	Sandbox_CH = {
	
	-----Expanded Helicopter Events-----
	---Super Weird Edition---

	Sandbox_ExpandedHeli = "擴展直升機事件",
	Sandbox_ExpandedHeli_Frequency_option1 = "無",
	Sandbox_ExpandedHeli_Frequency_option2 = "罕見",
	Sandbox_ExpandedHeli_Frequency_option3 = "一般",
	Sandbox_ExpandedHeli_Frequency_option4 = "普通",
	Sandbox_ExpandedHeli_Frequency_option5 = "頻繁",
	Sandbox_ExpandedHeli_Frequency_option6 = "瘋狂",
    Sandbox_ExpandedHeli_AirRaidSirenEvent = "空襲過渡",
    Sandbox_ExpandedHeli_AirRaidSirenEvent_tooltip = "如果你想讓空襲事件標誌著從挑戰性較小的早期遊戲事件向更具敵意的後期遊戲事件的轉變，請打開",
	Sandbox_ExpandedHeli_EventJet = "噴氣機",
	Sandbox_ExpandedHeli_EventJet_tooltip = "噴氣機事件發生的頻率<br>噴氣機從玩家身邊飛過,導致喪屍群移動",
	Sandbox_ExpandedHeli_EventNews = "新聞",
	Sandbox_ExpandedHeli_EventNews_tooltip = "新聞事件發生的頻率<br>新聞直升概率追蹤他們發現的任何公民,並在短時間內跟蹤他們",
	Sandbox_ExpandedHeli_EventPolice = "警察",
	Sandbox_ExpandedHeli_EventPolice_tooltip = "警察事件發生的頻率<br>警察會親自處理事情並在向喪屍開火時護送市民",
	Sandbox_ExpandedHeli_EventMilitary = "軍事",
	Sandbox_ExpandedHeli_EventMilitary_tooltip = "軍事事件發生的頻率<br>軍隊將分階段進行：警告公民,清除不死生物,然後最終清除任何移動的東西",
	Sandbox_ExpandedHeli_EventFEMA = "援助物資",
	Sandbox_ExpandedHeli_EventFEMA_tooltip = "援助投放事件發生的頻率<br>將在末日初期進行援助投放",
	Sandbox_ExpandedHeli_EventSurvivor = "倖存者",
	Sandbox_ExpandedHeli_EventSurvivor_tooltip = "倖存者事件發生的頻率<br>倖存者只會在偵察任務中飛過導致喪屍群移動",
	Sandbox_ExpandedHeli_EventRaider = "突襲者",
	Sandbox_ExpandedHeli_EventRaider_tooltip = "掠奪者事件發生的頻率<br>掠奪者會磨練倖存者,折磨他們以獲得一些娛樂",
	Sandbox_ExpandedHeli_EventSamaritan = "撒瑪利亞人",
	Sandbox_ExpandedHeli_EventSamaritan_tooltip = "撒瑪利亞人事件的發生頻率<br>撒瑪利亞人會提供物資幫助倖存者",
	Sandbox_ExpandedHeli_StartDay = "開始日",
	Sandbox_ExpandedHeli_StartDay_tooltip = "調度程序開始分配事件的那一天",
	Sandbox_ExpandedHeli_StartDay_help = "這是事件發生在遊戲的哪一天<br>你需要考慮到天啟的幾個月的設置",
	Sandbox_ExpandedHeli_SchedulerDuration = "持續時間",
	Sandbox_ExpandedHeli_SchedulerDuration_tooltip = "將從開始日開始運行多長時間<br>計劃將調整事件進程以適應這個持續時間",
    Sandbox_ExpandedHeli_ContinueSchedulingEvents = "繼續安排超出持續時間的事件",
    Sandbox_ExpandedHeli_ContinueSchedulingEvents_tooltip = "通常,調度程序在持續時間限制處結束,打開此限制將繼續調度超過持續時間的事件<br>活動仍將根據持續時間分階段進行,但活動永遠不會停止安排",
    Sandbox_ExpandedHeli_ContScheduling_option1 = "無連續日程安排"
    Sandbox_ExpandedHeli_ContScheduling_option2 = "繼續安排：所有活動",
    Sandbox_ExpandedHeli_ContScheduling_option3 = "繼續安排：僅限遊戲後期",
	Sandbox_ExpandedHeli_SchedulerDuration_help = "這是將運行的天數",
	Sandbox_ExpandedHeli_ContinueScheduling = "永遠繼續",
	Sandbox_ExpandedHeli_ContinueScheduling_tooltip = "切換此選項,以便調度器將生成超過持續時間限制的事件<br>事件仍然會根據持續時間在各個階段進行,但是事件將永遠不會停止",
	Sandbox_ExpandedHeli_ContinueSchedulingLateGameOnly = "永遠繼續,僅限晚期遊戲事件",
	Sandbox_ExpandedHeli_ContinueSchedulingLateGameOnly_tooltip = "當+永遠繼續+開啟時,此開啟使計時器僅使用遊戲後期事件",
	Sandbox_ExpandedHeli_WeatherImpactsEvents = "天氣將影響直升機",
	Sandbox_ExpandedHeli_WeatherImpactsEvents_tooltip = "天氣會阻止事件的發生,還是會導致事件的崩潰???",
    Sandbox_ExpandedHeli_CrashChanceMulti = "碰撞概率乘數",
    Sandbox_ExpandedHeli_CrashChanceMulti_tooltip = "這與碰撞概率相乘<br>0 將完全防止碰撞",
	-----
	Sandbox_ExpandedHeli_EventSpiffocopter = "斯皮福",
  	Sandbox_ExpandedHeli_EventSpiffocopter_tooltip = "斯皮福慶祝生日的頻率",
  	Sandbox_ExpandedHeli_EventTISCreamery = "印地安乳品店",
  	Sandbox_ExpandedHeli_EventTISCreamery_tooltip = "RJ來拜訪的頻率.",
	Sandbox_ExpandedHeli_EventIRS = "美國國稅局",
  	Sandbox_ExpandedHeli_EventIRS_tooltip = "你逃稅的頻率",
  	Sandbox_ExpandedHeli_EventUFO = "UFO飛碟",
  	Sandbox_ExpandedHeli_EventUFO_tooltip = "你相信的頻率有多高",
	Sandbox_ExpandedHeli_EventSandyClaws = "沙爪",
	Sandbox_ExpandedHeli_EventSandyClaws_tooltip = "你想綁架沙爪併用棍子打他的頻率如何",
	Sandbox_ExpandedHeli_EventAttackOfTheStrippers = "脫衣舞者的攻擊",
	Sandbox_ExpandedHeli_EventAttackOfTheStrippers_tooltip = "你想有多頻繁的好時光",
	Sandbox_ExpandedHeli_EventHelikopter = "直升機(有著作權)",
	Sandbox_ExpandedHeli_EventHelikopter_tooltip = "你想要多頻繁的直升機與直升機(有著作權)",
	Sandbox_ExpandedHeli_EventBuffCorrell = "科雷爾(有著作權)",
	Sandbox_ExpandedHeli_EventBuffCorrell_tooltip = "多麼頻繁,你衹是想跳舞(版權歸屬)",
	--------
	Sandbox_ExpandedHeli_CutOffDay = "持續時間",
	Sandbox_ExpandedHeli_CutOffDay_tooltip = "調度程序將從開始日開始運行多長時間<br>調度程序將調整事件進程以適應此持續時間",
	Sandbox_ExpandedHeli_NeverEnding = "永遠繼續",
	Sandbox_ExpandedHeli_NeverEnding_tooltip = "打開此選項,調度程序將生成超過持續時間限制的事件<br>事件仍將根據持續時間在各個階段進行,但事件永遠不會停止調度",	
	Sandbox_ExpandedHeli_NeverEndingLateGameOnly = "繼續：僅限後期遊戲",
	Sandbox_ExpandedHeli_NeverEndingLateGameOnly_tooltip = "當+永遠繼續+開啟時,此開啟使計時器僅使用遊戲後期事件",

	
	-----Immersive Solar Arrays-----
	-----Immersive Solar Arrays - GitHub-----
	
	Sandbox_ISA = "太陽能電池矩陣",
	Sandbox_ISA_solarPanelEfficiency = "太陽能電池板效率 (0-100)",
	Sandbox_ISA_solarPanelEfficiency_tooltip = "太陽能電池板功率效率<br>12%是1993年<br>25%是現代太陽能<br>默認是不現實的",
	Sandbox_ISA_batteryDegradeChance = "電池減弱概率 (0-100)",
	Sandbox_ISA_batteryDegradeChance_tooltip = "電池每天減弱的可能性<br>減少這個將大大延長電池壽命",
	Sandbox_ISA_solarPanelWorldSpawns = "太陽能電池板/板條箱世界生成 (0-100)",
	Sandbox_ISA_solarPanelWorldSpawns = "預先放置的太陽能電池板和板條箱在給定的生成位置生成的可能性有多大",
	Sandbox_ISA_LRMSolarPanels = "戰利品稀有度——太陽能電池板",
	Sandbox_ISA_LRMSolarPanels_tooltip = "太陽能電池板在隨機容器和預先放置的板條箱中產生",
	Sandbox_ISA_LRMBatteries = "戰利品稀有——電池",
	Sandbox_ISA_LRMBatteries_tooltip = "電池在隨機容器和預先放置的板條箱中產生",
	Sandbox_ISA_LRMMisc = "戰利品稀有度——雜項",
	Sandbox_ISA_LRMMisc_tooltip = "雜誌和逆變器生成在隨機容器和預先放置的板條箱中",
	Sandbox_ISA_DIYBatteryCapacity = "DIY 電池容量 (Ah)",
	Sandbox_ISA_DIYBatteryCapacity_tooltip = "單個 DIY 電池可以存儲多少 Ah",
	Sandbox_ISA_DIYBatteryMultiplier = "DIY 電池容量",
	Sandbox_ISA_DIYBatteryMultiplier_tooltip = "自製 DIY 電池的容量",
	Sandbox_ISA_DrainCalc_option1 = "ISA太陽能發電機",
	Sandbox_ISA_DrainCalc_option2 = "原版發電機",
	Sandbox_ISA_DrainCalc = "消耗模式",
	Sandbox_ISA_DrainCalc_tooltip = "改變消耗量的計算方式",
	Sandbox_ISA_ChargeFreq_option1 = "每 10 分鐘",
	Sandbox_ISA_ChargeFreq_option2 = "每小時",
	Sandbox_ISA_ChargeFreq = "充電頻率",
	Sandbox_ISA_ChargeFreq_tooltip = "移動電源多久充電一次",
	Sandbox_ISA_BatteryBankSpawn = "電池組生成",
	Sandbox_ISA_BatteryBankSpawn_tooltip = "地圖上生成的電池組稀有度",
	Sandbox_ISA_BatteryBankSpawn_option1 = "無",
	Sandbox_ISA_BatteryBankSpawn_option2 = "非常稀有",
	Sandbox_ISA_BatteryBankSpawn_option3 = "稀有",
	Sandbox_ISA_BatteryBankSpawn_option4 = "不常見",
	Sandbox_ISA_StashMode = "藏匿屋",
	Sandbox_ISA_StashMode_tooltip = "選擇藏匿屋模式<br>僅在新遊戲中更改",
	Sandbox_ISA_StashMode_option1 = "不添加",
	Sandbox_ISA_StashMode_option2 = "地圖項目",
	Sandbox_ISA_StashMode_option3 = "地圖項目/隨機初始",
	Sandbox_ISA_StashMode_option4 = "隨機初始",
	Sandbox_ISA_ConnectPanelMin = "連接面板時間",
	Sandbox_ISA_ConnectPanelMin_tooltip = "連接一個面板所需的遊戲內基本分鐘數",
	Sandbox_ISA_enableExpandedRecipes = "合成擴展",
	Sandbox_ISA_enableExpandedRecipes_tooltip = "允許製造太陽能電池板和逆變器",
	
	-----Spear Traps-----

	Sandbox_SpearTraps_SpearTrapsKillPlayer = "長矛陷阱殺死玩家"
	Sandbox_SpearTraps_SpearTrapsKillPlayer_tooltip = "玩家穿過長矛陷阱時會被殺死"	

	-----Defecation-----
	
	Sandbox_Defecation = "排便",
	Sandbox_Defecation_DefecateTimeMultiplier = "排便時間",
	Sandbox_Defecation_DefecateTimeMultiplier_tooltip = "你開始排便後需要多長時間",
	Sandbox_Defecation_DefecateIncreaseMultiplier = "排便物增加",
	Sandbox_Defecation_DefecateIncreaseMultiplier_tooltip = "每10分鐘排便率增加的速度",
	Sandbox_Defecation_DefecatedBottomsMultiplier = "排便次數",
	Sandbox_Defecation_DefecatedBottomsMultiplier_tooltip = "你每十分鐘獲得多少壓力和抑鬱",
	Sandbox_Defecation_VitaminTimeMultiplier = "維生素時間",
	Sandbox_Defecation_VitaminTimeMultiplier_tooltip = "止瀉維生素能影響你多長時間",
	Sandbox_Defecation_VitaminMaxTimeMultiplier = "維生素最大時間",
	Sandbox_Defecation_VitaminMaxTimeMultiplier_tooltip = "如果吃了多種,維生素可以影響你的最大時間",
	Sandbox_Defecation_FecesPileUnhealthyMultiplier = "糞便感染",
	Sandbox_Defecation_FecesPileUnhealthyMultiplier_tooltip = "玩家從附近成堆的糞便中獲得多少病痛和不快",
	Sandbox_Defecation_DiarrheaIncreaseMultiplier = "腹瀉增加",
	Sandbox_Defecation_DiarrheaIncreaseMultiplier_tooltip = "有腹瀉可以使你的排便物百分比增加多少",
	Sandbox_Defecation_FartNoiseRadiusMultiplier = "排便噪音",
	Sandbox_Defecation_FartNoiseRadiusMultiplier_tooltip = "排便後的噪音可以有多大",
	Sandbox_Defecation_ToiletNoiseRadiusMultiplier = "廁所噪音",
	Sandbox_Defecation_ToiletNoiseRadiusMultiplier_tooltip = "廁所的聲音可以有多大",
	Sandbox_Defecation_SickCaloriesRemovedMultiplier = "生病卡路里",
	Sandbox_Defecation_SickCaloriesRemovedMultiplier_tooltip = "當你生病時移除的卡路里數量",
	Sandbox_Defecation_SickThirstRemovedMultiplier = "生病口渴",
	Sandbox_Defecation_SickThirstRemovedMultiplier_tooltip = "生病時去除的口渴量",
	Sandbox_Defecation_CanPooSelf = "自動排便",
	Sandbox_Defecation_CanPooSelf_tooltip = "取消勾選以禁用'自行排便'功能",
	Sandbox_Defecation_ShowNumericStatus = "顯示狀態",
	Sandbox_Defecation_ShowNumericStatus_tooltip = "取消勾選以隱藏'排便狀態'窗口中顯示的數字",
	
	-----Urination-----
	
	Sandbox_Urination = "小便",
	Sandbox_Urination.UrinateTimeMultiplier = "小便時間",
	Sandbox_Urination.UrinateTimeMultiplier_tooltip = "開始這個過程後需要多長時間小便",
	Sandbox_Urination_UrinateIncreaseMultiplier = "小便速度",
	Sandbox_Urination_UrinateIncreaseMultiplier_tooltip = "小便百分比每十分鐘增加多快",
	Sandbox_Urination_UrinatedBottomsMultiplier = "小便解壓",
	Sandbox_Urination_UrinatedBottomsMultiplier_tooltip = "每十分鐘你會獲得多少壓力和抑鬱",
	Sandbox_Urination_ToiletNoiseRadiusMultiplier = "廁所噪音",
	Sandbox_Urination_ToiletNoiseRadiusMultiplier_tooltip = "上廁所的聲音有多大",
	Sandbox_Urination_CanPeeSelf = "可以手動小便",
	Sandbox_Urination_CanPeeSelf_tooltip = "取消選中以禁用'小便'功能",
	Sandbox_Urination_ShowNumericStatus = "顯示數字狀態",
	Sandbox_Urination_ShowNumericStatus_tooltip = "取消選中以隱藏』小便狀態『窗口中顯示的數字",
	Sandbox_Urination_CreatePeePuddle = "尿坑",
	Sandbox_Urination_CreatePeePuddle_tooltip = "取消選中以禁用在小便時出現尿坑",
	
	-----Skill Recovery Journal-----
	
	Sandbox_SkillRecoveryJournal = "技能恢復日誌",
	Sandbox_SkillRecoveryJournalPercentage = "技能恢復百分比",
	Sandbox_SkillRecoveryJournalPercentage_tooltip = "閱讀綁定的日誌所恢復經驗量",
	Sandbox_SkillRecoveryJournalTranscribeSpeed = "技能恢復抄寫速度乘數",
	Sandbox_SkillRecoveryJournalTranscribeSpeed_tooltip = "謄寫日誌速度倍數",
	Sandbox_SkillRecoveryJournalReadTimeSpeed = "技能恢複閱讀速度倍數",
	Sandbox_SkillRecoveryJournalReadTimeSpeed_tooltip = "閱讀裝訂期刊速度倍數",
	Sandbox_SkillRecoveryJournalRecoverProfessionAndTraitsBonuses = "恢復專業和特質獎勵經驗值"
	Sandbox_SkillRecoveryJournalRecoverProfessionAndTraitsBonuses_tooltip = "開始時技能點數超過 1 點通常會給你帶來額外的 XP - 關閉此開關則不會記錄 XP<br>所有記錄的 XP 都是沒有起始技能的角色的<br>這不會恢復起始等級 - 衹有 獲得獎勵的 XP",
	Sandbox_SkillRecoveryJournalTranscribeTVXP = "轉錄從電視/VHS 中獲得的 XP",
	Sandbox_SkillRecoveryJournalTranscribeTVXP_tooltip = "開啟此選項將允許人們轉錄通過觀看電視/VHS 獲得的 XP<br>注意：這意味著玩家可以纍積地在角色之間攜帶觀看的 XP"
	Sandbox_SkillRecoveryJournalRecoverPassiveSkills = "恢復被動技能"
	Sandbox_SkillRecoveryJournalRecoverPassiveSkills_tooltip = "切換到記錄被動技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverCombatSkills = "恢復戰鬥技能"
	Sandbox_SkillRecoveryJournalRecoverCombatSkills_tooltip = "切換到記錄戰鬥技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverFirearmSkills = "恢復槍械技能"
	Sandbox_SkillRecoveryJournalRecoverFirearmSkills_tooltip = "切換到記錄槍械技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverCraftingSkills = "恢複合成技能"
	Sandbox_SkillRecoveryJournalRecoverCraftingSkills_tooltip = "切換到記錄製作技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverSurvivalistSkills = "恢復生存技能"
	Sandbox_SkillRecoveryJournalRecoverSurvivalistSkills_tooltip = "切換到記錄生存技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverAgilitySkills = "恢復靈活技能"
	Sandbox_SkillRecoveryJournalRecoverAgilitySkills_tooltip = "切換到記錄靈活技能<br>將其設置為 -1 使用一般技能恢復百分比",
	Sandbox_SkillRecoveryJournalRecoverRecipes = "恢複合成"
	Sandbox_SkillRecoveryJournalRecoverRecipes_tooltip = "切換到關閉狀態以防止日誌恢復/記錄食譜",
	Sandbox_SkillRecoveryJournalUsed = "閱讀時使用的日誌XP"
	Sandbox_SkillRecoveryJournalUsed_tooltip = "通常情況下,您可以根據需要多次重讀日誌 - 在每個單獨的 XP 點上切換後衹能恢復一次<br>您仍然可以添加到日誌中,但每個日誌上的每個點衹能恢復一次<br>注意：日誌的工具提示現在將顯示未使用點數的分數",
	Sandbox_SkillRecoveryJournalCraft = "技能日誌書可製作",
	Sandbox_SkillRecoveryJournalUsed_tooltip = "禁用將無法製作技能日誌書",
	Sandbox_SkillRecoveryJournalKillsTrack = "擊殺恢復百分比",

	-----Moar Can Openers----
	
	Sandbox_MoarCanOpeners = "開罐器",
  	Sandbox_MoarCanOpeners_InjurePlayer = "受傷",
  	Sandbox_MoarCanOpeners_InjurePlayer_tooltip = "使用武器或石塊作為開瓶器時有概率會受傷(左手或右手)",
  	Sandbox_MoarCanOpeners_PoisonResult = "食物污染",
  	Sandbox_MoarCanOpeners_PoisonResult_tooltip = "如果武器或手(如果用石塊打開)是血腥的,那麼打開的罐頭會包含有毒(如果健康,角色不會死亡)",
  	Sandbox_MoarCanOpeners_SpillResult = "食物撒出",
  	Sandbox_MoarCanOpeners_SpillResult_tooltip = "打開的罐子裡的食物會更少<br>概率取決於使用的開瓶器和角色的心情",
  	Sandbox_MoarCanOpeners_LongBladeStrengthLevel = "長刀技能要求",
  	Sandbox_MoarCanOpeners_LongBladeStrengthLevel_tooltip = "長刃武器(例如砍刀)將在角色達到此強度等級後作為開罐器使用\n對於服務器：客戶端必須重新加入才能使更改生效",
  	Sandbox_MoarCanOpeners_SmallBladeStrengthLevel = "短刀技能要求",
  	Sandbox_MoarCanOpeners_SmallBladeStrengthLevel_tooltip = "短刃武器(例如獵刀)將在角色達到此強度等級後作為開罐器使用\n對於服務器：客戶端必須重新加入才能使更改生效",
	
	----They Knew-----
	
	Sandbox_TheyKnew = "他們知道",
	Sandbox_TheyKnew_SpawnChance = "生成概率為 1000000%",
	Sandbox_TheyKnew_LootChance = "掉落概率為 100%",
	Sandbox_TheyKnew_LootChanceZomboxycycline = "掉落概率為 100%",
	
	----The Scent of Blood-----
	
	Sandbox_ScentOfBlood = "血腥追蹤",
	Sandbox_ScentOfBlood_scratchModifier = "刮痕吸引半徑",
	Sandbox_ScentOfBlood_sbleedModifier = "流血抓痕吸引半徑",
	Sandbox_ScentOfBlood_scratchModifier_tooltip = "當有抓傷或繃帶變髒時,該半徑內的喪屍將被吸引到玩家的所在點<br>每個傷口會疊加",
	Sandbox_ScentOfBlood_sbleedModifier_tooltip = "每次刮傷都會疊加,流血會增加吸引半徑<br>設置為 0 以禁用",
	Sandbox_ScentOfBlood_cutModifier = "撕裂傷吸引半徑​​",
	Sandbox_ScentOfBlood_cbleedModifier = "流血撕裂吸引半徑",
	Sandbox_ScentOfBlood_cutModifier_tooltip = "當被割傷或繃帶變髒時,該半徑內的喪屍將被吸引到玩家的所在點<br>每個傷口會疊加",
	Sandbox_ScentOfBlood_cbleedModifier_tooltip = "每次撕裂都會疊加,流血會增加吸引半徑<br>設置為 0 以禁用",
	Sandbox_ScentOfBlood_biteModifier = "咬傷吸引半徑",
	Sandbox_ScentOfBlood_bbleedModifier = "流血吸引半徑",
	Sandbox_ScentOfBlood_biteModifier_tooltip = "當被咬傷或繃帶變髒時,該半徑內的喪屍將被吸引到玩家的所在點<br>每個傷口會疊加",
	Sandbox_ScentOfBlood_bbleedModifier_tooltip = "每次咬傷都會疊加,流血會增加吸引半徑<br>設置為 0 以禁用",
	Sandbox_ScentOfBlood_dwoundModifier = "深層傷口吸引半徑",
	Sandbox_ScentOfBlood_dbleedModifier = "出血深傷口吸引半徑",
	Sandbox_ScentOfBlood_dwoundModifier_tooltip = "當重傷或繃帶變髒時,該半徑內的喪屍將被吸引到玩家的所在點<br>每個傷口會疊加",
	Sandbox_ScentOfBlood_dbleedModifier_tooltip = "每次深傷口疊加,流血會增加吸引半徑<br>設置為 0 以禁用",
	Sandbox_ScentOfBlood_dirtModifier = "肮髒繃帶修改",
	Sandbox_ScentOfBlood_dirtModifier_tooltip = "如果設置為100,當一個傷口被肮髒的繃帶包紮時,該繃帶會吸引喪屍,就像該傷口類型根本沒有被包紮一樣<br>默認值是50%,意味著髒繃帶會阻止50%的傷口類型修改的吸引<br>設置為0可以禁用髒繃帶的吸引",
	
	-----Dressed for the Job-----
	
	Sandbox_DressedForTheJob = "為工作而穿戴",
	Sandbox_DressedForTheJob_XPBonus = "獎勵 Xp 百分比",
	Sandbox_DressedForTheJob_Threshold = "獲得獎勵所需的服裝物品",
	
	-----Kayli's Evolution-----
	
	Sandbox_ZedEvolution = "進化設置",
	Sandbox_ZedEvolution_TBasic = "常規設置",
	Sandbox_ZedEvolution_DoEvolve = "進化",
	Sandbox_ZedEvolution_DoEvolve_tooltip = "開啟/關閉",
	Sandbox_ZedEvolution_Weight = "進化偏差",
	Sandbox_ZedEvolution_Weight_tooltip = "進化基因影響大多數喪屍的百分比",
	Sandbox_ZedEvolution_Delay = "進化時間",
	Sandbox_ZedEvolution_Delay_tooltip = "進化開始日期之前/之後多少天",
	Sandbox_ZedEvolution_StartSlow = "開始進度",
	Sandbox_ZedEvolution_StartSlow_tooltip = "喪屍的基線進化以天為單位.\n進化少為負,進化多為正",
	Sandbox_ZedEvolution_TFunc = "進化演變",
	Sandbox_ZedEvolution_Function = "進化演變",
	Sandbox_ZedEvolution_Function_tooltip = "隨著時間的推移進化表現",
	Sandbox_ZedEvolution_Function_option1 = "線性",
	Sandbox_ZedEvolution_Function_option1_tooltip = "進化以穩定的速度永遠增長",
	Sandbox_ZedEvolution_Function_option2 = "漸近",
	Sandbox_ZedEvolution_Function_option2_tooltip = "進化在接近極限時減慢速度",
	Sandbox_ZedEvolution_Function_option3 = "循環",
	Sandbox_ZedEvolution_Function_option3_tooltip = "進化隨著時間來回擺動",
	Sandbox_ZedEvolution_Function_option1_Param1 = "進化速度"
	Sandbox_ZedEvolution_Function_option1_Param1_tooltip = "進化到達此天數後達到 100%(並將繼續增長)"
	Sandbox_ZedEvolution_Function_option2_Param1 = "進化半條命"
	Sandbox_ZedEvolution_Function_option2_Param1_tooltip = "進化到達此天數後才接近極限"
	Sandbox_ZedEvolution_Function_option3_Param1 = "進化週期"
	Sandbox_ZedEvolution_Function_option3_Param1_tooltip = "進化到達此天數的過程中不斷重複"
	Sandbox_ZedEvolution_Function_option2_Param2 = "進化基礎"
	Sandbox_ZedEvolution_Function_option2_Param2_tooltip = "計算限制的點"
	Sandbox_ZedEvolution_Function_option3_Param2 = "下限"
	Sandbox_ZedEvolution_Function_option3_Param2_tooltip = "進化將保持在界限內"
	Sandbox_ZedEvolution_Function_option2_Param3 = "進化極限"
	Sandbox_ZedEvolution_Function_option2_Param3_tooltip = "進化只會在任一方向上進化到此界限"
	Sandbox_ZedEvolution_Function_option3_Param3 = "上限"
	Sandbox_ZedEvolution_Function_option3_Param3_tooltip = "進化將保持在界限內"
	Sandbox_ZedEvolution_TCap = "進化極限屬性",
	Sandbox_ZedEvolution_SpeedMin = "最小速度",
	Sandbox_ZedEvolution_SpeedMin_tooltip = "喪屍最慢移動速度",
	Sandbox_ZedEvolution_SpeedLimit = "最大速度",
	Sandbox_ZedEvolution_SpeedLimit_tooltip = "喪屍最快移動速度",
	Sandbox_ZedEvolution_StrengthMin = "最小力量",
	Sandbox_ZedEvolution_StrengthMin_tooltip = "最低喪屍力量",
	Sandbox_ZedEvolution_StrengthLimit = "最大力量",
	Sandbox_ZedEvolution_StrengthLimit_tooltip = "最高喪屍力量",
	Sandbox_ZedEvolution_ToughnessMin = "最小韌性",
	Sandbox_ZedEvolution_ToughnessMin_tooltip = "最低喪屍韌性",
	Sandbox_ZedEvolution_ToughnessLimit = "最大韌性",
	Sandbox_ZedEvolution_ToughnessLimit_tooltip = "最高喪屍韌性",
	Sandbox_ZedEvolution_TransmissionMin = "最小傳染",
	Sandbox_ZedEvolution_TransmissionMin_tooltip = "最低感染傳播",
	Sandbox_ZedEvolution_TransmissionLimit = "最大傳染",
	Sandbox_ZedEvolution_TransmissionLimit_tooltip = "最高感染傳播",
	Sandbox_ZedEvolution_CognitionMin = "最小感知",
	Sandbox_ZedEvolution_CognitionMin_tooltip = "最低喪屍感知",
	Sandbox_ZedEvolution_CognitionLimit = "最大感知",
	Sandbox_ZedEvolution_CognitionLimit_tooltip = "最高喪屍感知",
	Sandbox_ZedEvolution_CrawlUnderVehicleMin = "最小爬行概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleMin_tooltip = "喪屍在車輛下爬行的最低概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleLimit = "最大爬行概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleLimit_tooltip = "喪屍在車輛下爬行的最大概率",
	Sandbox_ZedEvolution_MemoryMin = "最小記憶",
	Sandbox_ZedEvolution_MemoryMin_tooltip = "最低喪屍記憶",
	Sandbox_ZedEvolution_MemoryLimit = "最大記憶",
	Sandbox_ZedEvolution_MemoryLimit_tooltip = "最高喪屍記憶",
	Sandbox_ZedEvolution_SightMin = "最小視覺",
	Sandbox_ZedEvolution_SightMin_tooltip = "喪屍最低視覺範圍",
	Sandbox_ZedEvolution_SightLimit = "最大視覺",
	Sandbox_ZedEvolution_SightLimit_tooltip = "喪屍最高視覺範圍",
	Sandbox_ZedEvolution_HearingMin = "最小聽覺",
	Sandbox_ZedEvolution_HearingMin_tooltip = "喪屍最低聽覺範圍",
	Sandbox_ZedEvolution_HearingLimit = "最大聽覺",
	Sandbox_ZedEvolution_HearingLimit_tooltip = "喪屍最高聽覺範圍",
	Sandbox_ZedEvolution_TFactor = "進化基因",
	Sandbox_ZedEvolution_Speed = "速度基因",
	Sandbox_ZedEvolution_Speed_tooltip = "速度進化倍數",
	Sandbox_ZedEvolution_Strength = "力量基因",
	Sandbox_ZedEvolution_Strength_tooltip = "力量進化倍數",
	Sandbox_ZedEvolution_Toughness = "韌性係數",
	Sandbox_ZedEvolution_Toughness_tooltip = "韌性進化倍數",
	Sandbox_ZedEvolution_Transmission = "傳染係數",
	Sandbox_ZedEvolution_Transmission_tooltip = "傳染進化倍數",
	Sandbox_ZedEvolution_Cognition = "感知基因",
	Sandbox_ZedEvolution_Cognition_tooltip = "記憶進化倍數",
	Sandbox_ZedEvolution_CrawlUnderVehicle = "車底爬行倍數",
	Sandbox_ZedEvolution_CrawlUnderVehicle_tooltip = "車底爬行的進化倍數",
	Sandbox_ZedEvolution_Memory = "記憶基因",
	Sandbox_ZedEvolution_Memory_tooltip = "記憶進化倍數",
	Sandbox_ZedEvolution_Sight = "視覺係數",
	Sandbox_ZedEvolution_Sight_tooltip = "視覺進化倍數",
	Sandbox_ZedEvolution_Hearing = "聽覺因素",
	Sandbox_ZedEvolution_Hearing_tooltip = "聽覺進化倍數",
	Sandbox_ZedEvolution_TWeight = "偏差因子",
	Sandbox_ZedEvolution_SpeedWeight = "速度偏差",
	Sandbox_ZedEvolution_SpeedWeight_tooltip = "速度偏差倍數",
	Sandbox_ZedEvolution_StrengthWeight = "力量偏差",
	Sandbox_ZedEvolution_StrengthWeight_tooltip = "力量偏差倍數",
	Sandbox_ZedEvolution_ToughnessWeight = "韌性偏差",
	Sandbox_ZedEvolution_ToughnessWeight_tooltip = "韌性的偏差倍數",
	Sandbox_ZedEvolution_TransmissionWeight = "傳染偏差",
	Sandbox_ZedEvolution_TransmissionWeight_tooltip = "傳染偏差倍數",
	Sandbox_ZedEvolution_CognitionWeight = "感知偏差",
	Sandbox_ZedEvolution_CognitionWeight_tooltip = "感知偏差倍數",
	Sandbox_ZedEvolution_CrawlUnderVehicleWeight = "車底下爬行偏差",
	Sandbox_ZedEvolution_CrawlUnderVehicleWeight_tooltip = "車底爬行偏差倍數",
	Sandbox_ZedEvolution_MemoryWeight = "記憶偏差",
	Sandbox_ZedEvolution_MemoryWeight_tooltip = "記憶偏差倍數",
	Sandbox_ZedEvolution_SightWeight = "視覺偏差",
	Sandbox_ZedEvolution_SightWeight_tooltip = "視覺偏差倍數",
	Sandbox_ZedEvolution_HearingWeight = "聽覺偏差",
	Sandbox_ZedEvolution_HearingWeight_tooltip = "聽覺偏差倍數",
	
	-----Working Treadmill-----
	
	Sandbox_FC4WorkingTreadmill = "跑步機",
	Sandbox_FC4WorkingTreadmill_FitnessXPMultiply = "體格 XP 倍數",
	Sandbox_FC4WorkingTreadmill_StrengthXPMultiply = "力量 XP 倍數",
	Sandbox_FC4WorkingTreadmill_SprintingXPMultiply = "衝刺 XP 倍數",
	
	-----Secretmapper's Accelerating Zombies-----
	
	Sandbox_AcceleratingZombies = "喪屍加速",
	Sandbox_TickIncrement = "滴答聲增長",
	Sandbox_TickIncrement_tooltip = "喪屍加速/減速需要多少時間",
	Sandbox_SlowDown = "減速",
	Sandbox_SlowDown_tooltip = "如果你想讓喪屍減速而不是加速,請啟用",
	Sandbox_EnableTraits = "啟用特徵(選項不起作用)",
	Sandbox_EnableTraits_tooltip = "添加影響喪屍加速的特性",
	Sandbox_FreshBloodCost = "血液吸引(選項無效)",
	Sandbox_FreshBloodCost_tooltip = "血液需要多少<br>根據滴答聲增長調整",
	
	-----Scavenger Skill-----
	
	Sandbox_ScavengerSkill = "拾荒",
	Sandbox_ScavengerSkill_Level0FindChance = "0級發現概率",
	Sandbox_ScavengerSkill_Level1FindChance = "1級發現概率",
	Sandbox_ScavengerSkill_Level2FindChance = "2級發現概率",
	Sandbox_ScavengerSkill_Level3FindChance = "3級發現概率",
	Sandbox_ScavengerSkill_Level4FindChance = "4級發現概率",
	Sandbox_ScavengerSkill_Level5FindChance = "5級發現概率",
	Sandbox_ScavengerSkill_Level6FindChance = "6級發現概率",
	Sandbox_ScavengerSkill_Level7FindChance = "7級發現概率",
	Sandbox_ScavengerSkill_Level8FindChance = "8級發現概率",
	Sandbox_ScavengerSkill_Level9FindChance = "9級發現概率",
	Sandbox_ScavengerSkill_Level10FindChance = "10級發現概率",
	Sandbox_ScavengerSkill_Level0BonusLoot = "0級戰利品數量",
	Sandbox_ScavengerSkill_Level1BonusLoot = "1級戰利品數量",
	Sandbox_ScavengerSkill_Level2BonusLoot = "2級戰利品數量",
	Sandbox_ScavengerSkill_Level3BonusLoot = "3級戰利品數量",
	Sandbox_ScavengerSkill_Level4BonusLoot = "4級戰利品數量",
	Sandbox_ScavengerSkill_Level5BonusLoot = "5級戰利品數量",
	Sandbox_ScavengerSkill_Level6BonusLoot = "6級戰利品數量",
	Sandbox_ScavengerSkill_Level7BonusLoot = "7級戰利品數量",
	Sandbox_ScavengerSkill_Level8BonusLoot = "8級戰利品數量",
	Sandbox_ScavengerSkill_Level9BonusLoot = "9級戰利品數量",
	Sandbox_ScavengerSkill_Level10BonusLoot = "10級戰利品數量",
	Sandbox_ScavengerSkill_XPGain = "經驗獲取量",
	Sandbox_ScavengerSkill_XPindicator = "顯示經驗增益",
	Sandbox_ScavengerSkill_LootIndicator = "顯示找到的戰利品",
	
	-----Driving Skill-----
	
	Sandbox_DrivingSkill = "駕駛",
	Sandbox_DrivingSkill_Level0brakeForceMult = "0級剎車速度",
	Sandbox_DrivingSkill_Level1brakeForceMult = "1級剎車速度",
	Sandbox_DrivingSkill_Level2brakeForceMult = "2級剎車速度",
	Sandbox_DrivingSkill_Level3brakeForceMult = "3級剎車速度",
	Sandbox_DrivingSkill_Level4brakeForceMult = "4級剎車速度",
	Sandbox_DrivingSkill_Level5brakeForceMult = "5級剎車速度",
	Sandbox_DrivingSkill_Level6brakeForceMult = "6級剎車速度",
	Sandbox_DrivingSkill_Level7brakeForceMult = "7級剎車速度",
	Sandbox_DrivingSkill_Level8brakeForceMult = "8級剎車速度",
	Sandbox_DrivingSkill_Level9brakeForceMult = "9級剎車速度",
	Sandbox_DrivingSkill_Level10brakeForceMult = "10級剎車速度",
	Sandbox_DrivingSkill_Level0engineQualityMult = "0級引擎質量",
	Sandbox_DrivingSkill_Level1engineQualityMult = "1級引擎質量",
	Sandbox_DrivingSkill_Level2engineQualityMult = "2級引擎質量",
	Sandbox_DrivingSkill_Level3engineQualityMult = "3級引擎質量",
	Sandbox_DrivingSkill_Level4engineQualityMult = "4級引擎質量",
	Sandbox_DrivingSkill_Level5engineQualityMult = "5級引擎質量",
	Sandbox_DrivingSkill_Level6engineQualityMult = "6級引擎質量",
	Sandbox_DrivingSkill_Level7engineQualityMult = "7級引擎質量",
	Sandbox_DrivingSkill_Level8engineQualityMult = "8級引擎質量",
	Sandbox_DrivingSkill_Level9engineQualityMult = "9級引擎質量",
	Sandbox_DrivingSkill_Level10engineQualityMult = "10級引擎質量",
	Sandbox_DrivingSkill_Level0engineLoudnessMult = "0級引擎聲音",
	Sandbox_DrivingSkill_Level1engineLoudnessMult = "1級引擎聲音",
	Sandbox_DrivingSkill_Level2engineLoudnessMult = "2級引擎聲音",
	Sandbox_DrivingSkill_Level3engineLoudnessMult = "3級引擎聲音",
	Sandbox_DrivingSkill_Level4engineLoudnessMult = "4級引擎聲音",
	Sandbox_DrivingSkill_Level5engineLoudnessMult = "5級引擎聲音",
	Sandbox_DrivingSkill_Level6engineLoudnessMult = "6級引擎聲音",
	Sandbox_DrivingSkill_Level7engineLoudnessMult = "7級引擎聲音",
	Sandbox_DrivingSkill_Level8engineLoudnessMult = "8級引擎聲音",
	Sandbox_DrivingSkill_Level9engineLoudnessMult = "9級引擎聲音",
	Sandbox_DrivingSkill_Level10engineLoudnessMult = "10級引擎聲音",
	Sandbox_DrivingSkill_Level0enginePowerMult = "0級引擎功率",
	Sandbox_DrivingSkill_Level1enginePowerMult = "1級引擎功率",
	Sandbox_DrivingSkill_Level2enginePowerMult = "2級引擎功率",
	Sandbox_DrivingSkill_Level3enginePowerMult = "3級引擎功率",
	Sandbox_DrivingSkill_Level4enginePowerMult = "4級引擎功率",
	Sandbox_DrivingSkill_Level5enginePowerMult = "5級引擎功率",
	Sandbox_DrivingSkill_Level6enginePowerMult = "6級引擎功率",
	Sandbox_DrivingSkill_Level7enginePowerMult = "7級引擎功率",
	Sandbox_DrivingSkill_Level8enginePowerMult = "8級引擎功率",
	Sandbox_DrivingSkill_Level9enginePowerMult = "9級引擎功率",
	Sandbox_DrivingSkill_Level10enginePowerMult = "10級引擎功率",
	Sandbox_DrivingSkill_Level0maxSpeedMult = "0級車速上限",
	Sandbox_DrivingSkill_Level1maxSpeedMult = "1級車速上限",
	Sandbox_DrivingSkill_Level2maxSpeedMult = "2級車速上限",
	Sandbox_DrivingSkill_Level3maxSpeedMult = "3級車速上限",
	Sandbox_DrivingSkill_Level4maxSpeedMult = "4級車速上限",
	Sandbox_DrivingSkill_Level5maxSpeedMult = "5級車速上限",
	Sandbox_DrivingSkill_Level6maxSpeedMult = "6級車速上限",
	Sandbox_DrivingSkill_Level7maxSpeedMult = "7級車速上限",
	Sandbox_DrivingSkill_Level8maxSpeedMult = "8級車速上限",
	Sandbox_DrivingSkill_Level9maxSpeedMult = "9級車速上限",
	Sandbox_DrivingSkill_Level10maxSpeedMult = "10級車速上限",
	Sandbox_DrivingSkill_Level0damageMitigate = "0級車禍傷減免",
	Sandbox_DrivingSkill_Level1damageMitigate = "1級車禍傷減免",
	Sandbox_DrivingSkill_Level2damageMitigate = "2級車禍傷減免",
	Sandbox_DrivingSkill_Level3damageMitigate = "3級車禍傷減免",
	Sandbox_DrivingSkill_Level4damageMitigate = "4級車禍傷減免",
	Sandbox_DrivingSkill_Level5damageMitigate = "5級車禍傷減免",
	Sandbox_DrivingSkill_Level6damageMitigate = "6級車禍傷減免",
	Sandbox_DrivingSkill_Level7damageMitigate = "7級車禍傷減免",
	Sandbox_DrivingSkill_Level8damageMitigate = "8級車禍傷減免",
	Sandbox_DrivingSkill_Level9damageMitigate = "9級車禍傷減免",
	Sandbox_DrivingSkill_Level10damageMitigate = "10級車禍傷減免",
	Sandbox_DrivingSkill_Level0avoidDamage = "0級車損概率",
	Sandbox_DrivingSkill_Level1avoidDamage = "1級車損概率",
	Sandbox_DrivingSkill_Level2avoidDamage = "2級車損概率",
	Sandbox_DrivingSkill_Level3avoidDamage = "3級車損概率",
	Sandbox_DrivingSkill_Level4avoidDamage = "4級車損概率",
	Sandbox_DrivingSkill_Level5avoidDamage = "5級車損概率",
	Sandbox_DrivingSkill_Level6avoidDamage = "6級車損概率",
	Sandbox_DrivingSkill_Level7avoidDamage = "7級車損概率",
	Sandbox_DrivingSkill_Level8avoidDamage = "8級車損概率",
	Sandbox_DrivingSkill_Level9avoidDamage = "9級車損概率",
	Sandbox_DrivingSkill_Level10avoidDamage = "10級車損概率",
	Sandbox_DrivingSkill_XPgainChance = "獲得經驗概率",
	Sandbox_DrivingSkill_XPindicator = "顯示經驗增益",
	
	-----Fishing+-----
	
	Sandbox_FishingPlus = "釣魚強化",
	Sandbox_FishingPlusXpSetting = "經驗增益",
	Sandbox_FishingPlusXpSetting_tooltip = "設置越高,每條魚獲得的經驗值越高,增加的額外經驗值越大",
	Sandbox_FishingPlusXpSetting_option1 = "低(普通-接近)",
	Sandbox_FishingPlusXpSetting_option2 = "中等",
	Sandbox_FishingPlusXpSetting_option3 = "高(x2)",
	Sandbox_FishingPlusXpMulti = "經驗倍數",
	Sandbox_FishingPlusXpMulti_tooltip = "獲得的經驗值將乘以該值",
	Sandbox_FishingPlusFishNutritionFactor = "魚類營養",
	Sandbox_FishingPlusFishNutritionFactor_tooltip = "增加捕獲營養價值更高的魚(原版 2.2)",
	Sandbox_FishingPlusTrashItemConfig = "垃圾",
	Sandbox_FishingPlusTrashItemConfig_tooltip = "設置應該生成哪些垃圾<br>使用原版隨機生成兩個物品之一",
	Sandbox_FishingPlusTrashItemConfig_option1 = "釣魚+垃圾戰利品生成",
	Sandbox_FishingPlusTrashItemConfig_option2 = "普通垃圾",
	Sandbox_FishingPlusDecreaseAbundance = "減少魚類丰度",
	Sandbox_FishingPlusDecreaseAbundance_tooltip = "每當釣到任何東西(原版)或僅在釣到魚時都會減少魚的丰度",
	Sandbox_FishingPlusDecreaseAbundance_option1 = "任何獲得(原版)",
	Sandbox_FishingPlusDecreaseAbundance_option2 = "僅在捕魚時",
	Sandbox_FishingPlusRenameFish = "魚類名稱中顯示大小"
	Sandbox_FishingPlusRenameFish_tooltip = "在顯示的名稱中包括魚的大小<br>注意：此功能將使用英文名稱來表示此模組捕獲的所有魚類",
	
	-----ExtraSauce Quality of Life-----
	
	Sandbox_esQolSandbox_OnOff_option1 = "關閉",
	Sandbox_esQolSandbox_OnOff_option2 = "打開",
	Sandbox_esQolSandbox_OnOffCardinal_option1 = "關閉",
	Sandbox_esQolSandbox_OnOffCardinal_option2 = "工具提示以東",
	Sandbox_esQolSandbox_OnOffCardinal_option3 = "工具提示以南",
	Sandbox_esQolSandbox_OnOffCardinal_option4 = "關於工具提示的信息替換",
	Sandbox_esQolSandbox_IC_option1 = "關閉",
	Sandbox_esQolSandbox_IC_option2 = "打開",
	Sandbox_esQolSandbox_IC_option3 = "保留空項目",
	Sandbox_esQolSandbox_AC_option1 = "關閉",
	Sandbox_esQolSandbox_AC_option2 = "[<GunAmmo>]",
	Sandbox_esQolSandbox_AC_option3 = "[<GunAmmo>] @<BagAmmo>",
	Sandbox_esQolSandbox_AC_option4 = "<GunName> [<GunAmmo>]",
	Sandbox_esQolSandbox_AC_option5 = "<GunName> [<GunAmmo>] @<BagAmmo>",
	Sandbox_esQolSandbox_AC_option6 = "<GunName> [<GunAmmo>] #[<MagAmmo>]",
	Sandbox_esQolSandbox_AC_option7 = "<GunName> [<GunAmmo>] #[<MagAmmo>] @<BagAmmo>",
	Sandbox_esQolSandbox_SAC_option1 = "關閉",
	Sandbox_esQolSandbox_SAC_option2 = "打開",
	Sandbox_esQolSandbox_SAC_option3 = "忽略父級容量",
	Sandbox_esQolSandbox_VITAMAX_option1 = "關閉",
	Sandbox_esQolSandbox_VITAMAX_option2 = "每瓶 5 分鐘",
	Sandbox_esQolSandbox_VITAMAX_option3 = "每瓶 2.5 分鐘",
	Sandbox_esQolSandbox_CORPSE_option1 = "關閉",
	Sandbox_esQolSandbox_CORPSE_option2 = "打開",
	Sandbox_esQolSandbox_CORPSE_option3 = "使用箭頭(10格)",
	Sandbox_esQolSandbox_CORPSE_option4 = "使用箭頭(20格)",
	Sandbox_esQolSandbox_CORPSE_option5 = "使用箭頭(30格)",
	Sandbox_esQolSandbox_SORTER_option1 = "關閉",
	Sandbox_esQolSandbox_SORTER_option2 = "打開",
	Sandbox_esQolSandbox_SORTER_option3 = "手動排序",
	Sandbox_esQolSandbox_EQUIP_option1 = "關閉",
	Sandbox_esQolSandbox_EQUIP_option2 = "關於替換相同的武器類型",
	Sandbox_esQolSandbox_EQUIP_option3 = "更換相同武器時",
	Sandbox_esQolSandbox_CAMPERS_option1 = "關閉",
	Sandbox_esQolSandbox_CAMPERS_option2 = "在營火",
	Sandbox_esQolSandbox_CAMPERS_option3 = "在保溫箱",
	Sandbox_esQolSandbox_CAMPERS_option4 = "在營火和保溫箱",
	Sandbox_esQolSandbox = "額外QoL",
	Sandbox_esQolSandbox_Unlocked = "解鎖所有",
	Sandbox_esQolSandbox_Unlocked_tooltip = "對於單人遊戲,啟用所有當前和未來的功能<br>禁用以限制功能",
	Sandbox_esQolSandbox_esQoLHealthInfo = "健康信息",
	Sandbox_esQolSandbox_esQoLHealthInfo_tooltip = "顯示繃帶下的傷痕",
	Sandbox_esQolSandbox_esQoLDrainableInfo = "剩餘信息",
	Sandbox_esQolSandbox_esQoLDrainableInfo_tooltip = "顯示剩餘使用量",
	Sandbox_esQolSandbox_esQoLWIMelee = "近戰信息",
	Sandbox_esQolSandbox_esQoLWIMelee_tooltip = "顯示近戰的數值",
	Sandbox_esQolSandbox_esQoLWIRanged = "遠程信息",
	Sandbox_esQolSandbox_esQoLWIRanged_tooltip = "顯示槍械的數值",
	Sandbox_esQolSandbox_esQoLWIParts = "遠程附件信息",
	Sandbox_esQolSandbox_esQoLWIParts_tooltip = "顯示槍械附件數值",
	Sandbox_esQolSandbox_esQoLClothingInfo = "服裝信息",
	Sandbox_esQolSandbox_esQoLClothingInfo_tooltip = "顯示服裝數值",
	Sandbox_esQolSandbox_esQoLBookInfo = "圖書信息",
	Sandbox_esQolSandbox_esQoLBookInfo_tooltip = "顯示書籍/CD/VHS 的更多信息",
	Sandbox_esQolSandbox_esQoLCarSpaceInfo = "車位信息",
	Sandbox_esQolSandbox_esQoLCarSpaceInfo_tooltip = "顯示完全修復的汽車行李箱的最大容量",
	Sandbox_esQolSandbox_esQoLCarDashInfo = "卡片信息",
	Sandbox_esQolSandbox_esQoLCarDashInfo_tooltip = "顯示發動機狀況/油箱位置,剩餘電量百分比",
	Sandbox_esQolSandbox_esQoLFoodsInfo = "食物信息",
	Sandbox_esQolSandbox_esQoLFoodsInfo_tooltip = "食品數字信息",
	Sandbox_esQolSandbox_esQoLIC = "即時整合",
	Sandbox_esQolSandbox_esQoLIC_tooltip = "合併成堆剩餘物品",
	Sandbox_esQolSandbox_esQoLAC = "彈藥檢查",
	Sandbox_esQolSandbox_esQoLAC_tooltip = "簡單彈藥HUD",
	Sandbox_esQolSandbox_esQoLSac = "包",
	Sandbox_esQolSandbox_esQoLSac_tooltip = "允許輕鬆訪問包",
	Sandbox_esQolSandbox_esQoLDrier = "乾燥",
	Sandbox_esQolSandbox_esQoLDrier_tooltip = "用成堆的毛巾直到擦乾自己",
	Sandbox_esQolSandbox_esQoLDieter = "節食者",
	Sandbox_esQolSandbox_esQoLDieter_tooltip = "只吃適量的食物",
	Sandbox_esQolSandbox_esQoLVitaMax = "維生素",
	Sandbox_esQolSandbox_esQoLVitaMax_tooltip = "吃一堆維生素瓶,直到不再疲勞",
	Sandbox_esQolSandbox_esQoLCarHood = "簡易技工UI",
	Sandbox_esQolSandbox_esQoLCarHood_tooltip = "在汽車附近的任何地方打開汽車引擎蓋,打開頻率越高越快",
	Sandbox_esQolSandbox_esQoLCorpseMerge = "屍體戰利品合併",
	Sandbox_esQolSandbox_esQoLCorpseMerge_tooltip = "將附近屍體上的戰利品移到一具屍體上",
	Sandbox_esQolSandbox_esQoLMetals = "廢金屬",
	Sandbox_esQolSandbox_esQoLMetals_tooltip = "嘗試從某些物品中獲取金屬碎片",
	Sandbox_esQolSandbox_esQoLTrashCars = "報廢汽車",
	Sandbox_esQolSandbox_esQoLTrashCars_tooltip = "拆解發動機狀態低於 11 的汽車",
	Sandbox_esQolSandbox_esQoLPowders = "廢彈藥",
	Sandbox_esQolSandbox_esQoLPowders_tooltip = "用一堆子彈製造火藥,而不是全部",
	Sandbox_esQolSandbox_esQoLSorter = "排序",
	Sandbox_esQolSandbox_esQoLSorter_tooltip = "快速標記和分類物品；在製作、拆卸等特定操作後自動對庫存進行分類",
	Sandbox_esQolSandbox_esQoLAutoEquip = "自動裝備",
	Sandbox_esQolSandbox_esQoLAutoEquip_tooltip = "自動裝備最差的武器",
	Sandbox_esQolSandbox_esQoLDropOnBreak = "損壞武器",
	Sandbox_esQolSandbox_esQoLDropOnBreak_tooltip = "丟棄損壞的武器",
	Sandbox_esQolSandbox_esQoLFixer = "近戰武器修理",
	Sandbox_esQolSandbox_esQoLFixer_tooltip = "將相同武器的狀態轉移到另一個；僅搜索相同的容器",
	Sandbox_esQolSandbox_esQoLFixerRanged = "槍械修復器",
	Sandbox_esQolSandbox_esQoLFixerRanged_tooltip = "將槍械的狀態轉移到另一個；僅搜索相同的容器",
	Sandbox_esQolSandbox_esQoLFixerAmmo = "彈藥製作",
	Sandbox_esQolSandbox_esQoLFixerAmmo_tooltip = "用廢金屬和火藥製造更多彈藥",
	Sandbox_esQolSandbox_esQoLForceEquip = "強制裝備",
	Sandbox_esQolSandbox_esQoLForceEquip_tooltip = "強制裝備極重的物品",
	Sandbox_esQolSandbox_esQoLItemExchange = "物品交換",
	Sandbox_esQolSandbox_esQoLItemExchange_tooltip = "用額外的工具換取其他東西",
	Sandbox_esQolSandbox_esQoLCarRepair = "簡易汽車維修",
	Sandbox_esQolSandbox_esQoLCarRepair_tooltip = "允許在不卸載的情況下修理汽車零件<br>還可以修理警燈和加熱器",
	Sandbox_esQolSandbox_esQoLCampers = "營地標記",
	Sandbox_esQolSandbox_esQoLCampers_tooltip = "幫助尋找野外露營者<br>標記營火和保溫箱",
	Sandbox_esQolSandbox_esQoLFastTravel = "快速旅行",
	Sandbox_esQolSandbox_esQoLFastTravel_tooltip = "快速返回營地",
	---
	Sandbox_esQLIB_Default = "默認",
	Sandbox_esQLIB_Default_tooltip = "此模塊默認值",
	Sandbox_esQLIB_OnOff_option1 = "關閉",
	Sandbox_esQLIB_OnOff_option2 = "開啟",
	Sandbox_esQLIB_OnOff_option3 = "默認",
	Sandbox_esQLIB_DOnOff_option1 = "關閉",
	Sandbox_esQLIB_DOnOff_option2 = "開啟",
	Sandbox_esQMI = "額外QoL",
	Sandbox_esQMIAmmoInfo = "彈藥信息",
	Sandbox_esQMIAmmoInfo_tooltip = "簡單彈藥HUD",
	Sandbox_esQMIHealthInfo = "健康信息",
	Sandbox_esQMIHealthInfo_tooltip = "顯示繃帶下的傷痕",
	Sandbox_esQMIDrainInfo = "剩餘信息",
	Sandbox_esQMIDrainInfo_tooltip = "顯示剩餘使用量",
	Sandbox_esQMIWeapons = "武器信息",
	Sandbox_esQMIWeapons_tooltip = "近戰、遠程和配件信息",
	Sandbox_esQMIWeaponsParts = "槍械配件信息",
	Sandbox_esQMIWeaponsParts_tooltip = "槍械配件部信息",
	Sandbox_esQMIClothing = "服裝信息",
	Sandbox_esQMIClothing_tooltip = "顯示服裝數值",
	Sandbox_esQMIBooks = "圖書信息",
	Sandbox_esQMIBooks_tooltip = "顯示書籍/CD/VHS 的更多信息",
	Sandbox_esQMICarInfo = "汽車信息",
	Sandbox_esQMICarInfo_tooltip = "在儀表板上顯示更多信息",
	Sandbox_esQMIFoods = "食物信息",
	Sandbox_esQMIFoods_tooltip = "食品數字信息",
	Sandbox_esQMIInfoBar = "信息欄",
	Sandbox_esQMIInfoBar_tooltip = "顯示浮動的信息欄",
	Sandbox_esQMICatalog = "編目",
	Sandbox_esQMICatalog_tooltip = "編目此容器",	
	Sandbox_esQTW = "更多功能",
	Sandbox_esQTW_IC_option1 = "關閉",
	Sandbox_esQTW_IC_option2 = "打開",
	Sandbox_esQTW_IC_option3 = "關於保留空項",
	Sandbox_esQTW_esQTWIC = "即時合併",
	Sandbox_esQTW_esQTWIC_tooltip = "合併堆積的消耗品",				
	Sandbox_esQTW_SORTER_option1 = "關閉",
	Sandbox_esQTW_SORTER_option2 = "關於自動排序",
	Sandbox_esQTW_SORTER_option3 = "關於手動排序",
	Sandbox_esQTW_esQTWSorter = "分類",
	Sandbox_esQTW_esQTWSorter_tooltip = "快速標記和分類物品；自動對庫存進行分類,在某些操作之後,如製作、拆除",
	Sandbox_esQTW_SAC_option1 = "關閉",
	Sandbox_esQTW_SAC_option2 = "打開",
	Sandbox_esQTW_SAC_option3 = "關於忽略主級容量",
	Sandbox_esQTW_esQTWSac = "袋子",
	Sandbox_esQTW_esQTWSac_tooltip = "允許輕鬆取用袋子",
	Sandbox_esQTW_esQTWSac2 = "SAC選項",
	Sandbox_esQTW_SAC2_option1 = "關閉",
	Sandbox_esQTW_SAC2_option2 = "裝備好",
	Sandbox_esQTW_SAC2_option3 = "在主副級下進行排序",
	Sandbox_esQTW_SAC2_option4 = "裝備好和分類在主副級下",
	Sandbox_esQTW_esQTWCorpseMerge = "屍體移動",
	Sandbox_esQTW_esQTWCorpseMerge_tooltip = "堆放屍體",
	Sandbox_esQTW_esQTWPowders = "廢彈藥",
	Sandbox_esQTW_esQTWPowders_tooltip = "用一堆子彈製造火藥,而不是全部",
	Sandbox_esQTW_esQTWMetals = "廢金屬",
	Sandbox_esQTW_esQTWMetals_tooltip = "嘗試從某些物品中獲取金屬",
	Sandbox_esQTW_esQTWWrecks = "廢車",
	Sandbox_esQTW_esQTWWrecks_tooltip = "拆解低引擎狀態的汽車",
	Sandbox_esQTW_esQTWCarCare = "汽車保養",
	Sandbox_esQTW_esQTWCarCare_tooltip = "無需卸載即可修復零件.從任何地方打開引擎蓋,速度更快",
	Sandbox_esQTW_esQTWVitaMax = "維生素",
	Sandbox_esQTW_esQTWVitaMax_tooltip = "一次服用超過大量維生素",
	Sandbox_esQTW_esQTWFixers = "武器修復器",
	Sandbox_esQTW_esQTWFixers_tooltip = "修復武器和製造彈藥",
	Sandbox_esQTW_esQTWFastTravel = "快速旅行",
	Sandbox_esQTW_esQTWFastTravel_tooltip = "快速返回營火",
	Sandbox_esQTW_esQTWDrier = "乾燥",
	Sandbox_esQTW_esQTWDrier_tooltip = "使用毛巾檫幹自己",
	Sandbox_esQTW_esQTWDieter = "適量食物",
	Sandbox_esQTW_esQTWDieter_tooltip = "吃適量的食物",
	Sandbox_esQTW_esQTWAutoEquip = "武器更換",
	Sandbox_esQTW_esQTWAutoEquip_tooltip = "自動裝備下一個最差的武器",
	Sandbox_esQTW_esQTWAutoEquip_option1 = "關閉",
	Sandbox_esQTW_esQTWAutoEquip_option2 = "開啟",
	Sandbox_esQTW_esQTWAutoEquip_option3 = "破損武器自動丟棄",
	
	-----Custom Foraging Settings-----
	
	Sandbox_ForagingSystem = "搜尋系統",
	Sandbox_maxIconsPerZone = "每個區域的最大圖標數",
	Sandbox_maxIconsPerZone_tooltip = "警告：不要增加太多,可能會導致延遲",
	Sandbox_zoneDensityMulti = "默認區域密度",
	Sandbox_zoneDensityMulti_tooltip = "所有區域的默認圖標密度值",
	Sandbox_globalXPModifier = "全區經驗倍數 (%)",
	Sandbox_globalXPModifier_tooltip = "基礎經驗修正(百分比)",
	Sandbox_levelXPModifier = "等級經驗倍數 (%)",
	Sandbox_levelXPModifier_tooltip = "每級降低基礎經驗回報,以獲取低於技能等級的物品(百分比)",
	Sandbox_hungerBonusMax = "飢餓獎勵最大值 (%)",
	Sandbox_hungerBonusMax_tooltip = "飢餓效果(飢餓時尋找食物)",
	Sandbox_monthBonus = "每月獎勵 (%)",
	Sandbox_monthBonus_tooltip = "良好的獎勵月份.隻影響特定物品",
	Sandbox_monthMalus = "每月懲罰 (%)",
	Sandbox_monthMalus_tooltip = "不良的懲罰月份.僅影響特定物品",
	Sandbox_ForagingVision = "搜尋視野和懲罰",
	Sandbox_zombieInterruptions = "喪屍中斷",
	Sandbox_zombieInterruptions_tooltip = "如果禁用,喪屍不會禁用你的搜索模式",
	Sandbox_movementInterruptions = "移動中斷",
	Sandbox_movementInterruptions_tooltip = "如果禁用,跑步或衝刺不會禁用搜索模式(你仍然會得到一個懲罰)",
	Sandbox_searchmodeOverlays = "疊加效果"
	Sandbox_searchmodeOverlays_tooltip = "如果禁用,搜索模式將不會添加模糊、去飽和度或黑暗覆蓋效果,無論心情、時間或氣候如何."
	Sandbox_levelBonus = "搜尋每級的額外視野",
	Sandbox_levelBonus_tooltip = "每技能等級的視野獎勵方塊",
	Sandbox_minVisionRadius = "光線下的最小視野半徑",
	Sandbox_minVisionRadius_tooltip = "視力檢查中心的最小半徑(光線充足的方塊)",
	Sandbox_darkVisionRadius = "黑暗中的最小視野半徑",
	Sandbox_darkVisionRadius_tooltip = "深色方塊的圖標半徑(小於 輕度懲罰性 設置)",
	Sandbox_maxVisionRadius = "最大視野半徑(加成前)",
	Sandbox_visionRadiusCap = "最大視野半徑(加成後)",
	Sandbox_aimMultiplier = "瞄準獎勵 (%)",
	Sandbox_aimMultiplier_tooltip = "瞄準/環顧四週時的額外半徑",
	Sandbox_sneakMultiplier = "潛行獎勵 (%)",
	Sandbox_sneakMultiplier_tooltip = "潛行時的獎勵半徑",
	Sandbox_endurancePenalty = "耐力懲罰 (/1000)",
	Sandbox_endurancePenalty_tooltip = "拾取可搜尋時消耗的耐力 (/1000)",
	Sandbox_fatiguePenalty = "疲勞懲罰 (/1000)",
	Sandbox_fatiguePenalty_tooltip = "拾取可搜尋時消耗的疲勞 (/1000)",
	Sandbox_lightPenaltyMax = "輕罰最大值 (%)",
	Sandbox_lightPenaltyMax_tooltip = "黑暗效果(亮度)",
	Sandbox_weatherPenaltyMax = "天氣懲罰最大值 (%)",
	Sandbox_weatherPenaltyMax_tooltip = "天氣效果(雨、霧、雪)",
	Sandbox_exhaustionPenaltyMax = "耗盡懲罰最大值 (%)",
	Sandbox_exhaustionPenaltyMax_tooltip = "精疲力竭效果(耐力、疲勞)",
	Sandbox_panicPenaltyMax = "恐慌懲罰最大值 (%)",
	Sandbox_panicPenaltyMax_tooltip = "恐慌效應(恐懼、恐慌、壓力)",
	Sandbox_bodyPenaltyMax = "體罰最大值 (%)",
	Sandbox_bodyPenaltyMax_tooltip = "身體效果(醉酒、疼痛、生病、食物中毒)",
	Sandbox_clothingPenaltyMax = "服裝懲罰最大值 (%)",
	Sandbox_clothingPenaltyMax_tooltip = "服裝效果(頭盔、眼鏡、眼罩)",
	Sandbox_lightPenaltyCutoff = "輕罰截止",
	Sandbox_lightPenaltyCutoff_tooltip = "特定於光照水平 - 如果懲罰高於此值,則無法發現任何東西(半徑仍會改變)",
	Sandbox_SkillLevelRequirementModifier = "技能等級要求修改",
	Sandbox_SkillLevelRequirementModifier_tooltip = "物品所需的技能等級會減少這個數字",
	Sandbox_PoisonDetectionLevel = "檢測毒藥所需的搜尋等級",
	Sandbox_BerryPoisonChance = "漿果中毒概率",
	Sandbox_BerryPoisonStrengthMin = "漿果最小毒性",
	Sandbox_BerryPoisonStrengthMax = "漿果最大毒性",
	Sandbox_MushroomPoisonChance = "蘑菇中毒概率",
	Sandbox_MushroomPoisonStrengthMin = "蘑菇最小毒性",
	Sandbox_MushroomPoisonStrengthMax = "蘑菇最大毒性",
	Sandbox_ForagingZones = "搜尋區倍數",
	Sandbox_DeepForestDensityMultiplier = "深林",
	Sandbox_DeepForestDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =8,<br>密度最大值 =10,<br>補充百分比 = 7<br>",
	Sandbox_FarmLandDensityMultiplier = "農田",
	Sandbox_FarmLandDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =5,<br>密度最大值 =7.5,<br>補充百分比 = 5<br>",
	Sandbox_FarmDensityMultiplier = "農場",
	Sandbox_FarmDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =5,<br>密度最大值 =7.5,<br>補充百分比 = 5<br>",
	Sandbox_ForestDensityMultiplier = "森林",
	Sandbox_ForestDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =8,<br>密度最大值 =10,<br>補充百分比 = 7<br>",
	Sandbox_NavDensityMultiplier = "導航(道路、停車場...)",
	Sandbox_NavDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =3,<br>密度最大值 =5,<br>補充百分比 = 3<br>",
	Sandbox_TownZoneDensityMultiplier = "城鎮區域",
	Sandbox_TownZoneDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =3,<br>密度最大值 =5,<br>補充百分比 = 3<br>",
	Sandbox_TrailerParkDensityMultiplier = "拖車公園",
	Sandbox_TrailerParkDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =1.5,<br>密度最大值 =5,<br>補充百分比 = 3<br>",
	Sandbox_VegitationDensityMultiplier = "植被",
	Sandbox_VegitationDensityMultiplier_tooltip = "基礎值：<br>密度最小值 =6,<br>密度最大值 =8,<br>補充百分比 = 5<br>",
	Sandbox_ForagingCategories = "搜尋類別倍數",
	Sandbox_AnimalsDensityMultiplier = "動物",
	Sandbox_AnimalsDensityMultiplier_tooltip = "基礎值：<br>深林 = 15,<br>森林 = 15,<br>草地 = 25,<br>農田 = 20,<br>農場 = 20,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 3<br>",
	Sandbox_DeadAnimalsDensityMultiplier = "死動物",
	Sandbox_DeadAnimalsDensityMultiplier_tooltip = "基礎值：<br>深林 = 3,<br>森林 = 2,<br>草地 = 2,<br>農田 = 2,<br>農場 = 2,<br>公園 = 1,<br>城鎮 = 1,<br>定位 = 1<br>",
	Sandbox_BerriesDensityMultiplier = "漿果",
	Sandbox_BerriesDensityMultiplier_tooltip = "基礎值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 20,<br>農田 = 15,<br>農場 = 15,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 1<br>",
	Sandbox_FruitsDensityMultiplier = "水果",
	Sandbox_FruitsDensityMultiplier_tooltip = "基礎值：<br>森林 = 15,<br>深林 = 15,<br>草地 = 15,<br>農田 = 25,<br>農場 = 25,<br>公園 = 10,<br>城鎮 = 5,<br>定位 = 0<br>",
	Sandbox_VegetablesDensityMultiplier = "蔬菜",
	Sandbox_VegetablesDensityMultiplier_tooltip = "基礎值：<br>深林 = 10,<br>森林 = 10,<br>草地 = 15,<br>農田 = 15,<br>農場 = 15,<br>公園 = 5,<br>城鎮 = 10,<br>定位 = 0<br>",
	Sandbox_CropsDensityMultiplier = "作物",
	Sandbox_CropsDensityMultiplier_tooltip = "基礎值：<br>深林 = 5,<br>森林 = 7,<br>草地 = 10,<br>農田 = 25,<br>農場 = 25,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 0<br>",
	Sandbox_MushroomsDensityMultiplier = "蘑菇",
	Sandbox_MushroomsDensityMultiplier_tooltip = "基礎值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 20,<br>農田 = 15,<br>農場 = 15,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 0<br>",
	Sandbox_FishBaitDensityMultiplier = "魚餌",
	Sandbox_FishBaitDensityMultiplier_tooltip = "基礎值：<br>深林 = 10,<br>森林 = 10,<br>草地 = 15,<br>農田 = 20,<br>農場 = 20,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 1<br>",
	Sandbox_ForestRaritiesDensityMultiplier = "森林稀有度",
	Sandbox_ForestRaritiesDensityMultiplier_tooltip = "基礎值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 0,<br>農田 = 0,<br>農場 = 0,<br>公園 = 0,<br>城鎮 = 0,<br>定位 = 0<br>",
	Sandbox_InsectsDensityMultiplier = "昆蟲",
	Sandbox_InsectsDensityMultiplier_tooltip = "基礎值：<br>深林 = 25,<br>森林 = 25,<br>草地 = 25,<br>農田 = 15,<br>農場 = 15,<br>公園 = 15,<br>城鎮 = 15,<br>定位 = 10<br>",
	Sandbox_MedicinalPlantsDensityMultiplier = "藥用植物",
	Sandbox_MedicinalPlantsDensityMultiplier_tooltip = "基礎值：<br>深林 = 30,<br>森林 = 20,<br>草地 = 15,<br>農田 = 15,<br>農場 = 15,<br>公園 = 0,<br>城鎮 = 0,<br>定位 = 0<br>",
	Sandbox_WildPlantsDensityMultiplier = "野生植物",
	Sandbox_WildPlantsDensityMultiplier_tooltip = "基礎值：<br>eep森林 = 15,<br>森林 = 10,<br>草地 = 10,<br>農田 = 7.5,<br>農場 = 7.5,<br>公園 = 2.5,<br>城鎮 = 2.5,<br>定位 = 0<br>",
	Sandbox_FirewoodDensityMultiplier = "木柴",
	Sandbox_FirewoodDensityMultiplier_tooltip = "基礎值：<br>深林 = 180,<br>森林 = 180,<br>草地 = 75,<br>農田 = 35,<br>農場 = 35,<br>公園 = 10,<br>城鎮 = 10,<br>定位 = 15<br>",
	Sandbox_StonesDensityMultiplier = "石塊",
	Sandbox_StonesDensityMultiplier_tooltip = "基礎值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 30,<br>農田 = 30,<br>農場 = 30,<br>公園 = 15,<br>城鎮 = 15,<br>定位 = 120<br>",
	Sandbox_JunkDensityMultiplier = "垃圾",
	Sandbox_JunkDensityMultiplier_tooltip = "基礎值：<br>深林 = 3,<br>森林 = 3,<br>草地 = 3,<br>農田 = 3,<br>農場 = 3,<br>公園 = 7,<br>城鎮 = 7,<br>定位 = 3<br>",
	Sandbox_JunkFoodDensityMultiplier = "垃圾食品",
	Sandbox_JunkFoodDensityMultiplier_tooltip = "基礎值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>農田 = 3,<br>農場 = 3,<br>公園 = 5,<br>城鎮 = 5,<br>定位 = 1<br>",
	Sandbox_ClothingDensityMultiplier = "服裝",
	Sandbox_ClothingDensityMultiplier_tooltip = "基礎值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>農田 = 3,<br>農場 = 3,<br>公園 = 7,<br>城鎮 = 7,<br>定位 = 1<br>",
	Sandbox_JunkWeaponsDensityMultiplier = "垃圾武器",
	Sandbox_JunkWeaponsDensityMultiplier_tooltip = "基礎值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>農田 = 1,<br>農場 = 1,<br>公園 = 3,<br>城鎮 = 3,<br>定位 = 3<br>",
	Sandbox_AmmunitionDensityMultiplier = "彈藥",
	Sandbox_AmmunitionDensityMultiplier_tooltip = "基礎值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>農田 = 1,<br>農場 = 1,<br>公園 = 2,<br>城鎮 = 2,<br>定位 = 1<br>",
	Sandbox_MedicalDensityMultiplier = "醫療物品",
	Sandbox_MedicalDensityMultiplier_tooltip = "基礎值：<br>深林 = 0,<br>森林 = 0,<br>草地 = 1,<br>農田 = 0,<br>農場 = 0,<br>公園 = 3,<br>城鎮 = 3,<br>定位 = 1<br>",
	Sandbox_TrashDensityMultiplier = "垃圾",
	Sandbox_TrashDensityMultiplier_tooltip = "基礎值：<br>深林 = 5,<br>森林 = 5,<br>草地 = 10,<br>農田 = 5,<br>農場 = 5,<br>公園 = 40,<br>城鎮 = 40,<br>定位 = 30<br>",
	
	-----Tread's Fuel Types Framework-----
	
	Sandbox_RSFuelTypesAPI = "燃料",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap = "車輛使用的燃料類型",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_tooltip = "選擇如何將燃料類型分配給車輛\n(可在 Steam 創意工坊討論中找到列表)\n選項：\n1) 類型 + 列表：重型 - 柴油、運動 - 汽油、常規 - 汽油.預定義的列表力量某些車型使用特定的燃料類型. \n2) 類型：重型 - 柴油、運動 - 汽油、普通 - 汽油.\n3) 列表：列表強制某些車輛使用特定的燃料類型.不在列表中的車輛仍僅使用汽油. \n4) 原版：僅限汽油.例外：如果車輛模組強制車輛使用不同的燃料類型,它會這樣做",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option1 = "類型 + 列表"
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option2 = "類型"
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option3 = "列表"
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option4 = "原版"
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations = "加油站泵可以使用丙烷嗎？",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_tooltip = "選擇加油站泵是否可以分配丙烷(LPG、汽車氣)",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_option1 = "可用",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_option2 = "不可用",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling = "丙烷罐作為汽油罐？",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_tooltip = "選擇丙烷罐(物品)是否可用於為液化石油氣車輛加油/虹吸 \n 此外,它還允許從丙烷罐(物品)填充液化石油氣儲罐",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_option1 = "不允許",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_option2 = "允許",
	
	-----Individual XpMultiplier-----
	
	Sandbox_ExpAdd = "經驗細分",
	Sandbox_ExpAdd_Fitness = "體格倍數",
	Sandbox_ExpAdd_Strength = "力量倍數",
	Sandbox_ExpAdd_Fishing = "釣魚倍數",
	Sandbox_ExpAdd_Trapping = "誘捕倍數",
	Sandbox_ExpAdd_Foraging = "搜尋倍數",
	Sandbox_ExpAdd_Sprinting = "衝刺倍數",
	Sandbox_ExpAdd_Lightfooted = "輕巧倍數",
	Sandbox_ExpAdd_Nimble = "靈活倍數",
	Sandbox_ExpAdd_Sneaking = "潛行倍數",
	Sandbox_ExpAdd_Axe = "斧頭倍數",
	Sandbox_ExpAdd_Blunt = "長棍倍數",
	Sandbox_ExpAdd_SmallBlunt = "短棍倍數",
	Sandbox_ExpAdd_LongBlade = "長刀倍數",
	Sandbox_ExpAdd_SmallBlade = "短刀倍數",
	Sandbox_ExpAdd_Spear = "長矛倍數",
	Sandbox_ExpAdd_Maintenance = "維護倍數",
	Sandbox_ExpAdd_Carpentry = "木工倍數",
	Sandbox_ExpAdd_Cooking = "烹飪倍數",
	Sandbox_ExpAdd_Farming = "耕作倍數",
	Sandbox_ExpAdd_Doctor = "急救倍數",
	Sandbox_ExpAdd_Electricity = "電工倍數",
	Sandbox_ExpAdd_MetalWelding = "金工倍數",
	Sandbox_ExpAdd_Mechanics = "技工倍數",
	Sandbox_ExpAdd_Tailoring = "縫紉倍數",
	Sandbox_ExpAdd_Aiming = "瞄準倍數",
	Sandbox_ExpAdd_Reloading = "裝填倍數",
	
