Sandbox_CN = {
	
	-----Expanded Helicopter Events-----
	//-----//Super Weird Edition//-----//

	Sandbox_ExpandedHeli = "扩展直升机事件",
	Sandbox_ExpandedHeli_Frequency_option1 = "无",
	Sandbox_ExpandedHeli_Frequency_option2 = "罕见",
	Sandbox_ExpandedHeli_Frequency_option3 = "一般",
	Sandbox_ExpandedHeli_Frequency_option4 = "普通",
	Sandbox_ExpandedHeli_Frequency_option5 = "频繁",
	Sandbox_ExpandedHeli_Frequency_option6 = "疯狂",
    Sandbox_ExpandedHeli_AirRaidSirenEvent = "空袭过渡",
    Sandbox_ExpandedHeli_AirRaidSirenEvent_tooltip = "如果你想让空袭事件标志着从挑战性较小的早期游戏事件向更具敌意的后期游戏事件的转变，请打开",
	Sandbox_ExpandedHeli_EventJet = "喷气机",
	Sandbox_ExpandedHeli_EventJet_tooltip = "喷气机事件发生的频率<br>喷气机从玩家身边飞过,导致丧尸群移动",
	Sandbox_ExpandedHeli_EventNews = "新闻",
	Sandbox_ExpandedHeli_EventNews_tooltip = "新闻事件发生的频率<br>新闻直升概率追踪他们发现的任何公民,并在短时间内跟踪他们",
	Sandbox_ExpandedHeli_EventPolice = "警察",
	Sandbox_ExpandedHeli_EventPolice_tooltip = "警察事件发生的频率<br>警察会亲自处理事情并在向丧尸开火时护送市民",
	Sandbox_ExpandedHeli_EventMilitary = "军事",
	Sandbox_ExpandedHeli_EventMilitary_tooltip = "军事事件发生的频率<br>军队将分阶段进行：警告公民,清除不死生物,然后最终清除任何移动的东西",
	Sandbox_ExpandedHeli_EventFEMA = "援助物资",
	Sandbox_ExpandedHeli_EventFEMA_tooltip = "援助投放事件发生的频率<br>将在末日初期进行援助投放",
	Sandbox_ExpandedHeli_EventSurvivor = "幸存者",
	Sandbox_ExpandedHeli_EventSurvivor_tooltip = "幸存者事件发生的频率<br>幸存者只会在侦察任务中飞过导致丧尸群移动",
	Sandbox_ExpandedHeli_EventRaider = "突袭者",
	Sandbox_ExpandedHeli_EventRaider_tooltip = "掠夺者事件发生的频率<br>掠夺者会磨练幸存者,折磨他们以获得一些娱乐",
	Sandbox_ExpandedHeli_EventSamaritan = "撒玛利亚人",
	Sandbox_ExpandedHeli_EventSamaritan_tooltip = "撒玛利亚人事件的发生频率<br>撒玛利亚人会提供物资帮助幸存者",
	Sandbox_ExpandedHeli_StartDay = "开始日",
	Sandbox_ExpandedHeli_StartDay_tooltip = "调度程序开始分配事件的那一天",
	Sandbox_ExpandedHeli_StartDay_help = "这是事件发生在游戏的哪一天<br>你需要考虑到天启的几个月的设置",
	Sandbox_ExpandedHeli_SchedulerDuration = "持续时间",
	Sandbox_ExpandedHeli_SchedulerDuration_tooltip = "将从开始日开始运行多长时间<br>计划将调整事件进程以适应这个持续时间",
    Sandbox_ExpandedHeli_ContinueSchedulingEvents = "继续安排超出持续时间的事件",
    Sandbox_ExpandedHeli_ContinueSchedulingEvents_tooltip = "通常,调度程序在持续时间限制处结束,打开此限制将继续调度超过持续时间的事件<br>活动仍将根据持续时间分阶段进行,但活动永远不会停止安排",
    Sandbox_ExpandedHeli_ContScheduling_option1 = "无连续日程安排"
    Sandbox_ExpandedHeli_ContScheduling_option2 = "继续安排：所有活动",
    Sandbox_ExpandedHeli_ContScheduling_option3 = "继续安排：仅限游戏后期",
	Sandbox_ExpandedHeli_SchedulerDuration_help = "这是将运行的天数",
	Sandbox_ExpandedHeli_ContinueScheduling = "永远继续",
	Sandbox_ExpandedHeli_ContinueScheduling_tooltip = "切换此选项,以便调度器将生成超过持续时间限制的事件<br>事件仍然会根据持续时间在各个阶段进行,但是事件将永远不会停止",
	Sandbox_ExpandedHeli_ContinueSchedulingLateGameOnly = "永远继续,仅限晚期游戏事件",
	Sandbox_ExpandedHeli_ContinueSchedulingLateGameOnly_tooltip = "当+永远继续+开启时,此开启使计时器仅使用游戏后期事件",
	Sandbox_ExpandedHeli_WeatherImpactsEvents = "天气将影响直升机",
	Sandbox_ExpandedHeli_WeatherImpactsEvents_tooltip = "天气会阻止事件的发生,还是会导致事件的崩溃???",
    Sandbox_ExpandedHeli_CrashChanceMulti = "碰撞概率乘数",
    Sandbox_ExpandedHeli_CrashChanceMulti_tooltip = "这与碰撞概率相乘<br>0 将完全防止碰撞",
	-----
	Sandbox_ExpandedHeli_EventSpiffocopter = "斯皮福",
  	Sandbox_ExpandedHeli_EventSpiffocopter_tooltip = "斯皮福庆祝生日的频率",
  	Sandbox_ExpandedHeli_EventTISCreamery = "印地安乳品店",
  	Sandbox_ExpandedHeli_EventTISCreamery_tooltip = "RJ来拜访的频率.",
	Sandbox_ExpandedHeli_EventIRS = "美国国税局",
  	Sandbox_ExpandedHeli_EventIRS_tooltip = "你逃税的频率",
  	Sandbox_ExpandedHeli_EventUFO = "UFO飞碟",
  	Sandbox_ExpandedHeli_EventUFO_tooltip = "你相信的频率有多高",
	Sandbox_ExpandedHeli_EventSandyClaws = "沙爪",
	Sandbox_ExpandedHeli_EventSandyClaws_tooltip = "你想绑架沙爪并用棍子打他的频率如何",
	Sandbox_ExpandedHeli_EventAttackOfTheStrippers = "脱衣舞者的攻击",
	Sandbox_ExpandedHeli_EventAttackOfTheStrippers_tooltip = "你想有多频繁的好时光",
	Sandbox_ExpandedHeli_EventHelikopter = "直升机(有著作权)",
	Sandbox_ExpandedHeli_EventHelikopter_tooltip = "你想要多频繁的直升机与直升机(有著作权)",
	Sandbox_ExpandedHeli_EventBuffCorrell = "科雷尔(有著作权)",
	Sandbox_ExpandedHeli_EventBuffCorrell_tooltip = "多么频繁,你只是想跳舞(版权归属)",

	-----
	Sandbox_ExpandedHeli_CutOffDay = "持续时间",
	Sandbox_ExpandedHeli_CutOffDay_tooltip = "调度程序将从开始日开始运行多长时间<br>调度程序将调整事件进程以适应此持续时间",
	Sandbox_ExpandedHeli_NeverEnding = "永远继续",
	Sandbox_ExpandedHeli_NeverEnding_tooltip = "打开此选项,调度程序将生成超过持续时间限制的事件<br>事件仍将根据持续时间在各个阶段进行,但事件永远不会停止调度",
	Sandbox_ExpandedHeli_NeverEndingLateGameOnly = "继续：仅限后期游戏",
	Sandbox_ExpandedHeli_NeverEndingLateGameOnly_tooltip = "当+永远继续+开启时,此开启使计时器仅使用游戏后期事件",
	
	-----Immersive Solar Arrays-----
	-----Immersive Solar Arrays - GitHub-----
	
	Sandbox_ISA = "太阳能电池矩阵",
	Sandbox_ISA_solarPanelEfficiency = "太阳能电池板效率 (0-100)",
	Sandbox_ISA_solarPanelEfficiency_tooltip = "太阳能电池板功率效率<br>12%是1993年<br>25%是现代太阳能<br>默认是不现实的",
	Sandbox_ISA_batteryDegradeChance = "电池减弱概率 (0-100)",
	Sandbox_ISA_batteryDegradeChance_tooltip = "电池每天减弱的可能性<br>减少这个将大大延长电池寿命",
	Sandbox_ISA_solarPanelWorldSpawns = "太阳能电池板/板条箱世界生成 (0-100)",
	Sandbox_ISA_solarPanelWorldSpawns_tooltip = "预先放置的太阳能电池板和板条箱在给定的生成位置生成的可能性有多大",
	Sandbox_ISA_LRMSolarPanels = "战利品稀有度——太阳能电池板",
	Sandbox_ISA_LRMSolarPanels_tooltip = "太阳能电池板在随机容器和预先放置的板条箱中产生",
	Sandbox_ISA_LRMBatteries = "战利品稀有——电池",
	Sandbox_ISA_LRMBatteries_tooltip = "电池在随机容器和预先放置的板条箱中产生",
	Sandbox_ISA_LRMMisc = "战利品稀有度——杂项",
	Sandbox_ISA_LRMMisc_tooltip = "杂志和逆变器生成在随机容器和预先放置的板条箱中",
	Sandbox_ISA_DIYBatteryCapacity = "DIY 电池容量 (Ah)",
	Sandbox_ISA_DIYBatteryCapacity_tooltip = "单个 DIY 电池可以存储多少 Ah",
	Sandbox_ISA_DIYBatteryMultiplier = "DIY 电池容量",
	Sandbox_ISA_DIYBatteryMultiplier_tooltip = "自制 DIY 电池的容量",
	Sandbox_ISA_DrainCalc_option1 = "ISA太阳能发电机",
	Sandbox_ISA_DrainCalc_option2 = "原版发电机",
	Sandbox_ISA_DrainCalc = "消耗模式",
	Sandbox_ISA_DrainCalc_tooltip = "改变消耗量的计算方式",
	Sandbox_ISA_ChargeFreq_option1 = "每 10 分钟",
	Sandbox_ISA_ChargeFreq_option2 = "每小时",
	Sandbox_ISA_ChargeFreq = "充电频率",
	Sandbox_ISA_ChargeFreq_tooltip = "移动电源多久充电一次",
	Sandbox_ISA_BatteryBankSpawn = "电池组生成",
	Sandbox_ISA_BatteryBankSpawn_tooltip = "地图上生成的电池组稀有度",
	Sandbox_ISA_BatteryBankSpawn_option1 = "无",
	Sandbox_ISA_BatteryBankSpawn_option2 = "非常稀有",
	Sandbox_ISA_BatteryBankSpawn_option3 = "稀有",
	Sandbox_ISA_BatteryBankSpawn_option4 = "不常见",
	Sandbox_ISA_StashMode = "藏匿屋",
	Sandbox_ISA_StashMode_tooltip = "选择藏匿屋模式<br>仅在新游戏中更改",
	Sandbox_ISA_StashMode_option1 = "不添加",
	Sandbox_ISA_StashMode_option2 = "地图项目",
	Sandbox_ISA_StashMode_option3 = "地图项目/随机初始",
	Sandbox_ISA_StashMode_option4 = "随机初始",
	Sandbox_ISA_ConnectPanelMin = "连接面板时间",
	Sandbox_ISA_ConnectPanelMin_tooltip = "连接一个面板所需的游戏内基本分钟数",
	Sandbox_ISA_enableExpandedRecipes = "合成扩展",
	Sandbox_ISA_enableExpandedRecipes_tooltip = "允许制造太阳能电池板和逆变器",
	
	-----Spear Traps-----

	Sandbox_SpearTraps_SpearTrapsKillPlayer = "长矛陷阱杀死玩家"
	Sandbox_SpearTraps_SpearTrapsKillPlayer_tooltip = "玩家穿过长矛陷阱时会被杀死"	

	-----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（如果胃是中性的,則默認值是每 24 小時排便量大約為 66.6%）",
	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?(默認為 3 小時)",
	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(默認為 6 小時)",
	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(42:默認值為 15,但這只適用於生病、倒霉和腸胃不好的情況）",
	Sandbox_Defecation_ToiletNoiseRadiusMultiplier = "廁所噪音",
	Sandbox_Defecation_ToiletNoiseRadiusMultiplier_tooltip = "廁所的聲音可以有多大(42:默認半徑為 10 格,因此每個方向約 5 格）",
	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 = "小便时间",
	Sandbox_Urination.UrinateTimeMultiplier_tooltip = "开始这个过程后需要多长时间小便",
	Sandbox_Urination_UrinateIncreaseMultiplier = "小便速度",
	Sandbox_Urination_UrinateIncreaseMultiplier_tooltip = "小便百分比每十分钟增加多快",
	Sandbox_Urination_UrinatedBottomsMultiplier = "小便解压",
	Sandbox_Urination_UrinatedBottomsMultiplier_tooltip = "每十分钟你会获得多少压力和抑郁",
	Sandbox_Urination_ToiletNoiseRadiusMultiplier = "厕所噪音",
	Sandbox_Urination_ToiletNoiseRadiusMultiplier_tooltip = "上厕所的声音有多大",
	Sandbox_Urination_CanPeeSelf = "可以手动小便",
	Sandbox_Urination_CanPeeSelf_tooltip = "取消选中以禁用'小便'功能",
	Sandbox_Urination_ShowNumericStatus = "显示数字状态",
	Sandbox_Urination_ShowNumericStatus_tooltip = "取消选中以隐藏’小便状态‘窗口中显示的数字",
	Sandbox_Urination_CreatePeePuddle = "尿坑",
	Sandbox_Urination_CreatePeePuddle_tooltip = "取消选中以禁用在小便时出现尿坑",
	
	-----Skill Recovery Journal-----
	
	Sandbox_SkillRecoveryJournal = "技能恢复日志",
	Sandbox_SkillRecoveryJournalPercentage = "技能恢复百分比",
	Sandbox_SkillRecoveryJournalPercentage_tooltip = "阅读绑定的日志所恢复经验量",
	Sandbox_SkillRecoveryJournalTranscribeSpeed = "技能恢复抄写速度乘数",
	Sandbox_SkillRecoveryJournalTranscribeSpeed_tooltip = "誊写日志速度倍数",
	Sandbox_SkillRecoveryJournalReadTimeSpeed = "技能恢复阅读速度倍数",
	Sandbox_SkillRecoveryJournalReadTimeSpeed_tooltip = "阅读装订期刊速度倍数",
	Sandbox_SkillRecoveryJournalRecoverProfessionAndTraitsBonuses = "恢复专业和特质奖励经验值"
	Sandbox_SkillRecoveryJournalRecoverProfessionAndTraitsBonuses_tooltip = "开始时技能点数超过 1 点通常会给你带来额外的 XP - 关闭此开关则不会记录 XP<br>所有记录的 XP 都是没有起始技能的角色的<br>这不会恢复起始等级 - 只有 获得奖励的 XP",
	Sandbox_SkillRecoveryJournalTranscribeTVXP = "转录从电视/VHS 中获得的 XP",
	Sandbox_SkillRecoveryJournalTranscribeTVXP_tooltip = "开启此选项将允许人们转录通过观看电视/VHS 获得的 XP<br>注意：这意味着玩家可以累积地在角色之间携带观看的 XP"
	Sandbox_SkillRecoveryJournalRecoverPassiveSkills = "恢复被动技能"
	Sandbox_SkillRecoveryJournalRecoverPassiveSkills_tooltip = "切换到记录被动技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverCombatSkills = "恢复战斗技能"
	Sandbox_SkillRecoveryJournalRecoverCombatSkills_tooltip = "切换到记录战斗技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverFirearmSkills = "恢复枪械技能"
	Sandbox_SkillRecoveryJournalRecoverFirearmSkills_tooltip = "切换到记录枪械技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverCraftingSkills = "恢复合成技能"
	Sandbox_SkillRecoveryJournalRecoverCraftingSkills_tooltip = "切换到记录制作技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverSurvivalistSkills = "恢复生存技能"
	Sandbox_SkillRecoveryJournalRecoverSurvivalistSkills_tooltip = "切换到记录生存技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverAgilitySkills = "恢复灵活技能"
	Sandbox_SkillRecoveryJournalRecoverAgilitySkills_tooltip = "切换到记录灵活技能<br>将其设置为 -1 使用一般技能恢复百分比",
	Sandbox_SkillRecoveryJournalRecoverRecipes = "恢复合成"
	Sandbox_SkillRecoveryJournalRecoverRecipes_tooltip = "切换到关闭状态以防止日志恢复/记录食谱",
	Sandbox_SkillRecoveryJournalUsed = "阅读时使用的日志XP"
	Sandbox_SkillRecoveryJournalUsed_tooltip = "通常情况下,您可以根据需要多次重读日志 - 在每个单独的 XP 点上切换后只能恢复一次<br>您仍然可以添加到日志中,但每个日志上的每个点只能恢复一次<br>注意：日志的工具提示现在将显示未使用点数的分数",
	Sandbox_SkillRecoveryJournalCraft = "技能日志书可制作",
	Sandbox_SkillRecoveryJournalUsed_tooltip = "禁用将无法制作技能日志书",
	Sandbox_SkillRecoveryJournalKillsTrack = "击杀恢复百分比",

	-----Moar Can Openers----
	
	Sandbox_MoarCanOpeners = "开罐器",
  	Sandbox_MoarCanOpeners_InjurePlayer = "受伤",
  	Sandbox_MoarCanOpeners_InjurePlayer_tooltip = "使用武器或石块作为开瓶器时有概率会受伤(左手或右手)",
  	Sandbox_MoarCanOpeners_PoisonResult = "食物污染",
  	Sandbox_MoarCanOpeners_PoisonResult_tooltip = "如果武器或手(如果用石块打开)是血腥的,那么打开的罐头会包含有毒(如果健康,角色不会死亡)",
  	Sandbox_MoarCanOpeners_SpillResult = "食物撒出",
  	Sandbox_MoarCanOpeners_SpillResult_tooltip = "打开的罐子里的食物会更少<br>概率取决于使用的开瓶器和角色的心情",
  	Sandbox_MoarCanOpeners_LongBladeStrengthLevel = "长刀技能要求",
  	Sandbox_MoarCanOpeners_LongBladeStrengthLevel_tooltip = "长刃武器(例如砍刀)将在角色达到此强度等级后作为开罐器使用\n对于服务器：客户端必须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(例如猎刀)将在角色达到此强度等级后作为开罐器使用\n对于服务器：客户端必须重新加入才能使更改生效",
	
	----They Knew-----
	
	Sandbox_TheyKnew = "他们知道",
	Sandbox_TheyKnew_SpawnChance = "生成概率为 1000000%",
	Sandbox_TheyKnew_LootChance = "掉落概率为 100%",
	Sandbox_TheyKnew_LootChanceZomboxycycline = "掉落概率为 100%",
	
	----The Scent of Blood-----
	
	Sandbox_ScentOfBlood = "血腥追踪",
	Sandbox_ScentOfBlood_scratchModifier = "刮痕吸引半径",
	Sandbox_ScentOfBlood_sbleedModifier = "流血抓痕吸引半径",
	Sandbox_ScentOfBlood_scratchModifier_tooltip = "当有抓伤或绷带变脏时,该半径内的丧尸将被吸引到玩家的所在点<br>每个伤口会叠加",
	Sandbox_ScentOfBlood_sbleedModifier_tooltip = "每次刮伤都会叠加,流血会增加吸引半径<br>设置为 0 以禁用",
	Sandbox_ScentOfBlood_cutModifier = "撕裂伤吸引半径​​",
	Sandbox_ScentOfBlood_cbleedModifier = "流血撕裂吸引半径",
	Sandbox_ScentOfBlood_cutModifier_tooltip = "当被割伤或绷带变脏时,该半径内的丧尸将被吸引到玩家的所在点<br>每个伤口会叠加",
	Sandbox_ScentOfBlood_cbleedModifier_tooltip = "每次撕裂都会叠加,流血会增加吸引半径<br>设置为 0 以禁用",
	Sandbox_ScentOfBlood_biteModifier = "咬伤吸引半径",
	Sandbox_ScentOfBlood_bbleedModifier = "流血吸引半径",
	Sandbox_ScentOfBlood_biteModifier_tooltip = "当被咬伤或绷带变脏时,该半径内的丧尸将被吸引到玩家的所在点<br>每个伤口会叠加",
	Sandbox_ScentOfBlood_bbleedModifier_tooltip = "每次咬伤都会叠加,流血会增加吸引半径<br>设置为 0 以禁用",
	Sandbox_ScentOfBlood_dwoundModifier = "深层伤口吸引半径",
	Sandbox_ScentOfBlood_dbleedModifier = "出血深伤口吸引半径",
	Sandbox_ScentOfBlood_dwoundModifier_tooltip = "当重伤或绷带变脏时,该半径内的丧尸将被吸引到玩家的所在点<br>每个伤口会叠加",
	Sandbox_ScentOfBlood_dbleedModifier_tooltip = "每次深伤口叠加,流血会增加吸引半径<br>设置为 0 以禁用",
	Sandbox_ScentOfBlood_dirtModifier = "肮脏绷带修改",
	Sandbox_ScentOfBlood_dirtModifier_tooltip = "如果设置为100,当一个伤口被肮脏的绷带包扎时,该绷带会吸引丧尸,就像该伤口类型根本没有被包扎一样<br>默认值是50%,意味着脏绷带会阻止50%的伤口类型修改的吸引<br>设置为0可以禁用脏绷带的吸引",
	

	-----Dressed for the Job-----
	
	Sandbox_DressedForTheJob = "为工作而穿戴",
	Sandbox_DressedForTheJob_XPBonus = "奖励 Xp 百分比",
	Sandbox_DressedForTheJob_Threshold = "获得奖励所需的服装物品",
	
	-----Kayli's Evolution-----
	
	Sandbox_ZedEvolution = "进化设置",
	Sandbox_ZedEvolution_TBasic = "常规设置",
	Sandbox_ZedEvolution_DoEvolve = "进化",
	Sandbox_ZedEvolution_DoEvolve_tooltip = "开启/关闭",
	Sandbox_ZedEvolution_Weight = "进化偏差",
	Sandbox_ZedEvolution_Weight_tooltip = "进化基因影响大多数丧尸的百分比",
	Sandbox_ZedEvolution_Delay = "进化时间",
	Sandbox_ZedEvolution_Delay_tooltip = "进化开始日期之前/之后多少天",
	Sandbox_ZedEvolution_StartSlow = "开始进度",
	Sandbox_ZedEvolution_StartSlow_tooltip = "丧尸的基线进化以天为单位.\n进化少为负,进化多为正",
	Sandbox_ZedEvolution_TFunc = "进化演变",
	Sandbox_ZedEvolution_Function = "进化演变",
	Sandbox_ZedEvolution_Function_tooltip = "随着时间的推移进化表现",
	Sandbox_ZedEvolution_Function_option1 = "线性",
	Sandbox_ZedEvolution_Function_option1_tooltip = "进化以稳定的速度永远增长",
	Sandbox_ZedEvolution_Function_option2 = "渐近",
	Sandbox_ZedEvolution_Function_option2_tooltip = "进化在接近极限时减慢速度",
	Sandbox_ZedEvolution_Function_option3 = "循环",
	Sandbox_ZedEvolution_Function_option3_tooltip = "进化随着时间来回摆动",
	Sandbox_ZedEvolution_Function_option1_Param1 = "进化速度"
	Sandbox_ZedEvolution_Function_option1_Param1_tooltip = "进化到达此天数后达到 100%(并将继续增长)"
	Sandbox_ZedEvolution_Function_option2_Param1 = "进化半条命"
	Sandbox_ZedEvolution_Function_option2_Param1_tooltip = "进化到达此天数后才接近极限"
	Sandbox_ZedEvolution_Function_option3_Param1 = "进化周期"
	Sandbox_ZedEvolution_Function_option3_Param1_tooltip = "进化到达此天数的过程中不断重复"
	Sandbox_ZedEvolution_Function_option2_Param2 = "进化基础"
	Sandbox_ZedEvolution_Function_option2_Param2_tooltip = "计算限制的点"
	Sandbox_ZedEvolution_Function_option3_Param2 = "下限"
	Sandbox_ZedEvolution_Function_option3_Param2_tooltip = "进化将保持在界限内"
	Sandbox_ZedEvolution_Function_option2_Param3 = "进化极限"
	Sandbox_ZedEvolution_Function_option2_Param3_tooltip = "进化只会在任一方向上进化到此界限"
	Sandbox_ZedEvolution_Function_option3_Param3 = "上限"
	Sandbox_ZedEvolution_Function_option3_Param3_tooltip = "进化将保持在界限内"
	Sandbox_ZedEvolution_TCap = "进化极限属性",
	Sandbox_ZedEvolution_SpeedMin = "最小速度",
	Sandbox_ZedEvolution_SpeedMin_tooltip = "丧尸最慢移动速度",
	Sandbox_ZedEvolution_SpeedLimit = "最大速度",
	Sandbox_ZedEvolution_SpeedLimit_tooltip = "丧尸最快移动速度",
	Sandbox_ZedEvolution_StrengthMin = "最小力量",
	Sandbox_ZedEvolution_StrengthMin_tooltip = "最低丧尸力量",
	Sandbox_ZedEvolution_StrengthLimit = "最大力量",
	Sandbox_ZedEvolution_StrengthLimit_tooltip = "最高丧尸力量",
	Sandbox_ZedEvolution_ToughnessMin = "最小韧性",
	Sandbox_ZedEvolution_ToughnessMin_tooltip = "最低丧尸韧性",
	Sandbox_ZedEvolution_ToughnessLimit = "最大韧性",
	Sandbox_ZedEvolution_ToughnessLimit_tooltip = "最高丧尸韧性",
	Sandbox_ZedEvolution_TransmissionMin = "最小传染",
	Sandbox_ZedEvolution_TransmissionMin_tooltip = "最低感染传播",
	Sandbox_ZedEvolution_TransmissionLimit = "最大传染",
	Sandbox_ZedEvolution_TransmissionLimit_tooltip = "最高感染传播",
	Sandbox_ZedEvolution_CognitionMin = "最小感知",
	Sandbox_ZedEvolution_CognitionMin_tooltip = "最低丧尸感知",
	Sandbox_ZedEvolution_CognitionLimit = "最大感知",
	Sandbox_ZedEvolution_CognitionLimit_tooltip = "最高丧尸感知",
	Sandbox_ZedEvolution_CrawlUnderVehicleMin = "最小爬行概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleMin_tooltip = "丧尸在车辆下爬行的最低概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleLimit = "最大爬行概率",
	Sandbox_ZedEvolution_CrawlUnderVehicleLimit_tooltip = "丧尸在车辆下爬行的最大概率",
	Sandbox_ZedEvolution_MemoryMin = "最小记忆",
	Sandbox_ZedEvolution_MemoryMin_tooltip = "最低丧尸记忆",
	Sandbox_ZedEvolution_MemoryLimit = "最大记忆",
	Sandbox_ZedEvolution_MemoryLimit_tooltip = "最高丧尸记忆",
	Sandbox_ZedEvolution_SightMin = "最小视觉",
	Sandbox_ZedEvolution_SightMin_tooltip = "丧尸最低视觉范围",
	Sandbox_ZedEvolution_SightLimit = "最大视觉",
	Sandbox_ZedEvolution_SightLimit_tooltip = "丧尸最高视觉范围",
	Sandbox_ZedEvolution_HearingMin = "最小听觉",
	Sandbox_ZedEvolution_HearingMin_tooltip = "丧尸最低听觉范围",
	Sandbox_ZedEvolution_HearingLimit = "最大听觉",
	Sandbox_ZedEvolution_HearingLimit_tooltip = "丧尸最高听觉范围",
	Sandbox_ZedEvolution_TFactor = "进化基因",
	Sandbox_ZedEvolution_Speed = "速度基因",
	Sandbox_ZedEvolution_Speed_tooltip = "速度进化倍数",
	Sandbox_ZedEvolution_Strength = "力量基因",
	Sandbox_ZedEvolution_Strength_tooltip = "力量进化倍数",
	Sandbox_ZedEvolution_Toughness = "韧性系数",
	Sandbox_ZedEvolution_Toughness_tooltip = "韧性进化倍数",
	Sandbox_ZedEvolution_Transmission = "传染系数",
	Sandbox_ZedEvolution_Transmission_tooltip = "传染进化倍数",
	Sandbox_ZedEvolution_Cognition = "感知基因",
	Sandbox_ZedEvolution_Cognition_tooltip = "记忆进化倍数",
	Sandbox_ZedEvolution_CrawlUnderVehicle = "车底爬行倍数",
	Sandbox_ZedEvolution_CrawlUnderVehicle_tooltip = "车底爬行的进化倍数",
	Sandbox_ZedEvolution_Memory = "记忆基因",
	Sandbox_ZedEvolution_Memory_tooltip = "记忆进化倍数",
	Sandbox_ZedEvolution_Sight = "视觉系数",
	Sandbox_ZedEvolution_Sight_tooltip = "视觉进化倍数",
	Sandbox_ZedEvolution_Hearing = "听觉因素",
	Sandbox_ZedEvolution_Hearing_tooltip = "听觉进化倍数",
	Sandbox_ZedEvolution_TWeight = "偏差因子",
	Sandbox_ZedEvolution_SpeedWeight = "速度偏差",
	Sandbox_ZedEvolution_SpeedWeight_tooltip = "速度偏差倍数",
	Sandbox_ZedEvolution_StrengthWeight = "力量偏差",
	Sandbox_ZedEvolution_StrengthWeight_tooltip = "力量偏差倍数",
	Sandbox_ZedEvolution_ToughnessWeight = "韧性偏差",
	Sandbox_ZedEvolution_ToughnessWeight_tooltip = "韧性的偏差倍数",
	Sandbox_ZedEvolution_TransmissionWeight = "传染偏差",
	Sandbox_ZedEvolution_TransmissionWeight_tooltip = "传染偏差倍数",
	Sandbox_ZedEvolution_CognitionWeight = "感知偏差",
	Sandbox_ZedEvolution_CognitionWeight_tooltip = "感知偏差倍数",
	Sandbox_ZedEvolution_CrawlUnderVehicleWeight = "车底下爬行偏差",
	Sandbox_ZedEvolution_CrawlUnderVehicleWeight_tooltip = "车底爬行偏差倍数",
	Sandbox_ZedEvolution_MemoryWeight = "记忆偏差",
	Sandbox_ZedEvolution_MemoryWeight_tooltip = "记忆偏差倍数",
	Sandbox_ZedEvolution_SightWeight = "视觉偏差",
	Sandbox_ZedEvolution_SightWeight_tooltip = "视觉偏差倍数",
	Sandbox_ZedEvolution_HearingWeight = "听觉偏差",
	Sandbox_ZedEvolution_HearingWeight_tooltip = "听觉偏差倍数",
	
	-----Working Treadmill-----
	
	Sandbox_FC4WorkingTreadmill = "跑步机",
	Sandbox_FC4WorkingTreadmill_FitnessXPMultiply = "体格 XP 倍数",
	Sandbox_FC4WorkingTreadmill_StrengthXPMultiply = "力量 XP 倍数",
	Sandbox_FC4WorkingTreadmill_SprintingXPMultiply = "冲刺 XP 倍数",
	
	-----Secretmapper's Accelerating Zombies-----
	
	Sandbox_AcceleratingZombies = "丧尸加速",
	Sandbox_TickIncrement = "滴答声增长",
	Sandbox_TickIncrement_tooltip = "丧尸加速/减速需要多少时间",
	Sandbox_SlowDown = "减速",
	Sandbox_SlowDown_tooltip = "如果你想让丧尸减速而不是加速,请启用",
	Sandbox_EnableTraits = "启用特征(选项不起作用)",
	Sandbox_EnableTraits_tooltip = "添加影响丧尸加速的特性",
	Sandbox_FreshBloodCost = "血液吸引(选项无效)",
	Sandbox_FreshBloodCost_tooltip = "血液需要多少<br>根据滴答声增长调整",
	
	-----Scavenger Skill-----
	
	Sandbox_ScavengerSkill = "拾荒",
	Sandbox_ScavengerSkill_Level0FindChance = "0级发现概率",
	Sandbox_ScavengerSkill_Level1FindChance = "1级发现概率",
	Sandbox_ScavengerSkill_Level2FindChance = "2级发现概率",
	Sandbox_ScavengerSkill_Level3FindChance = "3级发现概率",
	Sandbox_ScavengerSkill_Level4FindChance = "4级发现概率",
	Sandbox_ScavengerSkill_Level5FindChance = "5级发现概率",
	Sandbox_ScavengerSkill_Level6FindChance = "6级发现概率",
	Sandbox_ScavengerSkill_Level7FindChance = "7级发现概率",
	Sandbox_ScavengerSkill_Level8FindChance = "8级发现概率",
	Sandbox_ScavengerSkill_Level9FindChance = "9级发现概率",
	Sandbox_ScavengerSkill_Level10FindChance = "10级发现概率",
	Sandbox_ScavengerSkill_Level0BonusLoot = "0级战利品数量",
	Sandbox_ScavengerSkill_Level1BonusLoot = "1级战利品数量",
	Sandbox_ScavengerSkill_Level2BonusLoot = "2级战利品数量",
	Sandbox_ScavengerSkill_Level3BonusLoot = "3级战利品数量",
	Sandbox_ScavengerSkill_Level4BonusLoot = "4级战利品数量",
	Sandbox_ScavengerSkill_Level5BonusLoot = "5级战利品数量",
	Sandbox_ScavengerSkill_Level6BonusLoot = "6级战利品数量",
	Sandbox_ScavengerSkill_Level7BonusLoot = "7级战利品数量",
	Sandbox_ScavengerSkill_Level8BonusLoot = "8级战利品数量",
	Sandbox_ScavengerSkill_Level9BonusLoot = "9级战利品数量",
	Sandbox_ScavengerSkill_Level10BonusLoot = "10级战利品数量",
	Sandbox_ScavengerSkill_XPGain = "经验获取量",
	Sandbox_ScavengerSkill_XPindicator = "显示经验增益",
	Sandbox_ScavengerSkill_LootIndicator = "显示找到的战利品",
	
	-----Driving Skill-----
	
	Sandbox_DrivingSkill = "驾驶",
	Sandbox_DrivingSkill_Level0brakeForceMult = "0级刹车速度",
	Sandbox_DrivingSkill_Level1brakeForceMult = "1级刹车速度",
	Sandbox_DrivingSkill_Level2brakeForceMult = "2级刹车速度",
	Sandbox_DrivingSkill_Level3brakeForceMult = "3级刹车速度",
	Sandbox_DrivingSkill_Level4brakeForceMult = "4级刹车速度",
	Sandbox_DrivingSkill_Level5brakeForceMult = "5级刹车速度",
	Sandbox_DrivingSkill_Level6brakeForceMult = "6级刹车速度",
	Sandbox_DrivingSkill_Level7brakeForceMult = "7级刹车速度",
	Sandbox_DrivingSkill_Level8brakeForceMult = "8级刹车速度",
	Sandbox_DrivingSkill_Level9brakeForceMult = "9级刹车速度",
	Sandbox_DrivingSkill_Level10brakeForceMult = "10级刹车速度",
	Sandbox_DrivingSkill_Level0engineQualityMult = "0级引擎质量",
	Sandbox_DrivingSkill_Level1engineQualityMult = "1级引擎质量",
	Sandbox_DrivingSkill_Level2engineQualityMult = "2级引擎质量",
	Sandbox_DrivingSkill_Level3engineQualityMult = "3级引擎质量",
	Sandbox_DrivingSkill_Level4engineQualityMult = "4级引擎质量",
	Sandbox_DrivingSkill_Level5engineQualityMult = "5级引擎质量",
	Sandbox_DrivingSkill_Level6engineQualityMult = "6级引擎质量",
	Sandbox_DrivingSkill_Level7engineQualityMult = "7级引擎质量",
	Sandbox_DrivingSkill_Level8engineQualityMult = "8级引擎质量",
	Sandbox_DrivingSkill_Level9engineQualityMult = "9级引擎质量",
	Sandbox_DrivingSkill_Level10engineQualityMult = "10级引擎质量",
	Sandbox_DrivingSkill_Level0engineLoudnessMult = "0级引擎声音",
	Sandbox_DrivingSkill_Level1engineLoudnessMult = "1级引擎声音",
	Sandbox_DrivingSkill_Level2engineLoudnessMult = "2级引擎声音",
	Sandbox_DrivingSkill_Level3engineLoudnessMult = "3级引擎声音",
	Sandbox_DrivingSkill_Level4engineLoudnessMult = "4级引擎声音",
	Sandbox_DrivingSkill_Level5engineLoudnessMult = "5级引擎声音",
	Sandbox_DrivingSkill_Level6engineLoudnessMult = "6级引擎声音",
	Sandbox_DrivingSkill_Level7engineLoudnessMult = "7级引擎声音",
	Sandbox_DrivingSkill_Level8engineLoudnessMult = "8级引擎声音",
	Sandbox_DrivingSkill_Level9engineLoudnessMult = "9级引擎声音",
	Sandbox_DrivingSkill_Level10engineLoudnessMult = "10级引擎声音",
	Sandbox_DrivingSkill_Level0enginePowerMult = "0级引擎功率",
	Sandbox_DrivingSkill_Level1enginePowerMult = "1级引擎功率",
	Sandbox_DrivingSkill_Level2enginePowerMult = "2级引擎功率",
	Sandbox_DrivingSkill_Level3enginePowerMult = "3级引擎功率",
	Sandbox_DrivingSkill_Level4enginePowerMult = "4级引擎功率",
	Sandbox_DrivingSkill_Level5enginePowerMult = "5级引擎功率",
	Sandbox_DrivingSkill_Level6enginePowerMult = "6级引擎功率",
	Sandbox_DrivingSkill_Level7enginePowerMult = "7级引擎功率",
	Sandbox_DrivingSkill_Level8enginePowerMult = "8级引擎功率",
	Sandbox_DrivingSkill_Level9enginePowerMult = "9级引擎功率",
	Sandbox_DrivingSkill_Level10enginePowerMult = "10级引擎功率",
	Sandbox_DrivingSkill_Level0maxSpeedMult = "0级车速上限",
	Sandbox_DrivingSkill_Level1maxSpeedMult = "1级车速上限",
	Sandbox_DrivingSkill_Level2maxSpeedMult = "2级车速上限",
	Sandbox_DrivingSkill_Level3maxSpeedMult = "3级车速上限",
	Sandbox_DrivingSkill_Level4maxSpeedMult = "4级车速上限",
	Sandbox_DrivingSkill_Level5maxSpeedMult = "5级车速上限",
	Sandbox_DrivingSkill_Level6maxSpeedMult = "6级车速上限",
	Sandbox_DrivingSkill_Level7maxSpeedMult = "7级车速上限",
	Sandbox_DrivingSkill_Level8maxSpeedMult = "8级车速上限",
	Sandbox_DrivingSkill_Level9maxSpeedMult = "9级车速上限",
	Sandbox_DrivingSkill_Level10maxSpeedMult = "10级车速上限",
	Sandbox_DrivingSkill_Level0damageMitigate = "0级车祸伤减免",
	Sandbox_DrivingSkill_Level1damageMitigate = "1级车祸伤减免",
	Sandbox_DrivingSkill_Level2damageMitigate = "2级车祸伤减免",
	Sandbox_DrivingSkill_Level3damageMitigate = "3级车祸伤减免",
	Sandbox_DrivingSkill_Level4damageMitigate = "4级车祸伤减免",
	Sandbox_DrivingSkill_Level5damageMitigate = "5级车祸伤减免",
	Sandbox_DrivingSkill_Level6damageMitigate = "6级车祸伤减免",
	Sandbox_DrivingSkill_Level7damageMitigate = "7级车祸伤减免",
	Sandbox_DrivingSkill_Level8damageMitigate = "8级车祸伤减免",
	Sandbox_DrivingSkill_Level9damageMitigate = "9级车祸伤减免",
	Sandbox_DrivingSkill_Level10damageMitigate = "10级车祸伤减免",
	Sandbox_DrivingSkill_Level0avoidDamage = "0级车损概率",
	Sandbox_DrivingSkill_Level1avoidDamage = "1级车损概率",
	Sandbox_DrivingSkill_Level2avoidDamage = "2级车损概率",
	Sandbox_DrivingSkill_Level3avoidDamage = "3级车损概率",
	Sandbox_DrivingSkill_Level4avoidDamage = "4级车损概率",
	Sandbox_DrivingSkill_Level5avoidDamage = "5级车损概率",
	Sandbox_DrivingSkill_Level6avoidDamage = "6级车损概率",
	Sandbox_DrivingSkill_Level7avoidDamage = "7级车损概率",
	Sandbox_DrivingSkill_Level8avoidDamage = "8级车损概率",
	Sandbox_DrivingSkill_Level9avoidDamage = "9级车损概率",
	Sandbox_DrivingSkill_Level10avoidDamage = "10级车损概率",
	Sandbox_DrivingSkill_XPgainChance = "获得经验概率",
	Sandbox_DrivingSkill_XPindicator = "显示经验增益",
	
