual (Video Settings). + +option.ATM_FOG_ALTITUDE=Altitud de la Niebla Atmosférica +option.ATM_FOG_ALTITUDE.comment=Determina la altitud en la que la Niebla Atmosférica aparece con mayor intensidad. + +option.CAVE_FOG=Niebla de Cueva +option.CAVE_FOG.comment=Habilita niebla adicional en áreas subterráneas profundas (cuevas profundas, etc). + +option.LIGHTSHAFT_BEHAVIOUR=Modo de Eje de Luz (shaft) +option.LIGHTSHAFT_BEHAVIOUR.comment=Determina el comportamiento de los rayos de luz. §a[+]§r El modo Sensible a la Escena cambian automáticamente los rayos de luz entre los modos normal y extremo para proporcionar los mejores resultados. §c[-]§r El modo extremo no se recomienda para el juego en general y puede afectar gravemente el rendimiento. +value.LIGHTSHAFT_BEHAVIOUR.0=§cDESACTIVADO +value.LIGHTSHAFT_BEHAVIOUR.1=Sensible a la Escena §a[+] +value.LIGHTSHAFT_BEHAVIOUR.2=Normal +value.LIGHTSHAFT_BEHAVIOUR.3=Extremo §c[-] + +option.LIGHTSHAFT_SMOKE=Humo del eje de luz +Light Shaft Smoke +option.LIGHTSHAFT_SMOKE.comment=Añade humo volumétrico a los ejes de luz. §c[-]§r Este ajuste puede afectar al rendimiento. + +option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS=Ejes especiales de jardín pálido +Special Pale Garden Shafts +option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS.comment=Makes light shafts look extra spicy in the "Pale Garden" biome. + +option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier +option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier +option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier + +option.CLOUD_STYLE_DEFINE=Cloud Style +option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings. +value.CLOUD_STYLE_DEFINE.-1=Set by Style +value.CLOUD_STYLE_DEFINE.0=§cDESACTIVADO +value.CLOUD_STYLE_DEFINE.1=Reimaginado +value.CLOUD_STYLE_DEFINE.3=Desligado +value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*] + +option.CLOUD_SHADOWS=Cloud Shadows +option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimaginado" or "Desligado" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Desligado", because of the extra complexity of Desligado clouds. + +option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors +option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimaginado" or "Desligado" Cloud Styles. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF. + +option.CLOUD_ALT1=Cloud Altitude +option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimaginado" or "Desligado" Cloud Styles. + +option.CLOUD_SPEED_MULT=Cloud Speed +option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimaginado" or "Desligado" Cloud Styles. +value.CLOUD_SPEED_MULT.100=Synced to World Time + +option.CLOUD_R=Cloud Red Multiplier +option.CLOUD_G=Cloud Green Multiplier +option.CLOUD_B=Cloud Blue Multiplier + +option.CLOUD_UNBOUND_AMOUNT=Cloud Amount +option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Desligado clouds. + +option.CLOUD_UNBOUND_SIZE_MULT=Cloud Smallness +option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Desligado clouds. Higher values produce smaller clouds. + +option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition +option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow. +prefix.CLOUD_UNBOUND_RAIN_ADD=+ + +option.DOUBLE_REIM_CLOUDS=Double Reimaginado Clouds +option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimaginado cloud layer. §e[*]§r This setting only works with the "Reimaginado" Cloud Style. + +option.CLOUD_ALT2=Cloud Layer 2 Altitude +option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimaginado Clouds" option is enabled with the "Reimaginado" Cloud Style. + +option.NETHER_STORM=Nether Storm +option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance. + +option.NETHER_STORM_I=Nether Storm Opacity +option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm. + +option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude +option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude. + +option.NETHER_STORM_HEIGHT=Nether Storm Height +option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude". + +option.NETHER_VIEW_LIMIT=Nether View Limit +option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled. +value.NETHER_VIEW_LIMIT.96.0=6 Chunks +value.NETHER_VIEW_LIMIT.112.0=7 Chunks +value.NETHER_VIEW_LIMIT.128.0=8 Chunks +value.NETHER_VIEW_LIMIT.160.0=10 Chunks +value.NETHER_VIEW_LIMIT.192.0=12 Chunks +value.NETHER_VIEW_LIMIT.224.0=14 Chunks +value.NETHER_VIEW_LIMIT.256.0=16 Chunks +value.NETHER_VIEW_LIMIT.320.0=20 Chunks +value.NETHER_VIEW_LIMIT.384.0=24 Chunks +value.NETHER_VIEW_LIMIT.512.0=32 Chunks §c[-] +value.NETHER_VIEW_LIMIT.768.0=48 Chunks §c[-] +value.NETHER_VIEW_LIMIT.1024.0=64 Chunks §c[-] +value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-] + +option.NETHER_COLOR_MODE=Color Mode +option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary. +value.NETHER_COLOR_MODE.3=Biome Based (Modified) +value.NETHER_COLOR_MODE.2=Biome Based +value.NETHER_COLOR_MODE.0=Constant + +option.T_EXPOSURE=General Brightness +option.T_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image. + +option.TM_WHITE_CURVE=White Brightness +option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white. + +option.T_UPPER_CURVE=Contrast of Brighter Colors +option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors. + +option.T_LOWER_CURVE=Contrast of Darker Colors +option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors. + +option.T_SATURATION=Saturation +option.T_SATURATION.comment=Adjusts overall colorfulness of the image. + +option.T_VIBRANCE=Saturation of Paler Colors +option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected. + +option.COLORGRADING=§eColor Grading +option.COLORGRADING.comment=Enables settings to freely mix up the final color channels. +option.GR_RR=Red to Red +option.GR_RG=Red to Green +option.GR_RB=Red to Blue +option.GR_RC=Red Curve +option.GR_GR=Green to Red +option.GR_GG=Green to Green +option.GR_GB=Green to Blue +option.GR_GC=Green Curve +option.GR_BR=Blue to Red +option.GR_BG=Blue to Green +option.GR_BB=Blue to Blue +option.GR_BC=Blue Curve + +option.WATER_STYLE_DEFINE=Water Style +option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. +value.WATER_STYLE_DEFINE.-1=Set by Style +value.WATER_STYLE_DEFINE.1=Reimaginado +value.WATER_STYLE_DEFINE.2=Reimaginado + Waves +value.WATER_STYLE_DEFINE.3=Desligado + +option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style +option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics. +value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water +value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimaginado +value.WATER_CAUSTIC_STYLE_DEFINE.3=Desligado + +option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r +option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when Detail Quality is set to "High", or else it will only affect the subtle underwater distortion. + +option.WATER_FOAM_I=Water Foam Intensity +option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when Detail Quality is set to Medio or higher. + +option.WATER_ALPHA_MULT=Water Opacity Factor +option.WATER_ALPHA_MULT.comment=Adjusts how opaque the water looks. §c[-]§r Extreme values will break the balance of water lighting. §e[*]§r This setting only works when Detail Quality is set to Medio or higher. + +option.WATER_FOG_MULT=Water Fog Factor +option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting. + +option.WATERCOLOR_R=Water Surface Red Multiplier +option.WATERCOLOR_G=Water Surface Green Multiplier +option.WATERCOLOR_B=Water Surface Blue Multiplier + +option.WATERCOLOR_MODE=Color Mode +option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13. +value.WATERCOLOR_MODE.3=Biome Based (Clamped) +value.WATERCOLOR_MODE.2=Biome Based +value.WATERCOLOR_MODE.0=Constant + +option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water +option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons. + +option.UNDERWATERCOLOR_R=Underwater Red Multiplier +option.UNDERWATERCOLOR_G=Underwater Green Multiplier +option.UNDERWATERCOLOR_B=Underwater Blue Multiplier + +option.WATER_BUMPINESS=Wave Strength +option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water. + +option.WATER_BUMP_SMALL=Wave Strength - Small Waves +option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others. + +option.WATER_BUMP_MED=Wave Strength - Medium Waves +option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others. + +option.WATER_BUMP_BIG=Wave Strength - Large Waves +option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others. + +option.WATER_SPEED_MULT=Wave Speed +option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water. + +option.WATER_SIZE_MULT=Wave Size +option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water. + +option.SUN_ANGLE=Sun/Moon Angle +option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimaginado's lighting model is specially designed to make the "0" sun angle work just as well as others. +value.SUN_ANGLE.-1=Set by Style +value.SUN_ANGLE.60=60 +value.SUN_ANGLE.55=55 +value.SUN_ANGLE.50=50 +value.SUN_ANGLE.45=45 +value.SUN_ANGLE.40=40 +value.SUN_ANGLE.35=35 +value.SUN_ANGLE.30=30 +value.SUN_ANGLE.25=25 +value.SUN_ANGLE.20=20 +value.SUN_ANGLE.15=15 +value.SUN_ANGLE.10=10 +value.SUN_ANGLE.5=5 +value.SUN_ANGLE.0=0 §r(§bReimaginado§r) +value.SUN_ANGLE.-5=-5 +value.SUN_ANGLE.-10=-10 +value.SUN_ANGLE.-15=-15 +value.SUN_ANGLE.-20=-20 +value.SUN_ANGLE.-25=-25 +value.SUN_ANGLE.-30=-30 +value.SUN_ANGLE.-35=-35 +value.SUN_ANGLE.-40=-40 §r(§dDesligado§r) +value.SUN_ANGLE.-45=-45 +value.SUN_ANGLE.-50=-50 +value.SUN_ANGLE.-55=-55 +value.SUN_ANGLE.-60=-60 + +option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style +option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation. +value.SUN_MOON_STYLE_DEFINE.-1=Set by Style +value.SUN_MOON_STYLE_DEFINE.1=Reimaginado +value.SUN_MOON_STYLE_DEFINE.2=Desligado +value.SUN_MOON_STYLE_DEFINE.3=Desligado - Smaller + +option.SUN_MOON_HORIZON=Sun/Moon Horizon +option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line. + +option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain +option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not. + +option.NIGHT_STAR_AMOUNT=Night Star Amount +option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky. +value.NIGHT_STAR_AMOUNT.2=Normal +value.NIGHT_STAR_AMOUNT.3=Alto + +option.RAINBOWS=Rainbows +option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening. +value.RAINBOWS.0=DESACTIVADO +value.RAINBOWS.1=After Rain +value.RAINBOWS.3=Always + +option.AURORA_STYLE_DEFINE=Aurora Borealis Style +option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky. +value.AURORA_STYLE_DEFINE.-1=Set by Style +value.AURORA_STYLE_DEFINE.0=§cDESACTIVADO +value.AURORA_STYLE_DEFINE.1=Reimaginado +value.AURORA_STYLE_DEFINE.2=Desligado + +option.AURORA_CONDITION=Aurora C. +option.AURORA_CONDITION.comment=Aurora Condition setting determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting +value.AURORA_CONDITION.0=Every Night +value.AURORA_CONDITION.1=Full Moon +value.AURORA_CONDITION.2=Snowy Biome +value.AURORA_CONDITION.3=Full Moon in Snowy Biome +value.AURORA_CONDITION.4=Full Moon or Snowy Biome + +option.NIGHT_NEBULA=Night Nebulae +option.NIGHT_NEBULA.