	-----Firearms-----

	Sandbox_Firearms = "槍械",
	Sandbox_Firearms_SuppressorBreak = "簡易消音器",
	Sandbox_Firearms_SuppressorBreak_tooltip = "激活此功能後,無論破損概率是多少,簡易消音器都不會破損",
	Sandbox_Firearms_ScrewdriverReq = "螺絲刀要求",
	Sandbox_Firearms_ScrewdriverReq_tooltip = "在槍械上安裝附件時是否需要螺絲刀",
	Sandbox_Firearms_FlashlightSuppressorBreakChance = "手電筒消音器破損",
	Sandbox_Firearms_FlashlightSuppressorBreakChance_tooltip = "簡易消音器斷裂的總體概率,即使是低概率,第一次使用時仍有可能斷裂",
	Sandbox_Firearms_BottleSuppressorBreakChance = "塑料瓶消音器破損",
	Sandbox_Firearms_BottleSuppressorBreakChance_tooltip = "簡易消音器斷裂的總體概率,即使是低概率,在第一次使用時仍有概率斷裂",
	Sandbox_Firearms_BreakChance_option1 = "一次使用",
	Sandbox_Firearms_BreakChance_option2 = "高",
	Sandbox_Firearms_BreakChance_option3 = "中等",
	Sandbox_Firearms_BreakChance_option4 = "低",
	Sandbox_Firearms_SuppressorEffectiveness_option1 = "100%",
	Sandbox_Firearms_SuppressorEffectiveness_option2 = "90%",
	Sandbox_Firearms_SuppressorEffectiveness_option3 = "80%",
	Sandbox_Firearms_SuppressorEffectiveness_option4 = "70%",
	Sandbox_Firearms_SuppressorEffectiveness_option5 = "60%",
	Sandbox_Firearms_SuppressorEffectiveness_option6 = "50%",
	Sandbox_Firearms_SuppressorEffectiveness_option7 = "40%",
	Sandbox_Firearms_SuppressorEffectiveness_option8 = "30%",
	Sandbox_Firearms_SuppressorEffectiveness_option9 = "20%",
	Sandbox_Firearms_SuppressorEffectiveness_option10 = "10%",
	Sandbox_Firearms_SuppressorEffectiveness22 = "22 LR消音器",
	Sandbox_Firearms_SuppressorEffectiveness22_tooltip = "使用.22 LR子彈的槍械的消音如何",
	Sandbox_Firearms_SuppressorEffectiveness9mm = "9MM消音器",
	Sandbox_Firearms_SuppressorEffectiveness9mm_tooltip = "消音器對使用9MM子彈的槍械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness45 = "45ACP消音器",
	Sandbox_Firearms_SuppressorEffectiveness45_tooltip = "消音器對使用.45ACP子彈的槍械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness38 = "38消音器",
	Sandbox_Firearms_SuppressorEffectiveness38_tooltip = "消音器對使用.38子彈的槍械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness44 = "44消音器",
	Sandbox_Firearms_SuppressorEffectiveness44_tooltip = "消音器對使用.44子彈的槍械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness223 = "223/5.56x45mm消音器",
	Sandbox_Firearms_SuppressorEffectiveness223_tooltip = "使用.223/5.56x45mm子彈的槍械的消音器效果",
	Sandbox_Firearms_SuppressorEffectiveness308 = "308/7.62x51mm消音器",
	Sandbox_Firearms_SuppressorEffectiveness308_tooltip = "使用.308/7.62x51mm子彈的槍械的消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessShotgunShells = "霰彈消音器",
	Sandbox_Firearms_SuppressorEffectivenessShotgunShells_tooltip = "消音器對霰彈槍的效果",
	Sandbox_Firearms_SuppressorEffectivenessImprovised = "簡易消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessImprovised_tooltip = "基於口徑的效果之上,簡易消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessRevolver = "左輪消音器",
	Sandbox_Firearms_SuppressorEffectivenessRevolver_tooltip = "基於口徑的效果之上,左輪手槍上的消音器效果",
	Sandbox_Firearms_SpawnSuppressors = "消音器刷新",
	Sandbox_Firearms_SpawnSuppressors_tooltip = "在這個世界上是否能找到任何消音器",
	Sandbox_Firearms_SpawnHandgunSuppressors = "手槍消音器刷新",
	Sandbox_Firearms_SpawnHandgunSuppressors_tooltip = "在這個世界上是否可以找到手槍消音器(9毫米,.45ACP)",
	Sandbox_Firearms_SpawnRifleSuppressors = "步槍消音器刷新",
	Sandbox_Firearms_SpawnRifleSuppressors_tooltip = "世界上是否可以找到步槍消音器<br>(.22LR/.223/5.56x45mm/.308/7.62x51mm)",
	Sandbox_Firearms_SpawnShotgunSuppressors = "霰彈槍消音器刷新",
	Sandbox_Firearms_SpawnShotgunSuppressors_tooltip = "世界上是否能找到霰彈槍消音器",
	Sandbox_Firearms_SpawnRevolverSuppressors = "左輪消音器刷新",
	Sandbox_Firearms_SpawnRevolverSuppressors_tooltip = "是否能在世界範圍內找到左輪消音器(.38/.357)",
	Sandbox_Firearms_SpawnAmmoCans = "彈藥箱再生",
	Sandbox_Firearms_SpawnAmmoCans_tooltip = "彈藥箱是否可以在容器中找到",
	Sandbox_Firearms_LootSuppressor = "消音器",
	Sandbox_Firearms_SuppressorEffectiveness10mm = "10mm 消音器效果",
	Sandbox_Firearms_SuppressorEffectiveness10mm_tooltip = "消音器在使用 10mm彈藥的槍支上的有效性",
	Sandbox_Firearms_SpawnSPAS12 = "SPAS12/LAW12",
	Sandbox_Firearms_SpawnSPAS12_tooltip = "SPAS12 和 LAW12 是否生成",
	Sandbox_Firearms_SpawnAR15 = "AR-15",
	Sandbox_Firearms_SpawnAR15_tooltip = "AR-15 步槍是否生成",
	Sandbox_Firearms_SpawnFNFal = "FN Fal",
	Sandbox_Firearms_SpawnFNFal_tooltip = "FN Fal 是否生成",
	Sandbox_Firearms_SpawnG3 = "H&K G3",
	Sandbox_Firearms_SpawnG3_tooltip = "H&K G3 是否生成",
	Sandbox_Firearms_SpawnPython = "柯爾特蟒蛇",
	Sandbox_Firearms_SpawnPython_tooltip = "柯爾特蟒蛇 左輪手槍是否生成",
	Sandbox_Firearms_SpawnGlock17 = "Glock 17",
	Sandbox_Firearms_SpawnGlock17_tooltip = "Glock 17 手槍及其彈匣是否生成",
	Sandbox_Firearms_SpawnICA19 = "ICA19",
	Sandbox_Firearms_SpawnICA19_tooltip = "是否生成 殺手 系列中的標誌性 ICA19",
	Sandbox_Firearms_SpawnM733 = "柯爾特突擊步槍",
	Sandbox_Firearms_SpawnM733_tooltip = "柯爾特 突擊步槍是否生成",
	Sandbox_Firearms_SpawnRuger22 = "Ruger Model 77 .22 LR",
	Sandbox_Firearms_SpawnRuger22_tooltip = "使用 .22 LR 口徑的 Ruger Model 77 步槍是否生成",
	Sandbox_Firearms_SpawnColtAce = "Colt Ace",
	Sandbox_Firearms_SpawnColtAce_tooltip = "Colt Ace 手槍和相關 .22 LR 彈藥是否生成",
	Sandbox_Firearms_SpawnM37 = "Ithaca 37",
	Sandbox_Firearms_SpawnM37_tooltip = "Ithaca 37 是否生成",
	Sandbox_Firearms_SpawnM16A2 = "M16A2",
	Sandbox_Firearms_SpawnColtAce_tooltip = "M16A2 突擊步槍是否生成",
	Sandbox_Firearms_SpawnAnaconda = "柯爾特蟒蛇",
	Sandbox_Firearms_SpawnAnaconda_tooltip = "柯爾特蟒蛇 左輪手槍是否生成",
	Sandbox_Firearms_SpawnColtScout = "柯爾特邊境偵察兵",
	Sandbox_Firearms_SpawnColtScout_tooltip = "柯爾特邊境偵察兵 和相關 .22 LR 彈藥是否生成",
	Sandbox_Firearms_SpawnM24 = "M24",
	Sandbox_Firearms_SpawnM24_tooltip = "M24 是否生成",
	Sandbox_Firearms_SpawnRemington870 = "雷明頓 870",
	Sandbox_Firearms_SpawnRemington870_tooltip = "雷明頓 870 霰彈槍是否生成",
	Sandbox_Firearms_SpawnMossberg500 = "莫斯伯格 590",
	Sandbox_Firearms_SpawnMossberg500_tooltip = "莫斯伯格 590 霰彈槍是否生成",
	Sandbox_Firearms_SpawnMossberg500Tactical = "莫斯伯格 590A1 戰術",
	Sandbox_Firearms_SpawnMossberg500Tactical_tooltip = "莫斯伯格 590A1 戰術霰彈槍是否生成",
	Sandbox_Firearms_SpawnAK47 = "AK-47",
	Sandbox_Firearms_SpawnAK47_tooltip = "AK47 步槍是否生成",
	Sandbox_Firearms_SpawnColtPeacemaker = "柯爾特陸軍左輪",
	Sandbox_Firearms_SpawnColtPeacemaker_tooltip = "柯爾特陸軍左輪手槍和相關的 .44-40 WCF 彈藥是否生成",
	Sandbox_Firearms_SpawnSKS = "SKS",
	Sandbox_Firearms_SpawnSKS_tooltip = "SKS 步槍是否生成",
	Sandbox_Firearms_SpawnMAC10 = "MAC-10",
	Sandbox_Firearms_SpawnMAC10_tooltip = "MAC-10 SMG 是否生成",
	Sandbox_Firearms_SpawnMP5 = "MP5",
	Sandbox_Firearms_SpawnMP5_tooltip = "MP5 SMG 是否生成",
	Sandbox_Firearms_SpawnM1Garand = "M1 加蘭德",
	Sandbox_Firearms_SpawnM1Garand_tooltip = "M1 加蘭德步槍是否生成",
	Sandbox_Firearms_SpawnM60 = "M60",
	Sandbox_Firearms_SpawnM60_tooltip = "M60 是否生成",
	Sandbox_Firearms_SpawnRossi92 = "羅西92",
	Sandbox_Firearms_SpawnRossi92_tooltip = "是否生成 羅西92 杠杆式步槍和相關的 .357 彈藥",
	Sandbox_Firearms_SpawnUZI = "UZI",
	Sandbox_Firearms_SpawnUZI_tooltip = "是否生成 UZI SMG",
	Sandbox_Firearms_SpawnWinchester73 = "溫徹斯特 '73",
	Sandbox_Firearms_SpawnWinchester73_tooltip = "是否生成 溫徹斯特 '73 杠杆式步槍和相關的 .44-40 WCF 彈藥",
	Sandbox_Firearms_SpawnWinchester94 = "溫徹斯特 '94",
	Sandbox_Firearms_SpawnWinchester94_tooltip = "是否生成 溫徹斯特 '94 杠杆式步槍和相關的 .44-40 WCF 彈藥",
	Sandbox_FirearmsSpawns = "槍支B42 - 生成",
	Sandbox_Firearms_Service = "高級槍支維修",
	Sandbox_Firearms_Service_tooltip = "此選項啟用更高級的槍支維修系統",
	Sandbox_Firearms_HearingLoss = "槍支損傷聽力",
	Sandbox_Firearms_HearingLoss_tooltip = "激活此選項後,使用槍支時如果沒有適當的聽力保護,可能會出現聽力損失",
	Sandbox_Firearms_HearingLossChance = "聽力損失概率"
	Sandbox_Firearms_HearingLossChance_tooltip = "每次射擊導致聽力損失的總體概率",
	Sandbox_Firearms_HearingLossChance_option1 = "1/1"
	Sandbox_Firearms_HearingLossChance_option2 = "1/25",
	Sandbox_Firearms_HearingLossChance_option3 = "1/50",
	Sandbox_Firearms_HearingLossChance_option4 = "1/100",
	Sandbox_Firearms_ImprovisedSuppressors = "自製消音器"
	Sandbox_Firearms_ImprovisedSuppressors_tooltip = "自製消音器是否可製作,即使未選中此選項,配方也會在遊戲中顯示,衹是無法製作",
	
	-----Anomalous Storm-----
	
	Sandbox_AnomalousStormDaysMin = "異常風暴：最小頻率",
	Sandbox_AnomalousStormDaysMax = "異常風暴：最大頻率",
	Sandbox_AnomalousStormDaysMin_tooltip = "風暴再次發生必須經過的最少天數",
	Sandbox_AnomalousStormDaysMax_tooltip = "風暴可以再次發生的最大天數",
	Sandbox_AnomalousStormLength = "異常風暴：風暴持續時間",
	Sandbox_AnomalousStormLength_tooltip = "小時數",
	
	-----Here They Come!-----
	
	Sandbox_HereTheyCome = "他們來了",
	Sandbox_HereTheyCome_HordeCooldown = "冷卻時間",
	Sandbox_HereTheyCome_HordeCooldown_tooltip = "兩個喪屍群之間的冷卻時間,以遊戲時間計",
	Sandbox_HereTheyCome_HordeMinHour = "最小開始時間",
	Sandbox_HereTheyCome_HordeMinHour_tooltip = "一天中可能發生喪屍群衝突的最小時間",
	Sandbox_HereTheyCome_HordeMaxHour = "最大開始時間",
	Sandbox_HereTheyCome_HordeMaxHour_tooltip = "一天中可能發生喪屍群衝突的最大時間",
	Sandbox_HereTheyCome_HordeMinHourlyProgress = "最小小時進度",
	Sandbox_HereTheyCome_HordeMinHourlyProgress_tooltip = "每小時的最小煽動量",
	Sandbox_HereTheyCome_HordeMaxHourlyProgress = "每小時的最大進度",
	Sandbox_HereTheyCome_HordeMaxHourlyProgress_tooltip = "每小時的最大煽動量",
	Sandbox_HereTheyCome_HordeTriggerThreshold = "觸發閾值",
	Sandbox_HereTheyCome_HordeTriggerThreshold_tooltip = "喪屍群躁動觸發閾值",
	Sandbox_HereTheyCome_HordeFirstDay = "第一天",
	Sandbox_HereTheyCome_HordeFirstDay_tooltip = "喪屍群可能出現的第一天",
	Sandbox_HereTheyCome_HordeNumWaves = "喪屍潮",
	Sandbox_HereTheyCome_HordeNumWaves_tooltip = "每個喪屍群喪屍潮數量",
	Sandbox_HereTheyCome_HordeWaveMinZombieCount = "最小喪屍數",
	Sandbox_HereTheyCome_HordeWaveMinZombieCount_tooltip = "每波喪屍最小數量",
	Sandbox_HereTheyCome_HordeWaveMaxZombieCount = "最大喪屍數",
	Sandbox_HereTheyCome_HordeWaveMaxZombieCount_tooltip = "每波喪屍最大數量",
	Sandbox_HereTheyCome_HordeZombieIncrement = "喪屍群額外喪屍",
	Sandbox_HereTheyCome_HordeZombieIncrement_tooltip = "每波喪屍群的額外最大喪屍數量",
	Sandbox_HereTheyCome_TimeBetweenWaves = "兩波之間間隔",
	Sandbox_HereTheyCome_TimeBetweenWaves_tooltip = "兩波之間的分鐘數",
	Sandbox_HereTheyCome_HordeMinSpawnDistance = "最小喪屍群距離",
	Sandbox_HereTheyCome_HordeMinSpawnDistance_tooltip = "最小喪屍群之間產成距離",
	Sandbox_HereTheyCome_HordeMaxSpawnDistance = "最大喪屍群距離",
	Sandbox_HereTheyCome_HordeMaxSpawnDistance_tooltip = "最大喪屍群之間產成距離",
	Sandbox_HereTheyCome_HordeDirectionMaxAngle = "喪屍群角度分佈",
	Sandbox_HereTheyCome_HordeDirectionMaxAngle_tooltip = "波浪原點可能聚集的最大角度",
	Sandbox_HereTheyCome_HordeWaveBatchSize = "每波產成喪屍",
	Sandbox_HereTheyCome_HordeWaveBatchSize_tooltip = "每批產成的喪屍數量",
	Sandbox_HereTheyCome_HordeWaveBatchTicks = "再生率",
	Sandbox_HereTheyCome_HordeWaveBatchTicks_tooltip = "產成批次之間的延遲時間",
	Sandbox_HereTheyCome_HordeProgressIndicator = "喪屍群進度指標",
	Sandbox_HereTheyCome_HordeProgressIndicator_tooltip = "是否顯示喪屍群波動的圖標",
	Sandbox_HereTheyCome_HordeWarnText = "警告文字",
	Sandbox_HereTheyCome_HordeWarnText_tooltip = "當喪屍群開始/進行時顯示警告文字",
	Sandbox_HereTheyCome_HordeWarnTime = "警告時間",
	Sandbox_HereTheyCome_HordeWarnTime_tooltip = "事件發生後第一波開始前的分鐘數",
	Sandbox_HereTheyCome_PulsePlayersDuringHorde = "噪音脈衝聲",
	Sandbox_HereTheyCome_PulsePlayersDuringHorde_tooltip = "喪屍群期間無聲地移動並吸引到玩家身上",
	Sandbox_HereTheyCome_PulseRange = "噪音脈衝範圍",
	Sandbox_HereTheyCome_PulseRange_tooltip = "噪音吸引喪屍到玩家的範圍",
	Sandbox_HereTheyCome_TimeBetweenPulses = "噪音脈衝頻率",
	Sandbox_HereTheyCome_TimeBetweenPulses_tooltip = "噪音脈衝頻率之間多少分鐘",
	
	-----Scientific Chemistry-----
	
	Sandbox_ScientificChemistry = "化學科學",
	Sandbox_Frequency = "癮君子特質需要使用藥品的頻率",
	Sandbox_Cold = "失去癮君子特質所需的時間",
	Sandbox_Xcell = "超力X",
	Sandbox_Psycho = "瘋狂藥劑",
	Sandbox_Mentats = "敏達",
	Sandbox_Buffout = "霸力丸",
	Sandbox_Frequency_tooltip = "以小時為單位",
	Sandbox_Cold_tooltip = "以小時為單位",	
	Sandbox_Xcell_tooltip = "超力X XP 增益",
	Sandbox_Psycho_tooltip = "瘋狂藥劑 XP 增益",
	Sandbox_Mentats_tooltip = "敏達 XP 增益",
	Sandbox_Buffout_tooltip = "霸力丸 XP 增益",	
	
	-----More Loot Settings-----
		
 	Sandbox_ZombieLoot = "喪屍戰利品",
	Sandbox_ZombieLootMultiplier = "喪屍戰利品概率",
	Sandbox_ZombieLootMultiplier_tooltip = "在普通喪屍、喪屍服裝和包裡發現的所有類型的戰利品<br>注意：喪屍戰利品不受下面其他乘數的影響",
	Sandbox_ChanceOfAttachedWeapon = "全體喪屍武器攜帶概率",
	Sandbox_ChanceOfAttachedWeapon_tooltip = "概率為 6%",
	Sandbox_ChanceOfLongBlade = "喪屍攜帶長刀概率", 
	Sandbox_ChanceOfLongBlade_tooltip = "武士刀/砍刀",  
	Sandbox_ChanceOfHuntingKnife = "喪屍攜帶獵刀概率",
	Sandbox_ChanceOfSpears = "投擲長矛概率(x1)",
	Sandbox_ChanceOfAxe = "放置斧頭概率(x3)",
	Sandbox_ChanceOfBlunts = "鈍器概率(x2)",
	Sandbox_ChanceOfBlunts_tooltip = "撬棍、金屬管、金屬棒、警棍",
	Sandbox_ChanceOfGunsOnOutfits = "槍械概率(僅限槍械裝備)",
	Sandbox_ChanceOfGunsOnOutfits_tooltip = "僅適用於有槍的服裝(警察、土匪...)",
	Sandbox_DaySurvivedModifier = "在喪屍攜帶武器所需的天數",
	Sandbox_DaySurvivedModifier_tooltip = "標準天數要求示例：<br>武士刀/60天<br>長矛/30天<br>砍刀/20天<br>斧頭/15天<br>刀具、撬棍、短鈍/10天",
	Sandbox_ItemsAddedToZombieLoot = "喪屍戰利品中添加的物品",
	Sandbox_ItemsAddedToZombieLoot_tooltip = "分號分隔的物品清單與添加概率",
	Sandbox_ItemsAddedToMilitaryZedsLoot = "軍用戰利品",
	Sandbox_ItemsAddedToPoliceZedsLoot = "警用戰利品",
	Sandbox_ItemsAddedToFiremenZedsLoot = "消防戰利品",
	Sandbox_ItemsAddedToMedicalZedsLoot = "醫療戰利品",
	Sandbox_ItemsAddedToMedicalZedsLoot_tooltip = "醫生、護士、藥劑師、救護車司機...",
	Sandbox_ItemsAddedToIndustryZedsLoot = "工人戰利品",
	Sandbox_ItemsAddedToIndustryZedsLoot_tooltip = "機械師、金屬工人、本人、工頭、建築工人、伐木工人......",
	Sandbox_ItemsAddedToRichZedsLoot = "豐富戰利品",
	Sandbox_ItemsAddedToRichZedsLoot_tooltip = "遊客、高爾夫愛好者、婚禮、優雅的..."
	Sandbox_ItemsAddedToRuralZedsLoot = "鄉下戰利品",
	Sandbox_ItemsAddedToRuralZedsLoot_tooltip = "公園護林員、生存者、獵人、農民、漁民、露營者……",
	Sandbox_ItemsAddedToRogueZedsLoot = "盜賊/倖存者戰利品",
	Sandbox_ItemsAddedToRogueZedsLoot_tooltip = "突襲者、土匪、民兵、暴徒、逃犯、倖存者……",
	Sandbox_ItemsAddedToSchoolZedsLoot = "學校戰利品",
	Sandbox_ItemsAddedToSchoolZedsLoot_tooltip = "學生、老師...",
	Sandbox_ItemsAddedToSportsZedsLoot = "運動員戰利品",
	Sandbox_ItemsAddedToSportsZedsLoot_tooltip="健身教練、棒球迷、棒球運動員、拳擊運動員、騎師……",
	Sandbox_ItemsAddedToGasStationZedsLoot = "加油站戰利品",
	Sandbox_ItemsAddedToGasStationZedsLoot_tooltip = "各種加油站物品",
	Sandbox_ItemsAddedToRestaurantZedsLoot = "餐廳戰利品",
	Sandbox_ItemsAddedToRestaurantZedsLoot_tooltip = "服務員、廚師、廚師……",
	Sandbox_ItemsAddedToOfficeWorkersZedsLoot = "辦公戰利品",
	Sandbox_CustomOutfitList = "自定義服裝戰列表",
	Sandbox_CustomOutfitList_tooltip = "以分號分隔的喪屍服裝列表,將掉落下面定義的自定義服裝戰利品<br>示例：'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'<br>示例 2：'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'<br>示例 3(mod模組)：'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'",
	Sandbox_ItemsAddedToCustomOutfitListLoot = "自定義服裝戰利品",
	Sandbox_ItemsAddedToCustomOutfitListLoot_tooltip = "像其他戰利品一樣定義",
	Sandbox_FoodLootMultiplier = "食物概率",
	Sandbox_FoodLootMultiplier_tooltip = "新鮮/不易腐爛的食物",
	Sandbox_LiteratureLootMultiplier = "書本概率",
	Sandbox_LiteratureLootMultiplier_tooltip = "書本/雜誌",
	Sandbox_WeaponLootMultiplier = "近戰武器概率",
	Sandbox_WeaponLootMultiplier_tooltip = "各種近戰武器<br>鋼筆、叉子和勺子除外<br>包括大錘,儀器和一些烹飪工具",
	Sandbox_GunLootMultiplier = "槍械概率",
	Sandbox_GunLootMultiplier_tooltip = "槍械<br>包含槍械配件",
	Sandbox_AmmoLootMultiplier = "彈藥概率",
	Sandbox_AmmoLootMultiplier_tooltip = "彈藥/彈匣",
	Sandbox_SurvivalGearLootMultiplier = "生存裝備概率",
	Sandbox_SurvivalGearLootMultiplier_tooltip = "鋸子、噴燈、種子、農具、漁具、野營用具、針<br>工藝材料、維修材料、建築材料、煤氣罐、瓶、地圖",
	Sandbox_MechanicsLootMultiplier = "車輛零件概率",
	Sandbox_MechanicsLootMultiplier_tooltip = "在車輛上工具,以及車輛零部件",
	Sandbox_MedicalLootMultiplier = "醫療物資概率",
	Sandbox_MedicalLootMultiplier_tooltip = "藥品、繃帶、夾板、縫合針、急救箱……",
	Sandbox_MediaLootMultiplier = "媒體物品概率",
	Sandbox_MediaLootMultiplier_tooltip = "VHS磁帶、CD和遊戲機",
	Sandbox_HouseholdSuppliesLootMultiplier = "家用物品概率",
	Sandbox_HouseholdSuppliesLootMultiplier_tooltip = "清潔用品、烹飪工具、書寫用品、餐具、滅火器、開罐器、剃鬚刀、鬧鐘",
	Sandbox_ClothingLootMultiplier = "服裝概率",
	Sandbox_ClothingLootMultiplier_tooltip = "各種衣服首飾,包含防毒面具",
	Sandbox_ContainerLootMultiplier = "背包概率",
	Sandbox_ContainerLootMultiplier_tooltip = "包括垃圾袋",
	Sandbox_CigarettesLootMultiplier = "香煙",
	Sandbox_CigarettesLootMultiplier_tooltip = "可用於吸煙的物品",
	Sandbox_CigarettesCount = "發現香煙數量",
	Sandbox_OtherLootMultiplier = "其他戰利品倍率",
	Sandbox_OtherLootMultiplier_tooltip = "包括打火機、火柴、繪畫用品、木炭、丙烷罐、古董烤箱、垃圾物品等等",
	Sandbox_ExceptionsList = "物品之外",
	Sandbox_ExceptionsList_tooltip = "不受上述乘數影響的項目 ID 的分號分隔列表<br>示例：Base.Sledgehammer;Base.Saw<br>仍受以下乘數列表選項影響",
	Sandbox_SpecificItemsList = "特定物品乘數",
	Sandbox_SpecificItemsList_tooltip = "特定項目的特定乘數的分號分隔列表.示例：Base.Sledgehammer = 5;Base.Sledgehammer2 = 5;Base.Saw = 0.5;Base.GardenSaw = 0.5;Base.Hammer = 0.1;Base.NailsBox = 2<br>這些單獨的乘數應用於所有其他乘數之上,即使該項目在例外列表中",
	Sandbox_MaxRolls = "全體MAX(影響所有戰利品)",
	Sandbox_MaxRolls_tooltip = "如果戰利品表上的擲骰數高於此值,則會將其設置為此值<br>大多數戰利品表的擲骰數為 4<br>1 = 每個容器的物品減少約 75%<br> 2 = 每個容器的物品減少約 50%<br> 3 = 每個容器的物品減少約 25%<br> 4 = 幾乎沒有任何變化<br> 5 = 原版",
	Sandbox_FoodTablesMaxRolls = "食物MAX",
	Sandbox_FoodTablesMaxRolls_tooltip = "與上面的選項相同,但隻影響食物",
	Sandbox_MeleeWeaponsAndToolsTablesMaxRolls = "近戰武器/工具在容器最大數量",
	Sandbox_GunsAndAmmoTablesMaxRolls = "槍械/彈藥在容器最大數量",
	Sandbox_LitteratureTablesMaxRolls = "垃圾在容器最大數量",
	Sandbox_MediaTablesMaxRolls = "媒體在容器最大數量",
	Sandbox_MechanicsTablesMaxRolls = "汽車零件在容器最大數量",
	Sandbox_OtherTablesMaxRolls = "其他容器中最大物品數量",
	Sandbox_MaxRolls_value_option1 = "1 (~25% 物品)",
	Sandbox_MaxRolls_value_option2 = "2 (~50% 物品)",
	Sandbox_MaxRolls_value_option3 = "3 (~75% 物品)",
	Sandbox_MaxRolls_value_option4 = "4 (~99% 物品)",
	Sandbox_MaxRolls_value_option5 = "5 (100% 物品,原版)",
	Sandbox_FoodTablesMaxRolls_value_option1 = "1 (~25% 食物)",
	Sandbox_FoodTablesMaxRolls_value_option2 = "2 (~50% 食物)",
	Sandbox_FoodTablesMaxRolls_value_option3 = "3 (~75% 食物)",
	Sandbox_FoodTablesMaxRolls_value_option4 = "4 (100% 食物)",
	Sandbox_MaxRolls2_value_option1 = "1 (~25% 物品)",
	Sandbox_MaxRolls2_value_option2 = "2 (~50% 物品)",
	Sandbox_MaxRolls2_value_option3 = "3 (~75% 物品)",
	Sandbox_MaxRolls2_value_option4 = "4 (100% 物品)",
	Sandbox_DaySurvivedModifier_value_option1 = "無",
	Sandbox_DaySurvivedModifier_value_option2 = "四分之一",
	Sandbox_DaySurvivedModifier_value_option3 = "一半",
	Sandbox_DaySurvivedModifier_value_option4 = "標準",
	Sandbox_DaySurvivedModifier_value_option5 = "雙倍",
	Sandbox_MoreDecreasingLoot = "時間減少戰利品",
	Sandbox_MoreDecreasingLootEnable = "啟用時間減少戰利品",
	Sandbox_MoreDecreasingLootEnable_tooltip = "如果未選中,以下所有設置將被忽略,並且永遠不會觸發物品移除",
	Sandbox_MoreDecreasingLootStartDay = "開始日",
	Sandbox_MoreDecreasingLootStartDay_tooltip = "從開始概率設置到峰值概率設置,移除物品的概率每天開始按比例增加",
	Sandbox_MoreDecreasingLootPeakDay = "高峰日",
	Sandbox_MoreDecreasingLootPeakDay_tooltip="戰利品停止減少的那一天,之後總是應用移除物品的最高概率<br>必須高於開始日期選項！",
	Sandbox_MoreDecreasingLootOriginalChance = "開始移除物品的概率",
	Sandbox_MoreDecreasingLootOriginalChance_tooltip = "在開始日之前和開始日應用<br>必須低於最高概率選項！"
	Sandbox_MoreDecreasingLootMaxChance = "移除物品的最大概率",
	Sandbox_MoreDecreasingLootMaxChance_tooltip = "在高峰日之後和高峰日應用<br>必須高於起始概率選項！",
	Sandbox_MoreDecreasingLootFoodChanceModifier = "食物概率修正",
	Sandbox_MoreDecreasingLootFoodChanceModifier_tooltip = "將添加到移除物品的概率中的數字,對於食物<br>可以為負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原始概率甚至在開始之前",
	Sandbox_MoreDecreasingLootTriggerOnProximity = "在接近時觸發物品移除",
	Sandbox_MoreDecreasingLootTriggerOnProximity_tooltip = "啟用後,物品移除將在玩家靠近容器時觸發,而不是在地圖單元加載時觸發<br>專業版：在您探索它們之前不會觸發地圖的所有容器<br>一些容器看起來有物品(上面有書的架子),但當你靠近時,它們的物品會被移除,實際上可能會變空",
	Sandbox_MoreDecreasingLootEnhancedVariance = "增強戰利品差異",
	Sandbox_MoreDecreasingLootEnhancedVariance_tooltip = "啟用後,移除物品的概率變為隨機概率的平均值,而不是嚴格的概率<br>這意味著不同容器的戰利品之間的差異可能會更高,但移除物品的平均概率仍然保持不變<br>示例：20% 的概率變為 0% 到 40% 之間的隨機概率,每個容器一次<br>50% 變為 0%-100%.65% 變為 30%-100%.95% 變為 90%-100 %<br>如果開始日和高峰日之間的時間很短,不推薦",
	Sandbox_MoreDecreasingLootTriggerOnVehicleParts = "觸發載具上的物品移除",
	Sandbox_MoreDecreasingLootTriggerOnVehicleParts_tooltip= "如果您希望車輛戰利品受到物品移除的影響,請選中此項<br>影響手套箱、座椅、行李箱和任何其他可以包含物品的車輛部件",
	Sandbox_MoreDecreasingLootTriggerOnDeadZombies = "在屍體上觸發物品移除",
	Sandbox_MoreDecreasingLootTriggerOnDeadZombies_tooltip = "如果你想讓喪屍戰利品受到物品移除的影響,請勾選此項<br>這不會影響附著/放置的武器以及磨損的衣服和配飾<br>警告：這也會影響玩家的屍體和NPC！",
	Sandbox_MoreDecreasingLootExceptionsList = "物品例外列表",
	Sandbox_MoreDecreasingLootExceptionsList_tooltip = "項目移除將忽略的項目的分號分隔列表<br>示例：Base.Saw;Base.Hammer;Base.Nails",

	-----Small Town First Responders-----
	
	Sandbox_STR = "小鎮回應者",
	Sandbox_STR_CustomZones = "使用STR喪屍區",
	Sandbox_STR_CustomZones_tooltip = "啟用此功能以使用小鎮回應者自定義喪屍區",
	Sandbox_STR_LootZones = "使用STR戰利品區",
	Sandbox_STR_LootZones_tooltip = "啟用此功能以使用小鎮回應者的自定義容器覆蓋",
	Sandbox_STR_CustomVehicleZones = "使用自定義車輛區",
	Sandbox_STR_CustomVehicleZones_tooltip = "啟用此功能以使用小鎮回應者的自定義車輛區域",
	Sandbox_STR_EnableSTEV = "啟用小鎮回應者車輛",
	Sandbox_STR_EnableSTEV_tooltip = "啟用此功能以使用STR的車輛",
	Sandbox_STR_STEVOnly = "僅使用小鎮回應者車輛",
	Sandbox_STR_STEVOnly_tooltip = "啟用此功能以禁用基本的原版和模組的警察/消防/ems內容",
	Sandbox_STR_TrueSTEV = "只使用有利於傳說的小鎮回應者車輛",
	Sandbox_STR_TrueSTEV_tooltip = "啟用此功能以禁用不適合的警察/消防/ems內容",
	Sandbox_STR_ZombieOverrides = "覆蓋喪屍",
	Sandbox_STR_ZombieOverrides_tooltip = "啟用此功能以覆蓋虛構的警察/消防/ems/監獄喪屍<br>可能會導致滯後! 現在在服務器上工作！！！",
	Sandbox_STR_WantSusceptibleOutfits = "允許易感喪屍",
	Sandbox_STR_WantSusceptibleOutfits_tooltip = "如果禁用,所有可感知的STFR喪屍將成為普通的STFR喪屍<br>如果沒有啟用易受影響,則沒有任何作用！",
	Sandbox_STR_VehicleOverrides = "覆蓋車輛",
	Sandbox_STR_VehicleOverrides_tooltip = "啟用此功能以覆蓋原版和二手車模組車輛<br>可能會導致滯後! 現在在服務器上工作！！！",
	Sandbox_STR_DuffelLoot = "啟用行李袋",
	Sandbox_STR_DuffelLoot_tooltip = "啟用它可以生成STFR定製行李袋",
	Sandbox_STR_VestRosewood = "允許羅斯伍德SD背心",
	Sandbox_STR_VestRosewood_tooltip = "為羅斯伍德SD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestRiverside = "允許河畔PD背心",
	Sandbox_STR_VestRiverside_tooltip = "對河濱警察局喪屍防彈背心啟用此功能",
	Sandbox_STR_VestMuldraugh = "允許馬爾德勞 PD背心",
	Sandbox_STR_VestMuldraugh_tooltip = "為馬爾德勞PD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestWestPoint = "對西點PD背心",
	Sandbox_STR_VestWestPoint_tooltip = "對西點PD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestJeffersonSD = "允許對傑弗遜縣SD背心",
	Sandbox_STR_VestJeffersonSD_tooltip = "對傑弗遜縣SD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestJeffersonPD = "允許對傑弗遜縣PD背心",
	Sandbox_STR_VestJeffersonPD_tooltip = "對傑弗遜縣PD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestLouisville = "允許路易斯維爾DOP背心",
	Sandbox_STR_VestLouisville_tooltip = "對路易斯維爾警局喪屍防彈背心啟用此功能",
	Sandbox_STR_VestMeade = "允許米德縣SO背心",
	Sandbox_STR_VestMeade_tooltip = "為米德縣SO喪屍防彈背心啟用此功能",
	Sandbox_STR_VestGreenport = "允許 格林港PD背心",
	Sandbox_STR_VestGreenport_tooltip = "對格林港PD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestTandil = "允許 坦迪爾PD背心",
	Sandbox_STR_VestTandil_tooltip = "對坦迪爾PD喪屍防彈背心啟用此功能",
	Sandbox_STR_VestRavenCreek = "允許 渡鴉港PD背心",
	Sandbox_STR_VestRavenCreek_tooltip = "對渡鴉港PD喪屍防彈背心啟用此功能",
	Sandbox_STR_TrunkOverrides = "覆蓋原版行李箱物品",
	Sandbox_STR_TrunkOverrides_tooltip = "啟用此功能以覆蓋車輛行李箱中的某些原版物品<br>每個行李箱的每個中僅影響 1 個項目",
	Sandbox_STR_TickrateOverrides = "覆蓋響應速度",
	Sandbox_STR_TickrateOverrides_tooltip = "STFR 覆蓋車輛和喪屍的速度有多快<br>較低的數字意味著更快的覆蓋,但更多的滯後",
	Sandbox_STRS = "小鎮急救喪屍",
	Sandbox_STRS_Dress = "制服生成概率",
	Sandbox_STRS_Dress_tooltip = "所有制服喪屍生成概率",
	Sandbox_STRS_Riot = "防暴制服生成概率",
	Sandbox_STRS_Riot_tooltip = "所有防暴喪屍生成概率",
	Sandbox_STRS_Ranger = "游騎兵生成概率",
	Sandbox_STRS_Ranger_tooltip = "所有游騎兵喪屍生成概率",
	Sandbox_STRS_USPS = "郵政制服生成概率",
	Sandbox_STRS_USPS_tooltip = "郵政制服喪屍生成概率",
	Sandbox_STRS_Security = "安全制服生成概率",
	Sandbox_STRS_Security_tooltip = "所有安全制服喪屍生成概率",
	Sandbox_STRS_Other = "其他制服生成概率",
	Sandbox_STRS_Other_tooltip = "其他喪屍生成概率,比如法官",
	Sandbox_STRS_Duffel = "露營喪屍刷新",
	Sandbox_STRS_Duffel_tooltip = "穿著行李袋STFR喪屍的刷新概率<br>如果關閉則不執行任何操作",
	Sandbox_STRS_FireFormal = "正式消防制服生成概率",
	Sandbox_STRS_FireFormal_tooltip = "所有正式消防制服喪屍生成概率",
	Sandbox_STRS_Fireman = "消防員制服生成概率",
	Sandbox_STRS_Fireman_tooltip = "所有消防員喪屍生成概率",
	Sandbox_STRS_FiremanFull = "全套消防員制服生成概率"ht
	Sandbox_STRS_FiremanFull_tooltip = "所有全套消防員喪屍生成概率",
	Sandbox_STRS_EMS = "EMS制服生成概率",
	Sandbox_STRS_EMS_tooltip = "所有EMS喪屍生成概率",
	Sandbox_STRS_MuldraughPD = "馬爾德勞PD生成概率",
	Sandbox_STRS_MuldraughPD_tooltip = "馬爾德勞PD喪屍生成概率",
	Sandbox_STRS_WestPointPD = "西點PD生成概率",
	Sandbox_STRS_WestPointPD_tooltip = "西點PD喪屍生成概率",
	Sandbox_STRS_MeadeSO = "米德縣SO生成概率",
	Sandbox_STRS_MeadeSO_tooltip = "米德縣SO喪屍生成概率",
	Sandbox_STRS_RiversidePD = "河畔PD生成概率",
	Sandbox_STRS_RiversidePD_tooltip = "河畔PD 喪屍生成概率",
	Sandbox_STRS_RosewoodSD = "羅斯伍德SD生成概率",
	Sandbox_STRS_RosewoodSD_tooltip = "羅斯伍德SD喪屍生成概率",
	Sandbox_STRS_LouisvillePD = "路易斯維爾警察局生成概率",
	Sandbox_STRS_LouisvillePD_tooltip = "路易斯維爾警察局喪屍生成概率",
	Sandbox_STRS_JeffersonPD = "傑斐遜縣PD生成概率",
	Sandbox_STRS_JeffersonPD_tooltip = "傑斐遜縣PD喪屍生成概率",
	Sandbox_STRS_JeffersonSD = "傑斐遜縣SD生成概率",
	Sandbox_STRS_JeffersonSD_tooltip = "傑斐遜縣SD喪屍生成概率",
	Sandbox_STRS_KSP_Trooper = "肯塔基州巡邏隊生成概率",
	Sandbox_STRS_KSP_Trooper_tooltip = "肯塔基州巡邏隊喪屍生成概率",
	Sandbox_STRS_DOC = "獄警生成概率",
	Sandbox_STRS_DOC_tooltip = "獄警喪屍生成概率",
	Sandbox_STRS_JeffersonInmate = "傑斐遜縣DOC囚犯生成概率",
	Sandbox_STRS_JeffersonInmate_tooltip = "傑斐遜縣DOC囚犯喪屍生成概率",
	Sandbox_STRS_MeadeInmateOrange = "米德縣DOC橙色囚犯生成概率",
	Sandbox_STRS_MeadeInmateOrange_tooltip = "米德縣DOC橙色囚犯喪屍生成概率",
	Sandbox_STRS_MeadeInmateYellow = "米德縣DOC黃色囚犯生成概率",
	Sandbox_STRS_MeadeInmateYellow_tooltip = "米德縣DOC黃色囚犯喪屍生成概率",
	Sandbox_STRS_MeadeInmateRed = "米德縣DOC紅色囚犯重生概率",
	Sandbox_STRS_MeadeInmateRed_tooltip = "米德縣DOC紅色囚犯喪屍生成概率",
	Sandbox_STRS_GreenportPD = "格林港PD背心刷新概率",
	Sandbox_STRS_GreenportPD_tooltip = "格林港PD喪屍刷新概率<br>如果關閉則不執行任何操作",
	Sandbox_STRS_TandilPD = "坦迪爾PD喪屍刷新概率",
	Sandbox_STRS_TandilPD_tooltip = "坦迪爾PD喪屍刷新概率<br>如果關閉則不執行任何操作",
	Sandbox_STRS_RavenCreekPD = "渡鴉港PD生成概率",
	Sandbox_STRS_RavenCreekPD_tooltip = "渡鴉港PD喪屍生成概率<br>如果關閉則不執行任何操作",
	Sandbox_STRS_RavenCreekInmate = "渡鴉港DOC囚犯生成概率",
	Sandbox_STRS_RavenCreekInmate_tooltip = "渡鴉港DOC囚犯喪屍生成概率<br>如果關閉則不執行任何操作",
	Sandbox_STEV = "小鎮急救員生成",
	Sandbox_STEV_Meade = "米德縣SD汽車概率",
	Sandbox_STEV_Meade_tooltip = "米德縣SD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_Riverside = "河畔PD汽車概率",
	Sandbox_STEV_Riverside_tooltip = "河畔PD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_Rosewood = "羅斯伍德SD汽車概率",
	Sandbox_STEV_Rosewood_tooltip = "羅斯伍德SD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_WestPoint = "西點PD汽車概率",
	Sandbox_STEV_WestPoint_tooltip = "西點PD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_Muldraugh = "馬爾德勞PD汽車概率",
	Sandbox_STEV_Muldraugh_tooltip = "馬爾德勞PD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_JCSD = "傑斐遜縣SD汽車概率",
	Sandbox_STEV_JCSD_tooltip = "傑斐遜縣SD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_JCPD = "傑斐遜縣警察局汽車概率",
	Sandbox_STEV_JCPD_tooltip = "傑斐遜縣警察局汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_KSP = "肯塔基州警察汽車概率",
	Sandbox_STEV_KSP_tooltip = "肯塔基州警車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_Louisville = "路易斯維爾PD汽車概率",
	Sandbox_STEV_Louisville_tooltip = "路易斯維爾PD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_Rangers = "遊俠生成概率",
	Sandbox_STEV_Rangers_tooltip = "遊俠汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_USPS = "美國郵政署汽車概率",
	Sandbox_STEV_USPS_tooltip = "美國郵政署汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_JCDOC = "傑斐遜縣DoC汽車概率",
	Sandbox_STEV_JCDOC_tooltip = "傑斐遜縣DoC汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_MCDOC = "米德縣DoC汽車概率",
	Sandbox_STEV_MCDOC_tooltip = "米德縣DoC汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_EMS = "STFR救護車生成概率",
	Sandbox_STEV_EMS_tooltip = "STFR救護車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_RosewoodFire = "羅斯伍德VFD汽車概率",
	Sandbox_STEV_RosewoodFire_tooltip = "羅斯伍德VFD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_LouisvilleFire = "路易斯維爾FD汽車概率",
	Sandbox_STEV_LouisvilleFire_tooltip = "路易斯維爾FD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_MeadeFire = "米德縣FD汽車概率",
	Sandbox_STEV_MeadeFire_tooltip = "米德縣FD汽車生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_BankTruck = "銀行卡車刷新概率",
	Sandbox_STEV_BankTruck_tooltip = "銀行卡車刷新概率",
	Sandbox_STEV_FSwat = "其他車輛概率",
	Sandbox_STEV_FSwat_tooltip = "二手模組警卡車以及軍用和警用汽車皮膚車輛生成概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_GPPD = "格林港PD刷新概率",
	Sandbox_STEV_GPPD_tooltip = "格林港PD汽車生成概率<br>如果未啟用則不執行任何操作！",
	Sandbox_STEV_TDPD = "坦迪爾PD刷新概率",
	Sandbox_STEV_TDPD_tooltip = "坦迪爾PD汽車生成概率<br>如果未啟用則不執行任何操作！",
	Sandbox_STEV_TDFD = "坦迪爾FD刷新概率",
	Sandbox_STEV_TDFD_tooltip = "坦迪爾FD汽車生成概率<br>如果未啟用則不執行任何操作！",
	Sandbox_STEV_RCRPD = "渡鴉港PD生成概率",
	Sandbox_STEV_RCRPD_tooltip = "渡鴉港PD汽車生成概率<br>如果渡鴉港未啟用則不執行任何操作！",
	Sandbox_STEV_RCRFD = "渡鴉港FD生成概率",
	Sandbox_STEV_RCRFD_tooltip = "渡鴉港FD汽車生成概率<br>如果渡鴉港未啟用則不執行任何操作！",
	Sandbox_STEV_RCRDOC = "渡鴉港DOC生成概率",
	Sandbox_STEV_RCRDOC_tooltip = "渡鴉港DOC汽車生成概率<br>如果渡鴉港未啟用則不執行任何操作！",
	Sandbox_STEV_SRate = "STFR汽車概率",
	Sandbox_STEV_SRate_tooltip = "STFR汽車生成的總體概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_NChance = "STFR正常生成概率",
	Sandbox_STEV_NChance_tooltip = "普通汽車在STFR載具區域生成的總體概率<br>如果為關閉則不執行任何操作！",
	Sandbox_STEV_VCars = "原版模型",
	Sandbox_STEV_VCars_tooltip = "啟用此功能可以允許帶有原版車型的STFR車輛在停車場刷新<br>不會影響車輛場景！也不能去除添加的皮膚！",
	
	-----Susceptible Trait - Airborne Infection-----

	Sandbox_Susceptible = "易感染影響",
	Sandbox_Susceptible_EveryoneIsSusceptible = "人人都是易感染者",
	Sandbox_Susceptible_InstantDeath = "即時死亡感染",
	Sandbox_Susceptible_BaseInfectionChance = "基本感染機率",
	Sandbox_Susceptible_MaskDamageRate = "面罩損壞率",
	Sandbox_Susceptible_MaskFilteringPower = "面罩過濾能力",
	Sandbox_Susceptible_SusceptibleSpawnChance = "蒙面喪屍概率",
	Sandbox_Susceptible_SusceptibleLootChance = "在蒙面喪屍身上找到蒙面物品的概率",

	-----MorePlushies!-----
	
	Sandbox_MorePlushies = "更多毛絨玩偶",
	Sandbox_MorePlushies_SpawnRate = "產生概率設置",
	Sandbox_MorePlushies_SpawnRate_tooltip = "默認很低,數字越高概率越大",
	
	-----Random Zombies-----

	Sandbox_BLTRandomZombies = "隨機喪屍",
	Sandbox_BLTRandomZombies_Crawler = "爬行者",
	Sandbox_BLTRandomZombies_Crawler_tooltip = "世界上存在爬行者的百分比<br>此喪屍和其他喪屍百分比之和必須達到100",
	Sandbox_BLTRandomZombies_Shambler = "蹣跚(速度)",
	Sandbox_BLTRandomZombies_Shambler_tooltip = "世界上存在蹣跚者的百分比<br>此種類喪屍和其他喪屍百分比之和必須達到100",
	Sandbox_BLTRandomZombies_FastShambler = "慢跑(速度)",
	Sandbox_BLTRandomZombies_FastShambler_tooltip = "世界上存在慢跑者的百分比<br>此種類喪屍和其他喪屍百分比之和必須達到100",
	Sandbox_BLTRandomZombies_Sprinter = "奔跑(速度)",
	Sandbox_BLTRandomZombies_Sprinter_tooltip = "世界上存在奔跑者的百分比<br>此種類喪屍和其他喪屍百分比之和必須達到100",
	Sandbox_BLTRandomZombies_Fragile = "脆弱(健康)",
	Sandbox_BLTRandomZombies_Fragile_tooltip = "世界中存在的脆弱喪屍的百分比.脆弱、正常、強硬的總和必須達到100",
	Sandbox_BLTRandomZombies_NormalTough = "正常(健康)",
	Sandbox_BLTRandomZombies_NormalTough_tooltip = "世界中存在的具有正常韌性的喪屍的百分比<br>脆弱、正常、強硬的總和必須達到100",
	Sandbox_BLTRandomZombies_Tough = "堅韌(健康)",
	Sandbox_BLTRandomZombies_Tough_tooltip = "世界中存在的強悍喪屍的百分比<br>脆弱的、正常、強悍的加起來必須是100",
	Sandbox_BLTRandomZombies_Smart = "智能(尋路)",
	Sandbox_BLTRandomZombies_Smart_tooltip = "世界上存在的智能喪屍的百分比<br>這些喪屍可以打開門和更多",
	Sandbox_BLTRandomZombies_CheckConfig = "[高级] 檢查配置",
	Sandbox_BLTRandomZombies_CheckConfig_tooltip = "[高级选项] 禁用此選項可忽略無效的配置警告,並使用相對重量,而不是必須加起來為100的百分比",
	Sandbox_BLTRandomZombies_Frequency = "頻率(毫秒)",
	Sandbox_BLTRandomZombies_Frequency_tooltip = "[高级选项]兩次更新之間的間隔時間,以毫秒為單位<br>數字越大意味著CPU的使用越少,數字越小意味著正確性問題越少",

	-----Ultimate XP Tweaker-----
	
	Sandbox_UXPT = "XP調整器：技能",
	Sandbox_UXPT_Advanced = "XP調整器：高級",
	Sandbox_UXPT_Fitness = "體格",
	Sandbox_UXPT_Fitness_tooltip = "注意：-角色-選項下的全局-XP乘數-並不適用於體格",
	Sandbox_UXPT_Fitness_0 = "體格 XP 提陞：0 級起點",
	Sandbox_UXPT_Fitness_0_tooltip = "未修改情況下,玩家以技能等級0起點的人,其XP收益乘以1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Fitness_1 = "體格 XP 提陞：1 級起點",
	Sandbox_UXPT_Fitness_1_tooltip = "未修改情況下,玩家以技能等級1起點的人,其XP收益乘以1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Fitness_2 = "體格 XP 提陞：2 級起點",
	Sandbox_UXPT_Fitness_2_tooltip = "未修改情況下,玩家以技能等級2起點的人,其XP收益乘以1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Fitness_3 = "體格 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Fitness_3_tooltip = "未修改情況下,玩家以技能等級3+起點的人,其XP收益乘以1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Strength = "力量",
	Sandbox_UXPT_Strength_tooltip = "力量 XP 增益乘以該值\n注意：-角色-選項下的全局-XP 乘數-不適用於力量",
	Sandbox_UXPT_Strength_0 = "力量 XP 提陞：0 級起點",
	Sandbox_UXPT_Strength_0_tooltip = "未修改情況下,玩家以技能等級0起點的人,他們的 XP 增益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Strength_1 = "力量 XP 提陞：1 級起點",
	Sandbox_UXPT_Strength_1_tooltip = "未修改情況下,玩家以技能等級1起點的人,他們的 XP 增益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Strength_2 = "力量 XP 提陞：2 級起點",
	Sandbox_UXPT_Strength_2_tooltip = "未修改情況下,玩家以技能等級2起點的人,他們的 XP 增益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Strength_3 = "力量 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Strength_3_tooltip = "未修改情況下,玩家以技能等級3+起點的人,他們的 XP 增益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Sprinting = "衝刺",
	Sandbox_UXPT_Sprinting_tooltip = "衝刺 XP 收益乘以該值",
	Sandbox_UXPT_Sprinting_0 = "衝刺 XP 提陞：0 級起點",
	Sandbox_UXPT_Sprinting_0_tooltip = "未修改情況下,玩家以技能等級0起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Sprinting_1 = "衝刺 XP 提陞：1 級起點",
	Sandbox_UXPT_Sprinting_1_tooltip = "未修改情況下,玩家以技能等級1起點的人他們的 XP 收益乘以 1.25<br>可以選擇改變數值",
	Sandbox_UXPT_Sprinting_2 = "衝刺 XP 提陞：2 級起點",
	Sandbox_UXPT_Sprinting_2_tooltip = "未修改情況下,玩家以技能等級2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Sprinting_3 = "衝刺 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Sprinting_3_tooltip = "未修改情況下,玩家以技能等級3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Lightfooted = "輕巧",
	Sandbox_UXPT_Lightfooted_tooltip = "輕巧 XP 收益乘以這個值",
	Sandbox_UXPT_Lightfooted_0 = "輕巧 XP 提陞：0 級起點",
	Sandbox_UXPT_Lightfooted_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Lightfooted_1 = "輕巧 XP 提陞：1 級起點",
	Sandbox_UXPT_Lightfooted_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Lightfooted_2 = "輕巧 XP 提陞：2 級起點",
	Sandbox_UXPT_Lightfooted_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Lightfooted_3 = "輕巧 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Lightfooted_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Nimble = "靈活",
	Sandbox_UXPT_Nimble_tooltip = "靈活 XP 收益乘以這個值",
	Sandbox_UXPT_Nimble_0 = "靈活 XP 提陞：0 級起點",
	Sandbox_UXPT_Nimble_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Nimble_1 = "靈活 XP 提陞：1 級起點",
	Sandbox_UXPT_Nimble_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Nimble_2 = "靈活 XP 提陞：2 級起點",
	Sandbox_UXPT_Nimble_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Nimble_3 = "靈活 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Nimble_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Sneaking = "潛行",
	Sandbox_UXPT_Sneaking_tooltip = "潛行 XP 收益乘以這個值",
	Sandbox_UXPT_Sneaking_0 = "潛行 XP 提陞：0 級起點",
	Sandbox_UXPT_Sneaking_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Sneaking_1 = "潛行 XP 提陞：1 級起點",
	Sandbox_UXPT_Sneaking_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Sneaking_2 = "潛行 XP 提陞：2 級起點",
	Sandbox_UXPT_Sneaking_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Sneaking_3 = "潛行 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Sneaking_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Axe = "斧頭",
	Sandbox_UXPT_Axe_tooltip = "斧頭 XP 收益乘以這個值",
	Sandbox_UXPT_Axe_0 = "斧頭 XP 提陞：0 級起點",
	Sandbox_UXPT_Axe_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Axe_1 = "斧頭 XP 提陞：1 級起點",
	Sandbox_UXPT_Axe_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Axe_2 = "斧頭 XP 提陞：2 級起點",
	Sandbox_UXPT_Axe_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Axe_3 = "斧頭 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Axe_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlunt = "長棍",
	Sandbox_UXPT_LongBlunt_tooltip = "長棍 XP 收益乘以這個值",
	Sandbox_UXPT_LongBlunt_0 = "長棍 XP 提陞：0 級起點",
	Sandbox_UXPT_LongBlunt_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlunt_1 = "長棍 XP 提陞：1 級起點",
	Sandbox_UXPT_LongBlunt_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlunt_2 = "長棍 XP 提陞：2 級起點",
	Sandbox_UXPT_LongBlunt_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlunt_3 = "長棍 XP 提陞：3+ 級起點",
	Sandbox_UXPT_LongBlunt_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlunt = "短棍",
	Sandbox_UXPT_ShortBlunt_tooltip = "短棍 XP 收益乘以這個值",
	Sandbox_UXPT_ShortBlunt_0 = "短棍 XP 提陞：0 級起點",
	Sandbox_UXPT_ShortBlunt_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlunt_1 = "短棍 XP 提陞：1 級起點",
	Sandbox_UXPT_ShortBlunt_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlunt_2 = "短棍 XP 提陞：2 級起點",
	Sandbox_UXPT_ShortBlunt_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlunt_3 = "短棍 XP 提陞：3+ 級起點",
	Sandbox_UXPT_ShortBlunt_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlade = "長刀",
	Sandbox_UXPT_LongBlade_tooltip = "長刀 XP 收益乘以這個值",
	Sandbox_UXPT_LongBlade_0 = "長刀 XP 提陞：0 級起點",
	Sandbox_UXPT_LongBlade_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlade_1 = "長刀 XP 提陞：1 級起點",
	Sandbox_UXPT_LongBlade_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlade_2 = "長刀 XP 提陞：2 級起點",
	Sandbox_UXPT_LongBlade_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_LongBlade_3 = "長刀 XP 提陞：3+ 級起點",
	Sandbox_UXPT_LongBlade_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlade = "短刀",
	Sandbox_UXPT_ShortBlade_tooltip = "短刀 XP 收益乘以這個值",
	Sandbox_UXPT_ShortBlade_0 = "短刀 XP 提陞：0 級起點",
	Sandbox_UXPT_ShortBlade_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlade_1 = "短刀 XP 提陞：1 級起點",
	Sandbox_UXPT_ShortBlade_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlade_2 = "短刀 XP 提陞：2 級起點",
	Sandbox_UXPT_ShortBlade_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_ShortBlade_3 = "短刀 XP 提陞：3+ 級起點",
	Sandbox_UXPT_ShortBlade_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Spear = "長矛",
	Sandbox_UXPT_Spear_tooltip = "長矛 XP 收益乘以這個值",
	Sandbox_UXPT_Spear_0 = "長矛 XP 提陞：0 級起點",
	Sandbox_UXPT_Spear_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Spear_1 = "長矛 XP 提陞：1 級起點",
	Sandbox_UXPT_Spear_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Spear_2 = "長矛 XP 提陞：2 級起點",
	Sandbox_UXPT_Spear_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Spear_3 = "長矛 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Spear_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Maintenance = "維護",
	Sandbox_UXPT_Maintenance_tooltip = "維護 XP 收益乘以這個值",
	Sandbox_UXPT_Maintenance_0 = "維護 XP 提陞：0 級起點",
	Sandbox_UXPT_Maintenance_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Maintenance_1 = "維護 XP 提陞：1 級起點",
	Sandbox_UXPT_Maintenance_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Maintenance_2 = "維護 XP 提陞：2 級起點",
	Sandbox_UXPT_Maintenance_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Maintenance_3 = "維護 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Maintenance_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Carpentry = "木工",
	Sandbox_UXPT_Carpentry_tooltip = "木工 XP 收益乘以這個值",
	Sandbox_UXPT_Carpentry_0 = "木工 XP 提陞：0 級起點",
	Sandbox_UXPT_Carpentry_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Carpentry_1 = "木工 XP 提陞：1 級起點",
	Sandbox_UXPT_Carpentry_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Carpentry_2 = "木工 XP 提陞：2 級起點",
	Sandbox_UXPT_Carpentry_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Carpentry_3 = "木工 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Carpentry_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Cooking = "烹飪",
	Sandbox_UXPT_Cooking_tooltip = "烹飪 XP 收益乘以這個值",
	Sandbox_UXPT_Cooking_0 = "烹飪 XP 提陞：0 級起點",
	Sandbox_UXPT_Cooking_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Cooking_1 = "烹飪 XP 提陞：1 級起點",
	Sandbox_UXPT_Cooking_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Cooking_2 = "烹飪 XP 提陞：2 級起點",
	Sandbox_UXPT_Cooking_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Cooking_3 = "烹飪 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Cooking_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Farming = "農業",
	Sandbox_UXPT_Farming_tooltip = "農業 XP 收益乘以這個值",
	Sandbox_UXPT_Farming_0 = "農業 XP 提陞：0 級起點",
	Sandbox_UXPT_Farming_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Farming_1 = "農業 XP 提陞：1 級起點",
	Sandbox_UXPT_Farming_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Farming_2 = "農業 XP 提陞：2 級起點",
	Sandbox_UXPT_Farming_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Farming_3 = "農業 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Farming_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_FirstAid = "急救",
	Sandbox_UXPT_FirstAid_tooltip = "急救 XP 收益乘以這個值",
	Sandbox_UXPT_FirstAid_0 = "急救 XP 提陞：0 級起點",
	Sandbox_UXPT_FirstAid_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_FirstAid_1 = "急救 XP 提陞：1 級起點",
	Sandbox_UXPT_FirstAid_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_FirstAid_2 = "急救 XP 提陞：2 級起點",
	Sandbox_UXPT_FirstAid_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_FirstAid_3 = "急救 XP 提陞：3+ 級起點",
	Sandbox_UXPT_FirstAid_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Electrical = "電工",
	Sandbox_UXPT_Electrical_tooltip = "電工 XP 收益乘以這個值",
	Sandbox_UXPT_Electrical_0 = "電工 XP 提陞：0 級起點",
	Sandbox_UXPT_Electrical_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Electrical_1 = "電工 XP 提陞：1 級起點",
	Sandbox_UXPT_Electrical_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Electrical_2 = "電工 XP 提陞：2 級起點",
	Sandbox_UXPT_Electrical_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Electrical_3 = "電工 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Electrical_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Metalworking = "金工",
	Sandbox_UXPT_Metalworking_tooltip = "金工 XP 收益乘以這個值",
	Sandbox_UXPT_Metalworking_0 = "金工 XP 提陞：0 級起點",
	Sandbox_UXPT_Metalworking_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Metalworking_1 = "金工 XP 提陞：1 級起點",
	Sandbox_UXPT_Metalworking_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Metalworking_2 = "金工 XP 提陞：2 級起點",
	Sandbox_UXPT_Metalworking_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Metalworking_3 = "金工 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Metalworking_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Mechanics = "技工",
	Sandbox_UXPT_Mechanics_tooltip = "技工 XP 收益乘以這個值",
	Sandbox_UXPT_Mechanics_0 = "技工 XP 提陞：0 級起點",
	Sandbox_UXPT_Mechanics_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Mechanics_1 = "技工 XP 提陞：1 級起點",
	Sandbox_UXPT_Mechanics_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Mechanics_2 = "技工 XP 提陞：2 級起點",
	Sandbox_UXPT_Mechanics_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Mechanics_3 = "技工 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Mechanics_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Tailoring = "縫紉",
	Sandbox_UXPT_Tailoring_tooltip = "縫紉 XP 收益乘以這個值",
	Sandbox_UXPT_Tailoring_0 = "縫紉 XP 提陞：0 級起點",
	Sandbox_UXPT_Tailoring_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Tailoring_1 = "縫紉 XP 提陞：1 級起點",
	Sandbox_UXPT_Tailoring_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Tailoring_2 = "縫紉 XP 提陞：2 級起點",
	Sandbox_UXPT_Tailoring_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Tailoring_3 = "縫紉 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Tailoring_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Aiming = "瞄準",
	Sandbox_UXPT_Aiming_tooltip = "瞄準 XP 收益乘以這個值",
	Sandbox_UXPT_Aiming_0 = "瞄準 XP 提陞：0 級起點",
	Sandbox_UXPT_Aiming_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Aiming_1 = "瞄準 XP 提陞：1 級起點",
	Sandbox_UXPT_Aiming_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Aiming_2 = "瞄準 XP 提陞：2 級起點",
	Sandbox_UXPT_Aiming_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Aiming_3 = "瞄準 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Aiming_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Aiming_level5mult = "瞄準：5+ 等級 XP 乘數",
	Sandbox_UXPT_Aiming_level5mult_tooltip = "未修改情況下,瞄準達到 5 級後,瞄準 XP 乘以 0.37037<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading = "裝填",
	Sandbox_UXPT_Reloading_tooltip = "裝填 XP 收益乘以這個值",
	Sandbox_UXPT_Reloading_0 = "裝填 XP 提陞：0 級起點",
	Sandbox_UXPT_Reloading_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_1 = "裝填 XP 提陞：1 級起點",
	Sandbox_UXPT_Reloading_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_2 = "裝填 XP 提陞：2 級起點",
	Sandbox_UXPT_Reloading_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_3 = "裝填 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Reloading_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp = "裝填：5+ 等級 XP 乘數",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_tooltip = "未修改情況下,裝填達到5級後,玩家在裝填子彈時只獲得 1 XP 而不是 4 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_Chance = "裝填：5+ 等級 XP 獲得概率",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_Chance_tooltip = "未修改情況下,裝彈達到5級後,玩家在裝填子彈時衹有20％而不是50％的概率獲得 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp = "裝填：5+ 等級插入彈匣 XP",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_tooltip = "未修改情況下,裝填達到5級後,玩家在插入彈匣時只會獲得 1 XP 而不是 4 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_Chance = "裝填：5+ 等級插入彈匣 XP 獲得概率",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_Chance_tooltip = "未修改情況下,裝填達到5級後,玩家在插入彈匣時衹有 33.33% 而不是 100% 的概率獲得 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp = "裝填：5+ 等級裝填武器 XP",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_tooltip = "未修改情況下,裝填達到5級後,玩家在完成裝填武器時只會獲得 1 XP 而不是 4 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_Chance = "裝填：5+ 等級裝填武器 XP 獲得概率",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_Chance_tooltip = "未修改情況下,裝填達到5級後,玩家在完成裝填武器時衹有 33.33% 而不是 100% 的概率獲得 XP<br>可以選擇改變數值",
	Sandbox_UXPT_Fishing = "釣魚",
	Sandbox_UXPT_Fishing_tooltip = "釣魚 XP 收益乘以這個值",
	Sandbox_UXPT_Fishing_0 = "釣魚 XP 提陞：0 級起點",
	Sandbox_UXPT_Fishing_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Fishing_1 = "釣魚 XP 提陞：1 級起點",
	Sandbox_UXPT_Fishing_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Fishing_2 = "釣魚 XP 提陞：2 級起點",
	Sandbox_UXPT_Fishing_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Fishing_3 = "釣魚 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Fishing_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Trapping = "誘捕",
	Sandbox_UXPT_Trapping_tooltip = "誘捕 XP 收益乘以這個值",
	Sandbox_UXPT_Trapping_0 = "誘捕 XP 提陞：0 級起點",
	Sandbox_UXPT_Trapping_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Trapping_1 = "誘捕 XP 提陞：1 級起點",
	Sandbox_UXPT_Trapping_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Trapping_2 = "誘捕 XP 提陞：2 級起點",
	Sandbox_UXPT_Trapping_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Trapping_3 = "誘捕 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Trapping_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Foraging = "搜尋",
	Sandbox_UXPT_Foraging_tooltip = "搜尋 XP 收益乘以這個值",
	Sandbox_UXPT_Foraging_0 = "搜尋 XP 提陞：0 級起點",
	Sandbox_UXPT_Foraging_0_tooltip = "未修改情況下,玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Foraging_1 = "搜尋 XP 提陞：1 級起點",
	Sandbox_UXPT_Foraging_1_tooltip = "未修改情況下,玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Foraging_2 = "搜尋 XP 提陞：2 級起點",
	Sandbox_UXPT_Foraging_2_tooltip = "未修改情況下,玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Foraging_3 = "搜尋 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Foraging_3_tooltip = "未修改情況下,玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Other = "其他",
	Sandbox_UXPT_Other_tooltip = "對於上面未列出的技能(例如由模組或未來更新添加的技能), XP 收益乘以這個值",
	Sandbox_UXPT_Other_0 = "其他 XP 提陞：0 級起點",
	Sandbox_UXPT_Other_0_tooltip = "對於上面未列出的技能(例如由模組或未來更新添加的技能),玩家以技能等級為0起點的人他們的 XP 收益乘以 0.25<br>可以選擇改變數值",
	Sandbox_UXPT_Other_1 = "其他 XP 提陞：1 級起點",
	Sandbox_UXPT_Other_1_tooltip = "對於上面未列出的技能(例如由模組或未來更新添加的技能),玩家以技能等級為1起點的人他們的 XP 收益乘以 1.0<br>可以選擇改變數值",
	Sandbox_UXPT_Other_2 = "其他 XP 提陞：2 級起點",
	Sandbox_UXPT_Other_2_tooltip = "對於上面未列出的技能(例如由模組或未來更新添加的技能),玩家以技能等級為2起點的人他們的 XP 收益乘以 1.33<br>可以選擇改變數值",
	Sandbox_UXPT_Other_3 = "其他 XP 提陞：3+ 級起點",
	Sandbox_UXPT_Other_3_tooltip = "對於上面未列出的技能(例如由模組或未來更新添加的技能),玩家以技能等級為3+起點的人他們的 XP 收益乘以 1.66<br>可以選擇改變數值",
	Sandbox_UXPT_Derandomize = "隨機",
	Sandbox_UXPT_Derandomize_tooltip = "未修改情況下,人物運動的體能、力量、衝刺和靈活 XP 是隨機獲得的<LINE>啟用此選項,可以在一個固定的時間間隔內獲得這個XP<br>默認間隔為700,相當於平均獲得相同的XP",
	Sandbox_UXPT_Fitness_interval = "隨機：體格",
	Sandbox_UXPT_Fitness_interval_tooltip = "角色在跑步時獲得體格XP的時間間隔<br>默認值為700,與正常獲取速度相同<br>如果取消隨機化器,則沒有任何作用",
	Sandbox_UXPT_Strength_interval = "隨機：力量",
	Sandbox_UXPT_Strength_interval_tooltip = "角色在體重超過50%的情況下行走時獲得力量 XP 的時間間隔<br>默認值為700,與正常獲取速度相同<br>如果取消隨機化器,則沒有任何作用",
	Sandbox_UXPT_Sprinting_interval = "隨機：衝刺",
	Sandbox_UXPT_Sprinting_interval_tooltip = "角色在跑步時獲得衝刺 XP 的時間間隔<br>默認值為700,與正常獲取速度相同<br>如果取消隨機化器,則沒有任何作用",
	Sandbox_UXPT_Nimble_interval = "隨機：靈活",
	Sandbox_UXPT_Nimble_interval_tooltip = "角色在戰鬥狀態下行走時獲得靈活 XP 的時間間隔<br>默認值為700,與正常獲取速度相同<br>如果取消隨機化器,則沒有任何作用",

	-----Vitamins Heal You-----
	
	Sandbox_VitaminsHeal_Percentage = "維生素療效率",
	Sandbox_VitaminsHeal_Percentage_tooltip = "真正的治療量可能會有很大的不同,這取決於你的傷害程度和你目前的心情"

	-----Please Don't Feed The Zombies-----

	Sandbox_PDFTZ = "喪屍吃屍體",
	Sandbox_HordesEnabled = "是否啟用屍群",
	Sandbox_HordesEnabled_tooltip = "當禁用時,喪屍衹有在碰巧在附近徘徊並看到時才會吃屍體",
	Sandbox_SpookyScarySkeletons = "詭異恐怖的骷髏",
	Sandbox_SpookyScarySkeletons_tooltip = "讓你不寒而慄,而他們卻把你撕成碎片(警告--愚蠢、有趣、難受)",
	Sandbox_MaxTimeToEatBody = "吃掉一具屍體的最大時間",
	Sandbox_MaxTimeToEatBody_tooltip = "孤獨的喪屍在遊戲中吃掉一具屍體所需的時間",
	Sandbox_CorpseDrawWeight = "屍群每具屍體的繪製半徑",
	Sandbox_CorpseDrawWeight_tooltip = "附近的屍體數量 * 此值 = 觸發屍群事件時世界聲音的半徑",
	Sandbox_MinHordeDrawWeight = "最小屍群事件半徑",
	Sandbox_MinHordeDrawWeight_tooltip = "屍堆必須有至少此值的屍群才能觸發屍群事件(最小值是Java端,不能再低了)",
	Sandbox_MinHordeDrawWaitTime = "屍體在屍群前存在的最小時間",
	Sandbox_MinHordeDrawWaitTime_tooltip = "一旦屍體在遊戲中停留了這麼多分鐘,它就可以開始繪製屍群了",
	Sandbox_MaxHordeDrawWaitTime = "屍體在屍群之前存在的最大時間",
	Sandbox_MaxHordeDrawWaitTime_tooltip = "一旦屍體在地面上停留了這麼多的遊戲時間,它將至少嘗試繪製一次屍群",
	Sandbox_HordeGlobalCooldown = "全球冷卻時間",
	Sandbox_HordeGlobalCooldown_tooltip = "在任何新的屍群形成之前,全球必須經過最少的遊戲時間",

	-----Starting Wound and Moodle Setting-----
	
	Sandbox_StartingPlayer = "傷口/包紮設置",
	Sandbox_StartingPlayer_BodyPart1 = "左手",
	Sandbox_StartingPlayer_BodyPart1_option1 = "無",
	Sandbox_StartingPlayer_BodyPart1_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart1_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart1_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart1_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart1_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart1_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart1_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart2 = "右手",
	Sandbox_StartingPlayer_BodyPart2_option1 = "無",
	Sandbox_StartingPlayer_BodyPart2_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart2_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart2_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart2_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart2_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart2_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart2_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart3 = "左前臂",
	Sandbox_StartingPlayer_BodyPart3_option1 = "無",
	Sandbox_StartingPlayer_BodyPart3_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart3_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart3_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart3_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart3_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart3_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart3_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart4 = "右前臂",
	Sandbox_StartingPlayer_BodyPart4_option1 = "無",
	Sandbox_StartingPlayer_BodyPart4_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart4_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart4_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart4_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart4_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart4_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart4_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart5 = "左上臂",
	Sandbox_StartingPlayer_BodyPart5_option1 = "無",
	Sandbox_StartingPlayer_BodyPart5_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart5_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart5_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart5_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart5_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart5_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart5_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart6 = "右上臂",
	Sandbox_StartingPlayer_BodyPart6_option1 = "無",
	Sandbox_StartingPlayer_BodyPart6_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart6_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart6_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart6_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart6_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart6_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart6_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart7 = "上軀幹",
	Sandbox_StartingPlayer_BodyPart7_option1 = "無",
	Sandbox_StartingPlayer_BodyPart7_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart7_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart7_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart7_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart7_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart7_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart7_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart8 = "下軀幹",
	Sandbox_StartingPlayer_BodyPart8_option1 = "無",
	Sandbox_StartingPlayer_BodyPart8_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart8_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart8_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart8_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart8_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart8_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart8_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart9 = "頭",
	Sandbox_StartingPlayer_BodyPart9_option1 = "無",
	Sandbox_StartingPlayer_BodyPart9_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart9_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart9_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart9_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart9_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart9_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart9_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart10 = "脖",
	Sandbox_StartingPlayer_BodyPart10_option1 = "無",
	Sandbox_StartingPlayer_BodyPart10_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart10_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart10_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart10_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart10_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart10_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart10_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart11 = "腹股溝",
	Sandbox_StartingPlayer_BodyPart11_option1 = "無",
	Sandbox_StartingPlayer_BodyPart11_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart11_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart11_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart11_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart11_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart11_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart11_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart12 = "左大腿",
	Sandbox_StartingPlayer_BodyPart12_option1 = "無",
	Sandbox_StartingPlayer_BodyPart12_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart12_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart12_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart12_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart12_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart12_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart12_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart13 = "右大腿",
	Sandbox_StartingPlayer_BodyPart13_option1 = "無",
	Sandbox_StartingPlayer_BodyPart13_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart13_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart13_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart13_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart13_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart13_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart13_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart14 = "左小腿",
	Sandbox_StartingPlayer_BodyPart14_option1 = "無",
	Sandbox_StartingPlayer_BodyPart14_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart14_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart14_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart14_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart14_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart14_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart14_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart15 = "右小腿",
	Sandbox_StartingPlayer_BodyPart15_option1 = "無",
	Sandbox_StartingPlayer_BodyPart15_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart15_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart15_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart15_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart15_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart15_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart15_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart16 = "左腳",
	Sandbox_StartingPlayer_BodyPart16_option1 = "無",
	Sandbox_StartingPlayer_BodyPart16_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart16_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart16_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart16_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart16_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart16_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart16_option8 = "撕裂傷",
	Sandbox_StartingPlayer_BodyPart17 = "右腳",
	Sandbox_StartingPlayer_BodyPart17_option1 = "無",
	Sandbox_StartingPlayer_BodyPart17_option2 = "子彈",
	Sandbox_StartingPlayer_BodyPart17_option3 = "燒傷",
	Sandbox_StartingPlayer_BodyPart17_option4 = "深傷口",
	Sandbox_StartingPlayer_BodyPart17_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart17_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart17_option7 = "劃傷",
	Sandbox_StartingPlayer_BodyPart17_option8 = "撕裂傷",
	Sandbox_StartingPlayer_SetBandaged1 = "包紮",
	Sandbox_StartingPlayer_SetBandaged1_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged1_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged1_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged1_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged1_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged2 = "包紮",
	Sandbox_StartingPlayer_SetBandaged2_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged2_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged2_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged2_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged2_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged3 = "包紮",
	Sandbox_StartingPlayer_SetBandaged3_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged3_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged3_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged3_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged3_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged4 = "包紮",
	Sandbox_StartingPlayer_SetBandaged4_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged4_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged4_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged4_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged4_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged5 = "包紮",
	Sandbox_StartingPlayer_SetBandaged5_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged5_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged5_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged5_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged5_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged6 = "包紮",
	Sandbox_StartingPlayer_SetBandaged6_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged6_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged6_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged6_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged6_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged7 = "包紮",
	Sandbox_StartingPlayer_SetBandaged7_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged7_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged7_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged7_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged7_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged8 = "包紮",
	Sandbox_StartingPlayer_SetBandaged8_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged8_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged8_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged8_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged8_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged9 = "包紮",
	Sandbox_StartingPlayer_SetBandaged9_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged9_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged9_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged9_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged9_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged10 = "包紮",
	Sandbox_StartingPlayer_SetBandaged10_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged10_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged10_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged10_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged10_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged11 = "包紮",
	Sandbox_StartingPlayer_SetBandaged11_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged11_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged11_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged11_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged11_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged12 = "包紮",
	Sandbox_StartingPlayer_SetBandaged12_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged12_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged12_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged12_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged12_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged13 = "包紮",
	Sandbox_StartingPlayer_SetBandaged13_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged13_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged13_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged13_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged13_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged14 = "包紮",
	Sandbox_StartingPlayer_SetBandaged14_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged14_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged14_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged14_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged14_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged15 = "包紮",
	Sandbox_StartingPlayer_SetBandaged15_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged15_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged15_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged15_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged15_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged16 = "包紮",
	Sandbox_StartingPlayer_SetBandaged16_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged16_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged16_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged16_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged16_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_SetBandaged17 = "包紮",
	Sandbox_StartingPlayer_SetBandaged17_option1 = "無",
	Sandbox_StartingPlayer_SetBandaged17_option2 = "碎布條",
	Sandbox_StartingPlayer_SetBandaged17_option3 = "消毒碎布條",
	Sandbox_StartingPlayer_SetBandaged17_option4 = "繃帶",
	Sandbox_StartingPlayer_SetBandaged17_option5 = "消毒繃帶",
	Sandbox_StartingPlayer_Hunger = "飢餓",
	Sandbox_StartingPlayer_Thirst = "口渴",
	Sandbox_StartingPlayer_Fatigue = "疲勞",
	Sandbox_StartingPlayer_Endurance = "耐力",
	Sandbox_StartingPlayer_Drunkenness = "醉酒",
	Sandbox_StartingPlayer_Panic = "恐慌",
	Sandbox_StartingPlayer_Stress = "壓力",
	Sandbox_StartingPlayer_BoredomLevel = "無聊",
	Sandbox_StartingPlayer_UnhappynessLevel = "傷心",
	Sandbox_StartingPlayer_Wetness = "潮濕",
	Sandbox_StartingPlayer_CatchAColdStrength = "感冒",
	
	-----Legend Craft - Melee Weapons-----
	
	Sandbox_LegendCraft = "MAX武器",
	Sandbox_LCMWCustDamage = "自定義傷害比例 - 近戰",
	Sandbox_LCMWCustDamage_tooltip = "每個等級的傷害增加百分比",
	Sandbox_LCMWLegDamage = "MAX級的傷害倍率--近戰",
	Sandbox_LCMWLegDamage_tooltip = "與普通傷害相比,傳奇級別的傷害倍數",
	Sandbox_LCMWDisableLegend = "使傳奇武器可破壞",
	Sandbox_LCMWDisableLegend_tooltip = "恢復傳奇級武器的耐久狀態",
	
	-----Prisonner-----
	
	Sandbox_Prisonner = "囚犯",
	Sandbox_Prisonner_Inspect = "激活檢查上下文菜單動作",
	Sandbox_Prisonner_Inspect_tooltip = "列出了被限制的人物所穿戴的所有物品",
	Sandbox_Prisonner_RestrainingItem = "約束與專用物品相關聯",
	Sandbox_Prisonner_RestrainingItem_tooltip = "這需要另一個專用模塊才能工作<br>(束繩、手銬或類似工具)",
	
	-----AutoMoveTo-----
	
	Sandbox_AutoMoveTo = "自動移動",
	Sandbox_AutoMoveTo_Override = "覆蓋MOD選項",
	Sandbox_AutoMoveTo_Override_tooltip = "完全用於服務器強制客戶端選項",
	Sandbox_AutoMoveTo_Mode = "移動觸發",
	Sandbox_AutoMoveTo_Mode_tooltip = "需要覆蓋 Mod Options 激活",
	Sandbox_AutoMoveTo_Mode_option1 = "綁定 >玩家控制 >轉移到",
	Sandbox_AutoMoveTo_Mode_option2 = "鼠標左鍵",
	Sandbox_AutoMoveTo_Mode_option3 = "鼠標左鍵雙擊",
	Sandbox_AutoMoveTo_Cursor = "顯示光標",
	Sandbox_AutoMoveTo_Cursor_tooltip = "需要覆蓋 Mod Options 激活",
	