	-----Fishing+-----
	
	Sandbox_FishingPlus = "钓鱼强化",
	Sandbox_FishingPlusXpSetting = "经验增益",
	Sandbox_FishingPlusXpSetting_tooltip = "设置越高,每条鱼获得的经验值越高,增加的额外经验值越大",
	Sandbox_FishingPlusXpSetting_option1 = "低(普通-接近)",
	Sandbox_FishingPlusXpSetting_option2 = "中等",
	Sandbox_FishingPlusXpSetting_option3 = "高(x2)",
	Sandbox_FishingPlusXpMulti = "经验倍数",
	Sandbox_FishingPlusXpMulti_tooltip = "获得的经验值将乘以该值",
	Sandbox_FishingPlusFishNutritionFactor = "鱼类营养",
	Sandbox_FishingPlusFishNutritionFactor_tooltip = "增加捕获营养价值更高的鱼(原版 2.2)",
	Sandbox_FishingPlusTrashItemConfig = "垃圾",
	Sandbox_FishingPlusTrashItemConfig_tooltip = "设置应该生成哪些垃圾<br>使用原版随机生成两个物品之一",
	Sandbox_FishingPlusTrashItemConfig_option1 = "钓鱼+垃圾战利品生成",
	Sandbox_FishingPlusTrashItemConfig_option2 = "普通垃圾",
	Sandbox_FishingPlusDecreaseAbundance = "减少鱼类丰度",
	Sandbox_FishingPlusDecreaseAbundance_tooltip = "每当钓到任何东西(原版)或仅在钓到鱼时都会减少鱼的丰度",
	Sandbox_FishingPlusDecreaseAbundance_option1 = "任何获得(原版)",
	Sandbox_FishingPlusDecreaseAbundance_option2 = "仅在捕鱼时",
	Sandbox_FishingPlusRenameFish = "鱼类名称中显示大小"
	Sandbox_FishingPlusRenameFish_tooltip = "在显示的名称中包括鱼的大小<br>注意：此功能将使用英文名称来表示此模组捕获的所有鱼类",

	-----ExtraSauce Quality of Life-----

	Sandbox_esQolSandbox_OnOff_option1 = "关闭",
	Sandbox_esQolSandbox_OnOff_option2 = "打开",
	Sandbox_esQolSandbox_OnOffCardinal_option1 = "关闭",
	Sandbox_esQolSandbox_OnOffCardinal_option2 = "工具提示以东",
	Sandbox_esQolSandbox_OnOffCardinal_option3 = "工具提示以南",
	Sandbox_esQolSandbox_OnOffCardinal_option4 = "关于工具提示的信息替换",
	Sandbox_esQolSandbox_IC_option1 = "关闭",
	Sandbox_esQolSandbox_IC_option2 = "打开",
	Sandbox_esQolSandbox_IC_option3 = "保留空项目",
	Sandbox_esQolSandbox_AC_option1 = "关闭",
	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 = "关闭",
	Sandbox_esQolSandbox_SAC_option2 = "打开",
	Sandbox_esQolSandbox_SAC_option3 = "忽略父级容量",
	Sandbox_esQolSandbox_VITAMAX_option1 = "关闭",
	Sandbox_esQolSandbox_VITAMAX_option2 = "每瓶 5 分钟",
	Sandbox_esQolSandbox_VITAMAX_option3 = "每瓶 2.5 分钟",
	Sandbox_esQolSandbox_CORPSE_option1 = "关闭",
	Sandbox_esQolSandbox_CORPSE_option2 = "打开",
	Sandbox_esQolSandbox_CORPSE_option3 = "使用箭头(10格)",
	Sandbox_esQolSandbox_CORPSE_option4 = "使用箭头(20格)",
	Sandbox_esQolSandbox_CORPSE_option5 = "使用箭头(30格)",
	Sandbox_esQolSandbox_SORTER_option1 = "关闭",
	Sandbox_esQolSandbox_SORTER_option2 = "打开",
	Sandbox_esQolSandbox_SORTER_option3 = "手动排序",
	Sandbox_esQolSandbox_EQUIP_option1 = "关闭",
	Sandbox_esQolSandbox_EQUIP_option2 = "关于替换相同的武器类型",
	Sandbox_esQolSandbox_EQUIP_option3 = "更换相同武器时",
	Sandbox_esQolSandbox_CAMPERS_option1 = "关闭",
	Sandbox_esQolSandbox_CAMPERS_option2 = "在营火",
	Sandbox_esQolSandbox_CAMPERS_option3 = "在保温箱",
	Sandbox_esQolSandbox_CAMPERS_option4 = "在营火和保温箱",
	Sandbox_esQolSandbox = "额外QoL",
	Sandbox_esQolSandbox_Unlocked = "解锁所有",
	Sandbox_esQolSandbox_Unlocked_tooltip = "对于单人游戏,启用所有当前和未来的功能<br>禁用以限制功能",
	Sandbox_esQolSandbox_esQoLHealthInfo = "健康信息",
	Sandbox_esQolSandbox_esQoLHealthInfo_tooltip = "显示绷带下的伤痕",
	Sandbox_esQolSandbox_esQoLDrainableInfo = "剩余信息",
	Sandbox_esQolSandbox_esQoLDrainableInfo_tooltip = "显示剩余使用量",
	Sandbox_esQolSandbox_esQoLWIMelee = "近战信息",
	Sandbox_esQolSandbox_esQoLWIMelee_tooltip = "显示近战的数值",
	Sandbox_esQolSandbox_esQoLWIRanged = "远程信息",
	Sandbox_esQolSandbox_esQoLWIRanged_tooltip = "显示枪械的数值",
	Sandbox_esQolSandbox_esQoLWIParts = "远程附件信息",
	Sandbox_esQolSandbox_esQoLWIParts_tooltip = "显示枪械附件数值",
	Sandbox_esQolSandbox_esQoLClothingInfo = "服装信息",
	Sandbox_esQolSandbox_esQoLClothingInfo_tooltip = "显示服装数值",
	Sandbox_esQolSandbox_esQoLBookInfo = "图书信息",
	Sandbox_esQolSandbox_esQoLBookInfo_tooltip = "显示书籍/CD/VHS 的更多信息",
	Sandbox_esQolSandbox_esQoLCarSpaceInfo = "车位信息",
	Sandbox_esQolSandbox_esQoLCarSpaceInfo_tooltip = "显示完全修复的汽车行李箱的最大容量",
	Sandbox_esQolSandbox_esQoLCarDashInfo = "卡片信息",
	Sandbox_esQolSandbox_esQoLCarDashInfo_tooltip = "显示发动机状况/油箱位置,剩余电量百分比",
	Sandbox_esQolSandbox_esQoLFoodsInfo = "食物信息",
	Sandbox_esQolSandbox_esQoLFoodsInfo_tooltip = "食品数字信息",
	Sandbox_esQolSandbox_esQoLIC = "即时整合",
	Sandbox_esQolSandbox_esQoLIC_tooltip = "合并成堆剩余物品",
	Sandbox_esQolSandbox_esQoLAC = "弹药检查",
	Sandbox_esQolSandbox_esQoLAC_tooltip = "简单弹药HUD",
	Sandbox_esQolSandbox_esQoLSac = "包",
	Sandbox_esQolSandbox_esQoLSac_tooltip = "允许轻松访问包",
	Sandbox_esQolSandbox_esQoLDrier = "干燥",
	Sandbox_esQolSandbox_esQoLDrier_tooltip = "用成堆的毛巾直到擦乾自己",
	Sandbox_esQolSandbox_esQoLDieter = "节食者",
	Sandbox_esQolSandbox_esQoLDieter_tooltip = "只吃适量的食物",
	Sandbox_esQolSandbox_esQoLVitaMax = "维生素",
	Sandbox_esQolSandbox_esQoLVitaMax_tooltip = "吃一堆维生素瓶,直到不再疲劳",
	Sandbox_esQolSandbox_esQoLCarHood = "简易技工UI",
	Sandbox_esQolSandbox_esQoLCarHood_tooltip = "在汽车附近的任何地方打开汽车引擎盖,打开频率越高越快",
	Sandbox_esQolSandbox_esQoLCorpseMerge = "尸体战利品合并",
	Sandbox_esQolSandbox_esQoLCorpseMerge_tooltip = "将附近尸体上的战利品移到一具尸体上",
	Sandbox_esQolSandbox_esQoLMetals = "废金属",
	Sandbox_esQolSandbox_esQoLMetals_tooltip = "尝试从某些物品中获取金属碎片",
	Sandbox_esQolSandbox_esQoLTrashCars = "报废汽车",
	Sandbox_esQolSandbox_esQoLTrashCars_tooltip = "拆解发动机状态低于 11 的汽车",
	Sandbox_esQolSandbox_esQoLPowders = "废弹药",
	Sandbox_esQolSandbox_esQoLPowders_tooltip = "用一堆子弹制造火药,而不是全部",
	Sandbox_esQolSandbox_esQoLSorter = "排序",
	Sandbox_esQolSandbox_esQoLSorter_tooltip = "快速标记和分类物品；在制作、拆卸等特定操作后自动对库存进行分类",
	Sandbox_esQolSandbox_esQoLAutoEquip = "自动装备",
	Sandbox_esQolSandbox_esQoLAutoEquip_tooltip = "自动装备最差的武器",
	Sandbox_esQolSandbox_esQoLDropOnBreak = "损坏武器",
	Sandbox_esQolSandbox_esQoLDropOnBreak_tooltip = "丢弃损坏的武器",
	Sandbox_esQolSandbox_esQoLFixer = "近战武器修理",
	Sandbox_esQolSandbox_esQoLFixer_tooltip = "将相同武器的状态转移到另一个；仅搜索相同的容器",
	Sandbox_esQolSandbox_esQoLFixerRanged = "枪械修复器",
	Sandbox_esQolSandbox_esQoLFixerRanged_tooltip = "将枪械的状态转移到另一个；仅搜索相同的容器",
	Sandbox_esQolSandbox_esQoLFixerAmmo = "弹药制作",
	Sandbox_esQolSandbox_esQoLFixerAmmo_tooltip = "用废金属和火药制造更多弹药",
	Sandbox_esQolSandbox_esQoLForceEquip = "强制装备",
	Sandbox_esQolSandbox_esQoLForceEquip_tooltip = "强制装备极重的物品",
	Sandbox_esQolSandbox_esQoLItemExchange = "物品交换",
	Sandbox_esQolSandbox_esQoLItemExchange_tooltip = "用额外的工具换取其他东西",
	Sandbox_esQolSandbox_esQoLCarRepair = "简易汽车维修",
	Sandbox_esQolSandbox_esQoLCarRepair_tooltip = "允许在不卸载的情况下修理汽车零件<br>还可以修理警灯和加热器",
	Sandbox_esQolSandbox_esQoLCampers = "营地标记",
	Sandbox_esQolSandbox_esQoLCampers_tooltip = "帮助寻找野外露营者<br>标记营火和保温箱",
	Sandbox_esQolSandbox_esQoLFastTravel = "快速旅行",
	Sandbox_esQolSandbox_esQoLFastTravel_tooltip = "快速返回营地",
	---
	Sandbox_esQLIB_Default = "默认",
	Sandbox_esQLIB_Default_tooltip = "此模块默认值",
	Sandbox_esQLIB_OnOff_option1 = "关闭",
	Sandbox_esQLIB_OnOff_option2 = "开启",
	Sandbox_esQLIB_OnOff_option3 = "默认",
	Sandbox_esQLIB_DOnOff_option1 = "关闭",
	Sandbox_esQLIB_DOnOff_option2 = "开启",
	Sandbox_esQMI = "额外QoL",
	Sandbox_esQMIAmmoInfo = "弹药信息",
	Sandbox_esQMIAmmoInfo_tooltip = "简单弹药HUD",
	Sandbox_esQMIHealthInfo = "健康信息",
	Sandbox_esQMIHealthInfo_tooltip = "显示绷带下的伤痕",
	Sandbox_esQMIDrainInfo = "剩余信息",
	Sandbox_esQMIDrainInfo_tooltip = "显示剩余使用量",
	Sandbox_esQMIWeapons = "武器信息",
	Sandbox_esQMIWeapons_tooltip = "近战、远程和配件信息",
	Sandbox_esQMIWeaponsParts = "枪械配件信息",
	Sandbox_esQMIWeaponsParts_tooltip = "枪械配件部信息",
	Sandbox_esQMIClothing = "服装信息",
	Sandbox_esQMIClothing_tooltip = "显示服装数值",
	Sandbox_esQMIBooks = "图书信息",
	Sandbox_esQMIBooks_tooltip = "显示书籍/CD/VHS 的更多信息",
	Sandbox_esQMICarInfo = "汽车信息",
	Sandbox_esQMICarInfo_tooltip = "在仪表板上显示更多信息",
	Sandbox_esQMIFoods = "食物信息",
	Sandbox_esQMIFoods_tooltip = "食品数字信息",
	Sandbox_esQMIInfoBar = "信息栏",
	Sandbox_esQMIInfoBar_tooltip = "显示浮动的信息栏",
	Sandbox_esQMICatalog = "编目",
	Sandbox_esQMICatalog_tooltip = "编目此容器",
	Sandbox_esQTW = "更多功能",
	Sandbox_esQTW_IC_option1 = "关闭",
	Sandbox_esQTW_IC_option2 = "打开",
	Sandbox_esQTW_IC_option3 = "关于保留空项",
	Sandbox_esQTW_esQTWIC = "即时合并",
	Sandbox_esQTW_esQTWIC_tooltip = "合并堆积的消耗品",	
	Sandbox_esQTW_SORTER_option1 = "关闭",
	Sandbox_esQTW_SORTER_option2 = "关于自动排序",
	Sandbox_esQTW_SORTER_option3 = "关于手动排序",
	Sandbox_esQTW_esQTWSorter = "分类",
	Sandbox_esQTW_esQTWSorter_tooltip = "快速标记和分类物品；自动对库存进行分类,在某些操作之后,如制作、拆除",
	Sandbox_esQTW_SAC_option1 = "关闭",
	Sandbox_esQTW_SAC_option2 = "打开",
	Sandbox_esQTW_SAC_option3 = "关于忽略主级容量",
	Sandbox_esQTW_esQTWSac = "袋子",
	Sandbox_esQTW_esQTWSac_tooltip = "允许轻松取用袋子",
	Sandbox_esQTW_esQTWSac2 = "SAC选项",
	Sandbox_esQTW_SAC2_option1 = "关闭",
	Sandbox_esQTW_SAC2_option2 = "装备好",
	Sandbox_esQTW_SAC2_option3 = "在主副级下进行排序",
	Sandbox_esQTW_SAC2_option4 = "装备好和分类在主副级下",
	Sandbox_esQTW_esQTWCorpseMerge = "尸体移动",
	Sandbox_esQTW_esQTWCorpseMerge_tooltip = "堆放尸体",
	Sandbox_esQTW_esQTWPowders = "废弹药",
	Sandbox_esQTW_esQTWPowders_tooltip = "用一堆子弹制造火药,而不是全部",
	Sandbox_esQTW_esQTWMetals = "废金属",
	Sandbox_esQTW_esQTWMetals_tooltip = "尝试从某些物品中获取金属",
	Sandbox_esQTW_esQTWWrecks = "废车",
	Sandbox_esQTW_esQTWWrecks_tooltip = "拆解低引擎状态的汽车",
	Sandbox_esQTW_esQTWCarCare = "汽车保养",
	Sandbox_esQTW_esQTWCarCare_tooltip = "无需卸载即可修复零件.从任何地方打开引擎盖,速度更快",
	Sandbox_esQTW_esQTWVitaMax = "维生素",
	Sandbox_esQTW_esQTWVitaMax_tooltip = "一次服用超过大量维生素",
	Sandbox_esQTW_esQTWFixers = "武器修复器",
	Sandbox_esQTW_esQTWFixers_tooltip = "修复武器和制造弹药",
	Sandbox_esQTW_esQTWFastTravel = "快速旅行",
	Sandbox_esQTW_esQTWFastTravel_tooltip = "快速返回营火",
	Sandbox_esQTW_esQTWDrier = "干燥",
	Sandbox_esQTW_esQTWDrier_tooltip = "使用毛巾檫干自己",
	Sandbox_esQTW_esQTWDieter = "适量食物",
	Sandbox_esQTW_esQTWDieter_tooltip = "吃适量的食物",
	Sandbox_esQTW_esQTWAutoEquip = "武器更换",
	Sandbox_esQTW_esQTWAutoEquip_tooltip = "自动装备下一个最差的武器",
	Sandbox_esQTW_esQTWAutoEquip_option1 = "关闭",
	Sandbox_esQTW_esQTWAutoEquip_option2 = "开启",
	Sandbox_esQTW_esQTWAutoEquip_option3 = "破损武器自动丢弃",
	Sandbox_esQTW_esQTWWoodFuel = "EZ木材燃料",
	Sandbox_esQTW_esQTWWoodFuelp_tooltip = "简化为营火、烧烤和壁炉添加燃料过程",
	
	-----Custom Foraging Settings-----
	
	Sandbox_ForagingSystem = "搜寻系统",
	Sandbox_maxIconsPerZone = "每个区域的最大图标数",
	Sandbox_maxIconsPerZone_tooltip = "警告：不要增加太多,可能会导致延迟",
	Sandbox_zoneDensityMulti = "默认区域密度",
	Sandbox_zoneDensityMulti_tooltip = "所有区域的默认图标密度值",
	Sandbox_globalXPModifier = "全区经验倍数 (%)",
	Sandbox_globalXPModifier_tooltip = "基础经验修正(百分比)",
	Sandbox_levelXPModifier = "等级经验倍数 (%)",
	Sandbox_levelXPModifier_tooltip = "每级降低基础经验回报,以获取低于技能等级的物品(百分比)",
	Sandbox_hungerBonusMax = "饥饿奖励最大值 (%)",
	Sandbox_hungerBonusMax_tooltip = "饥饿效果(饥饿时寻找食物)",
	Sandbox_monthBonus = "每月奖励 (%)",
	Sandbox_monthBonus_tooltip = "良好的奖励月份.只影响特定物品",
	Sandbox_monthMalus = "每月惩罚 (%)",
	Sandbox_monthMalus_tooltip = "不良的惩罚月份.仅影响特定物品",
	Sandbox_ForagingVision = "搜寻视野和惩罚",
	Sandbox_zombieInterruptions = "丧尸中断",
	Sandbox_zombieInterruptions_tooltip = "如果禁用,丧尸不会禁用你的搜索模式",
	Sandbox_movementInterruptions = "移动中断",
	Sandbox_movementInterruptions_tooltip = "如果禁用,跑步或冲刺不会禁用搜索模式(你仍然会得到一个惩罚)",
	Sandbox_searchmodeOverlays = "叠加效果"
	Sandbox_searchmodeOverlays_tooltip = "如果禁用,搜索模式将不会添加模糊、去饱和度或黑暗覆盖效果,无论心情、时间或气候如何."
	Sandbox_levelBonus = "搜寻每级的额外视野",
	Sandbox_levelBonus_tooltip = "每技能等级的视野奖励方块",
	Sandbox_minVisionRadius = "光线下的最小视野半径",
	Sandbox_minVisionRadius_tooltip = "视力检查中心的最小半径(光线充足的方块)",
	Sandbox_darkVisionRadius = "黑暗中的最小视野半径",
	Sandbox_darkVisionRadius_tooltip = "深色方块的图标半径(小于 轻度惩罚性 设置)",
	Sandbox_maxVisionRadius = "最大视野半径(加成前)",
	Sandbox_visionRadiusCap = "最大视野半径(加成后)",
	Sandbox_aimMultiplier = "瞄准奖励 (%)",
	Sandbox_aimMultiplier_tooltip = "瞄准/环顾四周时的额外半径",
	Sandbox_sneakMultiplier = "潜行奖励 (%)",
	Sandbox_sneakMultiplier_tooltip = "潜行时的奖励半径",
	Sandbox_endurancePenalty = "耐力惩罚 (/1000)",
	Sandbox_endurancePenalty_tooltip = "拾取可搜寻时消耗的耐力 (/1000)",
	Sandbox_fatiguePenalty = "疲劳惩罚 (/1000)",
	Sandbox_fatiguePenalty_tooltip = "拾取可搜寻时消耗的疲劳 (/1000)",
	Sandbox_lightPenaltyMax = "轻罚最大值 (%)",
	Sandbox_lightPenaltyMax_tooltip = "黑暗效果(亮度)",
	Sandbox_weatherPenaltyMax = "天气惩罚最大值 (%)",
	Sandbox_weatherPenaltyMax_tooltip = "天气效果(雨、雾、雪)",
	Sandbox_exhaustionPenaltyMax = "耗尽惩罚最大值 (%)",
	Sandbox_exhaustionPenaltyMax_tooltip = "精疲力竭效果(耐力、疲劳)",
	Sandbox_panicPenaltyMax = "恐慌惩罚最大值 (%)",
	Sandbox_panicPenaltyMax_tooltip = "恐慌效应(恐惧、恐慌、压力)",
	Sandbox_bodyPenaltyMax = "体罚最大值 (%)",
	Sandbox_bodyPenaltyMax_tooltip = "身体效果(醉酒、疼痛、生病、食物中毒)",
	Sandbox_clothingPenaltyMax = "服装惩罚最大值 (%)",
	Sandbox_clothingPenaltyMax_tooltip = "服装效果(头盔、眼镜、眼罩)",
	Sandbox_lightPenaltyCutoff = "轻罚截止",
	Sandbox_lightPenaltyCutoff_tooltip = "特定于光照水平 - 如果惩罚高于此值,则无法发现任何东西(半径仍会改变)",
	Sandbox_SkillLevelRequirementModifier = "技能等级要求修改",
	Sandbox_SkillLevelRequirementModifier_tooltip = "物品所需的技能等级会减少这个数字",
	Sandbox_PoisonDetectionLevel = "检测毒药所需的搜寻等级",
	Sandbox_BerryPoisonChance = "浆果中毒概率",
	Sandbox_BerryPoisonStrengthMin = "浆果最小毒性",
	Sandbox_BerryPoisonStrengthMax = "浆果最大毒性",
	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 = "搜寻区倍数",
	Sandbox_DeepForestDensityMultiplier = "深林",
	Sandbox_DeepForestDensityMultiplier_tooltip = "基础值：<br>密度最小值 =8,<br>密度最大值 =10,<br>补充百分比 = 7<br>",
	Sandbox_FarmLandDensityMultiplier = "农田",
	Sandbox_FarmLandDensityMultiplier_tooltip = "基础值：<br>密度最小值 =5,<br>密度最大值 =7.5,<br>补充百分比 = 5<br>",
	Sandbox_FarmDensityMultiplier = "农场",
	Sandbox_FarmDensityMultiplier_tooltip = "基础值：<br>密度最小值 =5,<br>密度最大值 =7.5,<br>补充百分比 = 5<br>",
	Sandbox_ForestDensityMultiplier = "森林",
	Sandbox_ForestDensityMultiplier_tooltip = "基础值：<br>密度最小值 =8,<br>密度最大值 =10,<br>补充百分比 = 7<br>",
	Sandbox_NavDensityMultiplier = "导航(道路、停车场...)",
	Sandbox_NavDensityMultiplier_tooltip = "基础值：<br>密度最小值 =3,<br>密度最大值 =5,<br>补充百分比 = 3<br>",
	Sandbox_TownZoneDensityMultiplier = "城镇区域",
	Sandbox_TownZoneDensityMultiplier_tooltip = "基础值：<br>密度最小值 =3,<br>密度最大值 =5,<br>补充百分比 = 3<br>",
	Sandbox_TrailerParkDensityMultiplier = "拖车公园",
	Sandbox_TrailerParkDensityMultiplier_tooltip = "基础值：<br>密度最小值 =1.5,<br>密度最大值 =5,<br>补充百分比 = 3<br>",
	Sandbox_VegitationDensityMultiplier = "植被",
	Sandbox_VegitationDensityMultiplier_tooltip = "基础值：<br>密度最小值 =6,<br>密度最大值 =8,<br>补充百分比 = 5<br>",
	Sandbox_ForagingCategories = "搜寻类别倍数",
	Sandbox_AnimalsDensityMultiplier = "动物",
	Sandbox_AnimalsDensityMultiplier_tooltip = "基础值：<br>深林 = 15,<br>森林 = 15,<br>草地 = 25,<br>农田 = 20,<br>农场 = 20,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 3<br>",
	Sandbox_DeadAnimalsDensityMultiplier = "死动物",
	Sandbox_DeadAnimalsDensityMultiplier_tooltip = "基础值：<br>深林 = 3,<br>森林 = 2,<br>草地 = 2,<br>农田 = 2,<br>农场 = 2,<br>公园 = 1,<br>城镇 = 1,<br>定位 = 1<br>",
	Sandbox_BerriesDensityMultiplier = "浆果",
	Sandbox_BerriesDensityMultiplier_tooltip = "基础值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 20,<br>农田 = 15,<br>农场 = 15,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 1<br>",
	Sandbox_FruitsDensityMultiplier = "水果",
	Sandbox_FruitsDensityMultiplier_tooltip = "基础值：<br>森林 = 15,<br>深林 = 15,<br>草地 = 15,<br>农田 = 25,<br>农场 = 25,<br>公园 = 10,<br>城镇 = 5,<br>定位 = 0<br>",
	Sandbox_VegetablesDensityMultiplier = "蔬菜",
	Sandbox_VegetablesDensityMultiplier_tooltip = "基础值：<br>深林 = 10,<br>森林 = 10,<br>草地 = 15,<br>农田 = 15,<br>农场 = 15,<br>公园 = 5,<br>城镇 = 10,<br>定位 = 0<br>",
	Sandbox_CropsDensityMultiplier = "作物",
	Sandbox_CropsDensityMultiplier_tooltip = "基础值：<br>深林 = 5,<br>森林 = 7,<br>草地 = 10,<br>农田 = 25,<br>农场 = 25,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 0<br>",
	Sandbox_MushroomsDensityMultiplier = "蘑菇",
	Sandbox_MushroomsDensityMultiplier_tooltip = "基础值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 20,<br>农田 = 15,<br>农场 = 15,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 0<br>",
	Sandbox_FishBaitDensityMultiplier = "鱼饵",
	Sandbox_FishBaitDensityMultiplier_tooltip = "基础值：<br>深林 = 10,<br>森林 = 10,<br>草地 = 15,<br>农田 = 20,<br>农场 = 20,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 1<br>",
	Sandbox_ForestRaritiesDensityMultiplier = "森林稀有度",
	Sandbox_ForestRaritiesDensityMultiplier_tooltip = "基础值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 0,<br>农田 = 0,<br>农场 = 0,<br>公园 = 0,<br>城镇 = 0,<br>定位 = 0<br>",
	Sandbox_InsectsDensityMultiplier = "昆虫",
	Sandbox_InsectsDensityMultiplier_tooltip = "基础值：<br>深林 = 25,<br>森林 = 25,<br>草地 = 25,<br>农田 = 15,<br>农场 = 15,<br>公园 = 15,<br>城镇 = 15,<br>定位 = 10<br>",
	Sandbox_MedicinalPlantsDensityMultiplier = "药用植物",
	Sandbox_MedicinalPlantsDensityMultiplier_tooltip = "基础值：<br>深林 = 30,<br>森林 = 20,<br>草地 = 15,<br>农田 = 15,<br>农场 = 15,<br>公园 = 0,<br>城镇 = 0,<br>定位 = 0<br>",
	Sandbox_WildPlantsDensityMultiplier = "野生植物",
	Sandbox_WildPlantsDensityMultiplier_tooltip = "基础值：<br>eep森林 = 15,<br>森林 = 10,<br>草地 = 10,<br>农田 = 7.5,<br>农场 = 7.5,<br>公园 = 2.5,<br>城镇 = 2.5,<br>定位 = 0<br>",
	Sandbox_FirewoodDensityMultiplier = "木柴",
	Sandbox_FirewoodDensityMultiplier_tooltip = "基础值：<br>深林 = 180,<br>森林 = 180,<br>草地 = 75,<br>农田 = 35,<br>农场 = 35,<br>公园 = 10,<br>城镇 = 10,<br>定位 = 15<br>",
	Sandbox_StonesDensityMultiplier = "石块",
	Sandbox_StonesDensityMultiplier_tooltip = "基础值：<br>深林 = 30,<br>森林 = 30,<br>草地 = 30,<br>农田 = 30,<br>农场 = 30,<br>公园 = 15,<br>城镇 = 15,<br>定位 = 120<br>",
	Sandbox_JunkDensityMultiplier = "垃圾",
	Sandbox_JunkDensityMultiplier_tooltip = "基础值：<br>深林 = 3,<br>森林 = 3,<br>草地 = 3,<br>农田 = 3,<br>农场 = 3,<br>公园 = 7,<br>城镇 = 7,<br>定位 = 3<br>",
	Sandbox_JunkFoodDensityMultiplier = "垃圾食品",
	Sandbox_JunkFoodDensityMultiplier_tooltip = "基础值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>农田 = 3,<br>农场 = 3,<br>公园 = 5,<br>城镇 = 5,<br>定位 = 1<br>",
	Sandbox_ClothingDensityMultiplier = "服装",
	Sandbox_ClothingDensityMultiplier_tooltip = "基础值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>农田 = 3,<br>农场 = 3,<br>公园 = 7,<br>城镇 = 7,<br>定位 = 1<br>",
	Sandbox_JunkWeaponsDensityMultiplier = "垃圾武器",
	Sandbox_JunkWeaponsDensityMultiplier_tooltip = "基础值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>农田 = 1,<br>农场 = 1,<br>公园 = 3,<br>城镇 = 3,<br>定位 = 3<br>",
	Sandbox_AmmunitionDensityMultiplier = "弹药",
	Sandbox_AmmunitionDensityMultiplier_tooltip = "基础值：<br>深林 = 1,<br>森林 = 1,<br>草地 = 1,<br>农田 = 1,<br>农场 = 1,<br>公园 = 2,<br>城镇 = 2,<br>定位 = 1<br>",
	Sandbox_MedicalDensityMultiplier = "医疗物品",
	Sandbox_MedicalDensityMultiplier_tooltip = "基础值：<br>深林 = 0,<br>森林 = 0,<br>草地 = 1,<br>农田 = 0,<br>农场 = 0,<br>公园 = 3,<br>城镇 = 3,<br>定位 = 1<br>",
	Sandbox_TrashDensityMultiplier = "垃圾",
	Sandbox_TrashDensityMultiplier_tooltip = "基础值：<br>深林 = 5,<br>森林 = 5,<br>草地 = 10,<br>农田 = 5,<br>农场 = 5,<br>公园 = 40,<br>城镇 = 40,<br>定位 = 30<br>",
	
	-----Tread's Fuel Types Framework-----
	
	Sandbox_RSFuelTypesAPI = "燃料",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap = "车辆使用的燃料类型",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_tooltip = "选择如何将燃料类型分配给车辆\n(可在 Steam 创意工坊讨论中找到列表)\n选项：\n1) 类型 + 列表：重型 - 柴油、运动 - 汽油、常规 - 汽油.预定义的列表力量某些车型使用特定的燃料类型. \n2) 类型：重型 - 柴油、运动 - 汽油、普通 - 汽油.\n3) 列表：列表强制某些车辆使用特定的燃料类型.不在列表中的车辆仍仅使用汽油. \n4) 原版：仅限汽油.例外：如果车辆模组强制车辆使用不同的燃料类型,它会这样做",
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option1 = "类型 + 列表"
	Sandbox_RSFuelTypesAPI_CarFuelTypesSwap_option2 = "类型"
	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吗？",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_tooltip = "选择加油站泵是否可以分配丙烷(LPG、汽车气)",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_option1 = "可用",
	Sandbox_RSFuelTypesAPI_PropaneOnGasStations_option2 = "不可用",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling = "丙烷罐作为汽油罐？",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_tooltip = "选择丙烷罐(物品)是否可用于为液化石油气车辆加油/虹吸 \n 此外,它还允许从丙烷罐(物品)填充液化石油气储罐",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_option1 = "不允许",
	Sandbox_RSFuelTypesAPI_PropaneTankItemFuelling_option2 = "允许",
	
	-----Individual XpMultiplier-----
	
	Sandbox_ExpAdd = "经验细分",
	Sandbox_ExpAdd_Fitness = "体格倍数",
	Sandbox_ExpAdd_Strength = "力量倍数",
	Sandbox_ExpAdd_Fishing = "钓鱼倍数",
	Sandbox_ExpAdd_Trapping = "诱捕倍数",
	Sandbox_ExpAdd_Foraging = "搜寻倍数",
	Sandbox_ExpAdd_Sprinting = "冲刺倍数",
	Sandbox_ExpAdd_Lightfooted = "轻巧倍数",
	Sandbox_ExpAdd_Nimble = "灵活倍数",
	Sandbox_ExpAdd_Sneaking = "潜行倍数",
	Sandbox_ExpAdd_Axe = "斧头倍数",
	Sandbox_ExpAdd_Blunt = "长棍倍数",
	Sandbox_ExpAdd_SmallBlunt = "短棍倍数",
	Sandbox_ExpAdd_LongBlade = "长刀倍数",
	Sandbox_ExpAdd_SmallBlade = "短刀倍数",
	Sandbox_ExpAdd_Spear = "长矛倍数",
	Sandbox_ExpAdd_Maintenance = "维护倍数",
	Sandbox_ExpAdd_Carpentry = "木工倍数",
	Sandbox_ExpAdd_Cooking = "烹饪倍数",
	Sandbox_ExpAdd_Farming = "耕作倍数",
	Sandbox_ExpAdd_Doctor = "急救倍数",
	Sandbox_ExpAdd_Electricity = "电工倍数",
	Sandbox_ExpAdd_MetalWelding = "金工倍数",
	Sandbox_ExpAdd_Mechanics = "技工倍数",
	Sandbox_ExpAdd_Tailoring = "缝纫倍数",
	Sandbox_ExpAdd_Aiming = "瞄准倍数",
	Sandbox_ExpAdd_Reloading = "装填倍数",
	