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D + +option.NIGHT_NEBULA_I=Night Nebula Brightness +option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae. + +option.RAIN_STYLE=Rainy Weather Style +option.RAIN_STYLE.comment=Determines the style of rainy weather. +value.RAIN_STYLE.1=Light & Warmer +value.RAIN_STYLE.2=Heavy & Colder + +option.SPECIAL_BIOME_WEATHER=Special Cold/Dry Weather +option.SPECIAL_BIOME_WEATHER.comment=Changes the atmosphere balance in cold and dry biomes to make things feel like a snowstorm or sandstorm. + +option.WEATHER_TEX_OPACITY=Weather Texture Opacity +option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures. + +option.SHADOW_SMOOTHING=Shadow Smoothing +option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher. +value.SHADOW_SMOOTHING.4=Very Smooth +value.SHADOW_SMOOTHING.3=Smooth +value.SHADOW_SMOOTHING.2=Sharp §c[-] +value.SHADOW_SMOOTHING.1=Very Sharp §c[-] + +option.PIXELATED_SHADOWS=Pixelated Shadows +option.PIXELATED_SHADOWS.comment=Makes shadows cast from the sun and moon look pixelated. + +option.PIXELATED_BLOCKLIGHT=Pixelated Blocklight +option.PIXELATED_BLOCKLIGHT.comment=Makes the lighting cast by light source blocks look pixelated. + +option.PIXELATED_AO=Pixelated Edge Shadows +option.PIXELATED_AO.comment=Makes Minecraft's vanilla ambient occlusion look pixelated. + +option.PIXEL_SCALE=Pixelation Scale +option.PIXEL_SCALE.comment=Scaling done on the textures resolution. +value.PIXEL_SCALE.-2=0.25x +value.PIXEL_SCALE.-1=0.5x +value.PIXEL_SCALE.1=1x +value.PIXEL_SCALE.2=2x +value.PIXEL_SCALE.3=4x +value.PIXEL_SCALE.4=8x +value.PIXEL_SCALE.5=16x + +option.BLOOM=Bloom +option.BLOOM.comment=Enables blurry glow from bright objects and humidity. + +option.BLOOM_STRENGTH=Bloom Strength +option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions. +value.BLOOM_STRENGTH.0.027=15% +value.BLOOM_STRENGTH.0.036=20% +value.BLOOM_STRENGTH.0.045=25% +value.BLOOM_STRENGTH.0.054=30% +value.BLOOM_STRENGTH.0.063=35% +value.BLOOM_STRENGTH.0.072=40% +value.BLOOM_STRENGTH.0.081=45% +value.BLOOM_STRENGTH.0.09=50% +value.BLOOM_STRENGTH.0.10=55% +value.BLOOM_STRENGTH.0.11=60% +value.BLOOM_STRENGTH.0.12=65% +value.BLOOM_STRENGTH.0.13=70% +value.BLOOM_STRENGTH.0.14=75% +value.BLOOM_STRENGTH.0.15=80% §c[-] +value.BLOOM_STRENGTH.0.16=85% §c[-] +value.BLOOM_STRENGTH.0.17=90% §c[-] +value.BLOOM_STRENGTH.0.18=95% §c[-] +value.BLOOM_STRENGTH.0.19=100% §c[-] +value.BLOOM_STRENGTH.0.21=110% §c[-] +value.BLOOM_STRENGTH.0.23=120% §c[-] +value.BLOOM_STRENGTH.0.25=130% §c[-] +value.BLOOM_STRENGTH.0.28=150% §c[-] +value.BLOOM_STRENGTH.0.32=180% §c[-] +value.BLOOM_STRENGTH.10.00=§cInsane + +option.IMAGE_SHARPENING=Image Sharpening +option.IMAGE_SHARPENING.comment=Makes the image sharper using a filter. §c[-]§r Too much sharpening might cause visual artifacts like aliasing, flickering, noise, and subtle brightness changes. +value.IMAGE_SHARPENING.0=DESACTIVADO +value.IMAGE_SHARPENING.1=1x +value.IMAGE_SHARPENING.2=2x +value.IMAGE_SHARPENING.3=3x +value.IMAGE_SHARPENING.4=4x +value.IMAGE_SHARPENING.5=5x +value.IMAGE_SHARPENING.6=6x §c[-] +value.IMAGE_SHARPENING.7=7x §c[-] +value.IMAGE_SHARPENING.8=8x §c[-] +value.IMAGE_SHARPENING.9=9x §c[-] +value.IMAGE_SHARPENING.10=10x §c[-] + +option.LENSFLARE_MODE=Lens Flare +option.LENSFLARE_MODE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance. +value.LENSFLARE_MODE.0=DESACTIVADO +value.LENSFLARE_MODE.1=Sun Only +value.LENSFLARE_MODE.2=Sun & Moon + +option.LENSFLARE_I=Lens Flare Intensity +option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect. + +option.TAA_MODE=Temporal Filter +option.TAA_MODE.comment=Determines the behaviour of temporal anti aliasing. Smart & Subtle §a[+]§r: Temporal filter is applied in small amounts to the image in a way that won't cause artifacts. Intense §e[*]§r: Provides better anti-aliasing, but it will cause extra smudging and flickering; it might be the better choice at a higher frame rate and resolution. OFF §c[-]§r: Turning this off will cause worse performance and worse effect quality. +value.TAA_MODE.1=Smart & Subtle §a[+] +value.TAA_MODE.2=Intense §e[*] +value.TAA_MODE.0=DESACTIVADO §c[-] + +option.DISTANT_LIGHT_BOKEH=Distant Light Bokeh +option.DISTANT_LIGHT_BOKEH.comment=Makes distant light sources look scattered by applying a single pixel blur in the distance. §a[+]§r This effect benefits from IntegratedPBR+ (optional) by adjusting distant light sources for better looks. + +option.MOTION_BLURRING=Motion Blur +option.MOTION_BLURRING.comment=Applies blur to the image when moving the camera. + +option.MOTION_BLURRING_STRENGTH=Motion Blur Strength +option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur. + +option.WORLD_BLUR=§eWorld Blur +option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance. +value.WORLD_BLUR.0=DESACTIVADO +value.WORLD_BLUR.1=Distance Blur +value.WORLD_BLUR.2=Depth of Field + +option.WB_FOV_SCALED=FOV Scaled Blur +option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled. + +option.WB_CHROMATIC=Chromatic Blur +option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas. + +option.WB_ANAMORPHIC=Anamorphic Blur +option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur + +option.WB_DOF_I=Depth of Field Strength +option.WB_DOF_FOCUS=Depth of Field Focus +option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings. +value.WB_DOF_FOCUS.-1=Brightness §e[*] +value.WB_DOF_FOCUS.0=Automatic + +option.WB_DB_DAY_I=Dis. Blur - Day +option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors +option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow +option.WB_DB_WATER_I=Dis. Blur - Underwater +option.WB_DB_NETHER_I=Dis. Blur - The Nether +option.WB_DB_END_I=Dis. Blur - The End + +option.VIGNETTE_R=Vignette +option.VIGNETTE_R.comment=Applies darkening around the edges of the screen. + +option.CHROMA_ABERRATION=Chromatic Aberration +option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-]§r Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay. +value.CHROMA_ABERRATION.4=4 §c[-] +value.CHROMA_ABERRATION.5=5 §c[-] +value.CHROMA_ABERRATION.6=6 §c[-] +value.CHROMA_ABERRATION.7=7 §c[-] +value.CHROMA_ABERRATION.8=8 §c[-] + +option.IPBR_EMISSIVE_MODE=IPBR+ Emissive Mode +option.IPBR_EMISSIVE_MODE.comment=Determines the handling of emissives within IntegratedPBR+. Choosing the labPBR or seuspbr options allow compatible resource packs to completely override IPBR+ emissives on blocks that have specular textures attached to them. §c[-]§r It's not recommended to change this setting unless you know what you are doing. +value.IPBR_EMISSIVE_MODE.1=IPBR+ Only +value.IPBR_EMISSIVE_MODE.3=labPBR > IPBR+ +value.IPBR_EMISSIVE_MODE.2=seuspbr > IPBR+ + +option.IPBR_COMPATIBILITY_MODE=IPBR+ Compatibility Mode +option.IPBR_COMPATIBILITY_MODE.comment=Changes how some IPBR+ features are calculated to be less aggressive in order to cause less problems with resource packs, or mods. + +option.IPBR_PARTICLE_FEATURES=IPBR+ Particle Features +option.IPBR_PARTICLE_FEATURES.comment=Enables several features for particles, including things like glowing lava particles and better-colored water particles. + +option.FANCY_GLASS=Improved Glass +option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on older Iris versions. §e[*]§r RP Support option must be set to Integrated PBR+. + +option.GREEN_SCREEN_LIME=Green Screen Lime Blocks +option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation. + +option.HAND_SWAYING=Hand Sway +option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation. +value.HAND_SWAYING.0=DESACTIVADO +value.HAND_SWAYING.1=Subtle +value.HAND_SWAYING.2=Normal +value.HAND_SWAYING.3=Intense + +option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow +option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them. + +option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles +option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility. + +option.SNOWY_WORLD=Snowy World +option.SNOWY_WORLD.comment=Makes the entire world covered with snow. + +option.SHOW_LIGHT_LEVEL=Show Light Levels +option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results. +value.SHOW_LIGHT_LEVEL.0=DESACTIVADO +value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye +value.SHOW_LIGHT_LEVEL.2=Hold Light Source +value.SHOW_LIGHT_LEVEL.3=Always ON + +option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r +option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl + +option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r +option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all. + +option.CAVE_LIGHTING=Cave Lighting Multiplier +option.CAVE_LIGHTING.comment=Adds extra lighting to areas that don't have skylight. §e[*]§r Cave lighting is also affected by the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance. + +option.AMBIENT_MULT=Shadow Light Multiplier +option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance. + +option.PLAYER_SHADOW=Player Shadow §e[*]§r +option.PLAYER_SHADOW.comment=Determines if the player will cast a shadow or not. §e[*]§r This setting only works on Iris. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF. +value.PLAYER_SHADOW.-1=DESACTIVADO +value.PLAYER_SHADOW.1=ON + +option.GENERATED_NORMALS=Generated Normals +option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+. + +option.COATED_TEXTURES=Coated Textures +option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+. + +option.ENTITY_GN_AND_CT=Allow GN and CT on Entities +option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled. + +option.GENERATED_NORMAL_MULT=Generated Normal Strength +option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces. + +option.GENERATED_NORMAL_ENTITY_MULT=Gen. Normals on Entities +option.GENERATED_NORMAL_ENTITY_MULT.comment=Adjusts the strength of auto-generated bumpy details on entities. +value.GENERATED_NORMAL_ENTITY_MULT.0=Default + +option.COATED_TEXTURE_MULT=Coated Texture Strength +option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures. + +option.GLOWING_ORE_MASTER=§eEnable Glowing Ores +option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Set By Style" will only enable glowing ores if the "Visual Style" is set to "Desligado". §e[*]§r The settings below won't work if this option isn't enabled. +value.GLOWING_ORE_MASTER.0=§cDESACTIVADO +value.GLOWING_ORE_MASTER.1=Set By Style +value.GLOWING_ORE_MASTER.2=§aON + +option.GLOWING_ORE_MULT=Ore Glow Strength +option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores. + +option.GLOWING_ORE_IRON=Glowing Iron Ore +option.GLOWING_ORE_GOLD=Glowing Gold Ore +option.GLOWING_ORE_COPPER=Glowing Copper Ore +option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r +option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting. +option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore +option.GLOWING_ORE_EMERALD=Glowing Emerald Ore +option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore +option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore +option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore +option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone +option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris +option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r +option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=". + +option.GLOWING_AMETHYST=Glowing Amethyst +value.GLOWING_AMETHYST.0=§cDESACTIVADO +value.GLOWING_AMETHYST.1=Crystal +value.GLOWING_AMETHYST.2=Crystal & Block + +option.GLOWING_LICHEN=Glowing Glow Lichen +value.GLOWING_LICHEN.0=§cDESACTIVADO +value.GLOWING_LICHEN.1=In Closed Areas +value.GLOWING_LICHEN.2=Always + +option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block + +option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block + +option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r +option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection. + +option.NORMAL_MAP_STRENGTH=Normal Map Strength +option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. + +option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity +option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. + +option.POM=Parallax Occlusion Mapping +option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. +value.POM.false=DESACTIVADO +value.POM.true=ON §c[-] + +option.POM_DEPTH=POM Depth +option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. + +option.POM_QUALITY=POM Quality +option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. +value.POM_QUALITY.16=16 §e[*] +value.POM_QUALITY.32=32 §e[*] +value.POM_QUALITY.64=64 §e[*] +value.POM_QUALITY.256=256 §c[-] +value.POM_QUALITY.512=512 §c[-] + +option.POM_DISTANCE=POM Distance +option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. +value.POM_DISTANCE.64=64 §e[*] +value.POM_DISTANCE.128=128 §e[*] +value.POM_DISTANCE.256=256 §e[*] +value.POM_DISTANCE.512=512 §e[*] +value.POM_DISTANCE.1024=1024 §e[*] + +option.POM_LIGHTING_MODE=POM Lighting Mode +option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100. +value.POM_LIGHTING_MODE.1=Smooth +value.POM_LIGHTING_MODE.2=Sharp + +option.POM_ALLOW_CUTOUT=POM on Cutout Surfaces §c[-]§r +option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance. + +option.DIRECTIONAL_BLOCKLIGHT=Directional Blocklight +option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. +value.DIRECTIONAL_BLOCKLIGHT.0=DESACTIVADO +value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-] +value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-] +value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-] + +option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting +option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene. +value.HELD_LIGHTING_MODE.0=§cDESACTIVADO +value.HELD_LIGHTING_MODE.1=Subtle +value.HELD_LIGHTING_MODE.2=Normal + +option.BLOCKLIGHT_FLICKERING=Blocklight Flickering +option.BLOCKLIGHT_FLICKERING.comment=Adds a flickering effect to the light cast from blocks. +value.BLOCKLIGHT_FLICKERING.0=DESACTIVADO + +option.WAVING_SPEED=Waving Speed +option.WAVING_SPEED.comment=Adjusts how quickly the waving effects happen. + +option.WAVING_I=Waving Intensity +option.WAVING_I.comment=Adjusts how much the blocks move when waving. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks. +value.WAVING_I.1.25=1.25 §c[-] +value.WAVING_I.1.50=1.50 §c[-] +value.WAVING_I.1.75=1.75 §c[-] +value.WAVING_I.2.00=2.00 §c[-] +value.WAVING_I.50.0=§cInsane + +option.NO_WAVING_INDOORS=No Waving in Closed Areas +option.NO_WAVING_INDOORS.comment=Prevents blocks from waving in closed areas using skylight. §c[-]§r This setting being enabled can cause problems with some resource packs or mods. + +option.WAVING_I_RAIN_MULT=Waving Rain Multiplier +option.WAVING_I_RAIN_MULT.comment=Multiplies the speed and intensity of waving during rain. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks. §c[-]§r This setting can impact performance when increased above 100. +value.WAVING_I.125=125 §c[-] +value.WAVING_I.150=150 §c[-] +value.WAVING_I.175=175 §c[-] +value.WAVING_I.200=200 §c[-] + +option.WAVING_FOLIAGE=Waving Grass +option.WAVING_FOLIAGE.comment=Adds movement to grass and other similar foliage to simulate wind. + +option.WAVING_LEAVES=Waving Leaves +option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind. + +option.WAVING_LAVA=Waving Lava Texture +option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting. + +option.WAVING_LILY_PAD=Waving Lily Pad +option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves. + +option.WAVING_WATER_VERTEX=Waving Water Height +option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting. + +option.WAVING_RAIN=Waving Rain/Snow Texture +option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic. + +option.SPECIAL_PORTAL_EFFECTS=Special Portal Effects +option.SPECIAL_PORTAL_EFFECTS.comment=Adds special animations and emission to Nether Portals, End Portals, and End Gateways. + +option.WORLD_OUTLINE=World Outline +option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance. + +option.WORLD_OUTLINE_THICKNESS=World Outline Thickness +option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance. + +option.WORLD_OUTLINE_I=World Outline Brightness +option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be. + +option.WORLD_OUTLINE_ON_ENTITIES=World Outline on Entities +option.WORLD_OUTLINE_ON_ENTITIES.comment=Determines if the World Outline effect will apply to entities or not. §c[-]§r This setting may not work perfectly with some custom PBR resource packs. + +option.DARK_OUTLINE=Dark Outline +option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance. + +option.DARK_OUTLINE_THICKNESS=Dark Outline Thickness +option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance. + +option.RAIN_PUDDLES=Rain Puddles +option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §c[-]§r Rain puddles can severely impact performance. +value.RAIN_PUDDLES.0=DESACTIVADO +value.RAIN_PUDDLES.1=§aON - Puddles +value.RAIN_PUDDLES.2=§aON - Full Coverage +value.RAIN_PUDDLES.3=§aON - §cAlways§a Puddles +value.RAIN_PUDDLES.4=§aON - §cAlways§a Full + +option.UNDERWATER_DISTORTION=Underwater Distortion +option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water. + +option.SELECT_OUTLINE=Selection Outline +option.SELECT_OUTLINE.comment=Determines the color of the block selection outline. +value.SELECT_OUTLINE.0=§cDESACTIVADO +value.SELECT_OUTLINE.1=Default +value.SELECT_OUTLINE.2=Rainbow +value.SELECT_OUTLINE.3=Select Color +value.SELECT_OUTLINE.4=Versatile + +option.SELECT_OUTLINE_AUTO_HIDE=Auto Hide Selection Outline +option.SELECT_OUTLINE_AUTO_HIDE.comment=Hides the block selection outline if the player isn't holding anything in any of their hands, or only holding a light source in the off-hand. + +option.SELECT_OUTLINE_I=SO Brightness +option.SELECT_OUTLINE_R=SO Red +option.SELECT_OUTLINE_G=SO Green +option.SELECT_OUTLINE_B=SO Blue + +option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting +option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness. + +option.MOON_PHASE_INF_ATMOSPHERE=Moon Phased Night Atmosphere +option.MOON_PHASE_INF_ATMOSPHERE.comment=Enabled different moon phases to change the night atmosphere brightness. + +option.MOON_PHASE_INF_REFLECTION=Moon Phased Moon Reflection +option.MOON_PHASE_INF_REFLECTION.comment=Enables different moon phases to change the brightness of moon reflections. + +option.MOON_PHASE_FULL=Full Moon Intensity +option.MOON_PHASE_FULL.comment=Adjusts the moon phase influence during the Full Moon phase (brightest phase). + +option.MOON_PHASE_PARTIAL=Partial Moon Intensity +option.MOON_PHASE_PARTIAL.comment=Adjusts the moon phase influence during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft. + +option.MOON_PHASE_DARK=Dark Moon Intensity +option.MOON_PHASE_DARK.comment=Adjusts the moon phase influence during New Moon (darkest phase). + +option.CONNECTED_GLASS_EFFECT=Connected Glass +option.CONNECTED_GLASS_EFFECT.comment=Makes all types of glass connect to each other. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. §e[*]§r This feature will be automatically disable itself if the "Continuity" mod is installed. + +option.PORTAL_EDGE_EFFECT=Glowing Portal Edges +option.PORTAL_EDGE_EFFECT.comment=Adds an emissive border effect to end and nether portals. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. + +option.PUDDLE_VOXELIZATION=Fix Puddles Under Glass +option.PUDDLE_VOXELIZATION.comment=Prevents rain puddles from forming in closed areas with glass roofs when the Rain Puddles setting is enabled. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. + +option.COLORED_CANDLE_LIGHT=Colored Candle Lighting +option.COLORED_CANDLE_LIGHT.comment=Makes lights cast by candles to be the same color as their bases. §e[*]§r The desaturated candle color variants will continue to use the usual fire color. + +option.COLORED_LIGHT_SATURATION=Colored Lighting Saturation +option.COLORED_LIGHT_SATURATION.comment=Adjusts how saturated the colors produced from Advanced Colored Lighting will be. §e[*]§r It's not recommended to change this value, as the visuals are designed to look the most balanced with the default saturation. + +option.COLORED_LIGHT_FOG=Colored Light Fog +option.COLORED_LIGHT_FOG.comment=Adds volumetric blocklight fog to the scene, most visible during the night or underground. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. §c[-]§r This effect can severely impact performance. + +option.COLORED_LIGHT_FOG_I=Light Fog Intensity +option.COLORED_LIGHT_FOG_I.comment=Determines the brightness of the Colored Light Fog. + +option.LIGHT_COLOR_MULTS=§eLighting Color Multipliers +option.LIGHT_COLOR_MULTS.comment=Enables customization of lighting colors that are seen on all surfaces. + +option.ATM_COLOR_MULTS=§eAtmosphere Color Multipliers +option.ATM_COLOR_MULTS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog. + +option.LIGHT_MORNING_R=Lighting Red Multiplier +option.LIGHT_MORNING_G=Lighting Green Multiplier +option.LIGHT_MORNING_B=Lighting Blue Multiplier +option.LIGHT_MORNING_I=Lighting Intensity Multiplier +option.ATM_MORNING_R=Atmosphere Red Multiplier +option.ATM_MORNING_G=Atmosphere Green Multiplier +option.ATM_MORNING_B=Atmosphere Blue Multiplier +option.ATM_MORNING_I=Atmosphere Intensity Multiplier +option.LIGHT_NOON_R=Lighting Red Multiplier +option.LIGHT_NOON_G=Lighting Green Multiplier +option.LIGHT_NOON_B=Lighting Blue Multiplier +option.LIGHT_NOON_I=Lighting Intensity Multiplier +option.ATM_NOON_R=Atmosphere Red Multiplier +option.ATM_NOON_G=Atmosphere Green Multiplier +option.ATM_NOON_B=Atmosphere Blue Multiplier +option.ATM_NOON_I=Atmosphere Intensity Multiplier +option.LIGHT_NIGHT_R=Lighting Red Multiplier +option.LIGHT_NIGHT_G=Lighting Green Multiplier +option.LIGHT_NIGHT_B=Lighting Blue Multiplier +option.LIGHT_NIGHT_I=Lighting Intensity Multiplier +option.ATM_NIGHT_R=Atmosphere Red Multiplier +option.ATM_NIGHT_G=Atmosphere Green Multiplier +option.ATM_NIGHT_B=Atmosphere Blue Multiplier +option.ATM_NIGHT_I=Atmosphere Intensity Multiplier +option.LIGHT_RAIN_R=Lighting Red Multiplier +option.LIGHT_RAIN_G=Lighting Green Multiplier +option.LIGHT_RAIN_B=Lighting Blue Multiplier +option.LIGHT_RAIN_I=Lighting Intensity Multiplier +option.ATM_RAIN_R=Atmosphere Red Multiplier +option.ATM_RAIN_G=Atmosphere Green Multiplier +option.ATM_RAIN_B=Atmosphere Blue Multiplier +option.ATM_RAIN_I=Atmosphere Intensity Multiplier +option.LIGHT_NETHER_R=Lighting Red Multiplier +option.LIGHT_NETHER_G=Lighting Green Multiplier +option.LIGHT_NETHER_B=Lighting Blue Multiplier +option.LIGHT_NETHER_I=Lighting Intensity Multiplier +option.ATM_NETHER_R=Atmosphere Red Multiplier +option.ATM_NETHER_G=Atmosphere Green Multiplier +option.ATM_NETHER_B=Atmosphere Blue Multiplier +option.ATM_NETHER_I=Atmosphere Intensity Multiplier +option.LIGHT_END_R=Lighting Red Multiplier +option.LIGHT_END_G=Lighting Green Multiplier +option.LIGHT_END_B=Lighting Blue Multiplier +option.LIGHT_END_I=Lighting Intensity Multiplier +option.ATM_END_R=Atmosphere Red Multiplier +option.ATM_END_G=Atmosphere Green Multiplier +option.ATM_END_B=Atmosphere Blue Multiplier +option.ATM_END_I=Atmosphere Intensity Multiplier + +option.XLIGHT_R=Blocklight Red Multiplier +option.XLIGHT_G=Blocklight Green Multiplier +option.XLIGHT_B=Blocklight Blue Multiplier +option.XLIGHT_I=Blocklight Intensity + +####### Euphoria Patches ####### + +profile.SPACEAGLE17= §f۞ §kO§fDEBUG (Do Not Use)§f§kO +profile.POPULAR=§bPopular §dSettings + +#WATERMARK +option.WATERMARK=Complementary +option.WATERMARK.comment=Euphoria Patches is a creation of love, care and frustration, meant to complement the unique Minecraft experience in the best way possible while adding onto the amazing Complementary Shaderpack. Please feel free to join the lovely Complementary community here: www.complementary.dev/discord. Watermark by Elysia +value.WATERMARK.0=& §dEuphoria §rPatches +value.WATERMARK.1=& §cE§6u§ep§aho§br§9i§da §rPatches +value.WATERMARK.2=& §cE§6u§ep§aho§br§9i§da §rPatches - GUI Hidden +value.WATERMARK.3=& GUI Hidden & Hold Spider Eye +option.WATERMARK_SIZE=Watermark Size + +screen.EUPHORIA_SETTINGS=§dEuphoria Patches Settings +screen.EUPHORIA_SETTINGS.comment=Settings that are added by the Euphoria Patches. §bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support + +screen.ATMOSPHERE=Atmosphere +screen.ATMOSPHERE.comment=Settings that relate to the atmosphere. +screen.CLOUDS=Clouds +screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=Reimaginado Clouds +screen.CLOUD_UNBOUND_SETTINGS_EUPHORIA=Desligado Clouds +screen.DOUBLE_UNBOUND_CLOUDS_SETTINGS=Double Desligado Clouds +screen.AURORA_SETTINGS=Aurora Borealis +screen.AURORA_SETTINGS.comment=Settings that relate to the Aurora Borealis. +screen.AURORA_COLOR_SETTINGS=Aurora Color Settings +screen.AURORA_COLOR_SETTINGS.comment=Settings that relate to the color of the Aurora Borealis. +screen.END_SKY=End Sky +screen.END_SKY.comment=Settings that relate to the End Sky. +screen.END_BEAMS_SETTINGS=Ender Beam Settings +screen.END_BEAMS_SETTINGS.comment=Settings that relate to the Ender Beams. +screen.END_STAR=End Star Settings +screen.END_STAR.comment=Settings that relate to the End Stars. +screen.STAR_COLORS_END=End Star Colors +screen.STARS_OVERWORLD=Stars +screen.SHOOTING_STARS_SETTINGS=Shooting Stars +screen.STAR_COLORS_OW=Star Colors +screen.RAIN_SETTINGS=Rain Settings +screen.NIGHT_DESATURATION_SETTINGS=Darkness Desaturation +screen.MOON_PHASED_DESATURATION_SETTINGS=Moon Phased Night Desaturation +screen.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon. + +screen.WORLD=World +screen.WORLD.comment=Settings that relate to the world. +screen.SPOOKY_SETTINGS=Spooklementary Settings +screen.EYES_SETTINGS=Eyes Settings +screen.BLOOD_MOON_SETTINGS=Blood Moon Settings +screen.OVERWORLD_WORLD=Overworld +screen.OVERWORLD_BEAM=Overworld Beams +screen.OVERWORLD_BEAM.comment=Settings that relate to Overworld Beams. +screen.FOG=Fog +screen.FOG.comment=Settings that relate to fog. +screen.FOG_CAVE=Cave fog +screen.FOG_CAVE.comment=Settings that relate to cave fog. +screen.FOG_ATMOSPHERIC=Atmospheric fog +screen.FOG_ATMOSPHERIC.comment=Settings that relate to atmospheric fog. +screen.FOG_BORDER_OVERWORLD=Border fog +screen.FOG_BORDER_OVERWORLD.comment=Settings that relate to border fog. +screen.SEASON=Seasons +screen.WINTER=Winter Settings +screen.AUTUMN=Autumn Settings +screen.SPRING=Spring Settings +screen.SUMMER=Summer Settings +screen.NETHER_WORLD=Nether +screen.FOG_BORDER_NETHER=Border fog +screen.FOG_BORDER_NETHER.comment=Settings that relate to border fog. +screen.END_WORLD=End +screen.END_AMBIENT=End Ambient +screen.FOG_BORDER_END=Border fog +screen.FOG_BORDER_END.comment=Settings that relate to border fog. +screen.LIGHT_SETTINGS=Light Settings +screen.BLOCKLIGHT=Blocklight Settings +screen.BLOCKLIGHT.comment=Settings that relate to blocklight color. +screen.COLORED_LIGHT=Colored Lighting +screen.SSBL_SETTINGS=Screenspace Colored Blocklight +screen.ACL_SETTINGS=Advanced Colored Lighting +screen.LIGHTMAP_CURVES_SETTINGS=Lightmap Curves +screen.OVERLAY_NOISE=Overlay Noise +screen.MOSS_NOISE_SETTINGS=Moss Noise Settings +screen.SAND_NOISE_SETTINGS=Sand Noise Settings + +screen.MATERIALS=Materials +screen.MATERIALS.comment=Settings that relate to materials. +screen.EMISSIVE_MATERIALS=Emissive Materials +screen.EMISSIVE_FLOWERS_SETTINGS=Emissive Flowers +screen.WATER=Water +screen.WATER.comment=Settings that relate to water. +screen.IPBR_REDSTONE=Integrated Redstone PBR +screen.IPBR_REDSTONE.comment=Settings that relate to IntegratedPBR for redstone. +screen.DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS=Lightmap Normals +screen.LAVA_SETTINGS=Lava +screen.LAVA_SETTINGS.comment=Settings that relate to hot burning lava. +screen.END_ROD_SETTINGS=End Rod +screen.END_ROD_SETTINGS.comment=Settings that relate to end rods. +screen.FOLIAGE_SETTINGS=Foliage +screen.FOLIAGE_SETTINGS.comment=Settings that relate to foliage. +screen.PORTAL_SETTINGS=Portal Settings +screen.PORTAL_SETTINGS.comment=Settings that relate to portals. +screen.MISC_SETTINGS=Miscellaneous +screen.MISC_SETTINGS.comment=Settings which don't fit into any other category. +screen.MISC_EMISSIVE_SETTINGS=Miscellaneous Emissive + +screen.CAMERA=Camera +screen.CAMERA.comment=Settings that relate to the Camera. +screen.TONEMAP_SETTINGS_EUPHORIA=Tonemap Settings Euphoria +screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=Specific Tonemap Settings +screen.ACES=ACES Settings +screen.ACES.comment=Settings for the ACES Tonemap. +screen.AGX_SETTINGS=AgX Settings +screen.AGX_SETTINGS.comment=Settings for the AgX Tonemap. +screen.CAMERA_EFFECTS=Camera Effects +screen.RETRO_SETTINGS=Retro Settings +screen.STATIC_NOISE_SETTINGS=Static Noise Settings +screen.HORIZONTAL_NOISE_SETTINGS=Horizontal Noise Settings +screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=Vertical Screen Displacement Settings +screen.PIXELATE_SCREEN_SETTINGS=Pixelate Settings +screen.SCANLINE_SETTINGS=Scanline Settings +screen.HALFTONE_SETTINGS=Halftone Settings +screen.SPEED_LINES_SETTINGS=Speed Line Settings +screen.CAMERA_NOISE_OVERLAY_SETTINGS=Camera Noise Overlay Settings +screen.SCREEN_BORDER=Border Settings +screen.LETTERBOX_SETTINGS=Letterbox Settings +screen.GRID_SETTINGS=Grid Settings +screen.WATERMARK_SETTINGS=Watermark Settings +screen.DOF_SETTINGS=Depth Of Field Settings + +screen.FUN=Fun +screen.FUN.comment=Let's have some fun. +screen.WORLD_CURVATURE_SETTINGS=World Curvature +screen.WORLD_CURVATURE_SETTINGS.comment=Settings that relate to World Curvature. +screen.RANDOM_BLOCKLIGHT_SETTINGS=Random Blocklight +screen.RANDOM_BLOCKLIGHT_SETTINGS.comment=Settings that relate to Random Blocklight. + +screen.POPULAR_SETTINGS=§dPopular Settings +screen.POPULAR_SETTINGS_2=Page 2 +screen.POPULAR_SETTINGS_3=Page 3 +screen.EP_VERSION=Euphoria Patches §d1.7.0 +screen.EP_VERSION.comment=§bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support + +option.DAYLIGHT_CYCLE_COMPAT=World Time Animation +option.DAYLIGHT_CYCLE_COMPAT.comment=ONLY use this if you play with the gamerule doDaylightCycle false. When enabled clouds and more animate in worlds with the daylight cycle off but they are no longer synced between players. + +option.AURORA_COLOR_PRESET=Aurora Color Preset +option.AURORA_COLOR_PRESET.comment=Choose between default look/custom colored auroras, varying colored auroras, where the aurora color changes each Minecraft day/month or color presets. +value.AURORA_COLOR_PRESET.0=Custom +value.AURORA_COLOR_PRESET.1=§o§lVarying - Daily +value.AURORA_COLOR_PRESET.2=§o§lVarying - Monthly +value.AURORA_COLOR_PRESET.3=§cB§6l§ca§6z§ei§6n§eg +value.AURORA_COLOR_PRESET.4=§cG§4h§bo§3s§bt +value.AURORA_COLOR_PRESET.5=§9Ne§5bu§dl§5a +value.AURORA_COLOR_PRESET.6=§9v§b4 +value.AURORA_COLOR_PRESET.7=§6E§dn§5d +value.AURORA_COLOR_PRESET.8=§bI§3c§9e +value.AURORA_COLOR_PRESET.9=§cWa§6t§ce§a§6r§am§2e§al§2on +value.AURORA_COLOR_PRESET.10=§bEt§3h§be§dr§3e§dal +value.AURORA_COLOR_PRESET.11=§bPe§3r§bm§3af§cr§3o§cst +value.AURORA_COLOR_PRESET.12=§dP§5i§dn§5k +value.AURORA_COLOR_PRESET.13=§aThe §5Joker +value.AURORA_COLOR_PRESET.14=§cBlood §bBath +value.AURORA_COLOR_PRESET.15=§bMysti§9cal + +option.RGB_AURORA=RGB Aurora +option.RGB_AURORA.comment=Be an Epic Gamer with §4R§2G§9B §rAuroras. + +option.AURORA_UP_R=Upper Section - Red +option.AURORA_UP_G=Upper Section - Green +option.AURORA_UP_B=Upper Section - Blue +option.AURORA_UP_I=Upper Section - Intensity + +option.AURORA_DOWN_R=Lower Section - Red +option.AURORA_DOWN_G=Lower Section - Green +option.AURORA_DOWN_B=Lower Section - Blue +option.AURORA_DOWN_I=Lower Section - Intensity + +option.AURORA_SIZE=Aurora Density +option.AURORA_SIZE.comment=Density controls the apparent height and the size of the Aurora. + +option.AURORA_DRAW_DISTANCE=Aurora Draw Distance +option.AURORA_DRAW_DISTANCE.comment=Draw Distance controls the distance boundary of the Aurora. + +option.AURORA_INFLUENCE=Aurora Influence +option.AURORA_INFLUENCE.comment=Makes the Aurora color affect the clouds and the terrain. + +option.AURORA_CLOUD_INFLUENCE_INTENSITY=Cloud Influence Intensity +option.AURORA_CLOUD_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the clouds. +value.AURORA_CLOUD_INFLUENCE_INTENSITY.0.00=DESACTIVADO + +option.AURORA_TERRAIN_INFLUENCE_INTENSITY=Terrain Influence Intensity +option.AURORA_TERRAIN_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the terrain. +value.AURORA_TERRAIN_INFLUENCE_INTENSITY.0.00=DESACTIVADO + +option.CLOUD_ROUNDNESS=Cloud Roundness §e[*]§r +value.CLOUD_ROUNDNESS.0.025=Extra Boxy §e[*]§r +value.CLOUD_ROUNDNESS.0.05=Boxy §e[*]§r +value.CLOUD_ROUNDNESS.0.125=Balanced +value.CLOUD_ROUNDNESS.0.2=Round +option.CLOUD_ROUNDNESS.comment=Change how round the clouds appear. §e[*]§r Lower roundness results in more noise artifacts +option.CLOUD_SHADOW_ROUNDNESS=Cloud Shadow Roundness +value.CLOUD_SHADOW_ROUNDNESS.0.15=Extra Boxy +value.CLOUD_SHADOW_ROUNDNESS.0.25=Boxy +value.CLOUD_SHADOW_ROUNDNESS.0.35=Round +option.CLOUD_SHADOW_ROUNDNESS.comment=Change how round cloud shadows appear. +option.CLOUD_NARROWNESS=Cloud Narrowness +value.CLOUD_NARROWNESS.0.1=Ultra Slim +value.CLOUD_NARROWNESS.0.075=Slim +value.CLOUD_NARROWNESS.0.05=Normal +value.CLOUD_NARROWNESS.0.025=Wide +option.CLOUD_NARROWNESS.comment=Change how narrow the clouds appear on the horizontal scale. + +option.CLOUD_STRETCH=Cloud Height +option.CLOUD_TRANSPARENCY=Cloud Transparency +option.CLOUD_DIRECTION=Cloud Direction +option.CLOUD_DIRECTION.comment=Changes the direction in which the clouds move. +option.CLOUD_MINECRAFT_TEXTURE=Minecraft Cloud Texture +value.CLOUD_DIRECTION.1=West-East +value.CLOUD_DIRECTION.2=North-South +option.INCREASED_RAIN_STRENGTH=Increased Rain Strength +option.INCREASED_RAIN_STRENGTH.comment=Makes wind related animations faster when raining. §c[-]§r This setting being enabled causes clouds and other related wind animations to quickly change when it begins or stops to rain, not fixable. Not recommended. +value.INCREASED_RAIN_STRENGTH.0=DESACTIVADO +value.INCREASED_RAIN_STRENGTH.1=Fast Transition +value.INCREASED_RAIN_STRENGTH.2=No Transition +option.RAINBOW_CLOUD=Rainbow Clouds +value.RAINBOW_CLOUD.0=DESACTIVADO +value.RAINBOW_CLOUD.1=10% Coverage +value.RAINBOW_CLOUD.2=20% Coverage +value.RAINBOW_CLOUD.3=30% Coverage +value.RAINBOW_CLOUD.4=40% Coverage +value.RAINBOW_CLOUD.5=50% Coverage +value.RAINBOW_CLOUD.6=60% Coverage +value.RAINBOW_CLOUD.7=70% Coverage +value.RAINBOW_CLOUD.8=80% Coverage +value.RAINBOW_CLOUD.9=90% Coverage +value.RAINBOW_CLOUD.10=100% Coverage + +option.CLOUD_RENDER_DISTANCE=Cloud Render Distance +option.CLOUD_RENDER_DISTANCE.comment=Option to change how far clouds render. + +option.NIGHT_CLOUD_UNBOUND_REMOVE=Remove Night Clouds Amount +option.NIGHT_CLOUD_UNBOUND_REMOVE.comment=Ammount