	-----Undead Survivor-----
	
	Sandbox_UndeadSurvivor.StalkerChance = "潛行者服裝概率",
	Sandbox_UndeadSurvivor.StalkerChance_tooltip = "百分比,但它與其他裝備分享概率,所以在 100 時你永遠不會衹有喪屍穿著這種服裝",	
	Sandbox_UndeadSurvivor.NomadChance = "遊牧民族服裝概率",
	Sandbox_UndeadSurvivor.NomadChance_tooltip = "百分比,但它與其他裝備分享概率,所以在 100 時你永遠不會衹有喪屍穿著這種服裝",
	Sandbox_UndeadSurvivor.PrepperChance = "預言家服裝概率",
	Sandbox_UndeadSurvivor.PrepperChance_tooltip = "百分比,但它與其他裝備分享概率,所以在 100 時你永遠不會衹有喪屍穿著這種服裝",
	Sandbox_UndeadSurvivor.HeadhunterChance = "獵手服裝概率",
	Sandbox_UndeadSurvivor.HeadhunterChance_tooltip = "百分比,但它與其他裝備分享概率,所以在 100 時你永遠不會衹有喪屍穿著這種服裝",
	Sandbox_UndeadSurvivor.AmazonaChance = "亞馬遜服裝概率",
	Sandbox_UndeadSurvivor.AmazonaChance_tooltip = "百分比,但它與其他裝備分享概率,所以在 100 時你永遠不會衹有喪屍穿著這種服裝<br>如果你想要個平等的生成概率,設置應該是倆倍<br>因為只生成在女性喪屍身上",
	Sandbox_UndeadSurvivor = "亡靈倖存者",
	
	-----Time Decreases Loot-----
	
	Sandbox_DecreasingLoot = "戰利品隨時間減少",												   
	Sandbox_DecreasingLootStartDay = "開始日",
	Sandbox_DecreasingLootStartDay_tooltip = "從開始概率設置到峰值概率設置,移除物品概率每天開始按比例增加",
	Sandbox_DecreasingLootPeakDay = "高峰日",
	Sandbox_DecreasingLootPeakDay_tooltip = "戰利品將停止減少的那一天,之後總是應用移除物品的最高概率<br>必須高於開始日期選項！",
	Sandbox_DecreasingLootOriginalChance = "開始移除物品概率",
	Sandbox_DecreasingLootOriginalChance_tooltip = "在開始日之前和開始日應用<br>必須低於最高概率選項！"
	Sandbox_DecreasingLootMaxChance = "移除物品最大概率(%)",
	Sandbox_DecreasingLootMaxChance_tooltip = "在高峰日之後和高峰日應用<br>必須高於起始概率選項！",
	Sandbox_DecreasingLootFoodChanceModifier = "食物概率修正(%)",
	Sandbox_DecreasingLootFoodChanceModifier_tooltip = "增加食物移除物品概率<br>可以是負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原版概率,甚至在開始之前",
	Sandbox_DecreasingLootLiteratureChanceModifier = "文獻概率修正(%)",
	Sandbox_DecreasingLootLiteratureChanceModifier_tooltip = "增加文學移除物品概率<br>可以是負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原版概率,甚至在開始之前",
	Sandbox_DecreasingLootMeleeWeaponsChanceModifier = "近戰武器概率修正(%)",
	Sandbox_DecreasingLootMeleeWeaponsChanceModifier_tooltip = "增加近戰移除物品概率<br>可以是負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原版概率,甚至在開始之前",
	Sandbox_DecreasingLootRangedWeaponsChanceModifier = "遠程武器概率修正(%)",
	Sandbox_DecreasingLootRangedWeaponsChanceModifier_tooltip = "增加槍械移除物品概率<br>可以是負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原版概率,甚至在開始之前",
	Sandbox_DecreasingLootAmmoChanceModifier = "彈藥概率修正(%)",
	Sandbox_DecreasingLootAmmoChanceModifier_tooltip = "增加彈藥移除物品概率<br>可以是負數<br>即使在高峰日之後,實際概率也會高於高峰概率,或低於原版概率,甚至在開始之前",
	Sandbox_DecreasingLootTriggerOnProximity = "在接近時觸發物品移除",
	Sandbox_DecreasingLootTriggerOnProximity_tooltip = "啟用後,物品移除將在玩家靠近容器時觸發,而不是在地圖單元加載時觸發<br>支持：在探索之前不會觸發地圖的所有容器<br>欺騙 ：一些容器看起來有物品(上面有書的架子),但當你靠近時,它們的物品會被移除,實際上可能會變空",
	Sandbox_DecreasingLootEnhancedVariance = "增強戰利品差異",
	Sandbox_DecreasingLootEnhancedVariance_tooltip = "啟用後,移除物品概率變為隨機概率的平均值,而不是嚴格概率<br>這意味著不同容器的戰利品之間的差異可能要高得多,但移除物品的平均概率仍然保持不變<br>示例：20% 概率變為 0% 到 40% 之間的隨機概率,每個容器一次.50% 變為 0% -100%.65% 變為 30% -100%.95% 變為 90% -100 %<br>如果開始日和高峰日之間的時間較短,則不推薦",
	Sandbox_DecreasingLootTriggerOnVehicleParts = "觸發載具上的物品移除",
	Sandbox_DecreasingLootTriggerOnVehicleParts_tooltip = "如果您希望車輛戰利品受到物品移除的影響,請選中此項<br>影響手套箱、座椅、行李箱和任何其他可以包含物品的車輛部件",
	Sandbox_DecreasingLootTriggerOnDeadZombies = "在屍體上觸發物品移除",
	Sandbox_DecreasingLootTriggerOnDeadZombies_tooltip = "如果你想讓喪屍戰利品受到物品移除的影響,請勾選此項<br>這不會影響附著/放置的武器以及磨損的衣服和配飾<br>警告：這也會影響玩家的屍體和NPC！",
	Sandbox_DecreasingLootTriggerOnHouseStories = "房屋故事觸發物品移除",
	Sandbox_DecreasingLootTriggerOnHouseStories_tooltip = "如果你想讓隨機房屋故事產生的物品受到物品移除的影響,請勾選此項<br>這會影響在地板(或其他表面)而非容器中產生的物品",
	Sandbox_DecreasingLootExceptionsList = "物品例外列表",
	Sandbox_DecreasingLootExceptionsList_tooltip = "項目移除將忽略的項目列表,以分號分隔<br>示例：Base.Saw; Base.Hammer; Base.Nails",

	-----Share Annotations-----
	
	Sandbox_BLTAnnotations = "分享註解",
	Sandbox_BLTAnnotations_DropMapOnDeath = "玩家死亡時掉落地圖",
	Sandbox_BLTAnnotations_DropMapOnDeath_tooltip = "如果啟用,玩家的屍體將包括一個完全註釋的地圖,包含他們主地圖上的每一個符號",
	
	
	-----Literacy Mod - Learn to Read, Read Faster-----
	
	Sandbox_Literacy = "閱讀技能",
	Sandbox_Literacy_SpeedMultiplier = "每級閱讀速度",
	Sandbox_Literacy_SpeedMultiplier_tooltip = "閱讀速度受識字技能的影響程度(低於5級的速度總是按每級20%計算)",
	Sandbox_Literacy_SpeedMultiplierLevels_option1 = "10%"
	Sandbox_Literacy_SpeedMultiplierLevels_option2 = "默認(20%)"
	Sandbox_Literacy_SpeedMultiplierLevels_option3 = "40%"
	Sandbox_Literacy_XPMultiplier = "識字XP倍率",
	Sandbox_Literacy_XPMultiplier_tooltip = "修改獲得識字XP的速度",
	Sandbox_Literacy_XPMultiplierLevels_option1 = "0.5倍"
	Sandbox_Literacy_XPMultiplierLevels_option2 = "默認"
	Sandbox_Literacy_XPMultiplierLevels_option3 = "2倍"
	Sandbox_Literacy_TraitMultiplier = "特質獎勵速度",
	Sandbox_Literacy_TraitMultiplier_tooltip = "快速閱讀和慢速閱讀對閱讀速度的影響程度,不包括起始技能的提陞",
	Sandbox_Literacy_TraitMultiplierLevels_option1 = "沒有獎勵"
	Sandbox_Literacy_TraitMultiplierLevels_option2 = "默認(10%)"
	Sandbox_Literacy_TraitMultiplierLevels_option3 = "20%"
	Sandbox_Literacy_OverallSpeedMultiplier = "整體閱讀速度",
	Sandbox_Literacy_OverallSpeedMultiplier_tooltip = "乘以你的整體閱讀速度",
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option1 = "默認"
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option2 = "1.5x".
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option3 = "2x",
	Sandbox_Literacy_IlliteratePenalty = "文盲：永久懲罰",
	Sandbox_Literacy_IlliteratePenalty_tooltip = "失去文盲特性後剩餘的減益效果",
	Sandbox_Literacy_IlliteratePenalties_option1 = "無",
	Sandbox_Literacy_IlliteratePenalties_option2 = "閱讀速度慢/閱讀能力差",
	Sandbox_Literacy_IlliteratePenalties_option3 = "非常慢閱讀",
	Sandbox_Literacy_WantGunBooks = "槍械技能",
	Sandbox_Literacy_WantGunBooks_tooltip = "增加瞄準和重裝的技能書<br>如果你有另一個增加它們的MOD,或者你不想要它們,請禁用",
	Sandbox_Literacy_WantPassiveBooks = "力量/體能技能",
	Sandbox_Literacy_WantPassiveBooks_tooltip = "增加力量和體格的技能書<br>如果你有另一個增加它們的MOD,或者你不想要它們,請禁用",
	Sandbox_Literacy_WantAgilityBooks = "靈活技能",
	Sandbox_Literacy_WantAgilityBooks_tooltip = "增加衝刺、靈活、潛行和輕功的技能書<br>如果你有另一個增加它們的MOD,或者你不想要它們,請禁用",
	Sandbox_Literacy_WantWeaponBooks = "武器技能",
	Sandbox_Literacy_WantWeaponBooks_tooltip = "添加近戰武器的技能書<br>如果你有其他添加技能書的MOD,或者你不想要的話,請禁用",
	Sandbox_Literacy_WantMaintenanceBooks = "維護技能",
	Sandbox_Literacy_WantMaintenanceBooks_tooltip = "添加維護的技能書<br>如果你有另一個添加它們的MOD,或者你不想要它們,請禁用",
	Sandbox_Literacy_WantLiteracyMag = "閱讀指南",
	Sandbox_Literacy_WantLiteracyMag_tooltip = "關閉以阻止'學習閱讀！'雜誌的產生或被製作",
	Sandbox_Literacy_LiteracyMagCraftable = "可製作閱讀指南",
	Sandbox_Literacy_SafeMode = "安全模式",
	Sandbox_Literacy_SafeMode_tooltip = "禁用此mod使用的自定義書籍生成代碼<br>這應該是不需要的,但在使用增加大量書籍或在書籍產生的地方產生物品的MOD時可能會有幫助",

	-----FuelAPI-----
	
	Sandbox_FuelAPI = "API燃料",
	Sandbox_FuelAPI_BarrelMaxCapacity = "桶燃料最大容量",
	Sandbox_FuelAPI_BarrelMaxCapacity_tooltip = "一桶燃料的最大容量",
	Sandbox_FuelAPI_BarrelCanPickupFull = "可以拾取滿桶燃料",
	Sandbox_FuelAPI_BarrelCanPickupFull_tooltip = "允許拾取含有燃料的桶",
	Sandbox_FuelAPI_BarrelRandomQuantityPercent = "桶內隨機初始燃料(%)",
	Sandbox_FuelAPI_BarrelRandomQuantityPercent_tooltip = "在木桶中發現的初始隨機燃料的百分比",

	-----Extra Trait Effects-----
	
	Sandbox_ETE = "額外特性效果",
	Sandbox_ETE_Hearty = "食慾旺盛",
	Sandbox_ETE_Hearty_tooltip = "關閉這個選項可以消除食慾旺盛特性的負面影響",
	Sandbox_ETE_Thirst = "高度口渴",
	Sandbox_ETE_Thirst_tooltip = "關閉此功能可消除高度口渴特性的負面影響",
	Sandbox_ETE_Phobia = "恐懼癥",
	Sandbox_ETE_Phobia_tooltip = "關閉此功能可消除恐高癥和幽閉恐懼癥特徵的負面影響",
	Sandbox_ETE_Pacifist = "和平主義者",
	Sandbox_ETE_Pacifist_tooltip = "關閉此功能可消除和平主義者特性的負面影響",
	Sandbox_ETE_Prone = "容易生病",
	Sandbox_ETE_Prone_tooltip = "關閉此功能可消除易患病特性的負面影響",
	Sandbox_ETE_WeakStomach = "脾胃虛弱",
	Sandbox_ETE_WeakStomach_tooltip = "關閉此功能可消除胃部虛弱特性的負面影響",
	Sandbox_ETE_ThinSkin = "細皮嫩肉",
	Sandbox_ETE_ThinSkin_tooltip = "關閉此功能可消除薄皮特性的負面影響",
	Sandbox_ETE_StartItems = "起始物品",
	Sandbox_ETE_StartItems_tooltip = "如果這個設置是開啟的,特性和職業將在遊戲開始時獲得獨特的物品",
	Sandbox_ETE_ElectricityGenerator = "電工知識Lv.3/發電機",
	Sandbox_ETE_ElectricityGenerator_tooltip = "如果這個設置是開啟的,當你的等級達到3級時,就會獲得發電機知識雜誌<br>這將讓你知道如何使用發電機,而不必去找雜誌",
	Sandbox_ETE_ElectricityLevel = "電工水平",
	Sandbox_ETE_ElectricityLevel_tooltip = "輸入你必須達到的電工等級才能獲得發電機知識",
	Sandbox_ETE_ShortSight = "近視",
	Sandbox_ETE_ShortSight_tooltip = "關閉此功能可消除短視特質的負面影響",
	Sandbox_ETE_SlowHealer = "恢復緩慢",
	Sandbox_ETE_SlowHealer_tooltip = "關閉此功能可消除緩慢治療者特性的負面影響",
	Sandbox_ETE_SlowHealerLethality = "慢性治療致命性",
	Sandbox_ETE_SlowHealerLethality_tooltip = "默認情況下,感染會在 2 天後殺死你<br>關閉此功能會使你的生命值為 5,但感染不會殺死你",
	Sandbox_ETE_Cowardly = "畏首畏尾",
	Sandbox_ETE_Cowardly_tooltip = "關閉此功能可消除懦弱特質的負面影響",
	Sandbox_ETE_SmokerCough = "吸煙者咳嗽",
	Sandbox_ETE_SmokerCough_tooltip = "關閉此功能將阻止吸煙者在吸煙後咳嗽",
	Sandbox_ETE_EagleEyedDistance = "目光銳利探索地圖",
	Sandbox_ETE_EagleEyedDistance_tooltip = "決定目光銳利給予地圖探索乘數獎勵",
	Sandbox_ETE_WeakStomachMinimumHours = "脾胃虛弱最短時間",
	Sandbox_ETE_WeakStomachMinimumHours_tooltip = "脾胃虛弱最少需要多少小時？這個值應該小於最大小時數",
	Sandbox_ETE_WeakStomachMaximumHours = "脾胃虛弱最長時數",
	Sandbox_ETE_WeakStomachMaximumHours_tooltip = "脾胃虛弱最大需要多少小時？這個值應該小於最大小時數",
	Sandbox_ETE_SlowReader = "閱讀緩慢",
	Sandbox_ETE_SlowReader_tooltip = "關閉此功能可消除閱讀速度慢的負面影響",
	Sandbox_ETE_Clumsy = "體笨如牛",
	Sandbox_ETE_Clumsy_tooltip = "關閉它會消除體笨如牛特質的負面影響",
	Sandbox_ETE_ProneChance = "PTI假感染概率",
	Sandbox_ETE_ProneChance_tooltip = "如果你易患疾病,你的角色在喪屍襲擊後假感染的概率是百分之一",
	Sandbox_ETE_ProneInfection = "PTI感染概率增加",
	Sandbox_ETE_ProneInfection_tooltip = "開啟易患疾病角色獲得額外的+3%感染到抓傷(10%)和額外+10%感染到裂傷(35%)<br>注意：如果傳播僅是唾液或沒有,這將不起作用",
	Sandbox_ETE_ThickSkinChance = "皮糙肉厚傷害躲避概率",
	Sandbox_ETE_ThickSkinChance_tooltip = "你的角色厚臉皮特性有百分之 X 的概率避免喪屍傷害",
	Sandbox_ETE_ThickSkinTripChance = "皮糙肉厚躲避傷害概率",
	Sandbox_ETE_ThickSkinTripChance_tooltip = "你的角色不被絆倒受傷的概率為為百分之一",
	Sandbox_ETE_RunnerEndurance = "運動健將耐力增益",
	Sandbox_ETE_RunnerEndurance_tooltip = "運動健將每損失 100 耐力應該獲得多少耐力？<br>注意：如果將此值設置為 100,您將能夠永遠奔跑",
	Sandbox_ETE_GymnastXP = "體操運動員經驗加成",
	Sandbox_ETE_GymnastXP_tooltip = "體操運動員應該從鍛煉中獲得多少額外經驗值？<br>相比之下,如果將此值設置為 400,您將獲得 5 倍經驗值",
	Sandbox_ETE_PacifistLevelRemoval = "和平主義者移除技能",
	Sandbox_ETE_PacifistLevelRemoval_tooltip = "如果為開啟,你將在遊戲開始時失去所有與戰鬥相關的技能(維護除外)<br>記住你仍然保留 XP 獎勵",
	Sandbox_ETE_ThinSkinDoubleInjury = "細皮嫩肉雙倍傷害原因",
	Sandbox_ETE_ThinSkinDoubleInjury_tooltip = "細皮嫩肉會從什麼地方得到雙倍傷害？",
	Sandbox_ETE_ThinSkinDoubleInjury_option1 = "衹有喪屍傷害",
	Sandbox_ETE_ThinSkinDoubleInjury_option2 = "喪屍之外傷害",
	Sandbox_ETE_ThinSkinDoubleInjury_option3 = "一切傷害",
	Sandbox_ETE_CowardlyMaxPanic = "恐懼癥極度恐慌",
	Sandbox_ETE_CowardlyMaxPanic_tooltip = "你的角色在黑暗區域中所能承受的最大恐慌是多少？",
	Sandbox_ETE_CowardlyMaxStress = "恐懼癥最大壓力",
	Sandbox_ETE_CowardlyMaxStress_tooltip = "你的角色在黑暗區域中所能承受的最大壓力是多少？",
	Sandbox_ETE_ClumsyChance = "體笨如牛絆倒概率",
	Sandbox_ETE_ClumsyChance_tooltip = "每分鐘有百分之 X 的概率絆倒<br>請記住,每次擲骰之間有 2 分鐘的冷卻時間,它受白天長度的影響<br>四捨五入約等於0.1%",
	Sandbox_ETE_ClumsyCooldown = "體笨如牛絆倒冷卻時間",
	Sandbox_ETE_ClumsyCooldown_tooltip = "笨手笨腳應該在遊戲中多少分鐘的冷卻？",
	Sandbox_ETE_ReadingBoredom = "緩慢的讀者無聊",
	Sandbox_ETE_ReadingBoredom_tooltip = "你在遊戲中讀書的每一分鐘應該有多無聊？(X/10)",
	Sandbox_ETE_ResilientScratch = "細皮嫩肉刮擦概率",
	Sandbox_ETE_ResilientScratch_tooltip = "細皮嫩肉角色不被劃痕感染的概率為百分之一<br>將此值設置為 100% 使其不可能被劃痕感染",
	Sandbox_ETE_ResilientLaceration = "細皮嫩肉裂傷概率",
	Sandbox_ETE_ResilientLaceration_tooltip = "細皮嫩肉角色不被裂傷感染的概率為百分之一<br>將此值設置為 100% 使其不可能被裂傷感染",
	Sandbox_ETE_PacifistSadness = "和平主義者給予悲傷",
	Sandbox_ETE_PacifistSadness_tooltip = "和平主義者是否在擊中丧尸時讓你感到悲傷",
	Sandbox_ETE_HandyRepairStack = "巧手良工維修",
	Sandbox_ETE_HandyRepairStack_tooltip = "用 巧手良工 獲得修複數需要多少修理？<br>將此值設置為 1 意味著 巧手良工 將正常獲得修復",
	Sandbox_ETE_RepairmanRepairStack = "修理工修理",
	Sandbox_ETE_RepairmanRepairStack_tooltip = "巧手良工 需要多少維修數才能獲得維修？<br>將此值設置為 1 意味著修理工將正常獲得維修數<br>請記住,修理工會覆蓋 巧手良工,並且它們不會疊加",
	Sandbox_ETE_QuickHunter = "快速獵人[仅限多人]",
	Sandbox_ETE_QuickHunter_tooltip = "如果為開啟,獵人的概率會大幅增加,並且最短和最長時間要短得多<br>注意：這只適用於多人遊戲,因為它對單人遊戲來說太強大了",
	Sandbox_ETE_HunterCooldown = "獵人冷卻[仅限MP联机]",
	Sandbox_ETE_HunterCooldown_tooltip = "默認情況下,獵人會在狩獵後給於你疲勞,一旦你累得可喘氣,你就不能狩獵了<br>如果你的服務器禁用了睡眠/疲勞,那麼請選中此選項以防止輕鬆的獵人獲得大量東西<br>注意：這僅 在多人遊戲中有效,因為在單人遊戲中你無法關閉睡眠",
	Sandbox_ETE_LoseCowardly = "擺脫對黑暗的懦弱恐懼",
	Sandbox_ETE_LoseCowardly_option1 = "禁用",
	Sandbox_ETE_LoseCowardly_option2 = "慢慢超過生存時間",
	Sandbox_ETE_LoseCowardly_option3 = "激活時快速",
	Sandbox_ETE_LoseCowardly_option4 = "兩者混合(比選擇單向選項慢)",
	Sandbox_ETE_LoseCowardlyProgression = "失去懦弱恐懼進程",
	Sandbox_ETE_LoseCowardlyProgression_tooltip = "定義你如何失去懦弱減益<br>如果禁用對黑暗的懦弱恐懼,這將無效",
	Sandbox_ETE_LoseCowardlyProgression_option1 = "瞬間(更長但完全失效)",
	Sandbox_ETE_LoseCowardlyProgression_option2 = "被動(降低獲得恐慌和壓力至零)",
	Sandbox_ETE_SmokerQuitTime = "吸煙者戒煙時間",
	Sandbox_ETE_SmokerQuitTime_tooltip = "戒煙需要多少天才能戒煙<br>請記住,吸煙會延遲計時器,具體取決於您在一段時間內吸煙的次數",
	Sandbox_ETE_DisableGunChanges = "禁用槍支更換",
	Sandbox_ETE_DisableGunChanges_tooltip = "如果你對鷹眼或近視特徵竊聽槍支模組有問題,請打開它",
	
	-----Shops-----
	
	Sandbox_Shops= "商店",
	Sandbox_Shops_PurchaseLog = "啟用日誌：購買",
	Sandbox_Shops_SellLog = "啟用日誌：出售",
	
	-----No More Skilless Characters-----
	
	Sandbox_NoMoreSkillessCharacters = "不再有無技能角色",
	Sandbox_removeBasePerks = "空白頁",
	Sandbox_removeBasePerks_tooltip = "(推薦)在隨機化之前將所有技能設置為零<br>注意：這將影響從特質和職業中獲得的技能等級.除了保持特質和保持職業之外,啟用空白頁的遊戲基本上與玩遊戲相同禁用所有三個選項",
	Sandbox_keepProfession = "保持職業",
	Sandbox_keepProfession_tooltip = "這將阻止空白頁移除職業提供的技能<br>注意：這將禁用下面所做的任何空白頁例外選擇.RNG 也有概率添加到專業技能獎勵中",
	Sandbox_keepTraits = "保持特質",
	Sandbox_keepTraits_tooltip = "這將阻止空白頁移除特質賦予的技能<br>注意：這將禁用下面所做的任何空白頁例外選擇.RNG 也有概率增加特質技能獎勵",
	Sandbox_skillOneUneffected = "空白板異常",
	Sandbox_skillOneUneffected_tooltip = "選擇一個不受空白頁影響的技能<br>注意：衹有在啟用空白頁並且保持職業和保持特性都被禁用時才相關",
	Sandbox_skillTwoUneffected = "空白頁異常",
	Sandbox_skillTwoUneffected_tooltip = "選擇第二個不受空白頁影響的技能<br>注意：僅在啟用空白頁並且保持職業和保持特性都被禁用時才相關",
	Sandbox_Uneffected_Skills_option1 = "無",
	Sandbox_Uneffected_Skills_option2 = "體格",
	Sandbox_Uneffected_Skills_option3 = "力量",
	Sandbox_Uneffected_Skills_option4 = "衝刺",
	Sandbox_Uneffected_Skills_option5 = "輕巧",
	Sandbox_Uneffected_Skills_option6 = "靈活",
	Sandbox_Uneffected_Skills_option7 = "潛行",
	Sandbox_Uneffected_Skills_option8 = "斧頭",
	Sandbox_Uneffected_Skills_option9 = "長棍",
	Sandbox_Uneffected_Skills_option10 = "短棍",
	Sandbox_Uneffected_Skills_option11 = "長刀",
	Sandbox_Uneffected_Skills_option12 = "短刃",
	Sandbox_Uneffected_Skills_option13 = "長矛",
	Sandbox_Uneffected_Skills_option14 = "維護",
	Sandbox_Uneffected_Skills_option15 = "木工",
	Sandbox_Uneffected_Skills_option16 = "烹飪",
	Sandbox_Uneffected_Skills_option17 = "農業",
	Sandbox_Uneffected_Skills_option18 = "急救",
	Sandbox_Uneffected_Skills_option19 = "電工",
	Sandbox_Uneffected_Skills_option20 = "金工",
	Sandbox_Uneffected_Skills_option21 = "技工",
	Sandbox_Uneffected_Skills_option22 = "裁縫",
	Sandbox_Uneffected_Skills_option23 = "瞄準",
	Sandbox_Uneffected_Skills_option24 = "裝填",
	Sandbox_Uneffected_Skills_option25 = "釣魚",
	Sandbox_Uneffected_Skills_option26 = "誘捕",
	Sandbox_Uneffected_Skills_option27 = "搜尋",
	Sandbox_progressiveSkills = "進階技能",
	Sandbox_progressiveSkills_tooltip = "在一段時間內(以月為單位)逐步達到隨機技能的最大數量,即第一個月將是 2 個技能,第二個月是 3 個技能,等等",
	Sandbox_progressiveSkillSelection = "漸進技能時間線",
	Sandbox_progressiveSkillSelection_tooltip = "隨機技能的數量將增加多少個月<br>注意：僅在啟用漸進技能時才相關",
	Sandbox_progressiveSkillSelection_option1 = "3個月",
	Sandbox_progressiveSkillSelection_option2 = "4個月",
	Sandbox_progressiveSkillSelection_option3 = "5個月",
	Sandbox_progressiveSkillSelection_option4 = "6個月",
	Sandbox_progressiveSkillSelection_option5 = "7個月",
	Sandbox_progressiveSkillSelection_option6 = "8個月",
	Sandbox_progressiveSkillSelection_option7 = "9個月",
	Sandbox_progressiveSkillSelection_option8 = "10個月",
	Sandbox_progressiveSkillSelection_option9 = "11個月",
	Sandbox_progressiveSkillSelection_option10 = "12個月",
	Sandbox_minimumNumberOfSkills = "最小隨機技能",
	Sandbox_minimumNumberOfSkills_tooltip = "將隨機化的最小技能數量<br>注意：僅在啟用漸進技能時才相關",
	Sandbox_numberOfSkills = "最大技能隨機數",
	Sandbox_numberOfSkills_tooltip = "將隨機化的技能數量<br>注意：如果啟用了漸進式技能,這將是隨機化技能的最大數量,從您的最小選擇開始到您在此處的選擇",
	Sandbox_progressiveMaxLevel = "漸進級別",
	Sandbox_progressiveMaxLevel_tooltip = "在一段時間內(以月為單位)逐步達到隨機等級的最大數量,即第一個月最高等級為 2,第二個月最高等級為 4 等,直到您達到所選的最高等級",
	Sandbox_progressiveMaxLevelSelection = "漸進關卡時間線",
	Sandbox_progressiveMaxLevelSelection_tooltip = "隨機關卡的數量會增加多少個月<br>注意：僅在啟用漸進關卡時才相關",
	Sandbox_progressiveMaxLevelSelection_option1 = "3個月",
	Sandbox_progressiveMaxLevelSelection_option2 = "4個月",
	Sandbox_progressiveMaxLevelSelection_option3 = "5個月",
	Sandbox_progressiveMaxLevelSelection_option4 = "6個月",
	Sandbox_progressiveMaxLevelSelection_option5 = "7個月",
	Sandbox_progressiveMaxLevelSelection_option6 = "8個月",
	Sandbox_progressiveMaxLevelSelection_option7 = "9個月",
	Sandbox_progressiveMaxLevelSelection_option8 = "10個月",
	Sandbox_progressiveMaxLevelSelection_option9 = "11個月",
	Sandbox_progressiveMaxLevelSelection_option10 = "12個月",
	Sandbox_minimumLevel = "技能最低等級",
	Sandbox_minimumLevel_tooltip = "隨機選擇技能的最低等級",
	Sandbox_maxLevels = "技能最高等級",
	Sandbox_maxLevels_tooltip = "技能將被隨機選擇的最高等級,即技能等級將介於最低和您在這裡的選擇之間",
	
	-----Time Decreases Car Condition-----
	
	Sandbox_DecreasingVehicleCondition = "車況隨時間惡化",
	Sandbox_DecreasingVehicleConditionStartDay = "起始日",
	Sandbox_DecreasingVehicleConditionStartDay_tooltip = "損壞/移除部件的概率開始增加的日子,在這之前,開始的概率總是適用(對於每一個車輛部件,當車輛生成時)",
	Sandbox_DecreasingVehicleConditionPeakDay = "高峰日",
	Sandbox_DecreasingVehicleConditionPeakDay_tooltip="當天損壞/移除零件的概率將停止,之後始終應用峰值概率<br>必須高於開始日期選項！",
	Sandbox_DecreasingVehicleConditionOriginalChance = "開始損壞/移除零件概率(%)",
	Sandbox_DecreasingVehicleConditionOriginalChance_tooltip = "在開始日之前和開始日應用(適用於每個零件！)<br>必須低於峰值概率選項！"
	Sandbox_DecreasingVehicleConditionMaxChance = "損壞/移除零件的峰值概率(%)",
	Sandbox_DecreasingVehicleConditionMaxChance_tooltip = "在高峰日後和高峰日使用(適用於每個零件！)<br>必須高於起始概率選項！",
	Sandbox_DecreasingVehicleConditionRemoveParts = "檢查移除車輛部件概率",
	Sandbox_DecreasingVehicleConditionDamageParts = "檢查損壞車輛部件概率",
	Sandbox_DecreasingVehicleConditionBreakLocks = "檢查破鎖概率",
	Sandbox_DecreasingVehicleConditionReduceBatteryLife = "檢查減少電池電量概率",
	Sandbox_DecreasingVehicleConditionDeflateTires = "檢查輪胎放氣概率",
	Sandbox_DecreasingVehicleConditionBatteryChanceMultiplier = "電池概率",
	Sandbox_DecreasingVehicleConditionBatteryChanceMultiplier_tooltip = "概率減少電池電量<br>概率移除電池<br>電池損壞概率",
	Sandbox_DecreasingVehicleConditionRadioChanceMultiplier = "無線電概率",
	Sandbox_DecreasingVehicleConditionRadioChanceMultiplier_tooltip = "無線電損壞概率",
	Sandbox_DecreasingVehicleConditionGloveBoxChanceMultiplier = "手套箱概率",
	Sandbox_DecreasingVehicleConditionGloveBoxChanceMultiplier_tooltip = "手套箱損壞概率",
	Sandbox_DecreasingVehicleConditionHeadlightChanceMultiplier = "車燈概率",
	Sandbox_DecreasingVehicleConditionHeadlightChanceMultiplier_tooltip = "移除車頭燈概率<br>車頭燈損壞概率",
	Sandbox_DecreasingVehicleConditionSeatChanceMultiplier = "座位概率",
	Sandbox_DecreasingVehicleConditionSeatChanceMultiplier_tooltip = "移除座椅概率",
	Sandbox_DecreasingVehicleConditionDoorChanceMultiplier = "車門概率",
	Sandbox_DecreasingVehicleConditionDoorChanceMultiplier_tooltip = "車鎖損壞概率<br>車門損壞概率",
	Sandbox_DecreasingVehicleConditionWindowChanceMultiplier = "車窗概率",
	Sandbox_DecreasingVehicleConditionWindowChanceMultiplier_tooltip = "移除窗戶概率<br>窗戶損壞概率",
	Sandbox_DecreasingVehicleConditionWindshieldChanceMultiplier = "擋風玻璃概率",
	Sandbox_DecreasingVehicleConditionWindshieldChanceMultiplier_tooltip = "移除擋風玻璃概率<br>擋風玻璃損壞概率",
	Sandbox_DecreasingVehicleConditionTrunkChanceMultiplier = "後備箱概率",
	Sandbox_DecreasingVehicleConditionTrunkChanceMultiplier_tooltip = "後備箱損壞概率",
	Sandbox_DecreasingVehicleConditionTrunkDoorChanceMultiplier = "後備箱門概率",
	Sandbox_DecreasingVehicleConditionTrunkDoorChanceMultiplier_tooltip = "車鎖損壞概率<br>移除後備箱門概率<br>後備箱門損壞概率",
	Sandbox_DecreasingVehicleConditionSuspensionChanceMultiplier = "懸掛概率",
	Sandbox_DecreasingVehicleConditionSuspensionChanceMultiplier_tooltip = "懸掛損壞概率",
	Sandbox_DecreasingVehicleConditionBrakeChanceMultiplier = "制動器概率",
	Sandbox_DecreasingVehicleConditionBrakehanceMultiplier_tooltip = "制動器損壞概率",
	Sandbox_DecreasingVehicleConditionTireChanceMultiplier = "輪胎概率",
	Sandbox_DecreasingVehicleConditionTireChanceMultiplier_tooltip = "輪胎泄氣概率<br>移除輪胎概率<br>輪胎損壞概率",
	Sandbox_DecreasingVehicleConditionGasTankChanceMultiplier = "油箱概率",
	Sandbox_DecreasingVehicleConditionGasTankChanceMultiplier_tooltip = "油箱損壞概率",
	Sandbox_DecreasingVehicleConditionEngineChanceMultiplier = "引擎概率",
	Sandbox_DecreasingVehicleConditionEngineChanceMultiplier_tooltip = "引擎損壞概率",
	Sandbox_DecreasingVehicleConditionEngineDoorChanceMultiplier = "引擎罩概率",
	Sandbox_DecreasingVehicleConditionEngineDoorChanceMultiplier_tooltip = "移除引擎罩概率<br>引擎罩損壞概率",
	Sandbox_DecreasingVehicleConditionMufflerChanceMultiplier = "消聲器概率",
	Sandbox_DecreasingVehicleConditionMufflerChanceMultiplier_tooltip = "移除消聲器概率消聲器損壞概率",
	Sandbox_DecreasingVehicleConditionDefaultChanceMultiplier = "額外零件/默認概率",
	Sandbox_DecreasingVehicleConditionDefaultChanceMultiplier_tooltip = "對於自定義改裝物品類型：如果車輛部件不屬於上述任何類別項,則會使用此概率損壞部件",

	-----Pass out-----
	
	Sandbox_PassOutHours = "休息時間",
	Sandbox_PassOutHours_tooltip = "達到疲勞等級 4 後需要經過多少小時才會昏倒",
	Sandbox_PassOutRandomness = "傳遞隨機性",
	Sandbox_PassOutRandomness_tooltip = "休息時間 可以隨機增加/減少 0 和該百分比乘以 休息時間<br>0.0 表示無隨機性<br>1.0 表示 休息時間 介於 0*休息時間 和 2*休息時間<br>0.5 表示 休息時間 介於 0.5*休息時間 和 1.5*休息時間 等",
	Sandbox_PassingOutTime = "傳遞分鐘數",
	Sandbox_PassingOutTime_tooltip = "在遊戲中你會逐漸昏倒多少分鐘",
	Sandbox_PassOutWarn = "發出警告",
	Sandbox_PassOutWarn_tooltip = "在你開始逐漸昏倒前 10 分鐘顯示警告",

	-----Better Repair Count-----
	
	Sandbox_BRC="更好的修復計數",
	Sandbox_BRC_perkLevelResetCount = "維護水平(重置維修計數)",
	Sandbox_BRC_perkLevelResetCount_tooltip = "維護所需的水平,以重置維修計數",
	Sandbox_BRC_perkLevelStopCount = "維護級別(停止維修計數)",
	Sandbox_BRC_perkLevelStopCount_tooltip = "停止維修計數所需的維護級別",
	Sandbox_BRC_stopCountChance = "停止維修計數的概率",
	Sandbox_BRC_stopCountChance_tooltip = "當你修復一個物品時,有概率停止修復計數,以防你沒有達到上述要求的水平",

	------Rebalanced Calorie Burning-----
	
	Sandbox_Calorie = "卡路里燃燒",
	Sandbox_CalorieMultiplier = "卡路里燃燒率",
	Sandbox_CalorieMultiplier_tooltip = "用這個乘以總熱量燃燒率<br>警告：這與更具體的乘數疊加",
	Sandbox_TimedActionMultiplier = "定時動作乘數",
	Sandbox_CarryMultiplier = "負重乘數",
	Sandbox_IdleMultiplier = "空閑燃燒率",
	Sandbox_WalkingMultiplier = "步行燃燒率",
	Sandbox_RunningMultiplier = "跑步燃燒率",
	Sandbox_SprintingMultiplier = "衝刺燃燒率",
	Sandbox_AsleepMultiplier = "睡眠燃燒率",
	Sandbox_SittingMultiplier = "坐姿燃燒率",
	
	-----Rewarding Night Combat------
	
	Sandbox_RewardingNightCombat = "夜戰獎勵",
	Sandbox_RewardingNightCombat_enableIndicator = "啟用指標",
	Sandbox_RewardingNightCombat_enableIndicator_tooltip = "在右上方會有一個月亮的圖標<br>表示獎勵是否被激活",
	Sandbox_RewardingNightCombat_draggableIndicator = "可拖動指標",
	Sandbox_RewardingNightCombat_indicatorColor = "指標顏色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option1 = "原始",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option2 = "亮橙色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option3 = "深紅色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option4 = "青色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option5 = "毒物綠色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option6 = "深青色-石灰綠色",
	Sandbox_RewardingNightCombat_enableTriggerSound = "觸發聲音",
	Sandbox_RewardingNightCombat_enableTriggerSound_tooltip = "當獎勵夜戰事件被觸發時,會有懸念的聲音響起",
	Sandbox_RewardingNightCombat_triggerProbability = "觸發概率%",
	Sandbox_RewardingNightCombat_triggerProbability_tooltip = "獎勵夜戰事件被觸發的概率<br>值為100意味著該事件每天都會觸發",
	Sandbox_RewardingNightCombat_startAfterXDays = "X天後開始",
	Sandbox_RewardingNightCombat_startAfterXDays_tooltip = "事件開始觸發的日子",
	Sandbox_RewardingNightCombat_startTimeSummer = "夏天 - 開始於",
	Sandbox_RewardingNightCombat_startTimeSummer_tooltip = "玩家將在夏季開始獲得獎勵的時間",
	Sandbox_RewardingNightCombat_endTimeSummer = "夏天 - 結束於",
	Sandbox_RewardingNightCombat_endTimeSummer_tooltip = "玩家在夏季將停止領取獎勵的時間",
	Sandbox_RewardingNightCombat_startTimeAutumn = "秋季 - 開始於",
	Sandbox_RewardingNightCombat_startTimeAutumn_tooltip = "玩家將在秋季開始領取獎勵的時間",
	Sandbox_RewardingNightCombat_endTimeAutumn = "秋季 - 結束於",
	Sandbox_RewardingNightCombat_endTimeAutumn_tooltip = "玩家在秋季將停止領取獎勵的時間",
	Sandbox_RewardingNightCombat_startTimeWinter = "冬季 - 開始於",
	Sandbox_RewardingNightCombat_startTimeWinter_tooltip = "玩家在冬季將開始獲得獎勵的時間",
	Sandbox_RewardingNightCombat_endTimeWinter = "冬季 - 結束於",
	Sandbox_RewardingNightCombat_endTimeWinter_tooltip = "玩家在冬季將停止領取獎勵的時間",
	Sandbox_RewardingNightCombat_startTimeSpring = "春天 - 開始於",
	Sandbox_RewardingNightCombat_startTimeSpring_tooltip = "玩家將在春季開始領取獎勵的時間",
	Sandbox_RewardingNightCombat_endTimeSpring = "春天 - 結束於",
	Sandbox_RewardingNightCombat_endTimeSpring_tooltip = "玩家在春季將停止領取獎勵的時間",
	Sandbox_RewardingNightCombat_axeMultiplier = "斧頭倍率",
	Sandbox_RewardingNightCombat_axeMultiplier_tooltip = "整晚使用斧頭時的XP獎勵倍率<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_longBluntMultiplier = "長棍倍率",
	Sandbox_RewardingNightCombat_longBluntMultiplier_tooltip = "在整個夜晚使用長棍時,會有XP倍率的獎勵<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_shortBluntMultiplier = "短棍倍率",
	Sandbox_RewardingNightCombat_shortBluntMultiplier_tooltip = "在整個夜晚使用短棍時的XP倍率獎勵<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_longBladeMultiplier = "長刀倍率",
	Sandbox_RewardingNightCombat_longBladeMultiplier_tooltip = "整晚使用長刀時的XP獎勵倍率<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_shortBladeMultiplier = "短刀倍率",
	Sandbox_RewardingNightCombat_shortBladeMultiplier_tooltip = "在整個夜晚使用短刃時,獎勵XP倍數<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_spearMultiplier = "長矛倍率",
	Sandbox_RewardingNightCombat_spearMultiplier_tooltip = "在整個夜晚使用長矛時的XP獎勵倍數<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_ignoreAimingXPNerf = "忽略默認瞄準抑制",
	Sandbox_RewardingNightCombat_ignoreAimingXPNerf_tooltip = "當瞄準水平為4或更高時,遊戲會削弱經驗值；如果這個選項打勾,獎勵的經驗值將不會受到削弱的影響",
	Sandbox_RewardingNightCombat_aimingMultiplier = "瞄準倍率",
	Sandbox_RewardingNightCombat_aimingMultiplier_tooltip = "在整個晚上使用槍械時,獎勵XP乘數<br>默認著沒有獎勵,而例如1.5倍則有50%的獎勵。"
	Sandbox_RewardingNightCombat_multiplierLevels_option1 = "默認",
	
	-----Personalized Zombies-----
	
	Sandbox_PZHMod = "個性化喪屍",
	Sandbox_PZHMod_o_Night_Start = "夜晚開始時間",
	Sandbox_PZHMod_o_Night_Start_tooltip = "夜間速度開始時間",
	Sandbox_PZHMod_o_Night_End = "夜晚結束時間",
	Sandbox_PZHMod_o_Night_End_tooltip = "夜間速度結束時間",
	Sandbox_PZHMod_o_Zombie_1_Name = "-------喪屍1-------",
	Sandbox_PZHMod_o_Zombie_1_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_2_Name = "-------喪屍2-------",
	Sandbox_PZHMod_o_Zombie_2_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_3_Name = "-------喪屍3-------",
	Sandbox_PZHMod_o_Zombie_3_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_4_Name = "-------喪屍4-------",
	Sandbox_PZHMod_o_Zombie_4_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_5_Name = "-------喪屍5-------",
	Sandbox_PZHMod_o_Zombie_5_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_6_Name = "-------喪屍6-------",
	Sandbox_PZHMod_o_Zombie_6_Name_tooltip = "喪屍名字",
	Sandbox_PZHMod_o_Zombie_Active = "活躍",
	Sandbox_PZHMod_o_Zombie_Active_tooltip = "你希望這個喪屍出現在你的遊戲中嗎？",
	Sandbox_PZHMod_o_Zombie_Weight = "重量",
	Sandbox_PZHMod_o_Zombie_Weight_tooltip = "喪屍成為這種類型的概率是重量/喪屍活性的總重量",
	Sandbox_PZHMod_o_Spacer_Empty = "",
	Sandbox_PZHMod_o_Spacer_Empty_tooltip = "這是為了增加選項面板的可讀性",
	Sandbox_PZHMod_o_Zombie_Speed = "速度",
	Sandbox_PZHMod_o_Zombie_Speed_tooltip = "喪屍的速度",
	Sandbox_PZHMod_o_Zombie_Speed_option1 = "蹣跚 - 普通蹣跚",
	Sandbox_PZHMod_o_Zombie_Speed_option2 = "蹣跚 - 稍快",
	Sandbox_PZHMod_o_Zombie_Speed_option3 = "步行 - 普通稍快蹣跚",
	Sandbox_PZHMod_o_Zombie_Speed_option4 = "步行 - 激怒",
	Sandbox_PZHMod_o_Zombie_Speed_option5 = "步行 - 稍快",
	Sandbox_PZHMod_o_Zombie_Speed_option6 = "步行 - 中等速度",
	Sandbox_PZHMod_o_Zombie_Speed_option7 = "跑步 - 中等蹣跚",
	Sandbox_PZHMod_o_Zombie_Speed_option8 = "跑步 - 輕微稍慢",
	Sandbox_PZHMod_o_Zombie_Speed_option9 = "短跑 - 普通短跑",
	Sandbox_PZHMod_o_Zombie_Speed_option10 = "爬行 - 普通爬行",
	Sandbox_PZHMod_o_Zombie_SpeedNight = "夜晚的速度",
	Sandbox_PZHMod_o_Zombie_SpeedNight_tooltip = "喪屍在夜間的速度",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option1 = "和白天一樣",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option2 = "普通-普通蹣跚",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option3 = "蹣跚 - 稍快",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option4 = "步行 - 普通稍快蹣跚",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option5 = "步行 - 激怒",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option6 = "步行 - 稍快",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option7 = "步行 - 中等蹣跚",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option8 = "跑步 - 中等緩慢",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option9 = "跑步 - 輕微緩慢",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option10 = "短跑 - 普通短跑",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option11 = "爬行 - 普通爬行",
	Sandbox_PZHMod_o_Zombie_Hp = "血量乘數",
	Sandbox_PZHMod_o_Zombie_Hp_tooltip = "血量倍數",
	Sandbox_PZHMod_o_Zombie_FakeDead = "假死",
	Sandbox_PZHMod_o_Zombie_FakeDead_tooltip = "喪屍是否會假裝自己已經死亡？",
	Sandbox_PZHMod_o_Zombie_SprinterProps = "短跑喪屍額外屬性",
	Sandbox_PZHMod_o_Zombie_SprinterProps_tooltip = "短跑者有一些特殊的屬性：他們在攻擊時減緩玩家的速度<他們可能會絆倒<以及其他可能的未知屬性",
	
	-----Legend Craft - Guns & Grenades-----
	
	Sandbox_LCGGCustDamage = "自定義傷害 - 槍",
	Sandbox_LCGGCustDamage_tooltip = "每個等級的傷害增加百分比",
	Sandbox_LCGGLegDamage = "傳奇等級傷害 - 槍",
	Sandbox_LCGGLegDamage_tooltip = "傳奇級別的傷害乘數與普通傷害相比",
	Sandbox_LCGGDisableLegend = "傳奇槍械可損壞",
	Sandbox_LCGGDisableLegend_tooltip = "顯示傳奇級槍械的耐久度數據",
	Sandbox_LCGGQuietUpgrade = "升級讓槍械更安靜",
	Sandbox_LCGGQuietUpgrade_tooltip = "每個等級都會略微降低槍械音量和半徑",
	
	
	-----Better Batteries-----
	
	Sandbox_BetterBatteries = "更好的電池",
	Sandbox_BetterBatteries_CrankTime = "充電時間",
	Sandbox_BetterBatteries_CrankTime_tooltip = "在沒有懲罰/增益的情況下將電池從空充到滿所需的遊戲內分鐘數",
	Sandbox_BetterBatteries_StrengthBuff = "手搖強度增益",
	Sandbox_BetterBatteries_StrengthBuff_tooltip = "確定更高的強度等級是否會應用時間增益",
	Sandbox_BetterBatteries_EndurancePenalty = "手搖耐力懲罰",
	Sandbox_BetterBatteries_EndurancePenalty_tooltip = "確定低耐力是否會施加時間懲罰<br>注意：無論此設置如何,都不允許在耐力極低的情況下使用手搖曲柄",
	Sandbox_BetterBatteries_UnhappinessPenalty = "手搖不開心",
	Sandbox_BetterBatteries_UnhappinessPenalty_tooltip = "確定抑鬱是否會施加時間懲罰",
	Sandbox_BetterBatteries_MaxCharge = "最大電池電量",
	Sandbox_BetterBatteries_MaxCharge_tooltip = "設置手搖曲柄可恢復電池最大電量",
	Sandbox_BetterBatteries_LifetimeMult = "電池壽命",
	Sandbox_BetterBatteries_LifetimeMult_tooltip = "適用於所有使用電池的電氣設備<br>負值將導致無限充電,0將導致瞬間充電損失"

	-----AutoLoot-----
	
	Sandbox_AutoDrop = "自動拾取",
	Sandbox_AutoDrop_LootMode = "拾取模式",
	Sandbox_AutoDrop_LootMode_tooltip = "允許覆蓋MOD選項的客戶端選擇",
	Sandbox_AutoDrop_LootMode_option1 = "Mod選項客戶端選擇(默認)",
	Sandbox_AutoDrop_LootMode_option2 = "自動拾取",
	Sandbox_AutoDrop_LootMode_option3 = "自動落地",
	Sandbox_AutoDrop_LootMode_option4 = "即時拾取",
	Sandbox_AutoDrop_ContextualAddRemove = "上下文選擇",
	Sandbox_AutoDrop_ContextualAddRemove_tooltip = "上下文菜單允許添加/刪除項目類型",
 	Sandbox_AutoDrop_ContextualBagFilter = "上下文包過濾",
 	Sandbox_AutoDrop_ContextualBagFilter_tooltip = "上下文菜單允許過濾每個包中允許的項目類別",
 	Sandbox_AutoDrop_ContextualPriority = "上下文優先級",
 	Sandbox_AutoDrop_ContextualPriority_tooltip = "上下文菜單允許為每個包設置優先級",
 	Sandbox_AutoDrop_ContextualInhibiter = "上下文禁止",
 	Sandbox_AutoDrop_ContextualInhibiter_tooltip = "上下文菜單允許禁止任何類型的容器",
	 
	-----Excrementum-----
	
	Sandbox_Excrementum = "糞便",
	Sandbox_Excrementum_StomachMultiplier = "胃時間",
	Sandbox_Excrementum_StomachMultiplier_tooltip = "通過胃需要多少時間<br>默認是現實",
	Sandbox_Excrementum_ChymeMultiplier = "糜爛(飢餓單位)",
	Sandbox_Excrementum_ChymeMultiplier_tooltip = "每10分鐘有多少食物以食糜的形式離開胃",
	Sandbox_Excrementum_DefecateIntMinutes = "腸道時間(分鐘)",
	Sandbox_Excrementum_DefecateIntMinutes_tooltip = "在遊戲中幾分鐘就能通過腸道(在胃和結腸之間)",
	Sandbox_Excrementum_ColonMinutes = "結腸時間(分鐘)",
	Sandbox_Excrementum_ColonMinutes_tooltip = "必須經過多長時間才能開始結腸向下移動",
	Sandbox_Excrementum_ColonBaseThreshold = "結腸(百分比)",
	Sandbox_Excrementum_ColonBaseThreshold_tooltip = "排便衝動的結腸飽脹百分比<br>某些食物可能會改變此值",
	Sandbox_Excrementum_UrinateIncreaseMultiplier = "尿液",
	Sandbox_Excrementum_UrinateIncreaseMultiplier_tooltip = "來自飲用水的尿液產量乘數<br>默認為 1：1,其中 10 口渴單位 = 100 毫升<br>也影響利尿作用",
	Sandbox_Excrementum_UrinatePassiveMultiplier = "被動尿液",
	Sandbox_Excrementum_UrinatePassiveMultiplier_tooltip = "來自新陳代謝的被動尿液產量<br>默認情況下,所有產量約為 30%(如果沒有標記,沒有感冒等)",
	Sandbox_Excrementum_StomachVolume = "胃容量(飢餓度)",
	Sandbox_Excrementum_StomachVolume_tooltip = "保持恢復健康的綠色心情的胃容量",
	Sandbox_Excrementum_AdditionalStomachVolume = "額外胃容量",
	Sandbox_Excrementum_AdditionalStomachVolume_tooltip = "胃可能會被脹大<br>最大容量=胃容量+額外<br>角色不會接受超過這個最大容量的食物",
	Sandbox_Excrementum_OverlayIsAllowed = "健康再生疊加",
	Sandbox_Excrementum_OverlayIsAllowed_tooltip = "健康再生疊加是允許客戶使用的<br>他們將能夠通過客戶選項打開/關閉並改變位置",
	Sandbox_Excrementum_EnabledStatusBars = "狀態欄",
	Sandbox_Excrementum_EnabledStatusBars_tooltip = "客戶端允許使用狀態窗口<br>他們將能夠打開/關閉、切換到酒吧、改變位置等",
	Sandbox_Excrementum_Shame = "恥辱",
	Sandbox_Excrementum_Shame_tooltip = "如何啟用羞恥感（包括多人遊戲）",
	Sandbox_Excrementum_ShameLevels_option1 = "關閉",
	Sandbox_Excrementum_ShameLevels_option2 = "自動檢測",
	Sandbox_Excrementum_ShameLevels_option3 = "打開",
	Sandbox_Excrementum_ShameLevels_option4 = "在上帝模式下打開",
	
	-----ZombieReanimator------
	
	Sandbox_ZombieReanimator = "喪屍復生者",
	Sandbox_ZombieReanimator_MinTime = "最小復活時間",
	Sandbox_ZombieReanimator_MinTime_tooltip = "使死亡喪屍復活的最短時間(以小時為單位,說是文檔,其實沒人知道)",
	Sandbox_ZombieReanimator_MaxTime = "最大重生時間",
	Sandbox_ZombieReanimator_MaxTime_tooltip = "使死亡喪屍重生的最長時間(以小時為單位,說是文檔,其實沒人知道)",
	Sandbox_ZombieReanimator_ReanimationChance = "復活的概率",
	Sandbox_ZombieReanimator_ReanimationChance_tooltip = "復活喪屍概率,包括已經死亡的屍體",

	-----FBI Open Up Door-----
	
	Sandbox_EreFBIOpenUpDoor = "FBI：開門,查水表的",
	Sandbox_AutoCloseDoor = "自動關門",
	Sandbox_AutoCloseDoor_tooltip = "激活定時關門動作",
	Sandbox_WhileRunning = "正在運行",
	Sandbox_WhileRunning_tooltip = "跑步時自動打開/關閉門",
	Sandbox_WhileSprinting = "衝刺",
	Sandbox_WhileSprinting_tooltip = "衝刺時自動打開/關閉門",
	
	-----Zombies Can Trip When Bumping Into Each Other-----
	
	Sandbox_TrippingZombies = "喪屍絆倒",
	Sandbox_collisionTripChanceSprinters = "短跑者相互碰撞時被絆倒概率",
	Sandbox_collisionTripChanceSprinters_tooltip = "0 = 從不,100 = 總是(可能是錯誤的)",
	Sandbox_collisionTripChanceFastShamblers = "快速蹣跚者相互碰撞時被絆倒概率",
	Sandbox_collisionTripChanceFastShamblers_tooltip = "0 = 從不,100 = 總是(可能是錯誤的)",
	Sandbox_collisionTripChanceShamblers = "蹣跚者相互碰撞時被絆倒概率",
	Sandbox_collisionTripChanceShamblers_tooltip = "0 = 從不,100 = 總是(可能是錯誤的)",
	Sandbox_randomTripChanceSprinters = "短跑者絆倒隨機概率",
	Sandbox_randomTripChanceSprinters_tooltip = "0= 從不, 100 = 總是(可能是錯誤的)",
	Sandbox_randomTripChanceFastShamblers = "快速蹣跚者絆倒隨機概率",
	Sandbox_randomTripChanceFastShamblers_tooltip = "0= 從不, 100 = 總是(可能是錯誤的)",
	Sandbox_randomTripChanceShamblers = "蹣跚者絆倒隨機概率",
	Sandbox_randomTripChanceShamblers_tooltip = "0= 從不, 100 = 總是(可能是錯誤的)",
	Sandbox_knockDownOnTrip = "擊倒延遲(更簡單難度)",
	Sandbox_knockDownOnTrip_tooltip = "如果為開啟,當丧尸絆倒時,他們將處於被擊倒狀態 1 或 2 秒,然後再嘗試起身",
	
	-----SixthSense-----
	
	Sandbox_BalanceTraits = "第六感",
	Sandbox_BalanceTraits_SixthSense = "第六感",
	Sandbox_Moodles = "第六感額外",
	Sandbox_Moodles_SixthSenseWorksOnHumans = "第六感對玩家有效",
	Sandbox_Moodles_SixthSenseWorksOnHumans_tooltip = "如果您只想合作玩,請取消激活",
	Sandbox_Moodles_SixthSenseDynamic = "動態解鎖",
	Sandbox_Moodles_SixthSenseDynamic_tooltip = "3種解鎖條件,您可以在下面自定義<br>將所有內容設置為 0 幾乎可以消除特徵,但您可以隨心所欲地玩<br>推薦值設置為默認值",
	Sandbox_Moodles_SixthSenseLevelsRequired = "解鎖條件:輕巧+靈活等級",
	Sandbox_Moodles_SixthSenseLevelsRequired_tooltip = "你需要在 輕巧 和 靈活 中達到多少級才能解鎖第六感<br>如果設置為 0,這個解鎖條件將被忽略",
	Sandbox_Moodles_SixthSenseDaysSurvived = "解鎖條件:生存天數",
	Sandbox_Moodles_SixthSenseDaysSurvived_tooltip = "角色必須存活多少天才能解鎖第六感<br>如果設置為 0,此解鎖條件將被忽略",
	Sandbox_Moodles_SixthSenseKillsRequired = "解鎖條件:殺死丧尸數量",
	Sandbox_Moodles_SixthSenseKillsRequired_tooltip = "角色必須殺死多少喪屍才能解鎖第六感<br>如果設置為 0,此解鎖條件將被忽略",
	
	-----ProteinsMoodle-----
	
	Sandbox_ProteinsMoodle = "蛋白質",
	Sandbox_ProteinsMoodle_EnableAtMaxStrength = "最大強度可見",
	Sandbox_ProteinsMoodle_EnableAtMaxStrength_tooltip = "即使被禁用,如果你的蛋白質太低,您的恢復修正值也會降低,更糟糕的可能會出現",
	Sandbox_ProteinsMoodle_EnableOutOfHealthPanel = "不打開健康面板可見",
	Sandbox_ProteinsMoodle_EnableOutOfHealthPanel_tooltip = "即使被禁用,如果你的蛋白質太低,你的恢復修正值也會降低,更糟糕的可能會出現",
	Sandbox_ProteinsMoodle_ShowProteinValue = "顯示蛋白質值",
	Sandbox_ProteinsMoodle_ShowProteinValue_tooltip = "提示顯示蛋白質值",

	-----Drop That Cigarette-----
	
	Sandbox_DropThatCigarette = "放下香煙",
	Sandbox_DropThatCigarette_QuitSmokingTimeAmount = "戒煙時間",
	Sandbox_DropThatCigarette_QuitSmokingTimeAmount_tooltip = "這個值控制戒煙時間的長短<br>(1天 = 8)默認為224(28天)",
	Sandbox_DropThatCigarette_AbstinenceEnable = "戒煙",
	Sandbox_DropThatCigarette_AbstinenceEnable_tooltip = "你可以通過取消勾選此框來禁用節制功能<br>[如果你已经处于戒烟状态,不会消除影响,但让它们可以被治疗]",
	Sandbox_DropThatCigarette_SmokerCoughEnable = "吸煙者咳嗽",
	Sandbox_DropThatCigarette_SmokerCoughEnable_tooltip = "你可以通過取消勾選此框來禁用吸煙者咳嗽功能<br>[它不能通过节制来消除咳嗽]",

	-----Resident Medic-----
	
	Sandbox_ResidentMedic = "生化草藥醫生",
	Sandbox_RuralHerbRarity = "森林草藥稀有度",
	Sandbox_RuralHerbRarity_tooltip = "調整森林草藥搜尋度",
	Sandbox_RuralHerbRarity_option1 = "極其稀有",
	Sandbox_RuralHerbRarity_option2 = "稀有",
	Sandbox_RuralHerbRarity_option3 = "普通",
	Sandbox_RuralHerbRarity_option4 = "普通",
	Sandbox_RuralHerbRarity_option5 = "豐富",
	Sandbox_UrbanHerbRarity = "城市草藥稀有度",
	Sandbox_UrbanHerbRarity_tooltip = "調整城市藥草搜尋度",
	Sandbox_UrbanHerbRarity_option1 = "極其稀有",
	Sandbox_UrbanHerbRarity_option2 = "稀有",
	Sandbox_UrbanHerbRarity_option3 = "普通",
	Sandbox_UrbanHerbRarity_option4 = "普通",
	Sandbox_UrbanHerbRarity_option5 = "豐富",
	Sandbox_FASRarity = "急救噴霧稀有度",
	Sandbox_FASRarity_tooltip = "調整急救噴霧和急救箱度",
	Sandbox_FASRarity_option1 = "極為罕見",
	Sandbox_FASRarity_option2 = "稀有",
	Sandbox_FASRarity_option3 = "正常",
	Sandbox_FASRarity_option4 = "通用",
	Sandbox_FASRarity_option5 = "豐富",
	
	-----Named Literature-----
	
	Sandbox_NamedLiterature = "文學雜誌",
	Sandbox_NamedLiteratureMaxTimesReadable = "文獻可閱讀的最大次數",
	Sandbox_NamedLiteratureMaxTimesReadable_tooltip = "每本文學作品可以被閱讀的次數<br>這個數字除以閱讀所給予的閱讀獎勵",
	Sandbox_NamedLiteratureCanReadPassedMax = "文獻閱讀最大可讀次數",
	Sandbox_NamedLiteratureCanReadPassedMax_tooltip = "如果是開啟,減少的閱讀獎勵將保持在上限<br>如果是關閉,閱讀獎勵為0",
	Sandbox_NamedLiteratureTimeToForget = "重新閱讀冷卻時間",
	Sandbox_NamedLiteratureTimeToForget_tooltip = "閱讀時返回閱讀獎勵所需的10分鐘間隔量",

	-----Vehicle Repair Overhaul-----
	
	Sandbox_VehicleRepairOverhaul = "車輛拆解",
	Sandbox_DisableVehicleSalvage = "禁用拆解",

	-----SSAULAVI-----
	
	Sandbox_Ssaulavi = "靈魂武士刀",
	Sandbox_Ssaulavi_ToukenkanteishiFindChance = "劍機鑒定師",
	Sandbox_Ssaulavi_ToukenkanteishiFindChance_tooltip = "設置特殊長劍的稀有度<br>此選項設置默認值1/5000的分母(較低的值增加概率,較高的值減少概率)<br>此選項僅適用於具有劍鑒定師特質的角色",
	Sandbox_Ssaulavi_MeikenkanteishiFindChance = "傳奇劍概率鑒定師",
	Sandbox_Ssaulavi_MeikenkanteishiFindChance_tooltip = "設置特殊長劍的稀有度<br>此選項設置默認值1/2500的分母(較低的值增加概率,較高的值減少概率)<br>此選項僅適用於具有鑒劍大師的角色",
	Sandbox_Ssaulavi_FormerSurvivorsSpawnChance = "前倖存者生成概率",
	Sandbox_Ssaulavi_FormerSurvivorsSpawnChance_tooltip = "設置承擔特定工作的喪屍出現的概率<br>這些喪屍可能攜帶武器或包",
	Sandbox_Ssaulavi_KajiyaMeishiLootChance = "史密斯戰利品概率",
	Sandbox_Ssaulavi_KajiyaMeishiLootChance_tooltip = "設置在聯繫鍛造源時獲得必要物品的概率<br>該物品可從出現為 前倖存者 的喪屍處獲得,並提供各種武器」,
	Sandbox_Ssaulavi_SwiftAttackSwitch = "攻擊率相關特性切換",
	Sandbox_Ssaulavi_SwiftAttackSwitch_tooltip = "選擇使用特定武器時是否應用可提高攻擊速度的特徵<br>-如果關閉開關,與攻擊率相關的特徵不會影響攻擊率（使用 戰鬥速度 變量的其他模式時,請根據優先級進行選擇）",
	
	-----Water Goes Bad----
	
	Sandbox_WaterGoesBad = "水變質",
	Sandbox_WaterGoesBad_ExpirationMin = "水變質前最少天數",
	Sandbox_WaterGoesBad_ExpirationMin_tooltip = "最少幾天內,水最早會變質<br>這只在停水後才開始計算",
	Sandbox_WaterGoesBad_ExpirationMax = "水變質前最長天數",
	Sandbox_WaterGoesBad_ExpirationMax_tooltip = "最長几天內,水可能會變質<br>這只在停水後才開始計算",
	Sandbox_WaterGoesBad_NeedFilterWater = "管道水槽需要過濾器",
	Sandbox_WaterGoesBad_NeedFilterWater_tooltip = "玩家必須在他們的水槽中添加過濾器來淨化水<br>否則,水槽始終是安全的水,即使他們的水源不是(如原版)",
	Sandbox_WaterGoesBad_ReduceWaterOverTime = "隨著時間剩餘流逝",
	Sandbox_WaterGoesBad_ReduceWaterOverTime_tooltip = "停水後,水將從水龍頭流出",
	Sandbox_WaterGoesBad_WaterReductionRate = "排水率",
	Sandbox_WaterGoesBad_WaterReductionRate_tooltip = "每天將從水龍頭中抽出多少水",
	Sandbox_WaterGoesBad_WaterReductionChance = "排水概率",
	Sandbox_WaterGoesBad_WaterReductionChance_tooltip = "每天有概率移除水,以增加變化",
	Sandbox_WaterGoesBad_MinimumWaterLeft = "最小剩餘水量",
	Sandbox_WaterGoesBad_MinimumWaterLeft_tooltip = "無論如何都會保留的水量",
	Sandbox_WaterGoesBad_ScaleWaterLoss = "按比例失水",
	Sandbox_WaterGoesBad_ScaleWaterLoss_tooltip = "較大的水容器(例如浴缸)比水槽失水更快",

	-----MiningMod1-----
	
	Sandbox_Mineable = "挖礦",
	Sandbox_MineableShovelBreakRate = "每次挖掘對鏟耐久傷害",
	
	-----Random Zombies - Day and Night-----
	
	Sandbox_RandomZombiesFull_main_page = "隨機喪屍/主要",
	Sandbox_RandomZombiesFull_day_page = "隨機喪屍/白天",
	Sandbox_RandomZombiesFull_night_page = "隨機喪屍/夜晚",
	Sandbox_RandomZombiesFull_special_page = "隨機喪屍/特殊",
	Sandbox_RandomZombiesFull_Frequency = "覆蓋頻率",
	Sandbox_RandomZombiesFull_Frequency_tooltip = "兩次更新之間的間隔(以毫秒為單位)<br>更高的數字意味著更少的 CPU 使用率,但更低的數字將降低 mod 覆蓋正常喪屍行為的反應性",
	Sandbox_RandomZombiesFull_enable_day = "啟用日期預設",
	Sandbox_RandomZombiesFull_enable_day_tooltip = "根據日分佈啟用覆蓋白天的默認行為",
	Sandbox_RandomZombiesFull_enable_day_values_option1 = "禁用"
	Sandbox_RandomZombiesFull_enable_day_values_option2 = "啟用",
	Sandbox_RandomZombiesFull_enable_night = "啟用夜晚預設",
	Sandbox_RandomZombiesFull_enable_night_tooltip = "根據夜晚分佈啟用覆蓋夜晚的默認行為",
	Sandbox_RandomZombiesFull_enable_night_values_option1 = "禁用"
	Sandbox_RandomZombiesFull_enable_night_values_option2 = "啟用",
	Sandbox_RandomZombiesFull_enable_special = "啟用特殊預設",
	Sandbox_RandomZombiesFull_enable_special_tooltip = "根據特殊分佈,在特殊情況下啟用覆蓋默認行為<br>特殊預設優先於一天中的時間",
	Sandbox_RandomZombiesFull_enable_special_values_option1 = "禁用"
	Sandbox_RandomZombiesFull_enable_special_values_option2 = "下雨",
	Sandbox_RandomZombiesFull_enable_special_values_option3 = "雪",
	Sandbox_RandomZombiesFull_enable_special_values_option4 = "霧",
	Sandbox_RandomZombiesFull_special_threshold = "特殊事件",
	Sandbox_RandomZombiesFull_special_threshold_tooltip = "如果啟用特殊預設,這允許您決定應應用哪個強度閾值",
	Sandbox_RandomZombiesFull_special_threshold_values_option1 = "任意"
	Sandbox_RandomZombiesFull_special_threshold_values_option2 = "少量( 30% 或更多)",
	Sandbox_RandomZombiesFull_special_threshold_values_option3 = "平均( 50% 或更多)",
	Sandbox_RandomZombiesFull_special_threshold_values_option4 = "大量( 70% 或更多)",
	Sandbox_RandomZombiesFull_Summer_Night_Start = "夏夜開始",
	Sandbox_RandomZombiesFull_Summer_Night_Start_tooltip = "夏季夜晚什麼時候開始",
	Sandbox_RandomZombiesFull_Summer_Night_End = "夏夜結束",
	Sandbox_RandomZombiesFull_Summer_Night_End_tooltip = "夏季夜晚什麼時候結束",
	Sandbox_RandomZombiesFull_Autumn_Night_Start = "秋夜開始",
	Sandbox_RandomZombiesFull_Autumn_Night_Start_tooltip = "秋天夜晚什麼時候開始",
	Sandbox_RandomZombiesFull_Autumn_Night_End = "秋夜結束",
	Sandbox_RandomZombiesFull_Autumn_Night_End_tooltip = "秋天夜晚什麼時候結束",
	Sandbox_RandomZombiesFull_Winter_Night_Start = "冬夜開始",
	Sandbox_RandomZombiesFull_Winter_Night_Start_tooltip = "冬天夜晚什麼時候開始",
	Sandbox_RandomZombiesFull_Winter_Night_End = "冬夜結束",
	Sandbox_RandomZombiesFull_Winter_Night_End_tooltip = "冬天夜晚什麼時候結束",
	Sandbox_RandomZombiesFull_Spring_Night_Start = "春夜開始",
	Sandbox_RandomZombiesFull_Spring_Night_Start_tooltip = "春天夜晚什麼時候開始",
	Sandbox_RandomZombiesFull_Spring_Night_End = "春夜結束",
	Sandbox_RandomZombiesFull_Spring_Night_End_tooltip = "春天夜晚什麼時候結束",
	Sandbox_RandomZombiesFull_Crawler_Day = "白天爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Day_tooltip = "白天出現在世界上爬行者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Shambler_Day = "白天蹣跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Day_tooltip = "白天出現在世界上蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_FastShambler_Day = "白天快速蹣跚百分比",
	Sandbox_RandomZombiesFull_FastShambler_Day_tooltip = "白天出現在世界上快速蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Sprinter_Day = "白天短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Day_tooltip = "白天出現在世界上短跑者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Fragile_Day = "白天脆弱韌性百分比",
	Sandbox_RandomZombiesFull_Fragile_Day_tooltip = "白天出現在世界上脆弱韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Normal_Day = "白天正常韌性百分比",
	Sandbox_RandomZombiesFull_Normal_Day_tooltip = "白天出現在世界上正常韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Tough_Day = "白天堅韌韌性百分比",
	Sandbox_RandomZombiesFull_Tough_Day_tooltip = "白天出現在世界上堅韌韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Smart_Day = "白天智能尋路百分比"
	Sandbox_RandomZombiesFull_Smart_Day_tooltip = "白天出現在世界上智能尋路喪屍百分比<br>這些喪屍可以開門並具有高度的感知",
	Sandbox_RandomZombiesFull_Crawler_Night = "夜晚爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Night_tooltip = "夜晚出現在世界上的爬行者百分比<br>爬行者、爬行者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Shambler_Night = "夜晚蹣跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Night_tooltip = "夜晚出現在世界上蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_FastShambler_Night = "夜晚快速蹣跚者百分比",
	Sandbox_RandomZombiesFull_FastShambler_Night_tooltip = "夜晚出現在世界上快速蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Sprinter_Night = "夜晚短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Night_tooltip = "夜晚出現在世界上短跑者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Fragile_Night = "夜晚脆弱韌性百分比",
	Sandbox_RandomZombiesFull_Fragile_Night_tooltip = "夜晚出現在世界上脆弱韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Normal_Night = "夜晚正常韌性百分比",
	Sandbox_RandomZombiesFull_Normal_Night_tooltip = "夜晚出現在世界上正常韌性的喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Tough_Night = "夜晚堅韌韌性百分比",
	Sandbox_RandomZombiesFull_Tough_Night_tooltip = "夜晚出現在世界上堅韌韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Smart_Night = "夜晚智能尋路百分比"
	Sandbox_RandomZombiesFull_Smart_Night_tooltip = "夜晚出現在世界上智能尋路喪屍百分比<br>這些喪屍可以開門並具有高度的感知",
	Sandbox_RandomZombiesFull_Crawler_Special = "特殊爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Special_tooltip = "特殊事件期間世界上存在的爬行者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Shambler_Special = "特殊蹣跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Special_tooltip = "特殊事件期間出現在世界上蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_FastShambler_Special = "特別快速蹣跚者百分比",
	Sandbox_RandomZombiesFull_FastShambler_Special_tooltip = "特殊事件期間世界上出現快速蹣跚者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Sprinter_Special = "特殊短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Special_tooltip = "特殊事件期間世界上短跑者百分比<br>爬行者、蹣跚者、快速蹣跚者和短跑者的總和必須為 100",
	Sandbox_RandomZombiesFull_Fragile_Special = "特殊脆弱韌性百分比",
	Sandbox_RandomZombiesFull_Fragile_Special_tooltip = "特殊事件期間世界上脆弱韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Normal_Special = "特殊正常韌性百分比",
	Sandbox_RandomZombiesFull_Normal_Special_tooltip = "特殊事件期間世界上正常韌性喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Tough_Special = "特殊堅韌韌性百分比",
	Sandbox_RandomZombiesFull_Tough_Special_tooltip = "特殊事件期間世界上出現堅韌喪屍百分比<br>脆弱、正常和堅韌必須加起來為 100",
	Sandbox_RandomZombiesFull_Smart_Special = "特殊智能尋路百分比"
	Sandbox_RandomZombiesFull_Smart_Special_tooltip = "特殊事件期間世界上出現智能尋路喪屍百分比<br>這些喪屍可以開門並具有高度的感知",
	
	
	-----ExQueaseMe-----
	
	Sandbox_ExQueaseMe = "防毒面具生效",
	Sandbox_ExQueaseMe_ReduceQuease = "減少疾病量",
	Sandbox_ExQueaseMe_ReduceQuease_tooltip = "當佩戴防毒面具遠離屍體時,每 10 分鐘消除一次的疾病量<br>這是對原版遊戲機制的補充<br>設置 0 為禁用",
	Sandbox_ExQueaseMe_ReduceQueaseGain = "減少疾病增加量",
	Sandbox_ExQueaseMe_ReduceQueaseGain_tooltip = "戴著防毒面具在屍體周圍,每 10 分鐘清除的疾病量<br>平均每10分鐘就會增長0.7疾病<br>設置 0 為禁用",

	-----Dive Through Window-----
	
	Sandbox_DiveThruWindows = "破窗而入",
	Sandbox_DiveThruWindows_DiveClosedWindowInjuryChance = "關閉潛行破窗受傷概率",
	Sandbox_DiveThruWindows_DiveClosedWindowInjuryChance_tooltip = "X %(100+玩家技能/特性)造成嚴重傷害<br>在衝刺時砸碎窗戶翻滾一次<br>有玻璃碎片的受傷概率更高,不會有腹股溝以下傷勢<br>玩家技能/特性:身輕如燕、最高速度、最高靈活為 95%",
	Sandbox_DiveThruWindows_DiveBrokenWindowInjuryChance = "潛行破窗受傷概率",
	Sandbox_DiveThruWindows_DiveBrokenWindowInjuryChance_tooltip = "X %(100+玩家技能/特性)造成傷害<br>當從關閉的或已經破損的窗戶潛行時,會翻滾兩次,不會有頸部傷勢<br>玩家技能/特性:140身輕如燕,靈活的角色",
	Sandbox_DiveThruWindows_BaseDodge = "基本值",
	Sandbox_DiveThruWindows_BaseDodge_tooltip = "代替X %(100+玩家技能/特性),將 100 改為更小的值以強調玩家技能,反之亦然",
	Sandbox_DiveThruWindows_ArmorEffectiveness = "防具效果",
	Sandbox_DiveThruWindows_ArmorEffectiveness_tooltip = "針對破窗傷害的防具效果",
	Sandbox_DiveThruWindows_BaseFailDiveChance = "失敗機率",
	Sandbox_DiveThruWindows_BaseFailDiveChance_tooltip = "當用俯衝撞碎窗戶時,這是動畫失敗的概率<br>即使設置為零,也會發生翻滾,因為失敗時也會發生原版翻滾<br>即使在打開的窗戶上也適用<br>靈活最大等級減少40<br>身輕如燕-20<br>體笨如牛+10",
	Sandbox_DiveThruWindows_CanInjureLegs = "關閉的窗戶會傷腹股溝以下",
	Sandbox_DiveThruWindows_CanInjureLegs_tooltip = "打碎窗戶造成的傷害是否會劃傷/傷到腿<br>請注意,潛行通過破碎的窗戶總是會劃傷腿",
	Sandbox_DiveThruWindows_ExtraInjuryRolls = "關閉的窗口潛行傷害",
	Sandbox_DiveThruWindows_ExtraInjuryRolls_tooltip = "俯衝砸碎窗戶時會發生多少額外傷害檢定？",
	
	-----Magnet Fishing-----

	Sandbox_MagnetFishing = "磁鐵釣魚",
	Sandbox_MagnetFishing_Tier1Chance = "一級概率",
	Sandbox_MagnetFishing_Tier1Chance_tooltip = "用磁鐵釣魚時有概率選擇第 1 層物品",
	Sandbox_MagnetFishing_Tier2Chance = "二級概率",
	Sandbox_MagnetFishing_Tier2Chance_tooltip = "用磁鐵釣魚時有概率選擇第 2 層物品",
	Sandbox_MagnetFishing_Tier3Chance = "三級概率",
	Sandbox_MagnetFishing_Tier3Chance_tooltip = "用磁鐵釣魚時有概率選擇第 3 層物品",
	Sandbox_MagnetFishing_ItemEdits = "物品編輯",
	Sandbox_MagnetFishing_ItemEdits_tooltip = "允許添加/編輯項目,確保格式正確<br>例如(Module.ItemName:Tier:Rarity:MinAmount:MaxAmount:MinCondition:MaxCondition)",

	-----Refined Hotwiring-----
	
	Sandbox_RefinedHotwiring = "精製短接線",
	Sandbox_RefinedHotwiring_UnhotwireElectrical = "取消短接:需要電工等級",
	Sandbox_RefinedHotwiring_UnhotwireMechanics = "取消短接:需要技工等級",
	Sandbox_RefinedHotwiring_KeyElectrical = "車鑰匙製作: 需要電工等級",
	Sandbox_RefinedHotwiring_KeyMechanics = "車鑰匙製作: 需要技工等級",
	Sandbox_RefinedHotwiring_KeyMetalworking = "車鑰匙製作: 需要金工等級",

	-----'97 ADI Bushmaster-----
	
	Sandbox_DAMN_Spawns = "KI5車輛刷新",
	Sandbox_DAMN_AllowBushmasterSpawns = "啟用預設車輛(大毒蛇)刷新",