	-----Firearms-----

	Sandbox_Firearms = "枪械",
	Sandbox_Firearms_SuppressorBreak = "简易消音器",
	Sandbox_Firearms_SuppressorBreak_tooltip = "激活此功能后,无论破损概率是多少,简易消音器都不会破损",
	Sandbox_Firearms_ScrewdriverReq = "螺丝刀要求",
	Sandbox_Firearms_ScrewdriverReq_tooltip = "在枪械上安装附件时是否需要螺丝刀",
	Sandbox_Firearms_FlashlightSuppressorBreakChance = "手电筒消音器破损",
	Sandbox_Firearms_FlashlightSuppressorBreakChance_tooltip = "简易消音器断裂的总体概率,即使是低概率,第一次使用时仍有可能断裂",
	Sandbox_Firearms_BottleSuppressorBreakChance = "塑料瓶消音器破损",
	Sandbox_Firearms_BottleSuppressorBreakChance_tooltip = "简易消音器断裂的总体概率,即使是低概率,在第一次使用时仍有概率断裂",
	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子弹的枪械的消音如何",
	Sandbox_Firearms_SuppressorEffectiveness9mm = "9MM消音器",
	Sandbox_Firearms_SuppressorEffectiveness9mm_tooltip = "消音器对使用9MM子弹的枪械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness45 = "45ACP消音器",
	Sandbox_Firearms_SuppressorEffectiveness45_tooltip = "消音器对使用.45ACP子弹的枪械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness38 = "38消音器",
	Sandbox_Firearms_SuppressorEffectiveness38_tooltip = "消音器对使用.38子弹的枪械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness44 = "44消音器",
	Sandbox_Firearms_SuppressorEffectiveness44_tooltip = "消音器对使用.44子弹的枪械的消音效果",
	Sandbox_Firearms_SuppressorEffectiveness223 = "223/5.56x45mm消音器",
	Sandbox_Firearms_SuppressorEffectiveness223_tooltip = "使用.223/5.56x45mm子弹的枪械的消音器效果",
	Sandbox_Firearms_SuppressorEffectiveness308 = "308/7.62x51mm消音器",
	Sandbox_Firearms_SuppressorEffectiveness308_tooltip = "使用.308/7.62x51mm子弹的枪械的消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessShotgunShells = "霰弹消音器",
	Sandbox_Firearms_SuppressorEffectivenessShotgunShells_tooltip = "消音器对霰弹枪的效果",
	Sandbox_Firearms_SuppressorEffectivenessImprovised = "简易消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessImprovised_tooltip = "基于口径的效果之上,简易消音器效果",
	Sandbox_Firearms_SuppressorEffectivenessRevolver = "左轮消音器",
	Sandbox_Firearms_SuppressorEffectivenessRevolver_tooltip = "基于口径的效果之上,左轮手枪上的消音器效果",
	Sandbox_Firearms_SpawnSuppressors = "消音器刷新",
	Sandbox_Firearms_SpawnSuppressors_tooltip = "在这个世界上是否能找到任何消音器",
	Sandbox_Firearms_SpawnHandgunSuppressors = "手枪消音器刷新",
	Sandbox_Firearms_SpawnHandgunSuppressors_tooltip = "在这个世界上是否可以找到手枪消音器(9毫米,.45ACP)",
	Sandbox_Firearms_SpawnRifleSuppressors = "步枪消音器刷新",
	Sandbox_Firearms_SpawnRifleSuppressors_tooltip = "世界上是否可以找到步枪消音器<br>(.22LR/.223/5.56x45mm/.308/7.62x51mm)",
	Sandbox_Firearms_SpawnShotgunSuppressors = "霰弹枪消音器刷新",
	Sandbox_Firearms_SpawnShotgunSuppressors_tooltip = "世界上是否能找到霰弹枪消音器",
	Sandbox_Firearms_SpawnRevolverSuppressors = "左轮消音器刷新",
	Sandbox_Firearms_SpawnRevolverSuppressors_tooltip = "是否能在世界范围内找到左轮消音器(.38/.357)",
	Sandbox_Firearms_SpawnAmmoCans = "弹药箱再生",
	Sandbox_Firearms_SpawnAmmoCans_tooltip = "弹药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弹药的枪支上的有效性",
	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 步枪是否生成",
	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 = "柯尔特蟒蛇",
	Sandbox_Firearms_SpawnPython_tooltip = "柯尔特蟒蛇 左轮手枪是否生成",
	Sandbox_Firearms_SpawnGlock17 = "Glock 17",
	Sandbox_Firearms_SpawnGlock17_tooltip = "Glock 17 手枪及其弹匣是否生成",
	Sandbox_Firearms_SpawnICA19 = "ICA19",
	Sandbox_Firearms_SpawnICA19_tooltip = "是否生成 杀手 系列中的标志性 ICA19",
	Sandbox_Firearms_SpawnM733 = "柯尔特突击步枪",
	Sandbox_Firearms_SpawnM733_tooltip = "柯尔特 突击步枪是否生成",
	Sandbox_Firearms_SpawnRuger22 = "Ruger Model 77 .22 LR",
	Sandbox_Firearms_SpawnRuger22_tooltip = "使用 .22 LR 口径的 Ruger Model 77 步枪是否生成",
	Sandbox_Firearms_SpawnColtAce = "Colt Ace",
	Sandbox_Firearms_SpawnColtAce_tooltip = "Colt Ace 手枪和相关 .22 LR 弹药是否生成",
	Sandbox_Firearms_SpawnM37 = "Ithaca 37",
	Sandbox_Firearms_SpawnM37_tooltip = "Ithaca 37 是否生成",
	Sandbox_Firearms_SpawnM16A2 = "M16A2",
	Sandbox_Firearms_SpawnColtAce_tooltip = "M16A2 突击步枪是否生成",
	Sandbox_Firearms_SpawnAnaconda = "柯尔特蟒蛇",
	Sandbox_Firearms_SpawnAnaconda_tooltip = "柯尔特蟒蛇 左轮手枪是否生成",
	Sandbox_Firearms_SpawnColtScout = "柯尔特边境侦察兵",
	Sandbox_Firearms_SpawnColtScout_tooltip = "柯尔特边境侦察兵 和相关 .22 LR 弹药是否生成",
	Sandbox_Firearms_SpawnM24 = "M24",
	Sandbox_Firearms_SpawnM24_tooltip = "M24 是否生成",
	Sandbox_Firearms_SpawnRemington870 = "雷明顿 870",
	Sandbox_Firearms_SpawnRemington870_tooltip = "雷明顿 870 霰弹枪是否生成",
	Sandbox_Firearms_SpawnMossberg500 = "莫斯伯格 590",
	Sandbox_Firearms_SpawnMossberg500_tooltip = "莫斯伯格 590 霰弹枪是否生成",
	Sandbox_Firearms_SpawnMossberg500Tactical = "莫斯伯格 590A1 战术",
	Sandbox_Firearms_SpawnMossberg500Tactical_tooltip = "莫斯伯格 590A1 战术霰弹枪是否生成",
	Sandbox_Firearms_SpawnAK47 = "AK-47",
	Sandbox_Firearms_SpawnAK47_tooltip = "AK47 步枪是否生成",
	Sandbox_Firearms_SpawnColtPeacemaker = "柯尔特陆军左轮",
	Sandbox_Firearms_SpawnColtPeacemaker_tooltip = "柯尔特陆军左轮手枪和相关的 .44-40 WCF 弹药是否生成",
	Sandbox_Firearms_SpawnSKS = "SKS",
	Sandbox_Firearms_SpawnSKS_tooltip = "SKS 步枪是否生成",
	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 加兰德",
	Sandbox_Firearms_SpawnM1Garand_tooltip = "M1 加兰德步枪是否生成",
	Sandbox_Firearms_SpawnM60 = "M60",
	Sandbox_Firearms_SpawnM60_tooltip = "M60 是否生成",
	Sandbox_Firearms_SpawnRossi92 = "罗西92",
	Sandbox_Firearms_SpawnRossi92_tooltip = "是否生成 罗西92 杠杆式步枪和相关的 .357 弹药",
	Sandbox_Firearms_SpawnUZI = "UZI",
	Sandbox_Firearms_SpawnUZI_tooltip = "是否生成 UZI SMG",
	Sandbox_Firearms_SpawnWinchester73 = "温彻斯特 '73",
	Sandbox_Firearms_SpawnWinchester73_tooltip = "是否生成 温彻斯特 '73 杠杆式步枪和相关的 .44-40 WCF 弹药",
	Sandbox_Firearms_SpawnWinchester94 = "温彻斯特 '94",
	Sandbox_Firearms_SpawnWinchester94_tooltip = "是否生成 温彻斯特 '94 杠杆式步枪和相关的 .44-40 WCF 弹药",
	Sandbox_FirearmsSpawns = "枪支B42 - 生成",
	Sandbox_Firearms_Service = "高级枪支维修",
	Sandbox_Firearms_Service_tooltip = "此选项启用更高级的枪支维修系统",
	Sandbox_Firearms_HearingLoss = "枪支损伤听力",
	Sandbox_Firearms_HearingLoss_tooltip = "激活此选项后,使用枪支时如果没有适当的听力保护,可能会出现听力损失",
	Sandbox_Firearms_HearingLossChance = "听力损失概率"
	Sandbox_Firearms_HearingLossChance_tooltip = "每次射击导致听力损失的总体概率",
	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 = "自制消音器"
	Sandbox_Firearms_ImprovisedSuppressors_tooltip = "自制消音器是否可制作,即使未选中此选项,配方也会在游戏中显示,只是无法制作",
	
	-----Anomalous Storm-----
	
	Sandbox_AnomalousStormDaysMin = "异常风暴：最小频率",
	Sandbox_AnomalousStormDaysMax = "异常风暴：最大频率",
	Sandbox_AnomalousStormDaysMin_tooltip = "风暴再次发生必须经过的最少天数",
	Sandbox_AnomalousStormDaysMax_tooltip = "风暴可以再次发生的最大天数",
	Sandbox_AnomalousStormLength = "异常风暴：风暴持续时间",
	Sandbox_AnomalousStormLength_tooltip = "小时数",
	
	-----Here They Come!-----
	
	Sandbox_HereTheyCome = "他们来了",
	Sandbox_HereTheyCome_HordeCooldown = "冷却时间",
	Sandbox_HereTheyCome_HordeCooldown_tooltip = "两个丧尸群之间的冷却时间,以游戏时间计",
	Sandbox_HereTheyCome_HordeMinHour = "最小开始时间",
	Sandbox_HereTheyCome_HordeMinHour_tooltip = "一天中可能发生丧尸群冲突的最小时间",
	Sandbox_HereTheyCome_HordeMaxHour = "最大开始时间",
	Sandbox_HereTheyCome_HordeMaxHour_tooltip = "一天中可能发生丧尸群冲突的最大时间",
	Sandbox_HereTheyCome_HordeMinHourlyProgress = "最小小时进度",
	Sandbox_HereTheyCome_HordeMinHourlyProgress_tooltip = "每小时的最小煽动量",
	Sandbox_HereTheyCome_HordeMaxHourlyProgress = "每小时的最大进度",
	Sandbox_HereTheyCome_HordeMaxHourlyProgress_tooltip = "每小时的最大煽动量",
	Sandbox_HereTheyCome_HordeTriggerThreshold = "触发阈值",
	Sandbox_HereTheyCome_HordeTriggerThreshold_tooltip = "丧尸群躁动触发阈值",
	Sandbox_HereTheyCome_HordeFirstDay = "第一天",
	Sandbox_HereTheyCome_HordeFirstDay_tooltip = "丧尸群可能出现的第一天",
	Sandbox_HereTheyCome_HordeNumWaves = "丧尸潮",
	Sandbox_HereTheyCome_HordeNumWaves_tooltip = "每个丧尸群丧尸潮数量",
	Sandbox_HereTheyCome_HordeWaveMinZombieCount = "最小丧尸数",
	Sandbox_HereTheyCome_HordeWaveMinZombieCount_tooltip = "每波丧尸最小数量",
	Sandbox_HereTheyCome_HordeWaveMaxZombieCount = "最大丧尸数",
	Sandbox_HereTheyCome_HordeWaveMaxZombieCount_tooltip = "每波丧尸最大数量",
	Sandbox_HereTheyCome_HordeZombieIncrement = "丧尸群额外丧尸",
	Sandbox_HereTheyCome_HordeZombieIncrement_tooltip = "每波丧尸群的额外最大丧尸数量",
	Sandbox_HereTheyCome_TimeBetweenWaves = "两波之间间隔",
	Sandbox_HereTheyCome_TimeBetweenWaves_tooltip = "两波之间的分钟数",
	Sandbox_HereTheyCome_HordeMinSpawnDistance = "最小丧尸群距离",
	Sandbox_HereTheyCome_HordeMinSpawnDistance_tooltip = "最小丧尸群之间产成距离",
	Sandbox_HereTheyCome_HordeMaxSpawnDistance = "最大丧尸群距离",
	Sandbox_HereTheyCome_HordeMaxSpawnDistance_tooltip = "最大丧尸群之间产成距离",
	Sandbox_HereTheyCome_HordeDirectionMaxAngle = "丧尸群角度分布",
	Sandbox_HereTheyCome_HordeDirectionMaxAngle_tooltip = "波浪原点可能聚集的最大角度",
	Sandbox_HereTheyCome_HordeWaveBatchSize = "每波产成丧尸",
	Sandbox_HereTheyCome_HordeWaveBatchSize_tooltip = "每批产成的丧尸数量",
	Sandbox_HereTheyCome_HordeWaveBatchTicks = "再生率",
	Sandbox_HereTheyCome_HordeWaveBatchTicks_tooltip = "产成批次之间的延迟时间",
	Sandbox_HereTheyCome_HordeProgressIndicator = "丧尸群进度指标",
	Sandbox_HereTheyCome_HordeProgressIndicator_tooltip = "是否显示丧尸群波动的图标",
	Sandbox_HereTheyCome_HordeWarnText = "警告文字",
	Sandbox_HereTheyCome_HordeWarnText_tooltip = "当丧尸群开始/进行时显示警告文字",
	Sandbox_HereTheyCome_HordeWarnTime = "警告时间",
	Sandbox_HereTheyCome_HordeWarnTime_tooltip = "事件发生后第一波开始前的分钟数",
	Sandbox_HereTheyCome_PulsePlayersDuringHorde = "噪音脉冲声",
	Sandbox_HereTheyCome_PulsePlayersDuringHorde_tooltip = "丧尸群期间无声地移动并吸引到玩家身上",
	Sandbox_HereTheyCome_PulseRange = "噪音脉冲范围",
	Sandbox_HereTheyCome_PulseRange_tooltip = "噪音吸引丧尸到玩家的范围",
	Sandbox_HereTheyCome_TimeBetweenPulses = "噪音脉冲频率",
	Sandbox_HereTheyCome_TimeBetweenPulses_tooltip = "噪音脉冲频率之间多少分钟",
	
	-----Scientific Chemistry-----
	
	Sandbox_ScientificChemistry = "化学科学",
	Sandbox_Frequency = "瘾君子特质需要使用药品的频率",
	Sandbox_Cold = "失去瘾君子特质所需的时间",
	Sandbox_Xcell = "超力X",
	Sandbox_Psycho = "疯狂药剂",
	Sandbox_Mentats = "敏达",
	Sandbox_Buffout = "霸力丸",
	Sandbox_Frequency_tooltip = "以小时为单位",
	Sandbox_Cold_tooltip = "以小时为单位",
	Sandbox_Xcell_tooltip = "超力X XP 增益",
	Sandbox_Psycho_tooltip = "疯狂药剂 XP 增益",
	Sandbox_Mentats_tooltip = "敏达 XP 增益",
	Sandbox_Buffout_tooltip = "霸力丸 XP 增益",
	
	-----More Loot Settings-----
	
	Sandbox_ZombieLoot = "丧尸战利品",
	Sandbox_ZombieLootMultiplier = "丧尸战利品概率",
	Sandbox_ZombieLootMultiplier_tooltip = "在普通丧尸、丧尸服装和包里发现的所有类型的战利品<br>注意：丧尸战利品不受下面其他乘数的影响",
	Sandbox_ChanceOfAttachedWeapon = "全体丧尸武器携带概率",
	Sandbox_ChanceOfAttachedWeapon_tooltip = "原版概率为 6%",
	Sandbox_ChanceOfLongBlade = "丧尸携带长刀概率",
	Sandbox_ChanceOfLongBlade_tooltip = "武士刀/砍刀", 
	Sandbox_ChanceOfHuntingKnife = "丧尸携带猎刀概率",
	Sandbox_ChanceOfSpears = "投掷长矛概率(x1)",
	Sandbox_ChanceOfAxe = "放置斧头概率(x3)",
	Sandbox_ChanceOfBlunts = "钝器概率(x2)",
	Sandbox_ChanceOfBlunts_tooltip = "撬棍、金属管、金属棒、警棍",
	Sandbox_ChanceOfGunsOnOutfits = "枪械概率(仅限枪械装备)",
	Sandbox_ChanceOfGunsOnOutfits_tooltip = "仅适用于有枪的服装(警察、土匪...)",
	Sandbox_DaySurvivedModifier = "在丧尸携带武器所需的天数",
	Sandbox_DaySurvivedModifier_tooltip = "标准天数要求示例：<br>武士刀/60天<br>长矛/30天<br>砍刀/20天<br>斧头/15天<br>刀具、撬棍、短钝/10天",
	Sandbox_ItemsAddedToZombieLoot = "丧尸战利品中添加的物品",
	Sandbox_ItemsAddedToZombieLoot_tooltip = "分号分隔的物品清单与添加概率",
	Sandbox_ItemsAddedToMilitaryZedsLoot = "军用战利品",
	Sandbox_ItemsAddedToPoliceZedsLoot = "警用战利品",
	Sandbox_ItemsAddedToFiremenZedsLoot = "消防战利品",
	Sandbox_ItemsAddedToMedicalZedsLoot = "医疗战利品",
	Sandbox_ItemsAddedToMedicalZedsLoot_tooltip = "医生、护士、药剂师、救护车司机...",
	Sandbox_ItemsAddedToIndustryZedsLoot = "工人战利品",
	Sandbox_ItemsAddedToIndustryZedsLoot_tooltip = "机械师、金属工人、本人、工头、建筑工人、伐木工人......",
	Sandbox_ItemsAddedToRichZedsLoot = "丰富战利品",
	Sandbox_ItemsAddedToRichZedsLoot_tooltip = "游客、高尔夫爱好者、婚礼、优雅的..."
	Sandbox_ItemsAddedToRuralZedsLoot = "乡下战利品",
	Sandbox_ItemsAddedToRuralZedsLoot_tooltip = "公园护林员、生存者、猎人、农民、渔民、露营者……",
	Sandbox_ItemsAddedToRogueZedsLoot = "盗贼/幸存者战利品",
	Sandbox_ItemsAddedToRogueZedsLoot_tooltip = "突袭者、土匪、民兵、暴徒、逃犯、幸存者……",
	Sandbox_ItemsAddedToSchoolZedsLoot = "学校战利品",
	Sandbox_ItemsAddedToSchoolZedsLoot_tooltip = "学生、老师...",
	Sandbox_ItemsAddedToSportsZedsLoot = "运动员战利品",
	Sandbox_ItemsAddedToSportsZedsLoot_tooltip="健身教练、棒球迷、棒球运动员、拳击运动员、骑师……",
	Sandbox_ItemsAddedToGasStationZedsLoot = "加油站战利品",
	Sandbox_ItemsAddedToGasStationZedsLoot_tooltip = "各种加油站物品",
	Sandbox_ItemsAddedToRestaurantZedsLoot = "餐厅战利品",
	Sandbox_ItemsAddedToRestaurantZedsLoot_tooltip = "服务员、厨师、厨师……",
	Sandbox_ItemsAddedToOfficeWorkersZedsLoot = "办公战利品",
	Sandbox_CustomOutfitList = "自定义服装战列表",
	Sandbox_CustomOutfitList_tooltip = "以分号分隔的丧尸服装列表,将掉落下面定义的自定义服装战利品<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模组)：'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'",
	Sandbox_ItemsAddedToCustomOutfitListLoot = "自定义服装战利品",
	Sandbox_ItemsAddedToCustomOutfitListLoot_tooltip = "像其他战利品一样定义",
	Sandbox_FoodLootMultiplier = "食物概率",
	Sandbox_FoodLootMultiplier_tooltip = "新鲜/不易腐烂的食物",
	Sandbox_LiteratureLootMultiplier = "书本概率",
	Sandbox_LiteratureLootMultiplier_tooltip = "书本/杂志",
	Sandbox_WeaponLootMultiplier = "近战武器概率",
	Sandbox_WeaponLootMultiplier_tooltip = "各种近战武器<br>钢笔、叉子和勺子除外<br>包括大锤,仪器和一些烹饪工具",
	Sandbox_GunLootMultiplier = "枪械概率",
	Sandbox_GunLootMultiplier_tooltip = "枪械<br>包含枪械配件",
	Sandbox_AmmoLootMultiplier = "弹药概率",
	Sandbox_AmmoLootMultiplier_tooltip = "弹药/弹匣",
	Sandbox_SurvivalGearLootMultiplier = "生存装备概率",
	Sandbox_SurvivalGearLootMultiplier_tooltip = "锯子、喷灯、种子、农具、渔具、野营用具、针<br>工艺材料、维修材料、建筑材料、煤气罐、瓶、地图",
	Sandbox_MechanicsLootMultiplier = "车辆零件概率",
	Sandbox_MechanicsLootMultiplier_tooltip = "在车辆上工具,以及车辆零部件",
	Sandbox_MedicalLootMultiplier = "医疗物资概率",
	Sandbox_MedicalLootMultiplier_tooltip = "药品、绷带、夹板、缝合针、急救箱……",
	Sandbox_MediaLootMultiplier = "媒体物品概率",
	Sandbox_MediaLootMultiplier_tooltip = "VHS磁带、CD和游戏机",
	Sandbox_HouseholdSuppliesLootMultiplier = "家用物品概率",
	Sandbox_HouseholdSuppliesLootMultiplier_tooltip = "清洁用品、烹饪工具、书写用品、餐具、灭火器、开罐器、剃须刀、闹钟",
	Sandbox_ClothingLootMultiplier = "服装概率",
	Sandbox_ClothingLootMultiplier_tooltip = "各种衣服首饰,包含防毒面具",
	Sandbox_ContainerLootMultiplier = "背包概率",
	Sandbox_ContainerLootMultiplier_tooltip = "包括垃圾袋",
	Sandbox_CigarettesLootMultiplier = "香烟",
	Sandbox_CigarettesLootMultiplier_tooltip = "可用于吸烟的物品",
	Sandbox_CigarettesCount = "发现香烟数量",
	Sandbox_OtherLootMultiplier = "其他战利品倍率",
	Sandbox_OtherLootMultiplier_tooltip = "包括打火机、火柴、绘画用品、木炭、丙烷罐、古董烤箱、垃圾物品等等",
	Sandbox_ExceptionsList = "物品之外",
	Sandbox_ExceptionsList_tooltip = "不受上述乘数影响的项目 ID 的分号分隔列表<br>示例：Base.Sledgehammer;Base.Saw<br>仍受以下乘数列表选项影响",
	Sandbox_SpecificItemsList = "特定物品乘数",
	Sandbox_SpecificItemsList_tooltip = "特定项目的特定乘数的分号分隔列表.示例：Base.Sledgehammer = 5;Base.Sledgehammer2 = 5;Base.Saw = 0.5;Base.GardenSaw = 0.5;Base.Hammer = 0.1;Base.NailsBox = 2<br>这些单独的乘数应用于所有其他乘数之上,即使该项目在例外列表中",
	Sandbox_MaxRolls = "全体MAX(影响所有战利品)",
	Sandbox_MaxRolls_tooltip = "如果战利品表上的掷骰数高于此值,则会将其设置为此值<br>大多数战利品表的掷骰数为 4<br>1 = 每个容器的物品减少约 75%<br>2 = 每个容器的物品减少约 50%<br>3 = 每个容器的物品减少约 25%<br>4 = 几乎没有任何变化<br>5 = 原版",
	Sandbox_FoodTablesMaxRolls = "食物MAX",
	Sandbox_FoodTablesMaxRolls_tooltip = "与上面的选项相同,但只影响食物",
	Sandbox_MeleeWeaponsAndToolsTablesMaxRolls = "近战武器/工具在容器最大数量",
	Sandbox_GunsAndAmmoTablesMaxRolls = "枪械/弹药在容器最大数量",
	Sandbox_LitteratureTablesMaxRolls = "垃圾在容器最大数量",
	Sandbox_MediaTablesMaxRolls = "媒体在容器最大数量",
	Sandbox_MechanicsTablesMaxRolls = "汽车零件在容器最大数量",
	Sandbox_OtherTablesMaxRolls = "其他容器中最大物品数量",
	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 = "无",
	Sandbox_DaySurvivedModifier_value_option2 = "四分之一",
	Sandbox_DaySurvivedModifier_value_option3 = "一半",
	Sandbox_DaySurvivedModifier_value_option4 = "标准",
	Sandbox_DaySurvivedModifier_value_option5 = "双倍",
	Sandbox_MoreDecreasingLoot = "时间减少战利品",
	Sandbox_MoreDecreasingLootEnable = "启用时间减少战利品",
	Sandbox_MoreDecreasingLootEnable_tooltip = "如果未选中,以下所有设置将被忽略,并且永远不会触发物品移除",
	Sandbox_MoreDecreasingLootStartDay = "开始日",
	Sandbox_MoreDecreasingLootStartDay_tooltip = "从开始概率设置到峰值概率设置,移除物品的概率每天开始按比例增加",
	Sandbox_MoreDecreasingLootPeakDay = "高峰日",
	Sandbox_MoreDecreasingLootPeakDay_tooltip="战利品停止减少的那一天,之后总是应用移除物品的最高概率<br>必须高于开始日期选项！",
	Sandbox_MoreDecreasingLootOriginalChance = "开始移除物品的概率",
	Sandbox_MoreDecreasingLootOriginalChance_tooltip = "在开始日之前和开始日应用<br>必须低于最高概率选项！"
	Sandbox_MoreDecreasingLootMaxChance = "移除物品的最大概率",
	Sandbox_MoreDecreasingLootMaxChance_tooltip = "在高峰日之后和高峰日应用<br>必须高于起始概率选项！",
	Sandbox_MoreDecreasingLootFoodChanceModifier = "食物概率修正",
	Sandbox_MoreDecreasingLootFoodChanceModifier_tooltip = "将添加到移除物品的概率中的数字,对于食物<br>可以为负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原始概率甚至在开始之前",
	Sandbox_MoreDecreasingLootTriggerOnProximity = "在接近时触发物品移除",
	Sandbox_MoreDecreasingLootTriggerOnProximity_tooltip = "启用后,物品移除将在玩家靠近容器时触发,而不是在地图单元加载时触发<br>专业版：在您探索它们之前不会触发地图的所有容器<br>一些容器看起来有物品(上面有书的架子),但当你靠近时,它们的物品会被移除,实际上可能会变空",
	Sandbox_MoreDecreasingLootEnhancedVariance = "增强战利品差异",
	Sandbox_MoreDecreasingLootEnhancedVariance_tooltip = "启用后,移除物品的概率变为随机概率的平均值,而不是严格的概率<br>这意味着不同容器的战利品之间的差异可能会更高,但移除物品的平均概率仍然保持不变<br>示例：20% 的概率变为 0% 到 40% 之间的随机概率,每个容器一次<br>50% 变为 0%-100%.65% 变为 30%-100%.95% 变为 90%-100 %<br>如果开始日和高峰日之间的时间很短,不推荐",
	Sandbox_MoreDecreasingLootTriggerOnVehicleParts = "触发载具上的物品移除",
	Sandbox_MoreDecreasingLootTriggerOnVehicleParts_tooltip= "如果您希望车辆战利品受到物品移除的影响,请选中此项<br>影响手套箱、座椅、行李箱和任何其他可以包含物品的车辆部件",
	Sandbox_MoreDecreasingLootTriggerOnDeadZombies = "在尸体上触发物品移除",
	Sandbox_MoreDecreasingLootTriggerOnDeadZombies_tooltip = "如果你想让丧尸战利品受到物品移除的影响,请勾选此项<br>这不会影响附着/放置的武器以及磨损的衣服和配饰<br>警告：这也会影响玩家的尸体和NPC！",
	Sandbox_MoreDecreasingLootExceptionsList = "物品例外列表",
	Sandbox_MoreDecreasingLootExceptionsList_tooltip = "项目移除将忽略的项目的分号分隔列表<br>示例：Base.Saw;Base.Hammer;Base.Nails",
	
	-----Small Town First Responders-----
	
	Sandbox_STR = "小镇回应者",
	Sandbox_STR_CustomZones = "使用STR丧尸区",
	Sandbox_STR_CustomZones_tooltip = "启用此功能以使用小镇回应者自定义丧尸区",
	Sandbox_STR_LootZones = "使用STR战利品区",
	Sandbox_STR_LootZones_tooltip = "启用此功能以使用小镇回应者的自定义容器覆盖",
	Sandbox_STR_CustomVehicleZones = "使用自定义车辆区",
	Sandbox_STR_CustomVehicleZones_tooltip = "启用此功能以使用小镇回应者的自定义车辆区域",
	Sandbox_STR_EnableSTEV = "启用小镇回应者车辆",
	Sandbox_STR_EnableSTEV_tooltip = "启用此功能以使用STR的车辆",
	Sandbox_STR_STEVOnly = "仅使用小镇回应者车辆",
	Sandbox_STR_STEVOnly_tooltip = "启用此功能以禁用基本的原版和模组的警察/消防/ems内容",
	Sandbox_STR_TrueSTEV = "只使用有利于传说的小镇回应者车辆",
	Sandbox_STR_TrueSTEV_tooltip = "启用此功能以禁用不适合的警察/消防/ems内容",
	Sandbox_STR_ZombieOverrides = "覆盖丧尸",
	Sandbox_STR_ZombieOverrides_tooltip = "启用此功能以覆盖虚构的警察/消防/ems/监狱丧尸<br>可能会导致滞后! 现在在服务器上工作！！！",
	Sandbox_STR_WantSusceptibleOutfits = "允许易感丧尸",
	Sandbox_STR_WantSusceptibleOutfits_tooltip = "如果禁用,所有可感知的STFR丧尸将成为普通的STFR丧尸<br>如果没有启用易受影响,则没有任何作用！",
	Sandbox_STR_VehicleOverrides = "覆盖车辆",
	Sandbox_STR_VehicleOverrides_tooltip = "启用此功能以覆盖原版和二手车模组车辆<br>可能会导致滞后! 现在在服务器上工作！！！",
	Sandbox_STR_DuffelLoot = "启用行李袋",
	Sandbox_STR_DuffelLoot_tooltip = "启用它可以生成STFR定制行李袋",
	Sandbox_STR_VestRosewood = "允许罗斯伍德SD背心",
	Sandbox_STR_VestRosewood_tooltip = "为罗斯伍德SD丧尸防弹背心启用此功能",
	Sandbox_STR_VestRiverside = "允许河畔PD背心",
	Sandbox_STR_VestRiverside_tooltip = "对河滨警察局丧尸防弹背心启用此功能",
	Sandbox_STR_VestMuldraugh = "允许马尔德劳 PD背心",
	Sandbox_STR_VestMuldraugh_tooltip = "为马尔德劳PD丧尸防弹背心启用此功能",
	Sandbox_STR_VestWestPoint = "对西点PD背心",
	Sandbox_STR_VestWestPoint_tooltip = "对西点PD丧尸防弹背心启用此功能",
	Sandbox_STR_VestJeffersonSD = "允许对杰弗逊县SD背心",
	Sandbox_STR_VestJeffersonSD_tooltip = "对杰弗逊县SD丧尸防弹背心启用此功能",
	Sandbox_STR_VestJeffersonPD = "允许对杰弗逊县PD背心",
	Sandbox_STR_VestJeffersonPD_tooltip = "对杰弗逊县PD丧尸防弹背心启用此功能",
	Sandbox_STR_VestLouisville = "允许路易斯维尔DOP背心",
	Sandbox_STR_VestLouisville_tooltip = "对路易斯维尔警局丧尸防弹背心启用此功能",
	Sandbox_STR_VestMeade = "允许米德县SO背心",
	Sandbox_STR_VestMeade_tooltip = "为米德县SO丧尸防弹背心启用此功能",
	Sandbox_STR_VestGreenport = "允许 格林港PD背心",
	Sandbox_STR_VestGreenport_tooltip = "对格林港PD丧尸防弹背心启用此功能",
	Sandbox_STR_VestTandil = "允许 坦迪尔PD背心",
	Sandbox_STR_VestTandil_tooltip = "对坦迪尔PD丧尸防弹背心启用此功能",
	Sandbox_STR_VestRavenCreek = "允许 渡鸦港PD背心",
	Sandbox_STR_VestRavenCreek_tooltip = "对渡鸦港PD丧尸防弹背心启用此功能",
	Sandbox_STR_TrunkOverrides = "覆盖原版行李箱物品",
	Sandbox_STR_TrunkOverrides_tooltip = "启用此功能以覆盖车辆行李箱中的某些原版物品<br>每个行李箱的每个中仅影响 1 个项目",
	Sandbox_STR_TickrateOverrides = "覆盖响应速度",
	Sandbox_STR_TickrateOverrides_tooltip = "STFR 覆盖车辆和丧尸的速度有多快<br>较低的数字意味着更快的覆盖,但更多的滞后",
	Sandbox_STRS = "小镇急救丧尸",
	Sandbox_STRS_Dress = "制服生成概率",
	Sandbox_STRS_Dress_tooltip = "所有制服丧尸生成概率",
	Sandbox_STRS_Riot = "防暴制服生成概率",
	Sandbox_STRS_Riot_tooltip = "所有防暴丧尸生成概率",
	Sandbox_STRS_Ranger = "游骑兵生成概率",
	Sandbox_STRS_Ranger_tooltip = "所有游骑兵丧尸生成概率",
	Sandbox_STRS_USPS = "邮政制服生成概率",
	Sandbox_STRS_USPS_tooltip = "邮政制服丧尸生成概率",
	Sandbox_STRS_Security = "安全制服生成概率",
	Sandbox_STRS_Security_tooltip = "所有安全制服丧尸生成概率",
	Sandbox_STRS_Other = "其他制服生成概率",
	Sandbox_STRS_Other_tooltip = "其他丧尸生成概率,比如法官",
	Sandbox_STRS_Duffel = "露营丧尸刷新",
	Sandbox_STRS_Duffel_tooltip = "穿着行李袋STFR丧尸的刷新概率<br>如果关闭则不执行任何操作",
	Sandbox_STRS_FireFormal = "正式消防制服生成概率",
	Sandbox_STRS_FireFormal_tooltip = "所有正式消防制服丧尸生成概率",
	Sandbox_STRS_Fireman = "消防员制服生成概率",
	Sandbox_STRS_Fireman_tooltip = "所有消防员丧尸生成概率",
	Sandbox_STRS_FiremanFull = "全套消防员制服生成概率"ht
	Sandbox_STRS_FiremanFull_tooltip = "所有全套消防员丧尸生成概率",
	Sandbox_STRS_EMS = "EMS制服生成概率",
	Sandbox_STRS_EMS_tooltip = "所有EMS丧尸生成概率",
	Sandbox_STRS_MuldraughPD = "马尔德劳PD生成概率",
	Sandbox_STRS_MuldraughPD_tooltip = "马尔德劳PD丧尸生成概率",
	Sandbox_STRS_WestPointPD = "西点PD生成概率",
	Sandbox_STRS_WestPointPD_tooltip = "西点PD丧尸生成概率",
	Sandbox_STRS_MeadeSO = "米德县SO生成概率",
	Sandbox_STRS_MeadeSO_tooltip = "米德县SO丧尸生成概率",
	Sandbox_STRS_RiversidePD = "河畔PD生成概率",
	Sandbox_STRS_RiversidePD_tooltip = "河畔PD 丧尸生成概率",
	Sandbox_STRS_RosewoodSD = "罗斯伍德SD生成概率",
	Sandbox_STRS_RosewoodSD_tooltip = "罗斯伍德SD丧尸生成概率",
	Sandbox_STRS_LouisvillePD = "路易斯维尔警察局生成概率",
	Sandbox_STRS_LouisvillePD_tooltip = "路易斯维尔警察局丧尸生成概率",
	Sandbox_STRS_JeffersonPD = "杰斐逊县PD生成概率",
	Sandbox_STRS_JeffersonPD_tooltip = "杰斐逊县PD丧尸生成概率",
	Sandbox_STRS_JeffersonSD = "杰斐逊县SD生成概率",
	Sandbox_STRS_JeffersonSD_tooltip = "杰斐逊县SD丧尸生成概率",
	Sandbox_STRS_KSP_Trooper = "肯塔基州巡逻队生成概率",
	Sandbox_STRS_KSP_Trooper_tooltip = "肯塔基州巡逻队丧尸生成概率",
	Sandbox_STRS_DOC = "狱警生成概率",
	Sandbox_STRS_DOC_tooltip = "狱警丧尸生成概率",
	Sandbox_STRS_JeffersonInmate = "杰斐逊县DOC囚犯生成概率",
	Sandbox_STRS_JeffersonInmate_tooltip = "杰斐逊县DOC囚犯丧尸生成概率",
	Sandbox_STRS_MeadeInmateOrange = "米德县DOC橙色囚犯生成概率",
	Sandbox_STRS_MeadeInmateOrange_tooltip = "米德县DOC橙色囚犯丧尸生成概率",
	Sandbox_STRS_MeadeInmateYellow = "米德县DOC黄色囚犯生成概率",
	Sandbox_STRS_MeadeInmateYellow_tooltip = "米德县DOC黄色囚犯丧尸生成概率",
	Sandbox_STRS_MeadeInmateRed = "米德县DOC红色囚犯重生概率",
	Sandbox_STRS_MeadeInmateRed_tooltip = "米德县DOC红色囚犯丧尸生成概率",
	Sandbox_STRS_GreenportPD = "格林港PD背心刷新概率",
	Sandbox_STRS_GreenportPD_tooltip = "格林港PD丧尸刷新概率<br>如果关闭则不执行任何操作",
	Sandbox_STRS_TandilPD = "坦迪尔PD丧尸刷新概率",
	Sandbox_STRS_TandilPD_tooltip = "坦迪尔PD丧尸刷新概率<br>如果关闭则不执行任何操作",
	Sandbox_STRS_RavenCreekPD = "渡鸦港PD生成概率",
	Sandbox_STRS_RavenCreekPD_tooltip = "渡鸦港PD丧尸生成概率<br>如果关闭则不执行任何操作",
	Sandbox_STRS_RavenCreekInmate = "渡鸦港DOC囚犯生成概率",
	Sandbox_STRS_RavenCreekInmate_tooltip = "渡鸦港DOC囚犯丧尸生成概率<br>如果关闭则不执行任何操作",
	Sandbox_STEV = "小镇急救员生成",
	Sandbox_STEV_Meade = "米德县SD汽车概率",
	Sandbox_STEV_Meade_tooltip = "米德县SD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_Riverside = "河畔PD汽车概率",
	Sandbox_STEV_Riverside_tooltip = "河畔PD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_Rosewood = "罗斯伍德SD汽车概率",
	Sandbox_STEV_Rosewood_tooltip = "罗斯伍德SD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_WestPoint = "西点PD汽车概率",
	Sandbox_STEV_WestPoint_tooltip = "西点PD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_Muldraugh = "马尔德劳PD汽车概率",
	Sandbox_STEV_Muldraugh_tooltip = "马尔德劳PD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_JCSD = "杰斐逊县SD汽车概率",
	Sandbox_STEV_JCSD_tooltip = "杰斐逊县SD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_JCPD = "杰斐逊县警察局汽车概率",
	Sandbox_STEV_JCPD_tooltip = "杰斐逊县警察局汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_KSP = "肯塔基州警察汽车概率",
	Sandbox_STEV_KSP_tooltip = "肯塔基州警车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_Louisville = "路易斯维尔PD汽车概率",
	Sandbox_STEV_Louisville_tooltip = "路易斯维尔PD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_Rangers = "游侠生成概率",
	Sandbox_STEV_Rangers_tooltip = "游侠汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_USPS = "美国邮政署汽车概率",
	Sandbox_STEV_USPS_tooltip = "美国邮政署汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_JCDOC = "杰斐逊县DoC汽车概率",
	Sandbox_STEV_JCDOC_tooltip = "杰斐逊县DoC汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_MCDOC = "米德县DoC汽车概率",
	Sandbox_STEV_MCDOC_tooltip = "米德县DoC汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_EMS = "STFR救护车生成概率",
	Sandbox_STEV_EMS_tooltip = "STFR救护车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_RosewoodFire = "罗斯伍德VFD汽车概率",
	Sandbox_STEV_RosewoodFire_tooltip = "罗斯伍德VFD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_LouisvilleFire = "路易斯维尔FD汽车概率",
	Sandbox_STEV_LouisvilleFire_tooltip = "路易斯维尔FD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_MeadeFire = "米德县FD汽车概率",
	Sandbox_STEV_MeadeFire_tooltip = "米德县FD汽车生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_BankTruck = "银行卡车刷新概率",
	Sandbox_STEV_BankTruck_tooltip = "银行卡车刷新概率",
	Sandbox_STEV_FSwat = "其他车辆概率",
	Sandbox_STEV_FSwat_tooltip = "二手模组警卡车以及军用和警用汽车皮肤车辆生成概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_GPPD = "格林港PD刷新概率",
	Sandbox_STEV_GPPD_tooltip = "格林港PD汽车生成概率<br>如果未启用则不执行任何操作！",
	Sandbox_STEV_TDPD = "坦迪尔PD刷新概率",
	Sandbox_STEV_TDPD_tooltip = "坦迪尔PD汽车生成概率<br>如果未启用则不执行任何操作！",
	Sandbox_STEV_TDFD = "坦迪尔FD刷新概率",
	Sandbox_STEV_TDFD_tooltip = "坦迪尔FD汽车生成概率<br>如果未启用则不执行任何操作！",
	Sandbox_STEV_RCRPD = "渡鸦港PD生成概率",
	Sandbox_STEV_RCRPD_tooltip = "渡鸦港PD汽车生成概率<br>如果渡鸦港未启用则不执行任何操作！",
	Sandbox_STEV_RCRFD = "渡鸦港FD生成概率",
	Sandbox_STEV_RCRFD_tooltip = "渡鸦港FD汽车生成概率<br>如果渡鸦港未启用则不执行任何操作！",
	Sandbox_STEV_RCRDOC = "渡鸦港DOC生成概率",
	Sandbox_STEV_RCRDOC_tooltip = "渡鸦港DOC汽车生成概率<br>如果渡鸦港未启用则不执行任何操作！",
	Sandbox_STEV_SRate = "STFR汽车概率",
	Sandbox_STEV_SRate_tooltip = "STFR汽车生成的总体概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_NChance = "STFR正常生成概率",
	Sandbox_STEV_NChance_tooltip = "普通汽车在STFR载具区域生成的总体概率<br>如果为关闭则不执行任何操作！",
	Sandbox_STEV_VCars = "原版模型",
	Sandbox_STEV_VCars_tooltip = "启用此功能可以允许带有原版车型的STFR车辆在停车场刷新<br>不会影响车辆场景！也不能去除添加的皮肤！",
	