of clouds which get removed during the night + +option.HIGH_QUALITY_CLOUDS=Higher Quality Clouds +option.HIGH_QUALITY_CLOUDS.comment=Increases the quality of Clouds to more than is possible within the normal Complementary Settings. §c[-]§r Turning this setting on can impact performance. + +option.CLOUD_LAYER2_SPEED_MULT=Cloud Layer 2 Speed Multiplier + +option.DOUBLE_UNBOUND_CLOUDS=Double Desligado Clouds +option.DOUBLE_UNBOUND_CLOUDS.comment=Enables a second layer of Desligado clouds to be rendered. §c[-]§r This setting can impact performance. +option.CLOUD_UNBOUND_LAYER2_ALTITUDE=Cloud Layer 2 Altitude +option.CLOUD_UNBOUND_LAYER2_ALTITUDE.comment=Determines the world height which the second layer clouds will appear at. +option.CLOUD_UNBOUND_LAYER2_HEIGHT=Cloud Layer 2 Height +option.CLOUD_UNBOUND_LAYER2_SIZE=Cloud Layer 2 Size +option.CLOUD_UNBOUND_LAYER2_SIZE.comment=Determines the size of the second layer clouds. +option.CLOUD_UNBOUND_LAYER2_AMOUNT=Cloud Layer 2 Amount +option.CLOUD_UNBOUND_LAYER2_AMOUNT.comment=Determines the amount of the second layer clouds. + +option.END_SMOKE=End Smoke +option.END_SMOKE.comment=Someone left the fire unattended and now the End has smoke in the upper and lower void. +option.E_SKY_COLORR=End Sky - Red +option.E_SKY_COLORG=End Sky - Green +option.E_SKY_COLORB=End Sky - Blue +option.E_SKY_COLORI=End Sky - Intensity +option.END_SKY_FOG_INFLUENCE=End Sky Fog Color Influence +option.END_SKY_FOG_INFLUENCE.comment=Tweak how much the color of the fog of modded biomes affect the sky colors + +option.GLOWING_EMERALD_BLOCK=Emissive Emerald Block +option.GLOWING_EMERALD_BLOCK.comment=Option to make Emerald blocks glow. §e[*]§r RP Support option must be set to Integrated PBR+ + +option.EMISSIVE_ENCHANTING_TABLE=Emissive Enchanting Table +option.EMISSIVE_ENCHANTING_TABLE.comment=Option to make the diamond part of the Enchanting Table glow. §e[*]§r RP Support option must be set to Integrated PBR+ + +option.GLOWING_WART=Glowing Wart Blocks +option.GLOWING_WART.comment=Setting which enables animated emissive wart blocks. §e[*]§r RP Support option must be set to Integrated PBR+ + +option.GLOWING_NETHER_TREES=Emissive Nether Trees +option.GLOWING_NETHER_TREES.comment=Setting which enables emissive crimson/warped stems. + +option.OVERWORLD_BEAMS=Overworld Beams +option.OVERWORLD_BEAMS.comment=Setting which enables nebula like beams during the night in the Overworld. +option.OVERWORLD_BEAMS_CONDITION=Condition +option.OVERWORLD_BEAMS_CONDITION.comment=By default they only appear during full moon, changing this makes them appear every night. +value.OVERWORLD_BEAMS_CONDITION.0=Full Moon +value.OVERWORLD_BEAMS_CONDITION.1=Every Night +option.OVERWORLD_BEAMS_INTENSITY=Overworld Beams Intensity +option.BEAMS_AMBIENT_INFLUENCE=Fog Color Influence +option.BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the Fog Color at 1.00 and the user defined color at 0.00. +option.OW_BEAM_R=Overworld Beams - Red +option.OW_BEAM_G=Overworld Beams - Green +option.OW_BEAM_B=Overworld Beams - Blue + +option.END_BEAMS=Ender Beams +option.END_BEAMS.comment=Setting which enables nebula like beams in the End. +option.END_CRYSTAL_VORTEX=End Crystal Vortex +option.END_CRYSTAL_VORTEX.comment=Setting which enables energy beams going up from end crystals in the end. §4[***]§r Enables §cEntity Shadows§r. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS. +value.END_CRYSTAL_VORTEX.0=DESACTIVADO +value.END_CRYSTAL_VORTEX.1=Vortex +value.END_CRYSTAL_VORTEX.2=Healing Beam +value.END_CRYSTAL_VORTEX.3=Both +option.DRAGON_DEATH_EFFECT=Dragon Death Effect +option.DRAGON_DEATH_EFFECT.comment=Setting which replaces the dragon's dying beams with a volumetric effect. §4[***]§r Enables §cEntity Shadows§r. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS. +option.E_BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence +option.E_BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 1.00 and the user defined color at 0.00. Doesn't apply to Dragon Ender Beams. +option.E_BEAM_R=Ender Beams - Red +option.E_BEAM_G=Ender Beams - Green +option.E_BEAM_B=Ender Beams - Blue +option.E_BEAM_I=Ender Beams - Intensity +option.E_DRAGON_BEAM_R=Dragon Ender Beams - Red +option.E_DRAGON_BEAM_R.comment=The Ender Beam color during the dragon fight - Red. +option.E_DRAGON_BEAM_G=Dragon Ender Beams - Green +option.E_DRAGON_BEAM_G.comment=The Ender Beam color during the dragon fight - Green. +option.E_DRAGON_BEAM_B=Dragon Ender Beams - Blue +option.E_DRAGON_BEAM_B.comment=The Ender Beam color during the dragon fight - Blue. +option.E_DRAGON_BEAM_I=Dragon Ender Beams - Intensity +option.E_DRAGON_BEAM_I.comment=The Ender Beam color during the dragon fight - Intensity. +option.BEAMS_NEAR_PLAYER=End Beams Near Player +option.BEAMS_NEAR_PLAYER.comment=Enables or disables end beams near the player. + +option.END_STARS=Estrellas del End +option.END_STARS.comment=Activar o desactivar las estrellas en el End. +option.END_STAR_BRIGHTNESS=Brillo de las Estrellas del End +option.END_STAR_SIZE=Tamaño de las Estrellas del End +option.END_STAR_AMOUNT=Cantidad de Estrellas del End +value.END_STAR_AMOUNT.0=Pocas +value.END_STAR_AMOUNT.1=Normal +value.END_STAR_AMOUNT.2=Muchas +value.END_STAR_AMOUNT.3=Muchísimas +value.END_STAR_AMOUNT.4=DEMASIADAS +option.END_TWINKLING_STARS=Centelleo de las Estrellas del End +value.END_TWINKLING_STARS.0=DESACTIVADO +value.END_TWINKLING_STARS.1=0.1 +value.END_TWINKLING_STARS.2=0.2 +value.END_TWINKLING_STARS.3=0.3 +value.END_TWINKLING_STARS.4=0.4 +value.END_TWINKLING_STARS.5=0.5 +value.END_TWINKLING_STARS.6=0.6 +value.END_TWINKLING_STARS.7=0.7 +value.END_TWINKLING_STARS.8=0.8 +value.END_TWINKLING_STARS.9=0.9 +value.END_TWINKLING_STARS.10=1.0 +value.END_TWINKLING_STARS.11=1.1 +value.END_TWINKLING_STARS.12=1.2 +value.END_TWINKLING_STARS.13=1.3 +value.END_TWINKLING_STARS.14=1.4 +value.END_TWINKLING_STARS.15=1.5 +value.END_TWINKLING_STARS.16=1.6 +value.END_TWINKLING_STARS.17=1.7 +value.END_TWINKLING_STARS.18=1.8 +value.END_TWINKLING_STARS.19=1.9 +value.END_TWINKLING_STARS.20=2.0 + +option.STAR_BRIGHTNESS=Brillo de las Estrellas. +option.STAR_BRIGHTNESS.comment=Ajuste del brillo de las estrellas. +value.STAR_BRIGHTNESS.3=DESACTIVADO +value.STAR_BRIGHTNESS.4=0.1 +value.STAR_BRIGHTNESS.5=0.2 +value.STAR_BRIGHTNESS.6=0.3 +value.STAR_BRIGHTNESS.7=0.4 +value.STAR_BRIGHTNESS.8=0.5 +value.STAR_BRIGHTNESS.9=0.6 +value.STAR_BRIGHTNESS.10=0.7 +value.STAR_BRIGHTNESS.11=0.8 +value.STAR_BRIGHTNESS.12=0.9 +value.STAR_BRIGHTNESS.13=1.0 +value.STAR_BRIGHTNESS.14=1.1 +value.STAR_BRIGHTNESS.15=1.2 +value.STAR_BRIGHTNESS.16=1.3 +value.STAR_BRIGHTNESS.17=1.4 +value.STAR_BRIGHTNESS.18=1.5 +value.STAR_BRIGHTNESS.19=1.6 +value.STAR_BRIGHTNESS.20=1.7 +value.STAR_BRIGHTNESS.21=1.8 +value.STAR_BRIGHTNESS.22=1.9 +value.STAR_BRIGHTNESS.23=2.0 +value.STAR_BRIGHTNESS.24=2.1 +value.STAR_BRIGHTNESS.25=2.2 +value.STAR_BRIGHTNESS.26=2.3 +value.STAR_BRIGHTNESS.27=2.4 +value.STAR_BRIGHTNESS.28=2.5 +value.STAR_BRIGHTNESS.29=2.6 +value.STAR_BRIGHTNESS.30=2.7 +value.STAR_BRIGHTNESS.31=2.8 +value.STAR_BRIGHTNESS.32=2.9 +value.STAR_BRIGHTNESS.33=3.0 + +option.MORE_STARS_OVERWORLD=More Stars Overworld +option.MORE_STARS_OVERWORLD.comment=Overwrites Complementary's star amount and sets it to a higher one. Applies to Overworld. +value.MORE_STARS_OVERWORLD.0=DESACTIVADO +value.MORE_STARS_OVERWORLD.1=A lot +value.MORE_STARS_OVERWORLD.2=Too Much + +option.TWINKLING_STARS=Estrellas Centelleantes +option.TWINKLING_STARS.comment=Las estrellas centellean / resplandecen al mirarte. +value.TWINKLING_STARS.0=DESACTIVADO +value.TWINKLING_STARS.1=0.1 +value.TWINKLING_STARS.2=0.2 +value.TWINKLING_STARS.3=0.3 +value.TWINKLING_STARS.4=0.4 +value.TWINKLING_STARS.5=0.5 +value.TWINKLING_STARS.6=0.6 +value.TWINKLING_STARS.7=0.7 +value.TWINKLING_STARS.8=0.8 +value.TWINKLING_STARS.9=0.9 +value.TWINKLING_STARS.10=1.0 +value.TWINKLING_STARS.11=1.1 +value.TWINKLING_STARS.12=1.2 +value.TWINKLING_STARS.13=1.3 +value.TWINKLING_STARS.14=1.4 +value.TWINKLING_STARS.15=1.5 +value.TWINKLING_STARS.16=1.6 +value.TWINKLING_STARS.17=1.7 +value.TWINKLING_STARS.18=1.8 +value.TWINKLING_STARS.19=1.9 +value.TWINKLING_STARS.20=2.0 +option.STAR_SIZE=Tamaño de las Estrellas +option.STAR_SIZE.comment=Cambia el tamaño de tus estrellas. + +option.SITUATIONAL_ORES=Situational Ores +option.SITUATIONAL_ORES.comment=Ores will only glow in caves and at night. §e[*]§r Glowing Ores must be enabled for this to work. + +option.GLOWING_RAW_BLOCKS=Emissive Raw Blocks + +option.EMISSION_MULTIPLIER=Emission Multiplier +option.EMISSION_MULTIPLIER.comment=Multiplies the emission. + +option.UNDERWATER_DISTORTION_STRENGTH=Underwater Distortion Strength +option.UNDERWATER_DISTORTION_STRENGTH.comment=Setting to alter the Underwater Distortion Strength. +option.FRESNEL_MULTIPLIER=Underwater Surface Reflection Strength +option.FRESNEL_MULTIPLIER.comment=A setting which changes the underwater reflection strength of the water surface. +option.SHADER_WATER=Shader Water +option.SHADER_WATER.comment=A toggle to turn the shader water on or DESACTIVADO. + +option.WATER_GENERATED_NORMALS=Water Generated Normals + +option.RANDOM_BLOCKLIGHT=Random Colored Blocklight +option.RANDOM_BLOCKLIGHT.comment=Randomizes the color of the blocklight depending on world coordinates, purely a fun setting. +option.RANDOM_BLOCKLIGHT_SIZE=Random Colored Blocklight Size +option.RANDOM_BLOCKLIGHT_SIZE.comment=Change the color size of the random colored blocklight effect. + +option.NORMAL_RES=Normals Resolution +option.NORMAL_RES.comment=Change the resolution at which the integrated normal maps render. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on + +option.COATED_TEXTURE_RES=Coated Textures Resolution +option.COATED_TEXTURE_RES.comment=Change the resolution at which the Noise Coated Textures render. §e[*]§r RP Support option must be set to Integrated PBR+ and Coated Texture have to be turned on + +option.DIRECTIONAL_LIGHTMAP_NORMALS=Lightmap Normals +option.DIRECTIONAL_LIGHTMAP_NORMALS.comment=Make the integrated normal maps work with blocklight. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on +option.DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW=Block Intensity +option.DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH=Handheld Intensity + +option.CAVE_FOG=Cave Fog +option.CAVE_FOG.comment=Turn cave fog on and off. +option.CAVE_FOG_R=Cave Fog - Red +option.CAVE_FOG_G=Cave Fog - Green +option.CAVE_FOG_B=Cave Fog - Blue +option.CAVE_FOG_I=Cave Fog - Intensity +option.CAVE_FOG_DENSITY=Cave Fog Density + +option.ATMOSPHERIC_FOG=Atmospheric Fog +option.ATMOSPHERIC_FOG_R= Atmospheric Fog - Red +option.ATMOSPHERIC_FOG_G= Atmospheric Fog - Green +option.ATMOSPHERIC_FOG_B= Atmospheric Fog - Blue +option.ATMOSPHERIC_FOG_I= Atmospheric Fog - Intensity +option.ATMOSPHERIC_FOG_DENSITY=Atmospheric Fog Density +option.RADIOACTIVE_ATMOSPHERIC_FOG=Radioactive Atmospheric Fog +option.RADIOACTIVE_ATMOSPHERIC_FOG.comment=It's just one unhealthy habit more. Very noticeable at night. + +option.BORDER_FOG_DISTANCE_OVERWORLD=Border Fog Distance +option.BORDER_FOG_DISTANCE_OVERWORLD.comment=Adjust the border fog distance of the Overworld. +value.BORDER_FOG_DISTANCE_OVERWORLD.1=0.25 +value.BORDER_FOG_DISTANCE_OVERWORLD.2=0.40 +value.BORDER_FOG_DISTANCE_OVERWORLD.3=0.50 +value.BORDER_FOG_DISTANCE_OVERWORLD.6=1.00 +value.BORDER_FOG_DISTANCE_OVERWORLD.10=1.25 +value.BORDER_FOG_DISTANCE_OVERWORLD.50=1.50 +value.BORDER_FOG_DISTANCE_OVERWORLD.100=1.75 +value.BORDER_FOG_DISTANCE_OVERWORLD.500=2.00 +value.BORDER_FOG_DISTANCE_OVERWORLD.1000=2.50 + +option.BORDER_FOG_DENSITY_OVERWORLD=Border Fog Density +option.BORDER_FOG_DENSITY_OVERWORLD.comment=Adjust the border fog density of the Overworld. + +option.BORDER_FOG_DISTANCE_NETHER=Border Fog Distance +option.BORDER_FOG_DISTANCE_NETHER.comment=Adjust the border fog distance of the Nether. +value.BORDER_FOG_DISTANCE_NETHER.1=0.25 +value.BORDER_FOG_DISTANCE_NETHER.2=0.40 +value.BORDER_FOG_DISTANCE_NETHER.3=0.50 +value.BORDER_FOG_DISTANCE_NETHER.6=1.00 +value.BORDER_FOG_DISTANCE_NETHER.10=1.25 +value.BORDER_FOG_DISTANCE_NETHER.50=1.50 +value.BORDER_FOG_DISTANCE_NETHER.100=1.75 +value.BORDER_FOG_DISTANCE_NETHER.500=2.00 +value.BORDER_FOG_DISTANCE_NETHER.1000=2.50 + +option.BORDER_FOG_DENSITY_NETHER=Border Fog Density +option.BORDER_FOG_DENSITY_NETHER.comment=Adjust the border fog density of the Nether. + +option.BORDER_FOG_DISTANCE_END=Border Fog Distance +option.BORDER_FOG_DISTANCE_END.comment=Adjust the border fog distance of the End. +value.BORDER_FOG_DISTANCE_END.1=0.25 +value.BORDER_FOG_DISTANCE_END.2=0.40 +value.BORDER_FOG_DISTANCE_END.3=0.50 +value.BORDER_FOG_DISTANCE_END.6=1.00 +value.BORDER_FOG_DISTANCE_END.10=1.25 +value.BORDER_FOG_DISTANCE_END.50=1.50 +value.BORDER_FOG_DISTANCE_END.100=1.75 +value.BORDER_FOG_DISTANCE_END.500=2.00 +value.BORDER_FOG_DISTANCE_END.1000=2.50 + +option.BORDER_FOG_DENSITY_END=Border Fog Density +option.BORDER_FOG_DENSITY_END.comment=Adjust the border fog density of the End. + +option.NETHER_PORTAL_VARIATION=Nether Portal Preset +option.NETHER_PORTAL_VARIATION.comment=Option to choose between different nether portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ +value.NETHER_PORTAL_VARIATION.0=Vanilla +value.NETHER_PORTAL_VARIATION.1=Complementary +value.NETHER_PORTAL_VARIATION.2=Purple Void + +option.BIOME_COLORED_NETHER_PORTALS=Chameleon Nether Portals +option.BIOME_COLORED_NETHER_PORTALS.comment=Nether portals in the Nether will be color-coded depending on the biome you're currently in. + +option.END_PORTAL_VARIATION=End Portal Preset +option.END_PORTAL_VARIATION.comment=Option to choose between different end portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ +value.END_PORTAL_VARIATION.0=Complementary +value.END_PORTAL_VARIATION.1=Smudged Strings +value.END_PORTAL_VARIATION.3=Pixelated Salsa + +option.END_PORTAL_BEAM=End Portal Rays +option.END_PORTAL_BEAM.comment=Adds rays of light around the edges of the end portal. Similar to Minecraft Dungeons. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS. + +option.SILHOUETTE=Silhouette +option.SILHOUETTE.comment=When enabled makes blocks facing away from the sun black, useful for screenshots. +value.SILHOUETTE.0=DESACTIVADO +value.SILHOUETTE.1=Only at Night +value.SILHOUETTE.2=Always On +option.SILHOUETTE_BRIGHTNESS=Silhouette Brightness + +option.RAIN_ATMOSPHERE=Epic Thunderstorm +option.RAIN_ATMOSPHERE.comment=Improves thunderstorms significantly when a lightning bolt strikes. §e[*]§r Works much better with Iris + +option.BLUE_SCREEN=Blue Screen +option.BLUE_SCREEN.comment=Turns "Blue Concrete", "Blue Wool", and "Blue Carpet" into blue screens for video editing. Tip 1: Turn DESACTIVADO "Bloom" option to improve separation. Tip 2: Put lights under blue carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation. + +option.MIRROR_DIMENSION=Mirror Dimension +option.MIRROR_DIMENSION.comment=You have learned the art of magic and are brave enough to enter the mirror dimension. + +option.WORLD_CURVATURE=World Curvature +option.OVERWORLD_CURVATURE_SIZE=Overworld Curvature Size +option.NETHER_CURVATURE_SIZE=Nether Curvature Size +option.END_CURVATURE_SIZE=End Curvature Size + +option.LAVA_VARIATION=Lava Preset +option.LAVA_VARIATION.comment=Hot presets in your area. Choose Now! +value.LAVA_VARIATION.0=Complementary +value.LAVA_VARIATION.1=Adaptive Noise (Recommended) +value.LAVA_VARIATION.2=Blushing Hotness +value.LAVA_VARIATION.3=Molten Cheese +value.LAVA_VARIATION.4=Dark Islands + +option.LAVA_TEMPERATURE=Lava Temperature +option.LAVA_TEMPERATURE.comment=Change the temperature of lava, make it more red or white. + +option.WAVIER_LAVA=Wavier Lava +option.WAVIER_LAVA.comment=Makes the Waving Lava Texture option more extreme in the nether. + +option.LAVA_EMISSION=Lava Emission + +option.LAVA_NOISE_INTENSITY=Lava Noise Intensity +option.LAVA_NOISE_INTENSITY.comment=Change the opacity of the Lava Preset's noise. + +option.LAVA_NOISE_AMOUNT=Lava Noise Amount +option.LAVA_NOISE_AMOUNT.comment=Change the amount of noise. + +option.LAVA_EDGE_EFFECT=Lava Edge Effect +option.LAVA_EDGE_EFFECT.comment=Adds an edge to lava when it touches other blocks. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings. +value.LAVA_EDGE_EFFECT.0=DESACTIVADO +value.LAVA_EDGE_EFFECT.1=ON - Bright +value.LAVA_EDGE_EFFECT.2=ON - Dark + +option.NETHER_BRIGHTNESS=Nether Brightness +option.NETHER_BRIGHTNESS.comment=Change the ambient brightness of the Nether. + +option.END_ROD_COLOR_PROFILE=End Rod Profile +option.END_ROD_COLOR_PROFILE.comment=Change between the default end rod colors from Complementary and your own custom ones. §e[*]§r RP Support option must be set to Integrated PBR+ +value.END_ROD_COLOR_PROFILE.0=Complementary +value.END_ROD_COLOR_PROFILE.1=Custom +value.END_ROD_COLOR_PROFILE.2=Rainbow +value.END_ROD_COLOR_PROFILE.3=Rainbow - Only Overworld +option.END_ROD_R=End Rod - Red +option.END_ROD_G=End Rod - Green +option.END_ROD_B=End Rod - Blue +option.END_ROD_I=End Rod - Intensity +option.RAINBOW_END_ROD_COORD_OFFSET=Rainbow Colors Offset +value.RAINBOW_END_ROD_COORD_OFFSET.0=All Synced +value.RAINBOW_END_ROD_COORD_OFFSET.3=Minimal +value.RAINBOW_END_ROD_COORD_OFFSET.5=Default +value.RAINBOW_END_ROD_COORD_OFFSET.7=Medio +value.RAINBOW_END_ROD_COORD_OFFSET.11=Strong +value.RAINBOW_END_ROD_COORD_OFFSET.13=Very Strong +option.END_ROD_RAINBOW_ANIMATE=Rainbow Speed +value.END_ROD_RAINBOW_ANIMATE.0.0=DESACTIVADO + +option.REDSTONE_IPBR=Redstone IntegratedPBR +option.REDSTONE_IPBR.comment=This option makes red pixels on redstone related blocks emissive. Works best with redstone resource packs. §e[*]§r RP Support option must be set to Integrated PBR+ +option.REDSTONE_IPBR_R=Red detection +option.REDSTONE_IPBR_R.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more red, decrease if they are less. +option.REDSTONE_IPBR_G=Green detection +option.REDSTONE_IPBR_G.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more green, decrease if they are less. +option.REDSTONE_IPBR_B=Blue detection +option.REDSTONE_IPBR_B.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more blue, decrease if they are less. +option.REDSTONE_IPBR_I=Emissive Strength +option.REDSTONE_IPBR_I.comment=Change the emissive strength of Redstone IntegratedPBR + +option.LETTERBOXING=Letterboxes +option.LETTERBOXING.comment=Adds black bars to the top and bottom of the window. +value.LETTERBOXING.0=DESACTIVADO +value.LETTERBOXING.1=ON +value.LETTERBOXING.2=ON - While Sneaking + +option.ASPECT_RATIO=Aspect Ratio +option.ASPECT_RATIO.comment=Change the ratio between the width and height of the cropped image. + +option.EXCLUDE_ENTITIES=Exclude Entities +option.EXCLUDE_ENTITIES.comment=Change whether entities should be excluded from Letterboxes or not. + +option.LETTERBOXING_TRANSPARENCY=Letterbox Transparency + +option.BAD_APPLE=Bad Apple +option.BAD_APPLE.comment=Makes the screen black with the exception of entities, which will be white. + +option.tonemap=Tonemap +option.tonemap.comment=Changes which tonemap is used. +value.tonemap.DoBSLTonemap=BSL/Complementary +value.tonemap.ACESTonemap=ACES +value.tonemap.ACESRedModified=ACES Red Modified +value.tonemap.BurgessTonemap=Burgess +value.tonemap.LottesTonemap=Lottes +value.tonemap.uncharted2_tonemap_partial=Uncharted 2 - Partial +value.tonemap.uncharted2_filmic=Uncharted 2 - Filmic +value.tonemap.reinhard2=Reinhard2 +value.tonemap.filmic=Filmic +value.tonemap.GTTonemap=Gran Turismo +value.tonemap.uchimura=Uchimura +value.tonemap.agxTonemap=AgX + +option.TONEMAP_COMPARISON=Tonemap Comparison +option.TONEMAP_COMPARISON.comment=Option to compare tonemaps + +option.tonemap_left=Tonemap Left +option.tonemap_left.comment=Changes which tonemap is used. +value.tonemap_left.DoBSLTonemap=BSL/Complementary +value.tonemap_left.ACESTonemap=ACES +value.tonemap_left.ACESRedModified=ACES Red Modified +value.tonemap_left.BurgessTonemap=Burgess +value.tonemap_left.LottesTonemap=Lottes +value.tonemap_left.uncharted2_tonemap_partial=Uncharted 2 +value.tonemap_left.uncharted2_filmic=Uncharted 2 - Filmic +value.tonemap_left.reinhard2=Reinhard2 +value.tonemap_left.filmic=Filmic +value.tonemap_left.GTTonemap=Gran Turismo +value.tonemap_left.uchimura=Uchimura +value.tonemap_left.agxTonemap=AgX + +option.tonemap_right=Tonemap Right +option.tonemap_right.comment=Changes which tonemap is used. +value.tonemap_right.DoBSLTonemap=BSL/Complementary +value.tonemap_right.ACESTonemap=ACES +value.tonemap_right.ACESRedModified=ACES Red Modified +value.tonemap_right.BurgessTonemap=Burgess +value.tonemap_right.LottesTonemap=Lottes +value.tonemap_right.uncharted2_tonemap_partial=Uncharted 2 +value.tonemap_right.uncharted2_filmic=Uncharted 2 - Filmic +value.tonemap_right.reinhard2=Reinhard2 +value.tonemap_right.filmic=Filmic +value.tonemap_right.GTTonemap=Gran Turismo +value.tonemap_right.uchimura=Uchimura +value.tonemap_right.agxTonemap=AgX + +option.ACES_EXPOSURE=Exposure +option.ACES_EXPOSURE.comment=Adjusts the overall brightness of the image. + +option.ACES_WHITE=White Curve +option.ACES_WHITE.comment=Adjusts how easily the colors reach to full white. + +option.AGX_LOOK=AgX Look +value.AGX_LOOK.0=Default +value.AGX_LOOK.1=Golden +value.AGX_LOOK.2=Punchy +value.AGX_LOOK.3=Custom +option.AGX_R=AgX - Red +option.AGX_G=AgX - Green +option.AGX_B=AgX - Blue +option.AGX_POWER=AgX Power +option.AGX_SATURATION=AgX Saturation + +option.COLOR_MULTIPLIER_COMPARISON=Color Multiplier Comparison +option.COLOR_MULTIPLIER_COMPARISON.comment=This option let's you easily compare the lighting and atmosphere color multiplier values to the default values of the shaderpack. + +option.REFLECTIVE_WORLD=Reflective World +option.REFLECTIVE_WORLD.comment=The entire world is a mirror but you can't see yourself. RIP. + +option.WAVE_EVERYTHING=Wave Everything +option.WAVE_EVERYTHING.comment=Dale a tu cuerpo alegría Macarena. + +option.INTERACTIVE_FOLIAGE=Interactive Foliage +option.INTERACTIVE_FOLIAGE.comment=Makes Foliage bend away from the player when in first person. + +option.EMIN_BOAT=Emin B O A T +option.EMIN_BOAT.comment=Ride boats like Emin intended. + +option.MONOTONE_WORLD=Monotone World +option.MONOTONE_WORLD.comment=Make the world colorless! Wuuuuw! +value.MONOTONE_WORLD.0=DESACTIVADO +value.MONOTONE_WORLD.1=White +value.MONOTONE_WORLD.2=Black +value.MONOTONE_WORLD.3=Gray + +option.SEASONS=Seasons +option.SEASONS.comment=Changes the colors of the environment based on the worldTime. In the winter there's also snow! §e[*]§r RP Support option is recommended to be set to Integrated PBR+ +value.SEASONS.0=DESACTIVADO +value.SEASONS.1=Cycling +value.SEASONS.2=Summer +value.SEASONS.3=Autumn +value.SEASONS.4=Winter +value.SEASONS.5=Spring + +option.SEASON_START=Starting Season +option.SEASON_START.comment=Season the cycle starts at. +value.SEASON_START.0=Summer +value.SEASON_START.1=Autumn +value.SEASON_START.2=Winter +value.SEASON_START.3=Spring + +option.SEASON_LENGTH=Season Duration +option.SEASON_LENGTH.comment=Change the duration of a season