	-----Stay Awake Longer-----
	
	Sandbox_StayAwakeLonger = "更長清醒時間",
	Sandbox_StayAwakeLonger_NoTraits = "沒有特徵的清醒時間",
	Sandbox_StayAwakeLonger_NoTraits_tooltip = "在原版中您會保持清醒 16 小時直到昏昏欲睡<br>請記住,此值通常較短,因為您採取的行動會使您感到疲勞",
	Sandbox_StayAwakeLonger_NoTraits_option1 = "17 小時",
	Sandbox_StayAwakeLonger_NoTraits_option2 = "18 小時",
	Sandbox_StayAwakeLonger_NoTraits_option3 = "19 小時",
	Sandbox_StayAwakeLonger_NoTraits_option4 = "20 小時",
	Sandbox_StayAwakeLonger_NoTraits_option5 = "21 小時",
	Sandbox_StayAwakeLonger_NoTraits_option6 = "22 小時",
	
	-----Lingering Reflexes-----
	
	Sandbox_LingeringReflexes = "本能的反射",
	Sandbox_LingeringReflexes_Smart = "智慧喪屍百分比",
	Sandbox_LingeringReflexes_Smart_tooltip = "出現智慧喪屍百分比<br>會開門",
	Sandbox_LingeringReflexes_Frequency = "喪屍更新頻率",
	Sandbox_LingeringReflexes_Frequency_tooltip = "兩個更新之間的毫秒間隔<br>較高的數字意味著更少的CPU使用情況,較少的數字意味著更少的正確性問題<br>建議使用默認設置",

	-----Lingering Whispers-----
	
	Sandbox_LingeringVoices = "本能的低語",
	Sandbox_LingeringVoices_RespondToSound = "被低語吸引的喪屍",
	Sandbox_LingeringVoices_RespondToSound_tooltip = "喪屍之間說話聲音和玩家大喊一樣",
	Sandbox_LingeringVoices_CustomLines = "自定義行",
	Sandbox_LingeringVoices_CustomLines_tooltip = "是否在(用戶名/Zomboid/Lua/talkingDeadCustomLine.lua)中使用自定義行",
	Sandbox_LingeringVoices_LowerLineLimit = "最小延遲",
	Sandbox_LingeringVoices_LowerLineLimit_tooltip = "喪屍說出另一行語言之前需要經過的最小秒數",
	Sandbox_LingeringVoices_UpperLineLimit = "最大延遲",
	Sandbox_LingeringVoices_UpperLineLimit_tooltip = "喪屍說出另一行語言之前需要經過的最大秒數",
	Sandbox_LingeringVoices_StaggerSpeakChance = "受傷說話",
	Sandbox_LingeringVoices_StaggerSpeakChance_tooltip = "喪屍被擊中時有千分之一概率說話",

	-----MaD's Awesome Zombie Loot-----
	
	Sandbox_AirbobbelzLoot = "MaD喪屍戰利品",
	Sandbox_airbobbelzLootGlobal = "全局乘數",
	Sandbox_airbobbelzLootGlobal_tooltip = "此 mod 添加的所有喪屍戰利品的全局乘數<br>這裡值 100 = 1X 默認分配,200 = 2X,50 = 1/2等等",
	Sandbox_airbobbelzLootChanceMaxCondition = "最大條件概率",
	Sandbox_airbobbelzLootChanceMaxCondition_tooltip = "死亡喪屍物品中的物品有 100% 狀態的概率",
	Sandbox_airbobbelzLootMinimumCondition = "最低物品條件",
	Sandbox_airbobbelzLootMinimumCondition_tooltip = "找到的物品的最低條件<br>0 表示損壞<br>在 0 到 100 之間",
	Sandbox_airbobbelzLootChanceMaxDrainable = "物品剩餘量百分比",
	Sandbox_airbobbelzLootChanceMaxDrainable_tooltip = "有物品剩餘的比如:膠帶、膠水等剩餘百分比",
	Sandbox_airbobbelzLootMinimumDrainable = "最小剩餘量",
	Sandbox_airbobbelzLootMinimumDrainable_tooltip = "可剩餘物品中剩餘的最小可剩餘百分比<br>在 0 到 100 之間",
	Sandbox_airbobbelzLootLooseBulletRolls = "散落子彈",
	Sandbox_airbobbelzLootLooseBulletRolls_tooltip = "在生成的槍械旁邊生成子彈<br>在原版 PZ 中,每次生成可能會產生 5 顆左右的子彈<br>但一些模組(例如 貝瑞塔mod)將其減少為 1 顆子彈)",
	Sandbox_airbobbelzLootLooseBulletMultiplier = "散落子彈乘數",
	Sandbox_airbobbelzLootLooseBulletMultiplier_tooltip = "乘數適用於產生的子彈數量(有槍和無槍)與彈藥倍數分開<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootAmmo = "彈藥乘數",
	Sandbox_airbobbelzLootAmmo_tooltip = "乘數應用於發現隨機鬆散彈藥的內置概率,不一定與生成的武器相關<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootAmmoBox = "彈藥盒/箱乘數",
	Sandbox_airbobbelzLootAmmoBox_tooltip = "乘數應用於尋找彈藥箱的內置概率<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootMelee = "近戰武器倍率",
	Sandbox_airbobbelzLootMelee_tooltip = "乘數應用於尋找近戰武器的內置概率<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootPistol = "手槍乘數",
	Sandbox_airbobbelzLootPistol_tooltip = "乘數應用於尋找手槍的內置概率<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootLongGun = "長槍乘數",
	Sandbox_airbobbelzLootLongGun_tooltip = "乘數應用於尋找長槍(如步槍和霰彈槍)的內置概率<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOtherGuns = "其他槍械乘數(改裝武器)",
	Sandbox_airbobbelzLootOtherGuns_tooltip = "如果啟用了該模組,則僅適用於 Brita 武器<br>適用於內置概率的乘數<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootCanned = "罐頭乘數",
	Sandbox_airbobbelzLootCanned_tooltip = "乘數應用於罐頭食品的內置概率<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOtherFood = "其他食物加成",
	Sandbox_airbobbelzLootOtherFood_tooltip = "乘數應用於其他食物(如糖果和薯條)的內置概率<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootResource = "資源乘數",
	Sandbox_airbobbelzLootResource_tooltip = "乘數應用於磁帶和膠水等資源的內置概率<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootBag = "背包乘數",
	Sandbox_airbobbelzLootBag_tooltip = "適用於購物袋和雜貨袋等內置概率的乘數<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootGunBag = "槍械案件乘數",
	Sandbox_airbobbelzLootGunBag_tooltip = "適用於槍械案件內置概率的乘數<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootJunk = "垃圾乘數",
	Sandbox_airbobbelzLootJunk_tooltip = "乘數應用於垃圾的內置概率,如橡皮筋和空瓶子<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOutfit = "裝備戰利品乘數",
	Sandbox_airbobbelzLootOutfit_tooltip = "適用於所有裝備特定物品的內置概率的乘數<br>這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootBagContents = "包內物品戰利品倍數",
	Sandbox_airbobbelzLootBagContents_tooltip = "出現在喪屍身上的容器(包/槍盒等)的倍數<br這裡的值 100 = 1x 默認分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootExtra = "所有額外表格物品的乘數",
	Sandbox_airbobbelzLootExtra_tooltip = "乘數應用於下面沙盒定義項目的內置概率<br>這裡的值 100 = 1x 默認分佈,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootExtraRollEach = "額外項目物品(每個)",
	Sandbox_airbobbelzLootExtraRollEach_tooltip = "為每個喪屍額外的項目物品<br>用分號';'分隔項目<br>例如(Paper：0.1;Axe：1;)增加0.1％的紙和1％的斧頭概率<br>項目的替代語法是 例如:(item:Money,chance:0.1,more:10,moreChance:50;)<br>這增加了 0.1% 的概率通過 10 次額外的掉落金錢,每次額外擲骰有 50% 的概率增加 1 金錢<br>概率在 0 到 100 之間,可以是小數",
	Sandbox_airbobbelzLootExtraRollOne1 = "額外項目物品(1)/1",
	Sandbox_airbobbelzLootExtraRollOne1_tooltip = "一組物品,對於每個喪屍,將從列表中隨機選擇一個物品然後執行概率<br>喪屍戰利品最多包含此列表中的一個物品<br>例如'Paper:0.1;Axe:1'<br>數字在 0 和 100 之間,可以有小數",
	Sandbox_airbobbelzLootExtraRollOne2 = "額外項目物品(1)/2",
	Sandbox_airbobbelzLootExtraRollOne2_tooltip = "一組物品,對於每個喪屍,將從列表中隨機選擇一個物品然後執行概率<br>喪屍戰利品最多包含此列表中的一個物品<br>例如'Paper:0.1;Axe:1'<br>數字在 0 和 100 之間,可以有小數",
	Sandbox_airbobbelzLootExtraRollOne3 = "額外項目物品(1)/3",
	Sandbox_airbobbelzLootExtraRollOne3_tooltip = "一組物品,對於每個喪屍,將從列表中隨機選擇一個物品然後執行概率<br>喪屍戰利品最多包含此列表中的一個物品<br>例如'Paper:0.1;Axe:1'<br>數字在 0 和 100 之間,可以有小數",
	Sandbox_airbobbelzLootRemoveItems = "移除物品",
	Sandbox_airbobbelzLootRemoveItems_tooltip = "要從這個 mod 添加的喪屍戰利品中移除的物品<br>以分號分隔,例如(Axe;Money;Newspaper;Radio.WalkieTalkie5)將從所有常規喪屍中移除 消防斧、鈔票、報紙 和軍用對講機 物品 和裝備特定的戰利品<br>對於(Base.)類型的物品,例如(Base.Axe),省略Base來自項目名稱<br>不影響原版掉落物或其他模組添加的掉落物",
	
	-----W Patrick's Skill Literature-----
	
	Sandbox_WPSkillLiterature = "技能文獻",
	Sandbox_EasierSkills = "更容易升級技能",
	Sandbox_EasierSkills_tooltip = "包括木工、金工、烹飪、急救、耕作和搜尋的文獻",
	Sandbox_GrindeySkills = "不容易升級技能",
	Sandbox_GrindeySkills_tooltip = "包括技工、電子、裁縫、誘捕和釣魚的文獻",
	Sandbox_WorldSpawnRate = "世界生成率",
	Sandbox_WorldSpawnRate_tooltip = "容器中所有物品的生成率乘數<br>0.5 是原有的一半稀有度<br>0 將導致不會生成",
	Sandbox_ZedSpawnRate = "屍體生成率",
	Sandbox_ZedSpawnRate_tooltip = "屍體上所有物品的生成率乘數<br>0.5 是原有的一半稀有度<br>0 將導致不會生成",

	-----Universal Gun Repair-----
	
	Sandbox_UniversalGunRepair = "萬能型槍械維修",
    Sandbox_ContextCompatibility = "上下文菜單兼容性",
    Sandbox_ContextCompatibility_tooltip = "調整上下文菜單的顯示方式<br>以與使用相同上下文菜單選項名稱的其他模組兼容",
	Sandbox_ContextCompatibility_option1 = "默認",
	Sandbox_ContextCompatibility_option2 = "附加",
	Sandbox_ContextCompatibility_option3 = "子菜單",
	Sandbox_NormalCleaningEfficacy = "正常清潔效率",
	Sandbox_NormalCleaningEfficacy_tooltip = "調整每次使用普通清潔溶劑恢復的狀態",
	Sandbox_MinimumCleanThreshold = "最低槍械清理值",
	Sandbox_MinimumCleanThreshold_tooltip = "調整夠通過清潔恢復槍械的最低條件",
	Sandbox_MinimumRepairThreshold = "最低槍械修復值",
	Sandbox_MinimumRepairThreshold_tooltip = "調整夠通過修理恢復槍械的最低條件",
	Sandbox_MinimumFirearmSkill = "最低裝填技能",
	Sandbox_MinimumFirearmSkill_tooltip = "調整瞄準或裝彈技能要求以修復槍支",
	Sandbox_MaintenanceKitRarity = "槍械維護工具稀有度",
	Sandbox_MaintenanceKitRarity_tooltip = "調整槍械維修包稀有度",
	Sandbox_MaintenanceKitRarity_option1 = "極其罕見",
	Sandbox_MaintenanceKitRarity_option2 = "罕見",
	Sandbox_MaintenanceKitRarity_option3 = "普通",
	Sandbox_MaintenanceKitRarity_option4 = "常見",
	Sandbox_MaintenanceKitRarity_option5 = "豐富",
	Sandbox_GunsmithingToolsRarity = "槍械工具稀有度",
	Sandbox_GunsmithingToolsRarity_tooltip = "調整槍械工具稀有度",
	Sandbox_GunsmithingToolsRarity_option1 = "極其稀有",
	Sandbox_GunsmithingToolsRarity_option2 = "稀有",
	Sandbox_GunsmithingToolsRarity_option3 = "普通",
	Sandbox_GunsmithingToolsRarity_option4 = "常見",
	Sandbox_GunsmithingToolsRarity_option5 = "豐富",
	Sandbox_SolventRarity = "清潔劑稀有度",
	Sandbox_SolventRarity_tooltip = "調整清潔劑的稀有度",
	Sandbox_SolventRarity_option1 = "極其稀有",
	Sandbox_SolventRarity_option2 = "稀有",
	Sandbox_SolventRarity_option3 = "普通",
	Sandbox_SolventRarity_option4 = "常見",
	Sandbox_SolventRarity_option5 = "豐富",
	Sandbox_LubricantRarity = "槍械潤滑油稀有度",
	Sandbox_LubricantRarity_tooltip = "調整槍械潤滑劑的稀有度",
	Sandbox_LubricantRarity_option1 = "極其稀有",
	Sandbox_LubricantRarity_option2 = "稀有",
	Sandbox_LubricantRarity_option3 = "普通",
	Sandbox_LubricantRarity_option4 = "常見",
	Sandbox_LubricantRarity_option5 = "豐富",
	
	-----'49 Dodge Power Wagon Crew Cab-----
	
	Sandbox_DAMN_AllowPowerChadSpawns = "啟用預設車輛(道奇戰車)刷新",
	
	-----Irrigation pipes for farming and water supply-----
	
	Sandbox_WaterPipes = "灌溉管道",
	Sandbox_WaterPipes_SmartPipes = "啟用預裝水和最佳水位(又名智能管道)",
	Sandbox_WaterPipes_SmartPipesFillMax = "智能管道:每個澆灌週期的最大加水量",
	Sandbox_WaterPipes_SmartPipesUpdateNotWatered = "智能管道:即使在沒有用水的情況下,也會更新 最後澆水 的計數",

	-----Arithmechick's Screams of Pain-----
	
	Sandbox_ScreamsOfPain = "因痛苦而尖叫"
	Sandbox_ScreamsOfPain_EnableZombieAttraction = "噪音吸引丧尸"
	Sandbox_ScreamsOfPain_EnableZombieAttraction_tooltip = "如果啟用,附近的丧尸可以聽到角色的叫喊/尖叫",
	Sandbox_ScreamsOfPain_EnableOuchSound = "受傷時大喊大叫"
	Sandbox_ScreamsOfPain_EnableOuchSound_tooltip = "如果啟用,角色有時會在受傷時痛苦地大喊",
	Sandbox_ScreamsOfPain_OuchPainThreshold = "傷害疼痛耐受度"
	Sandbox_ScreamsOfPain_OuchPainThreshold_tooltip = "控制角色在不大聲喊叫的情況下可以承受多嚴重的傷害",
	Sandbox_ScreamsOfPain_OuchPainThreshold_option1 = "非常低",
	Sandbox_ScreamsOfPain_OuchPainThreshold_option2 = "低",
	Sandbox_ScreamsOfPain_OuchPainThreshold_option3 = "正常"
	Sandbox_ScreamsOfPain_OuchPainThreshold_option4 = "高",
	Sandbox_ScreamsOfPain_OuchPainThreshold_option5 = "非常高",
	Sandbox_ScreamsOfPain_OuchPainThreshold_option6 = "極高",
	Sandbox_ScreamsOfPain_OuchNoiseRadius = "傷害聲音響度",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_tooltip = "控制丧尸在受傷時可以聽到角色大喊的距離",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option1 = "非常低(0.5x)",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option2 = "低(0.75x)",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option3 = "正常",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option4 = "高(1.5x)",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option5 = "非常高(2x)",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_option6 = "極高(2.5x)",
	Sandbox_ScreamsOfPain_EnablePainScreaming = "啟用尖叫",
	Sandbox_ScreamsOfPain_EnablePainScreaming_tooltip = "如果啟用,角色將在極度疼痛下開始失控地尖叫",
	Sandbox_ScreamsOfPain_ScreamPainThreshold = "尖叫疼痛值"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_tooltip = "控制角色在無法控制地尖叫之前可以承受的總體疼痛程度",
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option1 = "非常低"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option2 = "低"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option3 = "正常"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option4 = "高"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option5 = "非常高"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_option6 = "極高"
	Sandbox_ScreamsOfPain_ScreamNoiseRadius = "尖叫聲距離"
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_tooltip = "控制丧尸可以聽到角色尖叫的距離",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option1 = "非常低(0.5x)",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option2 = "低(0.75x)",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option3 = "正常",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option4 = "高(1.5x)",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option5 = "非常(2x)",
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_option6 = "極高(2.5x)",
	Sandbox_ScreamsOfPain_EnableFireScreaming = "著火時尖叫"
	Sandbox_ScreamsOfPain_EnableFireScreaming_tooltip = "如果啟用,角色在著火時會尖叫",
	Sandbox_ScreamsOfPain_AudioVolume = "音頻播放音量",
	Sandbox_ScreamsOfPain_AudioVolume_tooltip = "調整聲音音量<br>這不會影響噪音半徑或丧尸吸引力",

	-----Danger Zone-----
	
	Sandbox_DGScentOfBlood = "血腥吸引",
	Sandbox_DGScentOfBlood_BloodRange = "血液範圍",
	Sandbox_DGScentOfBlood_BloodRange_tooltip = "丧尸可以檢測到血液的最大範圍",
	Sandbox_DGScentOfBlood_BloodyBandage = "啟用血腥繃帶",
	Sandbox_DGScentOfBlood_BloodyBandage_tooltip = "丧尸應該檢測血液污染的髒繃帶嗎？",
	Sandbox_DGScentOfBlood_DeepWounds = "僅啟用深度傷口",
	Sandbox_DGScentOfBlood_DeepWounds_tooltip = "丧尸應該只檢測深度傷口的血液嗎？",

	-----Explorer Trait-----
	
	Sandbox_ExplorerTrait = "探索者",
	Sandbox_ExplorerTrait_ExplorerTraitRevealRadius = "顯示半徑",
	Sandbox_ExplorerTrait_ExplorerTraitRevealRadius_tooltip = "您周圍的地圖有多少被顯示出來<br>默認值 = 90/雙倍探索半徑",
	Sandbox_ExplorerTrait_ExplorerTraitDynamic = "探索者特質是動態",
	Sandbox_ExplorerTrait_ShowExploredCellsStat = "信息屏幕上顯示已探索單元格的數量",
	Sandbox_ExplorerTrait_ShowExploredCellsStat_tooltip = "顯示在角色的信息屏幕上",
	Sandbox_ExplorerTrait_ExplorerTraitDynamic_tooltip = "如果為開啟,您可以通過探索事物來獲得探索者特質",
	Sandbox_ExplorerTrait_ExplorerTraitCellsToObtain = "獲得特徵的探索數量",
	Sandbox_ExplorerTrait_ExplorerTraitCellsToObtain_tooltip = "世界地圖目前為 60x50=3000 個<br>此選項對性能幾乎沒有影響",
	Sandbox_ExplorerTrait_CellsRemembered = "細胞記憶"
	Sandbox_ExplorerTrait_CellsRemembered_tooltip = "您記得有多少最後訪問過的單元格<br>重要提示：閱讀下一個沙盒設置的工具提示！"
	Sandbox_ExplorerTrait_PercentageToCountCellExplored = "探索計數的百分比",
	Sandbox_ExplorerTrait_PercentageToCountCellExplored_tooltip = "你必須探索多少單元格才能將其計為已探索<br>每個單元格是 300x300=90k 方塊<br>數據保存在每個單獨的方塊上,因此你不必擔心你的進度或磨礪,你會得到 如果您正常玩遊戲並探索世界,則該特徵<br>此選項對性能沒有影響<br>但是！Mod 存儲有關最近 6 個(默認情況下,可以在記憶細胞內存中調整)訪問過的單元格的數據<br>還有那些 如果您將所需的探索百分比設置為最大值(90k 的 50%),則 6 個已訪問的單元格每個最多可容納 45k 值<br>模組在大約 90k 值時崩潰,因此相應地設置此值。單元格內存 * 90k * 您在此處設置的任何百分比 必須在 90k 左右以確保 modData 永遠不會崩潰<br>因此,例如,如果您將此處的 % 設置為 20,並且將 記憶細胞 內存設置為 7,則 7 * 90k * 0.2 = 126k 應該沒問題<br>代碼中的故障保護將清除 如果值超過 90k,那麼訪問最舊的未探索單元格也是如此 不要害怕錯誤的設置會使您的遊戲崩潰<br>但是,如果您將記憶細胞內存或所需 % 設置得太高,肯定會使您更難獲得該特徵<br>因為您將不得不再承諾 1 個 記憶細胞,因為如果您探索的總圖塊超過了,舊的記憶細胞將被遺忘 90k<br>我故意在代碼中留下未註釋的調試,您可以通過搜索 DET: 在 console.txt 中找到它們,建議使用 Notepad+ 或類似的文本文件高級工具",
	Sandbox_ExplorerTrait_ExplorationRadius = "探索半徑",
	Sandbox_ExplorerTrait_ExplorationRadius_tooltip = "在遊戲中的每一分鐘,玩家周圍有多少方塊被保存為已探索<br>這是半徑,這意味著如果將其設置為 10,它會在您周圍抓取 20x20 個方塊,即 400 個方塊,然後將其添加到此單元格中的已探索圖塊列表中<br>此選項會對性能產生重大影響<br>個人測試最多隻能達到 15 個半徑,不需要更多<br>10 = 20x20 = 400 平方/分鐘 | 11 = 22x22 = 484 平方/分鐘<br>12 = 24x24 = 576 平方/分鐘 | 13 = 26x26 = 676 格/分鐘<br>14 = 28x28 = 784 格/分鐘 | 15 = 30x30 = 900 平方/分鐘<br>16 = 32x32 = 1024 平方/分鐘 | 17 = 34x34 = 1156 平方/分鐘<br>18 = 36x36 = 1296 平方/分鐘 | 20 = 40x40 = 1600 平方/分鐘<br>25 = 50x50 = 2500 平方/分鐘 | 30 = 60x60 = 3600 平方/分鐘",

	-----Eggon's All Doors Are Yours-----
	
	Sandbox_eggonsAllDoorsAreYours = "EGGON大門都是您的",
	Sandbox_eggonsAllDoorsAreYours_AllowTransportInLargeTrunksOnly = "只允許用大行李箱來運輸門",
	Sandbox_eggonsAllDoorsAreYours_AllowTransportInLargeTrunksOnly_tooltip = "門衹能在總容量至少為 90 的行李箱中運輸<br>可用容量必須足以容納門<br>例如重量 30 的門將適合裝滿 60/90 的行李箱",
	Sandbox_eggonsAllDoorsAreYours_DoorsWeightMultiplier = "門重量",
	Sandbox_eggonsAllDoorsAreYours_DoorsWeightMultiplier_tooltip = "默認門重量 (30-40) 將乘以該數字",
	Sandbox_eggonsAllDoorsAreYours_MinimumCarpentryLevel = "將門從鉸鏈上取下的最低木工等級",
	Sandbox_eggonsAllDoorsAreYours_MinimumCarpentryLevel_tooltip = "從鉸鏈上取下門所需的最低木工等級",
	Sandbox_eggonsAllDoorsAreYours_SuccessChance = "將門從鉸鏈上取下的基本成功率(%)",
	Sandbox_eggonsAllDoorsAreYours_SuccessChance_tooltip = "最低木工等級的成功概率",
	Sandbox_eggonsAllDoorsAreYours_SuccessChanceIncrease = "每級成功概率增加（%）",
	Sandbox_eggonsAllDoorsAreYours_SuccessChanceIncrease_tooltip = "每高於最低限度的木工水平<br>成功概率就會增加",

	-----Eggon's Holsters Tweaker-----
	
	Sandbox_eggonsHolstersTweaker = "皮帶/槍套調整",
	Sandbox_eggonsHolstersTweaker_HolstersWeightReduction = "槍套減重(%)",
	Sandbox_eggonsHolstersTweaker_HolstersWeightReduction_tooltip = "槍套減重(%)",
	Sandbox_eggonsHolstersTweaker_BeltsWeightReduction = "皮帶減重(%)",
	Sandbox_eggonsHolstersTweaker_BeltsWeightReduction_tooltip = "皮帶減重(%)"

	-----Cryogenic Winter Heater-----
	
	Sandbox_MultiplierUI = "便攜取暖器",
	Sandbox_Multiplier = "取暖器溫度",
	Sandbox_Multiplier_tooltip = "嚴寒/35<br>寒冷/32<br>冰冷/29<br>炎熱/39<br>酷熱/42<br>追日/45",
	Sandbox_SpawnWeight = "取暖器物品概率",
	Sandbox_SpawnWeight_tooltip = "如果你增加數值,將會更頻繁地刷新",
	Sandbox_CryoMags = "取暖器雜誌概率",
	Sandbox_CryoMags_tooltip = "如果你增加數值,將會更頻繁地刷新",
	Sandbox_SpawnLocation = "刷新點",
	Sandbox_SpawnLocation_tooltip = "選擇便攜暖器刷新點",
	Sandbox_SpawnLocation_option1 = "櫥櫃架"
	Sandbox_SpawnLocation_option2 = "車間處",
	Sandbox_SpawnLocation_option3 = "醫療處",
	Sandbox_SpawnLocation_option4 = "工具店",
	Sandbox_SpawnLocation_option5 = "工具商店/車庫",

	-----Pomp's Items-----
	
	Sandbox_PompsItems = "華麗的物品",
	Sandbox_PompsItems_WantG4Ponies = "啟用G4小馬",
	Sandbox_PompsItems_WantG4Ponies_tooltip = "啟用第 4 代 MLP,友誼就是魔法毛絨玩具？",
	Sandbox_PompsItems_AlbionSpawnlist = "阿爾比恩的生成列表",
	Sandbox_PompsItems_AlbionSpawnlist_tooltip = "啟用阿爾比恩的個人重生列表？<br> <RED>覆蓋所有其他設置；查看模組頁面了解詳情",
	Sandbox_PompsItems_WantG5Ponies = "啟用 G5 小馬",
	Sandbox_PompsItems_WantG5Ponies_tooltip = "啟用 MLP 第 5 代毛絨玩具？",
	Sandbox_PompsItems_WantClassicPonies = "啟用經典小馬",
	Sandbox_PompsItems_WantClassicPonies_tooltip = "啟用經典小馬？<br> <GREEN>此選項在 1993 年之前都是準確的",
	Sandbox_PompsItems_WantOCs = "啟用 OCS",
	Sandbox_PompsItems_WantOCs_tooltip = "啟用 MLP OCS？這些是非官方角色",
	Sandbox_PompsItems_ReadablePonies = "'可讀小馬",
	Sandbox_PompsItems_ReadablePonies_tooltip = "可以閱讀毛絨玩具以減輕壓力和不快感<br> <RED>更改此設置將刪除您存檔中的所有現有毛絨玩具！",
	Sandbox_PompsItems_PonyJars = "啟用罐子事件",
	Sandbox_PompsItems_PonyJars_tooltip = "啟用臭名昭著的'罐子'元事件<br> <GREEN>啟用特定小馬不會更改此<br>元事件中的字符,因為它使用自己選擇的字符來生成",
	Sandbox_PompsItems_PonySpawnRate = "小馬刷新倍率",
	Sandbox_PompsItems_PonySpawnRate_tooltip = "小馬毛絨玩具刷新概率<br>注意小心使用更高的值！<br>不適用於元事件",
	Sandbox_PompsItems_PonyZombieSpawnRate = "屍體刷新小馬",
	Sandbox_PompsItems_PonyZombieSpawnRate_tooltip = "在屍體上生成小馬玩具概率<br>注意小心使用更高的值！",
	Sandbox_PompsItems_StallionMilk = "啟用馬奶",
	Sandbox_PompsItems_StallionMilk_tooltip = "使馬奶能夠在遊戲世界中生成",
	Sandbox_PompsItems_EasterStuff = "啟用復活節糖果",
	Sandbox_PompsItems_EasterStuff_tooltip = "使復活節主題的糖果能夠在遊戲世界中生成",
	Sandbox_PompsItems_Littering = "禁用亂扔垃圾",
	Sandbox_PompsItems_Littering_tooltip = "禁用無用的垃圾物品",
	Sandbox_PompsItems_FNAFSpawnRate = "玩具熊盒刷新",
	Sandbox_PompsItems_FNAFSpawnRate_tooltip = "玩具熊盒刷新倍率<br>注意更高的值,小心使用！",
	Sandbox_PompsItems_FNAFZombieSpawnRate = "玩具熊盒戰利品刷新",
	Sandbox_PompsItems_FNAFZombieSpawnRate_tooltip = "戰利品刷新倍率<br>注意更高的值,小心使用！",
	Sandbox_PompsItems_CandySpawnRate = "糖果生成",
	Sandbox_PompsItems_CandySpawnRate_tooltip = "糖果生成概率倍数",
	Sandbox_PompsItems_RefrigeratedGoodsSpawnRate = "冷藏商品生成",
	Sandbox_PompsItems_RefrigeratedGoodsSpawnRate_tooltip = "冰箱中食物的生成概率倍数",
	Sandbox_PompsItems_FrozenGoodsSpawnRate = "冷冻商品生成",
	Sandbox_PompsItems_FrozenGoodsSpawnRate_tooltip = "冰箱中食物的生成概率倍数",
	Sandbox_PompsItems_SnacksSpawnRate = "零食生成",
	Sandbox_PompsItems_SnacksSpawnRate_tooltip = "休闲食品生成概率倍数",
	Sandbox_PompsItems_CannedGoodsSpawnRate = "罐头食品生成",
	Sandbox_PompsItems_CannedGoodsSpawnRate_tooltip = "罐装物品生成概率倍数",
	Sandbox_PompsItems_DrinksSpawnRate = "饮料生成",
	Sandbox_PompsItems_DrinksSpawnRate_tooltip = "饮料生成概率倍数",
	Sandbox_PompsItems_EnergyDrinkSpawnRate = "能量饮料生成",
	Sandbox_PompsItems_EnergyDrinkSpawnRate_tooltip = "能量饮料生成概率倍数",
	Sandbox_PompsItems_LiquorSpawnRate = "酒类生成",
	Sandbox_PompsItems_LiquorSpawnRate_tooltip = "酒类物品生成概率倍数",
	Sandbox_PompsItems_MiscSpawnRate = "杂项生成",
	Sandbox_PompsItems_MiscSpawnRate_tooltip = "杂项食物生成概率倍数",
	Sandbox_PompsItems_LiteratureSpawnRate = "文學生成倍數",
	Sandbox_PompsItems_LiteratureSpawnRate_tooltip = "文學作品（例如雜誌）產生機率的乘數",
	Sandbox_PompsItems_ZombieLoot = "啟用喪屍食物戰利品",
	Sandbox_PompsItems_ZombieLoot_tooltip = "啟用神秘食物,打開該食物即可從喪屍戰利品獲得隨機低級食物",
	Sandbox_PompsItems_ZombieLootSpawnRate = "喪屍食物戰利品倍率",
	Sandbox_PompsItems_ZombieLootSpawnRate_tooltip = "喪屍食物和飲料的生成概率乘數",
	
	-----ExtraSauce Quality of Life-----
	
	Sandbox_msqol42 = "生活質量",
	Sandbox_msqol42b = "平衡",
	Sandbox_msqol42_b_bagmerge = "容量限制",
	Sandbox_msqol42_b_bagmerge_option1 = "3",
	Sandbox_msqol42_b_bagmerge_option2 = "5",
	Sandbox_msqol42_b_bagmerge_option3 = "8",
	Sandbox_msqol42_b_bagmerge_option4 = "13",
	Sandbox_msqol42_b_bagmerge_option5 = "無限制",
	Sandbox_msqol42readWalk = "邊讀邊走",
	Sandbox_msqol42readWalk_tooltip = "聽起來很簡單",
	Sandbox_msqol42burnMore = "燃燒更多",
	Sandbox_msqol42burnMores_tooltip = "燃燒更多東西",
	Sandbox_msqol42grabMore = "獲取更多",
	Sandbox_msqol42grabMore_tooltip = "獲取更多選項",
	Sandbox_msqol42forceEq = "強制裝備",
	Sandbox_msqol42forceEq_tooltip = "強制裝備超重容器",
	Sandbox_msqol42drier = "乾燥",
	Sandbox_msqol42drier_tooltip = "使用一堆毛巾而不是一條",
	Sandbox_msqol42scrapammo = "廢彈藥",
	Sandbox_msqol42scrapammo_tooltip = "用成堆的子彈而不是全部製造火藥",
	Sandbox_msqol42scrapmetals = "廢金屬",
	Sandbox_msqol42scrapmetals_tooltip = "嘗試從某些物品中獲取金屬",
	Sandbox_msqol42scrapcars = "報廢汽車",
	Sandbox_msqol42scrapcars_tooltip = "拆除發動機狀況不佳的汽車",
	Sandbox_msqol42fixers = "武器修復器",
	Sandbox_msqol42fixers_tooltip = "合併武器並製造彈藥",
	Sandbox_msqol42infobar = "信息欄",
	Sandbox_msqol42infobar_tooltip = "顯示浮動信息欄",
	Sandbox_msqol42campfires = "營火",
	Sandbox_msqol42campfires_tooltip = "在有營火的地方放一個箭頭<br>在MP中沒有任何作用",
	Sandbox_msqol42vitamax = "維生素",
	Sandbox_msqol42vitamax_tooltip = "服用一把藥丸而不是一個<br>服用藥丸速度會加快<br>恐慌會影響速度與成功率",
	Sandbox_msqol42woodf = "EZ燃料",
	Sandbox_msqol42woodf_tooltip = "簡化向營火、燒烤和壁爐添加燃料",
	Sandbox_msqol42cmove = "屍體移動",
	Sandbox_msqol42cmove_tooltip = "一起移動屍體(MP不穩定)",
	Sandbox_msqol42cmerge = "屍體合併",
	Sandbox_msqol42cmerge_tooltip = "將屍體的物品移動到一具屍體上(MP不穩定)",
	Sandbox_msqol42carTweaks = "汽車調整",
	Sandbox_msqol42carTweaks_tooltip = "允許：更換零件菜單,在任何地方打開引擎蓋並更快,修理燈條和加熱器",
	Sandbox_msqol42dieter = "節食者",
	Sandbox_msqol42dieter_tooltip = "更多飲食選擇",
	Sandbox_msqol42ftravels = "快速旅行",
	Sandbox_msqol42ftravels_tooltip = "快速返回火場",
	Sandbox_msqol42itemmerge = "物品合併",
	Sandbox_msqol42itemmerge_tooltip = "將有剩餘的物品和在一起",
	Sandbox_msqol42sorter = "分揀",
	Sandbox_msqol42sorter_tooltip = "分類你的戰利品",
	Sandbox_msqol42catalog = "編目",
	Sandbox_msqol42catalog_tooltip = "編目你的東西",
	Sandbox_msqol42bagMerge = "包合併",
	Sandbox_msqol42bagMerge_tooltip = "將袋子/容器合併在一起<br>增加容量並減輕重量",
	Sandbox_msqol42bundler = "捆綁器",
	Sandbox_msqol42bundler_tooltip = "將物品打包在一起；減輕重量",
	Sandbox_msqol42carInfo = "汽車信息",
	Sandbox_msqol42carInfo_tooltip = "更多汽車信息",
	Sandbox_msqol42clothingInfo = "服裝信息",
	Sandbox_msqol42clothingInfo_tooltip = "更多服裝信息",
	Sandbox_msqol42foodInfo = "食物信息",
	Sandbox_msqol42foodInfo_tooltip = "食物的更多信息",
	Sandbox_msqol42weaponInfo = "武器信息",
	Sandbox_msqol42weaponInfo_tooltip = "更多關於近戰和遠程武器的信息",
	Sandbox_msqol42weaponPartsInfo = "武器零件信息",
	Sandbox_msqol42weaponPartsInfo_tooltip = "槍支附件（武器零件）的更多信息",
	Sandbox_msqol42mediaInfo = "媒體信息",
	Sandbox_msqol42mediaInfo_tooltip = "CD/VHS/書籍的更多信息",
	Sandbox_msqol42cInvFilter = "屍體過濾器",
	Sandbox_msqol42cInvFilter_tooltip = "過濾掉屍體上你不想看到的物品",
	Sandbox_msqol42pInvFilter = "庫存過濾器",
	Sandbox_msqol42pInvFilter_tooltip = "隱藏裝備的衣服",
	Sandbox_msqol42drain = "可排出信息",
	Sandbox_msqol42drain_tooltip = "以數字形式顯示剩餘量",
	Sandbox_msqol42hotbarClick = "焊接左鍵單擊",
	Sandbox_msqol42hotbarClick_tooltip = "允許左鍵點擊焊接",
	Sandbox_msqol42hotbarTooltip = "快捷工具提示",
	Sandbox_msqol42hotbarTooltip_tooltip = "在快捷欄上顯示物品提示",
	Sandbox_msqol42sac = "背包",
	Sandbox_msqol42sac_tooltip = "允許輕鬆訪問包",
	Sandbox_msqol42forageItemsOnly = "搜尋過濾器",
	Sandbox_msqol42forageItemsOnly_tooltip = "只顯示搜尋物品和鑰匙",
	Sandbox_msqol42forageFocus = "記住搜尋焦點",
	Sandbox_msqol42forageFocus_tooltip = "記住搜尋目標選項",
	Sandbox_msqol42replaceBatteries = "更換電池",
	Sandbox_msqol42replaceBatteries_tooltip = "更換電池,同時裝備",
	Sandbox_msqol42goodSleep = "睡個好覺",
	Sandbox_msqol42goodSleep_tooltip = "找到並關閉所有鬧鐘/手錶",
	Sandbox_msqol42takeWaterFix = "取水修復",
	Sandbox_msqol42takeWaterFix_tooltip = "修復惱人的問題,有時無法填充容器直至滿",
	Sandbox_msqol42takeEngineFix = "進行引擎修復",
	Sandbox_msqol42takeEngineFix_tooltip = "修復煩人找不到扳手",
	
	-----Barricade Hurt Zombies-----
	
	Sandbox_BarricadeHurtZombies = "路障傷害",
	Sandbox_BarricadeHurtZombies_BarricadeDamage = "路障對喪屍的傷害",
	Sandbox_BarricadeHurtZombies_BarricadeDamage_tooltip = "每次擊中路障對喪屍造成的傷害<br>0.5 相當於每塊木板約 1 個喪屍",
	Sandbox_BarricadeHurtZombies_HurtingBarricade = "路障類型傷害喪屍",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_tooltip = "默認值不包括非玩家建造的物體(例如窗戶、門、車庫門...)"
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option1 = "玩家建造和移動的物體",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option2 = "全部",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option3 = "僅防禦",
	
	-----Shops and Traders-----
	
	Sandbox_ShopsAndTraders = "商店/商人",
	Sandbox_ShopsAndTraders_PercentageDropOnDeath = "金錢掉落百分比",
	Sandbox_ShopsAndTraders_PercentageDropOnDeath_tooltip = "這個百分比將是玩家死亡時掉落的錢數<br>如果玩家錢包被禁用,所有的錢都將掉落<br>警告：死亡會導致錢包的剩餘部分被摧毀",
	Sandbox_ShopsAndTraders_PlayerWallets = "玩家錢包"
	Sandbox_ShopsAndTraders_PlayerWallets_tooltip = "禁用此功能會強制玩家始終攜帶現金",
	Sandbox_ShopsAndTraders_CanWithdraw = "可以提取現金",
	Sandbox_ShopsAndTraders_CanWithdraw_tooltip = "如果玩家可以從他們的錢包中取出金錢物品<br>需要 玩家錢包 為開啟才能產生影響",
	Sandbox_ShopsAndTraders_ShopsUseCash = "商店變更政策",
	Sandbox_ShopsAndTraders_ShopsUseCash_tooltip = "更改：商店將以現金形式退還交易的差額<br>信用：如果交易不平衡,商店將存儲欠你的信用額度<br>兩者都不是：商店不會退還任何對他們有利的交易",
	Sandbox_ShopsAndTraders_CashPolicy_option1 = "商店找零",
	Sandbox_ShopsAndTraders_CashPolicy_option2 = "商店使用信用",
	Sandbox_ShopsAndTraders_CashPolicy_option3 = "商店兩者都不使用",
	Sandbox_ShopsAndTraders_MoneySpawnMin = "物品最低價值",
	Sandbox_ShopsAndTraders_MoneySpawnMin_tooltip = "貨幣物品生成的最低價值",
	Sandbox_ShopsAndTraders_MoneySpawnMax = "物品最高價值",
	Sandbox_ShopsAndTraders_MoneySpawnMax_tooltip = "貨幣物品生成的最高價值",
	Sandbox_ShopsAndTraders_StartingWallet = "起始金額",
	Sandbox_ShopsAndTraders_StartingWallet_tooltip = "玩家開始時有多少錢",
	Sandbox_ShopsAndTraders_MoneyWeight = "貨幣重量",
	Sandbox_ShopsAndTraders_MoneyWeight_tooltip = "每個'單位'貨幣的重量是多少",
	Sandbox_ShopsAndTraders_TradersResellItems = "默認交易商轉售選項",
	Sandbox_ShopsAndTraders_TradersResellItems_tooltip = "此設置會更改創建列表時的默認設置<br>如果打開貿易商,將向他們出售商品",
	Sandbox_ShopsAndTraders_TradersResetStock = "補貨會完全重置商店的庫存",
	Sandbox_ShopsAndTraders_TradersResetStock_tooltip = "當貿易商重新進貨時,任何正在轉售的物品（最初由玩家出售）將被清空",
	Sandbox_ShopsAndTraders_DeedRecipe = "玩家商店契約配方"
	Sandbox_ShopsAndTraders_DeedRecipe_tooltip = "語法如下：<br>每個項目由'|'分隔<br>貨幣值的唯一性：'$n'代表n種貨幣<br>包括'destroy n',其中n是項目類型將消耗該項目<br>包括「keep n」,其中 n 是項目類型將保存該項目<br>使用「n = 5」將需要 5 個該項目<br>使用「n;5」將需要 5 個來自該項目的「單位」 可取出成分的情況<br>使用 [function] 將在特殊情況下使用配方函數<br>所有這些都是原版配方語法的一部分<br>此處未列出的任何內容也將像使用配方腳本一樣工作",
	Sandbox_ShopsAndTraders_MaxUsers = "最大購物人數",
	Sandbox_ShopsAndTraders_MaxUsers_tooltip = "設 0 則禁用",
	Sandbox_ShopsAndTraders_ActivityTimeOut = "購物超時"
	Sandbox_ShopsAndTraders_ActivityTimeOut_tooltip = "設 0 可禁用<br>計時器以秒為單位",
	Sandbox_ShopsAndTraders_ShopItemPriceLimit = "商品價格限制",
	Sandbox_ShopsAndTraders_ShopItemPriceLimit_tooltip = "商店商品可以承擔的最高價格<br>默認為 0.00 的商店商品的價格沒有限制",
	Sandbox_ShopsAndTraders_ShopContainers = "可以用作商店的容器",
	Sandbox_ShopsAndTraders_ShopContainers_tooltip = "可以用作商店的集裝箱名稱（如板條箱、軍用板條箱）的逗號分隔列表<br>默認情況下,如果保留為空,則所有容器都可以用作商店",

	-----Evolving Traits World-----
	
	Sandbox_ETWSettings = "進化特徵/全局",
	Sandbox_ETWSimplePerks = "進化特質世界/簡單",
	Sandbox_ETWComplexPerks = "進化特質世界/複雜",
	Sandbox_ETWSystems = "進化特質世界/系統",
	Sandbox_ETWTraitsSettings = "進化特質世界/特徵",
	Sandbox_ETWMoodles = "進化特質世界/模組",
	Sandbox_ETW_AffinitySystem = "親和力系統",
	Sandbox_ETW_AffinitySystem_tooltip = "定義是否為某些與系統相關的特徵和一些複雜的特徵啟用親和力系統(例如,體重恐懼位置系統、草藥師或睡眠系統<br>在 Google 表格中檢查哪些系統和特徵受親和力系統的影響)<br>親和力系統可以更容易地保持你在角色創建時選擇的特徵,無論是消極的還是積極的<br>啟用它後,你可以將失去這些特徵的速度減半(可修改),並將速度加倍(也可以修改) 你獲得這些特質的時候",
	Sandbox_ETW_AffinitySystemLoseDivider = "親和力系統分隔符",
	Sandbox_ETW_AffinitySystemLoseDivider_tooltip = "失去具有親和力系統功能的津貼有多難(隻影響你開始的津貼！)<br>將它設置為 1,意味著它不會讓它更難失去<br>將它設置為 2 意味著你 失去它們會慢兩倍<br>設置為 1.5 會使它慢 50%,依此類推<br>所以如果你從可以失去的積極特質開始,失去它會更難<br>但它也會影響 負面特徵！",
	Sandbox_ETW_AffinitySystemGainMultiplier = "親和系統乘數",
	Sandbox_ETW_AffinitySystemGainMultiplier_tooltip = "獲得具有親和力系統功能的津貼要容易得多(隻影響你開始時的津貼！)<br>將其設置為 1,意味著它不會更容易獲得<br>將其設置為 2 意味著它 獲得它們需要兩倍的速度<br>設置為 1.5 會使它快 50%,依此類推<br>因此,如果您從積極的動態特性開始,後來失去它,您會更快地恢復它<br>但它也會影響 負面特徵！",
	Sandbox_ETW_Mechanics = "業餘機械師",
	Sandbox_ETW_MechanicsSkill = "業餘機械師技能要求",
	Sandbox_ETW_MechanicsRepairs = "維修要求",
	Sandbox_ETW_MechanicsRepairs_tooltip = "你必須修理多少百分比的汽車狀況才有資格獲得津貼<br>適用於汽車的每個部分,在所有汽車之間保存",
	Sandbox_ETW_Fishing = "垂釣者",
	Sandbox_ETW_FishingSkill = "垂釣者釣魚技能要求",
	Sandbox_ETW_Asthmatic = "哮喘",
	Sandbox_ETW_AsthmaticCounter = "哮喘計數",
	Sandbox_ETW_AsthmaticCounter_tooltip = "你應該達到什麼計數值才能獲得哮喘特徵<br>在寒冷的溫度下跑步或鍛煉會降低計數,溫度越低,降低得越快<br>如果你在戶外它會降低得更快<br>如果你是吸煙者,它會降低得更快<br>此外,即使天氣晴朗,吸煙也會在你跑步時慢慢降低計數<br>達到計數器會消除哮喘特徵<br>衹要你沒有跑步或衝刺,呼吸的空氣溫度高於 0 攝氏度,計數就會自行慢慢增加<br>除此之外,它會根據您的健康水平和當前的耐力水平而增加<br>吸煙會使速率減半<br>哮喘患者會再次減半",
	Sandbox_ETW_AVClub = "AV 俱樂部會員",
	Sandbox_ETW_AVClubSkill = "AV 俱樂部會員電工技能要求",
	Sandbox_ETW_Axeman = "伐木者",
	Sandbox_ETW_AxemanTrees = "伐木者樹木的要求",
	Sandbox_ETW_AxemanTrees_tooltip = "你要砍掉多少棵樹才能得到伐木者特性",
	Sandbox_ETW_AxeThrower = "斧頭投擲者",
	Sandbox_ETW_AxeThrowerSkill = "斧頭投擲者斧頭技能要求",
	Sandbox_ETW_AxeThrowerKills = "斧頭投擲者用斧頭殺戮要求",
	Sandbox_ETW_BaseballPlayer = "棒球運動員",
	Sandbox_ETW_BaseballPlayerSkill = "棒球運動員長棍技能要求",
	Sandbox_ETW_BaseballPlayerKills = "棒球運動員擊殺長棍器要求",
	Sandbox_ETW_Bloodlust = "嗜血",
	Sandbox_ETW_Bloodlust_tooltip = "可以讓你通過填充和維持嗜血條獲得好處<br>嗜血條在36小時內是軟上限,可以通過在一定時間內殺死喪屍來補充距離<br>喪屍離得越近,儀表填充的速度就越快<br>當你超過半米時,每小時都會給你帶來嗜血的進步,當低於一半時,它會消除進步<br>嗜血 嗜血量表每小時自然衰減 1<br>-技術說明,如果你不想玩,請不要閱讀此內容---<br>要填充嗜血量表,你必須殺死喪屍 在距離你一定距離內,計量表的準確填充量由一個公式決定,該公式考慮了喪屍的距離和一個乘數<br>精確的公式是：math.min(1 / 距離, 1) * 乘數<br>每隔一小時如果你的嗜血儀超過一半,每隔一小時你將獲得 10% 作為獲得嗜血的進度<br>如果它低於 50%,您將損失 3.6-0.1*BloodlustBar ,因此如果您略低於 50%,您將損失大約 1.8,但如果您處於 0%,您將損失 3.6 的進度<br>進度上限為嗜血進度值的 2 倍",
	Sandbox_ETW_BloodlustMeterFillMultiplier = "嗜血量計填充倍數",
	Sandbox_ETW_BloodlustMeterFillMultiplier_tooltip = "你的嗜血量表填充速度有多快",
	Sandbox_ETW_BloodlustProgress = "嗜血進度",
	Sandbox_ETW_BloodlustProgress_tooltip = "你需要多少嗜血進度才能獲得特質<br>保持你的嗜血量表滿將在 1 小時內為你贏得 3.6 分<br>請注意,如果該量表低於 50%,你也會失去嗜血量<br>所以如果你將它設置得較低,這將很容易獲得,但也很容易失去額外津貼<br>進度上限為嗜血進度值的 2 倍",
	Sandbox_ETW_BloodlustMoodle = "啟用嗜血情緒",
	Sandbox_ETW_BloodlustMoodle_tooltip = "如果禁用此選項,模組將不會顯示<br>對於單人遊戲,請保持此狀態並更改您在 Mod 選項中看到的 特徵<br>如果是服務器設置,玩家將無法在客戶端啟用 特徵",
	Sandbox_ETW_BloodlustMoodleVisibilityHours = "嗜血進度可見時間",
	Sandbox_ETW_BloodlustMoodleVisibilityHours_tooltip = "在附近殺死喪屍後嗜血情緒持續多少小時",
	Sandbox_ETW_BloodlustMultiplier = "嗜血效果倍數",
	Sandbox_ETW_BloodlustMultiplier_tooltip = "將嗜血的效果乘以這個值<br>默認情況下,每次殺戮都會減少 4% 的不快樂、壓力和恐慌<br>乘數適用於這 4%<br>將此設置為0.5將使這些狀態減少2%",
	Sandbox_ETW_BodyworkEnthusiast = "車輛愛好者",
	Sandbox_ETW_BodyworkEnthusiastSkill = "車輛愛好者技能要求",
	Sandbox_ETW_BodyworkEnthusiastSkill_tooltip = "金工 + 技工",
	Sandbox_ETW_BodyworkEnthusiastRepairs = "維修要求",
	Sandbox_ETW_BodyworkEnthusiastRepairs_tooltip = "你必須修理多少百分比的汽車狀況才有資格獲得津貼<br>適用於汽車的每個部分,在所有汽車之間保存",
	Sandbox_ETW_BraverySystem = "勇敢系統",
	Sandbox_ETW_BraverySystemKills = "擊殺提陞技能",
	Sandbox_ETW_BraverySystemKills_tooltip = "在這裡你可以設置你需要多少殺戮才能使你的勇敢系統達到最大<br>近戰殺戮計數兩次才能進步<br>進展如下：懦弱 -> 恐血癥 -> 和平主義者 -> 腎上腺素 -> 勇敢 -> 麻木<br>達到每個階段的數量如下：<br>懦弱：最大擊殺數 10%<br>血腥恐懼：最大擊殺數 20%<br>和平主義者：最大擊殺數 30%<br>腎上腺素:最大擊殺數 40%<br>勇敢:最大擊殺數 60%<br>麻木:最大擊殺數 100% <br>比如:最大擊殺數設置為1000. 你從懦弱開始需要 100 次擊殺才能移除它<br>如果你獲得 50 次近戰擊殺,它將被移除<br>如果你獲得 40 次近戰擊殺(x2 = 80 次擊殺用於反擊)和 20 次槍擊擊殺,情況也是如此",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks = "勇敢系統取消其他恐懼",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks_tooltip = "如果啟用,通過勇敢系統獲得的麻木也會移除其他恐懼<br>如嗜睡癥、同性戀恐懼癥、恐高癥、幽閉恐懼癥<br>並阻止你獲得這些",
	Sandbox_ETW_Brawler = "爭吵者",
	Sandbox_ETW_BrawlerSkill = "格鬥技能要求",
	Sandbox_ETW_BrawlerSkill_tooltip = "斧頭 + 長棍",
	Sandbox_ETW_BrawlerKills = "鬥士擊殺要求",
	Sandbox_ETW_BrawlerKills_tooltip = "斧頭 + 長棍",
	Sandbox_ETW_Burglar = "盜賊",
	Sandbox_ETW_BurglarSkill = "盜賊技能要求",
	Sandbox_ETW_BurglarSkill_tooltip = "技工 + 電工 + 靈活<br>請注意,你需要在機工和電工中各擁有至少2個等級",
	Sandbox_ETW_CatEyes = "貓眼",
	Sandbox_ETW_CatEyesCounter = "貓眼計數",
	Sandbox_ETW_CatEyesCounter_tooltip = "可以讓你通過查看和觀察你角色一定半徑內的方塊來獲得積分<br>你獲得的積分數量受一天中的時間等因素的影響 ,方塊的暗度,以及你和方塊是在裡面還是外面長棍你看到的方塊越多,越黑,你獲得的分數就越多<br>-技術說明,如果你不想玩,請不要閱讀此內容---<br>要獲得此特權的積分,你必須看到並觀察角色 30 半徑內的方塊<br>你為每個方塊賺取的確切點數是確定的 通過一個公式,考慮到廣場的黑暗度,一天中的時間,以及你和廣場是在裡面還是外面<br>每個廣場的詳細計算公式是：0.01 * 廣場的黑暗度 * 2(如果兩者都 玩家 和 方塊 都在裡面) * 一天時間<br>平均而言,花費 在外面過夜會讓你淨賺大約 1.1k 積分",
	Sandbox_ETW_Clumsy = "笨拙",
	Sandbox_ETW_ClumsySkill = "笨拙技能要求",
	Sandbox_ETW_ClumsySkill_tooltip = "潛行 + 輕巧",
	Sandbox_ETW_ColdIllnessSystem = "感冒系統",
	Sandbox_ETW_ColdIllnessSystemColdsWeathered = "感冒天氣",
	Sandbox_ETW_ColdIllnessSystemColdsWeathered_tooltip = "你必須忍受多少次中度到重度感冒才能失去/獲得相關特徵(易病和復原)<br>易病在計數達到 50% 時丟失,在計數達到 100% 時復原",
	Sandbox_ETW_Conspicuous = "引人注目",
	Sandbox_ETW_ConspicuousSkill = "潛行技能要求",
	Sandbox_ETW_Cook = "廚師",
	Sandbox_ETW_CookSkill = "廚師烹飪技能要求",
	Sandbox_ETW_DelayedTraitsSystem = "延遲特徵系統",
	Sandbox_ETW_DelayedTraitsSystem_tooltip = "這個系統允許你以更隨機的方式獲得/失去特性,而不是以原版遊戲的方式<br>它的工作原理是當你有資格添加/刪除一個特性時（受這個系統影響的特性列表可以是 在表上找到,描述中的鏈接）你不會立即得到/失去它<br>相反,它被添加到一個表中,其中包含獲得它可能需要的小時數（基於下面的沙箱設置）<br>然後每小時, 遊戲正在滾動讓你獲得/失去此表中的每個特徵（每個特徵單獨滾動）<br>所以你每小時有 X 分之一的概率獲得你的特徵<br>如果滾動失敗,X 減少 1.你走的時間越長 ,你獲得的特性有更高的概率趕上你<br>重要：依賴技能水平的特性將如上所述解鎖<br>但是,依賴於此 mod 添加的內部計數器的特性（例如：容易生病 、虛弱的胃、戶外運動者、貓眼等）將在下次必須增加這些內部計數器時解鎖<br>之所以會這樣,是因為為這些特定特徵編寫單獨的解鎖機製很痛苦,而且需要做很多額外的不必要的工作<br>示例：您有資格獲得貓眼,並且它被添加到延遲特徵表中.假設一段時間後,您在一天中獲得<br>你不會馬上得到它,但你會在下次計數器增加時（最近的傍晚/晚上）得到它<br>所有這些具體案例都記錄在表上",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay = "默認延遲",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay_tooltip = "默認延遲（以小時為單位）,特徵出現/消失需要多少小時<br>因此,例如,如果您將其設置為 240,並且有資格獲得新特徵,您將有 240 分之一的概率 在第一個小時內獲取<br>如果失敗,下一個小時它是 239 中的 1,下一個小時它是 238 中的 1,依此類推",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay = "啟動特性的額外延遲",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay_tooltip = "附加延遲（以小時為單位）疊加在遊戲開始時獲得的'免費'特性的默認延遲之上<br>示例：從 9 力量開始通常會免費給你囤積者<br>如果延遲特性系統 已啟用,假設默認延遲為 240,啟動特徵的額外延遲為 480,您不會在遊戲開始時獲得,而是進入表格,最大小時數為 720<br>所以您將擁有 720 中有 1 個在第 1 小時內得到它,依此類推",
	Sandbox_ETW_EagleEyed = "鷹眼",
	Sandbox_ETW_EagleEyedDistance = "鷹眼距離",
	Sandbox_ETW_EagleEyedDistance_tooltip = "喪屍必須在多遠的距離才能將其計為鷹眼殺戮計數的殺<br>對於原版,建議在 20 離開,對於添加好槍支的模組(例如 Gunfighter + Brita),建議設置為 25 或者",
	Sandbox_ETW_EagleEyedKills = "鷹眼殺戮",
	Sandbox_ETW_FastLearner = "快速學習",
	Sandbox_ETW_FastLearnerSkill = "快速學習技能要求",
	Sandbox_ETW_FastLearnerSkill_tooltip = "維修+木工+烹飪+農耕+急救+電工+金工+技工+裁縫",
	Sandbox_ETW_FearOfLocationsSystem = "室內外恐懼系統",
	Sandbox_ETW_FearOfLocationsSystemCounter = "室內外恐懼系統計數",
	Sandbox_ETW_FearOfLocationsSystemCounter_tooltip = "計數 = 你需要在室外/室內度過的分鐘數才能失去相應的特徵,廣場恐懼癥或幽閉恐懼癥<br>當壓力或不開心時在室外/室內會減少計數<br>達到-計數值將獲得你適當的特徵.達到+計數值 將擺脫適當的特徵,在 -計數 和 +計數 之間<br>下邊界是計數的 -2x,上邊界是此處設定值的 2x",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier = "室內外恐懼計數減少倍數",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier_tooltip = "當你不開心 (50%+) 或壓力大 (50%+) 時,你減少計數的速度有多快<br>考慮到你通常比不開心或壓力大時更正常,我建議不要把這個設置得太低<br>計算公式 每分鐘減少多少計數是 (1 + 抑鬱(0-1) + (1 + 壓力(0-1)) * 乘數<br>所以至少你會失去 0 * 乘數,最多你會失去 4 * 乘數",
	Sandbox_ETW_FearOfLocationsExclusiveFears = "幽閉/戶外恐懼癥是唯一",
	Sandbox_ETW_FearOfLocationsExclusiveFears_tooltip = "如果啟用,您將只患幽閉恐懼癥或廣場恐懼癥,以計數較低者為準",
	Sandbox_ETW_FirstAid = "急救員",
	Sandbox_ETW_FirstAidSkill = "急救人員急救技能要求",
	Sandbox_ETW_FogSystem = "迷霧系統",
	Sandbox_ETW_FogSystemCounter = "霧系統計數",
	Sandbox_ETW_FogSystemCounter_tooltip = "你在霧中度過的每一分鐘都會得到 霧強度 * 霧系統計數增加倍數<br>同時你也會失去 霧強度 * 恐慌 * 0.9 * 霧系統計數減少乘數<br>計數的最大和最小邊界是 -2*計數 和 2*計數。當處於最下計數時,你會獲得 厭霧者,當到達計數時,你會獲得 喜霧者<br>在兩者之間,什麼也得不到",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier = "霧計數增加倍數",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier_tooltip = "調整你的計數增加的速度,詳情在霧系統計數的工具提示中",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier = "霧計數減少倍數",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier_tooltip = "調整你的計數減少的速度,詳情在霧系統計數的工具提示中",
	Sandbox_ETW_FoodSicknessSystem = "食慾系統",
	Sandbox_ETW_FoodSicknessSystemCounter = "胃部計數",
	Sandbox_ETW_FoodSicknessSystemCounter_tooltip = "你必須積纍多少食慾才能失去/獲得與食慾相關的特徵(脾胃虛弱和鋼腸鐵胃)<br>疾病可以在 0 到 1 之間,其中一個你實際上可能會死亡<br>每一分鐘,你當前的疾病會被添加 反擊,就這麼簡單",
	Sandbox_ETW_FurnitureAssembler = "傢具裝配工",
	Sandbox_ETW_FurnitureAssemblerSkill = "傢具裝配工木工技能要求",
	Sandbox_ETW_Runner = "跑步者",
	Sandbox_ETW_RunnerSkill = "跑步者衝刺技能要求",
	Sandbox_ETW_Gardener = "園丁",
	Sandbox_ETW_GardenerSkill = "園丁耕作技能要求",
	Sandbox_ETW_Graceful = "優雅",
	Sandbox_ETW_GracefulSkill = "優雅技能要求",
	Sandbox_ETW_GracefulSkill_tooltip = "靈活 + 潛行 + 輕巧",
	Sandbox_ETW_GunEnthusiast = "槍支愛好者",
	Sandbox_ETW_GunEnthusiastSkill = "槍支愛好者技能要求",
	Sandbox_ETW_GunEnthusiastSkill_tooltip = "瞄準 + 裝彈",
	Sandbox_ETW_GunEnthusiastKills = "槍支愛好者槍械擊殺要求",
	Sandbox_ETW_Gymnast = "體操運動員",
	Sandbox_ETW_GymnastSkill = "體操運動員技能要求",
	Sandbox_ETW_GymnastSkill_tooltip = "輕巧 + 靈敏",
	Sandbox_ETW_GymRat = "健身鼠",
	Sandbox_ETW_GymRatSkill = "健身房老鼠技能要求",
	Sandbox_ETW_GymRatSkill_tooltip = "力量 + 體格",
	Sandbox_ETW_Handy = "巧手良工",
	Sandbox_ETW_HandySkill = "巧手良工要求",
	Sandbox_ETW_HandySkill_tooltip = "維護+木工",
	Sandbox_ETW_HearingSystem = "聽力系統",
	Sandbox_ETW_HearingSystemSkill = "聽力系統技能要求",
	Sandbox_ETW_HearingSystemSkill_tooltip = "在靈敏+戰鬥(無維護)中你必須失去/獲得多少級別的聽力津貼(聽力障礙和聽覺靈敏)<nr>當你通過一半的要求水平時你失去聽力困難,並獲得敏銳聽力當 達到設定的數字",
	Sandbox_ETW_Herbalist = "草藥師",
	Sandbox_ETW_HerbalistHerbsDecay = "草藥腐爛",
	Sandbox_ETW_HerbalistHerbsDecay_tooltip = "每天從櫃檯上拿走多少草藥<br>下降到半計數將刪除該特性,因此您必須再次獲得它",
	Sandbox_ETW_HerbalistHerbsPicked = "草藥採摘",
	Sandbox_ETW_HerbalistHerbsPicked_tooltip = "你必須採摘多少藥草(從搜尋中)才能獲得該特性",
	Sandbox_ETW_Hiker = "遠足者",
	Sandbox_ETW_HikerSkill = "徒步旅行者技能要求",
	Sandbox_ETW_HikerSkill_tooltip = "覓食 + 誘捕",
	Sandbox_ETW_Hoarder = "囤積者",
	Sandbox_ETW_HoarderSkill = "囤積者力量技能要求",
	Sandbox_ETW_HoarderWeight = "囤積者每點力量獎勵重量",
	Sandbox_ETW_HomeCook = "家庭廚師",
	Sandbox_ETW_HomeCookSkill = "家庭廚師技能要求",
	Sandbox_ETW_HomichlophileMultiplier = "喜雨癥乘數",
	Sandbox_ETW_HomichlophileMultiplier_multiplier = "喜雨癥對玩家的影響程度<br>你在霧中的每一分鐘抑鬱和恐慌的公式都會減少：4% * 霧強度 * 特性倍數<br>霧強度在 0 到 1 之間,所以你很少會看到完整的 4% 減少",
	Sandbox_ETW_HomichlophobiaMultiplier = "厭雨癥乘數",
	Sandbox_ETW_HomichlophobiaMultiplier_multiplier = "厭雨癥對玩家的影響程度<br>你在霧中的每一分鐘抑鬱和恐慌的公式都會增加：4% * 霧強度 * 特性倍數<br>霧強度在 0 到 1 之間,所以你很少會看到完整的 4% 增加",
	Sandbox_ETW_Hunter = "獵人",
	Sandbox_ETW_HunterSkill = "獵人技能要求",
	Sandbox_ETW_HunterSkill_tooltip = "潛行 + 瞄準 + 短刀 + 誘捕",
	Sandbox_ETW_HunterKills = "獵人擊殺要求",
	Sandbox_ETW_HunterKills_tooltip = "火器 + 短刀",
	Sandbox_ETW_Inconspicuous = "毫不起眼",
	Sandbox_ETW_InconspicuousSkill = "毫不起眼潛行技能要求",
	Sandbox_ETW_InventoryTransferSystem = "物品轉移系統",
	Sandbox_ETW_InventoryTransferSystemItems = "物品計數",
	Sandbox_ETW_InventoryTransferSystemItems_tooltip = "你必須轉移多少物品(和重量)才能獲得/失去與物品轉移相關的特徵：雜亂無章、井井有條、笨手笨腳、眼疾手快、黃油手指(更多特徵)<br>雜亂無章：60% 的重量計數和 30 物品計數百分比<br>井井有條：重量計數的 100% 和物品計數的 60%<br>笨手笨腳：重量計數的 30% 和物品計數的 60%<br>眼疾手快:重量計數的 60% 和物品計數的 100% 物品計數<br>黃油手指(更多特徵)：150% 的重量計數和 150% 的物品計數",
	Sandbox_ETW_InventoryTransferSystemWeight = "重量計數",
	Sandbox_ETW_InventoryTransferSystemWeight_tooltip = "你必須轉移多少重量(和物品)才能獲得/失去與物品轉移相關的特徵：雜亂無章、井井有條、笨手笨腳、眼疾手快、黃油手指(更多特徵)<br>雜亂無章：重量計數的 60% 和 30 物品計數百分比<br>井井有條：重量計數的 100% 和物品計數的 60%<br>笨手笨腳：重量計數的 30% 和物品計數的 60%<br>眼疾手快:重量計數的 60% 和物品計數的 100% 物品計數<br>黃油手指(更多特徵)：150% 的重量計數和 150% 的物品計數",
	Sandbox_ETW_Kenshi = "劍士",
	Sandbox_ETW_KenshiSkill = "劍士長刀技能要求",
	Sandbox_ETW_KenshiKills = "劍士長刀擊殺要求",
	Sandbox_ETW_KnifeFighter = "刀鋒戰士",
	Sandbox_ETW_KnifeFighterSkill = "持刀戰士短刀技能要求",
	Sandbox_ETW_KnifeFighterKills = "持刀戰鬥短刀擊殺要求",
	Sandbox_ETW_LearnerSystem = "學習系統",
	Sandbox_ETW_LearnerSystemSkill = "學習系統技能要求",
	Sandbox_ETW_LearnerSystemSkill_tooltip = "允許失去 慢速學習 獲得 快速學習<br>當等級達到一半時,你將失去 慢速學習,當等級達到設定值時,你將獲得 快速學習<br>維修 + 木工 + 烹飪 + 農業 + 急救 + 電工 + 金工 + 技工 + 裁縫",
	Sandbox_ETW_LightStep = "身輕如燕",
	Sandbox_ETW_LightStepSkill = "輕巧技能要求",
	Sandbox_ETW_LowProfile = "毫不起眼",
	Sandbox_ETW_LowProfileSkill = "潛行技能要求",
	Sandbox_ETW_LuckSystem = "幸運系統",
	Sandbox_ETW_LuckSystemSkill = "最大幸運系統的技能水平百分比",
	Sandbox_ETW_LuckSystemSkill_tooltip = "代碼將計算你所有的技能水平(包括任何由模組和被動增加的),並檢查你是否有失去/獲得不幸/幸運所需的技能水平百分比<br>當你達到你設置的百分比的一半時你失去不幸.這意味著在默認設置下,當你的技能水平總和達到 33% 或更高(從最大值開始)時<br>你將失去 不幸,當你達到 66% 時,你將獲得幸運",
	Sandbox_ETW_Outdoorsman = "戶外愛好者",
	Sandbox_ETW_OutdoorsmanCounter = "戶外活動計數",
	Sandbox_ETW_OutdoorsmanCounter_tooltip = "---一般理解---<br>這可讓您通過在戶外度過一段時間並暴露於各種天氣條件下來獲得特質<br>天氣條件越惡劣,您獲得特質的速度就越快<br>在室內會慢慢失去,達到計數將獲得特質,下降到相反的水平<br>（例如,默認設置下為 -500k）將失去它<br>---技術細節---<br>您在戶外度過的每一分鐘都會為計數增加 1 分<br>計數增加的速率會進一步乘以某些天氣條件,例如雨、雪和風<br>當計數達到指定閾值時,您將獲得該特質<br>通過測試,已經確定在晴朗的天氣中度過 24 小時（有一個霧濛濛的早晨）將獲得大約 1.7k 分<br>而在天氣中度過 24 小時（有兩個霧濛濛的早晨和中午有暴風雨）將獲得大約 5k 分<br>如果您在室內,您將失去在室外時所獲得積分的 10%<br>在室內 900 分鐘內,該特性會線性縮放至 100%<br>您可以重置當前百分比,此時您在室外會失去分數<br>每在室外停留一分鐘,百分比就會減少 0.3（您可以在 300 分鐘內從 100% 降至 10%）<br>當達到您設置的計數的一半時,您將失去該特性<br>計數的上限為計數值的 10 倍,下限為 0",
	Sandbox_ETW_OutdoorsmanCounterLoseMultiplier = "戶外活動計數減少倍數",
	Sandbox_ETW_OutdoorsmanCounterLoseMultiplier_tooltip = "定義你減少戶外活動計數的速度,1 的乘數在之前的工具提示中有描述",
	Sandbox_ETW_RainSystem = "降雨系統",
	Sandbox_ETW_RainSystemCounter = "降雨系統計數",
	Sandbox_ETW_RainSystemCounter_tooltip = "你在雨中度過的每一分鐘都會得到 1 * 降雨強度<br>如果你有超過 25% 的恐慌,你反而會失去 1 * 降雨強度 * 驚恐 * 雨水系統減少乘數<br>計數的最大和最小邊界是 -計數 和 2*計數<br>當處於以下狀態時 0,你獲得 雨水恐懼癥,當到達計數時,你獲得 嗜雨者<br>在兩者之間,你什麼也得不到",
	Sandbox_ETW_RainSystemCounterMultiplier = "降雨系統減少倍數",
	Sandbox_ETW_RainSystemCounterMultiplier_tooltip = "定義你減少雨水系統計數的快慢,在雨水系統計數工具提示中解釋",
	Sandbox_ETW_PluviophileMultiplier = "嗜雨者 效應乘數",
	Sandbox_ETW_PluviophileMultiplier_tooltip = "所有效果(抑鬱、壓力和無聊減少)都乘以這個值",
	Sandbox_ETW_PluviophobiaMultiplier = "嗜雨者 效應乘數",
	Sandbox_ETW_PluviophobiaMultiplier_tooltip = "所有效果(抑鬱、壓力和無聊增加)都乘以這個值",
	Sandbox_ETW_RestorationExpert = "維護專家",
	Sandbox_ETW_RestorationExpertSkill = "修復專家維護技能要求",
	Sandbox_ETW_RestorationExpertChance = "修復專家%概率",
	Sandbox_ETW_RestorationExpertChance_tooltip = "%概率不會增加物品修復次數",
	Sandbox_ETW_Sewer = "下水道",
	Sandbox_ETW_SewerSkill = "下水道裁縫技能要求",
	Sandbox_ETW_SleepSystem = "睡眠系統",
	Sandbox_ETW_SleepSystem_tooltip = "允許獲得/失去與睡眠相關的特徵,清醒 和 嗜睡<br>模組會跟蹤你喜歡在什麼時間睡覺,衹要你在這些時間左右睡覺,就是健康睡眠時間表<br>如果你在之外時間睡覺,你會失去一些時間完整性<br>不睡覺超過 24 小時也會開始破壞你的睡眠時間表<br>Mod 通過平均上次睡眠的平均數量來跟蹤你喜歡在什麼時間睡覺 您採取的行動<br>因此可以將您的日程安排轉移到不同的時間<br>開始時非常容易,隨著您的遊戲越來越難,因為它會產生更多數據,所以單一的睡眠行動不會有太大的影響<br>所以如果你想 保持你的睡眠時間表健康,逐漸改變它<br>-技術描述,如果你不想玩原版遊戲,請不要閱讀這個---<br>每次你睡覺時,mod 都會跟蹤睡眠的中點 你的睡眠,也就是如果你在 23:00 到 05:30 之間睡覺,中點會 d 為 03:45,然後將其添加到具有最後 100 個相同結果的表中<br>當表已滿時,將從中刪除最舊的值<br>這張表的平均值就是你的最佳睡眠時間<br>如果您在 +-6 小時內入睡,您的 睡眠健康 欄就會進步<br>從 -200 到 200.每 10 分鐘檢查一次,你得到 +0.167 到所述欄,所以基本上 1 小時的睡眠在正確的時間表給 +1 到欄<br>在它之外睡覺每 10 分鐘中移除 0.167<br>超過 24 小時不睡覺後,您開始每十分鐘得到 -0.167<br>如果你的低於 -100,你會得到 嗜睡<br>如果它高於 100,你就會獲得清醒<br>從任一特徵開始都會將條形圖的起始值設置為最大/最小點,因此對於 清醒 +200 和 嗜睡 -200",
	Sandbox_ETW_SleepSystemMultiplier = "睡眠系統乘數",
	Sandbox_ETW_SleepSystemMultiplier_tooltip = "你增加/減少 睡眠健康 計數的速度有多快,這決定了你是否獲得/失去 清醒 和 嗜睡<br>更高的值 = 更快獲得但也更快失去<br>其他方式也是如此,較低的乘數 = 獲得更慢但也更難失去它們",
	Sandbox_ETW_SleepMoodle = "睡眠系統",
	Sandbox_ETW_SleepMoodle_tooltip = "如果禁用此選項,特性將不會顯示<br>對於單人遊戲,請保持此狀態並更改您在 Mod 選項中看到的 特性<br>如果是服務器設置,玩家將無法在客戶端啟用特性",
	Sandbox_ETW_SlowLearner = "學習緩慢",
	Sandbox_ETW_SlowLearnerSkill = "學習緩慢技能要求",
	Sandbox_ETW_SlowLearnerSkill_tooltip = "維修+木工+烹飪+農耕+急救+電工+金工+技工+裁縫",
	Sandbox_ETW_Smoker = "吸煙者",
	Sandbox_ETW_SmokerCounter = "煙癮計數",
	Sandbox_ETW_SmokerCounter_tooltip = "在計數上達到此值時,您將獲得 吸煙者 特性<br>當下降到與之相反的數值時,你將失去<br>計數界限為-2 倍計數到 2 倍計數<br>兩次吸煙之間的休息時間越長,增加的次數就越少<br>根據恐慌和壓力的程度,在恐慌或壓力大時吸煙會更快地增加計數<br>不吸煙會使計數緩慢下降<br>恐慌或壓力過大會減緩衰減速度",
	Sandbox_ETW_SmokingAddictionDecay = "煙癮衰減倍數",
	Sandbox_ETW_SmokingAddictionDecay_tooltip = "你的毒癮衰退的速度有多快",
	Sandbox_ETW_SmokingAddictionMultiplier = "吸煙成癮增加倍數",
	Sandbox_ETW_SmokingAddictionMultiplier_tooltip = "你的成癮增加的速度有多快",
	Sandbox_ETW_SmokerMoodle = "啟用吸煙者",
	Sandbox_ETW_SmokerMoodle_tooltip = "如果禁用此選項,特性將不會顯示<br>對於單人遊戲,請保持此狀態並使用 Mod 選項更改你看到的特性<br>如果它是服務器設置,客戶端玩家將無法啟用特性",
	Sandbox_ETW_SmokerMoodlePercentage = "吸煙者特性百分比",
	Sandbox_ETW_SmokerMoodlePercentage_tooltip = "這控制了特性何時出現。例如,將此設置為 20%,將使特性在你距離賺取或失去吸煙者有 20% 時出現。設置為 100 將使吸煙者特性始終保持活躍狀態<br>對於單機玩家建議設置為100,然後在Mod Options中更改 % <br>對於服務器,此設置控制客戶端可以為自己設置的最大百分比<br>因此,如果服務器設置中的此值為10%,則玩家無法 將他們的值設置為 30%<br>好吧,他們可以,但它仍然只會在達到 10% 時顯示。但是如果你將這個值設置為 50%<br>例如玩家然後可以在客戶端將其更改為 20%",
	Sandbox_ETW_Sojutsu = "長矛術",
	Sandbox_ETW_SojutsuSkill = "長矛術長矛技能要求",
	Sandbox_ETW_SojutsuKills = "長矛術長矛擊殺要求",
	Sandbox_ETW_StickFighter = "棍戰士",
	Sandbox_ETW_StickFighterSkill = "棍戰士短棍技能要求",
	Sandbox_ETW_StickFighterKills = "棍戰士短棍擊殺要求",
	Sandbox_ETW_TraitsLockSystemCanLosePositive = "特質鎖定：可以失去正面特質",
	Sandbox_ETW_TraitsLockSystemCanLosePositive_tooltip = "如果啟用此功能,您可能會在遊戲過程中失去正面特質<br>這主要適用於喜歡/害怕天氣/地點或體格系統等特質系統,因為不會失去很多正面特質",
	Sandbox_ETW_TraitsLockSystemCanGainPositive = "特質鎖定：可以獲得正面特質",
	Sandbox_ETW_TraitsLockSystemCanGainPositive_tooltip = "如果啟用此功能,您可以在遊戲過程中獲得正面特質<br>這適用於許多特質,請勿禁用",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative = "特質鎖定：可以失去負面特質",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative_tooltip = "如果啟用此選項,您可能會在遊戲過程中失去負面特質<br>這主要適用於特質系統,如對天氣/地點或體格系統的愛/恐懼,以及一系列簡單的特質",
	Sandbox_ETW_TraitsLockSystemCanGainNegative = "特質鎖定：可以獲得負面特質",
	Sandbox_ETW_TraitsLockSystemCanGainNegative_tooltip = "如果啟用此選項,您可以在遊戲過程中獲得負面特質<br>這主要適用於性格系統,如對天氣/地點/恐懼或體格系統,因為可以獲得的負面特質並不多",
	Sandbox_ETW_UIPage = "帶統計信息的 UI 頁面",
	Sandbox_ETW_UIPage_tooltip = "這樣就能在角色界面的頁面中詳細介紹你在失去/獲得特質方面的進展情況",	
	Sandbox_ETW_WeightSystem = "負重系統",
	Sandbox_ETW_WeightSystem_tooltip = "在這裡描述你失去/獲得特徵的條件需要大量文字,所以只需查看表以了解詳細信息(鏈接在 模組簡介 頁面描述中)<br>可以動態獲得/失去的受影響特徵：口渴、食量少/食慾旺盛、皮膚厚/薄、治療慢/快<br>重要提示：如果您在角色創建中選擇了這些特徵中的任何一個,它們將永久影響您的角色,無論是壞還是好",
	Sandbox_ETW_WeightSystemSkill = "重量系統被動要求",
	Sandbox_ETW_WeightSystemSkill_tooltip = "要獲得厚臉皮和快速治療師,你需要達到多少力量 + 體格水平(這不僅僅是條件,再次檢查表格)",
	Sandbox_ETW_WeightSystemLowerMentalThreshold = "心理重量系統下限",
	Sandbox_ETW_WeightSystemLowerMentalThreshold_tooltip = "在過去31天內,你的平均心理健康狀況（恐慌+抑鬱+恐懼+壓力平均值）應該是多少,才能獲得皮糙肉厚/快速恢復（這不是唯一的條件,請查看模組簡介表）",
	Sandbox_ETW_WeightSystemUpperMentalThreshold = "心理重量系統上限",
	Sandbox_ETW_WeightSystemUpperMentalThreshold_tooltip = "在過去31天內,你的平均心理健康狀況（恐慌+抑鬱+恐懼+壓力平均值）應該是多少,才能獲得輕食簡餐/不易口渴（這不是唯一的條件,請查看模組簡介表）",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay = "室內外恐懼被動反衰退",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay_tooltip = "如果你有技能問題,無法同時兼顧恐曠癥和幽閉癥（誰能想到一開始就選擇所有 "自由點 "會帶來負面影響）,你可以使用此選項設置被動衰減<br>它的工作原理是,無論你的精神狀態如何,每隔 1 分鐘,它都會根據你是否在室外/室內而反向緩慢衰減<br>例如,將該值設置為 0.1 並呆在室內,那麼每分鐘室外計數就會增加 0.1,從而慢慢減少你對室外的恐懼<br>(這沒有任何意義,但你們經常抱怨有恐曠癥和幽閉恐懼癥,所以就有了)<br>設置為 0 不會對計數產生任何影響<br>建議值為 0.1 至 0.5",
	Sandbox_ETW_PainTolerance = "疼痛耐受性",
	Sandbox_ETW_PainToleranceThreshold = "疼痛耐受性閥值",
	Sandbox_ETW_PainToleranceThreshold_tooltip = "使用時,角色的最大疼痛程度是多少？",
	Sandbox_ETW_PainToleranceCounter = "疼痛耐受計數",
	Sandbox_ETW_PainToleranceCounter_tooltip = "每隔 10 分鐘,你的疼痛值（0-100）就會加到計數器上<br>達到計數器後,你將獲得疼痛耐受特性",
	---
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier = "普通疾病",
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier_tooltip = "從食物中獲得的疾病和普通疾病在遊戲中是不同的<br>這個乘數設定讓你可以決定是否讓普通感冒疾病值計入食物中毒相關的特質進度中",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier = "雨水系統減少倍數",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier_tooltip = "調整雨水系統計數減少的速率<br>詳見雨水系統計數工具提示",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier = "戶外計數增加倍數",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier_tooltip = "調整你在戶外活動計數上獲得分數的速度<br>例如:乘數2.5意味著你將獲得250%的分數"
	Sandbox_ETW_PetTherapy = "寵物療法",
	Sandbox_ETW_PetTherapySkill = "寵物治療飼養技能要求",
	Sandbox_ETW_PetTherapyUniqueAnimalsPetted = "寵物治療獨特的寵物",
	Sandbox_ETW_PetTherapyUniqueAnimalsPetted_tooltip = "您必須寵物多少種不同的動物才有資格獲得寵物治療",
	Sandbox_ETW_PetTherapyMoodBoostMultiplier = "寵物治療心情倍增",
	Sandbox_ETW_PetTherapyMoodBoostMultiplier_tooltip = "寵物治療心情<br>默認情況下,撫摸會使恐慌、壓力、無聊和不快樂減少1%<br>例如:將其設置為 4 會使其減少 1% * 4= 4%",
	Sandbox_ETW_PetTherapyMinutesBetweenPets = "寵物治療冷卻時間",
	Sandbox_ETW_PetTherapyMinutesBetweenPets_tooltip = "檔觸發撫摸動作,玩家必須等待一定時間（以分鐘計）後才能使得心情提陞<br>此冷卻時間內撫摸動物不會提陞心情,但也不會重置計時,因此您不必手動跟蹤何時可以再次撫摸",
	Sandbox_ETW_ImmunitySystem = "免疫系統",
	Sandbox_ETW_ImmunitySystemCounter = "免疫系統計數",
	Sandbox_ETW_ImmunitySystemCounter_tooltip = "當達到此計數值的一半時,您將失去易患病,當達到該值時,您將獲得韌性<br>每分鐘當前的寒冷強度都會添加到計數中<br>感染諾克斯感染也有助於反擊（因此,如果您運行可以幫助您抵抗感染的模組,例如抗體,它將有助於免疫系統）",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier = "諾克斯感染倍數",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier_tooltip = "這是諾克斯感染水平對免疫系統進步的貢獻的乘數",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier = "降雨系統增加乘數",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier_tooltip = "調整雨水系統計數增加的速率,詳細信息請參閱雨水系統計數工具提示",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier = "嗜血量表最大上限乘數",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier_tooltip = "你的嗜血量表可以滿載多少？這是一個乘數<br>例如 2 表示你可以將嗜血量表填滿至 200%",
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier = "戶外計數減少倍數",
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier_tooltip = "調整你在戶外活動計數上失去分數的速度<br>例如,乘數0.25意味著你將損失25%的分數"
	Sandbox_ETW_SewerUniqueClothesRipped = "下水道獨特的衣服撕裂",
	Sandbox_ETW_SewerUniqueClothesRipped_tooltip = "你需要撕開多少獨特的衣服才有資格進入下水道<br>如果你穿著改裝過的衣服跑步,請分別增加這一點<br>例如,AuthenticZ 或 Brita Armor Pack 模組都添加了大量撕裂的衣服",
	Sandbox_ETW_Blacksmith = "鐵匠",
	Sandbox_ETW_BlacksmithSkill = "鐵匠技能要求",
	Sandbox_ETW_BlacksmithSkill_tooltip = "鐵匠+維護",
	Sandbox_ETW_BladeEnthusiast = "刀鋒愛好者",
	Sandbox_ETW_BladeEnthusiastSkill = "刀鋒愛好者長刀技能要求",
	Sandbox_ETW_BladeEnthusiastKills = "刀鋒愛好者長刀鋒殺戮要求",
	Sandbox_ETW_PolearmFighter = "長矛勇士",
	Sandbox_ETW_PolearmFighterSkill = "長矛勇士長矛技能要求",
	Sandbox_ETW_PolearmFighterKills = "長矛勇士長刀鋒殺戮要求",
	Sandbox_ETW_WildernessKnowledge = "荒野知識",
	Sandbox_ETW_WildernessKnowledgeSkill = "荒野知識技能要求",
	Sandbox_ETW_WildernessKnowledgeSkill_tooltip = "搜尋+絞殺+維護+雕刻<br>額外要求是每項技能至少有2級"
	Sandbox_ETW_Whittler = "削木者",
	Sandbox_ETW_WhittlerSkill = "削木者雕刻技能要求",
	