	-----Susceptible Trait - Airborne Infection-----
	
	Sandbox_Susceptible = "易感染影响",
	Sandbox_Susceptible_EveryoneIsSusceptible = "人人都是易感染者",
	Sandbox_Susceptible_InstantDeath = "即时死亡感染",
	Sandbox_Susceptible_BaseInfectionChance = "基本感染机率",
	Sandbox_Susceptible_MaskDamageRate = "面罩损坏率",
	Sandbox_Susceptible_MaskFilteringPower = "面罩过滤能力",
	Sandbox_Susceptible_SusceptibleSpawnChance = "蒙面丧尸概率",
	Sandbox_Susceptible_SusceptibleLootChance = "在蒙面丧尸身上找到蒙面物品的概率",

	-----MorePlushies!-----
	
	Sandbox_MorePlushies = "更多毛绒玩偶",
	Sandbox_MorePlushies_SpawnRate = "产生概率设置",
	Sandbox_MorePlushies_SpawnRate_tooltip = "默认很低,数字越高概率越大",

	-----Random Zombies-----

	Sandbox_BLTRandomZombies = "随机丧尸",
	Sandbox_BLTRandomZombies_Crawler = "爬行者",
	Sandbox_BLTRandomZombies_Crawler_tooltip = "世界上存在爬行者的百分比<br>此丧尸和其他丧尸百分比之和必须达到100",
	Sandbox_BLTRandomZombies_Shambler = "蹒跚(速度)",
	Sandbox_BLTRandomZombies_Shambler_tooltip = "世界上存在蹒跚者的百分比<br>此种类丧尸和其他丧尸百分比之和必须达到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>此种类丧尸和其他丧尸百分比之和必须达到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>此种类丧尸和其他丧尸百分比之和必须达到100",
	Sandbox_BLTRandomZombies_Fragile = "脆弱(健康)",
	Sandbox_BLTRandomZombies_Fragile_tooltip = "世界中存在的脆弱丧尸的百分比.脆弱、正常、强硬的总和必须达到100",
	Sandbox_BLTRandomZombies_NormalTough = "正常(健康)",
	Sandbox_BLTRandomZombies_NormalTough_tooltip = "世界中存在的具有正常韧性的丧尸的百分比<br>脆弱、正常、强硬的总和必须达到100",
	Sandbox_BLTRandomZombies_Tough = "坚韧(健康)",
	Sandbox_BLTRandomZombies_Tough_tooltip = "世界中存在的强悍丧尸的百分比<br>脆弱的、正常、强悍的加起来必须是100",
	Sandbox_BLTRandomZombies_Smart = "智能(寻路)",
	Sandbox_BLTRandomZombies_Smart_tooltip = "世界上存在的智能丧尸的百分比<br>这些丧尸可以打开门和更多",
	Sandbox_BLTRandomZombies_CheckConfig = "[高级] 检查配置",
	Sandbox_BLTRandomZombies_CheckConfig_tooltip = "[高级选项] 禁用此选项可忽略无效的配置警告,并使用相对重量,而不是必须加起来为100的百分比",
	Sandbox_BLTRandomZombies_Frequency = "频率(毫秒)",
	Sandbox_BLTRandomZombies_Frequency_tooltip = "[高级选项]两次更新之间的间隔时间,以毫秒为单位<br>数字越大意味着CPU的使用越少,数字越小意味着正确性问题越少",

	-----Ultimate XP Tweaker-----
	
	Sandbox_UXPT = "XP调整器：技能",
	Sandbox_UXPT_Advanced = "XP调整器：高级",
	Sandbox_UXPT_Fitness = "体格",
	Sandbox_UXPT_Fitness_tooltip = "注意：-角色-选项下的全局-XP乘数-并不适用于体格",
	Sandbox_UXPT_Fitness_0 = "体格 XP 提升：0 级起点",
	Sandbox_UXPT_Fitness_0_tooltip = "未修改情况下,玩家以技能等级0起点的人,其XP收益乘以1.0<br>可以选择改变数值",
	Sandbox_UXPT_Fitness_1 = "体格 XP 提升：1 级起点",
	Sandbox_UXPT_Fitness_1_tooltip = "未修改情况下,玩家以技能等级1起点的人,其XP收益乘以1.0<br>可以选择改变数值",
	Sandbox_UXPT_Fitness_2 = "体格 XP 提升：2 级起点",
	Sandbox_UXPT_Fitness_2_tooltip = "未修改情况下,玩家以技能等级2起点的人,其XP收益乘以1.0<br>可以选择改变数值",
	Sandbox_UXPT_Fitness_3 = "体格 XP 提升：3+ 级起点",
	Sandbox_UXPT_Fitness_3_tooltip = "未修改情况下,玩家以技能等级3+起点的人,其XP收益乘以1.0<br>可以选择改变数值",
	Sandbox_UXPT_Strength = "力量",
	Sandbox_UXPT_Strength_tooltip = "力量 XP 增益乘以该值\n注意：-角色-选项下的全局-XP 乘数-不适用于力量",
	Sandbox_UXPT_Strength_0 = "力量 XP 提升：0 级起点",
	Sandbox_UXPT_Strength_0_tooltip = "未修改情况下,玩家以技能等级0起点的人,他们的 XP 增益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Strength_1 = "力量 XP 提升：1 级起点",
	Sandbox_UXPT_Strength_1_tooltip = "未修改情况下,玩家以技能等级1起点的人,他们的 XP 增益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Strength_2 = "力量 XP 提升：2 级起点",
	Sandbox_UXPT_Strength_2_tooltip = "未修改情况下,玩家以技能等级2起点的人,他们的 XP 增益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Strength_3 = "力量 XP 提升：3+ 级起点",
	Sandbox_UXPT_Strength_3_tooltip = "未修改情况下,玩家以技能等级3+起点的人,他们的 XP 增益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Sprinting = "冲刺",
	Sandbox_UXPT_Sprinting_tooltip = "冲刺 XP 收益乘以该值",
	Sandbox_UXPT_Sprinting_0 = "冲刺 XP 提升：0 级起点",
	Sandbox_UXPT_Sprinting_0_tooltip = "未修改情况下,玩家以技能等级0起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Sprinting_1 = "冲刺 XP 提升：1 级起点",
	Sandbox_UXPT_Sprinting_1_tooltip = "未修改情况下,玩家以技能等级1起点的人他们的 XP 收益乘以 1.25<br>可以选择改变数值",
	Sandbox_UXPT_Sprinting_2 = "冲刺 XP 提升：2 级起点",
	Sandbox_UXPT_Sprinting_2_tooltip = "未修改情况下,玩家以技能等级2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Sprinting_3 = "冲刺 XP 提升：3+ 级起点",
	Sandbox_UXPT_Sprinting_3_tooltip = "未修改情况下,玩家以技能等级3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Lightfooted = "轻巧",
	Sandbox_UXPT_Lightfooted_tooltip = "轻巧 XP 收益乘以这个值",
	Sandbox_UXPT_Lightfooted_0 = "轻巧 XP 提升：0 级起点",
	Sandbox_UXPT_Lightfooted_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Lightfooted_1 = "轻巧 XP 提升：1 级起点",
	Sandbox_UXPT_Lightfooted_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Lightfooted_2 = "轻巧 XP 提升：2 级起点",
	Sandbox_UXPT_Lightfooted_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Lightfooted_3 = "轻巧 XP 提升：3+ 级起点",
	Sandbox_UXPT_Lightfooted_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Nimble = "灵活",
	Sandbox_UXPT_Nimble_tooltip = "灵活 XP 收益乘以这个值",
	Sandbox_UXPT_Nimble_0 = "灵活 XP 提升：0 级起点",
	Sandbox_UXPT_Nimble_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Nimble_1 = "灵活 XP 提升：1 级起点",
	Sandbox_UXPT_Nimble_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Nimble_2 = "灵活 XP 提升：2 级起点",
	Sandbox_UXPT_Nimble_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Nimble_3 = "灵活 XP 提升：3+ 级起点",
	Sandbox_UXPT_Nimble_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Sneaking = "潜行",
	Sandbox_UXPT_Sneaking_tooltip = "潜行 XP 收益乘以这个值",
	Sandbox_UXPT_Sneaking_0 = "潜行 XP 提升：0 级起点",
	Sandbox_UXPT_Sneaking_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Sneaking_1 = "潜行 XP 提升：1 级起点",
	Sandbox_UXPT_Sneaking_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Sneaking_2 = "潜行 XP 提升：2 级起点",
	Sandbox_UXPT_Sneaking_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Sneaking_3 = "潜行 XP 提升：3+ 级起点",
	Sandbox_UXPT_Sneaking_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Axe = "斧头",
	Sandbox_UXPT_Axe_tooltip = "斧头 XP 收益乘以这个值",
	Sandbox_UXPT_Axe_0 = "斧头 XP 提升：0 级起点",
	Sandbox_UXPT_Axe_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Axe_1 = "斧头 XP 提升：1 级起点",
	Sandbox_UXPT_Axe_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Axe_2 = "斧头 XP 提升：2 级起点",
	Sandbox_UXPT_Axe_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Axe_3 = "斧头 XP 提升：3+ 级起点",
	Sandbox_UXPT_Axe_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_LongBlunt = "长棍",
	Sandbox_UXPT_LongBlunt_tooltip = "长棍 XP 收益乘以这个值",
	Sandbox_UXPT_LongBlunt_0 = "长棍 XP 提升：0 级起点",
	Sandbox_UXPT_LongBlunt_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_LongBlunt_1 = "长棍 XP 提升：1 级起点",
	Sandbox_UXPT_LongBlunt_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_LongBlunt_2 = "长棍 XP 提升：2 级起点",
	Sandbox_UXPT_LongBlunt_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_LongBlunt_3 = "长棍 XP 提升：3+ 级起点",
	Sandbox_UXPT_LongBlunt_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlunt = "短棍",
	Sandbox_UXPT_ShortBlunt_tooltip = "短棍 XP 收益乘以这个值",
	Sandbox_UXPT_ShortBlunt_0 = "短棍 XP 提升：0 级起点",
	Sandbox_UXPT_ShortBlunt_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlunt_1 = "短棍 XP 提升：1 级起点",
	Sandbox_UXPT_ShortBlunt_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlunt_2 = "短棍 XP 提升：2 级起点",
	Sandbox_UXPT_ShortBlunt_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlunt_3 = "短棍 XP 提升：3+ 级起点",
	Sandbox_UXPT_ShortBlunt_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_LongBlade = "长刀",
	Sandbox_UXPT_LongBlade_tooltip = "长刀 XP 收益乘以这个值",
	Sandbox_UXPT_LongBlade_0 = "长刀 XP 提升：0 级起点",
	Sandbox_UXPT_LongBlade_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_LongBlade_1 = "长刀 XP 提升：1 级起点",
	Sandbox_UXPT_LongBlade_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_LongBlade_2 = "长刀 XP 提升：2 级起点",
	Sandbox_UXPT_LongBlade_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_LongBlade_3 = "长刀 XP 提升：3+ 级起点",
	Sandbox_UXPT_LongBlade_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlade = "短刀",
	Sandbox_UXPT_ShortBlade_tooltip = "短刀 XP 收益乘以这个值",
	Sandbox_UXPT_ShortBlade_0 = "短刀 XP 提升：0 级起点",
	Sandbox_UXPT_ShortBlade_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlade_1 = "短刀 XP 提升：1 级起点",
	Sandbox_UXPT_ShortBlade_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlade_2 = "短刀 XP 提升：2 级起点",
	Sandbox_UXPT_ShortBlade_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_ShortBlade_3 = "短刀 XP 提升：3+ 级起点",
	Sandbox_UXPT_ShortBlade_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Spear = "长矛",
	Sandbox_UXPT_Spear_tooltip = "长矛 XP 收益乘以这个值",
	Sandbox_UXPT_Spear_0 = "长矛 XP 提升：0 级起点",
	Sandbox_UXPT_Spear_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Spear_1 = "长矛 XP 提升：1 级起点",
	Sandbox_UXPT_Spear_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Spear_2 = "长矛 XP 提升：2 级起点",
	Sandbox_UXPT_Spear_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Spear_3 = "长矛 XP 提升：3+ 级起点",
	Sandbox_UXPT_Spear_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Maintenance = "维护",
	Sandbox_UXPT_Maintenance_tooltip = "维护 XP 收益乘以这个值",
	Sandbox_UXPT_Maintenance_0 = "维护 XP 提升：0 级起点",
	Sandbox_UXPT_Maintenance_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Maintenance_1 = "维护 XP 提升：1 级起点",
	Sandbox_UXPT_Maintenance_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Maintenance_2 = "维护 XP 提升：2 级起点",
	Sandbox_UXPT_Maintenance_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Maintenance_3 = "维护 XP 提升：3+ 级起点",
	Sandbox_UXPT_Maintenance_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Carpentry = "木工",
	Sandbox_UXPT_Carpentry_tooltip = "木工 XP 收益乘以这个值",
	Sandbox_UXPT_Carpentry_0 = "木工 XP 提升：0 级起点",
	Sandbox_UXPT_Carpentry_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Carpentry_1 = "木工 XP 提升：1 级起点",
	Sandbox_UXPT_Carpentry_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Carpentry_2 = "木工 XP 提升：2 级起点",
	Sandbox_UXPT_Carpentry_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Carpentry_3 = "木工 XP 提升：3+ 级起点",
	Sandbox_UXPT_Carpentry_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Cooking = "烹饪",
	Sandbox_UXPT_Cooking_tooltip = "烹饪 XP 收益乘以这个值",
	Sandbox_UXPT_Cooking_0 = "烹饪 XP 提升：0 级起点",
	Sandbox_UXPT_Cooking_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Cooking_1 = "烹饪 XP 提升：1 级起点",
	Sandbox_UXPT_Cooking_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Cooking_2 = "烹饪 XP 提升：2 级起点",
	Sandbox_UXPT_Cooking_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Cooking_3 = "烹饪 XP 提升：3+ 级起点",
	Sandbox_UXPT_Cooking_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Farming = "农业",
	Sandbox_UXPT_Farming_tooltip = "农业 XP 收益乘以这个值",
	Sandbox_UXPT_Farming_0 = "农业 XP 提升：0 级起点",
	Sandbox_UXPT_Farming_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Farming_1 = "农业 XP 提升：1 级起点",
	Sandbox_UXPT_Farming_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Farming_2 = "农业 XP 提升：2 级起点",
	Sandbox_UXPT_Farming_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Farming_3 = "农业 XP 提升：3+ 级起点",
	Sandbox_UXPT_Farming_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_FirstAid = "急救",
	Sandbox_UXPT_FirstAid_tooltip = "急救 XP 收益乘以这个值",
	Sandbox_UXPT_FirstAid_0 = "急救 XP 提升：0 级起点",
	Sandbox_UXPT_FirstAid_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_FirstAid_1 = "急救 XP 提升：1 级起点",
	Sandbox_UXPT_FirstAid_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_FirstAid_2 = "急救 XP 提升：2 级起点",
	Sandbox_UXPT_FirstAid_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_FirstAid_3 = "急救 XP 提升：3+ 级起点",
	Sandbox_UXPT_FirstAid_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Electrical = "电工",
	Sandbox_UXPT_Electrical_tooltip = "电工 XP 收益乘以这个值",
	Sandbox_UXPT_Electrical_0 = "电工 XP 提升：0 级起点",
	Sandbox_UXPT_Electrical_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Electrical_1 = "电工 XP 提升：1 级起点",
	Sandbox_UXPT_Electrical_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Electrical_2 = "电工 XP 提升：2 级起点",
	Sandbox_UXPT_Electrical_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Electrical_3 = "电工 XP 提升：3+ 级起点",
	Sandbox_UXPT_Electrical_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Metalworking = "金工",
	Sandbox_UXPT_Metalworking_tooltip = "金工 XP 收益乘以这个值",
	Sandbox_UXPT_Metalworking_0 = "金工 XP 提升：0 级起点",
	Sandbox_UXPT_Metalworking_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Metalworking_1 = "金工 XP 提升：1 级起点",
	Sandbox_UXPT_Metalworking_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Metalworking_2 = "金工 XP 提升：2 级起点",
	Sandbox_UXPT_Metalworking_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Metalworking_3 = "金工 XP 提升：3+ 级起点",
	Sandbox_UXPT_Metalworking_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Mechanics = "技工",
	Sandbox_UXPT_Mechanics_tooltip = "技工 XP 收益乘以这个值",
	Sandbox_UXPT_Mechanics_0 = "技工 XP 提升：0 级起点",
	Sandbox_UXPT_Mechanics_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Mechanics_1 = "技工 XP 提升：1 级起点",
	Sandbox_UXPT_Mechanics_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Mechanics_2 = "技工 XP 提升：2 级起点",
	Sandbox_UXPT_Mechanics_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Mechanics_3 = "技工 XP 提升：3+ 级起点",
	Sandbox_UXPT_Mechanics_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Tailoring = "缝纫",
	Sandbox_UXPT_Tailoring_tooltip = "缝纫 XP 收益乘以这个值",
	Sandbox_UXPT_Tailoring_0 = "缝纫 XP 提升：0 级起点",
	Sandbox_UXPT_Tailoring_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Tailoring_1 = "缝纫 XP 提升：1 级起点",
	Sandbox_UXPT_Tailoring_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Tailoring_2 = "缝纫 XP 提升：2 级起点",
	Sandbox_UXPT_Tailoring_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Tailoring_3 = "缝纫 XP 提升：3+ 级起点",
	Sandbox_UXPT_Tailoring_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Aiming = "瞄准",
	Sandbox_UXPT_Aiming_tooltip = "瞄准 XP 收益乘以这个值",
	Sandbox_UXPT_Aiming_0 = "瞄准 XP 提升：0 级起点",
	Sandbox_UXPT_Aiming_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Aiming_1 = "瞄准 XP 提升：1 级起点",
	Sandbox_UXPT_Aiming_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Aiming_2 = "瞄准 XP 提升：2 级起点",
	Sandbox_UXPT_Aiming_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Aiming_3 = "瞄准 XP 提升：3+ 级起点",
	Sandbox_UXPT_Aiming_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Aiming_level5mult = "瞄准：5+ 等级 XP 乘数",
	Sandbox_UXPT_Aiming_level5mult_tooltip = "未修改情况下,瞄准达到 5 级后,瞄准 XP 乘以 0.37037<br>可以选择改变数值",
	Sandbox_UXPT_Reloading = "装填",
	Sandbox_UXPT_Reloading_tooltip = "装填 XP 收益乘以这个值",
	Sandbox_UXPT_Reloading_0 = "装填 XP 提升：0 级起点",
	Sandbox_UXPT_Reloading_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_1 = "装填 XP 提升：1 级起点",
	Sandbox_UXPT_Reloading_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_2 = "装填 XP 提升：2 级起点",
	Sandbox_UXPT_Reloading_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_3 = "装填 XP 提升：3+ 级起点",
	Sandbox_UXPT_Reloading_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp = "装填：5+ 等级 XP 乘数",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_tooltip = "未修改情况下,装填达到5级后,玩家在装填子弹时只获得 1 XP 而不是 4 XP<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_Chance = "装填：5+ 等级 XP 获得概率",
	Sandbox_UXPT_Reloading_Level5_LoadBulletsInMagazine_Xp_Chance_tooltip = "未修改情况下,装弹达到5级后,玩家在装填子弹时只有20％而不是50％的概率获得 XP<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp = "装填：5+ 等级插入弹匣 XP",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_tooltip = "未修改情况下,装填达到5级后,玩家在插入弹匣时只会获得 1 XP 而不是 4 XP<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_Chance = "装填：5+ 等级插入弹匣 XP 获得概率",
	Sandbox_UXPT_Reloading_Level5_InsertMagazine_Xp_Chance_tooltip = "未修改情况下,装填达到5级后,玩家在插入弹匣时只有 33.33% 而不是 100% 的概率获得 XP<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp = "装填：5+ 等级装填武器 XP",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_tooltip = "未修改情况下,装填达到5级后,玩家在完成装填武器时只会获得 1 XP 而不是 4 XP<br>可以选择改变数值",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_Chance = "装填：5+ 等级装填武器 XP 获得概率",
	Sandbox_UXPT_Reloading_Level5_ReloadWeaponAction_Xp_Chance_tooltip = "未修改情况下,装填达到5级后,玩家在完成装填武器时只有 33.33% 而不是 100% 的概率获得 XP<br>可以选择改变数值",
	Sandbox_UXPT_Fishing = "钓鱼",
	Sandbox_UXPT_Fishing_tooltip = "钓鱼 XP 收益乘以这个值",
	Sandbox_UXPT_Fishing_0 = "钓鱼 XP 提升：0 级起点",
	Sandbox_UXPT_Fishing_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Fishing_1 = "钓鱼 XP 提升：1 级起点",
	Sandbox_UXPT_Fishing_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Fishing_2 = "钓鱼 XP 提升：2 级起点",
	Sandbox_UXPT_Fishing_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Fishing_3 = "钓鱼 XP 提升：3+ 级起点",
	Sandbox_UXPT_Fishing_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Trapping = "诱捕",
	Sandbox_UXPT_Trapping_tooltip = "诱捕 XP 收益乘以这个值",
	Sandbox_UXPT_Trapping_0 = "诱捕 XP 提升：0 级起点",
	Sandbox_UXPT_Trapping_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Trapping_1 = "诱捕 XP 提升：1 级起点",
	Sandbox_UXPT_Trapping_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Trapping_2 = "诱捕 XP 提升：2 级起点",
	Sandbox_UXPT_Trapping_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Trapping_3 = "诱捕 XP 提升：3+ 级起点",
	Sandbox_UXPT_Trapping_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Foraging = "搜寻",
	Sandbox_UXPT_Foraging_tooltip = "搜寻 XP 收益乘以这个值",
	Sandbox_UXPT_Foraging_0 = "搜寻 XP 提升：0 级起点",
	Sandbox_UXPT_Foraging_0_tooltip = "未修改情况下,玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Foraging_1 = "搜寻 XP 提升：1 级起点",
	Sandbox_UXPT_Foraging_1_tooltip = "未修改情况下,玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Foraging_2 = "搜寻 XP 提升：2 级起点",
	Sandbox_UXPT_Foraging_2_tooltip = "未修改情况下,玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Foraging_3 = "搜寻 XP 提升：3+ 级起点",
	Sandbox_UXPT_Foraging_3_tooltip = "未修改情况下,玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Other = "其他",
	Sandbox_UXPT_Other_tooltip = "对于上面未列出的技能(例如由模组或未来更新添加的技能), XP 收益乘以这个值",
	Sandbox_UXPT_Other_0 = "其他 XP 提升：0 级起点",
	Sandbox_UXPT_Other_0_tooltip = "对于上面未列出的技能(例如由模组或未来更新添加的技能),玩家以技能等级为0起点的人他们的 XP 收益乘以 0.25<br>可以选择改变数值",
	Sandbox_UXPT_Other_1 = "其他 XP 提升：1 级起点",
	Sandbox_UXPT_Other_1_tooltip = "对于上面未列出的技能(例如由模组或未来更新添加的技能),玩家以技能等级为1起点的人他们的 XP 收益乘以 1.0<br>可以选择改变数值",
	Sandbox_UXPT_Other_2 = "其他 XP 提升：2 级起点",
	Sandbox_UXPT_Other_2_tooltip = "对于上面未列出的技能(例如由模组或未来更新添加的技能),玩家以技能等级为2起点的人他们的 XP 收益乘以 1.33<br>可以选择改变数值",
	Sandbox_UXPT_Other_3 = "其他 XP 提升：3+ 级起点",
	Sandbox_UXPT_Other_3_tooltip = "对于上面未列出的技能(例如由模组或未来更新添加的技能),玩家以技能等级为3+起点的人他们的 XP 收益乘以 1.66<br>可以选择改变数值",
	Sandbox_UXPT_Derandomize = "随机",
	Sandbox_UXPT_Derandomize_tooltip = "未修改情况下,人物运动的体能、力量、冲刺和灵活 XP 是随机获得的<LINE>启用此选项,可以在一个固定的时间间隔内获得这个XP<br>默认间隔为700,相当于平均获得相同的XP",
	Sandbox_UXPT_Fitness_interval = "随机：体格",
	Sandbox_UXPT_Fitness_interval_tooltip = "角色在跑步时获得体格XP的时间间隔<br>默认值为700,与正常获取速度相同<br>如果取消随机化器,则没有任何作用",
	Sandbox_UXPT_Strength_interval = "随机：力量",
	Sandbox_UXPT_Strength_interval_tooltip = "角色在体重超过50%的情况下行走时获得力量 XP 的时间间隔<br>默认值为700,与正常获取速度相同<br>如果取消随机化器,则没有任何作用",
	Sandbox_UXPT_Sprinting_interval = "随机：冲刺",
	Sandbox_UXPT_Sprinting_interval_tooltip = "角色在跑步时获得冲刺 XP 的时间间隔<br>默认值为700,与正常获取速度相同<br>如果取消随机化器,则没有任何作用",
	Sandbox_UXPT_Nimble_interval = "随机：灵活",
	Sandbox_UXPT_Nimble_interval_tooltip = "角色在战斗状态下行走时获得灵活 XP 的时间间隔<br>默认值为700,与正常获取速度相同<br>如果取消随机化器,则没有任何作用",

	
	-----Vitamins Heal You-----
	
	Sandbox_VitaminsHeal_Percentage = "维生素疗效率",
	Sandbox_VitaminsHeal_Percentage_tooltip = "真正的治疗量可能会有很大的不同,这取决于你的伤害程度和你目前的心情"

	-----Please Don't Feed The Zombies-----
	
	Sandbox_PDFTZ = "丧尸吃尸体",
	Sandbox_HordesEnabled = "是否启用尸群",
	Sandbox_HordesEnabled_tooltip = "当禁用时,丧尸只有在碰巧在附近徘徊并看到时才会吃尸体",
	Sandbox_SpookyScarySkeletons = "诡异恐怖的骷髅",
	Sandbox_SpookyScarySkeletons_tooltip = "让你不寒而栗,而他们却把你撕成碎片(警告--愚蠢、有趣、难受)",
	Sandbox_MaxTimeToEatBody = "吃掉一具尸体的最大时间",
	Sandbox_MaxTimeToEatBody_tooltip = "孤独的丧尸在游戏中吃掉一具尸体所需的时间",
	Sandbox_CorpseDrawWeight = "尸群每具尸体的绘制半径",
	Sandbox_CorpseDrawWeight_tooltip = "附近的尸体数量 * 此值 = 触发尸群事件时世界声音的半径",
	Sandbox_MinHordeDrawWeight = "最小尸群事件半径",
	Sandbox_MinHordeDrawWeight_tooltip = "尸堆必须有至少此值的尸群才能触发尸群事件(最小值是Java端,不能再低了)",
	Sandbox_MinHordeDrawWaitTime = "尸体在尸群前存在的最小时间",
	Sandbox_MinHordeDrawWaitTime_tooltip = "一旦尸体在游戏中停留了这么多分钟,它就可以开始绘制尸群了",
	Sandbox_MaxHordeDrawWaitTime = "尸体在尸群之前存在的最大时间",
	Sandbox_MaxHordeDrawWaitTime_tooltip = "一旦尸体在地面上停留了这么多的游戏时间,它将至少尝试绘制一次尸群",
	Sandbox_HordeGlobalCooldown = "全球冷却时间",
	Sandbox_HordeGlobalCooldown_tooltip = "在任何新的尸群形成之前,全球必须经过最少的游戏时间",

	-----Starting Wound and Moodle Setting-----
	
	Sandbox_StartingPlayer = "伤口/包扎设置",
	Sandbox_StartingPlayer_BodyPart1 = "左手",
	Sandbox_StartingPlayer_BodyPart1_option1 = "无",
	Sandbox_StartingPlayer_BodyPart1_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart1_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart1_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart1_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart1_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart1_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart1_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart2 = "右手",
	Sandbox_StartingPlayer_BodyPart2_option1 = "无",
	Sandbox_StartingPlayer_BodyPart2_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart2_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart2_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart2_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart2_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart2_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart2_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart3 = "左前臂",
	Sandbox_StartingPlayer_BodyPart3_option1 = "无",
	Sandbox_StartingPlayer_BodyPart3_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart3_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart3_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart3_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart3_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart3_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart3_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart4 = "右前臂",
	Sandbox_StartingPlayer_BodyPart4_option1 = "无",
	Sandbox_StartingPlayer_BodyPart4_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart4_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart4_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart4_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart4_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart4_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart4_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart5 = "左上臂",
	Sandbox_StartingPlayer_BodyPart5_option1 = "无",
	Sandbox_StartingPlayer_BodyPart5_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart5_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart5_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart5_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart5_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart5_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart5_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart6 = "右上臂",
	Sandbox_StartingPlayer_BodyPart6_option1 = "无",
	Sandbox_StartingPlayer_BodyPart6_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart6_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart6_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart6_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart6_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart6_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart6_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart7 = "上躯干",
	Sandbox_StartingPlayer_BodyPart7_option1 = "无",
	Sandbox_StartingPlayer_BodyPart7_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart7_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart7_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart7_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart7_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart7_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart7_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart8 = "下躯干",
	Sandbox_StartingPlayer_BodyPart8_option1 = "无",
	Sandbox_StartingPlayer_BodyPart8_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart8_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart8_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart8_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart8_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart8_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart8_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart9 = "头",
	Sandbox_StartingPlayer_BodyPart9_option1 = "无",
	Sandbox_StartingPlayer_BodyPart9_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart9_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart9_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart9_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart9_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart9_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart9_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart10 = "脖",
	Sandbox_StartingPlayer_BodyPart10_option1 = "无",
	Sandbox_StartingPlayer_BodyPart10_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart10_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart10_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart10_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart10_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart10_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart10_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart11 = "腹股沟",
	Sandbox_StartingPlayer_BodyPart11_option1 = "无",
	Sandbox_StartingPlayer_BodyPart11_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart11_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart11_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart11_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart11_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart11_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart11_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart12 = "左大腿",
	Sandbox_StartingPlayer_BodyPart12_option1 = "无",
	Sandbox_StartingPlayer_BodyPart12_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart12_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart12_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart12_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart12_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart12_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart12_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart13 = "右大腿",
	Sandbox_StartingPlayer_BodyPart13_option1 = "无",
	Sandbox_StartingPlayer_BodyPart13_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart13_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart13_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart13_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart13_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart13_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart13_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart14 = "左小腿",
	Sandbox_StartingPlayer_BodyPart14_option1 = "无",
	Sandbox_StartingPlayer_BodyPart14_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart14_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart14_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart14_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart14_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart14_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart14_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart15 = "右小腿",
	Sandbox_StartingPlayer_BodyPart15_option1 = "无",
	Sandbox_StartingPlayer_BodyPart15_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart15_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart15_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart15_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart15_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart15_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart15_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart16 = "左脚",
	Sandbox_StartingPlayer_BodyPart16_option1 = "无",
	Sandbox_StartingPlayer_BodyPart16_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart16_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart16_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart16_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart16_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart16_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart16_option8 = "撕裂伤",
	Sandbox_StartingPlayer_BodyPart17 = "右脚",
	Sandbox_StartingPlayer_BodyPart17_option1 = "无",
	Sandbox_StartingPlayer_BodyPart17_option2 = "子弹",
	Sandbox_StartingPlayer_BodyPart17_option3 = "烧伤",
	Sandbox_StartingPlayer_BodyPart17_option4 = "深伤口",
	Sandbox_StartingPlayer_BodyPart17_option5 = "骨折",
	Sandbox_StartingPlayer_BodyPart17_option6 = "玻璃碎片",
	Sandbox_StartingPlayer_BodyPart17_option7 = "划伤",
	Sandbox_StartingPlayer_BodyPart17_option8 = "撕裂伤",
	Sandbox_StartingPlayer_SetBandaged1 = "包扎",
	Sandbox_StartingPlayer_SetBandaged1_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged1_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged1_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged1_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged1_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged2 = "包扎",
	Sandbox_StartingPlayer_SetBandaged2_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged2_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged2_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged2_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged2_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged3 = "包扎",
	Sandbox_StartingPlayer_SetBandaged3_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged3_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged3_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged3_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged3_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged4 = "包扎",
	Sandbox_StartingPlayer_SetBandaged4_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged4_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged4_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged4_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged4_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged5 = "包扎",
	Sandbox_StartingPlayer_SetBandaged5_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged5_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged5_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged5_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged5_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged6 = "包扎",
	Sandbox_StartingPlayer_SetBandaged6_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged6_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged6_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged6_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged6_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged7 = "包扎",
	Sandbox_StartingPlayer_SetBandaged7_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged7_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged7_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged7_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged7_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged8 = "包扎",
	Sandbox_StartingPlayer_SetBandaged8_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged8_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged8_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged8_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged8_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged9 = "包扎",
	Sandbox_StartingPlayer_SetBandaged9_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged9_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged9_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged9_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged9_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged10 = "包扎",
	Sandbox_StartingPlayer_SetBandaged10_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged10_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged10_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged10_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged10_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged11 = "包扎",
	Sandbox_StartingPlayer_SetBandaged11_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged11_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged11_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged11_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged11_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged12 = "包扎",
	Sandbox_StartingPlayer_SetBandaged12_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged12_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged12_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged12_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged12_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged13 = "包扎",
	Sandbox_StartingPlayer_SetBandaged13_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged13_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged13_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged13_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged13_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged14 = "包扎",
	Sandbox_StartingPlayer_SetBandaged14_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged14_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged14_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged14_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged14_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged15 = "包扎",
	Sandbox_StartingPlayer_SetBandaged15_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged15_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged15_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged15_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged15_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged16 = "包扎",
	Sandbox_StartingPlayer_SetBandaged16_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged16_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged16_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged16_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged16_option5 = "消毒绷带",
	Sandbox_StartingPlayer_SetBandaged17 = "包扎",
	Sandbox_StartingPlayer_SetBandaged17_option1 = "无",
	Sandbox_StartingPlayer_SetBandaged17_option2 = "碎布条",
	Sandbox_StartingPlayer_SetBandaged17_option3 = "消毒碎布条",
	Sandbox_StartingPlayer_SetBandaged17_option4 = "绷带",
	Sandbox_StartingPlayer_SetBandaged17_option5 = "消毒绷带",
	Sandbox_StartingPlayer_Hunger = "饥饿",
	Sandbox_StartingPlayer_Thirst = "口渴",
	Sandbox_StartingPlayer_Fatigue = "疲劳",
	Sandbox_StartingPlayer_Endurance = "耐力",
	Sandbox_StartingPlayer_Drunkenness = "醉酒",
	Sandbox_StartingPlayer_Panic = "恐慌",
	Sandbox_StartingPlayer_Stress = "压力",
	Sandbox_StartingPlayer_BoredomLevel = "无聊",
	Sandbox_StartingPlayer_UnhappynessLevel = "伤心",
	Sandbox_StartingPlayer_Wetness = "潮湿",
	Sandbox_StartingPlayer_CatchAColdStrength = "感冒",
	
	-----Legend Craft - Melee Weapons-----
	
	Sandbox_LegendCraft = "MAX武器",
	Sandbox_LCMWCustDamage = "自定义伤害比例 - 近战",
	Sandbox_LCMWCustDamage_tooltip = "每个等级的伤害增加百分比",
	Sandbox_LCMWLegDamage = "MAX级的伤害倍率--近战",
	Sandbox_LCMWLegDamage_tooltip = "与普通伤害相比,传奇级别的伤害倍数",
	Sandbox_LCMWDisableLegend = "使传奇武器可破坏",
	Sandbox_LCMWDisableLegend_tooltip = "恢复传奇级武器的耐久状态",