in Minecraft Days. +value.SEASON_LENGTH.1=1 Minecraft Day +suffix.SEASON_LENGTH=\ Minecraft Days + +option.SEASON_TRANSITION_START=Transition Start +option.SEASON_TRANSITION_START.comment=The transition to the next season will start when this percentage of the season passed. +value.SEASON_TRANSITION_START.0=Immediately +value.SEASON_TRANSITION_START.1=Half of the Season +value.SEASON_TRANSITION_START.2=66% of the Season +value.SEASON_TRANSITION_START.3=75% of the Season +value.SEASON_TRANSITION_START.4=80% of the Season +value.SEASON_TRANSITION_START.9=90% of the Season + +option.SEASON_COLOR_DESATURATION=Color Desaturation +option.SEASON_COLOR_DESATURATION.commnet=Desaturates the colors of the environment. + +option.SNOW_CONDITION=Snow Condition +option.SNOW_CONDITION.comment=Determines the condition(s) for the snow to appear. +value.SNOW_CONDITION.0=Snow Biome & Raining +value.SNOW_CONDITION.1=Snow Biome +value.SNOW_CONDITION.2=Everywhere + +option.SNOW_NOISE_INTENSITY=Noise Intensity +option.SNOW_NOISE_INTENSITY.comment=Change how strong the snow noise is. + +option.SNOW_NOISE_REMOVE_INTENSITY=Snow Remove Intensity + +option.SNOW_SIZE=Snow Resolution +option.SNOW_SIZE.comment=Change the resolution or size of the noise. +value.SNOW_SIZE.0=Auto + +option.MELTING_RADIUS=Melting Radius +option.MELTING_RADIUS.comment=Change the radius snow melts around light sources. + +option.SNOW_TRANSPARENCY=Snow Transparency +option.SNOW_TRANSPARENCY.comment=Change the transparency of the snow. + +option.SSS_SEASON_SNOW=Season Snow SSS +option.SSS_SEASON_SNOW.comment=Adds subsurface scattering to the snow from the seasons option. + +option.WINTER_GREEN_AMOUNT=Winter Green Amount + +option.LESS_LEAVES=Less Leaves +value.LESS_LEAVES.0=DESACTIVADO + +option.AUTUMN_CONDITION=Only In Forest + +option.AUTUMN_NOISE_SIZE=Color Noise Size +option.AUTUMN_NOISE_SIZE.comment=Size of the noise which produces the leaf color gradient + +option.LEAVES_ON_GROUND=Leaves On The Ground +option.LEAVES_ON_GROUND.comment=Leaves will be on the ground in autumn. + +option.EXTRA_FLOOR_LEAVES_IN_FORESTS=Extra Floor Leaves In Forests +option.EXTRA_FLOOR_LEAVES_IN_FORESTS.comment=More leaves will be on the ground in forests. + +option.AUTUMN_STRENGTH=Autumn Strength +option.AUTUMN_STRENGTH.comment=Change the color overwrite in autumn. + +option.FLOWER_DENSITY=Flower Density +option.FLOWER_SIZE=Flower Resolution +option.FLOWER_AMOUNT=Flower Amount +value.FLOWER_AMOUNT.0=DESACTIVADO +option.SPRING_GREEN_INTENSITY=Spring Intensity +option.EMISSIVE_SPRING_FLOWERS=Emissive Spring Flowers +option.EMISSIVE_SPRING_FLOWERS.comment=Option to turn emission from seasons spring flowers on if using the Emissive Flowers Option found in the Euphoria Material settings page +option.DISABLE_SPRING_IN_DRY_BIOMES=Disable In Dry Biomes + +option.SUMMER_STRENGTH=Summer Strength + +option.INTENSE_DEEP_DARK=Intense Deep Dark +option.INTENSE_DEEP_DARK.comment=Makes the deep dark intenser. §e[*]§r Player needs to have the darkness effect applied. + +option.END_AMBIENT_INFLUENCE=Ambient Color Influence +option.END_AMBIENT_INFLUENCE.comment=The ambient color is at 0.00 default and user defined at 1.00. +option.END_AMBIENT_R=Ambient Color - Red +option.END_AMBIENT_G=Ambient Color - Green +option.END_AMBIENT_B=Ambient Color - Blue +option.END_AMBIENT_I=Ambient Color - Intensity + +option.ATLAS_ROTATION=Atlas Rotation +option.ATLAS_ROTATION.comment=:). + +option.NETHER_NOISE=Nether Sky Noise +option.NETHER_NOISE.comment=Makes the Nether sky above the Nether roof more interesting. +value.NETHER_NOISE.0=DESACTIVADO +value.NETHER_NOISE.1=ON + +option.MCBL_MAIN_DEFINE=Euphoria Colored Lighting +option.MCBL_MAIN_DEFINE.comment=Enables multi-colored blocklight. Set to to ACL + Screen-Space to use the screen-space system alongside Advanced Colored Lighting. §e[*]§rOnly works on 1.16.5 and above or on Angelica. +value.MCBL_MAIN_DEFINE.0=DESACTIVADO +value.MCBL_MAIN_DEFINE.1=Screen-Space +value.MCBL_MAIN_DEFINE.2=ACL + Screen-Space + +option.MCBL_INFLUENCE=Multi-Colored Blocklight Influence +option.MCBL_INFLUENCE.comment=Controls how much the multi-colored blocklight affects the default blocklight color. + +option.SSS_SNOW_ICE=Snow and Ice SSS +option.SSS_SNOW_ICE.comment=Adds subsurface scattering to snow and ice blocks. + +option.BEDROCK_NOISE=Bedrock Noise +option.BEDROCK_NOISE.comment=Adds a noise effect below bedrock in the Nether and Overworld. + +option.SOUL_SAND_VALLEY_OVERHAUL=Soul Sand Valley Overhaul +option.SOUL_SAND_VALLEY_OVERHAUL.comment=Makes fire related blocks, entities and particles blue in the soul sand valley. + +option.PURPLE_END_FIRE=Purple End Fire +option.PURPLE_END_FIRE.comment=Makes fire related blocks, entities and particles purple in the End. + +option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds +option.NO_RAIN_ABOVE_CLOUDS.comment=Disables rain above the clouds. Doesn't work well if the vanilla cloud height was changed with the vanilla clouds enabled. + +option.DOF_SNEAKING=DoF Sneaking & Spyglass +option.DOF_SNEAKING.comment=Only activate the world blur option while sneaking and holding a spyglass. + +option.CLEAR_SKY_WHEN_RAINING=Clearer Sky During Rain +option.CLEAR_SKY_WHEN_RAINING.comment=Make stars and other sky effects slightly visible while raining. + +option.RETRO_ON=Retro Global Toggle + +option.RETRO_LOOK=Retro Look +option.RETRO_LOOK.comment=Change betwen different retro presets. +value.RETRO_LOOK.0=DESACTIVADO +value.RETRO_LOOK.1=Outlines +value.RETRO_LOOK.2=Outlines - Night Vision Only + +option.RETRO_LOOK_R= Retro Look - Red +option.RETRO_LOOK_G= Retro Look - Green +option.RETRO_LOOK_B= Retro Look - Blue +option.RETRO_LOOK_I= Retro Look - Intensity + +option.CURVE_DISPLAY=Curved Display +option.CURVE_DISPLAY.comment=Make the display curved. +option.CURVATURE_AMOUNT=Curvature Amount +option.BORDER_AMOUNT=Border Amount +option.SCREEN_ROUNDNESS=Screen Roundness + +option.STATIC_NOISE=Static Noise +value.STATIC_NOISE.0=DESACTIVADO +option.MIN_STATIC_STRENGTH=Minimum Strength +option.MAX_STATIC_STRENGTH=Maximum Strength +option.STATIC_SPEED=Static Noise Speed + +option.HORIZONTAL_NOISE=Horizontal Noise +value.HORIZONTAL_NOISE.0=DESACTIVADO +option.HORIZONTAL_NOISE_INTENSITY=Horizontal Noise Intensity +option.HORIZONTAL_NOISE_SPEED=Horizontal Noise Speed + +option.VERTICAL_SCREEN_DISPLACEMENT=Vertical Screen Displacement +option.VERTICAL_EDGE_GLITCH=Edge Glitch Intensity +value.VERTICAL_EDGE_GLITCH.1.00=DESACTIVADO +option.VERTICAL_SCROLL_SPEED=Scroll Speed +value.VERTICAL_SCROLL_SPEED.0.00=DESACTIVADO +option.VERTICAL_STUTTER_SPEED=Stutter Speed +value.VERTICAL_STUTTER_SPEED.0.00=DESACTIVADO +option.VERTICAL_SCROLL_FREQUENCY=Scroll Frequency +option.VERTICAL_STUTTER_FREQUENCY=Stutter Frequency + +option.PIXELATE_SCREEN=Pixelate +option.PIXELATED_SCREEN_SIZE=Pixel Size +option.PIXELATED_SCREEN_SMOOTHNESS=Smoothness + +option.SCANLINE=Scanline +value.SCANLINE.0=DESACTIVADO +option.SCANLINE_FREQUENCY=Scanline Frequency +option.SCANLINE_SPEED=Scanline Speed +option.SCANLINE_AMOUNT=Scanline Amount +option.SCANLINE_NEW_MONOCHROME=Monchrome Color +option.SCANLINE_NEW_DIRECTION=Scanline Direction +value.SCANLINE_NEW_DIRECTION.false=Horizontal +value.SCANLINE_NEW_DIRECTION.true=Vertical +option.SCANLINE_R=Red Multiplier +option.SCANLINE_G=Green Multiplier +option.SCANLINE_B=Blue Multiplier + +option.HALFTONE=Halftone +option.HALFTONE_MONOCHROME=Grayscale +option.HALFTONE_BRIGHTNESS=Halftone Brightness +option.HALFTONE_SCALE=Dots Scale +option.HALFTONE_ANGLE=Dots Angle + +option.SPEED_LINES=Speed Lines +value.SPEED_LINES.0=DESACTIVADO +value.SPEED_LINES.1=ON - While Fast +value.SPEED_LINES.2=ON - While Fast & Sprinting +value.SPEED_LINES.3=ON +option.SPEED_LINES_TRANSPARENCY=Speed Lines Transparency +option.SPEED_LINES_SPEED=Intensity +option.SPEED_LINE_THICKNESS=Line Size + +option.CAMERA_NOISE_OVERLAY=Camera Noise Overlay +value.CAMERA_NOISE_OVERLAY.0=DESACTIVADO +value.CAMERA_NOISE_OVERLAY.1=Noise 1 +option.CAMERA_NOISE_OVERLAY_INTENSITY=Noise Intensity + +option.LONG_EXPOSURE=Long Exposure +option.LONG_EXPOSURE.comment=Disable the GUI by pressing F1 and stand still. The Celestial mode is specifically made to improve the look of stars and bright objects while objects in the Temporal mode would fade over time. +value.LONG_EXPOSURE.0=DESACTIVADO +value.LONG_EXPOSURE.1=Celestial Accumulation +value.LONG_EXPOSURE.2=Temporal Weighting + +option.TILT_SHIFT=Tilt X +option.TILT_SHIFT.comment=Tilt-Shift Effect - Horizontal +value.TILT_SHIFT.0=DESACTIVADO + +option.TILT_SHIFT2=Tilt Y +option.TILT_SHIFT2.comment=Tilt-Shift Effect - Vertical +value.TILT_SHIFT2.0=DESACTIVADO + +option.DOF_VIEW_FOCUS_NEW2=§cDOF Focus Plane & Spyglass +option.DOF_VIEW_FOCUS_NEW2.comment=Makes the Focus Plane of DOF visible when the GUI visible and the player is holding a spyglass. + +option.LET_THERE_BE_COLORS=LET THERE BE COLORS + +option.MOSS_NOISE=Moss Noise +option.MOSS_SIZE=Pixel Size +option.MOSS_NOISE_INTENSITY=Noise Intensity +option.MOSS_NOISE_REMOVE_INTENSITY=Remove Noise Intensity +option.MOSS_TRANSPARENCY=Moss Transparency +option.MOSS_IN_CAVES=Moss Active In +value.MOSS_IN_CAVES.0=Effect Only In Lush Caves +value.MOSS_IN_CAVES.1=Everywhere Enabled +value.MOSS_IN_CAVES.2=Disabled +option.MOSS_SIDE_INTENSITY=Moss On Walls Intensity +option.MOSS_NOISE_DISTANCE=Moss Noise Distance + +option.SAND_NOISE=Sand Noise +option.SAND_CONDITION=Sand Condition +value.SAND_CONDITION.0=Only in sandy biomes +value.SAND_CONDITION.1=All Warm Biomes +value.SAND_CONDITION.2=Everywhere +option.SAND_SIZE=Pixel Size +option.SAND_NOISE_INTENSITY=Noise Intensity +option.SAND_NOISE_REMOVE_INTENSITY=Remove Noise Intensity +option.SAND_TRANSPARENCY=Sand Transparency +option.SAND_IN_CAVES=Sand In Caves +value.SAND_IN_CAVES.true=Enabled +value.SAND_IN_CAVES.false=Disabled +option.SAND_SIDE_INTENSITY=Sand On Walls Intensity +option.SAND_NOISE_DISTANCE=Sand Noise Distance + +option.MAIN_GRID_INTERVAL=Main Grid +value.MAIN_GRID_INTERVAL.1=DESACTIVADO +option.SUB_GRID_INTERVAL=Sub-Grid +value.SUB_GRID_INTERVAL.1=DESACTIVADO +option.GRID_CONDITION=Grid Condition +value.GRID_CONDITION.0=No Condition +value.GRID_CONDITION.1=Sneaking +value.GRID_CONDITION.2=Holding Spyglass + +option.EMISSIVE_FLOWERS=Emissive Flowers +value.EMISSIVE_FLOWERS.0=DESACTIVADO +value.EMISSIVE_FLOWERS.1=ON +value.EMISSIVE_FLOWERS.2=ON - Dark or Raining + +option.EMISSIVE_FLOWERS_TYPE=Emissive Flower Type +value.EMISSIVE_FLOWERS_TYPE.0=All +value.EMISSIVE_FLOWERS_TYPE.1=Cold Colors +value.EMISSIVE_FLOWERS_TYPE.2=Warm Colors + +option.EMISSIVE_FLOWERS_STRENGTH=Glow Intensity + +option.SPOOKY=Spooklementary +option.SPOOKY.comment=Enables lots of spooky features :) +option.EYES=Eyes +option.EYE_FREQUENCY=Eye Frequency +option.EYE_SPEED=Eye Speed +option.EYE_RED_PROBABILITY=Red Eyes Probability +option.BLOOD_MOON=Blood Moon +value.BLOOD_MOON.0=DESACTIVADO +value.BLOOD_MOON.1=ON - Full Moon +value.BLOOD_MOON.2=ON - Every Night +option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers + +option.DISTANCE_MIN_LIGHT=Cave Lighting Fade +option.DISTANCE_MIN_LIGHT.comment=Makes the caves darker with increased distance from the player. Improves the look of caves with a higher Cave Lighting setting. + +option.EMISSIVE_DRAGON_EGG=Emissive Dragon Egg + +option.VANILLA_ENTITY_SHADOWS=Vanilla Entity Shadows +option.VANILLA_ENTITY_SHADOWS.comment=Enables vanilla entity shadows when realtime shadows are disabled. + +option.FROGLIGHT_SATURATION=Froglight Saturation +value.FROGLIGHT_SATURATION.1=Default +value.FROGLIGHT_SATURATION.2=2x +value.FROGLIGHT_SATURATION.3=3x + +option.RENKO_CUT=Renko's Cut of EP +option.RENKO_CUT.comment=Earned in a fair fight in the Complisseum + +option.GLITTER_RAIN=Glitter Rain +option.GLITTER_RAIN.comment=Sprinkle those raindrops with glitter and spend the day sparkling +value.GLITTER_RAIN.0=DESACTIVADO +value.GLITTER_RAIN.1=ON - Random Time +value.GLITTER_RAIN.2=ON - Always + +option.HAND_BLOCKLIGHT_FLICKERING=Handheld Blocklight Flickering +value.HAND_BLOCKLIGHT_FLICKERING.0=DESACTIVADO + +option.PIXELATED_HANDHELD_LIGHT=Pixelated Handheld Light +option.PIXELATED_HANDHELD_LIGHT.comment=Pixelate the handheld light texture. + +option.SSS_STRENGTH=Subsurface Scattering +value.SSS_STRENGTH.0=DESACTIVADO +value.SSS_STRENGTH.1=ON + +option.PIXEL_WATER=Procedural Pixel Water +option.PIXEL_WATER.comment=Generated procedural pixelated water texture. +value.PIXEL_WATER.0=DESACTIVADO +value.PIXEL_WATER.1=ON + +option.PIXELATED_WATER_REFLECTIONS=Pixelated Water Reflections +option.PIXELATED_WATER_REFLECTIONS.comment=Pixelate the water reflections. + +option.COMP_WATER_TWEAKS=Complementary Water Tweaks +option.COMP_WATER_TWEAKS.comment=Color tweaks to water done by the Shaderpack + +option.CAVE_SMOKE=Cave Smoke +option.CAVE_SMOKE.comment=Adds a smoke effect to the volumetric blocklight fog when in a cave. §c[-]§r This effect can impact performance. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings. + +option.WAVING_SUGAR_CANE=Waving Sugar Cane + +option.SUN_GLARE_AMOUNT=Sun Glare Amount +value.SUN_GLARE_AMOUNT.0=DESACTIVADO + +option.MOON_GLARE_AMOUNT=Moon Glare Amount +value.MOON_GLARE_AMOUNT.0=DESACTIVADO + +option.DAYLIGHT_STARS=Daylight Stars +option.DAYLIGHT_STARS.comment=Enables Stars during the day + +option.FROZEN_TIME=Frozen Time + +option.DARKER_DEPTH_OCEANS=Deeper Darker Oceans +option.DARKER_DEPTH_OCEANS.comment=Light decreases with depth of the Ocean + +option.WEATHER_TEX_R=Weather Texture - Red +option.WEATHER_TEX_G=Weather Texture - Green +option.WEATHER_TEX_B=Weather Texture - Blue + +option.EMISSIVE_SOUL_SAND=Glowing Soul Sand Eyes +option.EMISSIVE_SOUL_SAND.comment=Makes the eyes of the Soul Sand block glow when standing on it. §e[*]§r RP Support option must be set to Integrated PBR+. Default Vanilla Texture Only. + +option.BEACON_BEAM_EMISSION=Beacon Beam Emission +option.BEACON_BEAM_EMISSION.comment=Change the emission strength of the beacon beam + +option.PINKER_CHERRY_LEAVES=Pinker Cherry Leaves + +option.LIGHTMAP_CURVES=Lightmap Curves +option.LIGHTMAP_CURVES.comment=Change the lightmap curves of the world. +option.UPPER_LIGHTMAP_CURVE=Upper Lightmap Curve +option.UPPER_LIGHTMAP_CURVE.comment=Change the Upper Lightmap Curve Intensity +option.LOWER_LIGHTMAP_CURVE=Lower Lightmap Curve +option.LOWER_LIGHTMAP_CURVE.comment=Change the Lower Lightmap Curve Intensity + +option.ALTERNATIVE_AMETHYST_STYLE=Alternative Amethyst +value.ALTERNATIVE_AMETHYST_STYLE.0=Default +value.ALTERNATIVE_AMETHYST_STYLE.1=Shiny Pink + +option.SHOCKWAVE=Shockwave +value.SHOCKWAVE.0=DESACTIVADO +value.SHOCKWAVE.1=Circle +value.SHOCKWAVE.2=Square +option.SHOCKWAVE.comment=Crouch and find out! + +option.STAR_LAYER_OW=Star Layer +option.STAR_LAYER_OW.comment=Adds additional stars to the current stars, larger or smaller ones +value.STAR_LAYER_OW.0=DESACTIVADO +value.STAR_LAYER_OW.1=Smaller Layer +value.STAR_LAYER_OW.2=Bigger Layer +value.STAR_LAYER_OW.3=Both Layers + +option.STAR_LAYER_END=Star Layer +option.STAR_LAYER_END.comment=Adds additional stars to the current stars, larger or smaller ones +value.STAR_LAYER_END.0=DESACTIVADO +value.STAR_LAYER_END.1=Smaller Layer +value.STAR_LAYER_END.2=Bigger Layer +value.STAR_LAYER_END.3=Both Layers + +option.STAR_ROUNDNESS_END=Round Stars +value.STAR_ROUNDNESS_END.0=DESACTIVADO + +option.STAR_ROUNDNESS_OW=Round Stars +value.STAR_ROUNDNESS_OW.0=DESACTIVADO + +option.STAR_SOFTNESS_OW=Star Softness + +option.STAR_SOFTNESS_END=Star Softness + +option.STAR_COLOR_1_OW_R=Star 1 - Rojo +option.STAR_COLOR_1_OW_G=Star 1 - Green +option.STAR_COLOR_1_OW_B=Star 1 - Blue + +option.STAR_COLOR_2_OW_R=Star 2 - Rojo +option.STAR_COLOR_2_OW_G=Star 2 - Green +option.STAR_COLOR_2_OW_B=Star 2 - Blue + +option.STAR_COLOR_3_OW_R=Star 3 - Rojo +option.STAR_COLOR_3_OW_G=Star 3 - Green +option.STAR_COLOR_3_OW_B=Star 3 - Blue + +option.STAR_COLOR_VARIATION_OW=Color Intensity +value.STAR_COLOR_VARIATION_OW.0.0=DESACTIVADO + +option.STAR_COLOR_1_END_R=Star 1 - Rojo +option.STAR_COLOR_1_END_G=Star 1 - Green +option.STAR_COLOR_1_END_B=Star 1 - Blue + +option.STAR_COLOR_2_END_R=Star 2 - Rojo +option.STAR_COLOR_2_END_G=Star 2 - Green +option.STAR_COLOR_2_END_B=Star 2 - Blue + +option.STAR_COLOR_3_END_R=Star 3 - Rojo +option.STAR_COLOR_3_END_G=Star 3 - Green +option.STAR_COLOR_3_END_B=Star 3 - Blue + +option.STAR_COLOR_VARIATION_END=Color Intensity +value.STAR_COLOR_VARIATION_END.0.0=DESACTIVADO + +option.CELESTIAL_BOTH_HEMISPHERES=Full Sky Celestials +option.CELESTIAL_BOTH_HEMISPHERES.comment=Renders celestial objects (stars, sun, moon, nebula) across the entire sky rather than just above the horizon, creating a more immersive skybox effect. + +option.SHOOTING_STARS=Shooting Stars +option.SHOOTING_STARS_SIZE=Size +option.SHOOTING_STARS_SIZE.comment=Change the size of the shooting stars. The bigger the setting the bigger the shooting stars will be. +option.SHOOTING_STARS_SPEED=Speed +option.SHOOTING_STARS_CHANCE=Chance +option.SHOOTING_STARS_CHANCE.comment=Chance of a shooting star spawning - the higher the setting the more frequent shooting stars will appear. +option.SHOOTING_STARS_COUNT=Amount +option.SHOOTING_STARS_COUNT.comment=How many shooting stars will appear at once in the sky +option.SHOOTING_STARS_LINE_THICKNESS=Line Width +option.SHOOTING_STARS_LINE_THICKNESS.comment=Change the width of the shooting stars line. +option.SHOOTING_STARS_TRAIL_LENGTH=Line Length +option.SHOOTING_STARS_TRAIL_LENGTH.comment=Change the length of the shooting stars line. + +option.SITUATIONAL_GLOWING_TRIMS=Situational Glowing Trims +option.SITUATIONAL_GLOWING_TRIMS.comment=Trims will only glow in caves and at night. §e[*]§r Glowing Trims must be enabled for this to work. + +option.DO_IPBR_LIGHTS=ACL IPBR Lights +option.DO_IPBR_LIGHTS.comment=This option makes the non-light sources in the game emmit light if it is emissive via the shader. (Recomended: On) + +option.NIGHT_DESATURATION=Darkness Desaturation +option.NIGHT_DESATURATION.comment=Desaturates the colors of the environment in dark areas. + +option.NIGHT_DESATURATION_OW=Overworld Intensity +value.NIGHT_DESATURATION_OW.0=DESACTIVADO +value.NIGHT_DESATURATION_OW.300=Black/White + +option.NIGHT_DESATURATION_NETHER=Nether Intensity +value.NIGHT_DESATURATION_NETHER.0=DESACTIVADO +value.NIGHT_DESATURATION_NETHER.300=Black/White + +option.NIGHT_DESATURATION_END=End Intensity +value.NIGHT_DESATURATION_END.0=DESACTIVADO +value.NIGHT_DESATURATION_END.300=Black/White + +option.NIGHT_CAVE_DESATURATION=Cave Desaturation +option.NIGHT_CAVE_DESATURATION.comment=Desaturates the colors of the environment in caves. +value.NIGHT_CAVE_DESATURATION.0=DESACTIVADO + +option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS=Remove Near Lights +option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS.comment=Removes the desaturation effect near light sources. +option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND=Remove With Handheld Light +option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND.comment=Removes the desaturation effect when holding a light source. +option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION=Remove With Night Vision +option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION.comment=Removes the desaturation effect when using night vision. +option.PURKINJE_RENDER_DISTANCE_FADE=Render Distance Fade +option.PURKINJE_RENDER_DISTANCE_FADE_NETHER=Nether Render Distance Fade +option.PURKINJE_RENDER_DISTANCE_FADE_END=End Render Distance Fade + +option.MOON_PHASE_INF_PURKINJE=Moon Phased Night Desaturation +option.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon. + +option.MOON_PHASE_FULL_PURKINJE=Full Moon +option.MOON_PHASE_FULL_PURKINJE.comment=Desaturation strength during the Full Moon phase (brightest phase). +value.MOON_PHASE_FULL_PURKINJE.0=DESACTIVADO +value.MOON_PHASE_FULL_PURKINJE.300=Black/White + +option.MOON_PHASE_PARTIAL_PURKINJE=Partial Moon +option.MOON_PHASE_PARTIAL_PURKINJE.comment=Desaturation strength during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft. +value.MOON_PHASE_PARTIAL_PURKINJE.0=DESACTIVADO +value.MOON_PHASE_PARTIAL_PURKINJE.300=Black/White + +option.MOON_PHASE_DARK_PURKINJE=Dark Moon +option.MOON_PHASE_DARK_PURKINJE.comment=Desaturation strength during New Moon (darkest phase). +value.MOON_PHASE_DARK_PURKINJE.0=DESACTIVADO +value.MOON_PHASE_DARK_PURKINJE.300=Black/White + +option.DELTARUNE_BATTLE_BACKGROUND=Deltarune Battle Background +value.DELTARUNE_BATTLE_BACKGROUND.0=DESACTIVADO +value.DELTARUNE_BATTLE_BACKGROUND.1=ON - Sky Only +value.DELTARUNE_BATTLE_BACKGROUND.2=ON - Except Entities + +option.END_CRYSTAL_EMISSION=End Crystal Emission + +option.CLEAR_WATER_SPOTS=Clear Water Spots +option.CLEAR_WATER_SPOTS.comment=Adds clear spots to the water to add some variety. §e[*]§r Requires a type of wavy waves, either Desligado or Reimaginado + Waves. + +option.ACL_ORE_INTENSITY=ACL Ore Intensity +option.ACL_ORE_INTENSITY.comment=Change the ACL light intensity of ores. +value.ACL_ORE_INTENSITY.0.0=DESACTIVADO + +option.ENTITIES_ARE_LIGHT=Entities Are Light + +option.WATER_CAUSTIC_STRENGTH=Water Caustic Strength +option.WATER_CAUSTIC_STRENGTH.comment=Change the strength of the caustic effect in water. + +option.ROUGHNESS_MULTIPLIER=Roughness Multiplier +option.ROUGHNESS_MULTIPLIER.comment=Change the roughness of the materials. + +option.SHADOW_SATURATION=Shadow Saturation +option.SHADOW_SATURATION.comment=Change the saturation of the shadows and light shafts. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher. + +option.SMOKE_PARTICLE_OPACITY=Smoke Particle Opacity + +option.END_SUN_ANGLE=End Sun Angle +option.END_SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. +value.END_SUN_ANGLE.60=60 +value.END_SUN_ANGLE.50=50 +value.END_SUN_ANGLE.40=40 +value.END_SUN_ANGLE.30=30 +value.END_SUN_ANGLE.20=20 +value.END_SUN_ANGLE.10=10 +value.END_SUN_ANGLE.0=0 §r(§bDefault§r) +value.END_SUN_ANGLE.-10=-10 +value.END_SUN_ANGLE.-20=-20 +value.END_SUN_ANGLE.-30=-30 +value.END_SUN_ANGLE.-40=-40 +value.END_SUN_ANGLE.-50=-50 +value.END_SUN_ANGLE.-60=-60 + +option.PIXELATED_NEBULA=Pixelated Nebula +value.PIXELATED_NEBULA.0=OFF +option.NEBULA_ZOOM_LEVEL=Zoom Level +option.NEBULA_ZOOM_LEVEL.comment=Change how zoomed in the nebula is in the sky. +option.NEBULA_AMOUNT=Amount +option.NEBULA_AMOUNT.comment=Change how much the nebulae cover the sky. +option.NEBULA_PATTERN_WARP=Swirl +option.NEBULA_PATTERN_WARP.comment=Change how distorted the nebulae are. +value.NEBULA_PATTERN_WARP.0=OFF +option.NEBULA_HORIZON_STRENGTH=Horizon Visibility +option.NEBULA_HORIZON_STRENGTH.comment=Change how much the nebulae are visible at the horizon. +value.NEBULA_HORIZON_STRENGTH.10=Default + +option.NEBULA_R_1=Nebula 1 - Red +option.NEBULA_G_1=Nebula 1 - Green +option.NEBULA_B_1=Nebula 1 - Blue +option.NEBULA_R_2=Nebula 2 - Red +option.NEBULA_G_2=Nebula 2 - Green +option.NEBULA_B_2=Nebula 2 - Blue +option.NEBULA_R_3=Nebula 3 - Red +option.NEBULA_G_3=Nebula 3 - Green +option.NEBULA_B_3=Nebula 3 - Blue