	-----School's Out: Anime-Style Student Uniforms-----
	
	Sandbox_SchoolsOut = "放學",
	Sandbox_SchoolsOut_UseSeifukuZombies = "強制執行著裝規定",
	Sandbox_SchoolsOut_UseSeifukuZombies_tooltip = "學校裡的學生喪屍等將穿上日本風格的學生制服<br>取消這個選項可以生成普通的學生喪屍來代替",
	Sandbox_SchoolsOut_UseVanillaZombies = "交換生",
	Sandbox_SchoolsOut_UseVanillaZombies_tooltip = "日本風格的學生喪屍將與原版學生喪屍一起產生<br>需要著裝規範的執行",
	Sandbox_SchoolsOut_DefaultRatio = "曠課比例",
	Sandbox_SchoolsOut_DefaultRatio_tooltip = "增加學生殭屍出現在普通（默認）殭屍群體中的概率,增加這個值可以看到更多在外的學生殭屍<br>這是一個乘數,而不是百分比,一些正常的殭屍仍然會出現,即使值很高<br>特定位置的殭屍（例如囚犯殭屍）不受影響",
	Sandbox_SchoolsOut_GenderRatio = "性別比例",
	Sandbox_SchoolsOut_GenderRatio_tooltip = "學生喪屍中男性與女性的比例",
	Sandbox_SchoolsOut_GenderRatio_option1 = "全部為男性",
	Sandbox_SchoolsOut_GenderRatio_option2 = "大多數是男性",
	Sandbox_SchoolsOut_GenderRatio_option3 = "50/50",
	Sandbox_SchoolsOut_GenderRatio_option4 = "大多數為女性",
	Sandbox_SchoolsOut_GenderRatio_option5 = "全部為女性",
	Sandbox_SchoolsOut_SeifukuStyle = "統一風格",
	Sandbox_SchoolsOut_SeifukuStyle_tooltip = "學生喪屍所穿的制服的樣式",
	Sandbox_SchoolsOut_SeifukuStyle_option1 = "全部",
	Sandbox_SchoolsOut_SeifukuStyle_option2 = "開衫",
	Sandbox_SchoolsOut_SeifukuStyle_option3 = "水手服",
	Sandbox_SchoolsOut_SeifukuStyle_option4 = "毛衣",
	Sandbox_SchoolsOut_BlazerStyle = "西裝樣式",
	Sandbox_SchoolsOut_BlazerStyle_tooltip = "學生喪屍所穿的西裝樣式,男人不能穿彩虹西裝<br>如果選擇了水手服,則忽略",
	Sandbox_SchoolsOut_BlazerStyle_option1 = "全部",
	Sandbox_SchoolsOut_BlazerStyle_option2 = "彩虹",
	Sandbox_SchoolsOut_BlazerStyle_option3 = "倆紐扣",
	Sandbox_SchoolsOut_BlazerStyle_option4 = "三紐扣",
	Sandbox_SchoolsOut_BlazerColor = "西裝顏色",
	Sandbox_SchoolsOut_BlazerColor_tooltip = "學生喪屍穿的彩色西裝<br>如果選擇了水手服,則忽略",
	Sandbox_SchoolsOut_BlazerColor_option1 = "所有",
	Sandbox_SchoolsOut_BlazerColor_option2 = "黑色",
	Sandbox_SchoolsOut_BlazerColor_option3 = "藍色",
	Sandbox_SchoolsOut_BlazerColor_option4 = "淺褐",	
	Sandbox_SchoolsOut_SailorColor = "水手服顏色",
	Sandbox_SchoolsOut_SailorColor_tooltip = "學生喪屍穿的顏色/風格的水手服,如果他們穿的話<br>選項有襯衫/衣領的形式<br>例如白色/黑色是白色搭配黑色衣領",
	Sandbox_SchoolsOut_SailorColor_option1 = "全部",
	Sandbox_SchoolsOut_SailorColor_option2 = "白/黑",
	Sandbox_SchoolsOut_SailorColor_option3 = "黑/黑",
	Sandbox_SchoolsOut_SweaterColor = "毛衣顏色",
	Sandbox_SchoolsOut_SweaterColor_tooltip = "學生喪屍穿的彩色毛衣<br>如果/當他們穿的時候",
	Sandbox_SchoolsOut_SweaterColor_option1 = "全部",
	Sandbox_SchoolsOut_SweaterColor_option2 = "黑色",
	Sandbox_SchoolsOut_SweaterColor_option3 = "灰色",
	Sandbox_SchoolsOut_SweaterColor_option4 = "海軍藍",
	Sandbox_SchoolsOut_SweaterColor_option5 = "淡藍色",
	Sandbox_SchoolsOut_SweaterColor_option6 = "米色",
	Sandbox_SchoolsOut_BottomStyle = "底裙樣式",
	Sandbox_SchoolsOut_BottomStyle_tooltip = "學生喪屍穿的風格裙子<br>長裙可到腳踝,短裙可到膝蓋<br>也可搭配",
	Sandbox_SchoolsOut_BottomStyle_option1 = "兩者",
	Sandbox_SchoolsOut_BottomStyle_option2 = "短款",
	Sandbox_SchoolsOut_BottomStyle_option3 = "長款(80年代風格)",
	Sandbox_SchoolsOut_BottomColor = "褲裙顏色",
	Sandbox_SchoolsOut_BottomColor_tooltip = "學生喪屍穿彩色裙子和褲子",
	Sandbox_SchoolsOut_BottomColor_option1 = "二者",
	Sandbox_SchoolsOut_BottomColor_option2 = "黑色",
	Sandbox_SchoolsOut_BottomColor_option3 = "藍色",
	Sandbox_SchoolsOut_RibbonStyleBlazer = "西裝領帶風格",
	Sandbox_SchoolsOut_RibbonStyleBlazer_tooltip = "學生喪屍穿西裝的領帶樣式<br>彩虹的西裝不支持模塊化絲帶,穿西裝的喪屍會忽略這個選項",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option1 = "任意",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option2 = "領帶",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option3 = "絲帶領帶",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option4 = "單絲帶領帶",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option5 = "蝴蝶領結",
	Sandbox_SchoolsOut_RibbonStyleSailor = "水手領帶風格",
	Sandbox_SchoolsOut_RibbonStyleSailor_tooltip = "學生喪屍與水手服的領帶樣式",
	Sandbox_SchoolsOut_RibbonStyleSailor_option1 = "任意",
	Sandbox_SchoolsOut_RibbonStyleSailor_option2 = "任何三角領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option3 = "經典三角領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option4="蝴蝶三角領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option5 = "小帶子三角領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option6 = "絲帶領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option7 = "單絲帶領帶",
	Sandbox_SchoolsOut_RibbonStyleSailor_option8 = "蝴蝶領結",
	Sandbox_SchoolsOut_RibbonColor = "領帶顏色",
	Sandbox_SchoolsOut_RibbonColor_tooltip = "學生喪屍所戴的領帶顏色<br>彩虹的西裝外套不支持模塊化絲帶,穿著它的喪屍會忽略這個選項",
	Sandbox_SchoolsOut_RibbonColor_option1 = "全部",
	Sandbox_SchoolsOut_RibbonColor_option2 = "黑色",
	Sandbox_SchoolsOut_RibbonColor_option3 = "白色",
	Sandbox_SchoolsOut_RibbonColor_option4 = "藍色",
	Sandbox_SchoolsOut_RibbonColor_option5 = "粉色",
	Sandbox_SchoolsOut_RibbonColor_option6 = "紅色",
	Sandbox_SchoolsOut_RibbonColor_option7 = "黃色",
	Sandbox_SchoolsOut_GymsuitStyle = "運動服款式",
	Sandbox_SchoolsOut_GymsuitStyle_tooltip = "學生殭屍穿的運動服的風格<br>男孩們將穿短褲而不是裙子/燈籠褲",
	Sandbox_SchoolsOut_GymsuitStyle_option1 = "兩者",
	Sandbox_SchoolsOut_GymsuitStyle_option2 = "襯衫/燈籠褲",
	Sandbox_SchoolsOut_GymsuitStyle_option3 = "馬球衫/短裙",
	Sandbox_SchoolsOut_SwimsuitStyle = "泳裝風格",
	Sandbox_SchoolsOut_SwimsuitStyle_tooltip = "學生喪屍所穿的泳裝樣式<nr>新類型泳裝比舊類型有更高的剪裁度<br>這也影響到物品的稀有性：未經批准的泳裝類型將更難找到",
	Sandbox_SchoolsOut_SwimsuitStyle_option1 = "兩者",
	Sandbox_SchoolsOut_SwimsuitStyle_option2 = "舊型",
	Sandbox_SchoolsOut_SwimsuitStyle_option3 = "新型",
	Sandbox_SchoolsOut_WhiteSwimsuitToggle = "白色泳裝",
	Sandbox_SchoolsOut_WhiteSwimsuitToggle_tooltip = "女學生游泳者將穿白色的,而不是藍色的<br>這也影響了物品的稀有性：未批准顏色的泳衣將更難找到",
	Sandbox_SchoolsOut_SpawnChanceToggle = "服裝在世界上刷新",
	Sandbox_SchoolsOut_SpawnChanceToggle_tooltip = "學校的外出物品將在儲物櫃、梳妝檯等世界容器中出現",
	Sandbox_SchoolsOut_SpawnChanceModifier = "生成概率",
	Sandbox_SchoolsOut_SpawnChanceModifier_tooltip = "放學物品的生成概率乘以這個數字,修改它們出現在世界上的概率<br>如果你覺得出現得太頻繁或不夠多,請更改它",
	
	-----Goddamn Bathroom Zombies!-----
	
	Sandbox_BathroomZombieChance = "浴室有人概率",
	Sandbox_BathroomZombieChance_tooltip = "首次裝載時檢查一次浴室方格"

	-----Gunshop Kendo-----
	
	Sandbox_GunshopKendo = "生化危機",
	Sandbox_SpecialZombieRarity = "特殊喪屍戰利品",
	Sandbox_SpecialZombieRarity_tooltip = "調整攜帶珍貴戰利品的特殊喪屍稀有度",
	Sandbox_SpecialZombieRarity_option1 = "極其稀有",
	Sandbox_SpecialZombieRarity_option2 = "稀有",
	Sandbox_SpecialZombieRarity_option3 = "普通",
	Sandbox_SpecialZombieRarity_option4 = "豐富",
	Sandbox_SpecialZombieRarity_option5 = "極其豐富",
	Sandbox_ModSource22 = ".22LR 彈藥來源模組",
	Sandbox_ModSource22_tooltip = "將本模組中的.22LR槍改為使用另一個模組的.22LR 彈藥",
	Sandbox_ModSource22_option1 = "劍道槍店(默認/Gunshop Kendo)",
	Sandbox_ModSource22_option2 = "布裡塔武器(Brita's)",
	Sandbox_ModSource22_option3 = "原版槍械擴展包(Vanilla Firearms Expansion)",
	Sandbox_ModSource22_option4 = "原版槍械強化(Firearms B41)",
	Sandbox_UseResidentEvilNames = "使用生化危機名稱",
	Sandbox_UseResidentEvilNames_tooltip = "用生化危機遊戲中名稱或 RE 遊戲中沒有的槍的合適名稱替換真實世界的槍支名稱",
	Sandbox_NormalGunRarity = "普通槍稀有度",
	Sandbox_NormalGunRarity_tooltip = "調整標準槍械稀有度",
	Sandbox_NormalGunRarity_option1 = "禁用",
	Sandbox_NormalGunRarity_option2 = "極其稀有",
	Sandbox_NormalGunRarity_option3 = "稀有",
	Sandbox_NormalGunRarity_option4 = "普通",
	Sandbox_NormalGunRarity_option5 = "豐富",
	Sandbox_NormalGunRarity_option6 = "極其豐富",
	Sandbox_SpecialGunRarity = "特種槍械稀有度",
	Sandbox_SpecialGunRarity_tooltip = "調整在戰利品容器中找到槍支的稀有度<br>這些槍支也可以作為特殊的喪屍戰利品與 [GSK - S.T.A.R.S.] 一起使用",
	Sandbox_SpecialGunRarity_option1 = "禁用",
	Sandbox_SpecialGunRarity_option2 = "極其稀有",
	Sandbox_SpecialGunRarity_option3 = "稀有",
	Sandbox_SpecialGunRarity_option4 = "普通",
	Sandbox_SpecialGunRarity_option5 = "豐富",
	Sandbox_SpecialGunRarity_option6 = "極其豐富",
	Sandbox_GunshopKendoGuns = "劍道槍店槍名",
	Sandbox_DefaultNames = "默認名稱選擇",
	Sandbox_DefaultNames_tooltip = "設置為默認的槍將使用這個名稱選項",
	Sandbox_DefaultNames_option1 = "真實姓名",
	Sandbox_DefaultNames_option2 = "遊戲名稱/昵稱",
	Sandbox_M100P = "衝鋒鎗",
	Sandbox_M100P_tooltip = "選擇印花M100P/衝鋒鎗名稱",
	Sandbox_M100P_option1 = "默認",
	Sandbox_M100P_option2 = "真名",
	Sandbox_M100P_option3 = "遊戲名稱",
	Sandbox_SamuraiEdge = "武士之刃",
	Sandbox_SamuraiEdge_tooltip = "選擇M92FS定製/武士之刃名稱",
	Sandbox_SamuraiEdge_option1 = "默認",
	Sandbox_SamuraiEdge_option2 = "真名",
	Sandbox_SamuraiEdge_option3 = "遊戲名稱",
	Sandbox_Red9 = "Red9",
	Sandbox_Red9_tooltip = "選擇毛瑟C96/紅9名稱",
	Sandbox_Red9_option1 = "默認",
	Sandbox_Red9_option2 = "真名",
	Sandbox_Red9_option3 = "遊戲名稱",
	Sandbox_SW_Bodyguard = "S&W保鏢左輪",
	Sandbox_SW_Bodyguard_tooltip = "選擇S&W保鏢左輪名稱",
	Sandbox_SW_Bodyguard_option1 = "默認",
	Sandbox_SW_Bodyguard_option2 = "真名",
	Sandbox_SW_Bodyguard_option3 = "遊戲名稱",
	Sandbox_STIEagle = "STI雄鷹VI手槍",
	Sandbox_STIEagle_tooltip = "選擇STI武士之刃/STI雄鷹VI手槍名稱",
	Sandbox_STIEagle_option1 = "默認",
	Sandbox_STIEagle_option2 = "真名",
	Sandbox_STIEagle_option3 = "遊戲名稱",
	Sandbox_Hardballer = "強硬派",
	Sandbox_Hardballer_tooltip = "選擇AMT強硬手槍/殺手7名稱",
	Sandbox_Hardballer_option1 = "默認",
	Sandbox_Hardballer_option2 = "真名",
	Sandbox_Hardballer_option3 = "遊戲名稱",
	Sandbox_Silverballer = "IOI銀球手槍",
	Sandbox_Silverballer_tooltip = "選擇選擇AMT強硬手槍/IOI銀球手槍名稱",
	Sandbox_Silverballer_option1 = "默認",
	Sandbox_Silverballer_option2 = "真名",
	Sandbox_Silverballer_option3 = "遊戲名稱",
	Sandbox_WesternCustomM37 = "西方定製M37",
	Sandbox_WesternCustomM37_tooltip = "選擇溫徹斯特1892-S/西方定製M37名稱",
	Sandbox_WesternCustomM37_option1 = "默認",
	Sandbox_WesternCustomM37_option2 = "真實姓名",
	Sandbox_WesternCustomM37_option3 = "遊戲名稱",
	Sandbox_RemingtonModel95 = "齊亞帕理工左輪",
	Sandbox_RemingtonModel95_tooltip = "選擇齊亞帕理工左輪名稱",
	Sandbox_RemingtonModel95_option1 = "默認",
	Sandbox_RemingtonModel95_option2 = "真名",
	Sandbox_RemingtonModel95_option3 = "遊戲名稱",
	Sandbox_BenelliM3 = "BenelliM3",
	Sandbox_BenelliM3_tooltip = "選擇貝納利M3/M3霰彈槍名稱",
	Sandbox_BenelliM3_option1 = "默認",
	Sandbox_BenelliM3_option2 = "真名",
	Sandbox_BenelliM3_option3 = "遊戲內名稱",
	Sandbox_SpringfieldM1903 = "斯普林菲爾德M1903",
	Sandbox_SpringfieldM1903_tooltip = "選擇斯普林菲爾德M1903/栓動步槍名稱",
	Sandbox_SpringfieldM1903_option1 = "默認",
	Sandbox_SpringfieldM1903_option2 = "真名",
	Sandbox_SpringfieldM1903_option3 = "遊戲名稱",
	Sandbox_MaresLeg = "馬腿子短步槍",
	Sandbox_MaresLeg_tooltip = "選擇溫徹斯特1892/馬腿子短步槍名稱",
	Sandbox_MaresLeg_option1 = "默認",
	Sandbox_MaresLeg_option2 = "真名",
	Sandbox_MaresLeg_option3 = "遊戲名稱",
	Sandbox_ToolRarity = "裝彈工具稀有度",
	Sandbox_ToolRarity_tooltip = "裝彈工具稀有度",
	Sandbox_ToolRarity_option1 = "極其稀有",
	Sandbox_ToolRarity_option2 = "稀有",
	Sandbox_ToolRarity_option3 = "普通",
	Sandbox_ToolRarity_option4 = "豐富",
	Sandbox_ToolRarity_option5 = "極其豐富",
	Sandbox_GunpowderRarity = "火藥稀有度",
	Sandbox_GunpowderRarity_tooltip = "調整火藥A/B/C稀有度",
	Sandbox_GunpowderRarity_option1 = "極其稀有",
	Sandbox_GunpowderRarity_option2 = "稀有",
	Sandbox_GunpowderRarity_option3 = "普通",
	Sandbox_GunpowderRarity_option4 = "豐富",
	Sandbox_GunpowderRarity_option5 = "極其豐富",
	Sandbox_OutfitRarity = "裝備稀有度",
	Sandbox_OutfitRarity_tooltip = "調整在戰利品容器中找到服裝裝備的稀有度<br>這些裝備也可以作為特殊的喪屍戰利品使用[GSK - S.T.A.R.S.]",
	Sandbox_OutfitRarity_option1 = "禁用",
	Sandbox_OutfitRarity_option2 = "極其稀有",
	Sandbox_OutfitRarity_option3 = "稀有",
	Sandbox_OutfitRarity_option4 = "普通",
	Sandbox_OutfitRarity_option5 = "豐富",
	Sandbox_OutfitRarity_option6 = "極其豐富",
		
	-----Water Dispenser Settings-----
	
	Sandbox_WaterDispenserWS = "飲水機",
	Sandbox_WaterDispenserWS.MaxWater.TS = "飲水機容量",
	Sandbox_WaterDispenserWS.MaxWater.TS_tooltip = "設置最大分配容量",
	Sandbox_WaterDispenserWS.StartWater.TS = "啟動水量",
	Sandbox_WaterDispenserWS.StartWater.TS_tooltip = "選擇飲水機的啟動水量",
	Sandbox_WaterDispenserWS.Tainted = "污染可能性",
	Sandbox_WaterDispenserWS.Tainted_tooltip = "水被污染的百分比,0 禁用",
	Sandbox_WaterDispenserWS.TaintedAutomatic = "污染基於過去的月份",
	Sandbox_WaterDispenserWS.TaintedAutomatic_tooltip = "如果處於活動狀態,則水污染會在數月內增加<br>根據此計算,8+(過去月數*9)=98%為最大值<br>+以上設置=最大值100%",
	Sandbox_WaterDispenserWS.StartWater.OPT_option1 = "無"
	Sandbox_WaterDispenserWS.StartWater.OPT_option2 = "低",
	Sandbox_WaterDispenserWS.StartWater.OPT_option3 = "正常",
	Sandbox_WaterDispenserWS.StartWater.OPT_option4 = "高",
	Sandbox_WaterDispenserWS.StartWater.OPT_option5 = "滿",
	Sandbox_WaterDispenserWS.StartWater.OPT_option6 = "隨機",
	
	-----Maintenance improves repair-----
	
	Sandbox_MIR = "維護改進修復"
	Sandbox_MIR_SkipItems = "排除物品"
	Sandbox_MIR_SkipItems_tooltip = "不會添加維護技能來修復這些物品的配方<br>使用物品 ID,而不是它們的名稱.用';'分隔它們<br>例如:Axe; HandAxe",
	Sandbox_MIR_SkipSkills = "排除技能",
	Sandbox_MIR_SkipSkills_tooltip = "不會添加維護作為一項技能來修復已經具有指定技能之一的配方<br>使用技能名稱.用';'分隔它們<br>例如:Aiming: Mechanics",
	Sandbox_MIR_SkipFixers = "排除修復材料",
	Sandbox_MIR_SkipFixers_tooltip = "不會將維護添加為使用這些材料之一修復配方的技能<br>使用物品 ID,而不是名稱.用';'分隔它們<br>例如:DuctTape；Woodglue",
	
	-----MorePlushies!-----
	
	Sandbox_MorePlushies = "更多毛絨玩具",
	Sandbox_MorePlushies_LootGeneral = "一般戰利品設置",
	Sandbox_MorePlushies_LootGeneral_tooltip = "確定分配時掠奪的毛絨玩具的基礎數量",
	Sandbox_MorePlushies_SpawnRate = "生成率",
	Sandbox_MorePlushies_SpawnRate_tooltip = "默認刷新量很低,設置越高刷新量越多",
	Sandbox_MorePlushies_LootGeneral_option1 = "低",
	Sandbox_MorePlushies_LootGeneral_option2 = "正常",
	Sandbox_MorePlushies_LootGeneral_option3 = "高",
	Sandbox_MorePlushies_LootGeneral_option4 = "非常高",
	Sandbox_MorePlushies_LootGeneral_option5 = "瘋狂",
	
	-----Seismic Events-----
	
	Sandbox_SeismicEvents = "地震事件",
	Sandbox_SeismicEvents_EventsStartDay = "事件開始日",
	Sandbox_SeismicEvents_EventsStartDay_tooltip = "事件開始日期",
	Sandbox_SeismicEvents_MinDistanceToPlayer = "與玩家最小距離",
	Sandbox_SeismicEvents_MinDistanceToPlayer_tooltip = "地震波在與玩家最小距離上產生",  
	Sandbox_SeismicEvents_MaxDuration = "最大事件持續時間",
	Sandbox_SeismicEvents_MaxDuration_tooltip = "事件最大持續時間", 
	Sandbox_SeismicEvents_MaxDistanceToEpicenter = "與震中最大距離",
	Sandbox_SeismicEvents_MaxDistanceToEpicenter_tooltip = "地震震中是在事件開始時從玩家位置", 
	Sandbox_SeismicEvents_DailyMagnitude3Chance = "發生3級地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude3Chance_tooltip = "每日百分比,每日衹能發生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude4Chance = "發生4級地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude4Chance_tooltip = "每日百分比,每日衹能發生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude5Chance = "發生5級地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude5Chance_tooltip = "每日百分比,每日衹能發生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude6Chance = "發生6級地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude6Chance_tooltip = "每日百分比,每日衹能發生一次地震",
	Sandbox_SeismicEvents_Magnitude3Radius = "3級地震半徑",
	Sandbox_SeismicEvents_Magnitude3Radius_tooltip = "波浪產生最大距離",
	Sandbox_SeismicEvents_Magnitude4Radius = "4級地震半徑",
	Sandbox_SeismicEvents_Magnitude4Radius_tooltip = "波浪產生最大距離",
	Sandbox_SeismicEvents_Magnitude5Radius = "5級地震半徑",
	Sandbox_SeismicEvents_Magnitude5Radius_tooltip = "波浪產生最大距離",
	Sandbox_SeismicEvents_Magnitude6Radius = "6級地震半徑",
	Sandbox_SeismicEvents_Magnitude6Radius_tooltip = "波浪產生最大距離",
	Sandbox_SeismicEvents_Magnitude3Intensity = "3級地震波幅半徑",
	Sandbox_SeismicEvents_Magnitude3Intensity_tooltip = "喪屍被吸引半徑",
	Sandbox_SeismicEvents_Magnitude4Intensity = "4級地震波幅半徑",
	Sandbox_SeismicEvents_Magnitude4Intensity_tooltip = "喪屍被吸引半徑",
	Sandbox_SeismicEvents_Magnitude5Intensity = "5級地震波幅半徑",
	Sandbox_SeismicEvents_Magnitude5Intensity_tooltip = "喪屍被吸引半徑",
	Sandbox_SeismicEvents_Magnitude6Intensity = "6級地震波幅半徑",
	Sandbox_SeismicEvents_Magnitude6Intensity_tooltip = "喪屍被吸引半徑",

	-----Zomboid Killboard [T15K]-----
	
	Sandbox_RateTable = "玩家殺戮評級",
	Sandbox_T15KKillboard_MaxPlayerPerPage = "評級中玩家的最大值",
	Sandbox_T15KKillboard_Server_Tick_Rate = "玩家發送數據的頻率(1-10分鐘,2-1小時,3-一天)",
	Sandbox_T15KKillboard_Player_Tick_Rate = "玩家刷新表格的頻率(1-10分鐘,2-1小時,3-一天)",
	Sandbox_T15KKillboard_Min_Kills = "最小的殺戮數量",
	Sandbox_T15KKillboard_Enable_PVP = "啟用PVP列表",
	
	-----Even More Traits-----
	
	Sandbox_EvenMoreTraits = "更多特徵",
	Sandbox_EvenMoreTraits_HomebodyName = "宅男",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate = "宅男：激活時間",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate_tooltip = "宅男 激活前你必須在室內待多長時間",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier = "宅男：壓力恢復修改",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier_tooltip = "倍數應用於減少家庭壓力",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier = "宅男：抑鬱恢復修正",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier_tooltip = "乘數適用於減少宅男抑鬱",
	Sandbox_EvenMoreTraits_WandererName = "流浪者",
	Sandbox_EvenMoreTraits_BacktrackingCheck = "流浪者：回溯檢查",
	Sandbox_EvenMoreTraits_BacktrackingCheck_tooltip = "如果你正在回溯,則禁用該特性,即：繞圈或靠牆行走",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier = "流浪者：壓力恢復",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier_tooltip = "應用於減輕流浪者的壓力",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier = "流浪者：抑鬱恢復",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier_tooltip = "乘數應用於減少流浪者的抑鬱",
	Sandbox_EvenMoreTraits_CardioName = "有氧運動",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier = "有氧運動：耐力損失修正",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier_tooltip = "全局修正應用於所有耐力損失",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier = "有氧運動：耐力增益修正",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier_tooltip = "全局修改應用於所有耐力增益",
	Sandbox_EvenMoreTraits_ComposureName = "沉著",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax = "沉著：最大 XP 修改",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax_tooltip = "沉著 修飾的最大值,（根據恐慌級別線性減少到最小值）",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin = "沉著：最小經驗修正",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin_tooltip = "鎮靜帶來的戰鬥經驗加成的最小值",
	Sandbox_EvenMoreTraits_QuicksilverName = "快銀",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill = "快銀：近戰擊殺時的敏捷經驗值",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill_tooltip = "殺死近戰喪屍獲得敏捷經驗值,數量隨敏捷等級增加",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier = "快銀: 經驗修改",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier_tooltip = "全局經驗修改始終應用於所有相關統計數據",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling = "快銀：經驗值調整比例",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling_tooltip = "XP 乘數根據附近或追逐的喪屍數量增加<br>（詳情請參閱模組討論頁面）",
	Sandbox_EvenMoreTraits_NightRunnerName = "暗影視線",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue = "暗影視線：最低光照值",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue_tooltip = "激活特性時遊戲中允許的最小光照值<br>（0.3-0.5 為正常黑暗,0.8 為陰天）",
	Sandbox_EvenMoreTraits_VitaminJunkieName = "維他命癮君子",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain = "維他命癮君子：耐力恢復量",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain_tooltip = "服用維生素時恢復的耐力量",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier = "維生素癮君子：調節",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier_tooltip = "乘數應用於特性的耐力增益和損失乘數",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier = "維生素癮君子：持續時間",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier_tooltip = "維生素癮君子:增益持續時間的乘數<br>(此持續時間各不相同,有關詳細信息,請參閱模組頁面)",
	Sandbox_EvenMoreTraits_PlotArmorName = "劇情裝甲",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation = "劇情裝甲：戰鬥阻止激活",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation_tooltip = "在你離開喪屍一段時間之前阻止劇情裝甲激活",
	Sandbox_EvenMoreTraits_ExpeditiousName = "迅速",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier = "迅速：跑步耐力修正",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier_tooltip = "應用於跑步時的耐力損失",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod = "迅速：衝刺耐力修正",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod_tooltip = "應用於衝刺時的耐力損失",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod = "迅速：衝刺經驗修改",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod_tooltip = "衝刺時應用於衝刺經驗增益的乘數",
	Sandbox_EvenMoreTraits_BerserkerName = "狂戰士",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue = "狂戰士：憤怒導致疲勞",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue_tooltip = "狂暴導致根據耐力再生量獲得少量疲勞<br>直到狂戰士連殺記錄衰減回 0 才會應用懲罰",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger = "狂戰士：憤怒導致飢餓",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger_tooltip = "狂暴導致消耗少量飢餓值,具體取決於恢復的耐力值",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise = "狂戰士：戰吼噪音",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise_tooltip = "無論天氣與否,狂戰士 都會發出喪屍可以聽到的噪音<br>（禁用此功能後你仍然會說話,要禁用聊天請參閱 Mod 選項菜單）",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier = "狂戰士：耐力恢復量修正",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier_tooltip = "使用狂戰士特性擊殺獲得耐力增益的乘數",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier = "狂戰士：狂暴傷害修正",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier_tooltip = "乘數應用於狂暴的傷害加成",
	Sandbox_EvenMoreTraits_PsychopathName = "精神病患者",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale = "精神病患者：傷害加成等級",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale_tooltip = "應用於武器的傷害乘數等於用戶技能等級倍數",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale = "精神病患者：暴擊傷害等級",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale_tooltip = "應用於武器的暴擊傷害乘數等於用戶技能等級倍數",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale = "精神病患者：暴擊率等級",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale_tooltip = "添加到武器的額外暴擊概率等於用戶技能等級倍數",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale = "精神病患者：耐久度等級",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale_tooltip = "應用於武器的耐久倍數等於用戶技能水平倍數",
	Sandbox_EvenMoreTraits_JuggernautName = "主宰",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale = "主宰：傷害加成比例",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale_tooltip = "應用於武器的傷害乘數等於用戶技能水平倍數",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale = "主宰：暴擊傷害等級",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale_tooltip = "應用於武器的暴擊傷害倍數等於用戶技能等級倍數",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale = "主宰：暴擊概率等級",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale_tooltip = "添加到武器的額外暴擊概率等於用戶技能水平倍數",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale = "主宰：耐久等級",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale_tooltip = "應用於武器的耐久倍數等於用戶技能水平倍數",
	Sandbox_EvenMoreTraits_SentimentalName = "多愁善感",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness = "多愁善感：最大抑鬱",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness_tooltip = "如果你丟失了你的物品,該特徵將停止的抑鬱百分比",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration = "多愁善感：啟用物品娛樂",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration_tooltip = "無論天氣與否,都可以通過在遊戲中將副手握住樹枝 5 分鐘來生成新的情感物品<br>(這不會重新創建丟失的物品,它會生成一個全新的物品)",
	Sandbox_EvenMoreTraits_NecrophobicName = "恐死癥",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale = "恐死癥：恐慌量表",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale_tooltip = "設置最小恐慌值等於這個值乘以追你的喪屍數量",
	Sandbox_EvenMoreTraits_AnorexicName = "厭食癥",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier = "厭食癥：卡路里增加",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier_tooltip = "全局乘數應用於所有卡路里增加",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax = "厭食癥：卡路里最大值",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax_tooltip = "特徵允許的卡路里最大值<br>（增加任何體重都需要 1600 卡路里）",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier = "厭食癥：碳水化合物增加調節",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier_tooltip = "全局乘數應用於所有碳水化合物增益",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax = "厭食癥：最大碳水化合物",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax_tooltip = "特徵允許的碳水化合物最大值",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier = "厭食癥：脂肪增加調節",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier_tooltip = "全局乘數應用於所有脂肪增加",
	Sandbox_EvenMoreTraits_AnorexicFatsMax = "厭食癥：最大脂肪",
	Sandbox_EvenMoreTraits_AnorexicFatsMax_tooltip = "特性允許的最大脂肪值",
	Sandbox_EvenMoreTraits_BloatName = "臃腫",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier = "臃腫：卡路里增加修正",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier_tooltip = "全局乘數應用於所有卡路里增加",
	Sandbox_EvenMoreTraits_BloatCalorieMin = "臃腫：最低卡路里",
	Sandbox_EvenMoreTraits_BloatCalorieMin_tooltip = "特性允許的卡路里最小值<br>（減重需要 700 卡路里）",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier = "臃腫：碳水化合物增益調節",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier_tooltip = "全局乘數應用於所有碳水化合物增益",
	Sandbox_EvenMoreTraits_BloatCarbsMin = "臃腫：碳水化合物最小值",
	Sandbox_EvenMoreTraits_BloatCarbsMin_tooltip = "特徵允許的碳水化合物的最小值",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier = "臃腫：脂肪增加調節",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier_tooltip = "全局乘數應用於所有脂肪增加",
	Sandbox_EvenMoreTraits_BloatFatsMin = "臃腫：最小脂肪",
	Sandbox_EvenMoreTraits_BloatFatsMin_tooltip = "特性允許的最小脂肪值",
	Sandbox_EvenMoreTraits_StressEaterName = "壓力食者",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier = "壓力食者：壓力增益修正",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier_tooltip = "乘數適用於高飢餓導致的壓力增加",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier = "壓力食者：飢餓獲取修正",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier_tooltip = "乘數適用於高壓力引起的飢餓感增益",
	Sandbox_EvenMoreTraits_RestrictiveName = "限制性",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats = "限制性：啟用正面統計",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats_tooltip = "無論天氣與否,在低保護值下 10% 的耐力降低已啟用",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset = "限制性：懲罰預設",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_tooltip = "特徵的預設值。（詳情請參見模組討論頁面）",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option1 = "寬容",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option2 = "標準",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option3 = "嚴厲",
	Sandbox_EvenMoreTraits_ADHDName = "多動癥",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier = "多動癥：無聊增益修正",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier_tooltip = "乘數始終適用於所有無聊增益",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier = "多動癥：厭倦行為",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier_tooltip = "修改應用於通過普通動作（例如閱讀和拆卸物品）獲得的無聊",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier = "多動癥：閱讀無聊",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier_tooltip = "修改器僅適用於通過閱讀獲得的厭倦感,此修改與 厭倦行為 相乘",
	Sandbox_EvenMoreTraits_PTSDName = "創傷後應激障礙",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier = "創傷後應激障礙：壓力",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier_tooltip = "應用於所有壓力的全局乘數",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier = "創傷後應激障礙：恐慌調節帶來的壓力",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier_tooltip = "乘數應用於因高度恐慌而增加的壓力",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod = "煙癮: 吸煙者壓力調節",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod_tooltip = "應用於吸煙者特徵的香煙壓力損失乘數",
	Sandbox_EvenMoreTraits_PTSDSmokerLossModifier = "煙癮: 吸煙者壓力調節",
	Sandbox_EvenMoreTraits_PTSDSmokerLossModifier_tooltip = "應用於吸煙者特徵的香煙壓力消除乘數",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod = "煙癮: 吸煙者香煙壓力增益調節",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod_tooltip = "應用於吸煙者特徵的香煙壓力增益乘數",
	Sandbox_EvenMoreTraits_AddictName = "癮君子",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier = "癮君子：戒斷處罰修改",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier_tooltip = "乘數應用於所有戒斷處罰效果",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier = "癮君子：戒斷時間調整器",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier_tooltip = "乘數適用於通過戒斷處罰進展所需的時間量,默認時間為遊戲中的 4 天<br>（您必須達到結束才能開始恢復）",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier = "癮君子：恢復速度修改",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier_tooltip = "乘數應用於癮君子的恢復速度<br>（你只在戒斷處罰計時器結束時才開始恢復）",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled = "癮君子：啟用復吸",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled_tooltip = "無論天氣與否,你都可以通過快速連續服用太多藥片來復發",
	Sandbox_EvenMoreTraits_InsanityName = "瘋狂",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier = "瘋狂：壓力增益修正",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier_tooltip = "應用於所有壓力增益的全局乘數",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier = "瘋狂：壓力損失修正",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier_tooltip = "應用於所有壓力損失的全局乘數",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier = "瘋狂：抑鬱增益修正",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier_tooltip = "全局乘數應用於所有抑鬱增益",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier = "瘋狂：抑鬱損失修正",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier_tooltip = "適用於所有不幸損失的全局乘數",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled = "瘋狂：啟用情緒波動",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled_tooltip = "無論天氣與否,你的角色都會有情緒波動",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier = "瘋狂：情緒波動強度",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier_tooltip = "乘數適用於情緒波動引起的壓力或不快",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier = "瘋狂：情緒波動頻率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier_tooltip = "乘數應用於情緒波動的頻率<br>（默認為每 90-180 分鐘的遊戲時間,更高 = 更頻繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled = "瘋狂：啟用物品拒絕",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled_tooltip = "無論天氣與否,你的角色都會拒絕物品並拒絕撿起它們",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip = "瘋狂：物品拒絕會強制絆倒",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip_tooltip = "無論天氣與否,模組都會迫使你絆倒,以防止通過跑步來欺騙物品掉落機製",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier = "瘋狂：物品拒絕頻率",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier_tooltip = "乘數應用於物品拒絕的頻率<br>（冷卻後默認為遊戲中的第 1 天,更高 = 更頻繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown = "瘋狂：物品拒絕冷卻時間",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown_tooltip = "在拒絕新物品之前必須經過的最少遊戲時間",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled = "瘋狂：啟用幻想",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled_tooltip = "無論天氣與否,你的角色都有很小的概率取消定時動作而不是完成它",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled = "瘋狂：啟用",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled_tooltip = "如果你禁用它你就是個懦夫",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown = "瘋狂：冷卻時間",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown_tooltip = "躁狂癥重新激活前必須經過的最短遊戲時間",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency = "瘋狂：頻率",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency_tooltip = "乘數應用於事件的頻率<br>（默認為冷卻後每個遊戲小時 480 中的 1,更高 = 更頻繁）",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier = "瘋狂：持續時間修正",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier_tooltip = "乘數應用於躁狂癥的持續時間<br>（默認 150-210 遊戲分鐘數）",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier = "瘋狂：躁狂絆倒概率修正",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier_tooltip = "狂熱期間應用於絆倒概率全局乘數<br>（默認絆倒在衝刺/跑步時更有可能發生,但也可能在步行時發生）",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier = "瘋狂：物品掉落頻率修改",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier_tooltip = "乘數應用於躁狂癥激活時觸發掉落事件的概率",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier = "溫度特徵：最大值",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier_tooltip = "自然絕緣體質、溫暖體質和寒冷體質最高值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier = "溫度特徵：最小值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier_tooltip = "自然絕緣體質、溫暖體質和寒冷體質最低值",
	Sandbox_EvenMoreTraits_AmbitiousName = "雄心勃勃",
	Sandbox_EvenMoreTraits_AmbitiousXPBase = "雄心勃勃：製作 XP 基礎修改",
	Sandbox_EvenMoreTraits_AmbitiousXPBase_tooltip = "應用於製作 XP 增益",
	Sandbox_EvenMoreTraits_AmbitiousXPScale = "雄心勃勃：XP 等級值",
	Sandbox_EvenMoreTraits_AmbitiousXPScale_tooltip = "任何工藝技能每升一級,額外的經驗值將應用於基礎修改",
	Sandbox_EvenMoreTraits_AnabolicName = "鍛煉代謝",
	Sandbox_EvenMoreTraits_AnabolicXPModifier = "鍛煉代謝：經驗基礎修正",
	Sandbox_EvenMoreTraits_AnabolicXPModifier_tooltip = "乘數適用於所有力量和健身 XP 增益",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier = "鍛煉代謝：鍛煉耐力修正",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier_tooltip = "鍛煉時耐力損失的乘數",
	Sandbox_EvenMoreTraits_SpartanName = "斯巴達戰士",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale = "斯巴達戰士：傷害加成等級",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale_tooltip = "應用於武器傷害的傷害乘數等於用戶技能等級的倍數",
	Sandbox_EvenMoreTraits_SpartanDurabilityBonusScale = "斯巴達戰士：耐久度獎勵等級",
	Sandbox_EvenMoreTraits_SpartanDurabilityBonusScale_tooltip = "適用於武器傷害的耐久倍數等於用戶技能等級的這個倍數",
	Sandbox_EvenMoreTraits_CodependantName = "相互依存",
	Sandbox_EvenMoreTraits_CodependantUnhappinessModifier = "相互依存：抑鬱修正",
	Sandbox_EvenMoreTraits_CodependantUnhappinessModifier_tooltip = "乘數適用於由 相互依存 引起的抑鬱增益",
	Sandbox_EvenMoreTraits_BetrayedName = "背叛",
	Sandbox_EvenMoreTraits_BetrayedStressModifier = "背叛：壓力修正",
	Sandbox_EvenMoreTraits_BetrayedStressModifier_tooltip = "乘數應用於背叛導致的壓力增益",
	Sandbox_EvenMoreTraits_BushmanName = "布須曼人"
	Sandbox_EvenMoreTraits_BushmanXPBonus = "布須曼人：生存經驗基礎修改",
	Sandbox_EvenMoreTraits_BushmanXPBonus_tooltip = "應用於生存經驗增益的乘數",
	Sandbox_EvenMoreTraits_BushmanXPBonusMax = "布須曼人：生存經驗縮放值",
	Sandbox_EvenMoreTraits_BushmanXPBonusMax_tooltip = "隨著時間的推移,基礎修正值增加的最大獎勵",
	Sandbox_EvenMoreTraits_BushmanXPBonusTime = "布什曼人：達到最大獎勵的時間",
	Sandbox_EvenMoreTraits_BushmanXPBonusTime_tooltip = "達到最大獎勵所需的遊戲天數<br>線性縮放",
	
	-----For Science!-----
	
	Sandbox_ForScience = "為了科學！",
	Sandbox_EnableBandageTraining = "啟用繃帶訓練",
	Sandbox_EnableBandageTraining_tooltip = "允許通過練習使用繃帶來訓練4級以下的急救",
	Sandbox_EnableDisection = "啟用解剖訓練",
	Sandbox_EnableDisection_tooltip = "允許通過解剖喪屍的屍體來訓練急救,從4級到10級",
	Sandbox_EnableTinkering = "啟用修補",
	Sandbox_EnableTinkering_tooltip = "允許通過修補設備來訓練電工",
	Sandbox_EnableMaintaining = "啟用維護",
	Sandbox_EnableMaintaining_tooltip = "允許對武器進行維護操作,將血跡清理乾淨,很少恢復狀態",
	
	-----Immersive Currency-----
	
	Sandbox_ImmersiveCurrency = "沉浸式貨幣",
	Sandbox_ICurrency_InflationBuy = "'右值'乘數",
	Sandbox_ICurrency_InflationBuy_tooltip = "MOD值的乘數<br>例如購買價格,小的數值應該被四捨五入到1個貨幣單位"
	Sandbox_ICurrency_InflationSell = "'左值'乘數",
	Sandbox_ICurrency_InflationSell_tooltip = "模數值的乘數,如銷售價格,小值應四捨五入到1個貨幣單位",
	Sandbox_ICurrency_MinMoneyPerWallet = "錢包最少",
	Sandbox_ICurrency_MinMoneyPerWallet_tooltip = "可以在錢包裡找到最少的錢",	
	Sandbox_ICurrency_MaxMoneyPerWallet = "錢包最多",
	Sandbox_ICurrency_MaxMoneyPerWallet_tooltip = "可以在錢包裡找到最多的錢<br>將此設置為0將禁用此功能",
	Sandbox_ICurrency_MinMoneyPerRegister = "收銀台最少",
	Sandbox_ICurrency_MinMoneyPerRegister_tooltip = "可以在收銀台裡找到最少的錢",
	Sandbox_ICurrency_MaxMoneyPerRegister = "收銀台最多",
	Sandbox_ICurrency_MaxMoneyPerRegister_tooltip = "可以在收銀台裡找到最多的錢<br>將此設置為0將禁用此功能",
	Sandbox_ICurrency_MinMoneyPerATM = "ATM取款機最少",
	Sandbox_ICurrency_MinMoneyPerATM_tooltip = "可以在ATM取款機中找到最少的錢",
	Sandbox_ICurrency_MaxMoneyPerATM = "ATM取款機最多",
	Sandbox_ICurrency_MaxMoneyPerATM_tooltip = "可以在ATM取款機中找到最多的錢<br>將此設置為0將禁用此功能",	
	Sandbox_ICurrency_MinMoneyPerSafe = "保險箱最少",
	Sandbox_ICurrency_MinMoneyPerSafe_tooltip = "可以在保險箱裡找到最少的錢",	
	Sandbox_ICurrency_MaxMoneyPerSafe = "保險箱最多",
	Sandbox_ICurrency_MaxMoneyPerSafe_tooltip = "可以在保險箱裡找到最多的錢<br>將此設置為0將禁用此功能",	
	Sandbox_ICurrency_MinGemsPerVault = "金庫最少",
	Sandbox_ICurrency_MinGemsPerVault_tooltip = "貴重物品(寶石、珠寶)可以在銀行金庫中找到最少",	
	Sandbox_ICurrency_MaxGemsPerVault = "金庫最多",
	Sandbox_ICurrency_MaxGemsPerVault_tooltip = "貴重物品(寶石、珠寶)可以在銀行金庫中找到最多<br>將此設置為0將禁用此功能",
	Sandbox_ICurrency_ResetTime = "重置時間",
	Sandbox_ICurrency_ResetTime_tooltip = "能夠反覆破解收銀機、自動取款機、保險箱等所需的遊戲時間<br>將此設置為-1將禁用重置功能",
	Sandbox_ICurrency_CrackMetalWork = "需要進行金屬加工",
	Sandbox_ICurrency_CrackMetalWork_tooltip = "需要金屬加工技能水平才能將金屬物體炸開<br>需要10個單位的噴燈",
	Sandbox_ICurrency_Factor = "因子(保留的API值)",
	Sandbox_ICurrency_Factor_tooltip = "為 mods 需求保留的 API 通配符,永遠不會被刪除,範圍從 1 開始,也就是(IC.Factor1 .IC.Factor2)按順序排列<br>在全局範圍內改變多個mods的設置值時,是很有用的",
	Sandbox_ICurrency_DoProtect = "保護世界對像",
	Sandbox_ICurrency_DoProtect_tooltip = "檢查遊戲是否應該禁用拾取和拆卸交互式物體的選項<br>例如：收銀機、自動取款機、保險箱、金庫",
	Sandbox_ICurrency_GiveMood = "影響情緒",
	Sandbox_ICurrency_GiveMood_tooltip = "應該修改干擾任何角色的情緒,例如刪除賺錢時的不快感",

	-----zRe EXP Long-Short Blade-Blunt by kERHUS-----
	
	Sandbox_zReSLBB_general = "ZRE短/長武器經驗率",
	Sandbox_zReSLBB_ExpCoefSmallToLong = "從短武器到長武器的經驗比率/百分比:",
	Sandbox_zReSLBB_ExpCoefSmallToLong_tooltip = "使用短武器時轉移到長武器技能的經驗值",
	Sandbox_zReSLBB_ExpCoefLongToSmall = "從長武器到短武器的經驗比率/百分比:",
	Sandbox_zReSLBB_ExpCoefLongToSmall_tooltip = "使用長武器時轉移到短武器技能的經驗值",
	
	-----Totally's Historical Firearms Pack-----
	
	Sandbox_TIHFP = "歷史槍支包",
	Sandbox_TIHFP_SpawnInMilitary = "允許在軍事區域中生成槍支",
	Sandbox_TIHFP_SpawnInMilitary_tooltip = "槍械是否可以在軍事生成中找到",
	Sandbox_TIHFP_SpawnInPolice = "允許在警察局內生成槍支",
	Sandbox_TIHFP_SpawnInPolice_tooltip = "槍械是否可以在警察局生成中找到",
	Sandbox_TIHFP_Thompsons = "槍手模組兼容",
	Sandbox_TIHFP_Thompsons_tooltip = "無論TIHIP 湯姆森和 G3S 是否會在地圖上刷新,仍然可以通過作弊獲得",
	Sandbox_TIHFP_Spawn = "開啟TIHIP武器",
	Sandbox_TIHFP_Spawn_tooltip = "無論TIHIP武器是否會在地圖上刷新,仍然可以通過作弊繁殖",
	
	-----More Vehicle Options-----
	
	Sandbox_VehicleConditionExtremelyLow = "車輛被摧毀",
	Sandbox_VehicleConditionExtremelyLow_tooltip = "找到零件狀況不佳的車輛的概率<br>如果選擇 全部,建議將一般狀況選項設置為 非常低",
	Sandbox_VehicleConditionExtremelyLow_option1 = "無",
	Sandbox_VehicleConditionExtremelyLow_option2 = "低",
	Sandbox_VehicleConditionExtremelyLow_option3 = "正常",
	Sandbox_VehicleConditionExtremelyLow_option4 = "高",
	Sandbox_VehicleConditionExtremelyLow_option5 = "全部",
	Sandbox_VehicleBatteryChance = "帶電池概率",
	Sandbox_VehicleBatteryChance_tooltip = "帶有電池的車輛的概率<br>此選項僅在-啟示錄後幾個月-選項為 12 時有效",
	Sandbox_VehicleBatteryChance_option1 = "無",
	Sandbox_VehicleBatteryChance_option2 = "非常低",
	Sandbox_VehicleBatteryChance_option3 = "低",
	Sandbox_VehicleBatteryChance_option4 = "正常",
	Sandbox_VehicleBatteryChance_option5 = "高",
	Sandbox_VehicleBatteryChance_option6 = "非常高",
	Sandbox_VehicleMayBeIncomplete = "載具不完整概率",
	Sandbox_VehicleMayBeIncomplete_tooltip = "這個選項定義了世界上的車輛是否可能缺少零件",
	Sandbox_VehicleIncompleteProb = "未完成車輛概率",
	Sandbox_VehicleIncompleteProb_tooltip = "僅在激活 載具不完整 選項才影響",
	Sandbox_VehicleIncompleteProb_option1 = "(41)低/(42)無",
	Sandbox_VehicleIncompleteProb_option2 = "(41)正常/(42)低",
	Sandbox_VehicleIncompleteProb_option3 = "(41)高/(42)正常",
	Sandbox_VehicleIncompleteProb_option4 = "(41)全部/(42)高",
	Sandbox_VehicleIncompleteProb_option5 = "(42)全部",
	Sandbox_VehicleMissingPartsQuantity = "丟失零件概率",
	Sandbox_VehicleMissingPartsQuantity_tooltip = "車輛可能丟失的零件數量概率",
	Sandbox_VehicleMissingPartsQuantity_option1 = "低",
	Sandbox_VehicleMissingPartsQuantity_option2 = "正常",
	Sandbox_VehicleMissingPartsQuantity_option3 = "高",
	Sandbox_VehicleMissingPartsQuantity_option4 = "隨機",
	Sandbox_VehicleSuperLowSpawn = "超低概率",
	Sandbox_VehicleSuperLowSpawn_tooltip = "大量減少了車輛刷新<br>建議將 汽車刷新 設置為 非常低",
	Sandbox_VehicleRandomGasAmount = "隨機油量",
	Sandbox_VehicleRandomGasAmount_tooltip = "此選項確定車輛中的燃油量是否會隨機化<br>最大燃油量是燃油箱容量的一半<br>它不會影響倖存者的車輛",
	Sandbox_VehicleMinimumRust = "車輛最小鏽蝕",
	Sandbox_VehicleMinimumRust_tooltip = "必須小於或等於 車輛最大鏽蝕",
	Sandbox_VehicleMaximumRust = "車輛最大鏽蝕",
	Sandbox_VehicleMaximumRust_tooltip = "必須大於或等於 車輛最小鏽蝕",
	Sandbox_VehicleRandomAngle = "車輛隨機旋轉",
	Sandbox_VehicleRandomAngle_tooltip = "定義車輛是否可以沿Y軸旋轉（不翻轉）",
	
	-----Hearing Aid-----
	
	Sandbox_HearingAid = "助聽器",
	Sandbox_HearingAid_DeafnessHandling_option1 = "無",
	Sandbox_HearingAid_DeafnessHandling_option2 = "助聽器帶來聽力困難,增強型助聽器帶來正常聽力",
	Sandbox_HearingAid_DeafnessHandling_option3 = "增強型助聽器帶來聽力困難",
	Sandbox_HearingAid_EnableBoosted = "啟用提陞型助聽器",
	Sandbox_HearingAid_EnableBoosted_tooltip = "增強型助聽器是否可以製造？",
	Sandbox_HearingAid_HandleDeafness = "處理失聰問題",
	Sandbox_HearingAid_HandleDeafness_tooltip = "應該如何處理耳聾？",

	-----WorkingBenchPress-----
	
	Sandbox_NCWorkingBenchPress = "臥推器材",
	Sandbox_NCWorkingBenchPress_StrengthXPMultiply = "力量獲得倍數",
	
	-----Customizable Wood + Metal Weight-----
	
	Sandbox_CustomizableWoodWeight = "可定製木材/金屬重量",
	Sandbox_CustomizableWoodWeight_WoodWeightMult = "木材重量",
	Sandbox_CustomizableWoodWeight_WoodWeightMult_tooltip = "應用於所有木製物品重量乘數",
	Sandbox_CustomizableWoodWeight_MetalWeightMult = "金屬重量",
	Sandbox_CustomizableWoodWeight_MetalWeightMult_tooltip = "應用於所有金屬物品重量乘數",
	
	-----Trash Talker----
	
	Sandbox_Trash = "垃圾話客",
	Sandbox_allowContextMenu = "上下文菜單",
	Sandbox_allowContextMenu_tooltip = "允許玩家啟用允許訪問喃喃自語和戰吼的上下文菜單",
	Sandbox_allowFeelingMouthy = "自我多嘴",
	Sandbox_allowFeelingMouthy_tooltip = "允許玩家為不具備該特性的角色暫時啟用垃圾話",
	Sandbox_allowSneakyInsults = "偷偷摸摸侮辱",
	Sandbox_allowSneakyInsults_tooltip = "允許玩家在潛行時以較低的音量說垃圾話",
	Sandbox_allowSpecialKeys = "喃喃自語/戰鬥口號鍵位",
	Sandbox_allowSpecialKeys_tooltip = "允許玩家使用鍵盤快捷鍵喃喃自語和戰吼",
	Sandbox_minimumRange = "最小範圍",
	Sandbox_minimumRange_tooltip = "在最小用戶設置下,垃圾話的聲音應該傳播多少個方塊？<br><RGB:0.3,0.7,0.3> 警告：雖然我已經在我的 PC 上測試了這個限制,但我想這可能會對性能產生影響<br>如果你試圖在足夠大的區域向足夠多的喪屍廣播聲音,小心增加這個範圍<RGB:1.0,0.6,0.0>",
	Sandbox_maximumRange = "最大範圍",
	Sandbox_maximumRange_tooltip = "在最大用戶設置下,垃圾話的聲音應該傳播多少個方塊？<br><RGB:0.3,0.7,0.3> 警告：雖然我已經在我的 PC 上測試了這個限制,但我想這可能會對性能產生影響<br>如果你試圖在足夠大的區域向足夠多的喪屍廣播聲音,小心增加這個範圍<RGB:1.0,0.6,0.0>",
	Sandbox_minimumVolubility = "最小波動率",
	Sandbox_minimumVolubility_tooltip = "在最低用戶設置下,多少百分比的殺戮會導致用戶不由自主地說垃圾話？<RGB:1.0,0.6,0.0>",
	Sandbox_maximumVolubility = "最大波動率",
	Sandbox_maximumVolubility_tooltip = "在最大用戶設置下,多少百分比的殺戮會導致用戶不由自主地說垃圾話？<RGB:1.0,0.6,0.0> "
	
	-----Antibodies-----
	
	Sandbox_lgd_antibodies_general = "抗體 - 一般",
	Sandbox_lgd_antibodies_condition = "抗體 - 狀況",
	Sandbox_lgd_antibodies_wounds = "抗體 - 傷口",
	Sandbox_lgd_antibodies_infections = "抗體 - 感染",
	Sandbox_lgd_antibodies_hygiene = "抗體 - 衛生",
	Sandbox_lgd_antibodies_general_baseAntibodyGrowth = "基礎抗體生長",
	Sandbox_lgd_antibodies_general_baseAntibodyGrowth_tooltip = "代表基本難度<br>其他效果將添加到該值",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedEffect = "恢復效果",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedEffect_tooltip = "每一次倖存的喪屍病毒感染都會產生這種效果",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedThreshold = "恢復效果閾值",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedThreshold_tooltip = "絕對效果不會大於此值",
	Sandbox_lgd_antibodies_general_knoxMutationEffect = "時間效果",
	Sandbox_lgd_antibodies_general_knoxMutationEffect_tooltip = "每過一天這種效果就會增加",
	Sandbox_lgd_antibodies_general_knoxMutationThreshold = "時間效果閾值",
	Sandbox_lgd_antibodies_general_knoxMutationThreshold_tooltip = "絕對效果不會大於此值",
	Sandbox_lgd_antibodies_general_knoxMutationStart = "時間效果起始",
	Sandbox_lgd_antibodies_general_knoxMutationStart_tooltip = "計算起始天數",
	Sandbox_lgd_antibodies_general_knoxMutationStart_option1 = "世界開始",
	Sandbox_lgd_antibodies_general_knoxMutationStart_option2 = "角色生成",
	Sandbox_lgd_antibodies_general_hygienePanelEnabled = "啟用衛生面板",
	Sandbox_lgd_antibodies_general_hygienePanelEnabled_tooltip = "為角色窗口添加衛生面板",
	Sandbox_lgd_antibodies_general_diagnoseEnabled = "啟用病毒診斷"
	Sandbox_lgd_antibodies_general_diagnoseEnabled_tooltip = "添加病毒診斷面板",
	Sandbox_lgd_antibodies_general_diagnoseSkillNeeded = "病毒診斷急救級別"
	Sandbox_lgd_antibodies_general_diagnoseSkillNeeded_tooltip = "需要急救技能",
	Sandbox_lgd_antibodies_general_doctorSkillTreatmentMod = "醫生技能",
	Sandbox_lgd_antibodies_general_doctorSkillTreatmentMod_tooltip = "每次治療（消毒、包紮、膏藥）的效果都會乘以醫生技能",
	Sandbox_lgd_antibodies_general_debug = "調試",
	Sandbox_lgd_antibodies_general_debug_tooltip = "禁用急救等級要求",
	Sandbox_lgd_antibodies_condition_fitness = "體格",
	Sandbox_lgd_antibodies_condition_fitness_tooltip = "低於 5 的點數會被視為負面效果,每個點數都會乘以相應的值<br>相反,超過 5 的點數則被視為正效應,每個值都會相應地乘以相應的數值",
	Sandbox_lgd_antibodies_condition_strength = "力量",
	Sandbox_lgd_antibodies_condition_strength_tooltip = "低於 5 的點數會被視為負面效果,每個值都會乘以相應的數值<br>相反,超過 5 的點數則被視為正效應,每個值都會相應地乘以相應的數值",
	Sandbox_lgd_antibodies_condition_fatigue = "疲勞",
	Sandbox_lgd_antibodies_condition_fatigue_tooltip = "轉換為 0 -1 範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_endurance = "耐力",
	Sandbox_lgd_antibodies_condition_endurance_tooltip = "轉換為 0 到 -1 的範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_weight = "重量",
	Sandbox_lgd_antibodies_condition_weight_tooltip = "轉換為 0 到 -1 的範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_thirst = "口渴",
	Sandbox_lgd_antibodies_condition_thirst_tooltip = "轉換為 0 到 -1 的範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_sickness = "生病",
	Sandbox_lgd_antibodies_condition_sickness_tooltip = "轉換為 0 到 -1 的範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_foodSickness = "食物中毒",
	Sandbox_lgd_antibodies_condition_foodSickness_tooltip = "轉換為 0 到 -1 的範圍,並乘以此效果",
	Sandbox_lgd_antibodies_condition_temperature = "溫度",
	Sandbox_lgd_antibodies_condition_temperature_tooltip = "原始值轉換為 -1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_drunkness = "醉酒",
	Sandbox_lgd_antibodies_condition_drunkness_tooltip = "原始值轉換為 -1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_hunger = "飢餓",
	Sandbox_lgd_antibodies_condition_hunger_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_pain = "疼痛",
	Sandbox_lgd_antibodies_condition_pain_tooltip = "原始值轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_stress = "壓力",
	Sandbox_lgd_antibodies_condition_stress_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_unhappiness = "抑鬱",
	Sandbox_lgd_antibodies_condition_unhappiness_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_boredom = "無聊",
	Sandbox_lgd_antibodies_condition_boredom_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_panic = "恐慌",
	Sandbox_lgd_antibodies_condition_panic_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_sanity = "理智",
	Sandbox_lgd_antibodies_condition_sanity_tooltip = "原始值被轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_anger = "憤怒",
	Sandbox_lgd_antibodies_condition_anger_tooltip = "原始值轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_condition_fear = "恐懼",
	Sandbox_lgd_antibodies_condition_fear_tooltip = "原始值轉換為-1 到 1 的值,並乘以此效果",
	Sandbox_lgd_antibodies_wounds_bandaged = "繃帶",
	Sandbox_lgd_antibodies_wounds_bandaged_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_cleanBandage = "清潔繃帶",
	Sandbox_lgd_antibodies_wounds_cleanBandage_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_sterilizedBandage = "消毒繃帶",
	Sandbox_lgd_antibodies_wounds_sterilizedBandage_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_sterilizedWound = "消毒傷口",
	Sandbox_lgd_antibodies_wounds_sterilizedWound_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_garlic = "大蒜藥膏",
	Sandbox_lgd_antibodies_wounds_garlic_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_plantain = "車前草膏藥",
	Sandbox_lgd_antibodies_wounds_plantain_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_comfrey = "紫草膏",
	Sandbox_lgd_antibodies_wounds_comfrey_tooltip = "乘以醫生技能和治療方式<br>獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_deepWounded = "深度傷口",
	Sandbox_lgd_antibodies_wounds_deepWounded_tooltip = "獨立應用於每個受影響的身體部位（共 18 次）",
	Sandbox_lgd_antibodies_wounds_bleeding = "出血",
	Sandbox_lgd_antibodies_wounds_bleeding_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_bitten = "咬傷",
	Sandbox_lgd_antibodies_wounds_bitten_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_cut = "割傷/撕裂",
	Sandbox_lgd_antibodies_wounds_cut_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_scratched = "劃傷",
	Sandbox_lgd_antibodies_wounds_scratched_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_burnt = "燒傷",
	Sandbox_lgd_antibodies_wounds_burnt_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_needBurnWash = "燒傷肮髒",
	Sandbox_lgd_antibodies_wounds_needBurnWash_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）",
	Sandbox_lgd_antibodies_wounds_stiched = "縫合",
	Sandbox_lgd_antibodies_wounds_stiched_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_wounds_haveBullet = "子彈鑲嵌",
	Sandbox_lgd_antibodies_wounds_haveBullet_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_wounds_haveGlass = "玻璃鑲嵌",
	Sandbox_lgd_antibodies_wounds_haveGlass_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_infections_regular = "普通感染",
	Sandbox_lgd_antibodies_infections_regular_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_infections_virusScratch = "病毒:劃痕感染",
	Sandbox_lgd_antibodies_infections_virusScratch_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_infections_virusCut = "病毒:割傷/撕裂感染",
	Sandbox_lgd_antibodies_infections_virusCut_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_infections_virusBite = "病毒:咬傷感染",
	Sandbox_lgd_antibodies_infections_virusBite_tooltip = "獨立應用於每個受影響的身體部位 (共 18 個)",
	Sandbox_lgd_antibodies_hygiene_bloodEffect = "血液效果",
	Sandbox_lgd_antibodies_hygiene_bloodEffect_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）<br>乘以衛生值總和",
	Sandbox_lgd_antibodies_hygiene_dirtEffect = "污垢效果",
	Sandbox_lgd_antibodies_hygiene_dirtEffect_tooltip = "獨立應用於每個受影響的身體部位（共 18 個）<br>乘以衛生值總和",
	Sandbox_lgd_antibodies_hygiene_bandaged = "繃帶模式",
	Sandbox_lgd_antibodies_hygiene_bandaged_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_cleanBandage = "清潔繃帶",
	Sandbox_lgd_antibodies_hygiene_cleanBandage_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_sterilizedBandage = "消毒繃帶",
	Sandbox_lgd_antibodies_hygiene_sterilizedBandage_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_sterilizedWound = "消毒傷口",
	Sandbox_lgd_antibodies_hygiene_sterilizedWound_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_garlic = "大蒜藥膏",
	Sandbox_lgd_antibodies_hygiene_garlic_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_plantain = "車前草膏藥",
	Sandbox_lgd_antibodies_hygiene_plantain_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_comfrey = "紫草膏",
	Sandbox_lgd_antibodies_hygiene_comfrey_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_deepWounded = "傷口深度修改",
	Sandbox_lgd_antibodies_hygiene_deepWounded_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_bleeding = "出血模式",
	Sandbox_lgd_antibodies_hygiene_bleeding_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_bitten = "咬傷模式",
	Sandbox_lgd_antibodies_hygiene_bitten_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_cut = "割傷/撕裂",
	Sandbox_lgd_antibodies_hygiene_cut_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_scratched = "劃痕",
	Sandbox_lgd_antibodies_hygiene_scratched_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_burnt = "燒傷",
	Sandbox_lgd_antibodies_hygiene_burnt_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_needBurnWash = "燒傷髒污",
	Sandbox_lgd_antibodies_hygiene_needBurnWash_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_stiched = "縫合",
	Sandbox_lgd_antibodies_hygiene_stiched_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_haveBullet = "子彈鑲嵌",
	Sandbox_lgd_antibodies_hygiene_haveBullet_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_haveGlass = "玻璃鑲嵌",  
	Sandbox_lgd_antibodies_hygiene_haveGlass_tooltip = "所有衛生模塊的總和將乘以血液和污垢效果",
	
	-----Brutal Handwork-----
	
	Sandbox_BrutalHandwork = "殘酷之手",
	Sandbox_BrutalHandwork_DualWieldMelee = "當雙持近戰武器時,自動交替進行左右攻擊",
	Sandbox_BrutalHandwork_DualWieldMelee_tooltip = "當玩家雙持近戰武器時,自動在左右兩邊交替攻擊<br>禁用後需要按修改來進行非手部攻擊",
	Sandbox_BrutalHandwork_EnableUnarmed = "啟用徒手攻擊",
	Sandbox_BrutalHandwork_EnableUnarmed_tooltip = "即使玩家沒有武器,他們也能夠進行攻擊<br>默認情況下,必須瞄準並按住修改鍵才能出拳",
	Sandbox_BrutalHandwork_AlwaysUnarmed = "手無寸鐵時總是舉起拳頭",
	Sandbox_BrutalHandwork_AlwaysUnarmed_tooltip = "當玩家沒有武器時,在瞄準徒手攻擊時總是舉起他們的拳頭<br>禁用要求在瞄準時握住修改",
	Sandbox_BrutalHandwork_BaseAttackOverride = "實驗:攻擊傷害覆蓋",
	Sandbox_BrutalHandwork_BaseAttackOverride_tooltip = "注意：只在單人遊戲中有效! <LINE> 攻擊使用本模組傷害計算函數,而不是原版<br>這迫使兩隻手的攻擊的預期傷害保持一致<br>警告：這個選項目前是實驗性的,但很可能會成為默認選項,並且在未來的許多其他選項中都會要求使用<br>它是穩定的,但由於仍在開發中,可能會導致與原版相比的不一致<br>請閱讀MOD的描述,了解當前的限制！",

	-----Fancy Handwork-----
	
	Sandbox_FancyHandwork = "花式之手",
	Sandbox_FancyHandwork_ExperiencedAim = "武器瞄準動畫改變等級",
	Sandbox_FancyHandwork_ExperiencedAim_tooltip = "玩家火器等級改變為戰術瞄準動畫<br>設置為0表示總是使用這個,設為11表示從不使用",
	Sandbox_FancyHandwork_DisableTurn = "強制轉向對像行為",
	Sandbox_FancyHandwork_DisableTurn_tooltip = "控制你的角色在進行世界互動時,何時會被迫轉向物體",
	Sandbox_FancyHandwork_DT_option1 = "從不進行強制轉向",
	Sandbox_FancyHandwork_DT_option2 = "在轉向延遲後進行強制轉向",
	Sandbox_FancyHandwork_DT_option3 = "總是進行強制轉向",
	Sandbox_FancyHandwork_TurnDelaySec = "強制轉向延遲",
	Sandbox_FancyHandwork_TurnDelaySec_tooltip = "當角色不移動時,他們會在這幾秒鍾後轉身面對他們正在互動的物體<br>需要啟用轉身延遲功能",
	Sandbox_FancyHandwork_TurnBehavior = "後方動作動畫行為",
	Sandbox_FancyHandwork_TurnBehavior_tooltip = "選擇角色播放後方動畫而不是轉向的頻率<br>注意,角色仍然會轉向沒有後方動畫的物體,除非強制轉向被禁用<br>必須選擇轉身延遲或禁用轉身,才能顯示後方動畫<br>總是做強制轉彎 會阻止後方動畫",
	Sandbox_FancyHandwork_TB_option1 = "從不做後方動畫",
	Sandbox_FancyHandwork_TB_option2 = "做後方動畫,直到轉向延遲",
	Sandbox_FancyHandwork_TB_option3 = "總是做後方動畫",
	Sandbox_FancyHandwork_HideDoorProgressBar = "隱藏車門動作進度條",
	Sandbox_FancyHandwork_HideDoorProgressBar_tooltip = "當角色打開或關閉門,以及進入或離開車輛時,隱藏進度條",
	Sandbox_FancyHandwork_HideVehicleWalkProgressBar = "隱藏車輛'走到'動作進度條",
	Sandbox_FancyHandwork_HideVehicleWalkProgressBar_tooltip = "當角色走到某個位置與車輛互動時,隱藏進度條",
	
	-----The Only Cure - Dev-----
	
	Sandbox_TOC = "唯一但更好的治療方法",
	Sandbox_TOC_RollUpSleeves = "捲起袖子",
	Sandbox_TOC_RollUpSleeves_tooltip = "目前已損壞,不會做任何事情",
	Sandbox_TOC_CicatrizationSpeedMultiplier = "癒合速度",
	Sandbox_TOC_CicatrizationSpeedMultiplier_tooltip = "自定義此功能以使癒合過程更快",
	
	-----I Need More Style: Clothing Edition-----
	
	Sandbox_INeedMoreStyle = "我需要更多風格：服裝版",
	Sandbox_SpawnShirtsResidential = "允許襯衫生成:(住宅建築)",
	Sandbox_SpawnShirtsResidential_tooltip = "設置此選項以允許襯衫在住宅建築中生成",
	Sandbox_SpawnRateShirtsResidential = "設置住宅建築中襯衫的生成率",
	Sandbox_SpawnRateShirtsResidential_tooltip = "選擇 0 到 10 之間的數字來配置襯衫的生成率<br>默認值為：0.01",
	Sandbox_SpawnShirtsStores = "允許襯衫生成:(服裝店)",
	Sandbox_SpawnShirtsStores_tooltip = "設置此選項以允許襯衫在服裝店中生成",
	Sandbox_SpawnRateShirtsStores = "設置服裝店中襯衫的生成率",
	Sandbox_SpawnRateShirtsStores_tooltip = "選擇 0 到 10 之間的數字來配置襯衫的生成率<br>默認值為：0.01",
	Sandbox_SpawnRateShirts = "設置襯衫生成率",
	Sandbox_SpawnRateShirts_tooltip = "選擇 0 到 10 之間的一個數字來配置襯衫的生成率<br>默認值為：0.01",
	Sandbox_SpawnPantsResidential = "允許褲子生成:(住宅建築)",
	Sandbox_SpawnPantsResidential_tooltip = "設置此選項以允許褲子在住宅建築中生成",
	Sandbox_SpawnRatePantsResidential = "設置住宅建築中褲子的生成率",
	Sandbox_SpawnRatePantsResidential_tooltip = "選擇 0 到 10 之間的數字來配置褲子的生成率<br>默認值為：0.01",
	Sandbox_SpawnPantsStores = "允許褲子生成:(服裝店)",
	Sandbox_SpawnPantsStores_tooltip = "設置此選項以允許褲子在服裝店中生成",
	Sandbox_SpawnRatePants = "設置褲子的生成率",
	Sandbox_SpawnRatePants_tooltip = "",
	Sandbox_SpawnRatePantsStores = "設置服裝店中褲子的生成率",
	Sandbox_SpawnRatePantsStores_tooltip = "選擇 0 和 10 之間的數字來配置褲子的生成率<br>默認值為：0.01",
	