	-----Prisonner-----
	
	Sandbox_Prisonner = "囚犯",
	Sandbox_Prisonner_Inspect = "激活检查上下文菜单动作",
	Sandbox_Prisonner_Inspect_tooltip = "列出了被限制的人物所穿戴的所有物品",
	Sandbox_Prisonner_RestrainingItem = "约束与专用物品相关联",
	Sandbox_Prisonner_RestrainingItem_tooltip = "这需要另一个专用模块才能工作<br>(束绳、手铐或类似工具)",
	
	-----AutoMoveTo-----
	
	Sandbox_AutoMoveTo = "自动移动",
	Sandbox_AutoMoveTo_Override = "覆盖MOD选项",
	Sandbox_AutoMoveTo_Override_tooltip = "完全用于服务器强制客户端选项",
	Sandbox_AutoMoveTo_Mode = "移动触发",
	Sandbox_AutoMoveTo_Mode_tooltip = "需要覆盖 Mod Options 激活",
	Sandbox_AutoMoveTo_Mode_option1 = "绑定 >玩家控制 >转移到",
	Sandbox_AutoMoveTo_Mode_option2 = "鼠标左键",
	Sandbox_AutoMoveTo_Mode_option3 = "鼠标左键双击",
	Sandbox_AutoMoveTo_Cursor = "显示光标",
	Sandbox_AutoMoveTo_Cursor_tooltip = "需要覆盖 Mod Options 激活",
	
	-----Undead Survivor-----
	
	Sandbox_UndeadSurvivor.StalkerChance = "潜行者服装概率",
	Sandbox_UndeadSurvivor.StalkerChance_tooltip = "百分比,但它与其他装备分享概率,所以在 100 时你永远不会只有丧尸穿着这种服装",
	Sandbox_UndeadSurvivor.NomadChance = "游牧民族服装概率",
	Sandbox_UndeadSurvivor.NomadChance_tooltip = "百分比,但它与其他装备分享概率,所以在 100 时你永远不会只有丧尸穿着这种服装",
	Sandbox_UndeadSurvivor.PrepperChance = "预言家服装概率",
	Sandbox_UndeadSurvivor.PrepperChance_tooltip = "百分比,但它与其他装备分享概率,所以在 100 时你永远不会只有丧尸穿着这种服装",
	Sandbox_UndeadSurvivor.HeadhunterChance = "猎手服装概率",
	Sandbox_UndeadSurvivor.HeadhunterChance_tooltip = "百分比,但它与其他装备分享概率,所以在 100 时你永远不会只有丧尸穿着这种服装",
	Sandbox_UndeadSurvivor.AmazonaChance = "亚马逊服装概率",
	Sandbox_UndeadSurvivor.AmazonaChance_tooltip = "百分比,但它与其他装备分享概率,所以在 100 时你永远不会只有丧尸穿着这种服装<br>如果你想要个平等生成概率,设置应该是俩倍<br>因为只生成在女性丧尸身上",
	Sandbox_UndeadSurvivor = "亡灵幸存者",

	-----Time Decreases Loot-----
	
	Sandbox_DecreasingLoot = "战利品随时间减少",			   
	Sandbox_DecreasingLootStartDay = "开始日",
	Sandbox_DecreasingLootStartDay_tooltip = "从开始概率设置到峰值概率设置,移除物品概率每天开始按比例增加",
	Sandbox_DecreasingLootPeakDay = "高峰日",
	Sandbox_DecreasingLootPeakDay_tooltip = "战利品将停止减少的那一天,之后总是应用移除物品的最高概率<br>必须高于开始日期选项！",
	Sandbox_DecreasingLootOriginalChance = "开始移除物品概率",
	Sandbox_DecreasingLootOriginalChance_tooltip = "在开始日之前和开始日应用<br>必须低于最高概率选项！"
	Sandbox_DecreasingLootMaxChance = "移除物品最大概率(%)",
	Sandbox_DecreasingLootMaxChance_tooltip = "在高峰日之后和高峰日应用<br>必须高于起始概率选项！",
	Sandbox_DecreasingLootFoodChanceModifier = "食物概率修正(%)",
	Sandbox_DecreasingLootFoodChanceModifier_tooltip = "增加食物移除物品概率<br>可以是负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原版概率,甚至在开始之前",
	Sandbox_DecreasingLootLiteratureChanceModifier = "文献概率修正(%)",
	Sandbox_DecreasingLootLiteratureChanceModifier_tooltip = "增加文学移除物品概率<br>可以是负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原版概率,甚至在开始之前",
	Sandbox_DecreasingLootMeleeWeaponsChanceModifier = "近战武器概率修正(%)",
	Sandbox_DecreasingLootMeleeWeaponsChanceModifier_tooltip = "增加近战移除物品概率<br>可以是负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原版概率,甚至在开始之前",
	Sandbox_DecreasingLootRangedWeaponsChanceModifier = "远程武器概率修正(%)",
	Sandbox_DecreasingLootRangedWeaponsChanceModifier_tooltip = "增加枪械移除物品概率<br>可以是负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原版概率,甚至在开始之前",
	Sandbox_DecreasingLootAmmoChanceModifier = "弹药概率修正(%)",
	Sandbox_DecreasingLootAmmoChanceModifier_tooltip = "增加弹药移除物品概率<br>可以是负数<br>即使在高峰日之后,实际概率也会高于高峰概率,或低于原版概率,甚至在开始之前",
	Sandbox_DecreasingLootTriggerOnProximity = "在接近时触发物品移除",
	Sandbox_DecreasingLootTriggerOnProximity_tooltip = "启用后,物品移除将在玩家靠近容器时触发,而不是在地图单元加载时触发<br>支持：在探索之前不会触发地图的所有容器<br>欺骗 ：一些容器看起来有物品(上面有书的架子),但当你靠近时,它们的物品会被移除,实际上可能会变空",
	Sandbox_DecreasingLootEnhancedVariance = "增强战利品差异",
	Sandbox_DecreasingLootEnhancedVariance_tooltip = "启用后,移除物品概率变为随机概率的平均值,而不是严格概率<br>这意味着不同容器的战利品之间的差异可能要高得多,但移除物品的平均概率仍然保持不变<br>示例：20% 概率变为 0% 到 40% 之间的随机概率,每个容器一次.50% 变为 0% -100%.65% 变为 30% -100%.95% 变为 90% -100 %<br>如果开始日和高峰日之间的时间较短,则不推荐",
	Sandbox_DecreasingLootTriggerOnVehicleParts = "触发载具上的物品移除",
	Sandbox_DecreasingLootTriggerOnVehicleParts_tooltip = "如果您希望车辆战利品受到物品移除的影响,请选中此项<br>影响手套箱、座椅、行李箱和任何其他可以包含物品的车辆部件",
	Sandbox_DecreasingLootTriggerOnDeadZombies = "在尸体上触发物品移除",
	Sandbox_DecreasingLootTriggerOnDeadZombies_tooltip = "如果你想让丧尸战利品受到物品移除的影响,请勾选此项<br>这不会影响附着/放置的武器以及磨损的衣服和配饰<br>警告：这也会影响玩家的尸体和NPC！",
	Sandbox_DecreasingLootTriggerOnHouseStories = "房屋故事触发物品移除",
	Sandbox_DecreasingLootTriggerOnHouseStories_tooltip = "如果你想让随机房屋故事产生的物品受到物品移除的影响,请勾选此项<br>这会影响在地板(或其他表面)而非容器中产生的物品",
	Sandbox_DecreasingLootExceptionsList = "物品例外列表",
	Sandbox_DecreasingLootExceptionsList_tooltip = "项目移除将忽略的项目列表,以分号分隔<br>示例：Base.Saw; Base.Hammer; Base.Nails",

	-----Share Annotations-----
	
	Sandbox_BLTAnnotations = "分享注解",
	Sandbox_BLTAnnotations_DropMapOnDeath = "玩家死亡时掉落地图",
	Sandbox_BLTAnnotations_DropMapOnDeath_tooltip = "如果启用,玩家的尸体将包括一个完全注释的地图,包含他们主地图上的每一个符号",
	
	
	-----Literacy Mod - Learn to Read, Read Faster-----
	
	Sandbox_Literacy = "阅读技能",
	Sandbox_Literacy_SpeedMultiplier = "每级阅读速度",
	Sandbox_Literacy_SpeedMultiplier_tooltip = "阅读速度受识字技能的影响程度(低于5级的速度总是按每级20%计算)",
	Sandbox_Literacy_SpeedMultiplierLevels_option1 = "10%"
	Sandbox_Literacy_SpeedMultiplierLevels_option2 = "默认(20%)"
	Sandbox_Literacy_SpeedMultiplierLevels_option3 = "40%"
	Sandbox_Literacy_XPMultiplier = "识字XP倍率",
	Sandbox_Literacy_XPMultiplier_tooltip = "修改获得识字XP的速度",
	Sandbox_Literacy_XPMultiplierLevels_option1 = "0.5倍"
	Sandbox_Literacy_XPMultiplierLevels_option2 = "默认"
	Sandbox_Literacy_XPMultiplierLevels_option3 = "2倍"
	Sandbox_Literacy_TraitMultiplier = "特质奖励速度",
	Sandbox_Literacy_TraitMultiplier_tooltip = "快速阅读和慢速阅读对阅读速度的影响程度,不包括起始技能的提升",
	Sandbox_Literacy_TraitMultiplierLevels_option1 = "没有奖励"
	Sandbox_Literacy_TraitMultiplierLevels_option2 = "默认(10%)"
	Sandbox_Literacy_TraitMultiplierLevels_option3 = "20%"
	Sandbox_Literacy_OverallSpeedMultiplier = "整体阅读速度",
	Sandbox_Literacy_OverallSpeedMultiplier_tooltip = "乘以你的整体阅读速度",
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option1 = "默认"
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option2 = "1.5x",
	Sandbox_Literacy_OverallSpeedMultiplierLevels_option3 = "2x",
	Sandbox_Literacy_IlliteratePenalty = "文盲：永久惩罚",
	Sandbox_Literacy_IlliteratePenalty_tooltip = "失去文盲特性后剩余的减益效果",
	Sandbox_Literacy_IlliteratePenalties_option1 = "无",
	Sandbox_Literacy_IlliteratePenalties_option2 = "阅读速度慢/阅读能力差",
	Sandbox_Literacy_IlliteratePenalties_option3 = "非常慢阅读",
	Sandbox_Literacy_WantGunBooks = "枪械技能",
	Sandbox_Literacy_WantGunBooks_tooltip = "增加瞄准和重装的技能书<br>如果你有另一个增加它们的MOD,或者你不想要它们,请禁用",
	Sandbox_Literacy_WantPassiveBooks = "力量/体能技能",
	Sandbox_Literacy_WantPassiveBooks_tooltip = "增加力量和体格的技能书<br>如果你有另一个增加它们的MOD,或者你不想要它们,请禁用",
	Sandbox_Literacy_WantAgilityBooks = "灵活技能",
	Sandbox_Literacy_WantAgilityBooks_tooltip = "增加冲刺、灵活、潜行和轻功的技能书<br>如果你有另一个增加它们的MOD,或者你不想要它们,请禁用",
	Sandbox_Literacy_WantWeaponBooks = "武器技能",
	Sandbox_Literacy_WantWeaponBooks_tooltip = "添加近战武器的技能书<br>如果你有其他添加技能书的MOD,或者你不想要的话,请禁用",
	Sandbox_Literacy_WantMaintenanceBooks = "维护技能",
	Sandbox_Literacy_WantMaintenanceBooks_tooltip = "添加维护的技能书<br>如果你有另一个添加它们的MOD,或者你不想要它们,请禁用",
	Sandbox_Literacy_WantLiteracyMag = "阅读指南",
	Sandbox_Literacy_WantLiteracyMag_tooltip = "关闭以阻止'学习阅读！'杂志的产生或被制作",
	Sandbox_Literacy_LiteracyMagCraftable = "可制作阅读指南",
	Sandbox_Literacy_SafeMode = "安全模式",
	Sandbox_Literacy_SafeMode_tooltip = "禁用此mod使用的自定义书籍生成代码<br>这应该是不需要的,但在使用增加大量书籍或在书籍产生的地方产生物品的MOD时可能会有帮助",

	-----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 = "可以拾取满桶燃料",
	Sandbox_FuelAPI_BarrelCanPickupFull_tooltip = "允许拾取含有燃料的桶",
	Sandbox_FuelAPI_BarrelRandomQuantityPercent = "桶内随机初始燃料(%)",
	Sandbox_FuelAPI_BarrelRandomQuantityPercent_tooltip = "在木桶中发现的初始随机燃料的百分比",

	-----Extra Trait Effects-----
	
	Sandbox_ETE = "额外特性效果",
	Sandbox_ETE_Hearty = "食欲旺盛",
	Sandbox_ETE_Hearty_tooltip = "关闭这个选项可以消除食欲旺盛特性的负面影响",
	Sandbox_ETE_Thirst = "高度口渴",
	Sandbox_ETE_Thirst_tooltip = "关闭此功能可消除高度口渴特性的负面影响",
	Sandbox_ETE_Phobia = "恐惧症",
	Sandbox_ETE_Phobia_tooltip = "关闭此功能可消除恐高症和幽闭恐惧症特征的负面影响",
	Sandbox_ETE_Pacifist = "和平主义者",
	Sandbox_ETE_Pacifist_tooltip = "关闭此功能可消除和平主义者特性的负面影响",
	Sandbox_ETE_Prone = "容易生病",
	Sandbox_ETE_Prone_tooltip = "关闭此功能可消除易患病特性的负面影响",
	Sandbox_ETE_WeakStomach = "脾胃虚弱",
	Sandbox_ETE_WeakStomach_tooltip = "关闭此功能可消除胃部虚弱特性的负面影响",
	Sandbox_ETE_ThinSkin = "细皮嫩肉",
	Sandbox_ETE_ThinSkin_tooltip = "关闭此功能可消除薄皮特性的负面影响",
	Sandbox_ETE_StartItems = "起始物品",
	Sandbox_ETE_StartItems_tooltip = "如果这个设置是开启的,特性和职业将在游戏开始时获得独特的物品",
	Sandbox_ETE_ElectricityGenerator = "电工知识Lv.3/发电机",
	Sandbox_ETE_ElectricityGenerator_tooltip = "如果这个设置是开启的,当你的等级达到3级时,就会获得发电机知识杂志<br>这将让你知道如何使用发电机,而不必去找杂志",
	Sandbox_ETE_ElectricityLevel = "电工水平",
	Sandbox_ETE_ElectricityLevel_tooltip = "输入你必须达到的电工等级才能获得发电机知识",
	Sandbox_ETE_ShortSight = "近视",
	Sandbox_ETE_ShortSight_tooltip = "关闭此功能可消除短视特质的负面影响",
	Sandbox_ETE_SlowHealer = "恢复缓慢",
	Sandbox_ETE_SlowHealer_tooltip = "关闭此功能可消除缓慢治疗者特性的负面影响",
	Sandbox_ETE_SlowHealerLethality = "慢性治疗致命性",
	Sandbox_ETE_SlowHealerLethality_tooltip = "默认情况下,感染会在 2 天后杀死你<br>关闭此功能会使你的生命值为 5,但感染不会杀死你",
	Sandbox_ETE_Cowardly = "畏首畏尾",
	Sandbox_ETE_Cowardly_tooltip = "关闭此功能可消除懦弱特质的负面影响",
	Sandbox_ETE_SmokerCough = "吸烟者咳嗽",
	Sandbox_ETE_SmokerCough_tooltip = "关闭此功能将阻止吸烟者在吸烟后咳嗽",
	Sandbox_ETE_EagleEyedDistance = "目光锐利探索地图",
	Sandbox_ETE_EagleEyedDistance_tooltip = "决定目光锐利给予地图探索乘数奖励",
	Sandbox_ETE_WeakStomachMinimumHours = "脾胃虚弱最短时间",
	Sandbox_ETE_WeakStomachMinimumHours_tooltip = "脾胃虚弱最少需要多少小时？这个值应该小于最大小时数",
	Sandbox_ETE_WeakStomachMaximumHours = "脾胃虚弱最长时数",
	Sandbox_ETE_WeakStomachMaximumHours_tooltip = "脾胃虚弱最大需要多少小时？这个值应该小于最大小时数",
	Sandbox_ETE_SlowReader = "阅读缓慢",
	Sandbox_ETE_SlowReader_tooltip = "关闭此功能可消除阅读速度慢的负面影响",
	Sandbox_ETE_Clumsy = "体笨如牛",
	Sandbox_ETE_Clumsy_tooltip = "关闭它会消除体笨如牛特质的负面影响",
	Sandbox_ETE_ProneChance = "PTI假感染概率",
	Sandbox_ETE_ProneChance_tooltip = "如果你易患疾病,你的角色在丧尸袭击后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 = "开启易患疾病角色获得额外的+3%感染到抓伤(10%)和额外+10%感染到裂伤(35%)<br>注意：如果传播仅是唾液或没有,这将不起作用",
	Sandbox_ETE_ThickSkinChance = "皮糙肉厚伤害躲避概率",
	Sandbox_ETE_ThickSkinChance_tooltip = "你的角色厚脸皮特性有百分之 X 的概率避免丧尸伤害",
	Sandbox_ETE_ThickSkinTripChance = "皮糙肉厚躲避伤害概率",
	Sandbox_ETE_ThickSkinTripChance_tooltip = "你的角色不被绊倒受伤的概率为为百分之一",
	Sandbox_ETE_RunnerEndurance = "运动健将耐力增益",
	Sandbox_ETE_RunnerEndurance_tooltip = "运动健将每损失 100 耐力应该获得多少耐力？<br>注意：如果将此值设置为 100,您将能够永远奔跑",
	Sandbox_ETE_GymnastXP = "体操运动员经验加成",
	Sandbox_ETE_GymnastXP_tooltip = "体操运动员应该从锻炼中获得多少额外经验值？<br>相比之下,如果将此值设置为 400,您将获得 5 倍经验值",
	Sandbox_ETE_PacifistLevelRemoval = "和平主义者移除技能",
	Sandbox_ETE_PacifistLevelRemoval_tooltip = "如果为开启,你将在游戏开始时失去所有与战斗相关的技能(维护除外)<br>记住你仍然保留 XP 奖励",
	Sandbox_ETE_ThinSkinDoubleInjury = "细皮嫩肉双倍伤害原因",
	Sandbox_ETE_ThinSkinDoubleInjury_tooltip = "细皮嫩肉会从什么地方得到双倍伤害？",
	Sandbox_ETE_ThinSkinDoubleInjury_option1 = "只有丧尸伤害",
	Sandbox_ETE_ThinSkinDoubleInjury_option2 = "丧尸之外伤害",
	Sandbox_ETE_ThinSkinDoubleInjury_option3 = "一切伤害",
	Sandbox_ETE_CowardlyMaxPanic = "恐惧症极度恐慌",
	Sandbox_ETE_CowardlyMaxPanic_tooltip = "你的角色在黑暗区域中所能承受的最大恐慌是多少？",
	Sandbox_ETE_CowardlyMaxStress = "恐惧症最大压力",
	Sandbox_ETE_CowardlyMaxStress_tooltip = "你的角色在黑暗区域中所能承受的最大压力是多少？",
	Sandbox_ETE_ClumsyChance = "体笨如牛绊倒概率",
	Sandbox_ETE_ClumsyChance_tooltip = "每分钟有百分之 X 的概率绊倒<br>请记住,每次掷骰之间有 2 分钟的冷却时间,它受白天长度的影响<br>四舍五入约等于0.1%",
	Sandbox_ETE_ClumsyCooldown = "体笨如牛绊倒冷却时间",
	Sandbox_ETE_ClumsyCooldown_tooltip = "笨手笨脚应该在游戏中多少分钟的冷却？",
	Sandbox_ETE_ReadingBoredom = "缓慢的读者无聊",
	Sandbox_ETE_ReadingBoredom_tooltip = "你在游戏中读书的每一分钟应该有多无聊？(X/10)",
	Sandbox_ETE_ResilientScratch = "细皮嫩肉刮擦概率",
	Sandbox_ETE_ResilientScratch_tooltip = "细皮嫩肉角色不被划痕感染的概率为百分之一<br>将此值设置为 100% 使其不可能被划痕感染",
	Sandbox_ETE_ResilientLaceration = "细皮嫩肉裂伤概率",
	Sandbox_ETE_ResilientLaceration_tooltip = "细皮嫩肉角色不被裂伤感染的概率为百分之一<br>将此值设置为 100% 使其不可能被裂伤感染",
	Sandbox_ETE_PacifistSadness = "和平主义者给予悲伤",
	Sandbox_ETE_PacifistSadness_tooltip = "和平主义者是否在击中丧尸时让你感到悲伤",
	Sandbox_ETE_HandyRepairStack = "巧手良工維修",
	Sandbox_ETE_HandyRepairStack_tooltip = "用 巧手良工 获得修复数需要多少修理？<br>将此值设置为 1 意味着 巧手良工 将正常获得修复",
	Sandbox_ETE_RepairmanRepairStack = "修理工修理",
	Sandbox_ETE_RepairmanRepairStack_tooltip = "巧手良工 需要多少维修数才能获得维修？<br>将此值设置为 1 意味着修理工将正常获得维修数<br>请记住,修理工会覆盖 巧手良工,并且它们不会叠加",
	Sandbox_ETE_QuickHunter = "快速猎人[仅限多人]",
	Sandbox_ETE_QuickHunter_tooltip = "如果为开启,猎人的概率会大幅增加,并且最短和最长时间要短得多<br>注意：这只适用于多人游戏,因为它对单人游戏来说太强大了",
	Sandbox_ETE_HunterCooldown = "猎人冷却[仅限MP联机]",
	Sandbox_ETE_HunterCooldown_tooltip = "默认情况下,猎人会在狩猎后给于你疲劳,一旦你累得可喘气,你就不能狩猎了<br>如果你的服务器禁用了睡眠/疲劳,那么请选中此选项以防止轻松的猎人获得大量东西<br>注意：这仅 在多人游戏中有效,因为在单人游戏中你无法关闭睡眠",
	Sandbox_ETE_LoseCowardly = "摆脱对黑暗的懦弱恐惧",
	Sandbox_ETE_LoseCowardly_option1 = "禁用",
	Sandbox_ETE_LoseCowardly_option2 = "慢慢超过生存时间",
	Sandbox_ETE_LoseCowardly_option3 = "激活时快速",
	Sandbox_ETE_LoseCowardly_option4 = "两者混合(比选择单向选项慢)",
	Sandbox_ETE_LoseCowardlyProgression = "失去懦弱恐惧进程",
	Sandbox_ETE_LoseCowardlyProgression_tooltip = "定义你如何失去懦弱减益<br>如果禁用对黑暗的懦弱恐惧,这将无效",
	Sandbox_ETE_LoseCowardlyProgression_option1 = "瞬间(更长但完全失效)",
	Sandbox_ETE_LoseCowardlyProgression_option2 = "被动(降低获得恐慌和压力至零)",
	Sandbox_ETE_SmokerQuitTime = "吸烟者戒烟时间",
	Sandbox_ETE_SmokerQuitTime_tooltip = "戒烟需要多少天才能戒烟<br>请记住,吸烟会延迟计时器,具体取决于您在一段时间内吸烟的次数",
	Sandbox_ETE_DisableGunChanges = "禁用枪支更换",
	Sandbox_ETE_DisableGunChanges_tooltip = "如果你对鹰眼或近视特征窃听枪支模组有问题,请打开它",
	
	-----Shops-----
	
	Sandbox_Shops= "商店",
	Sandbox_Shops_PurchaseLog = "启用日志：购买",
	Sandbox_Shops_SellLog = "启用日志：出售",
	
	-----No More Skilless Characters-----
	
	Sandbox_NoMoreSkillessCharacters = "不再有无技能角色",
	Sandbox_removeBasePerks = "空白页",
	Sandbox_removeBasePerks_tooltip = "(推荐)在随机化之前将所有技能设置为零<br>注意：这将影响从特质和职业中获得的技能等级.除了保持特质和保持职业之外,启用空白页的游戏基本上与玩游戏相同禁用所有三个选项",
	Sandbox_keepProfession = "保持职业",
	Sandbox_keepProfession_tooltip = "这将阻止空白页移除职业提供的技能<br>注意：这将禁用下面所做的任何空白页例外选择.RNG 也有概率添加到专业技能奖励中",
	Sandbox_keepTraits = "保持特质",
	Sandbox_keepTraits_tooltip = "这将阻止空白页移除特质赋予的技能<br>注意：这将禁用下面所做的任何空白页例外选择.RNG 也有概率增加特质技能奖励",
	Sandbox_skillOneUneffected = "空白板异常",
	Sandbox_skillOneUneffected_tooltip = "选择一个不受空白页影响的技能<br>注意：只有在启用空白页并且保持职业和保持特性都被禁用时才相关",
	Sandbox_skillTwoUneffected = "空白页异常",
	Sandbox_skillTwoUneffected_tooltip = "选择第二个不受空白页影响的技能<br>注意：仅在启用空白页并且保持职业和保持特性都被禁用时才相关",
	Sandbox_Uneffected_Skills_option1 = "无",
	Sandbox_Uneffected_Skills_option2 = "体格",
	Sandbox_Uneffected_Skills_option3 = "力量",
	Sandbox_Uneffected_Skills_option4 = "冲刺",
	Sandbox_Uneffected_Skills_option5 = "轻巧",
	Sandbox_Uneffected_Skills_option6 = "灵活",
	Sandbox_Uneffected_Skills_option7 = "潜行",
	Sandbox_Uneffected_Skills_option8 = "斧头",
	Sandbox_Uneffected_Skills_option9 = "长棍",
	Sandbox_Uneffected_Skills_option10 = "短棍",
	Sandbox_Uneffected_Skills_option11 = "长刀",
	Sandbox_Uneffected_Skills_option12 = "短刃",
	Sandbox_Uneffected_Skills_option13 = "长矛",
	Sandbox_Uneffected_Skills_option14 = "维护",
	Sandbox_Uneffected_Skills_option15 = "木工",
	Sandbox_Uneffected_Skills_option16 = "烹饪",
	Sandbox_Uneffected_Skills_option17 = "农业",
	Sandbox_Uneffected_Skills_option18 = "急救",
	Sandbox_Uneffected_Skills_option19 = "电工",
	Sandbox_Uneffected_Skills_option20 = "金工",
	Sandbox_Uneffected_Skills_option21 = "技工",
	Sandbox_Uneffected_Skills_option22 = "裁缝",
	Sandbox_Uneffected_Skills_option23 = "瞄准",
	Sandbox_Uneffected_Skills_option24 = "装填",
	Sandbox_Uneffected_Skills_option25 = "钓鱼",
	Sandbox_Uneffected_Skills_option26 = "诱捕",
	Sandbox_Uneffected_Skills_option27 = "搜寻",
	Sandbox_progressiveSkills = "进阶技能",
	Sandbox_progressiveSkills_tooltip = "在一段时间内(以月为单位)逐步达到随机技能的最大数量,即第一个月将是 2 个技能,第二个月是 3 个技能,等等",
	Sandbox_progressiveSkillSelection = "渐进技能时间线",
	Sandbox_progressiveSkillSelection_tooltip = "随机技能的数量将增加多少个月<br>注意：仅在启用渐进技能时才相关",
	Sandbox_progressiveSkillSelection_option1 = "3个月",
	Sandbox_progressiveSkillSelection_option2 = "4个月",
	Sandbox_progressiveSkillSelection_option3 = "5个月",
	Sandbox_progressiveSkillSelection_option4 = "6个月",
	Sandbox_progressiveSkillSelection_option5 = "7个月",
	Sandbox_progressiveSkillSelection_option6 = "8个月",
	Sandbox_progressiveSkillSelection_option7 = "9个月",
	Sandbox_progressiveSkillSelection_option8 = "10个月",
	Sandbox_progressiveSkillSelection_option9 = "11个月",
	Sandbox_progressiveSkillSelection_option10 = "12个月",
	Sandbox_minimumNumberOfSkills = "最小随机技能",
	Sandbox_minimumNumberOfSkills_tooltip = "将随机化的最小技能数量<br>注意：仅在启用渐进技能时才相关",
	Sandbox_numberOfSkills = "最大技能随机数",
	Sandbox_numberOfSkills_tooltip = "将随机化的技能数量<br>注意：如果启用了渐进式技能,这将是随机化技能的最大数量,从您的最小选择开始到您在此处的选择",
	Sandbox_progressiveMaxLevel = "渐进级别",
	Sandbox_progressiveMaxLevel_tooltip = "在一段时间内(以月为单位)逐步达到随机等级的最大数量,即第一个月最高等级为 2,第二个月最高等级为 4 等,直到您达到所选的最高等级",
	Sandbox_progressiveMaxLevelSelection = "渐进关卡时间线",
	Sandbox_progressiveMaxLevelSelection_tooltip = "随机关卡的数量会增加多少个月<br>注意：仅在启用渐进关卡时才相关",
	Sandbox_progressiveMaxLevelSelection_option1 = "3个月",
	Sandbox_progressiveMaxLevelSelection_option2 = "4个月",
	Sandbox_progressiveMaxLevelSelection_option3 = "5个月",
	Sandbox_progressiveMaxLevelSelection_option4 = "6个月",
	Sandbox_progressiveMaxLevelSelection_option5 = "7个月",
	Sandbox_progressiveMaxLevelSelection_option6 = "8个月",
	Sandbox_progressiveMaxLevelSelection_option7 = "9个月",
	Sandbox_progressiveMaxLevelSelection_option8 = "10个月",
	Sandbox_progressiveMaxLevelSelection_option9 = "11个月",
	Sandbox_progressiveMaxLevelSelection_option10 = "12个月",
	Sandbox_minimumLevel = "技能最低等级",
	Sandbox_minimumLevel_tooltip = "随机选择技能的最低等级",
	Sandbox_maxLevels = "技能最高等级",
	Sandbox_maxLevels_tooltip = "技能将被随机选择的最高等级,即技能等级将介于最低和您在这里的选择之间",
	
	-----Time Decreases Car Condition-----
	
	Sandbox_DecreasingVehicleCondition = "车况随时间恶化",
	Sandbox_DecreasingVehicleConditionStartDay = "起始日",
	Sandbox_DecreasingVehicleConditionStartDay_tooltip = "损坏/移除部件的概率开始增加的日子,在这之前,开始的概率总是适用(对于每一个车辆部件,当车辆生成时)",
	Sandbox_DecreasingVehicleConditionPeakDay = "高峰日",
	Sandbox_DecreasingVehicleConditionPeakDay_tooltip="当天损坏/移除零件的概率将停止,之后始终应用峰值概率<br>必须高于开始日期选项！",
	Sandbox_DecreasingVehicleConditionOriginalChance = "开始损坏/移除零件概率(%)",
	Sandbox_DecreasingVehicleConditionOriginalChance_tooltip = "在开始日之前和开始日应用(适用于每个零件！)<br>必须低于峰值概率选项！"
	Sandbox_DecreasingVehicleConditionMaxChance = "损坏/移除零件的峰值概率(%)",
	Sandbox_DecreasingVehicleConditionMaxChance_tooltip = "在高峰日后和高峰日使用(适用于每个零件！)<br>必须高于起始概率选项！",
	Sandbox_DecreasingVehicleConditionRemoveParts = "检查移除车辆部件概率",
	Sandbox_DecreasingVehicleConditionDamageParts = "检查损坏车辆部件概率",
	Sandbox_DecreasingVehicleConditionBreakLocks = "检查破锁概率",
	Sandbox_DecreasingVehicleConditionReduceBatteryLife = "检查减少电池电量概率",
	Sandbox_DecreasingVehicleConditionDeflateTires = "检查轮胎放气概率",
	Sandbox_DecreasingVehicleConditionBatteryChanceMultiplier = "电池概率",
	Sandbox_DecreasingVehicleConditionBatteryChanceMultiplier_tooltip = "概率减少电池电量<br>概率移除电池<br>电池损坏概率",
	Sandbox_DecreasingVehicleConditionRadioChanceMultiplier = "无线电概率",
	Sandbox_DecreasingVehicleConditionRadioChanceMultiplier_tooltip = "无线电损坏概率",
	Sandbox_DecreasingVehicleConditionGloveBoxChanceMultiplier = "手套箱概率",
	Sandbox_DecreasingVehicleConditionGloveBoxChanceMultiplier_tooltip = "手套箱损坏概率",
	Sandbox_DecreasingVehicleConditionHeadlightChanceMultiplier = "车灯概率",
	Sandbox_DecreasingVehicleConditionHeadlightChanceMultiplier_tooltip = "移除车头灯概率<br>车头灯损坏概率",
	Sandbox_DecreasingVehicleConditionSeatChanceMultiplier = "座位概率",
	Sandbox_DecreasingVehicleConditionSeatChanceMultiplier_tooltip = "移除座椅概率",
	Sandbox_DecreasingVehicleConditionDoorChanceMultiplier = "车门概率",
	Sandbox_DecreasingVehicleConditionDoorChanceMultiplier_tooltip = "车锁损坏概率<br>车门损坏概率",
	Sandbox_DecreasingVehicleConditionWindowChanceMultiplier = "车窗概率",
	Sandbox_DecreasingVehicleConditionWindowChanceMultiplier_tooltip = "移除窗户概率<br>窗户损坏概率",
	Sandbox_DecreasingVehicleConditionWindshieldChanceMultiplier = "挡风玻璃概率",
	Sandbox_DecreasingVehicleConditionWindshieldChanceMultiplier_tooltip = "移除挡风玻璃概率<br>挡风玻璃损坏概率",
	Sandbox_DecreasingVehicleConditionTrunkChanceMultiplier = "后备箱概率",
	Sandbox_DecreasingVehicleConditionTrunkChanceMultiplier_tooltip = "后备箱损坏概率",
	Sandbox_DecreasingVehicleConditionTrunkDoorChanceMultiplier = "后备箱门概率",
	Sandbox_DecreasingVehicleConditionTrunkDoorChanceMultiplier_tooltip = "车锁损坏概率<br>移除后备箱门概率<br>后备箱门损坏概率",
	Sandbox_DecreasingVehicleConditionSuspensionChanceMultiplier = "悬挂概率",
	Sandbox_DecreasingVehicleConditionSuspensionChanceMultiplier_tooltip = "悬挂损坏概率",
	Sandbox_DecreasingVehicleConditionBrakeChanceMultiplier = "制动器概率",
	Sandbox_DecreasingVehicleConditionBrakehanceMultiplier_tooltip = "制动器损坏概率",
	Sandbox_DecreasingVehicleConditionTireChanceMultiplier = "轮胎概率",
	Sandbox_DecreasingVehicleConditionTireChanceMultiplier_tooltip = "轮胎泄气概率<br>移除轮胎概率<br>轮胎损坏概率",
	Sandbox_DecreasingVehicleConditionGasTankChanceMultiplier = "油箱概率",
	Sandbox_DecreasingVehicleConditionGasTankChanceMultiplier_tooltip = "油箱损坏概率",
	Sandbox_DecreasingVehicleConditionEngineChanceMultiplier = "引擎概率",
	Sandbox_DecreasingVehicleConditionEngineChanceMultiplier_tooltip = "引擎损坏概率",
	Sandbox_DecreasingVehicleConditionEngineDoorChanceMultiplier = "引擎罩概率",
	Sandbox_DecreasingVehicleConditionEngineDoorChanceMultiplier_tooltip = "移除引擎罩概率<br>引擎罩损坏概率",
	Sandbox_DecreasingVehicleConditionMufflerChanceMultiplier = "消声器概率",
	Sandbox_DecreasingVehicleConditionMufflerChanceMultiplier_tooltip = "移除消声器概率消声器损坏概率",
	Sandbox_DecreasingVehicleConditionDefaultChanceMultiplier = "额外零件/默认概率",
	Sandbox_DecreasingVehicleConditionDefaultChanceMultiplier_tooltip = "对于自定义改装物品类型：如果车辆部件不属于上述任何类别项,则会使用此概率损坏部件",
	
	-----Pass out-----
	
	Sandbox_PassOutHours = "休息时间",
	Sandbox_PassOutHours_tooltip = "达到疲劳等级 4 后需要经过多少小时才会昏倒",
	Sandbox_PassOutRandomness = "传递随机性",
	Sandbox_PassOutRandomness_tooltip = "休息时间 可以随机增加/减少 0 和该百分比乘以 休息时间<br>0.0 表示无随机性<br>1.0 表示 休息时间 介于 0*休息时间 和 2*休息时间<br>0.5 表示 休息时间 介于 0.5*休息时间 和 1.5*休息时间 等",
	Sandbox_PassingOutTime = "传递分钟数",
	Sandbox_PassingOutTime_tooltip = "在游戏中你会逐渐昏倒多少分钟",
	Sandbox_PassOutWarn = "发出警告",
	Sandbox_PassOutWarn_tooltip = "在你开始逐渐昏倒前 10 分钟显示警告",

	-----Better Repair Count-----
	
	Sandbox_BRC="更好的修复计数",
	Sandbox_BRC_perkLevelResetCount = "维护水平(重置维修计数)",
	Sandbox_BRC_perkLevelResetCount_tooltip = "维护所需的水平,以重置维修计数",
	Sandbox_BRC_perkLevelStopCount = "维护级别(停止维修计数)",
	Sandbox_BRC_perkLevelStopCount_tooltip = "停止维修计数所需的维护级别",
	Sandbox_BRC_stopCountChance = "停止维修计数的概率",
	Sandbox_BRC_stopCountChance_tooltip = "当你修复一个物品时,有概率停止修复计数,以防你没有达到上述要求的水平",

	------Rebalanced Calorie Burning-----
	
	Sandbox_Calorie = "卡路里燃烧",
	Sandbox_CalorieMultiplier = "卡路里燃烧率",
	Sandbox_CalorieMultiplier_tooltip = "用这个乘以总热量燃烧率<br>警告：这与更具体的乘数叠加",
	Sandbox_TimedActionMultiplier = "定时动作乘数",
	Sandbox_CarryMultiplier = "负重乘数",
	Sandbox_IdleMultiplier = "空闲燃烧率",
	Sandbox_WalkingMultiplier = "步行燃烧率",
	Sandbox_RunningMultiplier = "跑步燃烧率",
	Sandbox_SprintingMultiplier = "冲刺燃烧率",
	Sandbox_AsleepMultiplier = "睡眠燃烧率",
	Sandbox_SittingMultiplier = "坐姿燃烧率",
	
	-----Rewarding Night Combat------
	
	Sandbox_RewardingNightCombat = "夜战奖励",
	Sandbox_RewardingNightCombat_enableIndicator = "启用指标",
	Sandbox_RewardingNightCombat_enableIndicator_tooltip = "在右上方会有一个月亮的图标<br>表示奖励是否被激活",
	Sandbox_RewardingNightCombat_draggableIndicator = "可拖动指标",
	Sandbox_RewardingNightCombat_indicatorColor = "指标颜色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option1 = "原始",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option2 = "亮橙色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option3 = "深红色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option4 = "青色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option5 = "毒物绿色",
	Sandbox_RewardingNightCombat_indicatorColorLevels_option6 = "深青色-石灰绿色",
	Sandbox_RewardingNightCombat_enableTriggerSound = "触发声音",
	Sandbox_RewardingNightCombat_enableTriggerSound_tooltip = "当奖励夜战事件被触发时,会有悬念的声音响起",
	Sandbox_RewardingNightCombat_triggerProbability = "触发概率%",
	Sandbox_RewardingNightCombat_triggerProbability_tooltip = "奖励夜战事件被触发的概率<br>值为100意味着该事件每天都会触发",
	Sandbox_RewardingNightCombat_startAfterXDays = "X天后开始",
	Sandbox_RewardingNightCombat_startAfterXDays_tooltip = "事件开始触发的日子",
	Sandbox_RewardingNightCombat_startTimeSummer = "夏天 - 开始于",
	Sandbox_RewardingNightCombat_startTimeSummer_tooltip = "玩家将在夏季开始获得奖励的时间",
	Sandbox_RewardingNightCombat_endTimeSummer = "夏天 - 结束于",
	Sandbox_RewardingNightCombat_endTimeSummer_tooltip = "玩家在夏季将停止领取奖励的时间",
	Sandbox_RewardingNightCombat_startTimeAutumn = "秋季 - 开始于",
	Sandbox_RewardingNightCombat_startTimeAutumn_tooltip = "玩家将在秋季开始领取奖励的时间",
	Sandbox_RewardingNightCombat_endTimeAutumn = "秋季 - 结束于",
	Sandbox_RewardingNightCombat_endTimeAutumn_tooltip = "玩家在秋季将停止领取奖励的时间",
	Sandbox_RewardingNightCombat_startTimeWinter = "冬季 - 开始于",
	Sandbox_RewardingNightCombat_startTimeWinter_tooltip = "玩家在冬季将开始获得奖励的时间",
	Sandbox_RewardingNightCombat_endTimeWinter = "冬季 - 结束于",
	Sandbox_RewardingNightCombat_endTimeWinter_tooltip = "玩家在冬季将停止领取奖励的时间",
	Sandbox_RewardingNightCombat_startTimeSpring = "春天 - 开始于",
	Sandbox_RewardingNightCombat_startTimeSpring_tooltip = "玩家将在春季开始领取奖励的时间",
	Sandbox_RewardingNightCombat_endTimeSpring = "春天 - 结束于",
	Sandbox_RewardingNightCombat_endTimeSpring_tooltip = "玩家在春季将停止领取奖励的时间",
	Sandbox_RewardingNightCombat_axeMultiplier = "斧头倍率",
	Sandbox_RewardingNightCombat_axeMultiplier_tooltip = "整晚使用斧头时的XP奖励倍率<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_longBluntMultiplier = "长棍倍率",
	Sandbox_RewardingNightCombat_longBluntMultiplier_tooltip = "在整个夜晚使用长棍时,会有XP倍率的奖励<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_shortBluntMultiplier = "短棍倍率",
	Sandbox_RewardingNightCombat_shortBluntMultiplier_tooltip = "在整个夜晚使用短棍时的XP倍率奖励<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_longBladeMultiplier = "长刀倍率",
	Sandbox_RewardingNightCombat_longBladeMultiplier_tooltip = "整晚使用长刀时的XP奖励倍率<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_shortBladeMultiplier = "短刀倍率",
	Sandbox_RewardingNightCombat_shortBladeMultiplier_tooltip = "在整个夜晚使用短刃时,奖励XP倍数<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_spearMultiplier = "长矛倍率",
	Sandbox_RewardingNightCombat_spearMultiplier_tooltip = "在整个夜晚使用长矛时的XP奖励倍数<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_ignoreAimingXPNerf = "忽略默认瞄准抑制",
	Sandbox_RewardingNightCombat_ignoreAimingXPNerf_tooltip = "当瞄准水平为4或更高时,游戏会削弱经验值；如果这个选项打勾,奖励的经验值将不会受到削弱的影响",
	Sandbox_RewardingNightCombat_aimingMultiplier = "瞄准倍率",
	Sandbox_RewardingNightCombat_aimingMultiplier_tooltip = "在整个晚上使用枪械时,奖励XP乘数<br>默认着没有奖励,而例如1.5倍则有50%的奖励",
	Sandbox_RewardingNightCombat_multiplierLevels_option1 = "默认",
	
	-----Personalized Zombies-----
	
	Sandbox_PZHMod = "个性化丧尸",
	Sandbox_PZHMod_o_Night_Start = "夜晚开始时间",
	Sandbox_PZHMod_o_Night_Start_tooltip = "夜间速度开始时间",
	Sandbox_PZHMod_o_Night_End = "夜晚结束时间",
	Sandbox_PZHMod_o_Night_End_tooltip = "夜间速度结束时间",
	Sandbox_PZHMod_o_Zombie_1_Name = "-------丧尸1-------",
	Sandbox_PZHMod_o_Zombie_1_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_2_Name = "-------丧尸2-------",
	Sandbox_PZHMod_o_Zombie_2_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_3_Name = "-------丧尸3-------",
	Sandbox_PZHMod_o_Zombie_3_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_4_Name = "-------丧尸4-------",
	Sandbox_PZHMod_o_Zombie_4_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_5_Name = "-------丧尸5-------",
	Sandbox_PZHMod_o_Zombie_5_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_6_Name = "-------丧尸6-------",
	Sandbox_PZHMod_o_Zombie_6_Name_tooltip = "丧尸名字",
	Sandbox_PZHMod_o_Zombie_Active = "活跃",
	Sandbox_PZHMod_o_Zombie_Active_tooltip = "你希望这个丧尸出现在你的游戏中吗？",
	Sandbox_PZHMod_o_Zombie_Weight = "重量",
	Sandbox_PZHMod_o_Zombie_Weight_tooltip = "丧尸成为这种类型的概率是重量/丧尸活性的总重量",
	Sandbox_PZHMod_o_Spacer_Empty = "",
	Sandbox_PZHMod_o_Spacer_Empty_tooltip = "这是为了增加选项面板的可读性",
	Sandbox_PZHMod_o_Zombie_Speed = "速度",
	Sandbox_PZHMod_o_Zombie_Speed_tooltip = "丧尸的速度",
	Sandbox_PZHMod_o_Zombie_Speed_option1 = "蹒跚 - 普通蹒跚",
	Sandbox_PZHMod_o_Zombie_Speed_option2 = "蹒跚 - 稍快",
	Sandbox_PZHMod_o_Zombie_Speed_option3 = "步行 - 普通稍快蹒跚",
	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 - 中等蹒跚",
	Sandbox_PZHMod_o_Zombie_Speed_option8 = "跑步 - 轻微稍慢",
	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 = "丧尸在夜间的速度",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option1 = "和白天一样",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option2 = "普通-普通蹒跚",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option3 = "蹒跚 - 稍快",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option4 = "步行 - 普通稍快蹒跚",
	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 - 中等蹒跚",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option8 = "跑步 - 中等缓慢",
	Sandbox_PZHMod_o_Zombie_SpeedNight_option9 = "跑步 - 轻微缓慢",
	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 = "血量乘数",
	Sandbox_PZHMod_o_Zombie_Hp_tooltip = "血量倍数",
	Sandbox_PZHMod_o_Zombie_FakeDead = "假死",
	Sandbox_PZHMod_o_Zombie_FakeDead_tooltip = "丧尸是否会假装自己已经死亡？",
	Sandbox_PZHMod_o_Zombie_SprinterProps = "短跑丧尸额外属性",
	Sandbox_PZHMod_o_Zombie_SprinterProps_tooltip = "短跑者有一些特殊的属性：他们在攻击时减缓玩家的速度<他们可能会绊倒<以及其他可能的未知属性",
	
	-----Legend Craft - Guns & Grenades-----
	
	Sandbox_LCGGCustDamage = "自定义伤害 - 枪",
	Sandbox_LCGGCustDamage_tooltip = "每个等级的伤害增加百分比",
	Sandbox_LCGGLegDamage = "传奇等级伤害 - 枪",
	Sandbox_LCGGLegDamage_tooltip = "传奇级别的伤害乘数与普通伤害相比",
	Sandbox_LCGGDisableLegend = "传奇枪械可损坏",
	Sandbox_LCGGDisableLegend_tooltip = "显示传奇级枪械的耐久度数据",
	Sandbox_LCGGQuietUpgrade = "升级让枪械更安静",
	Sandbox_LCGGQuietUpgrade_tooltip = "每个等级都会略微降低枪械音量和半径",
	
	-----Better Batteries-----
	
	Sandbox_BetterBatteries = "更好的电池",
	Sandbox_BetterBatteries_CrankTime = "充电时间",
	Sandbox_BetterBatteries_CrankTime_tooltip = "在没有惩罚/增益的情况下将电池从空充到满所需的游戏内分钟数",
	Sandbox_BetterBatteries_StrengthBuff = "手摇强度增益",
	Sandbox_BetterBatteries_StrengthBuff_tooltip = "确定更高的强度等级是否会应用时间增益",
	Sandbox_BetterBatteries_EndurancePenalty = "手摇耐力惩罚",
	Sandbox_BetterBatteries_EndurancePenalty_tooltip = "确定低耐力是否会施加时间惩罚<br>注意：无论此设置如何,都不允许在耐力极低的情况下使用手摇曲柄",
	Sandbox_BetterBatteries_UnhappinessPenalty = "手摇不开心",
	Sandbox_BetterBatteries_UnhappinessPenalty_tooltip = "确定抑郁是否会施加时间惩罚",
	Sandbox_BetterBatteries_MaxCharge = "最大电池电量",
	Sandbox_BetterBatteries_MaxCharge_tooltip = "设置手摇曲柄可恢复电池最大电量",
	Sandbox_BetterBatteries_LifetimeMult = "电池寿命",
	Sandbox_BetterBatteries_LifetimeMult_tooltip = "适用于所有使用电池的电气设备<br>负值将导致无限充电,0将导致瞬间充电损失",

	-----AutoLoot-----
	
	Sandbox_AutoDrop = "自动拾取",
	Sandbox_AutoDrop_LootMode = "拾取模式",
	Sandbox_AutoDrop_LootMode_tooltip = "允许覆盖MOD选项的客户端选择",
	Sandbox_AutoDrop_LootMode_option1 = "Mod选项客户端选择(默认)",
	Sandbox_AutoDrop_LootMode_option2 = "自动拾取",
	Sandbox_AutoDrop_LootMode_option3 = "自动落地",
	Sandbox_AutoDrop_LootMode_option4 = "即时拾取",
	Sandbox_AutoDrop_ContextualAddRemove = "上下文选择",
	Sandbox_AutoDrop_ContextualAddRemove_tooltip = "上下文菜单允许添加/删除物品类型",
 	Sandbox_AutoDrop_ContextualBagFilter = "上下文包过滤",
 	Sandbox_AutoDrop_ContextualBagFilter_tooltip = "上下文菜单允许过滤每个包中允许的物品类别",
 	Sandbox_AutoDrop_ContextualPriority = "上下文优先级",
 	Sandbox_AutoDrop_ContextualPriority_tooltip = "上下文菜单允许为每个包设置优先级",
 	Sandbox_AutoDrop_ContextualInhibiter = "上下文禁止",
 	Sandbox_AutoDrop_ContextualInhibiter_tooltip = "上下文菜单允许禁止任何类型的容器",
	 
	-----Excrementum-----
	
	Sandbox_Excrementum = "粪便",
	Sandbox_Excrementum_StomachMultiplier = "胃时间",
	Sandbox_Excrementum_StomachMultiplier_tooltip = "通过胃需要多少时间<br>默认是现实",
	Sandbox_Excrementum_ChymeMultiplier = "糜烂(饥饿单位)",
	Sandbox_Excrementum_ChymeMultiplier_tooltip = "每10分钟有多少食物以食糜的形式离开胃",
	Sandbox_Excrementum_DefecateIntMinutes = "肠道时间(分钟)",
	Sandbox_Excrementum_DefecateIntMinutes_tooltip = "在游戏中几分钟就能通过肠道(在胃和结肠之间)",
	Sandbox_Excrementum_ColonMinutes = "结肠时间(分钟)",
	Sandbox_Excrementum_ColonMinutes_tooltip = "必须经过多长时间才能开始结肠向下移动",
	Sandbox_Excrementum_ColonBaseThreshold = "结肠(百分比)",
	Sandbox_Excrementum_ColonBaseThreshold_tooltip = "排便冲动的结肠饱胀百分比<br>某些食物可能会改变此值",
	Sandbox_Excrementum_UrinateIncreaseMultiplier = "尿液",
	Sandbox_Excrementum_UrinateIncreaseMultiplier_tooltip = "来自饮用水的尿液产量乘数<br>默认为 1：1,其中 10 口渴单位 = 100 毫升<br>也影响利尿作用",
	Sandbox_Excrementum_UrinatePassiveMultiplier = "被动尿液",
	Sandbox_Excrementum_UrinatePassiveMultiplier_tooltip = "来自新陈代谢的被动尿液产量<br>默认情况下,所有产量约为 30%(如果没有标记,没有感冒等)",
	Sandbox_Excrementum_StomachVolume = "胃容量(饥饿度)",
	Sandbox_Excrementum_StomachVolume_tooltip = "保持恢复健康的绿色心情的胃容量",
	Sandbox_Excrementum_AdditionalStomachVolume = "额外胃容量",
	Sandbox_Excrementum_AdditionalStomachVolume_tooltip = "胃可能会被胀大<br>最大容量=胃容量+额外<br>角色不会接受超过这个最大容量的食物",
	Sandbox_Excrementum_OverlayIsAllowed = "健康再生叠加",
	Sandbox_Excrementum_OverlayIsAllowed_tooltip = "健康再生叠加是允许客户使用的<br>他们将能够通过客户选项打开/关闭并改变位置",
	Sandbox_Excrementum_EnabledStatusBars = "状态栏",
	Sandbox_Excrementum_EnabledStatusBars_tooltip = "客户端允许使用状态窗口<br>他们将能够打开/关闭、切换到酒吧、改变位置等",
	Sandbox_Excrementum_Shame = "耻辱",
	Sandbox_Excrementum_Shame_tooltip = "如何启用羞耻感（包括多人游戏）",
	Sandbox_Excrementum_ShameLevels_option1 = "关闭",
	Sandbox_Excrementum_ShameLevels_option2 = "自动检测",
	Sandbox_Excrementum_ShameLevels_option3 = "打开",
	Sandbox_Excrementum_ShameLevels_option4 = "在上帝模式下打开",

	-----ZombieReanimator------
	
	Sandbox_ZombieReanimator = "丧尸复生者",
	Sandbox_ZombieReanimator_MinTime = "最小复活时间",
	Sandbox_ZombieReanimator_MinTime_tooltip = "使死亡丧尸复活的最短时间(以小时为单位,说是文档,其实没人知道)",
	Sandbox_ZombieReanimator_MaxTime = "最大重生时间",
	Sandbox_ZombieReanimator_MaxTime_tooltip = "使死亡丧尸重生的最长时间(以小时为单位,说是文档,其实没人知道)",
	Sandbox_ZombieReanimator_ReanimationChance = "复活的概率",
	Sandbox_ZombieReanimator_ReanimationChance_tooltip = "复活丧尸概率,包括已经死亡的尸体",

	-----FBI Open Up Door-----
	
	Sandbox_EreFBIOpenUpDoor = "FBI：开门,查水表的",
	Sandbox_AutoCloseDoor = "自动关门",
	Sandbox_AutoCloseDoor_tooltip = "激活定时关门动作",
	Sandbox_WhileRunning = "正在运行",
	Sandbox_WhileRunning_tooltip = "跑步时自动打开/关闭门",
	Sandbox_WhileSprinting = "冲刺",
	Sandbox_WhileSprinting_tooltip = "冲刺时自动打开/关闭门",
	
	-----Zombies Can Trip When Bumping Into Each Other-----
	
	Sandbox_TrippingZombies = "丧尸绊倒",
	Sandbox_collisionTripChanceSprinters = "短跑者相互碰撞时被绊倒概率",
	Sandbox_collisionTripChanceSprinters_tooltip = "0 = 从不,100 = 总是(可能是错误的)",
	Sandbox_collisionTripChanceFastShamblers = "快速蹒跚者相互碰撞时被绊倒概率",
	Sandbox_collisionTripChanceFastShamblers_tooltip = "0 = 从不,100 = 总是(可能是错误的)",
	Sandbox_collisionTripChanceShamblers = "蹒跚者相互碰撞时被绊倒概率",
	Sandbox_collisionTripChanceShamblers_tooltip = "0 = 从不,100 = 总是(可能是错误的)",
	Sandbox_randomTripChanceSprinters = "短跑者绊倒随机概率",
	Sandbox_randomTripChanceSprinters_tooltip = "0= 从不, 100 = 总是(可能是错误的)",
	Sandbox_randomTripChanceFastShamblers = "快速蹒跚者绊倒随机概率",
	Sandbox_randomTripChanceFastShamblers_tooltip = "0= 从不, 100 = 总是(可能是错误的)",
	Sandbox_randomTripChanceShamblers = "蹒跚者绊倒随机概率",
	Sandbox_randomTripChanceShamblers_tooltip = "0= 从不, 100 = 总是(可能是错误的)",
	Sandbox_knockDownOnTrip = "击倒延迟(更简单难度)",
	Sandbox_knockDownOnTrip_tooltip = "如果为开启,当丧尸绊倒时,他们将处于被击倒状态 1 或 2 秒,然后再尝试起身",
	
	-----SixthSense-----
	
	Sandbox_BalanceTraits = "第六感",
	Sandbox_BalanceTraits_SixthSense = "第六感",
	Sandbox_Moodles = "第六感额外",
	Sandbox_Moodles_SixthSenseWorksOnHumans = "第六感对玩家有效",
	Sandbox_Moodles_SixthSenseWorksOnHumans_tooltip = "如果您只想合作玩,请取消激活",
	Sandbox_Moodles_SixthSenseDynamic = "动态解锁",
	Sandbox_Moodles_SixthSenseDynamic_tooltip = "3种解锁条件,您可以在下面自定义<br>将所有内容设置为 0 几乎可以消除特征,但您可以随心所欲地玩<br>推荐值设置为默认值",
	Sandbox_Moodles_SixthSenseLevelsRequired = "解锁条件:轻巧+灵活等级",
	Sandbox_Moodles_SixthSenseLevelsRequired_tooltip = "你需要在 轻巧 和 灵活 中达到多少级才能解锁第六感<br>如果设置为 0,这个解锁条件将被忽略",
	Sandbox_Moodles_SixthSenseDaysSurvived = "解锁条件:生存天数",
	Sandbox_Moodles_SixthSenseDaysSurvived_tooltip = "角色必须存活多少天才能解锁第六感<br>如果设置为 0,此解锁条件将被忽略",
	Sandbox_Moodles_SixthSenseKillsRequired = "解锁条件:杀死丧尸数量",
	Sandbox_Moodles_SixthSenseKillsRequired_tooltip = "角色必须杀死多少丧尸才能解锁第六感<br>如果设置为 0,此解锁条件将被忽略",
	
	-----ProteinsMoodle-----
	
	Sandbox_ProteinsMoodle = "蛋白质",
	Sandbox_ProteinsMoodle_EnableAtMaxStrength = "最大强度可见",
	Sandbox_ProteinsMoodle_EnableAtMaxStrength_tooltip = "即使被禁用,如果你的蛋白质太低,您的恢复修正值也会降低,更糟糕的可能会出现",
	Sandbox_ProteinsMoodle_EnableOutOfHealthPanel = "不打开健康面板可见",
	Sandbox_ProteinsMoodle_EnableOutOfHealthPanel_tooltip = "即使被禁用,如果你的蛋白质太低,你的恢复修正值也会降低,更糟糕的可能会出现",
	Sandbox_ProteinsMoodle_ShowProteinValue = "显示蛋白质值",
	Sandbox_ProteinsMoodle_ShowProteinValue_tooltip = "提示显示蛋白质值",

	-----Drop That Cigarette-----
	
	Sandbox_DropThatCigarette = "放下香烟",
	Sandbox_DropThatCigarette_QuitSmokingTimeAmount = "戒烟时间",
	Sandbox_DropThatCigarette_QuitSmokingTimeAmount_tooltip = "这个值控制戒烟时间的长短<br>(1天 = 8)默认为224(28天)",
	Sandbox_DropThatCigarette_AbstinenceEnable = "戒烟",
	Sandbox_DropThatCigarette_AbstinenceEnable_tooltip = "你可以通过取消勾选此框来禁用节制功能<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 = "吸烟者咳嗽",
	Sandbox_DropThatCigarette_SmokerCoughEnable_tooltip = "你可以通过取消勾选此框来禁用吸烟者咳嗽功能<br>[它不能通过节制来消除咳嗽]",

	-----Resident Medic-----
	
	Sandbox_ResidentMedic = "生化草药医生",
	Sandbox_RuralHerbRarity = "森林草药稀有度",
	Sandbox_RuralHerbRarity_tooltip = "调整森林草药搜寻度",
	Sandbox_RuralHerbRarity_option1 = "极其稀有",
	Sandbox_RuralHerbRarity_option2 = "稀有",
	Sandbox_RuralHerbRarity_option3 = "普通",
	Sandbox_RuralHerbRarity_option4 = "普通",
	Sandbox_RuralHerbRarity_option5 = "丰富",
	Sandbox_UrbanHerbRarity = "城市草药稀有度",
	Sandbox_UrbanHerbRarity_tooltip = "调整城市药草搜寻度",
	Sandbox_UrbanHerbRarity_option1 = "极其稀有",
	Sandbox_UrbanHerbRarity_option2 = "稀有",
	Sandbox_UrbanHerbRarity_option3 = "普通",
	Sandbox_UrbanHerbRarity_option4 = "普通",
	Sandbox_UrbanHerbRarity_option5 = "丰富",
	Sandbox_FASRarity = "急救喷雾稀有度",
	Sandbox_FASRarity_tooltip = "调整急救喷雾和急救箱度",
	Sandbox_FASRarity_option1 = "极为罕见",
	Sandbox_FASRarity_option2 = "稀有",
	Sandbox_FASRarity_option3 = "正常",
	Sandbox_FASRarity_option4 = "通用",
	Sandbox_FASRarity_option5 = "丰富",
	
	-----Named Literature-----
	
	Sandbox_NamedLiterature = "文学杂志",
	Sandbox_NamedLiteratureMaxTimesReadable = "文献可阅读的最大次数",
	Sandbox_NamedLiteratureMaxTimesReadable_tooltip = "每本文学作品可以被阅读的次数<br>这个数字除以阅读所给予的阅读奖励",
	Sandbox_NamedLiteratureCanReadPassedMax = "文献阅读最大可读次数",
	Sandbox_NamedLiteratureCanReadPassedMax_tooltip = "如果是开启,减少的阅读奖励将保持在上限<br>如果是关闭,阅读奖励为0",
	Sandbox_NamedLiteratureTimeToForget = "重新阅读冷却时间",
	Sandbox_NamedLiteratureTimeToForget_tooltip = "阅读时返回阅读奖励所需的10分钟间隔量",

	-----Vehicle Repair Overhaul-----
	
	Sandbox_VehicleRepairOverhaul = "车辆拆解",
	Sandbox_DisableVehicleSalvage = "禁用拆解",

	-----SSAULAVI-----
	
	Sandbox_Ssaulavi = "灵魂武士刀",
	Sandbox_Ssaulavi_ToukenkanteishiFindChance = "剑机鉴定师",
	Sandbox_Ssaulavi_ToukenkanteishiFindChance_tooltip = "设置特殊长剑的稀有度<br>此选项设置默认值1/5000的分母(较低的值增加概率,较高的值减少概率)<br>此选项仅适用于具有剑鉴定师特质的角色",
	Sandbox_Ssaulavi_MeikenkanteishiFindChance = "传奇剑概率鉴定师",
	Sandbox_Ssaulavi_MeikenkanteishiFindChance_tooltip = "设置特殊长剑的稀有度<br>此选项设置默认值1/2500的分母(较低的值增加概率,较高的值减少概率)<br>此选项仅适用于具有鉴剑大师的角色",
	Sandbox_Ssaulavi_FormerSurvivorsSpawnChance = "前幸存者生成概率",
	Sandbox_Ssaulavi_FormerSurvivorsSpawnChance_tooltip = "设置承担特定工作的丧尸出现的概率<br>这些丧尸可能携带武器或包",
	Sandbox_Ssaulavi_KajiyaMeishiLootChance = "史密斯战利品概率",
	Sandbox_Ssaulavi_KajiyaMeishiLootChance_tooltip = "设置在联系锻造源时获得必要物品的概率<br>该物品可从出现为 前幸存者 的丧尸处获得,并提供各种武器",
	Sandbox_Ssaulavi_SwiftAttackSwitch = "攻击率相关特性切换",
	Sandbox_Ssaulavi_SwiftAttackSwitch_tooltip = "选择使用特定武器时是否应用可提高攻击速度的特征<br>-如果关闭开关,与攻击率相关的特征不会影响攻击率（使用 战斗速度 变量的其他模式时,请根据优先级进行选择）",
	
	-----Water Goes Bad----
	
	Sandbox_WaterGoesBad = "水变质",
	Sandbox_WaterGoesBad_ExpirationMin = "水变质前最少天数",
	Sandbox_WaterGoesBad_ExpirationMin_tooltip = "最少几天内,水最早会变质<br>这只在停水后才开始计算",
	Sandbox_WaterGoesBad_ExpirationMax = "水变质前最长天数",
	Sandbox_WaterGoesBad_ExpirationMax_tooltip = "最长几天内,水可能会变质<br>这只在停水后才开始计算",
	Sandbox_WaterGoesBad_NeedFilterWater = "管道水槽需要过滤器",
	Sandbox_WaterGoesBad_NeedFilterWater_tooltip = "玩家必须在他们的水槽中添加过滤器来净化水<br>否则,水槽始终是安全的水,即使他们的水源不是(如原版)",
	Sandbox_WaterGoesBad_ReduceWaterOverTime = "随着时间剩余流逝",
	Sandbox_WaterGoesBad_ReduceWaterOverTime_tooltip = "停水后,水将从水龙头流出",
	Sandbox_WaterGoesBad_WaterReductionRate = "排水率",
	Sandbox_WaterGoesBad_WaterReductionRate_tooltip = "每天将从水龙头中抽出多少水",
	Sandbox_WaterGoesBad_WaterReductionChance = "排水概率",
	Sandbox_WaterGoesBad_WaterReductionChance_tooltip = "每天有概率移除水,以增加变化",
	Sandbox_WaterGoesBad_MinimumWaterLeft = "最小剩余水量",
	Sandbox_WaterGoesBad_MinimumWaterLeft_tooltip = "无论如何都会保留的水量",
	Sandbox_WaterGoesBad_ScaleWaterLoss = "按比例失水",
	Sandbox_WaterGoesBad_ScaleWaterLoss_tooltip = "较大的水容器(例如浴缸)比水槽失水更快",

	-----MiningMod1-----
	
	Sandbox_Mineable = "挖矿",
	Sandbox_MineableShovelBreakRate = "每次挖掘对铲耐久伤害",
	
	-----Random Zombies - Day and Night-----
	
	Sandbox_RandomZombiesFull_main_page = "随机丧尸/主要",
	Sandbox_RandomZombiesFull_day_page = "随机丧尸/白天",
	Sandbox_RandomZombiesFull_night_page = "随机丧尸/夜晚",
	Sandbox_RandomZombiesFull_special_page = "随机丧尸/特殊",
	Sandbox_RandomZombiesFull_Frequency = "覆盖频率",
	Sandbox_RandomZombiesFull_Frequency_tooltip = "两次更新之间的间隔(以毫秒为单位)<br>更高的数字意味着更少的 CPU 使用率,但更低的数字将降低 mod 覆盖正常丧尸行为的反应性",
	Sandbox_RandomZombiesFull_enable_day = "启用日期预设",
	Sandbox_RandomZombiesFull_enable_day_tooltip = "根据日分布启用覆盖白天的默认行为",
	Sandbox_RandomZombiesFull_enable_day_values_option1 = "禁用"
	Sandbox_RandomZombiesFull_enable_day_values_option2 = "启用",
	Sandbox_RandomZombiesFull_enable_night = "启用夜晚预设",
	Sandbox_RandomZombiesFull_enable_night_tooltip = "根据夜晚分布启用覆盖夜晚的默认行为",
	Sandbox_RandomZombiesFull_enable_night_values_option1 = "禁用"
	Sandbox_RandomZombiesFull_enable_night_values_option2 = "启用",
	Sandbox_RandomZombiesFull_enable_special = "启用特殊预设",
	Sandbox_RandomZombiesFull_enable_special_tooltip = "根据特殊分布,在特殊情况下启用覆盖默认行为<br>特殊预设优先于一天中的时间",
	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 = "雾",
	Sandbox_RandomZombiesFull_special_threshold = "特殊事件",
	Sandbox_RandomZombiesFull_special_threshold_tooltip = "如果启用特殊预设,这允许您决定应应用哪个强度阈值",
	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 = "夏夜开始",
	Sandbox_RandomZombiesFull_Summer_Night_Start_tooltip = "夏季夜晚什么时候开始",
	Sandbox_RandomZombiesFull_Summer_Night_End = "夏夜结束",
	Sandbox_RandomZombiesFull_Summer_Night_End_tooltip = "夏季夜晚什么时候结束",
	Sandbox_RandomZombiesFull_Autumn_Night_Start = "秋夜开始",
	Sandbox_RandomZombiesFull_Autumn_Night_Start_tooltip = "秋天夜晚什么时候开始",
	Sandbox_RandomZombiesFull_Autumn_Night_End = "秋夜结束",
	Sandbox_RandomZombiesFull_Autumn_Night_End_tooltip = "秋天夜晚什么时候结束",
	Sandbox_RandomZombiesFull_Winter_Night_Start = "冬夜开始",
	Sandbox_RandomZombiesFull_Winter_Night_Start_tooltip = "冬天夜晚什么时候开始",
	Sandbox_RandomZombiesFull_Winter_Night_End = "冬夜结束",
	Sandbox_RandomZombiesFull_Winter_Night_End_tooltip = "冬天夜晚什么时候结束",
	Sandbox_RandomZombiesFull_Spring_Night_Start = "春夜开始",
	Sandbox_RandomZombiesFull_Spring_Night_Start_tooltip = "春天夜晚什么时候开始",
	Sandbox_RandomZombiesFull_Spring_Night_End = "春夜结束",
	Sandbox_RandomZombiesFull_Spring_Night_End_tooltip = "春天夜晚什么时候结束",
	Sandbox_RandomZombiesFull_Crawler_Day = "白天爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Day_tooltip = "白天出现在世界上爬行者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Shambler_Day = "白天蹒跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Day_tooltip = "白天出现在世界上蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_FastShambler_Day = "白天快速蹒跚百分比",
	Sandbox_RandomZombiesFull_FastShambler_Day_tooltip = "白天出现在世界上快速蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Sprinter_Day = "白天短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Day_tooltip = "白天出现在世界上短跑者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Fragile_Day = "白天脆弱韧性百分比",
	Sandbox_RandomZombiesFull_Fragile_Day_tooltip = "白天出现在世界上脆弱韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Normal_Day = "白天正常韧性百分比",
	Sandbox_RandomZombiesFull_Normal_Day_tooltip = "白天出现在世界上正常韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Tough_Day = "白天坚韧韧性百分比",
	Sandbox_RandomZombiesFull_Tough_Day_tooltip = "白天出现在世界上坚韧韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Smart_Day = "白天智能寻路百分比"
	Sandbox_RandomZombiesFull_Smart_Day_tooltip = "白天出现在世界上智能寻路丧尸百分比<br>这些丧尸可以开门并具有高度的感知",
	Sandbox_RandomZombiesFull_Crawler_Night = "夜晚爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Night_tooltip = "夜晚出现在世界上的爬行者百分比<br>爬行者、爬行者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Shambler_Night = "夜晚蹒跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Night_tooltip = "夜晚出现在世界上蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_FastShambler_Night = "夜晚快速蹒跚者百分比",
	Sandbox_RandomZombiesFull_FastShambler_Night_tooltip = "夜晚出现在世界上快速蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Sprinter_Night = "夜晚短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Night_tooltip = "夜晚出现在世界上短跑者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Fragile_Night = "夜晚脆弱韧性百分比",
	Sandbox_RandomZombiesFull_Fragile_Night_tooltip = "夜晚出现在世界上脆弱韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Normal_Night = "夜晚正常韧性百分比",
	Sandbox_RandomZombiesFull_Normal_Night_tooltip = "夜晚出现在世界上正常韧性的丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Tough_Night = "夜晚坚韧韧性百分比",
	Sandbox_RandomZombiesFull_Tough_Night_tooltip = "夜晚出现在世界上坚韧韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Smart_Night = "夜晚智能寻路百分比"
	Sandbox_RandomZombiesFull_Smart_Night_tooltip = "夜晚出现在世界上智能寻路丧尸百分比<br>这些丧尸可以开门并具有高度的感知",
	Sandbox_RandomZombiesFull_Crawler_Special = "特殊爬行者百分比",
	Sandbox_RandomZombiesFull_Crawler_Special_tooltip = "特殊事件期间世界上存在的爬行者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Shambler_Special = "特殊蹒跚者百分比",
	Sandbox_RandomZombiesFull_Shambler_Special_tooltip = "特殊事件期间出现在世界上蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_FastShambler_Special = "特别快速蹒跚者百分比",
	Sandbox_RandomZombiesFull_FastShambler_Special_tooltip = "特殊事件期间世界上出现快速蹒跚者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Sprinter_Special = "特殊短跑者百分比",
	Sandbox_RandomZombiesFull_Sprinter_Special_tooltip = "特殊事件期间世界上短跑者百分比<br>爬行者、蹒跚者、快速蹒跚者和短跑者的总和必须为 100",
	Sandbox_RandomZombiesFull_Fragile_Special = "特殊脆弱韧性百分比",
	Sandbox_RandomZombiesFull_Fragile_Special_tooltip = "特殊事件期间世界上脆弱韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Normal_Special = "特殊正常韧性百分比",
	Sandbox_RandomZombiesFull_Normal_Special_tooltip = "特殊事件期间世界上正常韧性丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Tough_Special = "特殊坚韧韧性百分比",
	Sandbox_RandomZombiesFull_Tough_Special_tooltip = "特殊事件期间世界上出现坚韧丧尸百分比<br>脆弱、正常和坚韧必须加起来为 100",
	Sandbox_RandomZombiesFull_Smart_Special = "特殊智能寻路百分比"
	Sandbox_RandomZombiesFull_Smart_Special_tooltip = "特殊事件期间世界上出现智能寻路丧尸百分比<br>这些丧尸可以开门并具有高度的感知",
	
	-----ExQueaseMe-----
	
	Sandbox_ExQueaseMe = "防毒面具生效",
	Sandbox_ExQueaseMe_ReduceQuease = "减少疾病量",
	Sandbox_ExQueaseMe_ReduceQuease_tooltip = "当佩戴防毒面具远离尸体时,每 10 分钟消除一次的疾病量<br>这是对原版游戏机制的补充<br>设置 0 为禁用",
	Sandbox_ExQueaseMe_ReduceQueaseGain = "减少疾病增加量",
	Sandbox_ExQueaseMe_ReduceQueaseGain_tooltip = "戴着防毒面具在尸体周围,每 10 分钟清除的疾病量<br>平均每10分钟就会增长0.7疾病<br>设置 0 为禁用",

	-----Dive Through Window-----
	
	Sandbox_DiveThruWindows = "破窗而入",
	Sandbox_DiveThruWindows_DiveClosedWindowInjuryChance = "关闭潜行破窗受伤概率",
	Sandbox_DiveThruWindows_DiveClosedWindowInjuryChance_tooltip = "X %(100+玩家技能/特性)造成严重伤害<br>在冲刺时砸碎窗户翻滚一次<br>有玻璃碎片的受伤概率更高,不会有腹股沟以下伤势<br>玩家技能/特性:身轻如燕、最高速度、最高灵活为 95%",
	Sandbox_DiveThruWindows_DiveBrokenWindowInjuryChance = "潜行破窗受伤概率",
	Sandbox_DiveThruWindows_DiveBrokenWindowInjuryChance_tooltip = "X %(100+玩家技能/特性)造成伤害<br>当从关闭的或已经破损的窗户潜行时,会翻滚两次,不会有颈部伤势<br>玩家技能/特性:140身轻如燕,灵活的角色",
	Sandbox_DiveThruWindows_BaseDodge = "基本值",
	Sandbox_DiveThruWindows_BaseDodge_tooltip = "代替X %(100+玩家技能/特性),将 100 改为更小的值以强调玩家技能,反之亦然",
	Sandbox_DiveThruWindows_ArmorEffectiveness = "防具效果",
	Sandbox_DiveThruWindows_ArmorEffectiveness_tooltip = "针对破窗伤害的防具效果",
	Sandbox_DiveThruWindows_BaseFailDiveChance = "失败机率",
	Sandbox_DiveThruWindows_BaseFailDiveChance_tooltip = "当用俯冲撞碎窗户时,这是动画失败的概率<br>即使设置为零,也会发生翻滚,因为失败时也会发生原版翻滚<br>即使在打开的窗户上也适用<br>灵活最大等级减少40<br>身轻如燕-20<br>体笨如牛+10",
	Sandbox_DiveThruWindows_CanInjureLegs = "关闭的窗户会伤腹股沟以下",
	Sandbox_DiveThruWindows_CanInjureLegs_tooltip = "打碎窗户造成的伤害是否会划伤/伤到腿<br>请注意,潜行通过破碎的窗户总是会划伤腿",
	Sandbox_DiveThruWindows_ExtraInjuryRolls = "关闭的窗口潜行伤害",
	Sandbox_DiveThruWindows_ExtraInjuryRolls_tooltip = "俯冲砸碎窗户时会发生多少额外伤害检定？",