	-----Severe Non-Lethal Infections-----
	
	Sandbox_JSSevereInfection = "嚴重非致命性感染",
	Sandbox_JSSevereInfection_OnsetHours = "感染開始時間",
	Sandbox_JSSevereInfection_OnsetHours_tooltip = "從感染開始到感染高峰的小時數",
	Sandbox_JSSevereInfection_PeakHours = "感染高峰時間",
	Sandbox_JSSevereInfection_PeakHours_tooltip = "非致命性感染高峰期的小時數",
	Sandbox_JSSevereInfection_RecoveryHours = "感染恢復時間",
	Sandbox_JSSevereInfection_RecoveryHours_tooltip = "從感染高峰期恢復到完全治癒所需的小時數",
	Sandbox_JSSevereInfection_BandageMulti = "傷口繃帶恢復倍數",
	Sandbox_JSSevereInfection_BandageMulti_tooltip = "當感染的傷口沒有乾淨的繃帶時,在高峰期和恢復期所花的時間相乘<br>在發病期間沒有乾淨的繃帶時,加到高峰期的時間,而不是發病的時間,是正常高峰期時間的百分比",
	Sandbox_JSSevereInfection_InfectionMulti = "不清潔傷口嚴重程度乘數",
	Sandbox_JSSevereInfection_InfectionMulti_tooltip = "當感染的傷口不乾淨時,或者換句話說,有傷口感染(不是喪屍感染)時,嚴重程度隨時間增加<br>這個值代表當感染的傷口 不乾淨 時,每小時疲勞、口渴、飢餓和體重下降的百分比",
	Sandbox_JSSevereInfection_FatigueRate = "感染疲勞率",
	Sandbox_JSSevereInfection_FatigueRate_tooltip = "感染時疲勞度增加比率<br>原版疲勞度也適用,不受此值影響",
	Sandbox_JSSevereInfection_ThirstRate = "感染口渴率",
	Sandbox_JSSevereInfection_ThirstRate_tooltip = "被感染時口渴增加比率<br>原版口渴率也適用,不受此值影響",
	Sandbox_JSSevereInfection_HungerRate = "感染飢餓率",
	Sandbox_JSSevereInfection_HungerRate_tooltip = "感染時飢餓感增加比率<br>原版飢餓率也適用,不受此值影響",
	Sandbox_JSSevereInfection_CalorieRate = "感染卡路里燃燒",
	Sandbox_JSSevereInfection_CalorieRate_tooltip = "增加每分鐘的恆定卡路里消耗量<br>這個值會根據嚴重程度進一步修改,並根據感染的百分比減少",
	Sandbox_JSSevereInfection_WeightLossRate = "感染減重率",
	Sandbox_JSSevereInfection_WeightLossRate_tooltip = "如果將飢餓感應用於卡路里,根據感染程度直接乘以導致的體重減輕",
	Sandbox_JSSevereInfection_CriticalInfPercent = "嚴重感染百分比",
	Sandbox_JSSevereInfection_CriticalInfPercent_tooltip = "決定非致命性感染峰值的百分比,被視為臨界感染",
	Sandbox_JSSevereInfection_CriticalInfHealthMin = "臨界感染最小值/健康",
	Sandbox_JSSevereInfection_CriticalInfHealthMin_tooltip = "玩家在臨界感染期間將減少到的最小健康值",
	Sandbox_JSSevereInfection_MaxWakeFatigue = "飢餓/口渴喚醒的疲勞度",
	Sandbox_JSSevereInfection_MaxWakeFatigue_tooltip = "設置被感染的玩家在臨界飢餓或口渴時可以被喚醒的最大疲勞度<br>默認情況下,玩家在死於口渴或飢餓時不會被喚醒",
	Sandbox_JSSevereInfection_SeverityRandom = "感染嚴重程度隨機",
	Sandbox_JSSevereInfection_SeverityRandom_tooltip = "決定感染的嚴重程度或溫和程度的百分比,影響感染期間的疲勞、口渴、飢餓和體重減輕率",
	Sandbox_JSSevereInfection_InfTimeRandom = "感染速度隨機",
	Sandbox_JSSevereInfection_InfTimeRandom_tooltip = "決定感染的速度快或慢的百分比,影響發病、高峰和恢復速度",
	Sandbox_JSSevereInfection_BiteSeverity = "咬傷嚴重程度乘數",
	Sandbox_JSSevereInfection_BiteSeverity_tooltip = "在遭受咬傷時,進一步乘以疲勞、口渴、飢餓和體重減輕的比率<br>這與其他嚴重程度乘數是相乘",
	Sandbox_JSSevereInfection_BitesLethal = "咬傷是致命",
	Sandbox_JSSevereInfection_BitesLethal_tooltip = "設置咬傷是否保持致命,在感染高峰期殺死玩家",
	
	-----Permanent Effects Drinks-----
	
	Sandbox_Permanent = "效應飲料",
	Sandbox_KeepExperience = "保持經驗（關閉反作弊第15項）",
	Sandbox_SlenderDoeSetWeight = "瘦身設定重量",
	Sandbox_CanBuildMoonshineStill = "允許建造私酒蒸餾器",
	Sandbox_AllowBrewingVanillaAlcohol = "允許釀造原版酒",
	Sandbox_AllowBrewingExclusiveAlcohol = "允許釀造獨家酒精",
	Sandbox_AllowExclusiveRecipeInZombieLoot = "允許喪屍戰利品出現釀酒配方書",
	Sandbox_ExclusiveRecipeInZombiesLootChance = "有概率刷新釀酒配方書",
	
	-----Insurgent - Airdropped LUV Add-on-----
	
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMin = "空投LUV/最低條件",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMin_tooltip = "設置生成的車輛應具備的最低條件,100為完美<br>該條件由上面的'一般條件'選項決定",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMax = "空投LUV/最高條件",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMax_tooltip = "設置生成的車輛可能具有的最大條件,100為完美<br>該條件由上面的'一般條件'選項決定",
	Sandbox_Vehicle_InsurgentLUVVehicleWeightReduction = "空投的LUV/重量減輕",
	Sandbox_Vehicle_InsurgentLUVVehicleWeightReduction_tooltip = "啟用此功能以移除刷新車輛的車門",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleType = "空投LUV/自定義",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleType_tooltip = "把你想要的自定義車輛的完整車輛類型放在這裡<br><RGB:1,1,0.3> 公平警告。如果你拼錯了它,它就不會產生",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinEnable = "空投LUV/選擇皮膚？",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinEnable_tooltip = "如果你的自定義車輛支持不同的皮膚,那麼請啟用這個選項並更改下面的索引<br>禁用此選項將使車輛以隨機的皮膚刷新<br><RGB:1,0.3,0.3> 警告：如果你啟用這個選項,而你的車輛不支持皮膚,遊戲將拋出一個空指針異常,車輛不會生成",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinIndex = "空投LUV/皮膚指數",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinIndex_tooltip = "把這個索引改成與你想要的皮膚匹配的索引<br>不支持不同皮膚的車輛,其索引為'nil',而不是一個整數",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSurpriseMe = "空投LUV/給我驚喜！",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSurpriseMe_tooltip = "啟用此功能可以讓遊戲中的任何隨機車輛,不管是原版的還是修改過的,都可以作為你的自定義車輛生成<br>啟用這個選項將覆蓋你在上面的選項中的車輛類型和皮膚<br><RGB:1,0.3,0.3>警告：這是完全隨機的<br>你有概率用燒燬或損壞的車輛刷新,這些車輛將無法使用",

	-----Fitness & Workout Overhaul-----
	
	Sandbox_FWOWorkingTreadmill = "FWO跑步機和臥推架",
	Sandbox_FWOWorkingTreadmill_StrengthXPMultiply = "跑步機力量XP乘數",
	Sandbox_FWOWorkingTreadmill_SprintingXPMultiply = "跑步機衝刺XP乘數",
	Sandbox_FWOWorkingTreadmill_TreadmillDropBags = "使用跑步機時背包放置地面",
	Sandbox_FWOWorkingTreadmill_BenchpressDropBags = "使用臥推架時背包放置地面",
	Sandbox_FWOWorkingTreadmill_BenchTreadKeepBagsOn = "保持背包裝備",
	Sandbox_FWOFitness = "FWO健身鍛煉大修",
	Sandbox_FWOFitness_InitialPerkBonus = "初始獎勵",
	Sandbox_FWOFitness_InitialPerkBonus_tooltip = "將初始獎勵加成考慮在內(75%/100%/125%)",
	Sandbox_FWOFitness_currentExerciseRegularityBonus = "當前練習規律性獎勵",
	Sandbox_FWOFitness_currentExerciseRegularityBonus_tooltip = "根據規律獲得當前鍛煉的獎勵",
	Sandbox_FWOFitness_currentExerciseOffset = "當前運動偏移量",
	Sandbox_FWOFitness_currentExerciseOffset_tooltip = "線性計算的0點",
	Sandbox_FWOFitness_currentExerciseRate = "當前運動率",
	Sandbox_FWOFitness_currentExerciseRate_tooltip = "線性角度的陡度(較高的數字 = 較高的倍數.以及帶有偏移的較高負值)",
	Sandbox_FWOFitness_AverageExerciseRegularityBonus = "平均運動規律性獎勵",
	Sandbox_FWOFitness_AverageExerciseRegularityBonus_tooltip = "根據你所有鍛煉規律性的平均值獲得獎勵",
	Sandbox_FWOFitness_LevelBonus = "等級獎勵",
	Sandbox_FWOFitness_LevelBonus_tooltip = "你每提陞等級獲得多少乘數",
	Sandbox_FWOFitness_SpaceOutExercise = "鍛煉身體",
	Sandbox_FWOFitness_SpaceOutExercise_tooltip = "當你間隔鍛煉(大約 8 小時或當肌肉酸痛開始時)獨立於健康和力量時獲得經驗狀態",
	Sandbox_FWOFitness_SpaceOutExerciseNegative = "鍛煉身體負倍數",
	Sandbox_FWOFitness_SpaceOutExercisePositive = "鍛煉身體正倍數",
	Sandbox_FWOFitness_RestedBonus = "休息獎勵",
	Sandbox_FWOFitness_RestedBonus_tooltip = "肌肉酸痛時獲得經驗減益,'休息'(無肌肉酸痛)時獲得狀態",
	Sandbox_FWOFitness_RestedBonusNegative = "休息獎勵負倍數",
	Sandbox_FWOFitness_RestedBonusPositive = "休息獎勵正倍數",
	Sandbox_FWOFitness_XPMultiplier = "可選/經驗倍數",
	Sandbox_FWOFitness_XPMultiplier_tooltip = "全局經驗倍數(讓你更快或更慢地獲得經驗,建議小增量)",
	Sandbox_FWOFitness_PassiveMultiplier = "被動經驗倍數(鍛煉外)",
	Sandbox_FWOFitness_PassiveMultiplier_tooltip = "決定你在鍛煉之外能獲得多少倍數<br>戰鬥,衝刺等等（0 = OFF =無exp倍數）",
	Sandbox_FWOFitness_BoredomMultiplier = "無聊",
	Sandbox_FWOFitness_BoredomMultiplier_tooltip = "調整無聊減少<br>(0=關閉)"
	Sandbox_FWOFitness_UnhappynessMultiplier = "抑鬱",
	Sandbox_FWOFitness_UnhappynessMultiplier_tooltip = "調整抑鬱減少<br>(0=關閉)"
	Sandbox_FWOFitness_KeepBagsOn = "保持背包裝備",
	Sandbox_FWOFitness_DropBags = "背包放置地面",
	
	-----Light-Switch Overhaul-----

	Sandbox_Nipswitch = "電燈大修",
	Sandbox_Nipswitch_Pagelength = "技能書：總頁數",
	Sandbox_Nipswitch_Pagelength_tooltip = "<RGB:232,209,0>1 頁 = 即時<br>12 頁 = 1 分鐘<br>120 頁 = 10 分鐘(默認沙盒速度)<br>將服務器沙盒讀取速度的分鐘數乘以得到每 12 頁的分鐘數</RGB>",
	Sandbox_Nipswitch_Booklevel = "技能書：要閱讀的電級",
	Sandbox_Nipswitch_Booklevel_tooltip = "<RGB:232,209,0>閱讀書籍所需的電氣等級",
	Sandbox_Nipswitch_Bulbdisabled = "開關：禁用移除燈泡",
	Sandbox_Nipswitch_Bulbdisabled_tooltip = "<RGB:232,209,0>如果您選中此框,您將禁止從電燈開關中移除燈泡(忽略燈泡等級值)",
	Sandbox_Nipswitch_Bulblevel = "開關：更換燈泡等級",
	Sandbox_Nipswitch_Bulblevel_tooltip = "<RGB:232,209,0>從世界開關中移除/更換燈泡所需的電工等級",
	Sandbox_Nipswitch_Movedisabled = "開關：禁用拾取/放置",
	Sandbox_Nipswitch_Movedisabled_tooltip = "<RGB:232,209,0>如果勾選復選框,玩家將無法拾取電燈開關(忽略移動等級值)",
	Sandbox_Nipswitch_Movelevel = "開關：搬運/放置的水平",
	Sandbox_Nipswitch_Movelevel_tooltip = "<RGB:232,209,0>在世界中放置/搬運開關所需的等級",
	Sandbox_Nipswitch_Batterydisabled = "開關：禁用電池連接器",
	Sandbox_Nipswitch_Batterydisabled_tooltip = "<RGB:232,209,0>如果勾選復選框,則無法將電池連接器連接到電燈開關(忽略電池電量值)",
	Sandbox_Nipswitch_Batterylevel = "開關：添加電池連接器的級別",
	Sandbox_Nipswitch_Batterylevel_tooltip = "<RGB:232,209,0>級別 5 是 PZ 硬編碼添加電池的最低電量",
	Sandbox_Nipswitch_Craftspeed = "製作：製作時間",
	Sandbox_Nipswitch_Craftspeed_tooltip = "120 = 2 分鐘<br>300 = 5 分鐘<br>600 = 10 分鐘",
	Sandbox_Nipswitch_Craftwire = "製作：需要電線",
	Sandbox_Nipswitch_Craftwire_tooltip = "<RGB:232,209,0>製作需要多少電線",
	Sandbox_Nipswitch_ElectronicsScrap = "製作：需要電子廢料",
	Sandbox_Nipswitch_ElectronicsScrap_tooltip = "<RGB:232,209,0>需要多少電子廢料來製作",
	Sandbox_Nipswitch_Craftducttape = "製作：需要膠帶",
	Sandbox_Nipswitch_Craftducttape_tooltip = "<RGB:232,209,0>需要多少單位膠帶才能製作",
	Sandbox_Nipswitch_Craftscrews = "製作：需要螺絲",
	Sandbox_Nipswitch_Craftscrews_tooltip = "<RGB:232,209,0>製作需要多少螺絲",
	Sandbox_Bookchanceplace = "技能書：獲得技能書概率",
	Sandbox_Bookchanceplace_option6 = "禁用",
	Sandbox_Bookchanceplace_option5 = "豐富",
	Sandbox_Bookchanceplace_option4 = "普通",
	Sandbox_Bookchanceplace_option3 = "罕見",
	Sandbox_Bookchanceplace_option2 = "稀有",
	Sandbox_Bookchanceplace_option1 = "罕見"
	Sandbox_Bookchanceplace_tooltip = "<RGB:232,209,0>生成於：<br>書店文具<br>圖書館櫃檯<br>客廳書架<br>住宅辦公桌<br>臥室邊桌",
	Sandbox_Bookchancezombie = "技能書：喪屍身上獲取概率",
	Sandbox_Bookchancezombie_option6 = "禁用",
	Sandbox_Bookchancezombie_option5 = "豐富",
	Sandbox_Bookchancezombie_option4 = "普通",
	Sandbox_Bookchancezombie_option3 = "罕見",
	Sandbox_Bookchancezombie_option2 = "稀有",
	Sandbox_Bookchancezombie_option1 = "罕見",
	Sandbox_Bookchancezombie_tooltip = "<RGB:232,209,0>在倒地的屍體中生成",

	-----Skizot's USPS Truck-----
	
	Sandbox_USPSTruck = "USPS卡車",
	Sandbox_USPSTruck_RewardItem = "獎勵物品",
	Sandbox_USPSTruck_PayPerItem = "物品數量",
	Sandbox_USPSTruck_TimeTillDeliver = "交貨時間",

	-----Ducks' No Pain? Yes, Gain!-----

	Sandbox_DucksNPYG = "沒有痛苦？是收穫！",
	Sandbox_DucksNPYG_AllowPain = "疼痛",
	Sandbox_DucksNPYG_AllowPain_tooltip = "如果啟用,允許你在體力不足時繼續鍛煉<br>這將導致常規運動疼痛機製",
	Sandbox_DucksNPYG_StaminaHoursToRecover = "恢復時間",
	Sandbox_DucksNPYG_StaminaHoursToRecover_tooltip = "從 0% 運動耐力到 100% 運動耐力需要多少小時",
	Sandbox_DucksNPYG_StaminaLossMultiplier = "耐力損失倍數",
	Sandbox_DucksNPYG_StaminaLossMultiplier_tooltip = "你因鍛煉而損失了多少耐力<br>較低的值意味著你可以鍛煉更長時間",

	-----Dynamic Monologue-----
	
	Sandbox_DynamicMonolog = "动态独白",
	Sandbox_DynamicMonolog_ChanceToSpeak = "说话概率",
	Sandbox_DynamicMonolog_ChanceToSpeak_tooltip = "当你的角色说话概率<br>(某些动作会100%概率发出声音)",
	Sandbox_DynamicMonolog_ChanceForOccupation = "职业修饰",
	Sandbox_DynamicMonolog_ChanceForOccupation_tooltip = "所选演讲可能会受到职业的影响<br>将此设置为 0 将完全禁用所有与职业相关的短语<br>如果您有一个给定短语的职业,将其设置为 100 将完全禁用所有与职业无关的短语<br>请注意,职业优先于特征",
	Sandbox_DynamicMonolog_ChanceForTrait = "特性修改",
	Sandbox_DynamicMonolog_ChanceForTrait_tooltip = "选择的演讲可能会受到你性格的影响<br>将此设置为 0 将完全禁用所有与特征相关的短语<br>如果您具有给定短语的某个特征,将其设置为100将完全禁用所有与特征无关的短语<br>请注意,职业优先于特征",
	Sandbox_DynamicMonolog_NameInfluences = "名称影响",
	Sandbox_DynamicMonolog_NameInfluences_tooltip = "角色的名字是否会影响说话",
	Sandbox_DynamicMonolog_PreventErrorLine = "防止错误行",
	Sandbox_DynamicMonolog_PreventErrorLine_tooltip = "如果为开启,则您的角色将不会说出编码行,例如：UI_DM_SpottedZombieFirst_Veteran0<br>请记住,报告错误几乎是不可能的,因为您不知道是否出了问题<br>建议您 如果您要托管服务器或进行 youtube 播放,请打开此功能",

	-----Save Our Station!-----
	
	Sandbox_SaveOurStationCore = "拯救我們的車站！",
	Sandbox_SaveOurStationCore_RequirePowerShutoff = "諾克斯電力網關閉",
	Sandbox_SaveOurStationCore_RequirePowerShutoff_tooltip = "在廣播故障/中斷開始發生之前,諾克斯電力網是否需要失效？",
	Sandbox_SaveOurStationCore_EnableInterruptions = "啟用廣播中斷",
	Sandbox_SaveOurStationCore_EnableInterruptions_tooltip = "廣播中斷可能會隨機發生,並且會導致天氣預報和空中交通雷達等系統暫時停止工作<br>中斷將在一段時間後自行解決",
	Sandbox_SaveOurStationCore_EnableFaults = "啟用廣播故障",
	Sandbox_SaveOurStationCore_EnableFaults_tooltip = "廣播故障可能會隨機發生,如果不被玩家修復,最終將導致廣播系統的永久性故障<br>一旦發現故障,廣播系統將提供一個診斷代碼和受影響系統的位置<br>進一步的信息可以通過NWS診斷手冊和登記冊獲得",
	Sandbox_SaveOurStationCore_ReliabilityProfile = "廣播可靠性配置文件",
	Sandbox_SaveOurStationCore_ReliabilityProfile_tooltip = "可靠性配置文件決定了故障或中斷髮生的概率/概率",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option1 = "良好 | 罕見的故障,罕見的中斷",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option2 = "可靠 | 罕見的故障,偶爾的中斷",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option3 = "普通 | 罕見故障,頻繁中斷",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option4 = "陳舊 | 偶爾發生故障,頻繁中斷",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option5 = "腐蝕 | 頻繁故障,頻繁中斷",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier = "持續時間倍數",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_tooltip = "這個乘數會影響故障/中斷週期的持續時間,修復故障的時間,以及每個週期之間的'寬限期'有多長",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option1 = "12x | 非常短(推薦給大型服務器)",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option2 = "18x | 短",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option3 = "24x | 普通(推薦用於單人遊戲)",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option4 = "32x | 長",
	Sandbox_SaveOurStationCore_OmitDiagnosticCode = "省略故障診斷代碼？",
	Sandbox_SaveOurStationCore_OmitDiagnosticCode_tooltip = "啟用此選項將從故障診斷信息中省略故障診斷代碼<br>您需要先前往受影響的地點查找故障原因和修複方法",
	Sandbox_SaveOurStationCore_OmitLocation = "省略故障位置？",
	Sandbox_SaveOurStationCore_OmitLocation_tooltip = "警告 - 此設置不適合膽小者！| 啟用此選項將從故障診斷信息中省略故障位置<br>發生故障時,您需要前往每個站台,直到找到受影響的站台",
	Sandbox_SaveOurStationCore_OmitShutdownTime = "省略緊急關閉時間？",
	Sandbox_SaveOurStationCore_OmitShutdownTime_tooltip = "啟用此選項將從故障診斷信息中省略到緊急關閉/待機的時間<br>直到為時已晚,您才會知道系統何時關閉並進入緊急待機狀態",
	Sandbox_SaveOurStationCore_EnableDebugging = "啟用高級調試信息？",
	Sandbox_SaveOurStationCore_EnableDebugging_tooltip = "選中此復選框將使 本模組 向 PZ 遊戲日誌輸出額外信息<br>除非您知道自己在做什麼,或者有人要求您打開它,以便為診斷問題提供更多信息,否則應將其關閉",

	-----Arsenal(26) GunFighter-----
	
	Sandbox_A26_Debug = "槍械工廠/[联机限定]調試",
	Sandbox_A26_Display = "槍械工廠/[联机限定]顯示",
	Sandbox_A26_Difficulty = "槍械工廠/[联机限定]困難",
	Sandbox_A26_Function = "槍械工廠/[联机限定]功能",
	Sandbox_A26_Sound = "槍械工廠/[联机限定]聲音",
	Sandbox_A26_Firearm_Type_Origin = "槍械工廠/[联机限定]類型/來源",
	Sandbox_A26_Firearm_Caliber = "槍械工廠/[联机限定]口徑",
	Sandbox_A26_General_Loot = "槍械工廠/[联机限定]戰利品",
	Sandbox_A26_Exclusionary = "槍械工廠/[联机限定]排除",
	Sandbox_A26_Location = "槍械工廠/[联机限定]地點",
	Sandbox_BoolShowHitDamage = "顯示擊中傷害",
	Sandbox_BoolShowHitDamage_tooltip = "顯示喪屍的命中傷害",
	Sandbox_BoolShowHitRange = "顯示命中範圍",
	Sandbox_BoolShowHitRange_tooltip = "顯示與目標的距離（命中時）- 命中概率（近似計算）可能與當前的核心遊戲計算不準確,但在啟用動態範圍時給出距離懲罰的大致概念",
	Sandbox_EnumShowWeaponInfo = "顯示武器信息",
	Sandbox_A26_EnumShowWeaponInfo_option1 = "關閉",
	Sandbox_A26_EnumShowWeaponInfo_option2 = "槍械",
	Sandbox_A26_EnumShowWeaponInfo_option3 = "槍械+近戰",
	Sandbox_EnumShowWeaponInfo_tooltip = "顯示裝備後的武器信息<br>用於調試<br>過時的... 使用槍手信息窗口熱鍵代替",
	Sandbox_BoolDisplayAmmoCounter = "顯示彈藥計數",
	Sandbox_BoolDisplayAmmoCounter_tooltip = "顯示<br>彈藥計數<br>屏幕左上方<br>標記代表1輪,其中(+)代表10",
	Sandbox_BoolDisplayMovementGauge = "顯示移動量表",
	Sandbox_BoolDisplayMovementGauge_tooltip = "顯示<br>移動量表<br>擴大和縮小顯示<br>射擊時的移動懲罰<br>推薦與動態後坐力/重置瞄準器一起使用",
	Sandbox_BoolDynamicRecoilSystem = "動態後坐力系統",
	Sandbox_BoolDynamicRecoilSystem_tooltip = "懲罰<br>對命中概率應用移動懲罰<br>根據每次射擊的槍械後坐特性計算<br>模擬射擊者的後坐力程度<br>在快速連續射擊或自動射擊的情況下增加難度",
	Sandbox_EnumDynamicRangeSystem = "動態範圍系統",
	Sandbox_A26_EnumDynamicRangeSystem_option1 = "0% - 無懲罰",
	Sandbox_A26_EnumDynamicRangeSystem_option2 = "25% - 低懲罰",
	Sandbox_A26_EnumDynamicRangeSystem_option3 = "50% - 中懲罰",
	Sandbox_A26_EnumDynamicRangeSystem_option4 = "75% - 高懲罰",
	Sandbox_A26_EnumDynamicRangeSystem_option5 = "100% - 最大懲罰",
	Sandbox_EnumDynamicRangeSystem_tooltip = "懲罰<br>適用於次級命中率卷<br>計算與目標的距離<br>使更遠的目標更難被擊中<br>計算出的失誤可能會有飛濺,但沒有踉蹌或傷害",
	Sandbox_BoolResetSightPicture = "重置可視",
	Sandbox_BoolResetSightPicture_tooltip = "懲罰<br>對命中率施加移動懲罰<br>根據槍械瞄準時間特徵計算<br>在停止瞄準、重新裝彈等情況下應用<br>模擬在失去視線時必須重新瞄準",
	Sandbox_EnumFirearmJam = "槍械卡膛",
	Sandbox_A26_EnumFirearmJam_option1 = "100% - 默認",
	Sandbox_A26_EnumFirearmJam_option2 = "75% - 頻繁",
	Sandbox_A26_EnumFirearmJam_option3 = "50% - 普通",
	Sandbox_A26_EnumFirearmJam_option4 = "25% - 罕見",
	Sandbox_A26_EnumFirearmJam_option5 = "0% - 從不",
	Sandbox_EnumFirearmJam_tooltip = "功能-減少或防止槍械干擾頻率-根據選擇的選項級別計算",
	Sandbox_BoolFireArmsNeverBreak = "槍支永不斷裂",
	Sandbox_BoolFireArmsNeverBreak_tooltip = "功能<br>防止槍械狀況下降",
	Sandbox_EnumAttachementsBreakOnMelee = "配件近戰時損壞",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option1 = "100% - 默認",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option2 = "75% - 頻繁",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option3 = "50% - 普通",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option4 = "25% - 罕見",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option5 = "0% - 從不",
	Sandbox_EnumAttachementsBreakOnMelee_tooltip = "功能<br>減少或防止槍械配件斷裂<br>當武器在近戰模式下使用時<br>模擬突然的致死性故障",
	Sandbox_EnumAttachmentsBreakOnFire = "配件著火時破裂",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option1 = "100% - 默認",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option2 = "75% - 頻繁",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option3 = "50% - 普通",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option4 = "25% - 罕見",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option5 = "0% - 從不",
	Sandbox_EnumAttachmentsBreakOnFire_tooltip = "功能<br>減少或防止槍支配件斷裂<br>當武器正常發射時<br>模擬突然的災難性故障",
	Sandbox_EnumSoundSuppression = "消音器壓制聲",
	Sandbox_A26_EnumSoundSuppression_option1 = "150% - 最大",
	Sandbox_A26_EnumSoundSuppression_option2 = "125% - 加大",
	Sandbox_A26_EnumSoundSuppression_option3 = "100% - 默認",
	Sandbox_A26_EnumSoundSuppression_option4 = "75% - 靜音",
	Sandbox_A26_EnumSoundSuppression_option5 = "50% - 悄悄話",
	Sandbox_A26_EnumSoundSuppression_option6 = "25% - 老鼠放屁",
	Sandbox_EnumSoundSuppression_tooltip = "聲音<br>增加或減少消音配件的效果<br>根據所選的選項級別計算",
	Sandbox_EnumSoundLinearBase = "基本聲級",
	Sandbox_A26_EnumSoundLinearBase_option1 = "+0 - 無增壓",
	Sandbox_A26_EnumSoundLinearBase_option2 = "+10 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option3 = "+20 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option4 = "+30 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option5 = "+40 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option6 = "+50 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option7 = "+60 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option8 = "+70 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option9 = "+80 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option10 = "+90 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option11 = "+100 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option12 = "+110 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option13 = "+120 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option14 = "+130 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option15 = "+140 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option16 = "+150 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option17 = "+160 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option18 = "+170 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option19 = "+180 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option20 = "+190 - 線性調整",
	Sandbox_A26_EnumSoundLinearBase_option21 = "+200 - 線性調整",
	Sandbox_EnumSoundLinearBase_tooltip = "聲音<br>增加所有槍械的整體聲音半徑<br>根據選擇的選項級別計算",
	Sandbox_EnumLauncherRangeMultiplier = "發射器射程倍數",
	Sandbox_A26_EnumLauncherRangeMultiplier_option1 = "100% - 默認",
	Sandbox_A26_EnumLauncherRangeMultiplier_option2 = "150% - 更遠",
	Sandbox_A26_EnumLauncherRangeMultiplier_option3 = "200% - 更遠",
	Sandbox_A26_EnumLauncherRangeMultiplier_option4 = "250% - 更遠",
	Sandbox_A26_EnumLauncherRangeMultiplier_option5 = "300% - 更遠",
	Sandbox_EnumLauncherRangeMultiplier_tooltip = "功能<br>增加榴彈發射器的射程<br>根據選擇的選項級別計算",
	Sandbox_BoolVehiclePenalty = "車輛懲罰",
	Sandbox_BoolVehiclePenalty_tooltip = "懲罰<br>在車輛中使用槍械時應用瞄準時間的懲罰<br>根據槍械的總長度和重量計算<br>通過摺疊槍托配置緩解",
	Sandbox_EnumDebugLevels = "調試信息級別",
	Sandbox_A26_EnumDebugLevels_option1 = "關閉",
	Sandbox_A26_EnumDebugLevels_option2 = "正常信息",
	Sandbox_A26_EnumDebugLevels_option3 = "調試信息",
	Sandbox_A26_EnumDebugLevels_option4 = "溫度信息",
	Sandbox_EnumDebugLevels_tooltip = "顯示<br>來自Mod的調試信息-基於選擇的選項級別-建議設置為NORMAL<br>使用更高的設置將導致大量的垃圾信息",
	Sandbox_BoolUseVanillaShotSounds = "使用原版槍聲（不是Brita的）",
	Sandbox_BoolUseVanillaShotSounds_tooltip = "聲音<br>選擇使用原版聲音庫文件（為了兼容）<br>在核心遊戲（FMOD系統）不能正確應用Mod聲音的地方",
	Sandbox_EnumEjectSpentCasings = "彈出廢殼",
	Sandbox_A26_EnumEjectSpentCasings_option1 = "無",
	-
	Sandbox_EnumEjectSpentCasings_tooltip = "行動<br>減少、防止或轉移<br>彈出在地面的空彈殼<br>或自動加入物品欄代替<br>別忘了將所有廢彈殼物品加入沙盒設置中[World-Item-Remove-List]",
	Sandbox_EnumTypeBOW = "類型（弓/弩）",
	Sandbox_A26_EnumTypeBOW_option1 = "移除",
	-
	Sandbox_EnumTypeBOW_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有射箭和彈弓武器",
	Sandbox_EnumTypeFLAME = "類型（火焰噴射器）",
	Sandbox_A26_EnumTypeFLAME_option1 = "移除",
	-
	Sandbox_EnumTypeFLAME_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有發射火焰的武器",
	Sandbox_EnumTypeGREN = "類型（榴彈發射器）",
	Sandbox_A26_EnumTypeGREN_option1 = "移除",
	-
	Sandbox_EnumTypeGREN_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有的手榴彈/火箭發射器,以及爆炸/爆破裝置",
	Sandbox_EnumTypeMINI = "類型（微型槍/固定武器）",
	Sandbox_A26_EnumTypeMINI_option1 = "移除",
	-
	Sandbox_EnumTypeMINI_tooltip = "類型<br>根據類型/動作減少或移除<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時<br>影響所有迷你槍和三腳架固定武器",
	Sandbox_EnumTypeLMG = "類型（輕機槍）",
	Sandbox_A26_EnumTypeLMG_option1 = "移除",
	-
	Sandbox_EnumTypeLMG_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有便攜式輕型機槍和突擊武器",
	Sandbox_EnumTypeSEMI = "類型（半自動）",
	Sandbox_A26_EnumTypeSEMI_option1 = "移除",
	-
	Sandbox_EnumTypeSEMI_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有非選擇射擊的槍械",
	Sandbox_EnumTypeAUTO = "類型（自動步槍）",
	Sandbox_A26_EnumTypeAUTO_option1 = "移除",
	-
	Sandbox_EnumTypeAUTO_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有使用步槍彈藥的自動選擇射擊",
	Sandbox_EnumTypeSMG = "類型（自動手槍）",
	Sandbox_A26_EnumTypeSMG_option1 = "移除",
	-
	Sandbox_EnumTypeSMG_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有使用手槍彈藥的自動選擇射擊",
	Sandbox_EnumTypeLEVER = "類型（杠杆）",
	Sandbox_A26_EnumTypeLEVER_option1 = "移除",
	-
	Sandbox_EnumTypeLEVER_tooltip = "類型<br>根據類型/動作減少或移除<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時<br>影響所有杠杆武器: 槍械、霰彈槍",
	Sandbox_EnumTypeREV = "類型（左輪手槍）",
	Sandbox_A26_EnumTypeREV_option1 = "移除",
		-
	Sandbox_EnumTypeREV_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有轉動式：槍械、發射器、霰彈槍",
	Sandbox_EnumTypePUMP = "類型（泵動式）",
	Sandbox_A26_EnumTypePUMP_option1 = "移除",
	-
	Sandbox_EnumTypePUMP_tooltip = "類型<br>根據類型/動作減少或移除<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時<br>影響所有的泵動式：槍械、發射器、霰彈槍",
	Sandbox_EnumTypeBOLT = "類型（栓動）",
	Sandbox_A26_EnumTypeBOLT_option1 = "移除",
	-
	Sandbox_EnumTypeBOLT_tooltip = "類型<br>根據類型/動作減少或移除<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時<br>影響所有的栓動武器。槍械、發射器、霰彈槍",
	Sandbox_EnumTypeBREAK = "類型（斷筒/單發）",
	Sandbox_A26_EnumTypeBREAK_option1 = "移除",
	-
	Sandbox_EnumTypeBREAK_tooltip = "類型<br>根據類型/動作減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時<br>影響所有的破開式：槍械、發射器、霰彈槍",
	Sandbox_EnumOriginUSA = "原產地（美國）",
	Sandbox_A26_EnumOriginUSA_option1 = "移除",
	-
	Sandbox_EnumOriginUSA_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginSOV = "原產地（蘇聯）",
	Sandbox_A26_EnumOriginSOV_option1 = "移除",
	-
	Sandbox_EnumOriginSOV_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginKOR = "原產地（韓國）",
	Sandbox_A26_EnumOriginKOR_option1 = "移除",
	-
	Sandbox_EnumOriginKOR_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginPAC = "原產地（環太平洋）",
	Sandbox_A26_EnumOriginPAC_option1 = "移除",
	-
	Sandbox_EnumOriginPAC_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginCZE = "原產地（捷克共和國）",
	Sandbox_A26_EnumOriginCZE_option1 = "移除",
	-
	Sandbox_EnumOriginCZE_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginEUR = "原產地（歐洲）",
	Sandbox_A26_EnumOriginEUR_option1 = "移除",
	-
	Sandbox_EnumOriginEUR_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginISR = "原產地（以色列）",
	Sandbox_A26_EnumOriginISR_option1 = "移除",
	-
	Sandbox_EnumOriginISR_tooltip = "類型<br>根據製造地減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumOriginREST = "原產地（世界其他地區）",
	Sandbox_A26_EnumOriginREST_option1 = "移除",
	-
	Sandbox_EnumOriginREST_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品沒有被其他類別使用時",
	Sandbox_EnumCaliber50BMG = "口徑 (.50 BMG/MAG)",
	Sandbox_A26_EnumCaliber50BMG_option1 = "移除",
	-
	Sandbox_EnumCaliber50BMG_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber4gShot = "口徑 (4G霰彈)",
	Sandbox_A26_EnumCaliber4gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber4gShot_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber10gShot = "口徑 (10G霰彈)",
	Sandbox_A26_EnumCaliber10gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber10gShot_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber12gShot = "口徑 (12G霰彈)",
	Sandbox_A26_EnumCaliber12gShot_option1 = "移除",
		-
	Sandbox_EnumCaliber12gShot_tooltip = "類型-根據類型/口徑減少或移除武器-這將影響相關的物品和彈藥-衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber20gShot = "口徑 (20G霰彈)",
	Sandbox_A26_EnumCaliber20gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber20gShot_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber3006SPG = "口徑 (.30-60 SPG)",
	Sandbox_A26_EnumCaliber3006SPG_option1 = "移除",
	-
	Sandbox_EnumCaliber3006SPG_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber308WIN = "口徑 (.308 Win)",
	Sandbox_A26_EnumCaliber308WIN_option1 = "移除",
	-
	Sandbox_EnumCaliber308WIN_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber762x54mmR = "口徑（7.62x54mm R）",
	Sandbox_A26_EnumCaliber762x54mmR_option1 = "移除",
	-
	Sandbox_EnumCaliber762x54mmR_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber545x39mm = "口徑（5.45x39mm）",
	Sandbox_A26_EnumCaliber545x39mm_option1 = "移除",
	-
	Sandbox_EnumCaliber545x39mm_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber762x39mm = "口徑（7.62x39mm）",
	Sandbox_A26_EnumCaliber762x39mm_option1 = "移除",
	-
	Sandbox_EnumCaliber762x39mm_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber556x45mm = "口徑（5.56x45mm）",
	Sandbox_A26_EnumCaliber556x45mm_option1 = "移除",
	-
	Sandbox_EnumCaliber556x45mm_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber223REM = "口徑 (.223 Rem)",
	Sandbox_A26_EnumCaliber223REM_option1 = "移除",
	-
	Sandbox_EnumCaliber223REM_tooltip = "類型-根據類型/口徑減少或移除武器-這將影響相關的物品和彈藥-衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber45LC410g = "口徑 (.45 Long-Colt / .410g)",
	Sandbox_A26_EnumCaliber45LC410g_option1 = "移除",
	-
	Sandbox_EnumCaliber45LC410g_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber4570 = "口徑（.45-70 GOV）",
	Sandbox_A26_EnumCaliber4570_option1 = "移除",
	-
	Sandbox_EnumCaliber4570_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber44MAG = "口徑 (.44 Mag)",
	Sandbox_A26_EnumCaliber44MAG_option1 = "移除",
	-
	Sandbox_EnumCaliber44MAG_tooltip = "類型<br>基於類型/口徑的彈藥減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber45ACP = "口徑 (.45 ACP)",
	Sandbox_A26_EnumCaliber45ACP_option1 = "移除",
-
	Sandbox_EnumCaliber45ACP_tooltip = "類型-根據類型/口徑減少或移除武器-這將影響相關的物品和彈藥-衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber38SPC = "口徑 (.38 SPC / .357 MAG)",
	Sandbox_A26_EnumCaliber38SPC_option1 = "移除",
        -
	Sandbox_EnumCaliber38SPC_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber9mm = "口徑 (9x19mm LUG)",
	Sandbox_A26_EnumCaliber9mm_option1 = "移除",
        -
	Sandbox_EnumCaliber9mm_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber57x28mm = "口徑（5.7x28mm）",
	Sandbox_A26_EnumCaliber57x28mm_option1 = "移除",
        -
	Sandbox_EnumCaliber57x28mm_tooltip = "類型<br>根據類型/口徑減少或移除武器 彈藥<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber380ACP = "口徑 (.380 ACP)",
	Sandbox_A26_EnumCaliber380ACP_option1 = "移除",
        -
	Sandbox_EnumCaliber380ACP_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber22LR = "口徑 (.22 LR)",
	Sandbox_A26_EnumCaliber22LR_option1 = "移除",
         -
	Sandbox_EnumCaliber22LR_tooltip = "類型<br>根據類型/口徑減少或移除武器<br>這將影響相關的物品和彈藥<br>衹有當這些物品和彈藥沒有被其他類別使用時",
	Sandbox_EnumCaliber177BB = "口徑 (.177 BB)",
	Sandbox_A26_EnumCaliber177BB_option1 = "移除",
        -
	Sandbox_EnumCaliber177BB_tooltip = "類型<br>減少或移除基於類型/口徑彈藥的武器- 這將影響相關的物品和彈藥- 衹有當這些物品和彈藥沒有被其他類別使用時- 影響所有使用：BB, Pellet, Paintball的槍",
	Sandbox_EnumRandomCases = "隨機案例",
	Sandbox_A26_EnumRandomCases_option1 = "移除",
        -
	Sandbox_EnumRandomCasesCCW_tooltip = "戰利品<br>減少或刪除隨機槍箱--這些槍箱在住宅、倉庫、棚屋/車庫和汽車行李箱的位置產生<br>起源/行動/口徑/92以上的設置會影響結果",
	Sandbox_EnumAttachementSuppressor = "配件（消音器）",
	Sandbox_A26_EnumAttachementSuppressor_option1 = "移除",
        -
	Sandbox_EnumAttachementSuppressor_tooltip = "配件<br>減少或移除消音器配件<br>這隻影響集裝箱的再生（不是喪屍武器上的預裝配件）<br>消音器一般不被警察或平民使用- 如果你想到處找到消音器,請看下面的幻覺設置",
	Sandbox_EnumAttachementOptics = "配件（光學/瞄準鏡）",
	Sandbox_A26_EnumAttachementOptics_option1 = "移除",
        -
	Sandbox_EnumAttachementOptics_tooltip = "配件<br>減少或移除光學配件<br>這隻影響容器刷新（不影響喪屍武器上的配件）",
	Sandbox_EnumAttachementLightLaser = "配件（燈光/激光器）",
	Sandbox_A26_EnumAttachementLightLaser_option1 = "移除",
        -
	Sandbox_EnumAttachementLightLaser_tooltip = "配件<br>減少或移除光/激光配件-這隻影響容器刷新（不影響喪屍武器上的配件）",
	Sandbox_EnumAttachementAllOther = "配件（所有其他）",
	Sandbox_A26_EnumAttachementAllOther_option1 = "移除",
        -
	Sandbox_EnumAttachementAllOther_tooltip = "配件<br>減少或移除所有其他附件-這隻影響容器刷新（不影響喪屍武器上的配件）",
	Sandbox_EnumAmmoCan = "彈藥（罐）",
	Sandbox_A26_EnumAmmoCan_option1 = "移除",
        -
	Sandbox_EnumAmmoCan_tooltip = "彈藥<br>減少或移除彈藥罐<br>沙盒彈藥稀少會影響彈藥罐中的彈藥盒數量",
	Sandbox_EnumAmmoBox = "彈藥（箱）",
	Sandbox_A26_EnumAmmoBox_option1 = "移除",
	-
	Sandbox_EnumAmmoBox_tooltip = "彈藥<br>減少或移除彈藥箱<br>也是（火箭/榴彈/地雷）彈藥的基本概率",
	Sandbox_EnumStdMag = "彈匣（標準）",
	Sandbox_A26_EnumStdMag_option1 = "移除",
	-
	Sandbox_EnumStdMag_tooltip = "彈匣<br>減少或刪除標準彈匣",
	Sandbox_EnumExtMag = "彈匣（擴容）",
	Sandbox_A26_EnumExtMag_option1 = "移除",
	-
	Sandbox_EnumExtMag_tooltip = "彈匣<br>減少或刪除擴容彈匣",
	Sandbox_EnumDrumMag = "彈匣（鼓）",
	Sandbox_A26_EnumDrumMag_option1 = "移除",
	-
	Sandbox_EnumDrumMag_tooltip = "彈匣<br>減少或刪除鼓/盒彈匣",
	Sandbox_EnumPolyCan = "聚能罐（彈匣）",
	Sandbox_A26_EnumPolyCan_option1 = "移除",
	-
	Sandbox_EnumPolyCan_tooltip = "彈匣-減少或移除含有彈匣的聚合物罐",
	Sandbox_EnumMeleeKnifeLarge = "近戰刀（長）",
	Sandbox_A26_EnumMeleeKnifeLarge_option1 = "移除",
	-
	Sandbox_EnumMeleeKnifeLarge_tooltip = "近戰<br>減少或移除近戰長刀武器<br>僅從Mod<br>對原版物品沒有影響",
	Sandbox_EnumMeleeKnifeSmall = "近戰刀（短）",
	Sandbox_A26_EnumMeleeKnifeSmall_option1 = "移除",
	-
	Sandbox_EnumMeleeKnifeSmall_tooltip = "近戰<br>減少或移除短刀武器<br>僅從Mod<br>對原版物品沒有影響",
	Sandbox_EnumMeleeSword = "近戰（劍）",
	Sandbox_A26_EnumMeleeSword_option1 = "移除",
	-
	Sandbox_EnumMeleeSword_tooltip = "近戰<br>減少或移除劍武器-僅從Mod<br>對原版物品沒有影響",
	Sandbox_EnumMeleeAxe = "近戰（斧）",
	Sandbox_A26_EnumMeleeAxe_option1 = "移除",
	-
	Sandbox_EnumMeleeAxe_tooltip = "近戰<br>減少或移除斧武器-僅來自Mod<br>對原版物品沒有影響",
	Sandbox_EnumMeleeBlunt = "近戰（鈍器）",
	Sandbox_A26_EnumMeleeBlunt_option1 = "移除",
	-
	Sandbox_EnumMeleeBlunt_tooltip = "近戰<br>減少或移除鈍器武器-僅從Mod<br>對原版物品沒有影響",
	Sandbox_EnumMeleeSpear = "近戰（矛）",
	Sandbox_A26_EnumMeleeSpear_option1 = "移除",
	-
	Sandbox_EnumMeleeSpear_tooltip = "近戰<br>減少或移除矛武器-僅從Mod<br>對原版物品沒有影響",
	Sandbox_EnumArmor = "裝甲（Brita的裝甲包和USMC裝甲庫）",
	Sandbox_A26_EnumArmor_option1 = "不覆蓋發行版",
		-
	Sandbox_EnumArmor_tooltip = "戰利品<br>覆蓋分佈,以便戰鬥機選項可以影響結果<br>Brita的裝甲包<br>USMC裝甲部隊-92+設置將影響結果",
	Sandbox_EnumPost1992Production = "1992年後生產的物品",
	Sandbox_A26_EnumPost1992Production_option1 = "移除",
	-
	Sandbox_A26_EnumPost1992Production_option5 = "允許",
	Sandbox_EnumPost1992Production_tooltip = "戰利品<br>減少或移除1992年後生產的武器/物品<br>請注意... 這個選項會移除大量的武器",
	Sandbox_EnumCIVxLEO = "民用警察",
	Sandbox_A26_EnumCIVxLEO_option1 = "移除",
	-
	Sandbox_A26_EnumCIVxLEO_option5 = "允許",
	Sandbox_EnumCIVxLEO_tooltip = "排除<br>減少或移除民用地點的警察物品<br>警察物品一般不適合用於民用目的<br>如果你想讓所有東西在任何地方產生,請選擇允許",
	Sandbox_EnumCIVxMIL = "民用軍事",
	Sandbox_A26_EnumCIVxMIL_option1 = "移除",
	-
	Sandbox_A26_EnumCIVxMIL_option5 = "允許",
	Sandbox_EnumCIVxMIL_tooltip = "排除<br>減少或移除民用地點的軍事物品<br>一般不適合民用目的的軍事物品<br>LMG,整體壓制,手榴彈,等等--如果你想讓所有東西都在任何地方產生,請選擇允許",
	Sandbox_EnumLEOxCIV = "警察民用",
	Sandbox_A26_EnumLEOxCIV_option1 = "移除",
	-
	Sandbox_A26_EnumLEOxCIV_option5 = "允許",
	Sandbox_EnumLEOxCIV_tooltip = "排除<br>減少或移除警察地點的民用物品--非服務合同或奇數口徑的物品一般不適合執法目的--如果你想讓所有東西都到處產生,請選擇允許",
	Sandbox_EnumLEOxMIL = "警察軍用",
	Sandbox_A26_EnumLEOxMIL_option1 = "移除",
	-
	Sandbox_A26_EnumLEOxMIL_option5 = "允許",
	Sandbox_EnumLEOxMIL_tooltip = "排除<br>減少或移除警察地點的軍事物品<br>軍事物品一般不適合執法目的<br>消音器不是標準的警察裝備,對於警察地點的消音器,不要使用移除選項<br>如果你想讓所有東西都在任何地方產生,請選擇允許",
	Sandbox_EnumMILxNON = "非軍事",
	Sandbox_A26_EnumMILxNON_option1 = "移除",
	-
	Sandbox_A26_EnumMILxNON_option5 = "允許",
	Sandbox_EnumMILxNON_tooltip = "排除<br>減少或移除軍事地點的非軍事物品<br>小型或奇數口徑的物品一般不適合用於軍事目的<br>如果你希望所有東西都能在任何地方產生,請選擇允許",
	Sandbox_EnumSECxNON = "非安全",
	Sandbox_A26_EnumSECxNON_option1 = "移除",
	-
	Sandbox_A26_EnumSECxNON_option5 = "允許",
	Sandbox_EnumSECxNON_tooltip = "排除<br>減少或移除安全地點的非安全物品<br>一般不適合用於安全目的的小型、奇數或大型口徑物品<br>如果你想讓所有東西在任何地方產生,請選擇允許",
	Sandbox_EnumHNTxNON = "非狩獵",
	Sandbox_A26_EnumHNTxNON_option1 = "移除",
	-
	Sandbox_A26_EnumHNTxNON_option5 = "允許",
	Sandbox_EnumHNTxNON_tooltip = "排除<br>減少或移除狩獵地點的非狩獵物品<br>自動或大容量的物品一般不適合用於狩獵目的<br>如果你想讓所有東西都在任何地方產生,請選擇允許",
	Sandbox_EnumSURxNON = "非剩餘",
	Sandbox_A26_EnumSURxNON_option1 = "移除",
		-
	Sandbox_A26_EnumSURxNON_option5 = "允許",
	Sandbox_EnumSURxNON_tooltip = "排除<br>減少或移除剩餘位置的非剩餘物品<br>現代或較新的物品一般不來自剩餘來源<br>如果你希望所有的東西都能在任何地方產生,請選擇允許",
	Sandbox_EnumGUNRollGUN = "隨機槍械店槍械",
	-
	Sandbox_EnumGUNRollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加整體刷新量",
	Sandbox_EnumGUNRollAMMO = "隨機槍械商店彈藥",
	-
	Sandbox_EnumGUNRollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumGUNRollPART = "隨機槍械店配件",
	-
	Sandbox_EnumGUNRollPART_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumGUNRollARMOR = "隨機槍械店裝甲",
	-
	Sandbox_EnumGUNRollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumLEORollGUN = "隨機警察局槍支",
	-
	Sandbox_EnumLEORollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumLEORollAMMO = "隨機警察局彈藥/彈匣",
	-
	Sandbox_EnumLEORollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumLEORollPART = "隨機警察局未使用",
	-
	Sandbox_EnumLEORollPART_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumLEORollARMOR = "隨機警察局裝甲",
	-
	Sandbox_EnumLEORollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumMILRollGUN = "隨機軍事槍支",
	-
	Sandbox_EnumMILRollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumMILRollAMMO = "隨機軍事彈藥/彈匣",
		
	Sandbox_EnumMILRollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率--增加會大大增加總刷新量",
	Sandbox_EnumMILRollPART = "隨機軍事未使用",
	-
	Sandbox_EnumMILRollPART_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumMILRollARMOR = "隨機軍事裝甲",
	-
	Sandbox_EnumMILRollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSECRollGUN = "隨機安全槍支",
	-
	Sandbox_EnumSECRollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSECRollAMMO = "隨機保安槍",
	-
	Sandbox_EnumSECRollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSECRollPART = "隨機未使用",
	-
	Sandbox_EnumSECRollPART_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSECRollARMOR = "隨機安全盔甲",
	-
	Sandbox_EnumSECRollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSURRollGUN = "隨機剩餘槍支",
	-
	Sandbox_EnumSURRollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSURRollAMMO = "隨機剩餘彈藥/彈夾",
	-
	Sandbox_EnumSURRollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSURRollPART = "隨機剩餘配件",
	-
	Sandbox_EnumSURRollPART_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumSURRollARMOR = "隨機剩餘盔甲",
	-
	   Sandbox_EnumSURRollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumHNTRollGUN = "隨機狩獵槍",
	-
	Sandbox_EnumHNTRollGUN_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumHNTRollAMMO = "隨機狩獵彈藥/彈夾",
	-
	Sandbox_EnumHNTRollAMMO_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加會大大增加總刷新量",
	Sandbox_EnumHNTRollPART = "隨機狩獵配件",
	-
	Sandbox_EnumHNTRoll_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加將大大增加總刷新量",
	Sandbox_EnumHNTRollARMOR = "隨機狩獵盔甲",
	-
	Sandbox_EnumHNTRollARMOR_tooltip = "隨機<br>每一次隨機都會給列表中的每一件物品一個刷新概率<br>每一次額外的隨機都會給每一件物品一個刷新的概率<br>增加將大大增加總刷新量",
	Sandbox_EnumCIVx = "減少CIV(+)增加",
	-
	Sandbox_EnumCIVx_tooltip = "減少<br>增加平民分佈區中每個剩餘物品的刷新概率<br>通常需要恢復整個刷新結果-當排除/移除/減少被應用時",
	Sandbox_EnumLEOx = "減少LEO(+)增加",
	-
	Sandbox_EnumLEOx_tooltip = "減少<br>增加警察分佈區中每一個剩餘物品的刷新概率<br>通常需要恢復整個刷新結果<br>當排除/移除/減少被應用時",
	Sandbox_EnumMILx = "減少MIL(+)增加",
	-
	Sandbox_EnumMILx_tooltip = "減少<br>增加軍事分佈區中每一個剩餘物品的刷新概率<br>通常需要恢復整個刷新結果<br>當排除/移除/減少被應用時",
	Sandbox_EnumSECx = "減少SEC(+)增加",
	-
	Sandbox_EnumSECx_tooltip = "減少<br>增加安全分佈區中每個剩餘項目的刷新概率<br>通常需要恢復整個刷新結果<br>當排除/移除/減少被應用時",
	Sandbox_EnumHNTx = "減少HNT(+)增加",
	-
	Sandbox_EnumHNTx_tooltip = "減少<br>增加狩獵分佈區中每個剩餘物品的刷新概率<br>通常需要恢復整個刷新結果<br>當排除/移除/減少被應用時",
	Sandbox_EnumSURx = "減少SUR(+)增加",
		-
	Sandbox_EnumSURx_tooltip = "減少<br>增加剩餘分配區中每個剩餘物品的刷新概率<br>通常需要恢復整個刷新結果<br>當排除/移除/削減被應用時",
	Sandbox_BoolCIVammo = "CIV刷新相關的彈藥",
	Sandbox_BoolCIVammo_tooltip = "允許核心遊戲在平民地點容器中添加相關彈匣和散裝或盒裝彈藥",
	Sandbox_BoolLEOammo = "LEO再生關聯彈藥",
	Sandbox_BoolLEOammo_tooltip = "允許核心遊戲在警察地點的容器中添加關聯彈匣和散裝或盒裝彈藥",
	Sandbox_BoolMILammo = "MIL產生相關彈藥",
	Sandbox_BoolMILammo_tooltip = "允許核心遊戲在軍事地點的容器中添加關聯彈匣和散裝或盒裝彈藥",
	Sandbox_BoolSECammo = "SEC生成相關的彈藥",
	Sandbox_BoolSECammo_tooltip = "允許核心遊戲在安全地點容器中添加關聯彈匣和散裝或盒裝彈藥",
	Sandbox_BoolHNTammo = "HNT產出相關彈藥",
	Sandbox_BoolHNTammo_tooltip = "允許核心遊戲在狩獵地點的容器中添加關聯彈匣和散裝或盒裝彈藥",
	Sandbox_BoolSURammo = "SUR生成相關彈藥",
	Sandbox_BoolSURammo_tooltip = "允許核心遊戲在剩餘地點的容器中添加關聯彈匣和散裝或盒裝彈藥",
	Sandbox_EnumMILRegion = "區域軍事 (使用MIL TRIM重新平衡)",
	Sandbox_A26_EnumMILRegion_option1 = "美國(推薦MIL微調150+)",
	Sandbox_A26_EnumMILRegion_option2 = "蘇聯(推薦MIL微調260+)",
	Sandbox_A26_EnumMILRegion_option3 = "捷克共和國(推薦MIL微調280+)%",
	Sandbox_A26_EnumMILRegion_option4 = "大韓民國（推薦MIL微調 280+）",
	Sandbox_A26_EnumMILRegion_option5 = "中國/環太平洋地區 (推薦MIL微調220+)",
	Sandbox_A26_EnumMILRegion_option6 = "歐洲國家（推薦MIL 260+）",
	Sandbox_A26_EnumMILRegion_option7 = "以色列(推薦MIL微調170+)",
	Sandbox_A26_EnumMILRegion_option8 = "無(推薦MIL微調50+)",
	Sandbox_A26_EnumMILRegion_option9 = "無(推薦MIL微調50+)",
	Sandbox_A26_EnumMILRegion_option10 = "無（推薦MIL減少50+）",
	Sandbox_EnumMILRegion_tooltip = "軍事區域<br>按區域減少或限制軍事地點的武器和物品<br>選擇一個物品很少的區域將需要(+)減少設置來補償",
	Sandbox_EnumZombieCCW = "喪屍CCW",
	Sandbox_A26_EnumZombieCCW_option1 = "移除",
	-
	Sandbox_EnumZombieCCW_tooltip = "喪屍隱蔽攜帶槍械<br>增加或刪除平民喪屍的火器--喪屍的腰包或皮包裡會有指定為（CCW）的槍械<br>在適用的情況下,還有概率獲得彈藥、彈匣或彈夾<br>起源/行動/口徑/92+設置會影響結果",
	Sandbox_EnumVLR = "MIL/LEO車輛戰利品減少器",
	Sandbox_A26_EnumVLR_option1 = "0% - 請勿覆蓋",
	-
	Sandbox_A26_EnumVLR_option21 = "100% - 不減反增",
	Sandbox_EnumVLR_tooltip = "軍用/警用車輛<br>調整軍用/警用車輛的整體刷新結果<br>如果軍用分佈設置被嚴重降低<br>你可能需要設置得更高以補償結果<br>選擇[请勿覆盖] 將導致（原版或車輛模型）只刷新<br>起源/動作/口徑/92+設置將影響結果",
	Sandbox_EnumPowerTool = "電動工具",
	Sandbox_A26_EnumPowerTool_option1 = "移除",
	-
	Sandbox_EnumPowerTool_tooltip = "近戰<br>減少或取消電動工具類武器,包括電鋸",
	Sandbox_EnumReloadingItems = "重新裝填物品",
	Sandbox_A26_EnumReloadingItems_option1 = "移除",
	-
	Sandbox_EnumReloadingItems_tooltip = "戰利品<br>減少或移除彈藥重裝相關物品<br>需要閱讀Lyman第49版重裝手冊來製造彈藥",
	Sandbox_BoolAutoThrown = "自動裝備投擲",
	Sandbox_BoolAutoThrown_tooltip = "自動裝備投擲武器- 當啟用時,使用投擲武器,下一個投擲武器將被自動裝備<br>按順序排列.當遊戲中,[自动装备投掷武器热键]將切換此選項",
	Sandbox_EnumAutoMagType = "自動選擇彈彈匣類型",
	Sandbox_A26_EnumAutoMagType_option1 = "關閉",
	Sandbox_A26_EnumAutoMagType_option2 = "最小優先",
	Sandbox_A26_EnumAutoMagType_option3 = "第一個最大",
	Sandbox_EnumAutoMagType_tooltip = "自動選擇彈匣類型<br>當啟用時,當所有當前彈匣類型為空時,將設置下一個彈匣類型<br>當在遊戲中,[Mag-Type_1热键]將切換此選項<br>當啟用時,自動加載彈出的彈匣被禁用<br>這是以我們希望在切換前運行所有當前選擇的彈匣類型的想法而編碼",
	Sandbox_EnumNVControl = "武器NV控制",
	Sandbox_A26_EnumNVControl_option1 = "關閉",
	Sandbox_A26_EnumNVControl_option2 = "手動 [ON] w/瞄準",
	Sandbox_A26_EnumNVControl_option3 = "自動 [ON] w/瞄準",
	Sandbox_EnumNVControl_tooltip = "自動激活武器上的夜視儀<br>當啟用時,瞄準時自動激活夜視儀<br>當禁用時,瞄準時通過[夜视仪热键]激活夜視儀<br>當在遊戲中,不瞄準時[夜视仪热键]將切換此選項",
	Sandbox_EnumEmergencyReload = "緊急重新裝填",
	Sandbox_A26_EnumEmergencyReload_option1 = "從不[保留]始終",
	Sandbox_A26_EnumEmergencyReload_option2 = "第二次按下時手動[落下]",
	Sandbox_A26_EnumEmergencyReload_option3 = "總是[落下]在運行",
	Sandbox_A26_EnumEmergencyReload_option4 = "兩者",
	Sandbox_EnumEmergencyReload_tooltip = "緊急重新裝填<br>選擇條件將彈夾扔到地上<br>而不是在插入下一個彈夾前將其放回物品欄-換句話說：這更快換彈,但你有可能在掉落的彈匣中損失子彈",
	Sandbox_EnumArrowBreak = "斷箭",
	Sandbox_A26_EnumArrowBreak_option1 = "從不",
	-
	Sandbox_EnumArrowBreak_tooltip = "弓箭斷裂<br>減少或防止弓箭的可能性：箭栓/箭矢斷裂<br>斷裂只會在撞擊目標或牆壁/門等時發生,而不是在射偏的情況下發生<br>找到並閱讀適當的技能書將使斷裂的箭矢/箭栓回收,以獲得可用的部件重新建造箭矢",
	Sandbox_BoolVisualEffects = "視覺效果",
	Sandbox_BoolVisualEffects_tooltip = "武器的視覺效果<br>可見的循環/移動：滑步、螺栓、泵、弓箭等<br>為了實現從未見過的槍械<br>沉浸感",
	Sandbox_EnumTorchBurnTime = "點燃燃燒時間",
	Sandbox_A26_EnumTorchBurnTime_option1 = "1 - 最短",
	-
	Sandbox_A26_EnumTorchBurnTime_option10 = "10 - 最長",
	Sandbox_EnumTorchBurnTime_tooltip = "點燃<br>調整手工製作的噴火器的大致燃燒時間<br>沒噴火器的剩餘時間顯示,因為它們在本質上是不一致的和隨機的<br>閃爍頻率,然而會隨著噴火器壽命的耗盡而增加",
	Sandbox_EnumTorchIgniteTarget = "火把點燃目標",
	Sandbox_A26_EnumTorchIgniteTarget_option1 = "永不",
	-
	Sandbox_A26_EnumTorchIgniteTarget_option11 = "始終",
	Sandbox_EnumTorchIgniteTarget_tooltip = "點燃<br>當使用噴火器時,調整目標著火的概率",
	Sandbox_BoolLightSaberReal = "輕型軍刀是真的",
	Sandbox_BoolLightSaberReal_tooltip = "輕型軍刀是真的(REMOVED)",
	Sandbox_BoolZombieBodyParts = "所有喪屍身體部位",
	Sandbox_BoolZombieBodyParts_tooltip = "喪屍身體部位<br>啟用打擊所有喪屍身體部位的可能性<br>原版只允許打擊.頭部或軀幹<br>主要是為了讓箭/栓卡在肢體上的可見性<br>啟用後可能會使殺死喪屍更加困難",
	Sandbox_EnumArcheryDamage = "箭術傷害",
	Sandbox_A26_EnumArcheryDamage_option1 = "默認值",
	-
	Sandbox_EnumArcheryDamage_tooltip = "射箭傷害<br>增加射箭的傷害-按所選的選項數量<br>如果你認為射箭應該更強大或更少",
	Sandbox_EnumFirearmDamage = "槍械傷害",
	-
	Sandbox_A26_EnumFirearmDamage_option6 = "默認-100%",
	Sandbox_EnumFirearmDamage_tooltip = "槍械傷害<br> - 減少或增加所有槍械武器的傷害<br>根據選擇的選項數量<br>如果你認為槍械應該更強大或更弱<br>當槍械武器裝備時應用乘數",
	Sandbox_EnumMeleeDamage = "近戰傷害",
	-
	Sandbox_A26_EnumMeleeDamage_option6 = "默認-100%",
	Sandbox_EnumMeleeDamage_tooltip = "近戰傷害<br> - 減少或增加所有近戰武器的傷害<br>根據選擇的選項數量<br>如果你認為近戰應該更強大或更弱<br>當近戰武器裝備應用乘數",
	-
	Sandbox_BoolSkipRemovals = "跳過刪除",
	Sandbox_BoolSkipRemovals_tooltip = "調試<br>禁用移除原版分佈的MOD功能<br>這將導致原版物品在移除/減少選項下仍然生成<br>移除的作用是將某些物品歸零,因此選項控制頻率<br>不建議使用這個跳過選項<br>如果遇到移除加載緩慢的情況,確保你沒有使用包含老式分佈方法的老式MOD",
	Sandbox_EnumFixedWeaponOffset = "固定武器偏移量",
	Sandbox_A26_EnumFixedWeaponOffset_option1 = "無-未固定",
		-
	Sandbox_EnumFixedWeaponOffset_tooltip = "功能--使用固定武器時調整後部偏移<br>[0.5] 到 [0. 6]似乎是最好的<br>由於限制,旋轉到牆或門會導致退出固定武器模式<br>這個系統是試驗性的,看起來會有故障<br>但完成了使固定武器固定的機械方面--移動,推搡<br>不建議在狹窄的走廊或角落裡設置固定武器<br>摺疊三角架將允許你移動,但不能發射武器<br>[无]將禁用固定武器行為,這意味著它們不會真正被固定",
	Sandbox_EnumHeavyWeaponMovement = "重型武器移動",
	Sandbox_A26_EnumHeavyWeaponMovement_option1 = "無懲罰",
	Sandbox_A26_EnumHeavyWeaponMovement_option2 = "僅限制整體速度",
	Sandbox_A26_EnumHeavyWeaponMovement_option3 = "限制衝刺",
	Sandbox_A26_EnumHeavyWeaponMovement_option4 = "限制跑步/衝刺",
	Sandbox_A26_EnumHeavyWeaponMovement_option5 = "限制步行到偷襲模式",
	Sandbox_A26_EnumHeavyWeaponMovement_option6 = "以上皆是",
	Sandbox_EnumHeavyWeaponMovement_tooltip = "懲罰-重型武器移動懲罰-影響迷你槍和固定重型武器-施加限制跑步/短跑/步行和整體速度的懲罰",
	Sandbox_EnumAutoToggleLaser = "自動切換激光器",
	Sandbox_A26_EnumAutoToggleLaser_option1 = "手動[ON]瞄準",
	Sandbox_A26_EnumAutoToggleLaser_option2 = "手動[ON]瞄準（無光）",
	Sandbox_A26_EnumAutoToggleLaser_option3 = "自動[ON]瞄準",
	Sandbox_A26_EnumAutoToggleLaser_option4 = "自動[ON]瞄準(無光)",
	Sandbox_EnumAutoToggleLaser_tooltip = "自動激活激光瞄準器(瞄準器)<br>當啟用時,激光瞄準器會自動激活<br>當禁用時,激光瞄準器會在瞄準時通過[武器-灯光热键]激活<br>在不瞄準時按下將切換武器-燈光（如果有）",
	Sandbox_EnumLightRunTime = "燈光時間",
	Sandbox_A26_EnumLightRunTime_option1 = "無限時間",
	-
	Sandbox_A26_EnumLightRunTime_option10 = "快速排出(測試)",
	Sandbox_EnumLightRunTime_tooltip = "武器燈<br>消耗的電荷單位<br>更高的值意味著更短的運行時間<br>當前電荷可以從物品窗口（工具提示）或槍械信息窗口看到",

	-----Bitten Trait-----
	
	Sandbox_TomaroBitten = "咬傷特性",
	Sandbox_TomaroBitten_BiteTime = "咬傷時間",
	Sandbox_TomaroBitten_BiteTime_tooltip = "咬傷已經多久了<br>注意救治",

	-----Immune-----

	Sandbox_TomaroImmunity = "免疫特性",
	Sandbox_TomaroImmunity_ImmuneChance = "免疫概率",
	Sandbox_TomaroImmunity_ImmuneChance_tooltip = "免疫喪屍病毒概率",
	Sandbox_TomaroImmunity_WaitPeriod = "檢測時間",
	Sandbox_TomaroImmunity_WaitPeriod_tooltip = "檢查咬痕之前需要等待的時間",

	-----Custom Starting Vehicle Trait-----

	Sandbox_Vehicle_CustomVehicleStartConditionMin = "啟動車輛/最低條件",
	Sandbox_Vehicle_CustomVehicleStartConditionMin_tooltip = "設置生成車輛應具備的最低條件,100為完美<br>條件由上面的'一般條件'選項決定",
	Sandbox_Vehicle_CustomVehicleStartConditionMax = "啟動車輛/最大條件",
	Sandbox_Vehicle_CustomVehicleStartConditionMax_tooltip = "設置生成車輛可能具有的最大條件,100為完美<br>條件由上面的'一般條件'選項決定",
	Sandbox_Vehicle_CustomVehicleStartType = "啟動車輛/車輛類型",
	Sandbox_Vehicle_CustomVehicleStartType_tooltip = "在這裡輸入你想要的自定義車輛的完整車輛類型<br><RGB:1,1,0.3>公平警告：如果你拼錯它不會生成",
	Sandbox_Vehicle_CustomVehicleStartSkinEnable = "啟動車輛/選擇皮膚？",
	Sandbox_Vehicle_CustomVehicleStartSkinEnable_tooltip = "如果您的自定義車輛支持不同的皮膚,則啟用此選項並更改下面的索引<br>禁用此選項將使車輛生成隨機皮膚<br><RGB:1,0.3, 0.3> 警告：如果啟用此功能並且您的車輛不支持皮膚,遊戲將拋出空指針異常並且車輛不會生成",
	Sandbox_Vehicle_CustomVehicleStartSkinIndex = "啟動車輛/皮膚搜索",
	Sandbox_Vehicle_CustomVehicleStartSkinIndex_tooltip = "將此索引更改為與您想要的皮膚相匹配的索引<br>不支持不同皮膚的車輛的索引為 'nil' 而不是整數",
	Sandbox_Vehicle_CustomVehicleStartSurpriseMe = "啟動車輛/一個驚喜！",
	Sandbox_Vehicle_CustomVehicleStartSurpriseMe_tooltip = "啟用它可以讓遊戲中的任何隨機車輛,原版或改裝的,作為您的自定義車輛生成<br>啟用此選項將覆蓋您在上述選項中擁有的車輛類型和皮膚<br><RGB:1,0.3,0.3> 警告：這完全是隨機的你有可能生成一輛燒燬或損壞的無法工作的車輛",

	-----Server Tweaker-----
	
	Sandbox_ServerTweaker = "伺服器調整器",
	Sandbox_SaveClientOptions = "儲存客戶端選項",
	Sandbox_SaveAdminPower = "儲存管理員權限",
	Sandbox_AddClientCache = "新增客戶端快取",
	Sandbox_AllowAdminToolsForGM = "允許GM的管理工具",
	Sandbox_DisallowSpawnItemsForObservers = "不允許觀察者刷新項目",
	Sandbox_DisableAimOutline = "停用目標摘要（不建議）",
	Sandbox_ContextMenuClickedPlayersInvisibleFix = "隱藏不可見玩家的交易選項和醫療檢查選項",
	Sandbox_ContextMenuClickedPlayersSelection = "在上下文選單中選擇要互動的玩家",
	Sandbox_DisableTradeWithPlayers = "禁止與玩家交易",
	Sandbox_FixDestroyCursorInSafehouse = "修復安全屋中的銷毀遊標",
	Sandbox_ProtectSafehouseExtraLines = "保護安全屋下方南側和東側的額外牆壁",
	Sandbox_ProtectVehicleInSafehouse = "保護安全屋車輛",
	Sandbox_VehicleMechanicsTweaks = "在車輛機械視窗中為管理員新增功能",
	Sandbox_ScreenBlackoutOnDeath = "死亡時螢幕關閉",
	Sandbox_HighlightSafehouse = "突出顯示安全屋（需客戶端快取）",
	Sandbox_TweakFirearmsSoundRadius = "增加槍械聲音半徑",
	Sandbox_SetGeneralChatStreamAsDefault = "將普通聊天流設為預設",
	Sandbox_DisplayCharacterCoordinates = "顯示角色座標",
	Sandbox_AddSatelliteViewToMap = "在地圖上新增衛星視圖",
	Sandbox_DisplaySafehouseAreaSize = "顯示安全屋面積大小",
	Sandbox_CustomSafezoneAdminTweaks = "自訂安全區管理調整",
	Sandbox_TweakOverlayText = "調整右下角覆蓋文字",
	Sandbox_PinOverlayServerInfoText = "固定覆蓋伺服器資訊文字",
	Sandbox_HideServerOptionsFromPlayers = "隱藏伺服器選項給玩家",
	Sandbox_HideTicketsFromPlayers = "從玩家那裡隱藏門票",
	Sandbox_AddSafehouseToSpawnLocations = "新增安全屋至出生地點",
	Sandbox_AdminsFreeAddToSafehouse = "對GM新增玩家到安全屋沒有限制",
	Sandbox_TakeSafehouseLimitations = "採取安全屋限制",
	Sandbox_SafehouseAreaLimit = "安全屋面積限制",
	Sandbox_CheckSafehouseIntersections = "檢查安全屋交錯點",
	Sandbox_SafehouseDeadZone = "安全屋死亡區",
	
	-----Sanity-----
	
	Sandbox_Rocky_Sanity = "理智模組",
	Sandbox_DurationInHoursToBecomeInsane = "瘋狂時間",
	Sandbox_DurationInHoursToBecomeInsane_tooltip = "需要多少個小時才能變得瘋狂",
	Sandbox_DieWhenZeroSanity = "零理智時死亡",
	Sandbox_DieWhenZeroSanity_tooltip = "如果玩家的理智為 0 時就會死亡",
	Sandbox_Nightmares = "噩夢",
	Sandbox_Nightmares_tooltip = "帶著消極的理智睡覺可能會導致做噩夢並對玩家造成傷害",
	Sandbox_ShoutDuringInsanity = "瘋狂時大喊大叫",
	Sandbox_ShoutDuringInsanity_tooltip = "當精神錯亂處於高級階段有概率就會大聲喊叫而不是咕噥（無視覺差異）",
	Sandbox_PlaySoundEffectWhenTalking = "咕噥時播放音效",
	Sandbox_PlaySoundEffectWhenTalking_tooltip = "咕噥時會發出恐懼的咕噥聲",
	Sandbox_ChanceForInsaneActions = "瘋狂行為發生的概率",
	Sandbox_ChanceForInsaneActions_tooltip = "每 10 分鐘發生瘋狂行為的概率百分比",
	Sandbox_MeanNegativeStatsToEffectSanity = "影響理智的平均平均值",
	Sandbox_MeanNegativeStatsToEffectSanity_tooltip = "這是角色在發瘋之前可以處理的負面統計數據的基本平均值",
	Sandbox_LoudnessOfMumble = "咕嚕聲響度",
	Sandbox_LoudnessOfMumble_tooltip = "玩家發出的咕噥聲度",
	Sandbox_RadiusOfMumble = "咕噥聲範圍",
	Sandbox_RadiusOfMumble_tooltip = "玩家咕噥聲的範圍半徑",
	Sandbox_LoudnessOfShout = "呼喊的響度",
	Sandbox_LoudnessOfShout_tooltip = "玩家呼喊的聲度響度",
	Sandbox_RadiusOfShout = "吶喊半徑",
	Sandbox_RadiusOfShout_tooltip = "喊叫聲音的半徑",

	-----Can Repair Doors-----

	Sandbox_CanRepairDoors = "門修理",
	Sandbox_CanRepairDoorsRepairSkillNeeded = "維修所需木工等級",
	Sandbox_CanRepairDoorsReinforceSkillNeeded = "加固所需木工等級",
	Sandbox_CanRepairDoorsmultiplyerMaxReinforcement = "最大加固倍數",

	-----FunctionalChainsaw-----

	Sandbox_FunctionalChainsaw = "功能性電鋸",
	Sandbox_FunctionalChainsaw.fuelUse = "燃料",
	Sandbox_FunctionalChainsaw.fuelUse_tooltip = "燃料消耗倍數",
	Sandbox_FunctionalChainsaw.noiseMod = "噪音",
	Sandbox_FunctionalChainsaw.noiseMod_tooltip = "噪音量倍數",
	Sandbox_FunctionalChainsaw.jamFreq = "卡住",
	Sandbox_FunctionalChainsaw.jamFreq_tooltip = "電鋸卡住概率",
	Sandbox_FunctionalChainsaw.damageMod = "傷害",
	Sandbox_FunctionalChainsaw.damageMod_tooltip = "武器傷害倍數",
	Sandbox_FunctionalChainsaw.conditionLoss = "耐久損失",
	Sandbox_FunctionalChainsaw.conditionLoss_tooltip = "攻擊造成的狀態損失,概率是1/x",

	-----Mexiox's - Mexican Firearm Weapons-----
	
	Sandbox_mexioxfirearms.MilitarConTenisM_Chance = "潛行者男性陸軍喪屍生成率",
	Sandbox_mexioxfirearms.MilitarConTenisM_Chance_tooltip = "記住,這只會增加它們生成的可能性,但 100 並不意味著它只會生成這種類型的喪屍,它會與其他喪屍共享",
	Sandbox_mexioxfirearms.MilitarConTenisF_Chance = "潛行者女性軍隊喪屍生成率",
	Sandbox_mexioxfirearms.MilitarConTenisF_Chance_tooltip = "記住,這只會增加它們生成的可能性,但 100 並不意味著它只會生成這種類型的喪屍,它會與其他喪屍共享",
	Sandbox_mexioxfirearms.NarcoM_Chance = "雄性毒梟喪屍生成率",
	Sandbox_mexioxfirearms.NarcoM_Chance_tooltip = "記住,這只會增加它們生成的可能性,但 100 並不意味著它只會生成這種類型的喪屍,它會與其他喪屍共享",
	Sandbox_mexioxfirearms.NarcoF_Chance = "女性毒梟喪屍生成率",
	Sandbox_mexioxfirearms.NarcoF_Chance_tooltip = "記住,這只會增加它們生成的可能性,但 100 並不意味著它只會生成這種類型的喪屍,它會與其他喪屍共享",
	Sandbox_mexioxfirearms = "墨西哥槍械武器",