	-----Magnet Fishing-----

	Sandbox_MagnetFishing = "磁铁钓鱼",
	Sandbox_MagnetFishing_Tier1Chance = "一级概率",
	Sandbox_MagnetFishing_Tier1Chance_tooltip = "用磁铁钓鱼时有概率选择第 1 层物品",
	Sandbox_MagnetFishing_Tier2Chance = "二级概率",
	Sandbox_MagnetFishing_Tier2Chance_tooltip = "用磁铁钓鱼时有概率选择第 2 层物品",
	Sandbox_MagnetFishing_Tier3Chance = "三级概率",
	Sandbox_MagnetFishing_Tier3Chance_tooltip = "用磁铁钓鱼时有概率选择第 3 层物品",
	Sandbox_MagnetFishing_ItemEdits = "物品编辑",
	Sandbox_MagnetFishing_ItemEdits_tooltip = "允许添加/编辑项目,确保格式正确<br>例如(Module.ItemName:Tier:Rarity:MinAmount:MaxAmount:MinCondition:MaxCondition)",

	-----Refined Hotwiring-----
	
	Sandbox_RefinedHotwiring = "精制短接线",
	Sandbox_RefinedHotwiring_UnhotwireElectrical = "取消短接:需要电工等级",
	Sandbox_RefinedHotwiring_UnhotwireMechanics = "取消短接:需要技工等级",
	Sandbox_RefinedHotwiring_KeyElectrical = "车钥匙制作: 需要电工等级",
	Sandbox_RefinedHotwiring_KeyMechanics = "车钥匙制作: 需要技工等级",
	Sandbox_RefinedHotwiring_KeyMetalworking = "车钥匙制作: 需要金工等级",

	-----'97 ADI Bushmaster-----
	
	Sandbox_DAMN_Spawns = "KI5车辆刷新",
	Sandbox_DAMN_AllowBushmasterSpawns = "启用预设车辆(大毒蛇)刷新",

	-----Stay Awake Longer-----
	
	Sandbox_StayAwakeLonger = "更长清醒时间",
	Sandbox_StayAwakeLonger_NoTraits = "没有特征的清醒时间",
	Sandbox_StayAwakeLonger_NoTraits_tooltip = "在原版中您会保持清醒 16 小时直到昏昏欲睡<br>请记住,此值通常较短,因为您采取的行动会使您感到疲劳",
	Sandbox_StayAwakeLonger_NoTraits_option1 = "17 小时",
	Sandbox_StayAwakeLonger_NoTraits_option2 = "18 小时",
	Sandbox_StayAwakeLonger_NoTraits_option3 = "19 小时",
	Sandbox_StayAwakeLonger_NoTraits_option4 = "20 小时",
	Sandbox_StayAwakeLonger_NoTraits_option5 = "21 小时",
	Sandbox_StayAwakeLonger_NoTraits_option6 = "22 小时",
	
	-----Lingering Reflexes-----
	
	Sandbox_LingeringReflexes = "本能的反射",
	Sandbox_LingeringReflexes_Smart = "智慧丧尸百分比",
	Sandbox_LingeringReflexes_Smart_tooltip = "出现智慧丧尸百分比<br>会开门",
	Sandbox_LingeringReflexes_Frequency = "丧尸更新频率",
	Sandbox_LingeringReflexes_Frequency_tooltip = "两个更新之间的毫秒间隔<br>较高的数字意味着更少的CPU使用情况,较少的数字意味着更少的正确性问题<br>建议使用默认设置",

	-----Lingering Whispers-----
	
	Sandbox_LingeringVoices = "本能的低语",
	Sandbox_LingeringVoices_RespondToSound = "被低语吸引的丧尸",
	Sandbox_LingeringVoices_RespondToSound_tooltip = "丧尸之间说话声音和玩家大喊一样",
	Sandbox_LingeringVoices_CustomLines = "自定义行",
	Sandbox_LingeringVoices_CustomLines_tooltip = "是否在(用户名/Zomboid/Lua/talkingDeadCustomLine.lua)中使用自定义行",
	Sandbox_LingeringVoices_LowerLineLimit = "最小延迟",
	Sandbox_LingeringVoices_LowerLineLimit_tooltip = "丧尸说出另一行语言之前需要经过的最小秒数",
	Sandbox_LingeringVoices_UpperLineLimit = "最大延迟",
	Sandbox_LingeringVoices_UpperLineLimit_tooltip = "丧尸说出另一行语言之前需要经过的最大秒数",
	Sandbox_LingeringVoices_StaggerSpeakChance = "受伤说话",
	Sandbox_LingeringVoices_StaggerSpeakChance_tooltip = "丧尸被击中时有千分之一概率说话",

	-----MaD's Awesome Zombie Loot-----
	
	Sandbox_AirbobbelzLoot = "MaD丧尸战利品",
	Sandbox_airbobbelzLootGlobal = "全局乘数",
	Sandbox_airbobbelzLootGlobal_tooltip = "此 mod 添加的所有丧尸战利品的全局乘数<br>这里值 100 = 1X 默认分配,200 = 2X,50 = 1/2等等",
	Sandbox_airbobbelzLootChanceMaxCondition = "最大条件概率",
	Sandbox_airbobbelzLootChanceMaxCondition_tooltip = "死亡丧尸物品中的物品有 100% 状态的概率",
	Sandbox_airbobbelzLootMinimumCondition = "最低物品条件",
	Sandbox_airbobbelzLootMinimumCondition_tooltip = "找到的物品的最低条件<br>0 表示损坏<br>在 0 到 100 之间",
	Sandbox_airbobbelzLootChanceMaxDrainable = "物品剩余量百分比",
	Sandbox_airbobbelzLootChanceMaxDrainable_tooltip = "有物品剩余的比如:胶带、胶水等剩余百分比",
	Sandbox_airbobbelzLootMinimumDrainable = "最小剩余量",
	Sandbox_airbobbelzLootMinimumDrainable_tooltip = "可剩余物品中剩余的最小可剩余百分比<br>在 0 到 100 之间",
	Sandbox_airbobbelzLootLooseBulletRolls = "散落子弹",
	Sandbox_airbobbelzLootLooseBulletRolls_tooltip = "在生成的枪械旁边生成子弹<br>在原版 PZ 中,每次生成可能会产生 5 颗左右的子弹<br>但一些模组(例如 贝瑞塔mod)将其减少为 1 颗子弹)",
	Sandbox_airbobbelzLootLooseBulletMultiplier = "散落子弹乘数",
	Sandbox_airbobbelzLootLooseBulletMultiplier_tooltip = "乘数适用于产生的子弹数量(有枪和无枪)与弹药倍数分开<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootAmmo = "弹药乘数",
	Sandbox_airbobbelzLootAmmo_tooltip = "乘数应用于发现随机松散弹药的内置概率,不一定与生成的武器相关<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootAmmoBox = "弹药盒/箱乘数",
	Sandbox_airbobbelzLootAmmoBox_tooltip = "乘数应用于寻找弹药箱的内置概率<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootMelee = "近战武器倍率",
	Sandbox_airbobbelzLootMelee_tooltip = "乘数应用于寻找近战武器的内置概率<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootPistol = "手枪乘数",
	Sandbox_airbobbelzLootPistol_tooltip = "乘数应用于寻找手枪的内置概率<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootLongGun = "长枪乘数",
	Sandbox_airbobbelzLootLongGun_tooltip = "乘数应用于寻找长枪(如步枪和霰弹枪)的内置概率<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOtherGuns = "其他枪械乘数(改装武器)",
	Sandbox_airbobbelzLootOtherGuns_tooltip = "如果启用了该模组,则仅适用于 Brita 武器<br>适用于内置概率的乘数<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootCanned = "罐头乘数",
	Sandbox_airbobbelzLootCanned_tooltip = "乘数应用于罐头食品的内置概率<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOtherFood = "其他食物加成",
	Sandbox_airbobbelzLootOtherFood_tooltip = "乘数应用于其他食物(如糖果和薯条)的内置概率<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootResource = "资源乘数",
	Sandbox_airbobbelzLootResource_tooltip = "乘数应用于磁带和胶水等资源的内置概率<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootBag = "背包乘数",
	Sandbox_airbobbelzLootBag_tooltip = "适用于购物袋和杂货袋等内置概率的乘数<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootGunBag = "枪械案件乘数",
	Sandbox_airbobbelzLootGunBag_tooltip = "适用于枪械案件内置概率的乘数<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootJunk = "垃圾乘数",
	Sandbox_airbobbelzLootJunk_tooltip = "乘数应用于垃圾的内置概率,如橡皮筋和空瓶子<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootOutfit = "装备战利品乘数",
	Sandbox_airbobbelzLootOutfit_tooltip = "适用于所有装备特定物品的内置概率的乘数<br>这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootBagContents = "包内物品战利品倍数",
	Sandbox_airbobbelzLootBagContents_tooltip = "出现在丧尸身上的容器(包/枪盒等)的倍数<br这里的值 100 = 1x 默认分配,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootExtra = "所有额外表格物品的乘数",
	Sandbox_airbobbelzLootExtra_tooltip = "乘数应用于下面沙盒定义项目的内置概率<br>这里的值 100 = 1x 默认分布,200 = 2x,50 = 1/2,等等",
	Sandbox_airbobbelzLootExtraRollEach = "额外项目物品(每个)",
	Sandbox_airbobbelzLootExtraRollEach_tooltip = "为每个丧尸额外的项目物品<br>用分号';'分隔项目<br>例如(Paper：0.1;Axe：1;)增加0.1％的纸和1％的斧头概率<br>项目的替代语法是 例如:(item:Money,chance:0.1,more:10,moreChance:50;)<br>这增加了 0.1% 的概率通过 10 次额外的掉落金钱,每次额外掷骰有 50% 的概率增加 1 金钱<br>概率在 0 到 100 之间,可以是小数",
	Sandbox_airbobbelzLootExtraRollOne1 = "额外项目物品(1)/1",
	Sandbox_airbobbelzLootExtraRollOne1_tooltip = "一组物品,对于每个丧尸,将从列表中随机选择一个物品然后执行概率<br>丧尸战利品最多包含此列表中的一个物品<br>例如'Paper:0.1;Axe:1'<br>数字在 0 和 100 之间,可以有小数",
	Sandbox_airbobbelzLootExtraRollOne2 = "额外项目物品(1)/2",
	Sandbox_airbobbelzLootExtraRollOne2_tooltip = "一组物品,对于每个丧尸,将从列表中随机选择一个物品然后执行概率<br>丧尸战利品最多包含此列表中的一个物品<br>例如'Paper:0.1;Axe:1'<br>数字在 0 和 100 之间,可以有小数",
	Sandbox_airbobbelzLootExtraRollOne3 = "额外项目物品(1)/3",
	Sandbox_airbobbelzLootExtraRollOne3_tooltip = "一组物品,对于每个丧尸,将从列表中随机选择一个物品然后执行概率<br>丧尸战利品最多包含此列表中的一个物品<br>例如'Paper:0.1;Axe:1'<br>数字在 0 和 100 之间,可以有小数",
	Sandbox_airbobbelzLootRemoveItems = "移除物品",
	Sandbox_airbobbelzLootRemoveItems_tooltip = "要从这个 mod 添加的丧尸战利品中移除的物品<br>以分号分隔,例如(Axe;Money;Newspaper;Radio.WalkieTalkie5)将从所有常规丧尸中移除 消防斧、钞票、报纸 和军用对讲机 物品 和装备特定的战利品<br>对于(Base.)类型的物品,例如(Base.Axe),省略Base来自项目名称<br>不影响原版掉落物或其他模组添加的掉落物",

	-----W Patrick's Skill Literature-----
	
	Sandbox_WPSkillLiterature = "技能文献",
	Sandbox_EasierSkills = "更容易升级技能",
	Sandbox_EasierSkills_tooltip = "包括木工、金工、烹饪、急救、耕作和搜寻的文献",
	Sandbox_GrindeySkills = "不容易升级技能",
	Sandbox_GrindeySkills_tooltip = "包括技工、电子、裁缝、诱捕和钓鱼的文献",
	Sandbox_WorldSpawnRate = "世界生成率",
	Sandbox_WorldSpawnRate_tooltip = "容器中所有物品的生成率乘数<br>0.5 是原有的一半稀有度<br>0 将导致不会生成",
	Sandbox_ZedSpawnRate = "尸体生成率",
	Sandbox_ZedSpawnRate_tooltip = "尸体上所有物品的生成率乘数<br>0.5 是原有的一半稀有度<br>0 将导致不会生成",

	-----Universal Gun Repair-----
	
	Sandbox_UniversalGunRepair = "万能型枪械维修",
    Sandbox_ContextCompatibility = "上下文菜单兼容性",
    Sandbox_ContextCompatibility_tooltip = "调整上下文菜单的显示方式<br>以与使用相同上下文菜单选项名称的其他模组兼容",
	Sandbox_ContextCompatibility_option1 = "默认",
	Sandbox_ContextCompatibility_option2 = "附加",
	Sandbox_ContextCompatibility_option3 = "子菜单",
	Sandbox_NormalCleaningEfficacy = "正常清洁效率",
	Sandbox_NormalCleaningEfficacy_tooltip = "调整每次使用普通清洁溶剂恢复的状态",
	Sandbox_MinimumCleanThreshold = "最低枪械清理值",
	Sandbox_MinimumCleanThreshold_tooltip = "调整够通过清洁恢复枪械的最低条件",
	Sandbox_MinimumRepairThreshold = "最低枪械修复值",
	Sandbox_MinimumRepairThreshold_tooltip = "调整够通过修理恢复枪械的最低条件",
	Sandbox_MinimumFirearmSkill = "最低装填技能",
	Sandbox_MinimumFirearmSkill_tooltip = "调整瞄准或装弹技能要求以修复枪支",
	Sandbox_MaintenanceKitRarity = "枪械维护工具稀有度",
	Sandbox_MaintenanceKitRarity_tooltip = "调整枪械维修包稀有度",
	Sandbox_MaintenanceKitRarity_option1 = "极其罕见",
	Sandbox_MaintenanceKitRarity_option2 = "罕见",
	Sandbox_MaintenanceKitRarity_option3 = "普通",
	Sandbox_MaintenanceKitRarity_option4 = "常见",
	Sandbox_MaintenanceKitRarity_option5 = "丰富",
	Sandbox_GunsmithingToolsRarity = "枪械工具稀有度",
	Sandbox_GunsmithingToolsRarity_tooltip = "调整枪械工具稀有度",
	Sandbox_GunsmithingToolsRarity_option1 = "极其稀有",
	Sandbox_GunsmithingToolsRarity_option2 = "稀有",
	Sandbox_GunsmithingToolsRarity_option3 = "普通",
	Sandbox_GunsmithingToolsRarity_option4 = "常见",
	Sandbox_GunsmithingToolsRarity_option5 = "丰富",
	Sandbox_SolventRarity = "清洁剂稀有度",
	Sandbox_SolventRarity_tooltip = "调整清洁剂的稀有度",
	Sandbox_SolventRarity_option1 = "极其稀有",
	Sandbox_SolventRarity_option2 = "稀有",
	Sandbox_SolventRarity_option3 = "普通",
	Sandbox_SolventRarity_option4 = "常见",
	Sandbox_SolventRarity_option5 = "丰富",
	Sandbox_LubricantRarity = "枪械润滑油稀有度",
	Sandbox_LubricantRarity_tooltip = "调整枪械润滑剂的稀有度",
	Sandbox_LubricantRarity_option1 = "极其稀有",
	Sandbox_LubricantRarity_option2 = "稀有",
	Sandbox_LubricantRarity_option3 = "普通",
	Sandbox_LubricantRarity_option4 = "常见",
	Sandbox_LubricantRarity_option5 = "丰富",
	
	-----'49 Dodge Power Wagon Crew Cab-----
	
	Sandbox_DAMN_AllowPowerChadSpawns = "启用预设车辆(道奇战车)刷新",
	
	-----Irrigation pipes for farming and water supply-----
	
	Sandbox_WaterPipes = "灌溉管道",
	Sandbox_WaterPipes_SmartPipes = "启用预装水和最佳水位(又名智能管道)",
	Sandbox_WaterPipes_SmartPipesFillMax = "智能管道:每个浇灌周期的最大加水量",
	Sandbox_WaterPipes_SmartPipesUpdateNotWatered = "智能管道:即使在没有用水的情况下,也会更新 最后浇水 的计数",

	-----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 = "如果启用,附近的丧尸可以听到角色的叫喊/尖叫",
	Sandbox_ScreamsOfPain_EnableOuchSound = "受伤时大喊大叫"
	Sandbox_ScreamsOfPain_EnableOuchSound_tooltip = "如果启用,角色有时会在受伤时痛苦地大喊",
	Sandbox_ScreamsOfPain_OuchPainThreshold = "伤害疼痛耐受度"
	Sandbox_ScreamsOfPain_OuchPainThreshold_tooltip = "控制角色在不大声喊叫的情况下可以承受多严重的伤害",
	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 = "极高",
	Sandbox_ScreamsOfPain_OuchNoiseRadius = "伤害声音响度",
	Sandbox_ScreamsOfPain_OuchNoiseRadius_tooltip = "控制丧尸在受伤时可以听到角色大喊的距离",
	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 = "极高(2.5x)",
	Sandbox_ScreamsOfPain_EnablePainScreaming = "启用尖叫",
	Sandbox_ScreamsOfPain_EnablePainScreaming_tooltip = "如果启用,角色将在极度疼痛下开始失控地尖叫",
	Sandbox_ScreamsOfPain_ScreamPainThreshold = "尖叫疼痛值"
	Sandbox_ScreamsOfPain_ScreamPainThreshold_tooltip = "控制角色在无法控制地尖叫之前可以承受的总体疼痛程度",
	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 = "极高"
	Sandbox_ScreamsOfPain_ScreamNoiseRadius = "尖叫声距离"
	Sandbox_ScreamsOfPain_ScreamNoiseRadius_tooltip = "控制丧尸可以听到角色尖叫的距离",
	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 = "极高(2.5x)",
	Sandbox_ScreamsOfPain_EnableFireScreaming = "着火时尖叫"
	Sandbox_ScreamsOfPain_EnableFireScreaming_tooltip = "如果启用,角色在着火时会尖叫",
	Sandbox_ScreamsOfPain_AudioVolume = "音频播放音量",
	Sandbox_ScreamsOfPain_AudioVolume_tooltip = "调整声音音量<br>这不会影响噪音半径或丧尸吸引力",

	-----Danger Zone-----
	
	Sandbox_DGScentOfBlood = "血腥吸引",
	Sandbox_DGScentOfBlood_BloodRange = "血液范围",
	Sandbox_DGScentOfBlood_BloodRange_tooltip = "丧尸可以检测到血液的最大范围",
	Sandbox_DGScentOfBlood_BloodyBandage = "启用血腥绷带",
	Sandbox_DGScentOfBlood_BloodyBandage_tooltip = "丧尸应该检测血液污染的脏绷带吗？",
	Sandbox_DGScentOfBlood_DeepWounds = "仅启用深度伤口",
	Sandbox_DGScentOfBlood_DeepWounds_tooltip = "丧尸应该只检测深度伤口的血液吗？",

	-----Explorer Trait-----
	
	Sandbox_ExplorerTrait = "探索者",
	Sandbox_ExplorerTrait_ExplorerTraitRevealRadius = "显示半径",
	Sandbox_ExplorerTrait_ExplorerTraitRevealRadius_tooltip = "您周围的地图有多少被显示出来<br>默认值 = 90/双倍探索半径",
	Sandbox_ExplorerTrait_ExplorerTraitDynamic = "探索者特质是动态",
	Sandbox_ExplorerTrait_ShowExploredCellsStat = "信息屏幕上显示已探索单元格的数量",
	Sandbox_ExplorerTrait_ShowExploredCellsStat_tooltip = "显示在角色的信息屏幕上",
	Sandbox_ExplorerTrait_ExplorerTraitDynamic_tooltip = "如果为开启,您可以通过探索事物来获得探索者特质",
	Sandbox_ExplorerTrait_ExplorerTraitCellsToObtain = "获得特征的探索数量",
	Sandbox_ExplorerTrait_ExplorerTraitCellsToObtain_tooltip = "世界地图目前为 60x50=3000 个<br>此选项对性能几乎没有影响",
	Sandbox_ExplorerTrait_CellsRemembered = "细胞记忆"
	Sandbox_ExplorerTrait_CellsRemembered_tooltip = "您记得有多少最后访问过的单元格<br>重要提示：阅读下一个沙盒设置的工具提示！"
	Sandbox_ExplorerTrait_PercentageToCountCellExplored = "探索计数的百分比",
	Sandbox_ExplorerTrait_PercentageToCountCellExplored_tooltip = "你必须探索多少单元格才能将其计为已探索<br>每个单元格是 300x300=90k 方块<br>数据保存在每个单独的方块上,因此你不必担心你的进度或磨砺,你会得到 如果您正常玩游戏并探索世界,则该特征<br>此选项对性能没有影响<br>但是！Mod 存储有关最近 6 个(默认情况下,可以在记忆细胞内存中调整)访问过的单元格的数据<br>还有那些 如果您将所需的探索百分比设置为最大值(90k 的 50%),则 6 个已访问的单元格每个最多可容纳 45k 值<br>模组在大约 90k 值时崩溃,因此相应地设置此值。单元格内存 * 90k * 您在此处设置的任何百分比 必须在 90k 左右以确保 modData 永远不会崩溃<br>因此,例如,如果您将此处的 % 设置为 20,并且将 记忆细胞 内存设置为 7,则 7 * 90k * 0.2 = 126k 应该没问题<br>代码中的故障保护将清除 如果值超过 90k,那么访问最旧的未探索单元格也是如此 不要害怕错误的设置会使您的游戏崩溃<br>但是,如果您将记忆细胞内存或所需 % 设置得太高,肯定会使您更难获得该特征<br>因为您将不得不再承诺 1 个 记忆细胞,因为如果您探索的总图块超过了,旧的记忆细胞将被遗忘 90k<br>我故意在代码中留下未注释的调试,您可以通过搜索 DET: 在 console.txt 中找到它们,建议使用 Notepad+ 或类似的文本文件高级工具",
	Sandbox_ExplorerTrait_ExplorationRadius = "探索半径",
	Sandbox_ExplorerTrait_ExplorationRadius_tooltip = "在游戏中的每一分钟,玩家周围有多少方块被保存为已探索<br>这是半径,这意味着如果将其设置为 10,它会在您周围抓取 20x20 个方块,即 400 个方块,然后将其添加到此单元格中的已探索图块列表中<br>此选项会对性能产生重大影响<br>个人测试最多只能达到 15 个半径,不需要更多<br>10 = 20x20 = 400 平方/分钟 | 11 = 22x22 = 484 平方/分钟<br>12 = 24x24 = 576 平方/分钟 | 13 = 26x26 = 676 格/分钟<br>14 = 28x28 = 784 格/分钟 | 15 = 30x30 = 900 平方/分钟<br>16 = 32x32 = 1024 平方/分钟 | 17 = 34x34 = 1156 平方/分钟<br>18 = 36x36 = 1296 平方/分钟 | 20 = 40x40 = 1600 平方/分钟<br>25 = 50x50 = 2500 平方/分钟 | 30 = 60x60 = 3600 平方/分钟",

	-----Eggon's All Doors Are Yours-----
	
	Sandbox_eggonsAllDoorsAreYours = "EGGON大门都是您的",
	Sandbox_eggonsAllDoorsAreYours_AllowTransportInLargeTrunksOnly = "只允许用大行李箱来运输门",
	Sandbox_eggonsAllDoorsAreYours_AllowTransportInLargeTrunksOnly_tooltip = "门只能在总容量至少为 90 的行李箱中运输<br>可用容量必须足以容纳门<br>例如重量 30 的门将适合装满 60/90 的行李箱",
	Sandbox_eggonsAllDoorsAreYours_DoorsWeightMultiplier = "门重量",
	Sandbox_eggonsAllDoorsAreYours_DoorsWeightMultiplier_tooltip = "默认门重量 (30-40) 将乘以该数字",
	Sandbox_eggonsAllDoorsAreYours_MinimumCarpentryLevel = "将门从铰链上取下的最低木工等级",
	Sandbox_eggonsAllDoorsAreYours_MinimumCarpentryLevel_tooltip = "从铰链上取下门所需的最低木工等级",
	Sandbox_eggonsAllDoorsAreYours_SuccessChance = "将门从铰链上取下的基本成功率(%)",
	Sandbox_eggonsAllDoorsAreYours_SuccessChance_tooltip = "最低木工等级的成功概率",
	Sandbox_eggonsAllDoorsAreYours_SuccessChanceIncrease = "每级成功概率增加（%）",
	Sandbox_eggonsAllDoorsAreYours_SuccessChanceIncrease_tooltip = "每高于最低限度的木工水平<br>成功概率就会增加",

	-----Eggon's Holsters Tweaker-----
	
	Sandbox_eggonsHolstersTweaker = "皮带/枪套调整",
	Sandbox_eggonsHolstersTweaker_HolstersWeightReduction = "枪套减重(%)",
	Sandbox_eggonsHolstersTweaker_HolstersWeightReduction_tooltip = "枪套减重(%)",
	Sandbox_eggonsHolstersTweaker_BeltsWeightReduction = "皮带减重(%)",
	Sandbox_eggonsHolstersTweaker_BeltsWeightReduction_tooltip = "皮带减重(%)"

	-----Cryogenic Winter Heater-----
	
	Sandbox_MultiplierUI = "便携取暖器",
	Sandbox_Multiplier = "取暖器温度",
	Sandbox_Multiplier_tooltip = "严寒/35<br>寒冷/32<br>冰冷/29<br>炎热/39<br>酷热/42<br>追日/45",
	Sandbox_SpawnWeight = "取暖器物品概率",
	Sandbox_SpawnWeight_tooltip = "如果你增加数值,将会更频繁地刷新",
	Sandbox_CryoMags = "取暖器杂志概率",
	Sandbox_CryoMags_tooltip = "如果你增加数值,将会更频繁地刷新",
	Sandbox_SpawnLocation = "刷新点",
	Sandbox_SpawnLocation_tooltip = "选择便携暖器刷新点",
	Sandbox_SpawnLocation_option1 = "橱柜架"
	Sandbox_SpawnLocation_option2 = "车间处",
	Sandbox_SpawnLocation_option3 = "医疗处",
	Sandbox_SpawnLocation_option4 = "工具店",
	Sandbox_SpawnLocation_option5 = "工具商店/车库",

	-----Pomp's Items-----
	
	Sandbox_PompsItems = "华丽的物品",
	Sandbox_PompsItemsMLP = "华丽的物品-定制",
	Sandbox_PompsItems_WantG4Ponies = "启用G4小马",
	Sandbox_PompsItems_WantG4Ponies_tooltip = "启用第 4 代 MLP,友谊就是魔法毛绒玩具？",
	Sandbox_PompsItems_AlbionSpawnlist = "阿尔比恩的生成列表",
	Sandbox_PompsItems_AlbionSpawnlist_tooltip = "启用阿尔比恩的个人重生列表？<br> <RED>覆盖所有其他设置；查看模组页面了解详情",
	Sandbox_PompsItems_WantG5Ponies = "启用 G5 小马",
	Sandbox_PompsItems_WantG5Ponies_tooltip = "启用 MLP 第 5 代毛绒玩具？",
	Sandbox_PompsItems_WantClassicPonies = "启用经典小马",
	Sandbox_PompsItems_WantClassicPonies_tooltip = "启用经典小马？<br> <GREEN>此选项在 1993 年之前都是准确的",
	Sandbox_PompsItems_WantOCs = "启用 OCS",
	Sandbox_PompsItems_WantOCs_tooltip = "启用 MLP OCS？这些是非官方角色",
	Sandbox_PompsItems_ReadablePonies = "'可读小马",
	Sandbox_PompsItems_ReadablePonies_tooltip = "可以阅读毛绒玩具以减轻压力和不快感<br> <RED>更改此设置将删除您存档中的所有现有毛绒玩具！",
	Sandbox_PompsItems_PonyJars = "启用罐子事件",
	Sandbox_PompsItems_PonyJars_tooltip = "启用臭名昭著的'罐子'元事件<br> <GREEN>启用特定小马不会更改此<br>元事件中的字符,因为它使用自己选择的字符来生成",
	Sandbox_PompsItems_PonySpawnRate = "小马刷新倍率",
	Sandbox_PompsItems_PonySpawnRate_tooltip = "小马毛绒玩具刷新概率<br>注意小心使用更高的值！<br>不适用于元事件",
	Sandbox_PompsItems_PonyZombieSpawnRate = "尸体刷新小马",
	Sandbox_PompsItems_PonyZombieSpawnRate_tooltip = "在尸体上生成小马玩具概率<br>注意小心使用更高的值！",
	Sandbox_PompsItems_StallionMilk = "启用马奶",
	Sandbox_PompsItems_StallionMilk_tooltip = "使马奶能够在游戏世界中生成",
	Sandbox_PompsItems_EasterStuff = "启用复活节糖果",
	Sandbox_PompsItems_EasterStuff_tooltip = "使复活节主题的糖果能够在游戏世界中生成",
	Sandbox_PompsItems_Littering = "禁用乱扔垃圾",
	Sandbox_PompsItems_Littering_tooltip = "禁用无用的垃圾物品",
	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 = "玩具熊盒战利品刷新",
	Sandbox_PompsItems_FNAFZombieSpawnRate_tooltip = "战利品刷新倍率<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 = "文学生成倍数",
    Sandbox_PompsItems_LiteratureSpawnRate_tooltip = "文学作品（例如杂志）产生概率的乘数",
	Sandbox_PompsItems_ZombieLoot = "启用丧尸食物战利品",
	Sandbox_PompsItems_ZombieLoot_tooltip = "启用神秘食物,打开该食物即可从丧尸战利品获得随机低级食物",
	Sandbox_PompsItems_ZombieLootSpawnRate = "丧尸食物战利品倍率",
	Sandbox_PompsItems_ZombieLootSpawnRate_tooltip = "丧尸食物和饮料的生成概率乘数",

	-----ExtraSauce Quality of Life-----
	
	Sandbox_msqol42 = "生活质量",
	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 = "无限制",
	Sandbox_msqol42readWalk = "边读边走",
	Sandbox_msqol42readWalk_tooltip = "听起来很简单",
	Sandbox_msqol42burnMore = "燃烧更多",
	Sandbox_msqol42burnMores_tooltip = "燃烧更多东西",
	Sandbox_msqol42grabMore = "获取更多",
	Sandbox_msqol42grabMore_tooltip = "获取更多选项",
	Sandbox_msqol42forceEq = "强制装备",
	Sandbox_msqol42forceEq_tooltip = "强制装备超重容器",
	Sandbox_msqol42drier = "干燥",
	Sandbox_msqol42drier_tooltip = "使用一堆毛巾而不是一条",
	Sandbox_msqol42scrapammo = "废弹药",
	Sandbox_msqol42scrapammo_tooltip = "用成堆的子弹而不是全部制造火药",
	Sandbox_msqol42scrapmetals = "废金属",
	Sandbox_msqol42scrapmetals_tooltip = "尝试从某些物品中获取金属",
	Sandbox_msqol42scrapcars = "报废汽车",
	Sandbox_msqol42scrapcars_tooltip = "拆除发动机状况不佳的汽车",
	Sandbox_msqol42fixers = "武器修复器",
	Sandbox_msqol42fixers_tooltip = "合并武器并制造弹药",
	Sandbox_msqol42infobar = "信息栏",
	Sandbox_msqol42infobar_tooltip = "显示浮动信息栏",
	Sandbox_msqol42campfires = "营火",
	Sandbox_msqol42campfires_tooltip = "在有营火的地方放一个箭头<br>在MP中没有任何作用",
	Sandbox_msqol42vitamax = "维生素",
	Sandbox_msqol42vitamax_tooltip = "服用一把药丸而不是一个<br>服用药丸速度会加快<br>恐慌会影响速度与成功率",
	Sandbox_msqol42woodf = "EZ燃料",
	Sandbox_msqol42woodf_tooltip = "简化向营火、烧烤和壁炉添加燃料",
	Sandbox_msqol42cmove = "尸体移动",
	Sandbox_msqol42cmove_tooltip = "一起移动尸体(MP不稳定)",
	Sandbox_msqol42cmerge = "尸体合并",
	Sandbox_msqol42cmerge_tooltip = "将尸体的物品移动到一具尸体上(MP不稳定)",
	Sandbox_msqol42carTweaks = "汽车调整",
	Sandbox_msqol42carTweaks_tooltip = "允许：更换零件菜单,在任何地方打开引擎盖并更快,修理灯条和加热器",
	Sandbox_msqol42dieter = "节食者",
	Sandbox_msqol42dieter_tooltip = "更多饮食选择",
	Sandbox_msqol42ftravels = "快速旅行",
	Sandbox_msqol42ftravels_tooltip = "快速返回火场",
	Sandbox_msqol42itemmerge = "物品合并",
	Sandbox_msqol42itemmerge_tooltip = "将有剩余的物品和在一起",
	Sandbox_msqol42sorter = "分拣",
	Sandbox_msqol42sorter_tooltip = "分类你的战利品",
	Sandbox_msqol42catalog = "编目",
	Sandbox_msqol42catalog_tooltip = "编目你的东西",
	Sandbox_msqol42bagMerge = "包合并",
	Sandbox_msqol42bagMerge_tooltip = "将袋子/容器合并在一起<br>增加容量并减轻重量",
	Sandbox_msqol42bundler = "捆绑器",
	Sandbox_msqol42bundler_tooltip = "将物品打包在一起；减轻重量",
	Sandbox_msqol42carInfo = "汽车信息",
	Sandbox_msqol42carInfo_tooltip = "更多汽车信息",
	Sandbox_msqol42clothingInfo = "服装信息",
	Sandbox_msqol42clothingInfo_tooltip = "更多服装信息",
	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 = "更多关于近战和远程武器的信息",
	Sandbox_msqol42weaponPartsInfo = "武器零件信息",
	Sandbox_msqol42weaponPartsInfo_tooltip = "枪支附件（武器零件）的更多信息",
	Sandbox_msqol42mediaInfo = "媒体信息",
	Sandbox_msqol42mediaInfo_tooltip = "CD/VHS/书籍的更多信息",
	Sandbox_msqol42cInvFilter = "尸体过滤器",
	Sandbox_msqol42cInvFilter_tooltip = "过滤掉尸体上你不想看到的物品",
	Sandbox_msqol42pInvFilter = "库存过滤器",
	Sandbox_msqol42pInvFilter_tooltip = "隐藏装备的衣服",
	Sandbox_msqol42drain = "可排出信息",
	Sandbox_msqol42drain_tooltip = "以数字形式显示剩余量",
	Sandbox_msqol42hotbarClick = "焊接左键单击",
	Sandbox_msqol42hotbarClick_tooltip = "允许左键点击焊接",
	Sandbox_msqol42hotbarTooltip = "快捷工具提示",
	Sandbox_msqol42hotbarTooltip_tooltip = "在快捷栏上显示物品提示",
	Sandbox_msqol42sac = "背包",
	Sandbox_msqol42sac_tooltip = "允许轻松访问包",
	Sandbox_msqol42forageItemsOnly = "搜寻过滤器",
	Sandbox_msqol42forageItemsOnly_tooltip = "只显示搜寻物品和钥匙",
	Sandbox_msqol42forageFocus = "记住搜寻焦点",
	Sandbox_msqol42forageFocus_tooltip = "记住搜寻目标选项",
	Sandbox_msqol42replaceBatteries = "更换电池",
	Sandbox_msqol42replaceBatteries_tooltip = "更换电池,同时装备",
	Sandbox_msqol42goodSleep = "睡个好觉",
	Sandbox_msqol42goodSleep_tooltip = "找到并关闭所有闹钟/手表",
	Sandbox_msqol42takeWaterFix = "取水修复",
	Sandbox_msqol42takeWaterFix_tooltip = "修复恼人问题,有时无法填充容器直至满",
	Sandbox_msqol42takeEngineFix = "进行引擎修复",
	Sandbox_msqol42takeEngineFix_tooltip = "修复烦人找不到扳手",
	
	-----Barricade Hurt Zombies-----
	
	Sandbox_BarricadeHurtZombies = "路障伤害",
	Sandbox_BarricadeHurtZombies_BarricadeDamage = "路障对丧尸的伤害",
	Sandbox_BarricadeHurtZombies_BarricadeDamage_tooltip = "每次击中路障对丧尸造成的伤害<br>0.5 相当于每块木板约 1 个丧尸",
	Sandbox_BarricadeHurtZombies_HurtingBarricade = "路障类型伤害丧尸",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_tooltip = "默认值不包括非玩家建造的物体(例如窗户、门、车库门...)"
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option1 = "玩家建造和移动的物体",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option2 = "全部",
	Sandbox_BarricadeHurtZombies_HurtingBarricade_option3 = "仅防御",
	