	-----Another Vehicle Claim System-----

	Sandbox_AVCS = "車輛認領系統",
	Sandbox_AVCS_AllowFaction = "允許同一派系",
	Sandbox_AVCS_AllowFaction_tooltip = "允許同一派系成員對載具進行操作",
	Sandbox_AVCS_AllowFaction_help = "允許同一陣營成員對載具進行操作",
	Sandbox_AVCS_AllowSafehouse = "允許相同安全屋",
	Sandbox_AVCS_AllowSafehouse_tooltip = "允許同一安全屋成員對載具進行操作"
	Sandbox_AVCS_AllowSafehouse_help = "允許同一安全屋成員對載具進行操作"
	Sandbox_AVCS_MaxVehicle = "最大載具",
	Sandbox_AVCS_MaxVehicle_tooltip = "一個人可以認領最大車輛數量",
	Sandbox_AVCS_MaxVehicle_help = "一個人可以認領最大車輛數量",
	Sandbox_AVCS_ReturnTicket = "取消認領時返回認領寶珠",
	Sandbox_AVCS_ReturnTicket_tooltip = "認領寶珠可以一次性使用,也可以在未認領時退回",
	Sandbox_AVCS_ReturnTicket_help = "認領寶珠可以一次性使用,也可以在未認領時退回",
	Sandbox_AVCS_RequireTicket = "需要認領寶珠進行認領",
	Sandbox_AVCS_RequireTicket_tooltip = "需要認領寶珠進行認領",
	Sandbox_AVCS_RequireTicket_help = "需要認領寶珠進行認領",
	Sandbox_AVCS_UdderlyRespawn = "認領隨機車輛",
	Sandbox_AVCS_UdderlyRespawn_tooltip = "通過模組隨機在世界上生成一輛隨機汽車",
	Sandbox_AVCS_UdderlyRespawn_help = "通過模組隨機在世界上生成一輛隨機汽車",
	Sandbox_AVCS_ServerSideCheckUnclaim = "服務器端驗證",
	Sandbox_AVCS_ServerSideCheckUnclaim_tooltip = "對聲明和取消聲明執行服務器端驗證,這會增加服務器端的開銷<br>但如果黑客肆虐或取消同步,您可能需要它",
	Sandbox_AVCS_ServerSideCheckUnclaim_help = "對聲明和取消聲明執行服務器端驗證,這會增加服務器端的開銷<br>但如果黑客肆虐或取消同步,您可能需要它",
	Sandbox_AVCS_ClaimTimeout = "聲明超時",
	Sandbox_AVCS_ClaimTimeout_tooltip = "從玩家上次登錄到車輛無人認領前小時數",
	Sandbox_AVCS_ClaimTimeout_help = "從玩家上次登錄到無人認領車輛之前小時數",
	Sandbox_AVCS_MuleParts = "多個零件(不可拆卸的車輛零件)",
	Sandbox_AVCS_MuleParts_tooltip = "用於存儲唯一標識符,不要改變順序,追加以添加不支持的模組車輛<br>鎖定很重要",
	Sandbox_AVCS_MuleParts_help = "用於存儲唯一標識符,不要更改順序,追加以添加不支持的模組車輛<br>鎖定很重要",
	Sandbox_AVCS_TrunkParts = "行李箱部件",
	Sandbox_AVCS_TrunkParts_tooltip = "帶有行李箱門的車輛容器,用於存放貨物<br>追加以添加不受支持的模組車輛容器",
	Sandbox_AVCS_TrunkParts_help = "帶有行李箱門的車輛容器,用於存放貨物<br>追加以添加不受支持的模組車輛容器",
	Sandbox_AVCS_RebuildDB = "重建數據庫",
	Sandbox_AVCS_RebuildDB_tooltip = "由於災難性故障<br>數據庫可能變得不一致",
	Sandbox_AVCS_RebuildDB_help = "由於災難性故障<br>數據庫可能變得不一致",
	
	-----CoolBag-----

	Sandbox_Coolbag = "冷藏箱",
	Sandbox_Coolbag_CoolingMode = "冷卻模式",
	Sandbox_Coolbag_CoolingMode_tooltip = "注意輕鬆是無聊的親密朋友",
	Sandbox_Coolbag_CoolingMode_option1 = "冷卻袋需要重新填充冰袋(正常)",
	Sandbox_Coolbag_CoolingMode_option2 = "冷卻袋始終保持低溫度(簡易)",
	Sandbox_Coolbag_CoolingMode_option3 = "保持個別模式選項選擇(默認)",
	Sandbox_Coolbag_Tooltip = "工具提示",
	Sandbox_Coolbag_Tooltip_tooltip = "停用凍結/融化計時器",
	Sandbox_Coolbag_FreezingTime = "凍結時間",
	Sandbox_Coolbag_FreezingTime_tooltip = "水袋在冰櫃中完全凍結的時間(小時)(默認 = 12)",
	Sandbox_Coolbag_MeltingTime = "融化時間",
	Sandbox_Coolbag_MeltingTime_tooltip = "一個冰袋在冰櫃中完全融化的時間(小時)(默認 = 24)",

	-----Recut------

	Sandbox_Recut = "織物剪裁",
 	Sandbox_Recut_RemoveInsulation = "移除隔熱",
 	Sandbox_Recut_RemoveInsulation_tooltip = "移除織物時移除隔熱的百分比",
 	Sandbox_Recut_AddInsulation = "添加隔熱",
 	Sandbox_Recut_AddInsulation_tooltip = "添加織物時添加的絕緣百分比",
 	Sandbox_Recut_RemoveWindResistance = "移除防風",
 	Sandbox_Recut_RemoveWindResistance_tooltip = "移除織物時移除的防風百分比",
 	Sandbox_Recut_AddWindResistance = "增加防風",
 	Sandbox_Recut_AddWindResistance_tooltip = "添加織物時增加的防風百分比",
 	Sandbox_Recut_RemoveWaterResistance = "移除防水",
 	Sandbox_Recut_RemoveWaterResistance_tooltip = "移除織物時移除的防水性百分比",
 	Sandbox_Recut_AddWaterResistance = "增加防水性",
 	Sandbox_Recut_AddWaterResistance_tooltip = "添加織物時增加的防水性百分比",
 	Sandbox_Recut_RestoreRequiredTailoring = "恢復裁剪要求",
 	Sandbox_Recut_RestoreRequiredTailoring_tooltip = "恢復衣服所需的裁縫技能等級",
 	Sandbox_Recut_RemoveRequiredTailoring = "移除剪裁需求",
 	Sandbox_Recut_RemoveRequiredTailoring_tooltip = "移除布料所需的裁縫技能等級",
 	Sandbox_Recut_AddRequiredTailoring = "添加裁剪要求",
 	Sandbox_Recut_AddRequiredTailoring_tooltip = "為服裝添加面料所需的裁縫技能等級",
 	Sandbox_Recut_RestoreRequiredFabric = "恢復織物要求",
 	Sandbox_Recut_RestoreRequiredFabric_tooltip = "恢復衣服所需的面料數量",
 	Sandbox_Recut_RemoveRequiredFabric = "移除織物要求",
 	Sandbox_Recut_RemoveRequiredFabric_tooltip = "從移除布料所需的布料數量",
 	Sandbox_Recut_AddRequiredFabric = "添加織物要求",
 	Sandbox_Recut_AddRequiredFabric_tooltip = "將面料添加到服裝所需的面料數量",
 	Sandbox_Recut_RestoreTime = "恢復服裝動作時間",
 	Sandbox_Recut_RestoreTime_tooltip = "恢復一件衣服所需的秒數<br>裁縫技能等級 * 10 已從該值中移除<br>最小結束值為 30",
 	Sandbox_Recut_RemoveTime = "移除織物動作時間",
 	Sandbox_Recut_RemoveTime_tooltip = "從一件衣服上取下布料所需的秒數<br>裁縫技能等級 * 10 從該值中移除<br>最小最終值為 30",
 	Sandbox_Recut_AddTime = "添加織物動作時間",
 	Sandbox_Recut_AddTime_tooltip = "將布料添加到一件衣服所需的秒數<br>裁縫等級 * 10 從該值中刪除<br>最小最終值為 30",

	-----Farming Coffee Time-----
	
	Sandbox_FarmingCoffee = "咖啡農場",
	Sandbox_FarmingCoffee_RemoveMonthBloomRestriction = "移除月開花限制",
	Sandbox_FarmingCoffee_RemoveMonthBloomRestriction_tooltip = "激活一年中的任何時候都可以收穫",
	
	-----Canned Bread-----
	
	Sandbox_CannedBread = "罐裝麵包",
	Sandbox_CannedBread_SpawnChance = "刷新概率",
	Sandbox_CannedBread_SpawnChance_option1 = "罕見",
	Sandbox_CannedBread_SpawnChance_option2 = "稀有",
	Sandbox_CannedBread_SpawnChance_option3 = "普通",
	Sandbox_CannedBread_SpawnChance_option4 = "常見",
	Sandbox_CannedBread_SpawnChance_option5 = "豐富",
	
	-----Reactive Sound Events-----
	
	Sandbox_ReactiveSoundEvents = "反應聲音事件",
	Sandbox_ReactiveSoundEventsOptions = "反應式聲音事件（事件）",
	Sandbox_ReactiveSoundEventsOther = "反應式聲音事件（其他選項）",
	Sandbox_ReactiveSoundEvents_MinEventCooldown = "最小事件冷卻時間",
	Sandbox_ReactiveSoundEvents_MinEventCooldown_tooltip = "聲音事件發生前的最少遊戲內時間",
	Sandbox_ReactiveSoundEvents_MaxEventCooldown = "最大事件冷卻時間",
	Sandbox_ReactiveSoundEvents_MaxEventCooldown_tooltip = "聲音事件發生前的最大遊戲內分鐘數",
	Sandbox_ReactiveSoundEvents_MinSoundRange = "最小範圍",
	Sandbox_ReactiveSoundEvents_MinSoundRange_tooltip = "從玩家產生聲音事件的最小範圍（以方磚為單位）（也用於計算半徑）",
	Sandbox_ReactiveSoundEvents_MaxSoundRange = "最大範圍",
	Sandbox_ReactiveSoundEvents_MaxSoundRange_tooltip = "玩家產生聲音事件的最大範圍（以瓦為單位）（也用於計算半徑）",
	Sandbox_ReactiveSoundEvents_EnableZombieHearing = "啟用殭屍聽覺",
	Sandbox_ReactiveSoundEvents_EnableZombieHearing_tooltip = "啟用殭屍聽到事件聲音",
	Sandbox_ReactiveSoundEventsOptions_EnableAnimalEvents = "啟用動物事件",
	Sandbox_ReactiveSoundEventsOptions_EnableAnimalEvents_tooltip = "各種動物的聲音",
	Sandbox_ReactiveSoundEventsOptions_EnableGunfightEvents = "啟用槍戰事件",
	Sandbox_ReactiveSoundEventsOptions_EnableGunfightEvents_tooltip = "倖存者之間的槍戰",
	Sandbox_ReactiveSoundEventsOptions_EnableGunshotEvents = "啟用槍擊事件",
	Sandbox_ReactiveSoundEventsOptions_EnableGunshotEvents_tooltip = "遠處的槍聲",
	Sandbox_ReactiveSoundEventsOptions_EnableMiscEvents = "啟用雜項事件",
	Sandbox_ReactiveSoundEventsOptions_EnableMiscEvents_tooltip = "其他倖存者在做事",
	Sandbox_ReactiveSoundEventsOptions_EnableScreamEvents = "啟用尖叫事件",
	Sandbox_ReactiveSoundEventsOptions_EnableScreamEvents_tooltip = "倖存者被殭屍殺死時發出的遙遠尖叫聲",
	Sandbox_ReactiveSoundEventsOptions_EnableVehicleCrashEvents = "啟用車輛事件",
	Sandbox_ReactiveSoundEventsOptions_EnableVehicleCrashEvents_tooltip = "車輛撞擊",
	Sandbox_ReactiveSoundEventsOptions_EnableWeatherEvents = "啟用天氣事件",
	Sandbox_ReactiveSoundEventsOptions_EnableWeatherEvents_tooltip = "雷擊",
	Sandbox_ReactiveSoundEventsOptions_EnableZombieEvents = "啟用殭屍事件",
	Sandbox_ReactiveSoundEventsOptions_EnableZombieEvents_tooltip = "遠處傳來殭屍的聲音",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerStyle = "啟用玩家風格",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerStyle_tooltip = "玩家的遊戲風格是否會影響聲音事件的發生概率？(如果為假,則不會使用下兩個選項）",
	Sandbox_ReactiveSoundEventsOther_AggresiveStyleKills = "攻擊性殺人",
	Sandbox_ReactiveSoundEventsOther_AggresiveStyleKills_tooltip = "將玩家的玩法視為攻擊性的每日擊殺數",
	Sandbox_ReactiveSoundEventsOther_PassiveStyleDays = "被動式風格日",
	Sandbox_ReactiveSoundEventsOther_PassiveStyleDays_tooltip = "不殺死殭屍的天數,將玩家的遊戲風格視為被動",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionPanic= "啟用玩家恐慌",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionPanic_tooltip = "如果發生聲音事件,玩家會感到恐慌（只影響槍戰、槍擊、尖叫和殭屍事件）",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionWakeUp = "啟用玩家喚醒",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionWakeUp_tooltip = "如果發生聲音事件,玩家可能會醒來（只影響槍戰、槍擊、尖叫和殭屍事件）",
	
	-----Reactive Zombies-----
	
	Sandbox_ReactiveZombies = "喪屍反應/核心",
	Sandbox_ReactiveZombiesMechanics = "喪屍反應/機製",
	Sandbox_ReactiveZombiesBehavior = "喪屍反應/行為",
	Sandbox_ReactiveZombies_StartDayOne = "開始第一天",
	Sandbox_ReactiveZombies_StartDayOne_tooltip = "你一生成就啟動模組（最小和最大天數不會有影響）",
	Sandbox_ReactiveZombies_MinStartDay = "最短開始日",
	Sandbox_ReactiveZombies_MinStartDay_tooltip = "模組開始前的最少天數",
	Sandbox_ReactiveZombies_MaxStartDay = "最大開始日",
	Sandbox_ReactiveZombies_MaxStartDay_tooltip = "模組開始前的最長天數",
	Sandbox_ReactiveZombies_KillsPerDayStrengthIncrease = "強度比",
	Sandbox_ReactiveZombies_KillsPerDayStrengthIncrease_tooltip = "每天殺戮喪屍強度增加",
	Sandbox_ReactiveZombies_KillsPerDayToughnessIncrease = "韌性比率",
	Sandbox_ReactiveZombies_KillsPerDayToughnessIncrease_tooltip = "喪屍韌性增加的每日擊殺數",
	Sandbox_ReactiveZombies_MinFogIntensity = "霧強度",
	Sandbox_ReactiveZombies_MinFogIntensity_tooltip = "喪屍視線降低前的最小霧強度",
	Sandbox_ReactiveZombies_MinRainIntensity = "降雨強度",
	Sandbox_ReactiveZombies_MinRainIntensity_tooltip = "喪屍聽力降低前的最低降雨強度",
	Sandbox_ReactiveZombies_MinSnowIntensity = "雪強度",
	Sandbox_ReactiveZombies_MinSnowIntensity_tooltip = "喪屍視線降低前的最低雪強度",
	Sandbox_ReactiveZombiesMechanics_ActivateLastResort = "啟用最後手段",
	Sandbox_ReactiveZombiesMechanics_ActivateLastResort_tooltip = "如果喪屍快要死了,它應該有概率變得更強更快嗎？（查看模組描述了解更多信息）",
	Sandbox_ReactiveZombiesMechanics_BaseProbabilityLastResort = "最後一招",
	Sandbox_ReactiveZombiesMechanics_BaseProbabilityLastResort_tooltip = "最後一招的基本概率（4 太多了,1 對我來說最好）",
	Sandbox_ReactiveZombiesMechanics_ActivateDemolisherMode = "啟用破壞者模式",
	Sandbox_ReactiveZombiesMechanics_ActivateDemolisherMode_tooltip = "如果喪屍找不到玩家,他們應該對建築產生攻擊性嗎？（查看模組描述了解更多信息）",
	Sandbox_ReactiveZombiesMechanics_MinPermanentDemolisherMode = "最小永久破壞者模式",
	Sandbox_ReactiveZombiesMechanics_MinPermanentDemolisherMode_tooltip = "破壞者模式永久生效前的最少天數（喪屍會慢慢獲得最大破壞者統計數據）",
	Sandbox_ReactiveZombiesMechanics_MaxPermanentDemolisherMode = "最大永久破壞者模式",
	Sandbox_ReactiveZombiesMechanics_MaxPermanentDemolisherMode_tooltip = "破壞者模式永久生效前的最長天數（喪屍會慢慢獲得破壞者最大值）",
	Sandbox_ReactiveZombiesMechanics_ActivateMortalityIncrease = "啟用死亡率增加",
	Sandbox_ReactiveZombiesMechanics_ActivateMortalityIncrease_tooltip = "死亡率應該隨著時間的推移而增加嗎？",
	Sandbox_ReactiveZombiesMechanics_MaxMortality = "最大死亡率",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_tooltip = "最大死亡率",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option1 = "即時",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option2 = "0-30 秒",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option3 = "0-1 分鐘",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option4 = "0-12 小時",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option5 = "2-3 天",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option6 = "1-2 周",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option7 = "從不",
	Sandbox_ReactiveZombiesMechanics_ActivateFireResistance = "啟用抗火增加",
	Sandbox_ReactiveZombiesMechanics_ActivateFireResistance_tooltip = "喪屍應該隨著時間的推移獲得耐火性嗎？",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance = "最大耐火性",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_tooltip = "喪屍獲得的最大耐火性",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option1 = "x4 傷害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option2 = "x2 傷害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option3 = "x1 傷害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option4 = "x0.5 傷害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option5 = "x0.25 傷害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option6 = "免疫火",
	Sandbox_ReactiveZombiesMechanics_SoundNotification = "聲音通知",
	Sandbox_ReactiveZombiesMechanics_SoundNotification_tooltip = "玩家是否應該收到死亡率或耐火性增加的聲音通知？",
	Sandbox_ReactiveZombiesBehavior_SmartCooldown = "智慧冷卻時間",
	Sandbox_ReactiveZombiesBehavior_SmartCooldown_tooltip = "不殺死喪屍的最少天數以增加他們的智慧",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance = "最大跟隨距離",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_tooltip = "喪屍試圖走向它聽到的最後一個聲音的最大距離",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option1 = "100",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option2 = "300",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option3 = "450",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option4 = "600",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option5 = "750",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_option6 = "1000",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours = "最小重新分配時間",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_tooltip = "喪屍遷移到同一單元格的空白部分之前必須經過的最小小時數<br>如果為零,則遷移被禁用",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option1 = "12",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option2 = "10",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option3 = "8",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option4 = "6",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option5 = "4",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_option6 = "2",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize = "部落規模智慧",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_tooltip = "隨著喪屍變得越來越聰明,它們應該製造更大還是更小的喪屍群？",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_option1 = "較小的部落",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_option2 = "更大的部落",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize = "最小集結組規模",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_tooltip = "空閑時形成的集結組的最大大小",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option1 = "20",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option2 = "16",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option3 = "12",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option4 = "8",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option5 = "4",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_option6 = "0",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize = "最大集結組規模",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_tooltip = "空閑時形成的集結組的最小大小",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option1 = "20",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option2 = "35",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option3 = "50",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option4 = "65",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option5 = "80",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_option6 = "100",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance = "集結組最大行駛距離",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_tooltip = "空閑時喪屍成群移動的距離",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option1 = "5",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option2 = "10",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option3 = "20",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option4 = "30",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option5 = "40",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_option6 = "50",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation = "部落分離智慧",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_tooltip = "隨著喪屍變得越來越聰明,成群的喪屍應該靠得更近還是傳播得更多？",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_option1 = "更緊密的部落",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_option2 = "傳播部落",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation = "最小集結組間隔",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_tooltip = "集結組之間的最小距離",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option1 = "15",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option2 = "13",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option3 = "11",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option4 = "9",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option5 = "7",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_option6 = "5",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation = "最大集結組間隔",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_tooltip = "集結組之間的最大距離",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option1 = "15",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option2 = "17",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option3 = "19",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option4 = "21",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option5 = "23",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_option6 = "25",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius = "最大集結組半徑",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_tooltip = "組員與組長的最大距離",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option1 = "1",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option2 = "3",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option3 = "5",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option4 = "7",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option5 = "9",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_option6 = "10",
	Sandbox_ReactiveZombies_CDDAZomboid = "喪屍反應(CDDA)/核心",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics = "喪屍反應(CDDA)/機製",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior = "喪屍反應(CDDA)/行為",
	Sandbox_ReactiveZombies_CDDAZomboid_StartDayOne = "開始第 1 天",
	Sandbox_ReactiveZombies_CDDAZomboid_StartDayOne_tooltip = "你一生成就啟動模組（最小和最大天數不會有影響）",
	Sandbox_ReactiveZombies_CDDAZomboid_MinStartDay = "最短開始日",
	Sandbox_ReactiveZombies_CDDAZomboid_MinStartDay_tooltip = "模組開始前的最少天數",
	Sandbox_ReactiveZombies_CDDAZomboid_MaxStartDay = "最大開始日",
	Sandbox_ReactiveZombies_CDDAZomboid_MaxStartDay_tooltip = "模組開始前的最長天數",
	Sandbox_ReactiveZombies_CDDAZomboid_KillsPerDayStrengthIncrease = "強度比",
	Sandbox_ReactiveZombies_CDDAZomboid_KillsPerDayStrengthIncrease_tooltip = "每天殺死喪屍強度增加",
	Sandbox_ReactiveZombies_CDDAZomboid_MinFogIntensity = "霧強度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinFogIntensity_tooltip = "喪屍視線降低前的最小霧強度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinRainIntensity = "降雨強度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinRainIntensity_tooltip = "喪屍聽力降低前的最低降雨強度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinSnowIntensity = "雪強度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinSnowIntensity_tooltip = "喪屍視線降低前的最低雪強度",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateLastResort = "啟用最後手段",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateLastResort_tooltip = "如果喪屍快要死了,它應該有概率變得更強更快嗎？（查看模組描述了解更多信息）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_BaseProbabilityLastResort = "最後一招",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_BaseProbabilityLastResort_tooltip = "最後一招的基本概率（4 太多了,1 對我來說最好）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateDemolisherMode = "啟用破壞者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateDemolisherMode_tooltip = "如果喪屍找不到玩家,他們是否應該對建築產生攻擊性？（查看模組描述以獲取更多信息）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MinPermanentDemolisherMode = "最小永久破壞者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MinPermanentDemolisherMode_tooltip = "破壞者模式永久化前的最少天數（喪屍會慢慢獲得最大破壞者統計數據）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxPermanentDemolisherMode = "最大永久破壞者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxPermanentDemolisherMode_tooltip = "爆破模式永久生效前的最長天數（喪屍會慢慢獲得破壞者最大值）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateMortalityIncrease = "啟用死亡率增加",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateMortalityIncrease_tooltip = "死亡率應該隨著時間的推移而增加嗎？",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality = "最大死亡率",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_tooltip = "最大死亡率",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option1 = "即時",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option2 = "0-30 秒",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option3 = "0-1 分鐘",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option4 = "0-12 小時",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option5 = "2-3 天",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option6 = "1-2 周",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option7 = "從不",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateFireResistance = "啟用抗火增加",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateFireResistance_tooltip = "喪屍應該隨著時間的推移獲得耐火性嗎？",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance = "最大抗火性",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_tooltip = "喪屍獲得的最大耐火性",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option1 = "x4 傷害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option2 = "x2 傷害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option3 = "x1 傷害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option4 = "x0.5 傷害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option5 = "x0.25 傷害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option6 = "免疫火",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_SoundNotification = "聲音通知",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_SoundNotification_tooltip = "玩家是否應該收到死亡率或耐火性增加的聲音通知？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmartCooldown = "智慧冷卻時間",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmartCooldown_tooltip = "不殺死喪屍的最少天數以增加他們的智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance = "最大跟隨距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_tooltip = "喪屍試圖走向它聽到的最後一個聲音的最大距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option1 = "100",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option2 = "300",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option3 = "450",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option4 = "600",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option5 = "750",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_option6 = "1000",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours = "最小重新分配時間",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_tooltip = "喪屍遷移到同一單元格的空白部分之前必須經過的最小小時數<br>如果為零,則遷移被禁用",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option1 = "12",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option2 = "10",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option3 = "8",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option4 = "6",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option5 = "4",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_option6 = "2",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize = "部落規模智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_tooltip = "隨著喪屍變得越來越聰明,它們應該創造更大還是更小的群體？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_option1 = "較小的部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_option2 = "更大的部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize = "最小集結組規模",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_tooltip = "空閑時形成的集結組的最大大小",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option1 = "20",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option2 = "16",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option3 = "12",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option4 = "8",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option5 = "4",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_option6 = "0",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize = "最大集結組規模",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_tooltip = "空閑時形成的集結組的最小大小",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option1 = "20",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option2 = "35",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option3 = "50",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option4 = "65",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option5 = "80",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_option6 = "100",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance = "最大集結組距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_tooltip = "空閑時喪屍移動成組的距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option1 = "5",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option2 = "10",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option3 = "20",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option4 = "30",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option5 = "40",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_option6 = "50",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation = "部落分離智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_tooltip = "隨著喪屍變得越來越聰明,成群的喪屍應該靠得更近還是傳播得更多？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_option1 = "Closer Hordes",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_option2 = "傳播部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation = "最小集結組間隔",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_tooltip = "集結組之間的最小距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option1 = "15",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option2 = "13",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option3 = "11",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option4 = "9",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option5 = "7",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_option6 = "5",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation = "最大集結組間隔",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_tooltip = "集結組之間的最大距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option1 = "15",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option2 = "17",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option3 = "19",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option4 = "21",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option5 = "23",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_option6 = "25",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius = "最大集結組半徑",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_tooltip = "組員與組長的最大距離",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option1 = "1",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option2 = "3",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option3 = "5",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option4 = "7",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option5 = "9",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_option6 = "10",
	
	-----'93 Ford CF8000 Elgin Street Sweeper-----
	
	Sandbox_StreetSweeper = "福特CF8000掃街車",
	Sandbox_StreetSweeper_AllowItems = "清掃物品",
	Sandbox_StreetSweeper_AllowCorpses = "清掃屍體",
	Sandbox_StreetSweeper_AllowTiles = "移除列入白名單的瓷磚",
	Sandbox_StreetSweeper_SpriteWhitelist = "要移除精靈的白名單 (a;b;c)",
	Sandbox_StreetSweeper_SpriteWhitelist_tooltip = "你可以列出確切的精靈名稱或瓦片包的開頭<br>用;分隔它們",
	Sandbox_StreetSweeper_AllowBlood = "清潔血液",
	Sandbox_StreetSweeper_AllowAshes = "掃灰",
	Sandbox_StreetSweeper_AllowGrime = "去除污垢",
	
	-----Surviving the storm-----
	
	Sandbox_SurvivingTheStorm = "風暴中倖存",
	Sandbox_SurvivingTheStorm_ThunderSoundRadius = "風暴產生的聲音半徑",
	
	-----Dynamic-Weapon-Endurance-Modifier-----
	
	Sandbox_DynamicEnduranceMod = "動態武器耐久度修改",
	Sandbox_DynamicEnduranceMod_EnduranceMod = "耐力修改",
	Sandbox_DynamicEnduranceMod_ResultMin = "耐久度修改最小值",
	Sandbox_DynamicEnduranceMod_ResultMin_tooltip = "可能的最低耐力修正值",
	Sandbox_DynamicEnduranceMod_ResultMax = "耐力修改最大值"
	Sandbox_DynamicEnduranceMod_ResultMax_tooltip = "可能的最高耐力修正值",
	Sandbox_DynamicEnduranceMod_Exceptions = "例外情況",
	Sandbox_DynamicEnduranceMod_Exceptions_tooltip = "格式：(其中默認為0.74)<br>ItemType:0.80; ItemType:0.9; Category:1;" 、
	
	-----Fish Farm-----
	
	Sandbox_OrbitFishingMod = "養殖場",
	Sandbox_OrbitFishingMod_FarmCraftingMagazine = "養殖場：蟹蝦指南",
	Sandbox_OrbitFishingMod_FarmCraftingMagazine_tooltip = "製作養殖場需要雜誌<LINE>啟用後,您需要尋找並閱讀雜誌才能製作養殖場",

	-----KillCount-----
	
	Sandbox_KillCount = "擊殺記數",
	Sandbox_KillCount_doExport = "顯示擊殺",
	Sandbox_KillCount_doExport_tooltip = "可能會引起口吃卡頓",
	Sandbox_KillCount_includePostDeathUI = "死亡UI",
	Sandbox_KillCount_includePostDeathUI_tooltip = "將所有擊殺都包含在死後浮動文本最終值中",
	Sandbox_KillCount_MaxUpdateDelay = "更新延遲",
	Sandbox_KillCount_MaxUpdateDelay_tooltip = "多人遊戲中兩次更新之間的目標時間（毫秒）,數值小時反應靈敏<br>高數值可減少網絡使用和服務器工作量",
	Sandbox_KillCount_shareOnServer = "分享擊殺",
	Sandbox_KillCount_shareOnServer_tooltip = "每個玩家都可以看到每個角色的分數<br>在（超大）服務器上停用以減少全局Mod數據傳輸負載",
	Sandbox_KillCount_keepTrackOfDead = "追蹤死亡分數",
	Sandbox_KillCount_keepTrackOfDead_tooltip = "死亡角色被保留並計入服務器死亡<br>從不清除數據的服務器請停用",
	
	-----Zombex: The Cure-----
	
	Sandbox_Zombex = "解藥Z",
	Sandbox_LootChance = "戰利品概率",
	Sandbox_EnableTimeBasedDropChance = "基於時間掉落概率",
	Sandbox_TimeBasedDropIncrease = "基於時間掉落增加",

	-----Transmog: Definitive Edition - Fashionoid 2-----
	
	Sandbox_TransmogDE = "衣服幻化DE",
	Sandbox_TransmogDE_ImmersiveModeToggle = "切換沉浸式模式",
	Sandbox_TransmogDE_ImmersiveModeToggle_tooltip = "當你從沙盒設置中啟用沉浸模式時,你衹能轉換到你找到的物品<br>如果你死了,別擔心！將保留你找到列表",
	Sandbox_TransmogDE_DisableHeadGearFix = "禁用帽子和面具硬修復",
	Sandbox_TransmogDE_DisableHeadGearFix_tooltip = "需要客戶端重啟：如果禁用,當將帽子或面具幻化為隱形時,你的髮型可能會被壓扁。但帽子和面具現在會出現在地板上和殭屍上",
	Sandbox_TransmogDE_LimitTransmogToSameBodyLocation = "將幻化限制在同一身體位置",
	Sandbox_TransmogDE_LimitTransmogToSameBodyLocation_tooltip = "例如：你衹能幻化帽子到帽子,褲子到褲子,而不是褲子到帽子,或者不同的身體位置",
	
	-----Mileage Expansion-----
	
	Sandbox_MileageExpansion = "里程擴展",
 	Sandbox_MileageExpansion_Default_Unit = "默認單位",
 	Sandbox_MileageExpansion_Default_Unit_tooltip = "新生成車輛的默認單位",
 	Sandbox_MileageExpansion_Default_Unit_option1 = "英里",
 	Sandbox_MileageExpansion_Default_Unit_option2 = "公里",
 	Sandbox_MileageExpansion_Meter_Per_Kilometer = "米每公里",
 	Sandbox_MileageExpansion_Meter_Per_Kilometer_tooltip = "設置以公里為單位的計量單位<br>較低的值意味著 1 公里需要更少的時間<br>較高的值意味著 1 公里需要更多的時間",
 	Sandbox_MileageExpansion_Kilometer_Short_Name = "公里短名稱",
 	Sandbox_MileageExpansion_Kilometer_Short_Name_tooltip = "為公里設置自定義簡稱<br>默認：KM",
 	Sandbox_MileageExpansion_Miles_Short_Name = "英里短名稱",
 	Sandbox_MileageExpansion_Miles_Short_Name_tooltip = "為英里設置自定義簡稱<br>默認：MI",
 	Sandbox_MileageExpansion_Minimum_Starting_Odometer = "最低起始里程表",
 	Sandbox_MileageExpansion_Minimum_Starting_Odometer_tooltip = "這是用於隨機化車輛起始里程表值的最小公里數<br>發動機狀況只會影響最終值",
 	Sandbox_MileageExpansion_Maximum_Starting_Odometer = "最大起始里程表",
 	Sandbox_MileageExpansion_Maximum_Starting_Odometer_tooltip = "這是用於隨機化車輛起始里程表值的最大公里數<br>發動機狀況只會影響最終值",
	
	-----Tactical Organization Solutions [Commission]------
	
	Sandbox_tactorgsol = "戰術解決方案",
 	Sandbox_tactorgsol_large = "大號戰術解決方案箱",
 	Sandbox_tactorgsol_large_tooltip = "大型戰術解決方案箱生成倍數",
 	Sandbox_tactorgsol_medium = "中型戰術解決方案箱",
 	Sandbox_tactorgsol_medium_tooltip = "中型戰術解決方案箱生成倍數",
 	Sandbox_tactorgsol_small = "小型戰術解決方案箱",
 	Sandbox_tactorgsol_small_tooltip = "小型戰術解決方案箱生成倍數",
 	Sandbox_tactorgsol_admin = "管理員戰術解決方案箱",
 	Sandbox_tactorgsol_admin_tooltip = "管理員戰術解決方案箱生成倍數",
	
	-----New Containers for Organizing-----
	
	Sandbox_newcontainers = "新容器",
 	Sandbox_newcontainers_ammocan30 = ".30 口徑彈藥罐",
 	Sandbox_newcontainers_ammocan30_tooltip = ".30 口徑彈藥罐生成倍數",
 	Sandbox_newcontainers_ammocan50 = ".50 口徑彈藥罐",
 	Sandbox_newcontainers_ammocan50_tooltip = ".50 口徑彈藥罐生成倍數",
 	Sandbox_newcontainers_basket = "籃子",
 	Sandbox_newcontainers_basket_tooltip = "籃子生成倍數",
 	Sandbox_newcontainers_beveragejug = "飲料罐",
 	Sandbox_newcontainers_beveragejug_tooltip = "飲料罐生成倍數",
 	Sandbox_newcontainers_breadbox = "麵包箱",
 	Sandbox_newcontainers_breadbox_tooltip = "麵包箱生成倍數",
 	Sandbox_newcontainers_canteen = "水壺",
 	Sandbox_newcontainers_canteen_tooltip = "水壺生成倍數",
 	Sandbox_newcontainers_canteenmilitary = "軍用水壺",
 	Sandbox_newcontainers_canteenmilitary_tooltip = "軍用水壺生成倍數",
 	Sandbox_newcontainers_canvastote = "帆布手提袋",
 	Sandbox_newcontainers_canvastote_tooltip = "帆布手提箱生成倍數",
 	Sandbox_newcontainers_cardboard_large = "大型紙板箱",
 	Sandbox_newcontainers_cardboard_large_tooltip = "大型紙箱生成倍數",
 	Sandbox_newcontainers_cardboard_medium = "中型紙板箱",
 	Sandbox_newcontainers_cardboard_medium_tooltip = "中型紙箱生成倍數",
 	Sandbox_newcontainers_cardboard_small = "小型紙板箱",
 	Sandbox_newcontainers_cardboard_small_tooltip = "小型紙箱生成倍數",
 	Sandbox_newcontainers_cdbinder = "CD 活頁夾",
 	Sandbox_newcontainers_cdbinder_tooltip = "CD 活頁夾生成倍數",
 	Sandbox_newcontainers_cdcase = "CD 盒",
 	Sandbox_newcontainers_cdcase_tooltip = "CD 盒生成倍數",
 	Sandbox_newcontainers_coffeecan = "咖啡罐",
 	Sandbox_newcontainers_coffeecan_tooltip = "咖啡罐生成倍數",
 	Sandbox_newcontainers_componentkit = "組件部分",
 	Sandbox_newcontainers_componentkit_tooltip = "組件部分生成倍數",
 	Sandbox_newcontainers_cookiejar = "餅乾罐",
 	Sandbox_newcontainers_cookiejar_tooltip = "餅乾罐生成倍數",
 	Sandbox_newcontainers_cutleryroll = "餐具卷",
 	Sandbox_newcontainers_cutleryroll_tooltip = "餐具卷生成倍數",
 	Sandbox_newcontainers_dishtub = "洗碗盆",
 	Sandbox_newcontainers_dishtub_tooltip = "盤子生成倍數",
 	Sandbox_newcontainers_donutbox = "甜甜圈盒",
 	Sandbox_newcontainers_donutbox_tooltip = "甜甜圈盒生成倍數",
 	Sandbox_newcontainers_fakerock = "假石頭",
 	Sandbox_newcontainers_fakerock_tooltip = "假石頭生成倍數",
 	Sandbox_newcontainers_filefolder = "文件夾",
 	Sandbox_newcontainers_filefolder_tooltip = "文件夾生成倍數",
 	Sandbox_newcontainers_fishingcreel = "魚網",
 	Sandbox_newcontainers_fishingcreel_tooltip = "魚網生成倍數",
	Sandbox_newcontainers_flask = "水瓶",
 	Sandbox_newcontainers_flask_tooltip = "水瓶生成倍數",
 	Sandbox_newcontainers_basket_forage = "採集籃",
 	Sandbox_newcontainers_basket_forage_tooltip = "採集籃生成倍數",
 	Sandbox_newcontainers_foragepouch = "採集袋",
 	Sandbox_newcontainers_foragepouch_tooltip = "採集袋生成倍數",
 	Sandbox_newcontainers_halfgaljug = "半加侖水罐",
 	Sandbox_newcontainers_halfgaljug_tooltip = "半加侖水罐生成倍數",
 	Sandbox_newcontainers_hardwareorganizer = "五金收納盒",
 	Sandbox_newcontainers_hardwareorganizer_tooltip = "五金收納盒生成倍數",
 	Sandbox_newcontainers_jewelrybox = "珠寶盒",
 	Sandbox_newcontainers_jewelrybox_tooltip = "首飾盒生成倍數",
 	Sandbox_newcontainers_kindlingbox = "火藥箱",
 	Sandbox_newcontainers_kindlingbox_tooltip = "火藥箱生成倍數",
 	Sandbox_newcontainers_kidsflask = "兒童水瓶",
 	Sandbox_newcontainers_kidsflask_tooltip = "兒童水瓶生成倍數",
 	Sandbox_newcontainers_lockbox = "鎖箱",
 	Sandbox_newcontainers_lockbox_tooltip = "鎖箱生成倍數",
 	Sandbox_newcontainers_milkcrate = "牛奶箱",
 	Sandbox_newcontainers_milkcrate_tooltip = "牛奶箱生成倍數",
 	Sandbox_newcontainers_milkcratelong = "長牛奶箱",
 	Sandbox_newcontainers_milkcratelong_tooltip = "長牛奶箱生成倍數",
 	Sandbox_newcontainers_petcarrier = "寵物籠",
 	Sandbox_newcontainers_petcarrier_tooltip = "寵物運輸箱生成倍數",
 	Sandbox_newcontainers_piggybank = "存錢罐",
 	Sandbox_newcontainers_piggybank_tooltip = "存錢罐生成倍數",
 	Sandbox_newcontainers_pitcherempty_01 = "玻璃水壺",
 	Sandbox_newcontainers_pitcherempty_01_tooltip = "玻璃水壺生成倍數",
 	Sandbox_newcontainers_pitcherempty_02 = "塑料水壺",
 	Sandbox_newcontainers_pitcherempty_02_tooltip = "塑料水壺生成倍數",
 	Sandbox_newcontainers_pizzabox = "披薩盒",
 	Sandbox_newcontainers_pizzabox_tooltip = "披薩盒生成倍數",
 	Sandbox_newcontainers_plastictote_large = "塑料手提袋/大",
 	Sandbox_newcontainers_plastictote_large_tooltip = "大型塑料手提箱生成倍數",
 	Sandbox_newcontainers_plastictote_medium = "塑料手提袋/中",
 	Sandbox_newcontainers_plastictote_medium_tooltip = "中型塑料手提箱生成倍數",
 	Sandbox_newcontainers_plastictote_small = "塑料手提袋/小",
 	Sandbox_newcontainers_plastictote_small_tooltip = "小型塑料手提箱生成倍數",
 	Sandbox_newcontainers_plasticware = "塑料件",
 	Sandbox_newcontainers_plasticware_tooltip = "塑料件生成倍數",
 	Sandbox_newcontainers_plasticware_small = "小塑料器皿",
 	Sandbox_newcontainers_plasticware_small_tooltip = "小型塑料製品生成倍數",
 	Sandbox_newcontainers_plasticware_tall = "塑料製品/高",
 	Sandbox_newcontainers_plasticware_tall_tooltip = "高型塑料件生成倍數",
	Sandbox_newcontainers_roadsidekit = "路邊工具包",
 	Sandbox_newcontainers_roadsidekit_tooltip = "路邊工具包生成倍數",
 	Sandbox_newcontainers_roughbox = "毛坯盒",
 	Sandbox_newcontainers_roughbox_tooltip = "毛坯盒生成倍數",
 	Sandbox_newcontainers_sandwichbagbox = "三明治袋盒",
 	Sandbox_newcontainers_sandwichbagbox_tooltip = "三明治袋盒生成倍數",
 	Sandbox_newcontainers_sandwichbag = "三明治袋",
 	Sandbox_newcontainers_sandwichbag_tooltip = "三明治袋生成倍數",
 	Sandbox_newcontainers_shoebox = "鞋盒",
 	Sandbox_newcontainers_shoebox_tooltip = "鞋盒生成倍數",
 	Sandbox_newcontainers_shoppingbasket = "購物籃",
 	Sandbox_newcontainers_shoppingbasket_tooltip = "購物籃生成倍數",
 	Sandbox_newcontainers_spicerack = "香料架",
 	Sandbox_newcontainers_spicerack_tooltip = "香料架生成倍數",
 	Sandbox_newcontainers_spiffokeeper = "斯皮福守護者",
 	Sandbox_newcontainers_spiffokeeper_tooltip = "斯皮福守護者生成倍數",
 	Sandbox_newcontainers_tacklebox = "釣魚箱",
 	Sandbox_newcontainers_tacklebox_tooltip = "釣魚箱生成倍數",
 	Sandbox_newcontainers_tackleboxlarge = "釣魚箱/大",
 	Sandbox_newcontainers_tackleboxlarge_tooltip = "大型釣魚箱生成倍數",
 	Sandbox_newcontainers_tissuebox = "紙巾盒",
 	Sandbox_newcontainers_tissuebox_tooltip = "紙巾盒生成倍數",
 	Sandbox_newcontainers_travelkit = "旅行包",
 	Sandbox_newcontainers_travelkit_tooltip = "旅行包生成倍數",
 	Sandbox_newcontainers_trunkorganizer = "行李箱",
 	Sandbox_newcontainers_trunkorganizer_tooltip = "行李箱生成倍數",
 	Sandbox_newcontainers_jugempty = "水箱",
 	Sandbox_newcontainers_jugempty_tooltip = "運水箱生成倍數",
 	Sandbox_newcontainers_woodcarrier = "木箱",
 	Sandbox_newcontainers_woodcarrier_tooltip = "木材箱生成倍數",
	 	
	-----Mexiox's - Mexican Ancient Armory Pack-----
	
	Sandbox_MexicanMeleeAncientWepons = "西班牙前喪屍",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Jaguar_Chance = "美洲虎戰士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Jaguar_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Pantera_Chance = "美洲豹戰士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Pantera_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Aguila_Chance = "美洲老鷹戰士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Aguila_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_tlacochcalcatl_Chance = " 阿茲特克二把手生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_tlacochcalcatl_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Cuextecalt_Chance = "阿茲特克戰士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Cuextecalt_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_ZitlaCuextecalt_Chance = "特拉阿茲特克戰士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_ZitlaCuextecalt_Chance_tooltip = "記住,這是添加到世界的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Tlamani_Chance = "特拉馬戰士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Tlamani_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Quachicqueh_Chance = "誇奇克戰士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Quachicqueh_Chance_tooltip = "記住,這是添加到世界中的喪屍<br>如果你放置 100%,這並不意味著所有的喪屍都是特定的戰士",

	-----FOOL's New Containers-----
	
	Sandbox_newcontainersnc = "新容器",
 	Sandbox_newcontainersnc_ammocan30 = ".30 口徑彈藥罐",
 	Sandbox_newcontainersnc_ammocan30_tooltip = ".30 口徑彈藥罐生成倍數",
 	Sandbox_newcontainersnc_ammocan50 = ".50 口徑彈藥罐",
 	Sandbox_newcontainersnc_ammocan50_tooltip = ".50 口徑彈藥罐生成倍數",
 	Sandbox_newcontainersnc_basket = "籃子",
 	Sandbox_newcontainersnc_basket_tooltip = "籃子生成倍數",
 	Sandbox_newcontainersnc_beveragejug = "飲料罐",
 	Sandbox_newcontainersnc_beveragejug_tooltip = "飲料罐生成倍數",
 	Sandbox_newcontainersnc_breadbox = "麵包箱",
 	Sandbox_newcontainersnc_breadbox_tooltip = "麵包箱生成倍數",
 	Sandbox_newcontainersnc_canteen = "水壺",
 	Sandbox_newcontainersnc_canteen_tooltip = "水壺生成倍數",
 	Sandbox_newcontainersnc_canteenmilitary = "軍用水壺",
 	Sandbox_newcontainersnc_canteenmilitary_tooltip = "軍用水壺生成倍數",
 	Sandbox_newcontainersnc_canvastote = "帆布手提袋",
 	Sandbox_newcontainersnc_canvastote_tooltip = "帆布手提箱生成倍數",
 	Sandbox_newcontainersnc_cardboard_large = "大型紙板箱",
 	Sandbox_newcontainersnc_cardboard_large_tooltip = "大型紙箱生成倍數",
 	Sandbox_newcontainersnc_cardboard_medium = "中型紙板箱",
 	Sandbox_newcontainersnc_cardboard_medium_tooltip = "中型紙箱生成倍數",
 	Sandbox_newcontainersnc_cardboard_small = "小型紙板箱",
 	Sandbox_newcontainersnc_cardboard_small_tooltip = "小型紙箱生成倍數",
 	Sandbox_newcontainersnc_cdbinder = "CD 活頁夾",
 	Sandbox_newcontainersnc_cdbinder_tooltip = "CD 活頁夾生成倍數",
 	Sandbox_newcontainersnc_cdcase = "CD 盒",
 	Sandbox_newcontainersnc_cdcase_tooltip = "CD 盒生成倍數",
 	Sandbox_newcontainersnc_coffeecan = "咖啡罐",
 	Sandbox_newcontainersnc_coffeecan_tooltip = "咖啡罐生成倍數",
 	Sandbox_newcontainersnc_componentkit = "組件部分",
 	Sandbox_newcontainersnc_componentkit_tooltip = "組件部分生成倍數",
 	Sandbox_newcontainersnc_cookiejar = "餅乾罐",
 	Sandbox_newcontainersnc_cookiejar_tooltip = "餅乾罐生成倍數",
 	Sandbox_newcontainersnc_cutleryroll = "餐具卷",
 	Sandbox_newcontainersnc_cutleryroll_tooltip = "餐具卷生成倍數",
 	Sandbox_newcontainersnc_dishtub = "洗碗盆",
 	Sandbox_newcontainersnc_dishtub_tooltip = "盤子生成倍數",
 	Sandbox_newcontainersnc_donutbox = "甜甜圈盒",
 	Sandbox_newcontainersnc_donutbox_tooltip = "甜甜圈盒生成倍數",
 	Sandbox_newcontainersnc_fakerock = "假石頭",
 	Sandbox_newcontainersnc_fakerock_tooltip = "假石頭生成倍數",
 	Sandbox_newcontainersnc_filefolder = "文件夾",
 	Sandbox_newcontainersnc_filefolder_tooltip = "文件夾生成倍數",
 	Sandbox_newcontainersnc_fishingcreel = "魚網",
 	Sandbox_newcontainersnc_fishingcreel_tooltip = "魚網生成倍數",
	Sandbox_newcontainersnc_flask = "水瓶",
 	Sandbox_newcontainersnc_flask_tooltip = "水瓶生成倍數",
 	Sandbox_newcontainersnc_basket_forage = "採集籃",
 	Sandbox_newcontainersnc_basket_forage_tooltip = "採集籃生成倍數",
 	Sandbox_newcontainersnc_foragepouch = "採集袋",
 	Sandbox_newcontainersnc_foragepouch_tooltip = "採集袋生成倍數",
 	Sandbox_newcontainersnc_halfgaljug = "半加侖水罐",
 	Sandbox_newcontainersnc_halfgaljug_tooltip = "半加侖水罐生成倍數",
 	Sandbox_newcontainersnc_hardwareorganizer = "五金收納盒",
 	Sandbox_newcontainersnc_hardwareorganizer_tooltip = "五金收納盒生成倍數",
 	Sandbox_newcontainersnc_jewelrybox = "珠寶盒",
 	Sandbox_newcontainersnc_jewelrybox_tooltip = "首飾盒生成倍數",
 	Sandbox_newcontainersnc_kindlingbox = "火藥箱",
 	Sandbox_newcontainersnc_kindlingbox_tooltip = "火藥箱生成倍數",
 	Sandbox_newcontainersnc_kidsflask = "兒童水瓶",
 	Sandbox_newcontainersnc_kidsflask_tooltip = "兒童水瓶生成倍數",
 	Sandbox_newcontainersnc_lockbox = "鎖箱",
 	Sandbox_newcontainersnc_lockbox_tooltip = "鎖箱生成倍數",
 	Sandbox_newcontainersnc_milkcrate = "牛奶箱",
 	Sandbox_newcontainersnc_milkcrate_tooltip = "牛奶箱生成倍數",
 	Sandbox_newcontainersnc_milkcratelong = "長牛奶箱",
 	Sandbox_newcontainersnc_milkcratelong_tooltip = "長牛奶箱生成倍數",
 	Sandbox_newcontainersnc_petcarrier = "寵物籠",
 	Sandbox_newcontainersnc_petcarrier_tooltip = "寵物運輸箱生成倍數",
 	Sandbox_newcontainersnc_piggybank = "存錢罐",
 	Sandbox_newcontainersnc_piggybank_tooltip = "存錢罐生成倍數",
 	Sandbox_newcontainersnc_pitcherempty_01 = "玻璃水壺",
 	Sandbox_newcontainersnc_pitcherempty_01_tooltip = "玻璃水壺生成倍數",
 	Sandbox_newcontainersnc_pitcherempty_02 = "塑料水壺",
 	Sandbox_newcontainersnc_pitcherempty_02_tooltip = "塑料水壺生成倍數",
 	Sandbox_newcontainersnc_pizzabox = "披薩盒",
 	Sandbox_newcontainersnc_pizzabox_tooltip = "披薩盒生成倍數",
 	Sandbox_newcontainersnc_plastictote_large = "塑料手提袋/大",
 	Sandbox_newcontainersnc_plastictote_large_tooltip = "大型塑料手提箱生成倍數",
 	Sandbox_newcontainersnc_plastictote_medium = "塑料手提袋/中",
 	Sandbox_newcontainersnc_plastictote_medium_tooltip = "中型塑料手提箱生成倍數",
 	Sandbox_newcontainersnc_plastictote_small = "塑料手提袋/小",
 	Sandbox_newcontainersnc_plastictote_small_tooltip = "小型塑料手提箱生成倍數",
 	Sandbox_newcontainersnc_plasticware = "塑料件",
 	Sandbox_newcontainersnc_plasticware_tooltip = "塑料件生成倍數",
 	Sandbox_newcontainersnc_plasticware_small = "小塑料器皿",
 	Sandbox_newcontainersnc_plasticware_small_tooltip = "小型塑料製品生成倍數",
 	Sandbox_newcontainersnc_plasticware_tall = "塑料製品/高",
 	Sandbox_newcontainersnc_plasticware_tall_tooltip = "高型塑料件生成倍數",
	Sandbox_newcontainersnc_roadsidekit = "路邊工具包",
 	Sandbox_newcontainersnc_roadsidekit_tooltip = "路邊工具包生成倍數",
 	Sandbox_newcontainersnc_roughbox = "毛坯盒",
 	Sandbox_newcontainersnc_roughbox_tooltip = "毛坯盒生成倍數",
 	Sandbox_newcontainersnc_sandwichbagbox = "三明治袋盒",
 	Sandbox_newcontainersnc_sandwichbagbox_tooltip = "三明治袋盒生成倍數",
 	Sandbox_newcontainersnc_sandwichbag = "三明治袋",
 	Sandbox_newcontainersnc_sandwichbag_tooltip = "三明治袋生成倍數",
 	Sandbox_newcontainersnc_shoebox = "鞋盒",
 	Sandbox_newcontainersnc_shoebox_tooltip = "鞋盒生成倍數",
 	Sandbox_newcontainersnc_shoppingbasket = "購物籃",
 	Sandbox_newcontainersnc_shoppingbasket_tooltip = "購物籃生成倍數",
 	Sandbox_newcontainersnc_spicerack = "香料架",
 	Sandbox_newcontainersnc_spicerack_tooltip = "香料架生成倍數",
 	Sandbox_newcontainersnc_spiffokeeper = "斯皮福守護者",
 	Sandbox_newcontainersnc_spiffokeeper_tooltip = "斯皮福守護者生成倍數",
 	Sandbox_newcontainersnc_tacklebox = "釣魚箱",
 	Sandbox_newcontainersnc_tacklebox_tooltip = "釣魚箱生成倍數",
 	Sandbox_newcontainersnc_tackleboxlarge = "釣魚箱/大",
 	Sandbox_newcontainersnc_tackleboxlarge_tooltip = "大型釣魚箱生成倍數",
 	Sandbox_newcontainersnc_tissuebox = "紙巾盒",
 	Sandbox_newcontainersnc_tissuebox_tooltip = "紙巾盒生成倍數",
 	Sandbox_newcontainersnc_travelkit = "旅行包",
 	Sandbox_newcontainersnc_travelkit_tooltip = "旅行包生成倍數",
 	Sandbox_newcontainersnc_trunkorganizer = "行李箱",
 	Sandbox_newcontainersnc_trunkorganizer_tooltip = "行李箱生成倍數",
 	Sandbox_newcontainersnc_jugempty = "水箱",
 	Sandbox_newcontainersnc_jugempty_tooltip = "運水箱生成倍數",
 	Sandbox_newcontainersnc_woodcarrier = "木箱",
 	Sandbox_newcontainersnc_woodcarrier_tooltip = "木材箱生成倍數",
	
	-----Definitive Zombies-----
	
	Sandbox_DefinitiveZombies = "終極喪屍",
	Sandbox_DefinitiveZombies_MainPage = "[DZ]終極喪屍",
	Sandbox_DefinitiveZombies_DaylightPage = "[DZ]白天設置",
	Sandbox_DefinitiveZombies_NightPage = "[DZ]夜間設置",
	Sandbox_DefinitiveZombies_TemperaturePage = "[DZ]溫度設置",
	Sandbox_DefinitiveZombies_FogPage = "[DZ]霧天設置",
	Sandbox_DefinitiveZombies_RainPage = "[DZ]雨天設置",
	Sandbox_DefinitiveZombies_SnowPage = "[DZ]雪天設置",
	Sandbox_DefinitiveZombies_CloudPage = "[DZ]雲設置",
	Sandbox_DefinitiveZombies_WindPage = "[DZ]風設置",
	Sandbox_DefinitiveZombies_MoonPage1 = "[DZ]月亮設置 1",
	Sandbox_DefinitiveZombies_MoonPage2 = "[DZ]月亮設置 2",
	Sandbox_DefinitiveZombies_SpeechPage = "[DZ]語音設置",
	Sandbox_DefinitiveZombies_TimePage = "[DZ]時間設置",
	Sandbox_DefinitiveZombies_DaysPage = "[DZ]天數設置"
	Sandbox_DefinitiveZombies_DaysEnable = "啟用天數",
	Sandbox_DefinitiveZombies_DaysInterval0 = "天數間隔 0",
	Sandbox_DefinitiveZombies_DaysInterval1 = "天數間隔 1",
	Sandbox_DefinitiveZombies_DaysInterval2 = "天數間隔 2",
	Sandbox_DefinitiveZombies_DebugEnable = "啟用調試",
	Sandbox_DefinitiveZombies_UpdateInterval = "更新間隔",
	Sandbox_DefinitiveZombies_UpdateReroll = "更新重選",
	Sandbox_DefinitiveZombies_SpeedEnable = "啟用速度",
	Sandbox_DefinitiveZombies_BaselineSpeed = "基準速度",
	Sandbox_DefinitiveZombies_StrengthEnable = "啟用力量",
	Sandbox_DefinitiveZombies_BaselineStrength = "基準力量",
	Sandbox_DefinitiveZombies_ToughnessEnable = "啟用韌性",
	Sandbox_DefinitiveZombies_BaselineToughness = "基準韌性",
	Sandbox_DefinitiveZombies_CognitionEnable = "啟用感知",
	Sandbox_DefinitiveZombies_BaselineCognition = "基線感知",
	Sandbox_DefinitiveZombies_MemoryEnable = "啟用記憶",
	Sandbox_DefinitiveZombies_BaselineMemory = "基線記憶",
	Sandbox_DefinitiveZombies_SightEnable = "啟用視覺",
	Sandbox_DefinitiveZombies_BaselineSight = "基準視力",
	Sandbox_DefinitiveZombies_HearingEnable = "啟用聽覺",
	Sandbox_DefinitiveZombies_BaselineHearing = "基準聽力",
	Sandbox_DefinitiveZombies_SpeedEffect = "速度效果",
	Sandbox_DefinitiveZombies_StrengthEffect = "力量效果",
	Sandbox_DefinitiveZombies_ToughnessEffect = "韌性效果",
	Sandbox_DefinitiveZombies_CognitionEffect = "感知效果",
	Sandbox_DefinitiveZombies_MemoryEffect = "記憶效果",
	Sandbox_DefinitiveZombies_SightEffect = "視覺效果",
	Sandbox_DefinitiveZombies_HearingEffect = "聽覺效果",
	Sandbox_DefinitiveZombies_Effects_option1 = "增加 99 階段",
	Sandbox_DefinitiveZombies_Effects_option2 = "增加 4 個階段",
	Sandbox_DefinitiveZombies_Effects_option3 = "增加 3 個階段",
	Sandbox_DefinitiveZombies_Effects_option4 = "增加 2 個階段",
	Sandbox_DefinitiveZombies_Effects_option5 = "增加 1 個階段",
	Sandbox_DefinitiveZombies_Effects_option6 = "無",
	Sandbox_DefinitiveZombies_Effects_option7 = "減少 1 個階段",
	Sandbox_DefinitiveZombies_Effects_option8 = "減少 2 個階段",
	Sandbox_DefinitiveZombies_Effects_option9 = "減少 3 個階段",
	Sandbox_DefinitiveZombies_Effects_option10 = "減少 4 個階段",
	Sandbox_DefinitiveZombies_Effects_option11 = "減少 99 個階段",
	Sandbox_DefinitiveZombies_NightEnable = "啟用夜間功能",
	Sandbox_DefinitiveZombies_NightInterval0 = "夜間時間間隔 0",
	Sandbox_DefinitiveZombies_NightInterval1 = "夜間時間間隔 1",
	Sandbox_DefinitiveZombies_NightInterval2 = "夜間時間間隔 2",
	Sandbox_DefinitiveZombies_DayLightEnable = "啟用白天",
	Sandbox_DefinitiveZombies_DayLightInterval0 = "白天時間間隔 0",
	Sandbox_DefinitiveZombies_DayLightInterval1 = "白天時間間隔 1",
	Sandbox_DefinitiveZombies_DayLightInterval2 = "白天時間間隔 2",
	Sandbox_DefinitiveZombies_TemperatureEnable = "啟用溫度",
	Sandbox_DefinitiveZombies_TemperatureInterval0 = "溫度間隔 0",
	Sandbox_DefinitiveZombies_TemperatureInterval1 = "溫度間隔 1",
	Sandbox_DefinitiveZombies_TemperatureInterval2 = "溫度間隔 2",
	Sandbox_DefinitiveZombies_FogIntensityEnable = "啟用霧",
	Sandbox_DefinitiveZombies_FogIntensityInterval0 = "霧間隔 0",
	Sandbox_DefinitiveZombies_FogIntensityInterval1 = "霧間隔 1",
	Sandbox_DefinitiveZombies_FogIntensityInterval2 = "霧間隔 2",
	Sandbox_DefinitiveZombies_RainIntensityEnable = "啟用雨",
	Sandbox_DefinitiveZombies_RainIntensityInterval0 = "雨間隔 0",
	Sandbox_DefinitiveZombies_RainIntensityInterval1 = "雨間隔 1",
	Sandbox_DefinitiveZombies_RainIntensityInterval2 = "雨間隔 2",
	Sandbox_DefinitiveZombies_SnowIntensityEnable = "啟用雪力量",
	Sandbox_DefinitiveZombies_SnowIntensityInterval0 = "雪間隔 0",
	Sandbox_DefinitiveZombies_SnowIntensityInterval1 = "雪間隔 1",
	Sandbox_DefinitiveZombies_SnowIntensityInterval2 = "雪間隔 2",
	Sandbox_DefinitiveZombies_CloudIntensityEnable = "啟用雲",
	Sandbox_DefinitiveZombies_CloudIntensityInterval0 = "雲間隔 0",
	Sandbox_DefinitiveZombies_CloudIntensityInterval1 = "雲間隔 1",
	Sandbox_DefinitiveZombies_CloudIntensityInterval2 = "雲間隔 2",
	Sandbox_DefinitiveZombies_WindIntensityEnable = "啟用風",
	Sandbox_DefinitiveZombies_WindIntensityInterval0 = "風間隔 0",
	Sandbox_DefinitiveZombies_WindIntensityInterval1 = "風間隔 1",
	Sandbox_DefinitiveZombies_WindIntensityInterval2 = "風間隔 2",
	Sandbox_DefinitiveZombies_MoonPhaseFullEnable = "啟用滿月",
	Sandbox_DefinitiveZombies_MoonPhaseMoonThreshold = "月亮閾值",
	Sandbox_DefinitiveZombies_MoonPhaseInterval0 = "新月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval1 = "娥眉月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval2 = "上弦月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval3 = "盈凸月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval4 = "滿月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval5 = "虧凸月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval6 = "下弦月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval7 = "殘月",
	Sandbox_DefinitiveZombies_SpeechEnable = "啟用語音",
	Sandbox_DefinitiveZombies_SpeechDayLightEnable = "啟用白天語音",
	Sandbox_DefinitiveZombies_SpeechNightEnable = "啟用夜間語音",
	Sandbox_DefinitiveZombies_SpeechTemperatureEnable = "啟用溫度語音",
	Sandbox_DefinitiveZombies_SpeechFogIntensityEnable = "啟用霧力量語音",
	Sandbox_DefinitiveZombies_SpeechRainIntensityEnable = "啟用雨力量語音",
	Sandbox_DefinitiveZombies_SpeechSnowIntensityEnable = "啟用雪力量語音",
	Sandbox_DefinitiveZombies_SpeechCloudIntensityEnable = "啟用雲力量語音",
	Sandbox_DefinitiveZombies_SpeechWindIntensityEnable = "啟用風力量語音",
	Sandbox_DefinitiveZombies_SpeechMoonPhaseEnable = "啟用月相語音".
	Sandbox_DefinitiveZombies_TimeEnable = "啟用時間",
	Sandbox_DefinitiveZombies_TimeInterval0 = "黎明",
	Sandbox_DefinitiveZombies_TimeInterval1 = "黃昏",
	Sandbox_DZ_Seed_Page1 = "[DZ]種子設置 1",
	Sandbox_DZ_Speed_Seed_Enable = "啟用快速播種",
	Sandbox_DZ_Speed_Seed1 = "概率 1",
	Sandbox_DZ_Speed_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Speed_Seed1_Effect = "效果 1",
	Sandbox_DZ_Speed_Seed2 = "概率 2",
	Sandbox_DZ_Speed_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Speed_Seed2_Effect = "效果 2",
	Sandbox_DZ_Speed_Seed3 = "概率 3",
	Sandbox_DZ_Speed_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Speed_Seed3_Effect = "效果 3",
	Sandbox_DZ_Speed_Seed4 = "概率 4",
	Sandbox_DZ_Speed_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Speed_Seed4_Effect = "效果 4",
	Sandbox_DZ_Speed_Seed5 = "概率 5",
	Sandbox_DZ_Speed_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Speed_Seed5_Effect = "效果 5",
	Sandbox_DZ_Seed_Page2 = "[DZ]種子設置 2",
	Sandbox_DZ_Seed_Page3 = "[DZ]種子設置 3",
	Sandbox_DZ_Strength_Seed_Enable = "啟用力量播種",
	Sandbox_DZ_Strength_Seed1 = "概率 1",
	Sandbox_DZ_Strength_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Strength_Seed1_Effect = "效果 1",
	Sandbox_DZ_Strength_Seed2 = "概率 2",
	Sandbox_DZ_Strength_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Strength_Seed2_Effect = "效果 2",
	Sandbox_DZ_Strength_Seed3 = "概率 3",
	Sandbox_DZ_Strength_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Strength_Seed3_Effect = "效果 3",
	Sandbox_DZ_Strength_Seed4 = "概率 4",
	Sandbox_DZ_Strength_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Strength_Seed4_Effect = "效果 4",
	Sandbox_DZ_Strength_Seed5 = "概率 5",
	Sandbox_DZ_Strength_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Strength_Seed5_Effect = "效果 5",
	Sandbox_DZ_Toughness_Seed_Enable = "啟用韌性播種",
	Sandbox_DZ_Toughness_Seed1 = "概率 1",
	Sandbox_DZ_Toughness_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Toughness_Seed1_Effect = "效果 1",
	Sandbox_DZ_Toughness_Seed2 = "概率 2",
	Sandbox_DZ_Toughness_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Toughness_Seed2_Effect = "效果 2",
	Sandbox_DZ_Toughness_Seed3 = "概率 3",
	Sandbox_DZ_Toughness_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Toughness_Seed3_Effect = "效果 3",
	Sandbox_DZ_Toughness_Seed4 = "概率 4",
	Sandbox_DZ_Toughness_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Toughness_Seed4_Effect = "效果 4",
	Sandbox_DZ_Toughness_Seed5 = "概率 5",
	Sandbox_DZ_Toughness_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Toughness_Seed5_Effect = "效果 5",
	Sandbox_DZ_Cognition_Seed_Enable = "啟用感知播種",
	Sandbox_DZ_Cognition_Seed1 = "概率 1",
	Sandbox_DZ_Cognition_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Cognition_Seed1_Effect = "效果 1",
	Sandbox_DZ_Cognition_Seed2 = "概率 2",
	Sandbox_DZ_Cognition_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Cognition_Seed2_Effect = "效果 2",
	Sandbox_DZ_Cognition_Seed3 = "概率 3",
	Sandbox_DZ_Cognition_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Cognition_Seed3_Effect = "效果 3",
	Sandbox_DZ_Cognition_Seed4 = "概率 4",
	Sandbox_DZ_Cognition_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Cognition_Seed4_Effect = "效果 4",
	Sandbox_DZ_Cognition_Seed5 = "概率 5",
	Sandbox_DZ_Cognition_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Cognition_Seed5_Effect = "效果 5",
	Sandbox_DZ_Memory_Seed_Enable = "啟用記憶播種",
	Sandbox_DZ_Memory_Seed1 = "概率 1",
	Sandbox_DZ_Memory_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Memory_Seed1_Effect = "效果 1",
	Sandbox_DZ_Memory_Seed2 = "概率 2",
	Sandbox_DZ_Memory_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Memory_Seed2_Effect = "效果 2",
	Sandbox_DZ_Memory_Seed3 = "概率 3",
	Sandbox_DZ_Memory_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Memory_Seed3_Effect = "效果 3",
	Sandbox_DZ_Memory_Seed4 = "概率 4",
	Sandbox_DZ_Memory_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Memory_Seed4_Effect = "效果 4",
	Sandbox_DZ_Memory_Seed5 = "概率 5",
	Sandbox_DZ_Memory_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Memory_Seed5_Effect = "效果 5",
	Sandbox_DZ_Sight_Seed_Enable = "啟用視覺播種",
	Sandbox_DZ_Sight_Seed1 = "概率 1",
	Sandbox_DZ_Sight_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Sight_Seed1_Effect = "效果 1",
	Sandbox_DZ_Sight_Seed2 = "概率 2",
	Sandbox_DZ_Sight_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Sight_Seed2_Effect = "效果 2",
	Sandbox_DZ_Sight_Seed3 = "概率 3",
	Sandbox_DZ_Sight_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Sight_Seed3_Effect = "效果 3",
	Sandbox_DZ_Sight_Seed4 = "概率 4",
	Sandbox_DZ_Sight_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Sight_Seed4_Effect = "效果 4",
	Sandbox_DZ_Sight_Seed5 = "概率 5",
	Sandbox_DZ_Sight_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Sight_Seed5_Effect = "效果 5",
	Sandbox_DZ_Hearing_Seed_Enable = "啟用聽覺播種",
	Sandbox_DZ_Hearing_Seed1 = "概率 1",
	Sandbox_DZ_Hearing_Seed1_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Hearing_Seed1_Effect = "效果 1",
	Sandbox_DZ_Hearing_Seed2 = "概率 2",
	Sandbox_DZ_Hearing_Seed2_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Hearing_Seed2_Effect = "效果 2",
	Sandbox_DZ_Hearing_Seed3 = "概率 3",
	Sandbox_DZ_Hearing_Seed3_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Hearing_Seed3_Effect = "效果 3",
	Sandbox_DZ_Hearing_Seed4 = "概率 4",
	Sandbox_DZ_Hearing_Seed4_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Hearing_Seed4_Effect = "效果 4",
	Sandbox_DZ_Hearing_Seed5 = "概率 5",
	Sandbox_DZ_Hearing_Seed5_tooltip = "喪屍的狀態被修改的概率",
	Sandbox_DZ_Hearing_Seed5_Effect = "效果 5",
	Sandbox_DefinitiveZombies_DebugEnable_tooltip = "打開調試模式<br>調試文本將被寫入 C:/Users/<user>/Zomboid/console.txt",
	Sandbox_DefinitiveZombies_UpdateInterval_tooltip = "喪屍的更新頻率與用戶的幀頻有關<br>較低的值會提高喪屍的更新速度,這需要一台功能強大的機器",
	Sandbox_DefinitiveZombies_UpdateReroll_tooltip = "調整喪屍的更新頻率<br>這將減少機器的記憶負荷<br>較低的值會增加喪屍的更新頻率,這需要一台功能強大的機器",
	Sandbox_DefinitiveZombies_SpeedEnable_tooltip = "終極喪屍會影響喪屍的速度屬性<br>禁用該選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineSpeed_tooltip = "喪屍的初始速度",
	Sandbox_DefinitiveZombies_StrengthEnable_tooltip = "終極喪屍會影響喪屍的速度值<br>禁用該選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineStrength_tooltip = "喪屍的初始力量",
	Sandbox_DefinitiveZombies_ToughnessEnable_tooltip = "終極喪屍會影響喪屍的韌性屬性<br>禁用此選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineToughness_tooltip = "喪屍的初始韌性",
	Sandbox_DefinitiveZombies_CognitionEnable_tooltip = "終極喪屍會影響喪屍的韌性屬性<br>禁用此選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineCognition_tooltip = "喪屍的初始韌性",
	Sandbox_DefinitiveZombies_MemoryEnable_tooltip = "終極喪屍會影響喪屍的記憶狀態<br>禁用此選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineMemory_tooltip = "喪屍的起始記憶",
	Sandbox_DefinitiveZombies_SightEnable_tooltip = "終極喪屍會影響喪屍的視力狀態<br>禁用此選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineSight_tooltip = "喪屍的起始視力",
	Sandbox_DefinitiveZombies_HearingEnable_tooltip = "終極喪屍會影響喪屍的聽力狀態<br>禁用此選項可提高類似 mod 之間的兼容性",
	Sandbox_DefinitiveZombies_BaselineHearing_tooltip = "喪屍的起始聽力",
	Sandbox_DefinitiveZombies_SpeedEffect_tooltip = "如果達到上述氣候區間,喪屍的速度將按此值修改",
	Sandbox_DefinitiveZombies_StrengthEffect_tooltip = "如果達到上述氣候區間,喪屍的力量將按此量進行調整",
	Sandbox_DefinitiveZombies_ToughnessEffect_tooltip = "如果達到上述氣候區間,喪屍的韌性將被修改此值",
	Sandbox_DefinitiveZombies_CognitionEffect_tooltip = "如果達到上述氣候區間,喪屍的感知度將按此值修改",
	Sandbox_DefinitiveZombies_MemoryEffect_tooltip = "如果達到上述氣候區間,喪屍的記憶將被修改此值",
	Sandbox_DefinitiveZombies_SightEffect_tooltip = "如果達到上述氣候區間,喪屍的視力將按此值改變",
	Sandbox_DefinitiveZombies_HearingEffect_tooltip = "如果達到上述氣候區間,喪屍的聽力將受到此值的影響",
	Sandbox_DefinitiveZombies_DayLightEnable_tooltip = "白天會影響喪屍的屬性<br>除非您知道該怎麼做,否則不要修改時間間隔,因為這與夜間氣候有關",
	Sandbox_DefinitiveZombies_DayLightInterval0_tooltip = "修改下面喪屍屬性所需的日照量<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_DayLightInterval1_tooltip = "修改下面喪屍數據所需的日照量<br>值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_DayLightInterval2_tooltip = "修改以下喪屍數據所需的日照量<br>該值應是各區間中的最高值",
	Sandbox_DefinitiveZombies_NightEnable_tooltip = "夜晚會影響喪屍的屬性<br>除非您知道該怎麼做,否則不要修改間隔,因為這與白天的氣候有關",
	Sandbox_DefinitiveZombies_NightInterval0_tooltip = "需要多黑暗的世界才能修改下面的喪屍屬性<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_NightInterval1_tooltip = "世界需要多黑暗才能修改下面的喪屍數據<br>值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_NightInterval2_tooltip = "需要多黑暗的世界才能修改下面的喪屍數據<br>該值應是各區間中的最高值",
	Sandbox_DefinitiveZombies_TemperatureEnable_tooltip = "溫度會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_TemperatureInterval0_tooltip = "修改以下喪屍數據所需的溫度<br>這應該是所有區間中的最低值<br>除非您知道該怎麼做,否則請勿修改",
	Sandbox_DefinitiveZombies_TemperatureInterval1_tooltip = "修改以下喪屍數據所需的溫度<br>該值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_TemperatureInterval2_tooltip = "修改以下喪屍數據所需的溫度<br>這應該是各區間中的最高值",
	Sandbox_DefinitiveZombies_FogIntensityEnable_tooltip = "霧會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_FogIntensityInterval0_tooltip = "修改以下喪屍屬性所需的霧量<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_FogIntensityInterval1_tooltip = "修改以下喪屍屬性所需的霧量<br>數值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_FogIntensityInterval2_tooltip = "修改以下喪屍屬性所需的霧量<br>這應該是各區間中的最高值",
	Sandbox_DefinitiveZombies_RainIntensityEnable_tooltip = "雨水會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_RainIntensityInterval0_tooltip = "修改以下喪屍屬性所需的雨量<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_RainIntensityInterval1_tooltip = "修改以下喪屍屬性所需的雨量<br>值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_RainIntensityInterval2_tooltip = "修改以下喪屍屬性所需的雨量<br>這應該是各區間中的最高值",
	Sandbox_DefinitiveZombies_SnowIntensityEnable_tooltip = "雪會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_SnowIntensityInterval0_tooltip = "修改以下喪屍屬性所需的雪量<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_SnowIntensityInterval1_tooltip = "修改以下喪屍屬性所需的雪量<br>值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_SnowIntensityInterval2_tooltip = "修改下方喪屍數據所需的雪量<br>這應該是各區間中的最高值",
	Sandbox_DefinitiveZombies_CloudIntensityEnable_tooltip = "雲會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_CloudIntensityInterval0_tooltip = "修改以下喪屍數據所需的雲量<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_CloudIntensityInterval1_tooltip = "修改以下喪屍數據所需的雲量<br>值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_CloudIntensityInterval2_tooltip = "修改以下喪屍數據所需的雲量<br>這應該是所有區間中的最高值",
	Sandbox_DefinitiveZombies_WindIntensityEnable_tooltip = "風會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_WindIntensityInterval0_tooltip = "修改以下喪屍屬性所需的風力大小<br>這應該是所有區間中的最低值",
	Sandbox_DefinitiveZombies_WindIntensityInterval1_tooltip = "修改以下喪屍屬性所需的風力大小<br>數值應介於最低值和最高值之間",
	Sandbox_DefinitiveZombies_WindIntensityInterval2_tooltip = "修改以下喪屍屬性所需的風力大小<br>這應該是所有區間中的最高值",
	Sandbox_DefinitiveZombies_MoonEnable_tooltip = "月相會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_MoonPhaseFullEnable_tooltip = "啟用以允許月相影響喪屍的屬性",
	Sandbox_DefinitiveZombies_MoonPhaseMoonThreshold_tooltip = "月亮影響喪屍狀態之前,世界需要有多黑暗<br>將其設置為 0 會導致統計信息全天都處於激活狀態",
	Sandbox_DefinitiveZombies_MoonPhaseInterval0_tooltip = "新月下的喪屍狀態",
	Sandbox_DefinitiveZombies_MoonPhaseInterval1_tooltip = "娥眉月下的喪屍狀態",
	Sandbox_DefinitiveZombies_MoonPhaseInterval2_tooltip = "上弦月下的喪屍數據",
	Sandbox_DefinitiveZombies_MoonPhaseInterval3_tooltip = "盈凸月下的喪屍數據",
	Sandbox_DefinitiveZombies_MoonPhaseInterval4_tooltip = "滿月時的喪屍數據",
	Sandbox_DefinitiveZombies_MoonPhaseInterval5_tooltip = "虧凸月時的喪屍數據",
	Sandbox_DefinitiveZombies_MoonPhaseInterval6_tooltip = "下弦月下的喪屍數據",
	Sandbox_DefinitiveZombies_MoonPhaseInterval7_tooltip = "殘月下的喪屍狀態",
	Sandbox_DefinitiveZombies_TimeEnable_tooltip = "遊戲中的時間會影響喪屍的屬性",
	Sandbox_DefinitiveZombies_TimeInterval0_tooltip = "激活以下屬性前所需的遊戲內時間<br>這應該是所有時間間隔中的最低值",
	Sandbox_DefinitiveZombies_TimeInterval1_tooltip = "激活以下統計信息前所需的遊戲內時間<br>這應該是所有時間間隔中的最高值",
	Sandbox_DefinitiveZombies_EntropyPage = "[DZ]熵信息設置"
	Sandbox_DefinitiveZombies_EntropyEnable = "啟用熵信息",
	Sandbox_DefinitiveZombies_EntropyEnable_tooltip = "殭屍會對世界活躍的天數做出反應",
	Sandbox_DefinitiveZombies_EntropyInterval0 = "熵效應 0",
	Sandbox_DefinitiveZombies_EntropyInterval0_tooltip = "修改以下殭屍統計數據所需的遊戲內消亡天數<br>該值應是各區間中的最低值",
	Sandbox_DefinitiveZombies_EntropyInterval1 = "熵效應 1",
	Sandbox_DefinitiveZombies_EntropyInterval1_tooltip = "已消逝的遊戲內天數<br>數值應介於 效應 0 和 效應 2 之間 ",
	Sandbox_DefinitiveZombies_EntropyInterval2 = "熵效應 2",
	Sandbox_DefinitiveZombies_EntropyInterval2_tooltip = "已消逝的遊戲內天數<br>這應該是各區間中的最高值",
	Sandbox_DZ_Speed_Seed_Enable_tooltip = "啟用速度統計的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Speed_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Speed_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Speed_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Speed_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Speed_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Strength_Seed_Enable_tooltip = "啟用力量統計的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Strength_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Strength_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Strength_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Strength_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Strength_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Toughness_Seed_Enable_tooltip = "啟用韌性統計的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Toughness_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Toughness_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Toughness_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Toughness_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Toughness_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Cognition_Seed_Enable_tooltip = "啟用感知統計的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Cognition_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Cognition_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Cognition_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Cognition_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Cognition_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Memory_Seed_Enable_tooltip = "啟用記憶統計數據的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Memory_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Memory_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Memory_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Memory_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Memory_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Sight_Seed_Enable_tooltip = "啟用視力統計數據的隨機化<br>概率將在最後正常化",
	Sandbox_DZ_Sight_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Sight_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Sight_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Sight_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Sight_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Hearing_Seed_Enable_tooltip = "啟用聽力統計數據的隨機化<br>概率最終將正常化",
	Sandbox_DZ_Hearing_Seed1_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Hearing_Seed2_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Hearing_Seed3_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Hearing_Seed4_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DZ_Hearing_Seed5_tooltip  = "喪屍使用以下屬性的概率",
	Sandbox_DefinitiveZombies_DUMMYEnable_tooltip = "DUMMY 會影響喪屍的統計數據",
	Sandbox_DefinitiveZombies_DUMMYInterval0_tooltip = "修改下面的喪屍數據所需的 DUMMY 數量<br>這應該是間隔中的最低值",
	Sandbox_DefinitiveZombies_DUMMYInterval1_tooltip = "修改下面的喪屍數據所需的 DUMMY 數量<br>值應介於選項最低和最高值之間",
	Sandbox_DefinitiveZombies_DUMMYInterval2_tooltip = "修改下面的喪屍數據所需的 DUMMY 數量<br>這應該是間隔中的最高值",
	
	-----You Survived-----
	
	Sandbox_YouSurvived = "你活下來了！",
 	Sandbox_YouSurvived_Message= "結束畫面消息",
 	Sandbox_YouSurvived_XPos= "集合區域X坐標",
 	Sandbox_YouSurvived_YPos= "集結區Y坐標",
 	Sandbox_YouSurvived_ZPos= "集結區Z坐標",
 	Sandbox_YouSurvived_Radius= "方塊半徑",
 	Sandbox_YouSurvived_ShowDaysSurvived= "顯示存活的天數和小時數",
 	Sandbox_YouSurvived_ShowZombieKills= "顯示殺死的喪屍數量",
 	Sandbox_YouSurvived_EnableKick= "結束畫面後踢出玩家",
	
	-----Electromancer Trait-----
	
	Sandbox_ElectromancerTrait = "電光火石",
	Sandbox_ElectromancerTrait_NoviceRange = "新手/施法範圍",
	Sandbox_ElectromancerTrait_NoviceRadius = "新手/施法AOE半徑",
	Sandbox_ElectromancerTrait_NoviceCritChance = "新手/關鍵施法概率%",
	Sandbox_ElectromancerTrait_NoviceCritChance_tooltip = "如果是臨界施放,半徑會增加x1.5電擊係數",
	Sandbox_ElectromancerTrait_NoviceChainChance = "新手/連鎖概率%",
	Sandbox_ElectromancerTrait_NoviceChainChance_tooltip = "每一個被施法擊中的喪屍,都有概率連鎖攻擊附近的喪屍<br>可能會影響大群喪屍！",
	Sandbox_ElectromancerTrait_NoviceCastTime = "新手/施法時間",
	Sandbox_ElectromancerTrait_NoviceCastTime_tooltip = "這個數字與秒無關,它使用的是遊戲中的刻度<br>通過這個值來找到所需的施法時間",
	Sandbox_ElectromancerTrait_NoviceStaminaPenaltyMultiplier = "新手/體力懲罰乘數",
	Sandbox_ElectromancerTrait_NoviceStaminaPenaltyMultiplier_tooltip = "在每次施放時對默認的體力懲罰添加一個倍數<br>可以用這個值來找到理想的體力懲罰",
	Sandbox_ElectromancerTrait_NoviceChargeLength = "新手/方塊充電持續時間",
	Sandbox_ElectromancerTrait_NoviceChargeLength_tooltip = "被施法擊中的方塊將在接下來幾秒鍾內被充能",
	Sandbox_ElectromancerTrait_MasterRange = "大師/施法範圍",
	Sandbox_ElectromancerTrait_MasterRadius = "大師/施法AOE半徑",
	Sandbox_ElectromancerTrait_MasterCritChance = "大師/關鍵施法概率%",
	Sandbox_ElectromancerTrait_MasterCritChance_tooltip = "如果是臨界施法,半徑會增加x1.5電擊係數",
	Sandbox_ElectromancerTrait_MasterChainChance = "大師/連鎖概率%",
	Sandbox_ElectromancerTrait_MasterChainChance_tooltip = "每一個被施法擊中的喪屍,都有概率連鎖攻擊附近的喪屍<br>可能會影響大群喪屍的表現！",
	Sandbox_ElectromancerTrait_MasterCastTime = "大師/施法時間",
	Sandbox_ElectromancerTrait_MasterCastTime_tooltip = "這個數字與秒無關,它使用的是遊戲中的刻度<br>通過這個值來找到所需的施法時間",
	Sandbox_ElectromancerTrait_MasterStaminaPenaltyMultiplier = "大師/耐力懲罰乘數",
	Sandbox_ElectromancerTrait_MasterStaminaPenaltyMultiplier_tooltip = "在每次施放時對默認的體力懲罰添加一個倍數<br>可以用這個值來找到理想的體力懲罰",
	Sandbox_ElectromancerTrait_MasterChargeLength = "大師/方塊充電持續時間",
	Sandbox_ElectromancerTrait_MasterChargeLength_tooltip = "被施法擊中的方塊將在接下來的幾秒鍾內被充能",

	-----Wolf Extraction Quest-----
	
	Sandbox_WQS = "救狼任務",
 	Sandbox_WQS_DeadlineDays_txt = "截止日期",
 	Sandbox_WQS_DeadlineDays_txt_tooltip = "到達撤離點的最大天數（呼叫直升機無線電信號激活後）<br>0 表示禁用最後期限",
 	Sandbox_WQS_ExtractionEventHoursDuration_txt = "撤離事件持續時間",
 	Sandbox_WQS_ExtractionEventHoursDuration_txt_tooltip = "撤離事件的持續時間（以小時為單位）<br>建議 3 或 4 小時",
 	Sandbox_WQS_ExtractionEventDifficulty_txt = "撤離事件難度倍數",
 	Sandbox_WQS_ExtractionEventDifficulty_txt_tooltip = "控制撤離事件的整體難度",
 	Sandbox_WQS_WaitForSignalDuration_txt = "等待無線電信號的天數",
 	Sandbox_WQS_WaitForSignalDuration_txt_tooltip = "呼叫直升機所需的無線電信號激活之前必須經過的天數<br>0表示禁用並在開始時信號已激活處於活動狀態",
	Sandbox_WQS_RepeatersModeHowMany_txt = "獲得足夠信號強度所需的中繼器",
	Sandbox_WQS_RepeatersModeHowMany_txt_tooltip = "要獲得足夠的無線電信號強度,你必須在地圖的不同地方建造多少個中繼器天線",
	Sandbox_WQS_ItemInZombieLootMultiplier_txt = "Mod 相關物品掉落概率倍數",
	Sandbox_WQS_ItemInZombieLootMultiplier_txt_tooltip = "在殭屍屍體戰利品中找到 Mod 相關物品的概率乘數（對講機、中繼器位置的地圖碎片等）",
 	Sandbox_WQS_StartWithExtractionItem_txt = "從撤離所需的物品開始",
 	Sandbox_WQS_StartWithExtractionItem_txt_tooltip = "從撤離所需的物品開始<br>無需尋找",
 	Sandbox_WQS_ConfinedMode_txt = "限制模式",
 	Sandbox_WQS_ConfinedMode_txt_tooltip = "如果選擇此選項<br>您必須在整個撤離事件期間保持在撤離點附近",
	Sandbox_WQS_GameModeExtended_txt = "擴展任務模式",
	Sandbox_WQS_GameModeExtended_txt_tooltip = "如果選擇了這個模式,任務在開始時不會被激活,衹有在製作天線之後才能開始",
 	Sandbox_WQS_ZoneMap_txt = "撤離區",
 	Sandbox_WQS_ZoneMap_txt_tooltip = "選擇撤離區域",
 	Sandbox_WQS_ZoneMap_optlist_option1 = "隨機",
 	Sandbox_WQS_ZoneMap_optlist_option2 = "路易斯維爾大橋路",
 	Sandbox_WQS_ZoneMap_optlist_option3 = "路易斯維爾購物中心屋頂",
 	Sandbox_WQS_ZoneMap_optlist_option4 = "路易斯維爾中心醫院屋頂",
 	Sandbox_WQS_ZoneMap_optlist_option5 = "路易斯維爾化石工廠屋頂",
 	Sandbox_WQS_ZoneMap_optlist_option6 = "路易斯維爾奧裡奧辦事處",
 	Sandbox_WQS_ZoneMap_optlist_option7 = "馬爾德勞屋頂",
 	Sandbox_WQS_ZoneMap_optlist_option8 = "馬爾德勞足球場",
 	Sandbox_WQS_ZoneMap_optlist_option9 = "三月嶺電影院",
	Sandbox_WQS_ZoneMap_optlist_option10 = "羅斯伍德監獄",
	Sandbox_WQS_ZoneMap_random_txt = "隨機撤離區域",
	Sandbox_WQS_ZoneMap_random_txt_tooltip = "如果選擇隨機撤離區域,您可以選擇隨機選擇列表中包含哪些區域(包括修改後地圖)<br>如果選擇固定撤離區域,則忽略此參數",
 	Sandbox_WQS_ZoneMap_random_optlist_option1 = "隨機包括所有區域",
 	Sandbox_WQS_ZoneMap_random_optlist_option2 = "僅隨機路易斯維爾區域",
 	Sandbox_WQS_ZoneMap_random_optlist_option3 = "隨機/排除路易斯維爾區域",
	 
	-----ZombieAttackVariety-----
	
	Sandbox_ZombieAttackVariety = "喪屍攻擊種類",
	Sandbox_ZombieAttackVariety_chanceOfZombification = "如果被抓傷後感染喪屍病毒概率%",
	Sandbox_ZombieAttackVariety_chanceOfZombification_tooltip = "0% = 沒有感染<br>100% = 被抓傷後感染",
	Sandbox_ZombieAttackVariety_chanceOfFakeInfection = "如果被抓傷會感染假感染狀態概率%",
	Sandbox_ZombieAttackVariety_chanceOfFakeInfection_tooltip = "0% = 無感染<br>100% = 被抓傷時感染",
	
	-----Portal Gun-----
	
	Sandbox_PortalGun = "傳送門模組",
	Sandbox_PortalGun_TeleportZombies = "遠程傳送喪屍",
	Sandbox_PortalGun_TeleportZombies_tooltip = "從性能上來說不是一個好主意<br>但從樂趣上講是個好主意！",
	Sandbox_PortalGun_Portal1Color = "一號門顏色",
	Sandbox_PortalGun_Portal1Color_tooltip = "深橙色？深橙色？或者橙紅色？或者也許......橙色？",
	Sandbox_PortalGun_Portal2Color = "二號門顏色",
	Sandbox_PortalGun_Portal2Color_tooltip = "我有沒有告訴你另一個門戶應該是橙色？",
	Sandbox_PortalGun_PortalSize = "門戶尺寸",
	Sandbox_PortalGun_PortalSize_tooltip = "對不起,你不能用這種方式得到一個巨大的多方形傳送門",
	
	-----TchernoLib-----
	
	Sandbox_ColorEnum_option1 = "禁用",
 	Sandbox_ColorEnum_option2 = "黑色",
 	Sandbox_ColorEnum_option3 = "白色",
 	Sandbox_ColorEnum_option4 = "紅色",
 	Sandbox_ColorEnum_option5 = "石灰",
 	Sandbox_ColorEnum_option6 = "藍色",
 	Sandbox_ColorEnum_option7 = "黃色",
 	Sandbox_ColorEnum_option8 = "青色",
 	Sandbox_ColorEnum_option9 = "洋紅色",
 	Sandbox_ColorEnum_option10 = "銀色",
 	Sandbox_ColorEnum_option11 = "灰色",
 	Sandbox_ColorEnum_option12 = "栗色",
 	Sandbox_ColorEnum_option13 = "橄欖色",
 	Sandbox_ColorEnum_option14 = "綠色",
 	Sandbox_ColorEnum_option15 = "紫色",
 	Sandbox_ColorEnum_option16 = "青色",
 	Sandbox_ColorEnum_option17 = "海軍藍",
 	Sandbox_ColorEnum_option18 = "橙紅",
 	Sandbox_ColorEnum_option19 = "深橙色",
 	Sandbox_ColorEnum_option20 = "橙色",
 	Sandbox_ColorEnum_option21 = "金色",
 	Sandbox_ColorEnum_option22 = "蔚藍",
	
	-----Blackouts-----
	
	Sandbox_Blackouts = "停電",
	Sandbox_Blackouts_Chance = "停電事件頻率",
	Sandbox_Blackouts_Chance_tooltip = "每小時都有可能發生停電",
	Sandbox_Blackouts_Recovery = "停電事件恢復",
	Sandbox_Blackouts_Recovery_tooltip = "前 30 分鐘後有概率從停電中恢復,每十分鐘一次",
	Sandbox_Blackouts_WeatherEvent = "暴風雨增加停電概率",
	Sandbox_Blackouts_WeatherEvent_tooltip = "當遇到暴風雨時,停電概率將增加額外數",
	Sandbox_Blackouts_RampUp = "停電概率上升",
	Sandbox_Blackouts_RampUp_tooltip = "當您接近停機日期時,停機概率將會增加",
	Sandbox_Blackouts_InitialCooldown = "初始停電冷卻時間",
	Sandbox_Blackouts_InitialCooldown_tooltip = "第一次停電前的最短小時數",
	Sandbox_Blackouts_Duration = "最短停電時間",
	Sandbox_Blackouts_Duration_tooltip = "停電持續最短時間",
	Sandbox_Blackouts_Cooldown = "停電冷卻時間",
	Sandbox_Blackouts_Cooldown_tooltip = "停電間隔最短時間",
	Sandbox_Blackouts_Override = "永久停電事件（*可選*）",
	Sandbox_Blackouts_Override_tooltip = "如果您想手動更改關閉日期,請使用此選項<br>如果保留為 0,則忽略",
	
	-----Infection Cancellation with Options-----
	
	Sandbox_PZinfectionCancellation = "感染取消",
	Sandbox_PZinfectionCancellation_SurvivalChance = "治癒概率（%）",
	Sandbox_PZinfectionCancellation_FastHealer = "用 快速癒合 特性加速",
	
	-----Infected Player-----
	
	Sandbox_InfectedPlayer = "感染的玩家",
 	Sandbox_InfectedPlayer_TransformPercent = "喪屍感染轉變概率",
 	Sandbox_InfectedPlayer_TransformPercent_tooltip = "喪屍感染將你轉變為受控喪屍而不是殺死你的概率",
 	Sandbox_InfectedPlayer_TransformPercentPlayer = "玩家感染轉變概率",
 	Sandbox_InfectedPlayer_TransformPercentPlayer_tooltip = "喪屍玩家攻擊將你變成受控制的喪屍而不是殺死你的概率",
	Sandbox_InfectedPlayer_TransformPercentMaxHealth = "喪屍化轉變 生命 百分比值",
	Sandbox_InfectedPlayer_TransformPercentMaxHealth_tooltip = "當玩家生命值百分比到達指定值概率進行喪屍化轉變",
 	Sandbox_InfectedPlayer_AttackDistance = "喪屍玩家攻擊距離",
 	Sandbox_InfectedPlayer_AttackDistance_tooltip = "當喪屍玩家攻擊另一個玩家時,目標大小的客戶端會檢查該距離是否成功攻擊",
 	Sandbox_InfectedPlayer_UnequipWeapons = "喪屍玩家無法使用武器",
 	Sandbox_InfectedPlayer_UnequipWeapons_tooltip = "推薦開啟<br>通過停用該功能,你將獲得非常不一致的動畫<br>但你將能夠建造武器並使用武器進行戰鬥",
 	Sandbox_InfectedPlayer_ZombieDontAttack = "喪屍玩家不會被喪屍攻擊",
 	Sandbox_InfectedPlayer_ZombieDontAttack_tooltip = "推薦開啟",
 	Sandbox_InfectedPlayer_RemoveStress = "喪屍玩家沒有壓力值",
 	Sandbox_InfectedPlayer_RemoveStress_tooltip = "還有什麼比酷更酷的呢？！",
	Sandbox_InfectedPlayer_CalloutAttracts = "喪屍玩家可吸引喪屍",
	Sandbox_InfectedPlayer_CalloutAttracts_tooltip = "我是你們的頭頭,快去包圍敵人的基地吧",
 	Sandbox_InfectedPlayer_FeastCureWounds = "吞噬盛宴治癒傷口",
 	Sandbox_InfectedPlayer_FeastCureWounds_tooltip = "每次盛宴治癒的傷口數量<br>設置為 0 會完全禁用盛宴治療",
 	Sandbox_InfectedPlayer_FeastHeals = "吞噬盛宴可以治癒",
 	Sandbox_InfectedPlayer_FeastHeals_tooltip = "身體受傷部位的治癒百分比<br>無傷口時無效",
 	Sandbox_InfectedPlayer_FeastHunger = "飽嘗飢餓",
 	Sandbox_InfectedPlayer_FeastHunger_tooltip = "噁心..但營養豐富",
 	Sandbox_InfectedPlayer_FeastThirst = "飢渴盛宴",
 	Sandbox_InfectedPlayer_FeastThirst_tooltip = "肮髒..他們把零件到處放",
 	Sandbox_InfectedPlayer_FeastBoredom = "享受無聊",
 	Sandbox_InfectedPlayer_FeastBoredom_tooltip = "令人作嘔,但他們臉上的笑容..",
 	Sandbox_InfectedPlayer_FeastSadness = "盛宴悲傷",
 	Sandbox_InfectedPlayer_FeastSadness_tooltip = "噁心..而且他們似乎很享受",
 	Sandbox_InfectedPlayer_FeastDrunkenness = "盛宴醉酒",
 	Sandbox_InfectedPlayer_FeastDrunkenness_tooltip = "噁心..就像法國酒吧裡聖帕特裡克之夜的結束",
 	Sandbox_InfectedPlayer_RestExhaustion = "休息的疲憊",
 	Sandbox_InfectedPlayer_RestExhaustion_tooltip = "那個世界裡有一些甜蜜",
 	Sandbox_InfectedPlayer_RestFatigue = "休息的疲勞",
 	Sandbox_InfectedPlayer_RestFatigue_tooltip = "當他們深入思考世界的狀況..或他們的下一頓飯時",
 	Sandbox_InfectedPlayer_RestBoredom = "休息的無聊",
 	Sandbox_InfectedPlayer_RestBoredom_tooltip = "這不是我們達到多汁脖子的方式",
	
	-----Eiskaffee Drinks-----
	
	Sandbox_Eiskaffee = "冰咖啡",
	Sandbox_Eiskaffee_SpawnChance = "刷新概率",
	Sandbox_Eiskaffee_SpawnChance_option1 = "罕見",
	Sandbox_Eiskaffee_SpawnChance_option2 = "少量",
	Sandbox_Eiskaffee_SpawnChance_option3 = "普通",
	Sandbox_Eiskaffee_SpawnChance_option4 = "多數",
	Sandbox_Eiskaffee_SpawnChance_option5 = "大量",
	
	-----Wasteland Canid's Drug-----
	
	Sandbox_wcdm = "廢土犬科動物藥物",
	Sandbox_wcdm_injector_01 = "KN-1注射器刷新",
	Sandbox_wcdm_injector_01_tooltip = "KN-1注射器生成倍數",
	Sandbox_wcdm_injectorbox_01 = "KN-1注射器盒刷新",
	Sandbox_wcdm_injectorbox_01_tooltip = "KN-1注射器盒生成倍數",
	Sandbox_wcdm_injector_02 = "KN-2注射器刷新",
	Sandbox_wcdm_injector_02_tooltip = "KN-2注射器生成倍數",
	Sandbox_wcdm_injectorbox_02 = "KN-2注射器盒刷新",
	Sandbox_wcdm_injectorbox_02_tooltip = "KN-2注射器盒生成倍數",
	Sandbox_wcdm_injector_03 = "KN-3注射器刷新",
	Sandbox_wcdm_injector_03_tooltip = "KN-3注射器生成倍數",
	Sandbox_wcdm_injectorbox_03 = "KN-3注射器盒刷新",
	Sandbox_wcdm_injectorbox_03_tooltip = "KN-3注射器盒生成倍數",
	Sandbox_wcdm_injector_04 = "KN-4注射器刷新",
	Sandbox_wcdm_injector_04_tooltip = "KN-4注射器生成倍數",
	Sandbox_wcdm_injectorbox_04 = "KN-4注射器盒刷新",
	Sandbox_wcdm_injectorbox_04_tooltip = "KN-4注射器盒生成倍數",
	Sandbox_wcdm_injector_05 = "KN-5注射器刷新",
	Sandbox_wcdm_injector_05_tooltip = "KN-5注射器生成倍數",
	Sandbox_wcdm_injectorbox_05 = "KN-5注射器盒刷新",
	Sandbox_wcdm_injectorbox_05_tooltip = "KN-5注射器盒生成倍數",
	Sandbox_wcdm_injector_06 = "KN-6注射器刷新",
	Sandbox_wcdm_injector_06_tooltip = "KN-6注射器生成倍數",
	Sandbox_wcdm_injectorbox_06 = "KN-6注射器盒刷新",
	Sandbox_wcdm_injectorbox_06_tooltip = "KN-6注射器盒生成倍數",
	Sandbox_wcdm_injector_07 = "KN-7注射器刷新",
	Sandbox_wcdm_injector_07_tooltip = "KN-7注射器生成倍數",
	Sandbox_wcdm_injectorbox_07 = "KN-7注射器盒刷新",
	Sandbox_wcdm_injectorbox_07_tooltip = "KN-7注射器盒生成倍數",
	Sandbox_wcdm_injector_08 = "KN-8注射器刷新",
	Sandbox_wcdm_injector_08_tooltip = "KN-8注射器生成倍數",
	Sandbox_wcdm_injectorbox_08 = "KN-8注射器盒刷新",
	Sandbox_wcdm_injectorbox_08_tooltip = "KN-8注射器盒生成倍數",
	Sandbox_wcdm_injector_09 = "KN-9注射器刷新",
	Sandbox_wcdm_injector_09_tooltip = "KN-9注射器生成倍數",
	Sandbox_wcdm_injectorbox_09 = "KN-9注射器盒刷新",
	Sandbox_wcdm_injectorbox_09_tooltip = "KN-9注射器盒生成倍數",
	Sandbox_wcdm_autoinjectormag = "配方刷新",
	Sandbox_wcdm_autoinjectormag_tooltip = "教授的速效配方生成倍數",
	Sandbox_wcdm_pills_01 = "苯丙胺類",
	Sandbox_wcdm_pills_01_tooltip = "苯丙胺類生成倍數",
	Sandbox_wcdm_DurationKN2 = "KN-2 免疫持續時間",
	Sandbox_wcdm_DurationKN2_tooltip = "設置 KN-2 對屍體的疾病免疫持續時間(IRL 秒)(0 至禁用)",
	Sandbox_wcdm_DurationKN3 = "KN-3 緩衝時間",
	Sandbox_wcdm_DurationKN3_tooltip = "緩衝將持續多長時間(IRL 秒)(0 至禁用)",
	Sandbox_wcdm_WeightModifierKN5 = "KN-5 重量修正",
	Sandbox_wcdm_WeightModifierKN5_tooltip = "要修改的重量(負值會減少重量)(0 至禁用)",
	
	-----Hive Mind-----
	
	Sandbox_HiveMind = "蜂群意識",
	Sandbox_HiveMind_NightOnly = "僅夜晚",
	Sandbox_HiveMind_DayOnly = "僅白天",
	Sandbox_HiveMind_VisionRadius = "視覺半徑",
	
	-----Braven's Bicycles-----
	-----Braven's Bicycles Redux-----
	
	Sandbox_Bicycles = "自行車",
 	Sandbox_Bicycles_Exhaustion = "疲憊",
 	Sandbox_Bicycles_ExhaustionDrain = "耐力消耗",
 	Sandbox_Bicycles_Exhaustion_tooltip = "決定角色在踩踏時是否會感到疲勞",
 	Sandbox_Bicycles_FitnessExperience = "健身體驗"
 	Sandbox_Bicycles_ExpGain = "經驗增益",
 	Sandbox_Bicycles_FitnessExperience_tooltip = "確定角色在踩踏時是否會獲得健身經驗值",
	Sandbox_Bicycles_Warmth = "溫暖",
	Sandbox_Bicycles_WarmthGain = "溫暖增益",
	Sandbox_Bicycles_Warmth_tooltip = "確定角色是否會通過踩踏體溫提陞",
	
	-----Oil From Seeds-----
	
	Sandbox_OilFromSeeds = "植物油",
	Sandbox_OilFromSeeds_OilPerPacket = "植物油油量",
	Sandbox_OilFromSeeds_OilPerPacket_tooltip = "每瓶植物油油量倍數",
	
	-----Mysterious Stranger-----
	
	Sandbox_MysteriousStranger = "神秘陌生人",
 	Sandbox_MysteriousStranger_Cost = "特性點數",
 	Sandbox_MysteriousStranger_Cost_tooltip = "特徵所需要的點數",
 	Sandbox_MysteriousStranger_Probability = "特性概率",
 	Sandbox_MysteriousStranger_Probability_tooltip = "當需要幫助時神秘陌生人出現概率",
 	Sandbox_MysteriousStranger_Delay = "特性冷卻",
 	Sandbox_MysteriousStranger_Delay_tooltip = "特性發動後所需冷卻時間(小時)",
	
	-----Dirtiness Sickness-----
	
	Sandbox_DirtinessSickness = "肮髒病",
 	Sandbox_DirtinessSickness_DecreasePerHour = "每小時減少",
 	Sandbox_DirtinessSickness_DecreasePerHour_tooltip = "特性值每小時減少的量<br>起始值為1.0<br>0.0為最低",
 	Sandbox_DirtinessSickness_IncreaseSicknessAmt = "疾病增加量",
 	Sandbox_DirtinessSickness_IncreaseSicknessAmt_tooltip = "當玩家生病次數/小時失敗時,疾病等級增加",
 	Sandbox_DirtinessSickness_SicknessCap = "疾病上限",
 	Sandbox_DirtinessSickness_SicknessCap_tooltip = "此模組導致疾病上限<br>（90.1+ 為發燒）",
 	Sandbox_DirtinessSickness_DirtinessToTickUp = "激活髒污",
 	Sandbox_DirtinessSickness_DirtinessToTickUp_tooltip = "特性 開始增加值所需的肮髒程度<br>這適用於每個身體部位,其中值 0 表示完全乾淨<br>值為 1 表示完全肮髒<br>共有 17 個身體部位",
 	Sandbox_DirtinessSickness_LowThreshold = "低閾值",
 	Sandbox_DirtinessSickness_LowThreshold_tooltip = "設置特性第一級所需值",
 	Sandbox_DirtinessSickness_LowSickChancePerHour = "生病概率低/小時",
 	Sandbox_DirtinessSickness_LowSickChancePerHour_tooltip = "在此閾值下每小時患病的概率百分比",
 	Sandbox_DirtinessSickness_MediumThreshold = "中等閾值",
 	Sandbox_DirtinessSickness_MediumThreshold_tooltip = "設置特性第二級所需值",
 	Sandbox_DirtinessSickness_MediumSickChancePerHour = "生病概率中/小時",
 	Sandbox_DirtinessSickness_MediumSickChancePerHour_tooltip = "在此閾值下每小時患病的概率百分比",
 	Sandbox_DirtinessSickness_HighThreshold = "高閾值",
 	Sandbox_DirtinessSickness_HighThreshold_tooltip = "設置特性第三級所需值",
 	Sandbox_DirtinessSickness_HighSickChancePerHour = "生病概率高/小時",
 	Sandbox_DirtinessSickness_HighSickChancePerHour_tooltip = "在此閾值下每小時患病的概率百分比",
 	Sandbox_DirtinessSickness_CriticalThreshold = "臨界閾值",
 	Sandbox_DirtinessSickness_CriticalThreshold_tooltip = "設置特性最後一個級所需值",
 	Sandbox_DirtinessSickness_CriticalSickChancePerHour = "嚴重生病概率/小時",
 	Sandbox_DirtinessSickness_CriticalSickChancePerHour_tooltip = "在此閾值下每小時患病的概率百分比",
	
	-----Mortars-----
	
	Sandbox_Mortars = "迫擊炮",
	Sandbox_Mortars_WalkieTalkieRange = "操作員和觀察員之間的最大距離",
	Sandbox_Mortars_FixedShotDelay = "固定發射延遲",
	Sandbox_Mortars_FixedShotDelay_tooltip = "發射所需的時間<br>如果是 0 ,則在 1 -- 5 秒之間隨機",
	
	-----Braven's Rappel Kit-----
	
	Sandbox_RappelKit = "索降",
	Sandbox_RappelKit_MaxFloor = "最高樓層",
	Sandbox_RappelKit_DeleteOnUse = "使用時移除",
	Sandbox_RappelKit_WorksBothWays = "雙向工作",
	
	-----Cordyceps Spore Zones-----
	
	Sandbox_SporeZones = "冬蟲夏草菌孢子",
	Sandbox_SporeZones_ZoneChance = "孢子區概率",
	Sandbox_SporeZones_InfectionTime = "感染時間",
	Sandbox_SporeZones_SpawnCorpses = "屍體刷新",
	Sandbox_SporeZones_ZoneChance_tooltip = "確定建築物被菌孢子感染的概率",
	Sandbox_SporeZones_InfectionTime_tooltip = "決定玩家在多少（遊戲內）分鐘的暴露時間後才會感染菌孢子",
	Sandbox_SporeZones_SpawnCorpses_tooltip = "受感染的屍體是否會在孢子區域生成（裝飾性）",
	Sandbox_SporeZones_StartDay = "開始日期",
	Sandbox_SporeZones_DailyIncrement = "每日增量",
	Sandbox_SporeZones_DailyIncrement_tooltip = "每天增加 X% 的孢子區域刷新概率,直到達到最大區域概率",
	Sandbox_SporeZones_MoveOverlay = "移動覆蓋",
	Sandbox_SporeZones_MoveOverlay_tooltip = "設置孢子覆蓋層的動畫,使其以隨機模式四處移動",
	Sandbox_SporeZones_TransitionOverlay = "淡入淡出覆蓋",
	Sandbox_SporeZones_TransitionOverlay_tooltip = "使孢子覆蓋層以隨機模式反覆淡入和淡出",
	Sandbox_SporeZones_LootTable = "戰利品掉落",
	Sandbox_SporeZones_LootTable_tooltip = "戰利品在孢子區屍體上刷新<br>比如: Base.ItemName1:概率/數量, Base.ItemName2:概率/數量, ...",
	Sandbox_SporeZones_ExplosionTimer = "爆炸計時",
	Sandbox_SporeZones_ExplosionTimer_tooltip = "確定在孢子區放置炸彈後,孢子區被摧毀前（遊戲中）的分鐘數",
	Sandbox_SporeZones_GroundZero = "歸零地",
	Sandbox_SporeZones_GroundZero_tooltip = "確定是否會在每個孢子區地板的隨機部分生成 歸零地 裂縫<br>如果啟用,玩家必須在裂縫中放置炸藥才能摧毀孢子區",
	
	-----Days Survived Leaderboard-----
	
	Sandbox_Lifeboard = "存活排行榜",
	Sandbox_Lifeboard_Cooldown = "更新頻率",
	Sandbox_Lifeboard_Cooldown_tooltip = "排行榜更新遊戲時間",
	
	-----Hide-----
	
	Sandbox_Hide = "躲藏",
	Sandbox_Hide_HidingSpeed = "躲藏速度",
	Sandbox_Hide_HidingSpeed_tooltip = "確定躲藏某個位置所需的時間",
	
	-----Deathboard: Char Name Addon-----
	
	Sandbox_Deathboard2 = "死亡之板（字符名稱插件）",
	Sandbox_Deathboard2_AdminsOnly = "僅限管理員",
	Sandbox_Deathboard2_AdminsOnly_tooltip = "僅限管理員訪問死亡板<br>其他人無法查看",
	
	-----ZAP Rip Up Undies-----
	
	Sandbox_ZAPRipUpUndies = "ZAP撕碎",
	Sandbox_ZAPRipUpUndies_WireFromBras = "撕碎胸罩獲得鐵絲數量",
	
	-----VANILLA FIREARMS EXPANSION-----
	
	Sandbox_VFE = "VFE槍械擴展",
	Sandbox_VFE_PoliceWeapons = "警察喪屍武器",
	Sandbox_VFE_PoliceWeapons_tooltip = "警察喪屍體身上刷新 VFE 武器",
	Sandbox_VFE_MilitaryWeapons = "軍用喪屍武器",
	Sandbox_VFE_MilitaryWeapons_tooltip = "軍事喪屍體刷新武器<br>不衹是 VFE 特有",
	Sandbox_VFE_SurvivorWeapons = "倖存者喪屍武器",
	Sandbox_VFE_SurvivorWeapons_tooltip = "倖存者喪屍體刷新武器<br>不衹是 VFE 特有",
	Sandbox_VFE_OtherWeapons = "其他喪屍武器",
	Sandbox_VFE_OtherWeapons_tooltip = "刷新在其他喪屍體武器,如摩托車喪屍<br>不衹是 VFE 特有",
	Sandbox_VFE_CarWeapons = "車輛手套箱/行李箱武器",
	Sandbox_VFE_CarWeapons_tooltip = "車輛中刷新 VFE 武器",
	Sandbox_VFE_HouseWeapons = "房屋武器",
	Sandbox_VFE_HouseWeapons_tooltip = "普通房屋內刷新 VFE 武器",
	Sandbox_VFE_HouseWeaponsMulti = "房屋武器倍數",
	Sandbox_VFE_HouseWeaponsMulti_tooltip = "房屋內武器生成的乘數（需要啟用 房屋武器 選項）",
	Sandbox_VFE_HeavyWeapons = "重型武器",
	Sandbox_VFE_HeavyWeapons_tooltip = "允許生成如 M60機槍 等武器",

	-----Pillz-----
	
	Sandbox_Pillz = "藥丸",
	Sandbox_minLevelUpgrade = "藥丸提陞等級",
	Sandbox_turnOffMetabolism = "關閉代謝？",
	
	-----Ammo Maker-----

	Sandbox_ammomaker = "彈藥製造",
	Sandbox_ammomaker_NitreYield = "硝酸鹽產量",
	Sandbox_ammomaker_NitreYield_tooltip = "每堆鳥糞含硝酸鹽",
	Sandbox_ammomaker_BirdExYield = "鳥糞產量",
	Sandbox_ammomaker_BirdExYield_tooltip = "每粒種子產生鳥糞(餵鳥器)",
	Sandbox_ammomaker_BirdExSpawnMin = "鳥糞刷新最小值",
	Sandbox_ammomaker_BirdExSpawnMin_tooltip = "每堆最小刷新量(搜尋)",
	Sandbox_ammomaker_BirdExSpawnMax = "鳥糞刷新最大值",
	Sandbox_ammomaker_BirdExSpawnMax_tooltip = "每堆最大刷新量(搜尋)",
	Sandbox_ammomaker_BirdFeatherSpawnMin = "鳥羽刷新最小值",
	Sandbox_ammomaker_BirdFeatherSpawnMin_tooltip = "每堆最小刷新量(搜尋)",
	Sandbox_ammomaker_BirdFeatherSpawnMax = "鳥羽刷新最大值",
	Sandbox_ammomaker_BirdFeatherSpawnMax_tooltip = "每堆最大刷新量(搜尋)",
	Sandbox_ammomaker_DeactivateCharcoalRecipes = "炭配方停用",
	Sandbox_ammomaker_DeactivateCharcoalRecipes_tooltip = "停用彈藥製造炭配方",
	Sandbox_ammomaker_ActivateArchery = "激活弓箭",
	Sandbox_ammomaker_ActivateArchery_tooltip = "激活模組弓箭組件",
	Sandbox_ammomaker_ActivateAgfArcheryConversion = "激活AGF射箭模組轉換",
	Sandbox_ammomaker_ActivateAgfArcheryConversion_tooltip = "激活將彈藥製造模組的木製箭頭和螺栓轉換為AGF模組物品",
	Sandbox_ammomaker_CasingsSpawnMin = "彈殼最小刷新量",
	Sandbox_ammomaker_CasingsSpawnMin_tooltip = "每堆最小刷新量（搜尋）",
	Sandbox_ammomaker_CasingsSpawnMax = "彈殼最大刷新量",
	Sandbox_ammomaker_CasingsSpawnMax_tooltip = "每堆最大刷新量（搜尋）",
	Sandbox_ammomaker_DroppedCasingsLifetime = "掉落彈殼壽命",
	Sandbox_ammomaker_DroppedCasingsLifetime_tooltip = "在取出掉落的彈殼前幾個小時",
	Sandbox_ammomaker_AllowConvertRecipes = "允許轉換合成",
	Sandbox_ammomaker_AllowConvertRecipes_tooltip = "允許支持的模組的彈藥轉換配方",
	
	-----Barbed Wire +-----

	Sandbox_BarbedWirePlus = "鐵絲網 +",
	Sandbox_BarbedWirePlus_CarpentryLevel = "所需木工",
	Sandbox_BarbedWirePlus_CarpentryLevel_tooltip = "建造鐵絲網所需的木工水平",
	Sandbox_BarbedWirePlus_ZombieKnockChance = "喪屍：絆倒概率",
	Sandbox_BarbedWirePlus_ZombieKnockChance_tooltip = "喪屍被鐵絲網絆倒的概率",
	Sandbox_BarbedWirePlus_ZombieCrawlChance = "喪屍：致殘概率",
	Sandbox_BarbedWirePlus_ZombieCrawlChance_tooltip = "喪屍殘疾爬行概率",
	Sandbox_BarbedWirePlus_ZombieRipChance = "喪屍：撕裂概率",
	Sandbox_BarbedWirePlus_ZombieRipChance_tooltip = "撕裂喪屍衣服並將其撕碎的概率！<br>將此值增加到 100 可能會導致性能問題！",
	Sandbox_BarbedWirePlus_LacerateChance = "玩家：撕裂概率",
	Sandbox_BarbedWirePlus_LacerateChance_tooltip = "穿過帶刺柵欄時被撕裂的概率",
	Sandbox_BarbedWirePlus_ScratchChance = "玩家：劃傷概率",
	Sandbox_BarbedWirePlus_ScratchChance_tooltip = "穿過帶刺柵欄時受到劃傷的概率",
	Sandbox_BarbedWirePlus_RipClothChance = "玩家：衣服撕裂概率",
	Sandbox_BarbedWirePlus_RipClothChance_tooltip = "穿過帶刺柵欄時撕裂玩家衣服的概率",
	Sandbox_BarbedWirePlus_ZombieTickTime = "（高級）喪屍觸發時間",
	Sandbox_BarbedWirePlus_ZombieTickTime_tooltip = "以秒為單位觸發檢查所有喪屍事件的時間（如果遇到性能問題,請增加此值）",
	Sandbox_BarbedWirePlus_PlayerTickTime = "（高級）玩家觸發時間",
	Sandbox_BarbedWirePlus_PlayerTickTime_tooltip = "觸發檢查玩家所有事件的時間（秒）不影響性能,減少此值會更快地殺死玩家",
	
	-----Braven's Auto Engineering-----
	
	Sandbox_AutoEngineering = "汽車工程",
	Sandbox_AutoEngineering_NeedsWreckRecipe = "需要閱讀雜誌才能修復殘骸",
	Sandbox_AutoEngineering_NeedsWreckRecipe_tooltip = "確定玩家是否必須閱讀過相應的雜誌才能修復車輛殘骸",
	Sandbox_AutoEngineering_NeedsRepairMaterials = "需要修理材料",
	Sandbox_AutoEngineering_NeedsRepairMaterials_tooltip = "確定玩家是否需要某些材料才能修理車輛殘骸",
	Sandbox_AutoEngineering_EngineMechanicsLvl = "（引擎）技工等級",
	Sandbox_AutoEngineering_EngineMechanicsLvl_tooltip = "決定玩家必須具備的技工技能等級,以便拆卸和安裝車輛引擎",
	Sandbox_AutoEngineering_RepairMechanicsLvl = "（修理）技工等級",
	Sandbox_AutoEngineering_RepairMechanicsLvl_tooltip = "決定玩家為修理車輛殘骸而必須具備的技工技能等級",
	Sandbox_AutoEngineering_RepairWeldingLvl = "（修理）金工等級",
	Sandbox_AutoEngineering_RepairWeldingLvl_tooltip = "確定玩家為修復車輛殘骸而必須具備的金工技能等級",
	Sandbox_AutoEngineering_RepairElectricityLvl = "（修理）電工等級",
	Sandbox_AutoEngineering_RepairElectricityLvl_tooltip = "確定玩家必須具備的電工技能等級,以便修復車輛殘骸",
	Sandbox_AutoEngineering_RepairFuel = "（修理）噴燈燃料",
	Sandbox_AutoEngineering_RepairFuel_tooltip = "決定玩家的噴燈在修復車輛殘骸時必須擁有的燃料量",
	Sandbox_AutoEngineering_RepairEngineParts = "（修理）引擎零件",
	Sandbox_AutoEngineering_RepairEngineParts_tooltip = "決定玩家修復車輛殘骸時必須擁有的發動機零件數量",
	Sandbox_AutoEngineering_RepairSheetMetal = "（修復）金屬板",
	Sandbox_AutoEngineering_RepairSheetMetal_tooltip = "決定玩家修復車輛殘骸所需的金屬板數量",
	Sandbox_AutoEngineering_RepairScrapMetal = "（修復）廢金屬",
	Sandbox_AutoEngineering_RepairScrapMetal_tooltip = "確定玩家修復車輛殘骸所需的廢金屬數量",
	Sandbox_AutoEngineering_RepairElectronicsScrap = "（修復）電子廢料",
	Sandbox_AutoEngineering_RepairElectronicsScrap_tooltip = "決定玩家修復車輛殘骸所需的電子廢料數量",
	
	-----'87 Ford B700 Bus-----

	Sandbox_DAMN_AllowMrBusSpawns = "啟用預設車輛(福特B700)刷新",	
	
	-----Medicine Moodles-----
	
	Sandbox_MedicineMoodles = "醫學所需模組",
	Sandbox_MedicineMoodles_Antibiotics_Doctor = "抗生素所需醫療等級",
	Sandbox_MedicineMoodles_Antidepressants_Doctor = "抗抑鬱藥所需醫療等級",
	Sandbox_MedicineMoodles_BetaBlockers_Doctor = "β-阻斷劑所需醫療等級",
	Sandbox_MedicineMoodles_Painkillers_Doctor = "止痛藥所需醫療等級",
	Sandbox_MedicineMoodles_SleepingTablets_Doctor = "安眠藥所需醫療等級",
	Sandbox_MedicineMoodles_LemonGrass_Doctor = "檸檬草所需醫療等級",

	-----Plumbing-----

	Sandbox_Plumbing = "管道工程",
	Sandbox_Plumbing.PumpFilterUsage = "泵過濾器消耗 % ",
	Sandbox_Plumbing.PumpFilterUsage_tooltip = "水泵過濾器每10分鐘消耗的百分比",
	Sandbox_Plumbing.PumpEfficiencyLoss = "泵效率損失 % ",
	Sandbox_Plumbing.PumpEfficiencyLoss_tooltip = "水泵每10分鐘損失一次的效率百分比",
	Sandbox_Plumbing.PumpMaxWater = "泵水劑量",
	Sandbox_Plumbing.PumpMaxWater_tooltip = "效率 100% 的水泵每 10 遊戲分鐘輸送的水量單位",

	-----Show Wall Health-----

	Sandbox_Kamer.WallHealthSettings = "[K]牆體健康",
	Sandbox_Kamer.WallHealthSettings.immersionmode = "真實模式",
	Sandbox_Kamer.WallHealthSettings.immersionmode_tooltip = "將檢查對像狀態的方式更改為更逼真（刪除UI、無生命值、玩家行）",

	-----Portal Gun-----
	
	Sandbox_PortalGun = "傳送門模組",
	Sandbox_PortalGun_TeleportZombies = "傳送喪屍",
    Sandbox_PortalGun_TeleportZombies_tooltip = "就性能而言,這不是一個好主意<br>非常好的主意有趣明智！",
    Sandbox_PortalGun_Portal1Color = "第一個門顏色",
    Sandbox_PortalGun_Portal1Color_tooltip = "深橙色?這是深橙色?選擇深橙色?或者橙紅色?或者...橙色?",
    Sandbox_PortalGun_Portal2Color = "第二個門顏色",
    Sandbox_PortalGun_Portal2Color_tooltip = "我告訴過你另一個入口應該是橙色的嗎？",
    Sandbox_PortalGun_PortalSize = "門大小",
    Sandbox_PortalGun_PortalSize_tooltip = "抱歉,你不能用那種方式獲得一個巨大的多方形傳送機",

	-----Excalibar-----

	Sandbox_P4Excalibar_WorldSpawn = "神撬世界刷新",
	Sandbox_P4Excalibar_WorldSpawn_tooltip = "為 易於查找 啟用世界刷新<br>如果此選項為OFF,則即使 易於查找 處於ON狀態,刷新也將被禁用",
	Sandbox_P4Excalibar_SpawnChanceMultiplier = "刷新倍數",
	Sandbox_P4Excalibar_FireTriggerRate = "真聖劍（火）觸發率",
	Sandbox_P4Excalibar_FireTriggerRate_tooltip = "這是當使用真聖劍（火）攻擊殭屍時觸發特殊效果的概率（%）",
	Sandbox_P4Excalibar_EarthTriggerRate = "真聖劍觸發率（土）",
	Sandbox_P4Excalibar_EarthTriggerRate_tooltip = "這是當真聖劍（地球）的攻擊擊中地面時觸發特殊效果的概率（%），包括對殭屍的低攻擊",

	-----Guns of 93-----
	
   	Sandbox_Guns93 = "槍支93禁用物品/槍械",
   	Sandbox_Guns93R = "槍支93槍械調整",
	Sandbox_Guns9322LRAmmoDistro = "禁用所有.22LR槍械",
	Sandbox_Guns9322LRAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9325ACPAmmoDistro = "禁用.25 Auto槍械",
	Sandbox_Guns9325ACPAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93380ACPAmmoDistro = "禁用.380 Auto槍械",
	Sandbox_Guns93380ACPAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9338SPCAmmoDistro = "禁用.38 槍械",
	Sandbox_Guns9338SPCAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns939mmAmmoDistro = "禁用9mm 槍械",
	Sandbox_Guns939mmAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9340SWAmmoDistro = "禁用.40 S&W 槍械",
	Sandbox_Guns9340SWAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9345ACPAmmoDistro = "禁用.45 Auto 槍械",
	Sandbox_Guns9345ACPAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9345ColtAmmoDistro = "禁用.45 Colt 槍械",
	Sandbox_Guns9345ColtAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9310mmAmmoDistro = "禁用10MM 槍械",
	Sandbox_Guns9310mmAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93357MAGAmmoDistro = "禁用.357 Magnum 槍械",
	Sandbox_Guns93357MAGAmmoDistro_tooltip = "如果.38特殊手槍沒有被禁用<br>所有.357彈藥左輪手槍都將生成.38彈藥左輪手槍<br>當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9344MAGAmmoDistro = "禁用.44 Magnum 槍械",
	Sandbox_Guns9344MAGAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93223556AmmoDistro = "禁用.223/5.56 槍械",
	Sandbox_Guns93223556AmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns9330CARAmmoDistro = "禁用.30 槍械",
	Sandbox_Guns9330CARAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93308AmmoDistro = "禁用.308 槍械",
	Sandbox_Guns93308AmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns933006AmmoDistro = "禁用.30-06 槍械",
	Sandbox_Guns933006AmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns933030AmmoDistro = "禁用.30-30 槍械",
	Sandbox_Guns933030AmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93762x39AmmoDistro = "禁用7.62x39 槍械",
	Sandbox_Guns93762x39AmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93MauserAmmoDistro = "禁用7.92x57 槍械",
	Sandbox_Guns93MauserAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93ShotgunAmmoDistro = "禁用 12G霰彈槍械",
	Sandbox_Guns93ShotgunAmmoDistro_tooltip = "如果獨頭彈沒有禁用將生成使用獨頭彈槍械<br>當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93SlugsAmmoDistro = "禁用 12G獨頭彈",
	Sandbox_Guns93SlugsAmmoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",
	Sandbox_Guns93AmmoSwitching = "禁用彈藥和裝彈類型之間的切換",
	Sandbox_Guns93AmmoSwitching_tooltip = "禁用霰彈/獨頭彈, .357/.38 之間切換",
	Sandbox_Guns93StockFold = "禁用槍托摺疊",
	Sandbox_Guns93StockFold_tooltip = "禁用摺疊或展開槍托",
	Sandbox_Guns93RailsDistro = "禁用可安裝導軌",
	Sandbox_Guns93RailsDistro_tooltip = "移除可安裝槍械的瞄準鏡導軌",
	Sandbox_Guns93BayoDistro = "禁用刺刀",
	Sandbox_Guns93BayoDistro_tooltip = "將取消在槍支上安裝和使用刺刀的能力",
	Sandbox_Guns93AutoDistro = "禁用自動火力和選擇火力槍械的生成",
	Sandbox_Guns93AutoDistro_tooltip = "當前不移除殭屍身上的武器 (WIP)",	
	Sandbox_Guns93DIYAutoDistro = "禁用全自動轉換",
	Sandbox_Guns93DIYAutoDistro_tooltip = "取消把半自動槍支改裝成自動槍的功能（尚未實施）",
	Sandbox_Guns93SilencerDistro = "禁止消音器生成",
	Sandbox_Guns93SilencerDistro_tooltip = "目前不會移除在武器上的消音器(WIP)",
	Sandbox_Guns93DIYSilencerDistro = "禁用自製消音器製作",
	Sandbox_Guns93DIYSilencerDistro_tooltip = "取消製作自製消音器能力",
	Sandbox_Guns93BarrelThreading = "禁用槍管和槍膛的螺紋",
	Sandbox_Guns93BarrelThreading_tooltip = "取消槍管和用於扼流圈、消音器和槍口裝置鑽孔的能力",
	Sandbox_Guns93PistolRarity = "手槍稀有度",
	Sandbox_Guns93PistolRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93RevolverRarity = "左輪稀有",
	Sandbox_Guns93RevolverRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93RifleRarity = "步槍/卡賓槍稀有度",
	Sandbox_Guns93RifleRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93ShotgunRarity = "霰彈槍稀有度",
	Sandbox_Guns93ShotgunRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93MagazineRarity = "彈匣/彈夾/彈藥皮鏈帶稀有",
	Sandbox_Guns93MagazineRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93UpgradeRarity = "槍械附件稀有度",
	Sandbox_Guns93UpgradeRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93SilencerRarity = "消音器稀有度",
	Sandbox_Guns93SilencerRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9322LRRarity = ".22LR 彈藥稀有度",
	Sandbox_Guns9322LRRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9325ACPRarity = ".25 Auto 彈藥稀有度",
	Sandbox_Guns9325ACPRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93380ACPRarity = ".380 Auto 彈藥稀有度",
	Sandbox_Guns93380ACPRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9338SPCRarity = ".38 Special 彈藥稀有度",
	Sandbox_Guns9338SPCRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns939mmRarity = "9mm 彈藥稀有度",
	Sandbox_Guns939mmRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9340SWRarity = ".40 S&W 彈藥稀有度",
	Sandbox_Guns9340SWRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9345ACPRarity = ".45 Auto 彈藥稀有度",
	Sandbox_Guns9345ACPRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9345ColtRarity = ".45 Colt 彈藥稀有度",
	Sandbox_Guns9345ColtRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9310mmRarity = "10mm 彈藥稀有度",
	Sandbox_Guns9310mmRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93357MAGRarity = ".357 Magnum 彈藥稀有度",
	Sandbox_Guns93357MAGRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9344MAGRarity = ".44 Magnum 彈藥稀有度",
	Sandbox_Guns9344MAGRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93223556Rarity = ".223/5.56 彈藥稀有度",
	Sandbox_Guns93223556Rarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns9330CARRarity = ".30 Carbine 彈藥稀有度",
	Sandbox_Guns9330CARRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93308Rarity = ".308 彈藥稀有度",
	Sandbox_Guns93308Rarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns933006Rarity = ".30-06 彈藥稀有度",
	Sandbox_Guns933006Rarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns933030Rarity = ".30-30 彈藥稀有度",
	Sandbox_Guns933030Rarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93762x39Rarity = "7.62x39 彈藥稀有度",
	Sandbox_Guns93762x39Rarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93MauserRarity = "7.92x57 Mauser 彈藥稀有度",
	Sandbox_Guns93MauserRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93ShotShellRarity = "霰彈 彈藥稀有度",
	Sandbox_Guns93ShotShellRarity_tooltip = "刷新率乘以數值",
	Sandbox_Guns93SoundAdjust = "調整槍械的默認聲音半徑",
	Sandbox_Guns93SoundAdjust_tooltip = "聲音半徑將乘以的數值<br>數值越小,聲音半徑越小<br>越高,就會增加",
	Sandbox_Guns93SilencerEff = "消聲器增壓效率",
	Sandbox_Guns93SilencerEff_tooltip = "消音器效率將乘以的數值<br>數值越低,聲音半徑越小<br>越高,就會增加",
	Sandbox_Guns93ZedBayonet = "禁用刺刀在喪屍身上刷新",
	Sandbox_Guns93ZedBayonet_tooltip = "刺刀不會在喪屍身上刷新",
	Sandbox_Guns93ZedGuns = "禁用喪屍身上的槍支刷新",
	Sandbox_Guns93ZedGuns_tooltip = "槍支不會附著在殭屍身上",
	Sandbox_Guns93RecoilAdjust = "後坐力調整"
	Sandbox_Guns93RecoilAdjust_tooltip = "後坐力的倍數<br>小於1將增加每支槍的射速<br>高於1會降低"
	Sandbox_Guns93HandgunRecoilMin = "手槍的最小後坐力"
	Sandbox_Guns93HandgunRecoilMin_tooltip = "手槍的最低後坐力<br>數越少,槍支的射速就越快<br>更高會使得射速更慢"
	Sandbox_Guns93LongGunRecoilMin = "長槍的最小後坐力"
	Sandbox_Guns93LongGunRecoilMin_tooltip = "步槍/卡賓槍/霰彈槍的最低後坐力<br>數越少,射擊速度就越快<br>更高會使得射速更慢"

	-----Sunon's WeaponUpgrade - Melee (Max +99 enchant weapon)-----
	
    Sandbox_SunonWUM = "吾的武器升級",
	Sandbox_SunonWUM_UAW = "添加武器 - 升級功能",
	Sandbox_SunonWUM_UAW_tooltip = "將帶有 ID 的武器將被添加到升級功能中<br>輸入規則 -> 武器 ID/材料數量/武器 ID/材料數量/...<br>例：(M1A1 ABRAMS模組）+（Gunrunner's Weapon Pack模組）<br>M1A1.M829A1/5/GWP.MoraKnife/5",
    Sandbox_SunonWUM_DAW = "添加武器- 分解功能",
	Sandbox_SunonWUM_DAW_tooltip = "將帶有 ID 的武器將被添加到分解功能中<br>輸入規則 -> 武器 ID/材料數量/武器 ID/材料數量/...<br>例：(M1A1 ABRAMS模組）+（Gunrunner's Weapon Pack模組）<br>M1A1.M829A1/5/GWP.MoraKnife/5",
    Sandbox_SunonWUM_UEW = "排除武器 - 升級功能",
	Sandbox_SunonWUM_UEW_tooltip = "將帶有 ID 值的武器將被排除在升級功能之外<br>輸入規則 -> 武器 ID/武器 ID/...<br>例：(M1A1 ABRAMS模組）+（Gunrunner's Weapon Pack模組）<br>M1A1.M829A1/GWP.MoraKnife",
    Sandbox_SunonWUM_DEW = "排除武器 - 分解功能",
	Sandbox_SunonWUM_DEW_tooltip = "將帶有 ID 值的武器將被排除在分解功能之外<br>輸入規則 -> 武器 ID/武器 ID/...<br>例：(M1A1 ABRAMS模組）+（Gunrunner's Weapon Pack模組）<br>M1A1.M829A1/GWP.MoraKnife",
	
	-----'81 DeLorean DMC-12-----
	
	Sandbox_DAMN_AllowGreatScottSpawns = "啟用預設 德羅寧DMC-12 刷新",
	
	-----'80 MAN KAT1-----
	
	Sandbox_DAMN_AllowManlyMANSpawns = "啟用預設 MAN KAT1戰術卡車 生成",
	
	-----'84 Cadillac Gage LAV-300-----
	
	Sandbox_DAMN_AlLAVSpawns = "啟用預設 '84 凱迪拉克LAV-300 刷新",
	
	-----Totally's Historical Firearms Pack - Axis Weapons of WW2-----
	
	Sandbox_TIHFP_Rifles = "二戰步槍刷新概率",
	Sandbox_TIHFP_MGs = "二戰機槍刷新概率",
	Sandbox_TIHFP_SMGs = "二戰衝鋒鎗刷新概率",
	Sandbox_TIHFP_AssaultRifles = "二戰STG44步槍刷新概率",
	Sandbox_TIHFP_Pistols = "二戰手槍刷新概率",
	Sandbox_TIHFP_UltraRare = "稀有武器刷新率",
	Sandbox_TIHFP_UltraRare_tooltip = "目前僅影響 費多羅夫",
	
	-----that DAMN Library-----
	
	Sandbox_DAMN_Options = "KI5車輛前置",
	Sandbox_DAMN_AllowVanillaVehicleDismantling = "啟用普通車輛零件回收",
    Sandbox_DAMN_AllowVanillaWorldItemDismantling = "啟用房屋窗戶和鏡子回收",
	
	-----Moats-----
	
    Sandbox_Moats = "護城河",
    Sandbox_Moats_RemoveShores = "隱藏河道",
    Sandbox_Moats_RemoveShores_tooltip = "<IMAGE:media/ui/SBOMoatsHideShore.png> <LINE> 原版顯示了河道,但隱藏了兩塊水域之間的路徑 <LINE> 該選項可將護城河周圍的海岸隱藏起來 <LINE> 退出並重新加載遊戲更改才能生效",

	-----Show Wall Health-----
	
	Sandbox_Kamer_ShowWallHealth_Page = "[K]牆健康狀況",
	Sandbox_Kamer_ShowWallHealthSettings.visibility = "透明度",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option1 = "每個人",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option2 = "僅限管理員",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option3 = "禁用",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_tooltip = " <H2> <ORANGE> 選擇可視模式 <CENTRE> <TEXT> <BR> 每個人-都可以看到菜單 <LINE> 僅限管理員-管理員/debug可以查看菜單 <LINE> 禁用-沒有人能看到菜單 <LINE>",
	Sandbox_Kamer_ShowWallHealthSettings.showIcons = "顯示圖標",
	Sandbox_Kamer_ShowWallHealthSettings.showIcons_tooltip = " <H2> <ORANGE> 選擇顯示" ？圖標",	
	Sandbox_Kamer_ShowWallHealthSettings.position = "位置",
	Sandbox_Kamer_ShowWallHealthSettings.position_option1 = "第一項",
	Sandbox_Kamer_ShowWallHealthSettings.position_option2 = "最後項",
	Sandbox_Kamer_ShowWallHealthSettings.position_option3 = "修復牆上方",
	Sandbox_Kamer_ShowWallHealthSettings.position_tooltip = " <H2> <ORANGE> 選擇菜單位置 <CENTRE> <TEXT> <BR> 第一項 - 列表第一位 <LINE> 中間 - 列表之間 <LINE> 最後項--列表最後 <LINE> 修復牆上方 - 首先如果「修復牆」模式未啟用 <LINE>",
	
	-----Trunks Space x5-----

	Sandbox_TrunksSpaceX5 = "行李箱容量",
	Sandbox_TrunksSpaceX5_Ratio = "倍數",
	Sandbox_TrunksSpaceX5_Limit = "乘數容量限制（乘數前）",
	Sandbox_TrunksSpaceX5_LimitHard = "容量限制（使用倍增後）",
	Sandbox_TrunksSpaceX5_LimitHard_tooltip = "大多數車輛的移動速度不會超過 1200<br>設置 -1 可禁用",
	
	-----Ammocraft-----
	
	Sandbox_Ammocraft = "彈藥商B42",
	Sandbox_Ammocraft_CasingsGround = "彈殼落地",
	Sandbox_Ammocraft_CasingsGround_tooltip = "彈殼是掉到地上還是進入玩家的物品欄中",
	
	-----Decoholic-----
	
	Sandbox_P4Decoholic_EnableAdjustPosition = "啟用調整位置"
	Sandbox_P4Decoholic_EnableAdjustPosition_tooltip = "啟用調整項目位置.(Decoholic)"
	
	-----My So-Called Snack-----
	
	Sandbox_P4MySoCalledSnack_SpawnChanceMultiplier = "小吃刷新",
	Sandbox_P4MySoCalledSnack_SpawnChanceMultiplier_tooltip = "調整零食模組刷新率",
	
	-----Dynamic Traits-----
	
    Sandbox_DTEM = "動態特徵+擴展",
	Sandbox_DTEM_EnableOverdoseMechanic = "啟用藥物過量機製",
	Sandbox_DTEM_EnablePillsTraitsDevelopmentInGame = "允許在遊戲過程中出現 神經崩潰 和 憂鬱癥 特徵",
	
	
	
	










	------More Traits-----
	
	Sandbox_MoreTraits_SuperImmuneMinimum = "超級免疫最少天數",
	Sandbox_MoreTraits_SuperImmuneMinimum_tooltip = "超級免疫角色治癒疾病所需的最短天數",
	Sandbox_MoreTraits_SuperImmuneMaximum = "超級免疫最大天數",
	Sandbox_MoreTraits_SuperImmuneMaximum_tooltip = "超級免疫角色治癒疾病所需的最長天數",
	Sandbox_MoreTraits_SuperImmuneFirstInfectionBonus = "治癒後超級免疫時間縮短",
	Sandbox_MoreTraits_SuperImmuneFirstInfectionBonus_tooltip = "如果為開啟,第一個感染被治癒後的任何感染只會持續一半時間<br>注意：如果被多次感染,它仍然可以達到最長天數",
	Sandbox_MoreTraits_QuickSuperImmune = "快速超級免疫",
	Sandbox_MoreTraits_QuickSuperImmune_tooltip = "如果為開啟,超級免疫比正常情況快 6 倍<br>最好用於無法快進時間的多人遊戲",
	Sandbox_MoreTraits_ProwessGunsAmmoRestore = "擅長：槍械恢復彈藥",
	Sandbox_MoreTraits_ProwessGunsAmmoRestore_tooltip = "如果為開啟, 擅長：槍械將有概率不消耗彈藥<br>不友好,但有趣",
	Sandbox_MoreTraits_EvasiveBlocksPVP = "躲避 PVP 攻擊",
	Sandbox_MoreTraits_EvasiveBlocksPVP_tooltip = "如果為開啟,閃避特性可以躲避其他玩家的攻擊",
	----
	Sandbox_MoreTraitsDynamic = "更多特性 - 動態",
	Sandbox_MoreTraitsDynamic_AntiGunActivist = "反槍械活動家",
	Sandbox_MoreTraitsDynamic_AntiGunActivistSkill = "反槍械活動家瞄準技能要求",
	Sandbox_MoreTraitsDynamic_AntiGunActivistKill = "反槍械活動家擊殺要求",
	Sandbox_MoreTraitsDynamic_AntiGunActivistKill_tooltip = "槍械",
	Sandbox_MoreTraitsDynamic_AntiqueCollector = "古董收藏家",
	Sandbox_MoreTraitsDynamic_AntiqueCollectorSkill = "古董收藏家需拾荒技能要求",
	Sandbox_MoreTraitsDynamic_AntiqueCollector_tooltip = "需要拾荒技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_Ascetic = "苦行僧",
	Sandbox_MoreTraitsDynamic_AsceticSkill = "苦行僧烹飪技能要求",
	Sandbox_MoreTraitsDynamic_Bouncer = "保鏢",
	Sandbox_MoreTraitsDynamic_BouncerSmallBlunt = "保鏢短棍要求",
	Sandbox_MoreTraitsDynamic_BouncerStrength = "保鏢力量要求",
	Sandbox_MoreTraitsDynamic_Evasive = "閃避",
	Sandbox_MoreTraitsDynamic_EvasiveSkill = "閃避技能要求",
	Sandbox_MoreTraitsDynamic_EvasiveSkill_tooltip = "體格 + 短跑 + 輕腳 + 敏捷 + 潛行",
	Sandbox_MoreTraitsDynamic_Fast = "快速",
	Sandbox_MoreTraitsDynamic_FastSkill = "快速技能要求",
	Sandbox_MoreTraitsDynamic_FastSkill_tooltip = "衝刺 + 輕腳 + 敏捷 + 潛行",
	Sandbox_MoreTraitsDynamic_FastWorker = "快速工作者",
	Sandbox_MoreTraitsDynamic_FastWorkerSkill = "快速工人技能要求",
	Sandbox_MoreTraitsDynamic_FastWorkerSkill_tooltip = "木工+烹飪+農耕+急救+電工+金工+技工+裁縫",
	Sandbox_MoreTraitsDynamic_Flexible = "靈活",
	Sandbox_MoreTraitsDynamic_FlexibleSkill = "靈活技能要求",
	Sandbox_MoreTraitsDynamic_Gordanite = "戈登",
	Sandbox_MoreTraitsDynamic_GordaniteSkill = "戈登長棍技能要求",
	Sandbox_MoreTraitsDynamic_GordaniteKill = "戈登擊殺要求",
	Sandbox_MoreTraitsDynamic_GordaniteKill_tooltip = "長棍",
	Sandbox_MoreTraitsDynamic_Gourmand = "美食家",
	Sandbox_MoreTraitsDynamic_GourmandSkill = "美食家烹飪技能要求",
	Sandbox_MoreTraitsDynamic_Graverobber = "盜墓者",
	Sandbox_MoreTraitsDynamic_Graverobber_tooltip = "需要拾荒技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_GraverobberSkill = "盜墓者拾荒技能要求",
	Sandbox_MoreTraitsDynamic_GraverobberKill = "盜墓者擊殺要求",
	Sandbox_MoreTraitsDynamic_GruntWorker = "藍領工人",
	Sandbox_MoreTraitsDynamic_GruntWorkerSmallBlunt = "藍領工人短棍要求",
	Sandbox_MoreTraitsDynamic_GruntWorkerWoodwork = "木工需求",
	Sandbox_MoreTraitsDynamic_GruntWorkerKill = "藍領工人殺戮要求",
	Sandbox_MoreTraitsDynamic_GruntWorkerKill_tooltip = "短棍",
	Sandbox_MoreTraitsDynamic_GymGoer = "健身愛好者",
	Sandbox_MoreTraitsDynamic_GymGoerSkill = "健身愛好者技能要求",
	Sandbox_MoreTraitsDynamic_GymGoerSkill_tooltip = "力量 + 體格",
	Sandbox_MoreTraitsDynamic_Hardy = "硬漢",
	Sandbox_MoreTraitsDynamic_HardySkill = "硬漢健身技能要求",
	Sandbox_MoreTraitsDynamic_IdealWeight = "理想體重",
	Sandbox_MoreTraitsDynamic_IdealWeightTargetDaysToObtain = "獲得理想體重所需的天數",
	Sandbox_MoreTraitsDynamic_IdealWeightTargetDaysToObtain_tooltip = "你必須將體重保持在 78 到 82 之間多少天才能獲得該特徵<br>每個遊戲小時都會進行檢查",
	Sandbox_MoreTraitsDynamic_IdealWeightObtainGracePeriod = "理想體重獲得寬限期",
	Sandbox_MoreTraitsDynamic_IdealWeightObtainGracePeriod_tooltip = "在獲得特徵時體重不在 78 到 82 之間的小時數不會重置你的進度<br>每個遊戲小時都會進行檢查",
	Sandbox_MoreTraitsDynamic_IdealWeightLoseGracePeriodCap = "理想減肥寬限期上限",
	Sandbox_MoreTraitsDynamic_IdealWeightLoseGracePeriodCap_tooltip = "如果你的體重不在 75-85 之間,你可以在計數上'賺取'多少小時,稍後將在你失去理想體重特徵之前使用,"
	Sandbox_MoreTraitsDynamic_IdealWeightDynamicLoseGracePeriodMultiplier = "理想減肥寬限期小時速度倍數",
	Sandbox_MoreTraitsDynamic_IdealWeightDynamicLoseGracePeriodMultiplier_tooltip = "如果你的體重不在75-85之間,你賺取'寬限期'小時的速度有多快,在你失去特質之前就會用完。默認乘數為1,在保持78-82體重的情況下,每12小時可獲得1個寬限期小時(基本上每1小時可獲得0.0834寬限期小時)<br>更高的倍數=更快地獲得寬限期小時<br>較低的乘數=獲得較慢的寬限期小時",
	Sandbox_MoreTraitsDynamic_Immunocompromised = "免疫妥協",
	Sandbox_MoreTraitsDynamic_ImmunocompromisedInfectionTime = "免疫受損小時數損失",
	Sandbox_MoreTraitsDynamic_ImmunocompromisedInfectionTime_tooltip = "你身體上的傷口需要感染多少小時才能解除免疫功能低下<br>每個身體部位都單獨計算,所以如果你有 3 個感染傷口,你將在 1 小時內獲得 +3 計數",
	Sandbox_MoreTraitsDynamic_Incomprehensive = "不細緻",
	Sandbox_MoreTraitsDynamic_IncomprehensiveSkill = "不細緻拾荒技能要求",
	Sandbox_MoreTraitsDynamic_Incomprehensive_tooltip = "需要清除技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_Indefatigable = "不死鳥",
	Sandbox_MoreTraitsDynamic_IndefatigableSkill = "不死鳥技能要求",
	Sandbox_MoreTraitsDynamic_IndefatigableSkill_tooltip = "力量 + 體格 + 衝刺 + 輕巧 + 敏捷 + 潛行 + 斧 + 短棍 + 長棍 + 長刀 + 短刀 + 矛",
	Sandbox_MoreTraitsDynamic_LeadFoot = "灌鉛重踏",
	Sandbox_MoreTraitsDynamic_LeadFootKill = "灌鉛重踏殺傷力要求",
	Sandbox_MoreTraitsDynamic_LeadFootKill_tooltip = "通過踩踏來終結丧尸<br>衹有最後一擊需要踩踏",
	Sandbox_MoreTraitsDynamic_MartialArtist = "武術家",
	Sandbox_MoreTraitsDynamic_MartialArtistSmallBlunt = "武術家短棍要求",
	Sandbox_MoreTraitsDynamic_MartialArtistFitness = "武術家體格要求",
	Sandbox_MoreTraitsDynamic_MotionSickenss = "暈車",
	Sandbox_MoreTraitsDynamic_MotionSickenssSkill = "暈車駕駛技能要求",
	Sandbox_MoreTraitsDynamic_MotionSickenss_tooltip = "需要駕駛技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_Mundane = "平凡",
	Sandbox_MoreTraitsDynamic_MundaneDamage = "普通傷害",
	Sandbox_MoreTraitsDynamic_MundaneDamage_tooltip = "失去特性需要造成的傷害量,喪屍有 0-2 HP",
	Sandbox_MoreTraitsDynamic_NaturalEater = "天生食客",
	Sandbox_MoreTraitsDynamic_NaturalEaterForaging = "天生食蟻獸覓食技能要求",
	Sandbox_MoreTraitsDynamic_NaturalEaterCooking = "天生食客烹飪技能要求",
	Sandbox_MoreTraitsDynamic_NoodleLegs = "麵條腿",
	Sandbox_MoreTraitsDynamic_NoodleLegsSkill = "麵條腿技能要求",
	Sandbox_MoreTraitsDynamic_NoodleLegsSkill_tooltip = "體格 + 衝刺 + 輕巧 + 敏捷 + 潛行",
	Sandbox_MoreTraitsDynamic_Olympian = "奧運選手",
	Sandbox_MoreTraitsDynamic_OlympianSkillFitness = "奧林匹克健身要求",
	Sandbox_MoreTraitsDynamic_OlympianSkillSprinting = "奧運短跑要求",
	Sandbox_MoreTraitsDynamic_PackMouse = "背包鼠",
	Sandbox_MoreTraitsDynamic_PackMouseSkill = "背包鼠力量技能要求",
	Sandbox_MoreTraitsDynamic_PackMule = "馱騾",
	Sandbox_MoreTraitsDynamic_PackMuleSkill = "馱騾力量技能要求",
	Sandbox_MoreTraitsDynamic_Paranoia = "偏執狂",
	Sandbox_MoreTraitsDynamic_ParanoiaHoursLose = "偏執狂損失時間要求",
	Sandbox_MoreTraitsDynamic_ParanoiaHoursLose_tooltip = "你需要(同時)超過平均水平的恐慌和壓力多少小時才能擺脫特質",
	Sandbox_MoreTraitsDynamic_PracticedSwordsman = "熟練劍士",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanSkill = "熟練的劍客技能要求",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanSkill_tooltip = "長刀+短刀",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanKill = "熟練劍客擊殺要求",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanKill_tooltip = "長刀+短刀",
	Sandbox_MoreTraitsDynamic_ProwessBlade = "擅長：刀劍",
	Sandbox_MoreTraitsDynamic_ProwessBladeSkill = "擅長：刀劍要求",
	Sandbox_MoreTraitsDynamic_ProwessBladeSkill_tooltip = "斧頭 + 短刀 + 長刃",
	Sandbox_MoreTraitsDynamic_ProwessBladeKill = "擅長：刀劍擊殺要求",
	Sandbox_MoreTraitsDynamic_ProwessBladeKill_tooltip = "斧頭 + 短刀 + 長刃",
	Sandbox_MoreTraitsDynamic_ProwessBlunt = "擅長：棍棒",
	Sandbox_MoreTraitsDynamic_ProwessBluntSkill = "擅長：棍棒技能要求",
	Sandbox_MoreTraitsDynamic_ProwessBluntSkill_tooltip = "短棍 + 長棍",
	Sandbox_MoreTraitsDynamic_ProwessBluntKill = "擅長：棍棒擊殺要求",
	Sandbox_MoreTraitsDynamic_ProwessBluntKill_tooltip = "短棍 + 長棍",
	Sandbox_MoreTraitsDynamic_ProwessGuns = "擅長：槍械",
	Sandbox_MoreTraitsDynamic_ProwessGunsSkill = "擅長：槍械技能要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsAiming = "擅長：槍械瞄準技能要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsSkill_tooltip = "瞄準 + 裝彈",
	Sandbox_MoreTraitsDynamic_ProwessGunsKill = "擅長：槍械槍殺要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsKill_tooltip = "槍械",
	Sandbox_MoreTraitsDynamic_ProwessSpear = "擅長：長矛",
	Sandbox_MoreTraitsDynamic_ProwessSpearSkill = "擅長：長矛技能要求",
	Sandbox_MoreTraitsDynamic_ProwessSpearSkill_tooltip = "矛",
	Sandbox_MoreTraitsDynamic_ProwessSpearKill = "擅長：長矛擊殺要求",
	Sandbox_MoreTraitsDynamic_ProwessSpearKill_tooltip = "矛",
	Sandbox_MoreTraitsDynamic_Quiet = "安靜",
	Sandbox_MoreTraitsDynamic_QuietSkill = "安靜潛行技能要求",
	Sandbox_MoreTraitsDynamic_Scrapper = "拆解者",
	Sandbox_MoreTraitsDynamic_ScrapperMaintenance = "拆解者維護技能要求",
	Sandbox_MoreTraitsDynamic_ScrapperMetalWelding = "拆解者金工技能要求",
	Sandbox_MoreTraitsDynamic_Scrounger = "拾荒者",
	Sandbox_MoreTraitsDynamic_ScroungerSkill = "拾荒者拾荒技能要求",
	Sandbox_MoreTraitsDynamic_Scrounger_tooltip = "需要拾荒技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_SecondWind = "重振元氣",
	Sandbox_MoreTraitsDynamic_SecondWindSkill = "重振元氣技能要求",
	Sandbox_MoreTraitsDynamic_SecondWindSkill_tooltip = "力量 + 體格",
	Sandbox_MoreTraitsDynamic_Slowpoke = "慢吞吞",
	Sandbox_MoreTraitsDynamic_SlowpokeSkill = "慢吞吞 技能要求",
	Sandbox_MoreTraitsDynamic_SlowpokeSkill_tooltip = "衝刺 + 輕盈 + 敏捷 + 潛行",
	Sandbox_MoreTraitsDynamic_SlowWorker = "慢工",
	Sandbox_MoreTraitsDynamic_SlowWorkerSkill = "慢工技能要求",
	Sandbox_MoreTraitsDynamic_SlowWorkerSkill_tooltip = "木工 + 烹飪 + 農耕 + 急救 + 電工 + 金工 + 技工 + 裁縫",
	Sandbox_MoreTraitsDynamic_SuperImmune = "超級免疫",
	Sandbox_MoreTraitsDynamic_SuperImmuneInfectionTime = "獲得超級免疫時間",
	Sandbox_MoreTraitsDynamic_SuperImmuneInfectionTime_tooltip = "你身體上的傷口需要感染多少小時才能獲得超級免疫<br>每個身體部位都是單獨計算的,所以如果你有 3 個感染傷口,你將在 1 小時內獲得 +3 計數",
	Sandbox_MoreTraitsDynamic_Swift = "迅捷",
	Sandbox_MoreTraitsDynamic_SwiftSkill = "迅捷輕足技能要求",
	Sandbox_MoreTraitsDynamic_TavernBrawler = "酒館鬥士",
	Sandbox_MoreTraitsDynamic_TavernBrawlerSkill = "酒館鬥士 技能要求",
	Sandbox_MoreTraitsDynamic_TavernBrawlerSkill_tooltip = "斧頭 + 短棍 + 長棍 + 短刀 + 長刀",
	Sandbox_MoreTraitsDynamic_Terminator = "終結者",
	Sandbox_MoreTraitsDynamic_TerminatorSkill = "終結者技能要求",
	Sandbox_MoreTraitsDynamic_TerminatorSkill_tooltip = "瞄準 + 裝填 + 敏捷",
	Sandbox_MoreTraitsDynamic_TerminatorKill = "終結者擊殺要求",
	Sandbox_MoreTraitsDynamic_TerminatorKill_tooltip = "槍械",
	Sandbox_MoreTraitsDynamic_Thuggish = "凶殘",
	Sandbox_MoreTraitsDynamic_ThuggishSkill = "凶殘技能要求",
	Sandbox_MoreTraitsDynamic_ThuggishSkill_tooltip = "長棍 + 短棍",
	Sandbox_MoreTraitsDynamic_ThuggishKill = "殺戮要求",
	Sandbox_MoreTraitsDynamic_ThuggishKill_tooltip = "短棍 + 長棍",
	Sandbox_MoreTraitsDynamic_Tinkerer = "修補匠",
	Sandbox_MoreTraitsDynamic_TinkererSkill = "工匠技能要求",
	Sandbox_MoreTraitsDynamic_TinkererSkill_tooltip = "電工 + 技工 + 裁縫",
	Sandbox_MoreTraitsDynamic_Unwavering = "堅定不移",
	Sandbox_MoreTraitsDynamic_UnwaveringCounter = "堅定計數",
	Sandbox_MoreTraitsDynamic_UnwaveringCounter_tooltip = "這是在你獲得該特性之前需要達到的內部計數<br>腰帶以下的每一次受傷都會使計數每10分鐘增加一次<br>深傷 > 撕裂 > 燒傷/骨折 > 擦傷 > 出血<br>例如,在腰帶以下的身體部位有燒傷會導致在24小時內獲得大約+2.3的計數<br>有1處骨折會在24小時內得到大約+3",
	Sandbox_MoreTraitsDynamic_Vagabond = "流浪者",
	Sandbox_MoreTraitsDynamic_VagabondSkill = "流浪者拾荒技能要求",
	Sandbox_MoreTraitsDynamic_Vagabond_tooltip = "需要拾荒技能模組,否則總是靜態",
	Sandbox_MoreTraitsDynamic_WellFitted = "百搭",
	Sandbox_MoreTraitsDynamic_WellFittedSkill = "百搭敏捷技能要求",
	Sandbox_MoreTraitsDynamic_Wildsman = "野人",
	Sandbox_MoreTraitsDynamic_WildsmanSkill = "野人技能要求",
	Sandbox_MoreTraitsDynamic_WildsmanSkill_tooltip = "搜尋 + 釣魚 + 誘捕",
	Sandbox_MoreTraitsDynamic_WildsmanKill = "野人長矛擊殺要求",
	Sandbox_MoreTraits_BurnedDistance = "燒傷病患者",
	Sandbox_MoreTraits_BurnedDistance_tooltip = "燒傷病房病人與火距離<br>請記住,這個值越高,你會因為靠近而感到越恐慌和焦慮<br>更高的值可能會導致FPS問題",
	Sandbox_MoreTraits_BurnedPanic = "燒傷病/恐慌",
	Sandbox_MoreTraits_BurnedPanic_tooltip = "你將從燒傷病患者得到恐慌......作用是反覆增加恐慌,直到達到最大距離的數字,從最近的火的距離開始<br>這意味著,如果火在1格外並且最大值為20,它會比這個數字產生 20 倍的恐慌<br>這在遊戲中每隔一分鐘就會發生一次",
	Sandbox_MoreTraits_BurnedStress = "燒傷病/壓力",
	Sandbox_MoreTraits_BurnedStress_tooltip = "你將從燒傷病患者得到壓力......作用是反覆增加壓力,直到達到最大距離的數字,從最近的火的距離開始<br>這意味著,如果火在1格外並且最大值為20,它會比這個數字產生 20 倍的壓力<br>這在遊戲中每隔一分鐘就會發生一次",
	Sandbox_MoreTraits_BatteringRamMartial = "攻城+武術家",
	Sandbox_MoreTraits_BatteringRamMartial_tooltip = "如果啟用此功能,如果您具有武術家特性,則擊倒具有攻城錘特性的喪屍會對它們造成傷害",
	Sandbox_MoreTraits_IndefatigableOneUse = "不死鳥一次使用",
	Sandbox_MoreTraits_IndefatigableOneUse_tooltip = "如果是開啟,不死鳥特性每個角色衹能使用一次<br>如果是關閉,它將根據下面的選項進行<br>注意：如果是關閉,它將只治療喪屍病毒感染一次",
	Sandbox_MoreTraits_IndefatigableRecharge_tooltip = "不死鳥特質的能力冷卻需要的天數<注意：這個選項衹有在 一次使用 選項被禁用時才有效",
	------------------
	

}