	-----Shops and Traders-----
	
	Sandbox_ShopsAndTraders = "商店/商人",
	Sandbox_ShopsAndTraders_PercentageDropOnDeath = "金钱掉落百分比",
	Sandbox_ShopsAndTraders_PercentageDropOnDeath_tooltip = "这个百分比将是玩家死亡时掉落的钱数<br>如果玩家钱包被禁用,所有的钱都将掉落<br>警告：死亡会导致钱包的剩余部分被摧毁",
	Sandbox_ShopsAndTraders_PlayerWallets = "玩家钱包"
	Sandbox_ShopsAndTraders_PlayerWallets_tooltip = "禁用此功能会强制玩家始终携带现金",
	Sandbox_ShopsAndTraders_CanWithdraw = "可以提取现金",
	Sandbox_ShopsAndTraders_CanWithdraw_tooltip = "如果玩家可以从他们的钱包中取出金钱物品<br>需要 玩家钱包 为开启才能产生影响",
	Sandbox_ShopsAndTraders_ShopsUseCash = "商店变更政策",
	Sandbox_ShopsAndTraders_ShopsUseCash_tooltip = "更改：商店将以现金形式退还交易的差额<br>信用：如果交易不平衡,商店将存储欠你的信用额度<br>两者都不是：商店不会退还任何对他们有利的交易",
	Sandbox_ShopsAndTraders_CashPolicy_option1 = "商店找零",
	Sandbox_ShopsAndTraders_CashPolicy_option2 = "商店使用信用",
	Sandbox_ShopsAndTraders_CashPolicy_option3 = "商店两者都不使用",
	Sandbox_ShopsAndTraders_MoneySpawnMin = "物品最低价值",
	Sandbox_ShopsAndTraders_MoneySpawnMin_tooltip = "货币物品生成的最低价值",
	Sandbox_ShopsAndTraders_MoneySpawnMax = "物品最高价值",
	Sandbox_ShopsAndTraders_MoneySpawnMax_tooltip = "货币物品生成的最高价值",
	Sandbox_ShopsAndTraders_StartingWallet = "起始金额",
	Sandbox_ShopsAndTraders_StartingWallet_tooltip = "玩家开始时有多少钱",
	Sandbox_ShopsAndTraders_MoneyWeight = "货币重量",
	Sandbox_ShopsAndTraders_MoneyWeight_tooltip = "每个'单位'货币的重量是多少",
	Sandbox_ShopsAndTraders_TradersResellItems = "默认交易商转售选项",
	Sandbox_ShopsAndTraders_TradersResellItems_tooltip = "此设置会更改创建列表时的默认设置<br>如果打开贸易商,将向他们出售商品",
	Sandbox_ShopsAndTraders_TradersResetStock = "补货会完全重置商店的库存",
	Sandbox_ShopsAndTraders_TradersResetStock_tooltip = "当贸易商重新进货时,任何正在转售的物品（最初由玩家出售）将被清空",
	Sandbox_ShopsAndTraders_DeedRecipe = "玩家商店契约配方"
	Sandbox_ShopsAndTraders_DeedRecipe_tooltip = "语法如下：<br>每个项目由'|'分隔<br>货币值的唯一性：'$n'代表n种货币<br>包括'destroy n',其中n是项目类型将消耗该项目<br>包括‘keep n’,其中 n 是项目类型将保存该项目<br>使用‘n = 5’将需要 5 个该项目<br>使用’n;5’将需要 5 个来自该项目的‘单位’可取出成分的情况<br>使用 [function] 将在特殊情况下使用配方函数<br>所有这些都是原版配方语法的一部分<br>此处未列出的任何内容也将像使用配方脚本一样工作",
	Sandbox_ShopsAndTraders_MaxUsers = "最大购物人数",
	Sandbox_ShopsAndTraders_MaxUsers_tooltip = "设 0 则禁用",
	Sandbox_ShopsAndTraders_ActivityTimeOut = "购物超时"
	Sandbox_ShopsAndTraders_ActivityTimeOut_tooltip = "设 0 可禁用<br>计时器以秒为单位",
	Sandbox_ShopsAndTraders_ShopItemPriceLimit = "商品价格限制",
	Sandbox_ShopsAndTraders_ShopItemPriceLimit_tooltip = "商店商品可以承担的最高价格<br>默认为 0.00 的商店商品的价格没有限制",
	Sandbox_ShopsAndTraders_ShopContainers = "可以用作商店的容器",
	Sandbox_ShopsAndTraders_ShopContainers_tooltip = "可以用作商店的集装箱名称（如板条箱、军用板条箱）的逗号分隔列表<br>默认情况下,如果保留为空,则所有容器都可以用作商店",

	-----Evolving Traits World-----
	
	Sandbox_ETWSettings = "进化特征/全局",
	Sandbox_ETWSimplePerks = "进化特质世界/简单",
	Sandbox_ETWComplexPerks = "进化特质世界/复杂",
	Sandbox_ETWSystems = "进化特质世界/系统",
	Sandbox_ETWTraitsSettings = "进化特质世界/特征",
	Sandbox_ETWMoodles = "进化特质世界/模组",
	Sandbox_ETW_AffinitySystem = "亲和力系统",
	Sandbox_ETW_AffinitySystem_tooltip = "定义是否为某些与系统相关的特征和一些复杂的特征启用亲和力系统(例如,体重恐惧位置系统、草药师或睡眠系统<br>在 Google 表格中检查哪些系统和特征受亲和力系统的影响)<br>亲和力系统可以更容易地保持你在角色创建时选择的特征,无论是消极的还是积极的<br>启用它后,你可以将失去这些特征的速度减半(可修改),并将速度加倍(也可以修改) 你获得这些特质的时候",
	Sandbox_ETW_AffinitySystemLoseDivider = "亲和力系统分隔符",
	Sandbox_ETW_AffinitySystemLoseDivider_tooltip = "失去具有亲和力系统功能的津贴有多难(只影响你开始的津贴！)<br>将它设置为 1,意味着它不会让它更难失去<br>将它设置为 2 意味着你 失去它们会慢两倍<br>设置为 1.5 会使它慢 50%,依此类推<br>所以如果你从可以失去的积极特质开始,失去它会更难<br>但它也会影响 负面特征！",
	Sandbox_ETW_AffinitySystemGainMultiplier = "亲和系统乘数",
	Sandbox_ETW_AffinitySystemGainMultiplier_tooltip = "获得具有亲和力系统功能的津贴要容易得多(只影响你开始时的津贴！)<br>将其设置为 1,意味着它不会更容易获得<br>将其设置为 2 意味着它 获得它们需要两倍的速度<br>设置为 1.5 会使它快 50%,依此类推<br>因此,如果您从积极的动态特性开始,后来失去它,您会更快地恢复它<br>但它也会影响 负面特征！",
	Sandbox_ETW_Mechanics = "业余机械师",
	Sandbox_ETW_MechanicsSkill = "业余机械师技能要求",
	Sandbox_ETW_MechanicsRepairs = "维修要求",
	Sandbox_ETW_MechanicsRepairs_tooltip = "你必须修理多少百分比的汽车状况才有资格获得津贴<br>适用于汽车的每个部分,在所有汽车之间保存",
	Sandbox_ETW_Fishing = "垂钓者",
	Sandbox_ETW_FishingSkill = "垂钓者钓鱼技能要求",
	Sandbox_ETW_Asthmatic = "哮喘",
	Sandbox_ETW_AsthmaticCounter = "哮喘计数",
	Sandbox_ETW_AsthmaticCounter_tooltip = "你应该达到什么计数值才能获得哮喘特征<br>在寒冷的温度下跑步或锻炼会降低计数,温度越低,降低得越快<br>如果你在户外它会降低得更快<br>如果你是吸烟者,它会降低得更快<br>此外,即使天气晴朗,吸烟也会在你跑步时慢慢降低计数<br>达到计数器会消除哮喘特征<br>只要你没有跑步或冲刺,呼吸的空气温度高于 0 摄氏度,计数就会自行慢慢增加<br>除此之外,它会根据您的健康水平和当前的耐力水平而增加<br>吸烟会使速率减半<br>哮喘患者会再次减半",
	Sandbox_ETW_AVClub = "AV 俱乐部会员",
	Sandbox_ETW_AVClubSkill = "AV 俱乐部会员电工技能要求",
	Sandbox_ETW_Axeman = "伐木者",
	Sandbox_ETW_AxemanTrees = "伐木者树木的要求",
	Sandbox_ETW_AxemanTrees_tooltip = "你要砍掉多少棵树才能得到伐木者特性",
	Sandbox_ETW_AxeThrower = "斧头投掷者",
	Sandbox_ETW_AxeThrowerSkill = "斧头投掷者斧头技能要求",
	Sandbox_ETW_AxeThrowerKills = "斧头投掷者用斧头杀戮要求",
	Sandbox_ETW_BaseballPlayer = "棒球运动员",
	Sandbox_ETW_BaseballPlayerSkill = "棒球运动员长棍技能要求",
	Sandbox_ETW_BaseballPlayerKills = "棒球运动员击杀长棍器要求",
	Sandbox_ETW_Bloodlust = "嗜血",
	Sandbox_ETW_Bloodlust_tooltip = "可以让你通过填充和维持嗜血条获得好处<br>嗜血条在36小时内是软上限,可以通过在一定时间内杀死丧尸来补充距离<br>丧尸离得越近,仪表填充的速度就越快<br>当你超过半米时,每小时都会给你带来嗜血的进步,当低于一半时,它会消除进步<br>嗜血 嗜血量表每小时自然衰减 1<br>-技术说明,如果你不想玩,请不要阅读此内容---<br>要填充嗜血量表,你必须杀死丧尸 在距离你一定距离内,计量表的准确填充量由一个公式决定,该公式考虑了丧尸的距离和一个乘数<br>精确的公式是：math.min(1 / 距离, 1) * 乘数<br>每隔一小时如果你的嗜血仪超过一半,每隔一小时你将获得 10% 作为获得嗜血的进度<br>如果它低于 50%,您将损失 3.6-0.1*BloodlustBar ,因此如果您略低于 50%,您将损失大约 1.8,但如果您处于 0%,您将损失 3.6 的进度<br>进度上限为嗜血进度值的 2 倍",
	Sandbox_ETW_BloodlustMeterFillMultiplier = "嗜血量计填充倍数",
	Sandbox_ETW_BloodlustMeterFillMultiplier_tooltip = "你的嗜血量表填充速度有多快",
	Sandbox_ETW_BloodlustProgress = "嗜血进度",
	Sandbox_ETW_BloodlustProgress_tooltip = "你需要多少嗜血进度才能获得特质<br>保持你的嗜血量表满将在 1 小时内为你赢得 3.6 分<br>请注意,如果该量表低于 50%,你也会失去嗜血量<br>所以如果你将它设置得较低,这将很容易获得,但也很容易失去额外津贴<br>进度上限为嗜血进度值的 2 倍",
	Sandbox_ETW_BloodlustMoodle = "启用嗜血情绪",
	Sandbox_ETW_BloodlustMoodle_tooltip = "如果禁用此选项,模组将不会显示<br>对于单人游戏,请保持此状态并更改您在 Mod 选项中看到的 特征<br>如果是服务器设置,玩家将无法在客户端启用 特征",
	Sandbox_ETW_BloodlustMoodleVisibilityHours = "嗜血进度可见时间",
	Sandbox_ETW_BloodlustMoodleVisibilityHours_tooltip = "在附近杀死丧尸后嗜血情绪持续多少小时",
	Sandbox_ETW_BloodlustMultiplier = "嗜血效果倍数",
	Sandbox_ETW_BloodlustMultiplier_tooltip = "将嗜血的效果乘以这个值<br>默认情况下,每次杀戮都会减少 4% 的不快乐、压力和恐慌<br>乘数适用于这 4%<br>将此设置为0.5将使这些状态减少2%",
	Sandbox_ETW_BodyworkEnthusiast = "车辆爱好者",
	Sandbox_ETW_BodyworkEnthusiastSkill = "车辆爱好者技能要求",
	Sandbox_ETW_BodyworkEnthusiastSkill_tooltip = "金工 + 技工",
	Sandbox_ETW_BodyworkEnthusiastRepairs = "维修要求",
	Sandbox_ETW_BodyworkEnthusiastRepairs_tooltip = "你必须修理多少百分比的汽车状况才有资格获得津贴<br>适用于汽车的每个部分,在所有汽车之间保存",
	Sandbox_ETW_BraverySystem = "勇敢系统",
	Sandbox_ETW_BraverySystemKills = "击杀提升技能",
	Sandbox_ETW_BraverySystemKills_tooltip = "在这里你可以设置你需要多少杀戮才能使你的勇敢系统达到最大<br>近战杀戮计数两次才能进步<br>进展如下：懦弱 -> 恐血症 -> 和平主义者 -> 肾上腺素 -> 勇敢 -> 麻木<br>达到每个阶段的数量如下：<br>懦弱：最大击杀数 10%<br>血腥恐惧：最大击杀数 20%<br>和平主义者：最大击杀数 30%<br>肾上腺素:最大击杀数 40%<br>勇敢:最大击杀数 60%<br>麻木:最大击杀数 100% <br>比如:最大击杀数设置为1000. 你从懦弱开始需要 100 次击杀才能移除它<br>如果你获得 50 次近战击杀,它将被移除<br>如果你获得 40 次近战击杀(x2 = 80 次击杀用于反击)和 20 次枪击击杀,情况也是如此",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks = "勇敢系统取消其他恐惧",
	Sandbox_ETW_BraverySystemRemovesOtherFearPerks_tooltip = "如果启用,通过勇敢系统获得的麻木也会移除其他恐惧<br>如嗜睡症、同性恋恐惧症、恐高症、幽闭恐惧症<br>并阻止你获得这些",
	Sandbox_ETW_Brawler = "争吵者",
	Sandbox_ETW_BrawlerSkill = "格斗技能要求",
	Sandbox_ETW_BrawlerSkill_tooltip = "斧头 + 长棍",
	Sandbox_ETW_BrawlerKills = "斗士击杀要求",
	Sandbox_ETW_BrawlerKills_tooltip = "斧头 + 长棍",
	Sandbox_ETW_Burglar = "盗贼",
	Sandbox_ETW_BurglarSkill = "盗贼技能要求",
	Sandbox_ETW_BurglarSkill_tooltip = "技工 + 电工 + 灵活<br>请注意,你需要在机工和电工中各拥有至少2个等级",
	Sandbox_ETW_CatEyes = "猫眼",
	Sandbox_ETW_CatEyesCounter = "猫眼计数",
	Sandbox_ETW_CatEyesCounter_tooltip = "可以让你通过查看和观察你角色一定半径内的方块来获得积分<br>你获得的积分数量受一天中的时间等因素的影响 ,方块的暗度,以及你和方块是在里面还是外面长棍你看到的方块越多,越黑,你获得的分数就越多<br>-技术说明,如果你不想玩,请不要阅读此内容---<br>要获得此特权的积分,你必须看到并观察角色 30 半径内的方块<br>你为每个方块赚取的确切点数是确定的 通过一个公式,考虑到广场的黑暗度,一天中的时间,以及你和广场是在里面还是外面<br>每个广场的详细计算公式是：0.01 * 广场的黑暗度 * 2(如果两者都 玩家 和 方块 都在里面) * 一天时间<br>平均而言,花费 在外面过夜会让你净赚大约 1.1k 积分",
	Sandbox_ETW_Clumsy = "笨拙",
	Sandbox_ETW_ClumsySkill = "笨拙技能要求",
	Sandbox_ETW_ClumsySkill_tooltip = "潜行 + 轻巧",
	Sandbox_ETW_ColdIllnessSystem = "感冒系统",
	Sandbox_ETW_ColdIllnessSystemColdsWeathered = "感冒天气",
	Sandbox_ETW_ColdIllnessSystemColdsWeathered_tooltip = "你必须忍受多少次中度到重度感冒才能失去/获得相关特征(易病和复原)<br>易病在计数达到 50% 时丢失,在计数达到 100% 时复原",
	Sandbox_ETW_Conspicuous = "引人注目",
	Sandbox_ETW_ConspicuousSkill = "潜行技能要求",
	Sandbox_ETW_Cook = "厨师",
	Sandbox_ETW_CookSkill = "厨师烹饪技能要求",
	Sandbox_ETW_DelayedTraitsSystem = "延迟特征系统",
	Sandbox_ETW_DelayedTraitsSystem_tooltip = "这个系统允许你以更随机的方式获得/失去特性,而不是以原版游戏的方式<br>它的工作原理是当你有资格添加/删除一个特性时（受这个系统影响的特性列表可以是 在表上找到,描述中的链接）你不会立即得到/失去它<br>相反,它被添加到一个表中,其中包含获得它可能需要的小时数（基于下面的沙箱设置）<br>然后每小时, 游戏正在滚动让你获得/失去此表中的每个特征（每个特征单独滚动）<br>所以你每小时有 X 分之一的概率获得你的特征<br>如果滚动失败,X 减少 1.你走的时间越长 ,你获得的特性有更高的概率赶上你<br>重要：依赖技能水平的特性将如上所述解锁<br>但是,依赖于此 mod 添加的内部计数器的特性（例如：容易生病 、虚弱的胃、户外运动者、猫眼等）将在下次必须增加这些内部计数器时解锁<br>之所以会这样,是因为为这些特定特征编写单独的解锁机制很痛苦,而且需要做很多额外的不必要的工作<br>示例：您有资格获得猫眼,并且它被添加到延迟特征表中.假设一段时间后,您在一天中获得<br>你不会马上得到它,但你会在下次计数器增加时（最近的傍晚/晚上）得到它<br>所有这些具体案例都记录在表上",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay = "默认延迟",
	Sandbox_ETW_DelayedTraitsSystemDefaultDelay_tooltip = "默认延迟（以小时为单位）,特征出现/消失需要多少小时<br>因此,例如,如果您将其设置为 240,并且有资格获得新特征,您将有 240 分之一的概率 在第一个小时内获取<br>如果失败,下一个小时它是 239 中的 1,下一个小时它是 238 中的 1,依此类推",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay = "启动特性的额外延迟",
	Sandbox_ETW_DelayedTraitsSystemDefaultStartingDelay_tooltip = "附加延迟（以小时为单位）叠加在游戏开始时获得的'免费'特性的默认延迟之上<br>示例：从 9 力量开始通常会免费给你囤积者<br>如果延迟特性系统 已启用,假设默认延迟为 240,启动特征的额外延迟为 480,您不会在游戏开始时获得,而是进入表格,最大小时数为 720<br>所以您将拥有 720 中有 1 个在第 1 小时内得到它,依此类推",
	Sandbox_ETW_EagleEyed = "鹰眼",
	Sandbox_ETW_EagleEyedDistance = "鹰眼距离",
	Sandbox_ETW_EagleEyedDistance_tooltip = "丧尸必须在多远的距离才能将其计为鹰眼杀戮计数的杀<br>对于原版,建议在 20 离开,对于添加好枪支的模组(例如 Gunfighter + Brita),建议设置为 25 或者",
	Sandbox_ETW_EagleEyedKills = "鹰眼杀戮",
	Sandbox_ETW_FastLearner = "快速学习",
	Sandbox_ETW_FastLearnerSkill = "快速学习技能要求",
	Sandbox_ETW_FastLearnerSkill_tooltip = "维修+木工+烹饪+农耕+急救+电工+金工+技工+裁缝",
	Sandbox_ETW_FearOfLocationsSystem = "室内外恐惧系统",
	Sandbox_ETW_FearOfLocationsSystemCounter = "室内外恐惧系统计数",
	Sandbox_ETW_FearOfLocationsSystemCounter_tooltip = "计数 = 你需要在室外/室内度过的分钟数才能失去相应的特征,广场恐惧症或幽闭恐惧症<br>当压力或不开心时在室外/室内会减少计数<br>达到-计数值将获得你适当的特征.达到+计数值 将摆脱适当的特征,在 -计数 和 +计数 之间<br>下边界是计数的 -2x,上边界是此处设定值的 2x",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier = "室内外恐惧计数减少倍数",
	Sandbox_ETW_FearOfLocationsSystemCounterLoseMultiplier_tooltip = "当你不开心 (50%+) 或压力大 (50%+) 时,你减少计数的速度有多快<br>考虑到你通常比不开心或压力大时更正常,我建议不要把这个设置得太低<br>计算公式 每分钟减少多少计数是 (1 + 抑郁(0-1) + (1 + 压力(0-1)) * 乘数<br>所以至少你会失去 0 * 乘数,最多你会失去 4 * 乘数",
	Sandbox_ETW_FearOfLocationsExclusiveFears = "幽闭/户外恐惧症是唯一",
	Sandbox_ETW_FearOfLocationsExclusiveFears_tooltip = "如果启用,您将只患幽闭恐惧症或广场恐惧症,以计数较低者为准",
	Sandbox_ETW_FirstAid = "急救员",
	Sandbox_ETW_FirstAidSkill = "急救人员急救技能要求",
	Sandbox_ETW_FogSystem = "迷雾系统",
	Sandbox_ETW_FogSystemCounter = "雾系统计数",
	Sandbox_ETW_FogSystemCounter_tooltip = "你在雾中度过的每一分钟都会得到 雾强度 * 雾系统计数增加倍数<br>同时你也会失去 雾强度 * 恐慌 * 0.9 * 雾系统计数减少乘数<br>计数的最大和最小边界是 -2*计数 和 2*计数。当处于最下计数时,你会获得 厌雾者,当到达计数时,你会获得 喜雾者<br>在两者之间,什么也得不到",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier = "雾计数增加倍数",
	Sandbox_ETW_FogSystemCounterIncreaseMultiplier_tooltip = "调整你的计数增加的速度,详情在雾系统计数的工具提示中",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier = "雾计数减少倍数",
	Sandbox_ETW_FogSystemCounterDecreaseMultiplier_tooltip = "调整你的计数减少的速度,详情在雾系统计数的工具提示中",
	Sandbox_ETW_FoodSicknessSystem = "食欲系统",
	Sandbox_ETW_FoodSicknessSystemCounter = "胃部计数",
	Sandbox_ETW_FoodSicknessSystemCounter_tooltip = "你必须积累多少食欲才能失去/获得与食欲相关的特征(脾胃虚弱和钢肠铁胃)<br>疾病可以在 0 到 1 之间,其中一个你实际上可能会死亡<br>每一分钟,你当前的疾病会被添加 反击,就这么简单",
	Sandbox_ETW_FurnitureAssembler = "家具装配工",
	Sandbox_ETW_FurnitureAssemblerSkill = "家具装配工木工技能要求",
	Sandbox_ETW_Runner = "跑步者",
	Sandbox_ETW_RunnerSkill = "跑步者冲刺技能要求",
	Sandbox_ETW_Gardener = "园丁",
	Sandbox_ETW_GardenerSkill = "园丁耕作技能要求",
	Sandbox_ETW_Graceful = "优雅",
	Sandbox_ETW_GracefulSkill = "优雅技能要求",
	Sandbox_ETW_GracefulSkill_tooltip = "灵活 + 潜行 + 轻巧",
	Sandbox_ETW_GunEnthusiast = "枪支爱好者",
	Sandbox_ETW_GunEnthusiastSkill = "枪支爱好者技能要求",
	Sandbox_ETW_GunEnthusiastSkill_tooltip = "瞄准 + 装弹",
	Sandbox_ETW_GunEnthusiastKills = "枪支爱好者枪械击杀要求",
	Sandbox_ETW_Gymnast = "体操运动员",
	Sandbox_ETW_GymnastSkill = "体操运动员技能要求",
	Sandbox_ETW_GymnastSkill_tooltip = "轻巧 + 灵敏",
	Sandbox_ETW_GymRat = "健身鼠",
	Sandbox_ETW_GymRatSkill = "健身房老鼠技能要求",
	Sandbox_ETW_GymRatSkill_tooltip = "力量 + 体格",
	Sandbox_ETW_Handy = "巧手良工",
	Sandbox_ETW_HandySkill = "巧手良工要求",
	Sandbox_ETW_HandySkill_tooltip = "维护+木工",
	Sandbox_ETW_HearingSystem = "听力系统",
	Sandbox_ETW_HearingSystemSkill = "听力系统技能要求",
	Sandbox_ETW_HearingSystemSkill_tooltip = "在灵敏+战斗(无维护)中你必须失去/获得多少级别的听力津贴(听力障碍和听觉灵敏)<nr>当你通过一半的要求水平时你失去听力困难,并获得敏锐听力当 达到设定的数字",
	Sandbox_ETW_Herbalist = "草药师",
	Sandbox_ETW_HerbalistHerbsDecay = "草药腐烂",
	Sandbox_ETW_HerbalistHerbsDecay_tooltip = "每天从柜台上拿走多少草药<br>下降到半计数将删除该特性,因此您必须再次获得它",
	Sandbox_ETW_HerbalistHerbsPicked = "草药采摘",
	Sandbox_ETW_HerbalistHerbsPicked_tooltip = "你必须采摘多少药草(从搜寻中)才能获得该特性",
	Sandbox_ETW_Hiker = "远足者",
	Sandbox_ETW_HikerSkill = "徒步旅行者技能要求",
	Sandbox_ETW_HikerSkill_tooltip = "觅食 + 诱捕",
	Sandbox_ETW_Hoarder = "囤积者",
	Sandbox_ETW_HoarderSkill = "囤积者力量技能要求",
	Sandbox_ETW_HoarderWeight = "囤积者每点力量奖励重量",
	Sandbox_ETW_HomeCook = "家庭厨师",
	Sandbox_ETW_HomeCookSkill = "家庭厨师技能要求",
	Sandbox_ETW_HomichlophileMultiplier = "喜雨症乘数",
	Sandbox_ETW_HomichlophileMultiplier_multiplier = "喜雨症对玩家的影响程度<br>你在雾中的每一分钟抑郁和恐慌的公式都会减少：4% * 雾强度 * 特性倍数<br>雾强度在 0 到 1 之间,所以你很少会看到完整的 4% 减少",
	Sandbox_ETW_HomichlophobiaMultiplier = "厌雨症乘数",
	Sandbox_ETW_HomichlophobiaMultiplier_multiplier = "厌雨症对玩家的影响程度<br>你在雾中的每一分钟抑郁和恐慌的公式都会增加：4% * 雾强度 * 特性倍数<br>雾强度在 0 到 1 之间,所以你很少会看到完整的 4% 增加",
	Sandbox_ETW_Hunter = "猎人",
	Sandbox_ETW_HunterSkill = "猎人技能要求",
	Sandbox_ETW_HunterSkill_tooltip = "潜行 + 瞄准 + 短刀 + 诱捕",
	Sandbox_ETW_HunterKills = "猎人击杀要求",
	Sandbox_ETW_HunterKills_tooltip = "火器 + 短刀",
	Sandbox_ETW_Inconspicuous = "毫不起眼",
	Sandbox_ETW_InconspicuousSkill = "毫不起眼潜行技能要求",
	Sandbox_ETW_InventoryTransferSystem = "物品转移系统",
	Sandbox_ETW_InventoryTransferSystemItems = "物品计数",
	Sandbox_ETW_InventoryTransferSystemItems_tooltip = "你必须转移多少物品(和重量)才能获得/失去与物品转移相关的特征：杂乱无章、井井有条、笨手笨脚、眼疾手快、黄油手指(更多特征)<br>杂乱无章：60% 的重量计数和 30 物品计数百分比<br>井井有条：重量计数的 100% 和物品计数的 60%<br>笨手笨脚：重量计数的 30% 和物品计数的 60%<br>眼疾手快:重量计数的 60% 和物品计数的 100% 物品计数<br>黄油手指(更多特征)：150% 的重量计数和 150% 的物品计数",
	Sandbox_ETW_InventoryTransferSystemWeight = "重量计数",
	Sandbox_ETW_InventoryTransferSystemWeight_tooltip = "你必须转移多少重量(和物品)才能获得/失去与物品转移相关的特征：杂乱无章、井井有条、笨手笨脚、眼疾手快、黄油手指(更多特征)<br>杂乱无章：重量计数的 60% 和 30 物品计数百分比<br>井井有条：重量计数的 100% 和物品计数的 60%<br>笨手笨脚：重量计数的 30% 和物品计数的 60%<br>眼疾手快:重量计数的 60% 和物品计数的 100% 物品计数<br>黄油手指(更多特征)：150% 的重量计数和 150% 的物品计数",
	Sandbox_ETW_Kenshi = "剑士",
	Sandbox_ETW_KenshiSkill = "剑士长刀技能要求",
	Sandbox_ETW_KenshiKills = "剑士长刀击杀要求",
	Sandbox_ETW_KnifeFighter = "刀锋战士",
	Sandbox_ETW_KnifeFighterSkill = "持刀战士短刀技能要求",
	Sandbox_ETW_KnifeFighterKills = "持刀战斗短刀击杀要求",
	Sandbox_ETW_LearnerSystem = "学习系统",
	Sandbox_ETW_LearnerSystemSkill = "学习系统技能要求",
	Sandbox_ETW_LearnerSystemSkill_tooltip = "允许失去 慢速学习 获得 快速学习<br>当等级达到一半时,你将失去 慢速学习,当等级达到设定值时,你将获得 快速学习<br>维修 + 木工 + 烹饪 + 农业 + 急救 + 电工 + 金工 + 技工 + 裁缝",
	Sandbox_ETW_LightStep = "身轻如燕",
	Sandbox_ETW_LightStepSkill = "轻巧技能要求",
	Sandbox_ETW_LowProfile = "毫不起眼",
	Sandbox_ETW_LowProfileSkill = "潜行技能要求",
	Sandbox_ETW_LuckSystem = "幸运系统",
	Sandbox_ETW_LuckSystemSkill = "最大幸运系统的技能水平百分比",
	Sandbox_ETW_LuckSystemSkill_tooltip = "代码将计算你所有的技能水平(包括任何由模组和被动增加的),并检查你是否有失去/获得不幸/幸运所需的技能水平百分比<br>当你达到你设置的百分比的一半时你失去不幸.这意味着在默认设置下,当你的技能水平总和达到 33% 或更高(从最大值开始)时<br>你将失去 不幸,当你达到 66% 时,你将获得幸运",
	Sandbox_ETW_Outdoorsman = "户外爱好者",
	Sandbox_ETW_OutdoorsmanCounter = "户外活动计数",
	Sandbox_ETW_OutdoorsmanCounter_tooltip = "---一般理解---<br>这可让您通过在户外度过一段时间并暴露于各种天气条件下来获得特质<br>天气条件越恶劣,您获得特质的速度就越快<br>在室内会慢慢失去,达到计数将获得特质,下降到相反的水平<br>（例如,默认设置下为 -500k）将失去它<br>---技术细节---<br>您在户外度过的每一分钟都会为计数增加 1 分<br>计数增加的速率会进一步乘以某些天气条件,例如雨、雪和风<br>当计数达到指定阈值时,您将获得该特质<br>通过测试,已经确定在晴朗的天气中度过 24 小时（有一个雾蒙蒙的早晨）将获得大约 1.7k 分<br>而在天气中度过 24 小时（有两个雾蒙蒙的早晨和中午有暴风雨）将获得大约 5k 分<br>如果您在室内,您将失去在室外时所获得积分的 10%<br>在室内 900 分钟内,该特性会线性缩放至 100%<br>您可以重置当前百分比,此时您在室外会失去分数<br>每在室外停留一分钟,百分比就会减少 0.3（您可以在 300 分钟内从 100% 降至 10%）<br>当达到您设置的计数的一半时,您将失去该特性<br>计数的上限为计数值的 10 倍,下限为 0",
	Sandbox_ETW_OutdoorsmanCounterLoseMultiplier = "户外活动计数减少倍数",
	Sandbox_ETW_OutdoorsmanCounterLoseMultiplier_tooltip = "定义你减少户外活动计数的速度,1 的乘数在之前的工具提示中有描述",
	Sandbox_ETW_RainSystem = "降雨系统",
	Sandbox_ETW_RainSystemCounter = "降雨系统计数",
	Sandbox_ETW_RainSystemCounter_tooltip = "你在雨中度过的每一分钟都会得到 1 * 降雨强度<br>如果你有超过 25% 的恐慌,你反而会失去 1 * 降雨强度 * 惊恐 * 雨水系统减少乘数<br>计数的最大和最小边界是 -计数 和 2*计数<br>当处于以下状态时 0,你获得 雨水恐惧症,当到达计数时,你获得 嗜雨者<br>在两者之间,你什么也得不到",
	Sandbox_ETW_RainSystemCounterMultiplier = "降雨系统减少倍数",
	Sandbox_ETW_RainSystemCounterMultiplier_tooltip = "定义你减少雨水系统计数的快慢,在雨水系统计数工具提示中解释",
	Sandbox_ETW_PluviophileMultiplier = "嗜雨者 效应乘数",
	Sandbox_ETW_PluviophileMultiplier_tooltip = "所有效果(抑郁、压力和无聊减少)都乘以这个值",
	Sandbox_ETW_PluviophobiaMultiplier = "嗜雨者 效应乘数",
	Sandbox_ETW_PluviophobiaMultiplier_tooltip = "所有效果(抑郁、压力和无聊增加)都乘以这个值",
	Sandbox_ETW_RestorationExpert = "维护专家",
	Sandbox_ETW_RestorationExpertSkill = "修复专家维护技能要求",
	Sandbox_ETW_RestorationExpertChance = "修复专家%概率",
	Sandbox_ETW_RestorationExpertChance_tooltip = "%概率不会增加物品修复次数",
	Sandbox_ETW_Sewer = "下水道",
	Sandbox_ETW_SewerSkill = "下水道裁缝技能要求",
	Sandbox_ETW_SleepSystem = "睡眠系统",
	Sandbox_ETW_SleepSystem_tooltip = "允许获得/失去与睡眠相关的特征,清醒 和 嗜睡<br>模组会跟踪你喜欢在什么时间睡觉,只要你在这些时间左右睡觉,就是健康睡眠时间表<br>如果你在之外时间睡觉,你会失去一些时间完整性<br>不睡觉超过 24 小时也会开始破坏你的睡眠时间表<br>Mod 通过平均上次睡眠的平均数量来跟踪你喜欢在什么时间睡觉 您采取的行动<br>因此可以将您的日程安排转移到不同的时间<br>开始时非常容易,随着您的游戏越来越难,因为它会产生更多数据,所以单一的睡眠行动不会有太大的影响<br>所以如果你想 保持你的睡眠时间表健康,逐渐改变它<br>-技术描述,如果你不想玩原版游戏,请不要阅读这个---<br>每次你睡觉时,mod 都会跟踪睡眠的中点 你的睡眠,也就是如果你在 23:00 到 05:30 之间睡觉,中点会 d 为 03:45,然后将其添加到具有最后 100 个相同结果的表中<br>当表已满时,将从中删除最旧的值<br>这张表的平均值就是你的最佳睡眠时间<br>如果您在 +-6 小时内入睡,您的 睡眠健康 栏就会进步<br>从 -200 到 200.每 10 分钟检查一次,你得到 +0.167 到所述栏,所以基本上 1 小时的睡眠在正确的时间表给 +1 到栏<br>在它之外睡觉每 10 分钟中移除 0.167<br>超过 24 小时不睡觉后,您开始每十分钟得到 -0.167<br>如果你的低于 -100,你会得到 嗜睡<br>如果它高于 100,你就会获得清醒<br>从任一特征开始都会将条形图的起始值设置为最大/最小点,因此对于 清醒 +200 和 嗜睡 -200",
	Sandbox_ETW_SleepSystemMultiplier = "睡眠系统乘数",
	Sandbox_ETW_SleepSystemMultiplier_tooltip = "你增加/减少 睡眠健康 计数的速度有多快,这决定了你是否获得/失去 清醒 和 嗜睡<br>更高的值 = 更快获得但也更快失去<br>其他方式也是如此,较低的乘数 = 获得更慢但也更难失去它们",
	Sandbox_ETW_SleepMoodle = "睡眠系统",
	Sandbox_ETW_SleepMoodle_tooltip = "如果禁用此选项,特性将不会显示<br>对于单人游戏,请保持此状态并更改您在 Mod 选项中看到的 特性<br>如果是服务器设置,玩家将无法在客户端启用特性",
	Sandbox_ETW_SlowLearner = "学习缓慢",
	Sandbox_ETW_SlowLearnerSkill = "学习缓慢技能要求",
	Sandbox_ETW_SlowLearnerSkill_tooltip = "维修+木工+烹饪+农耕+急救+电工+金工+技工+裁缝",
	Sandbox_ETW_Smoker = "吸烟者",
	Sandbox_ETW_SmokerCounter = "烟瘾计数",
	Sandbox_ETW_SmokerCounter_tooltip = "在计数上达到此值时,您将获得 吸烟者 特性<br>当下降到与之相反的数值时,你将失去<br>计数界限为-2 倍计数到 2 倍计数<br>两次吸烟之间的休息时间越长,增加的次数就越少<br>根据恐慌和压力的程度,在恐慌或压力大时吸烟会更快地增加计数<br>不吸烟会使计数缓慢下降<br>恐慌或压力过大会减缓衰减速度",
	Sandbox_ETW_SmokingAddictionDecay = "烟瘾衰减倍数",
	Sandbox_ETW_SmokingAddictionDecay_tooltip = "你的毒瘾衰退的速度有多快",
	Sandbox_ETW_SmokingAddictionMultiplier = "吸烟成瘾增加倍数",
	Sandbox_ETW_SmokingAddictionMultiplier_tooltip = "你的成瘾增加的速度有多快",
	Sandbox_ETW_SmokerMoodle = "启用吸烟者",
	Sandbox_ETW_SmokerMoodle_tooltip = "如果禁用此选项,特性将不会显示<br>对于单人游戏,请保持此状态并使用 Mod 选项更改你看到的特性<br>如果它是服务器设置,客户端玩家将无法启用特性",
	Sandbox_ETW_SmokerMoodlePercentage = "吸烟者特性百分比",
	Sandbox_ETW_SmokerMoodlePercentage_tooltip = "这控制了特性何时出现。例如,将此设置为 20%,将使特性在你距离赚取或失去吸烟者有 20% 时出现。设置为 100 将使吸烟者特性始终保持活跃状态<br>对于单机玩家建议设置为100,然后在Mod Options中更改 % <br>对于服务器,此设置控制客户端可以为自己设置的最大百分比<br>因此,如果服务器设置中的此值为10%,则玩家无法 将他们的值设置为 30%<br>好吧,他们可以,但它仍然只会在达到 10% 时显示。但是如果你将这个值设置为 50%<br>例如玩家然后可以在客户端将其更改为 20%",
	Sandbox_ETW_Sojutsu = "长矛术",
	Sandbox_ETW_SojutsuSkill = "长矛术长矛技能要求",
	Sandbox_ETW_SojutsuKills = "长矛术长矛击杀要求",
	Sandbox_ETW_StickFighter = "棍战士",
	Sandbox_ETW_StickFighterSkill = "棍战士短棍技能要求",
	Sandbox_ETW_StickFighterKills = "棍战士短棍击杀要求",
	Sandbox_ETW_TraitsLockSystemCanLosePositive = "特质锁定：可以失去正面特质",
	Sandbox_ETW_TraitsLockSystemCanLosePositive_tooltip = "如果启用此功能,您可能会在游戏过程中失去正面特质<br>这主要适用于喜欢/害怕天气/地点或体格系统等特质系统,因为不会失去很多正面特质",
	Sandbox_ETW_TraitsLockSystemCanGainPositive = "特质锁定：可以获得正面特质",
	Sandbox_ETW_TraitsLockSystemCanGainPositive_tooltip = "如果启用此功能,您可以在游戏过程中获得正面特质<br>这适用于许多特质,请勿禁用",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative = "特质锁定：可以失去负面特质",
	Sandbox_ETW_TraitsLockSystemCanLoseNegative_tooltip = "如果启用此选项,您可能会在游戏过程中失去负面特质<br>这主要适用于特质系统,如对天气/地点或体格系统的爱/恐惧,以及一系列简单的特质",
	Sandbox_ETW_TraitsLockSystemCanGainNegative = "特质锁定：可以获得负面特质",
	Sandbox_ETW_TraitsLockSystemCanGainNegative_tooltip = "如果启用此选项,您可以在游戏过程中获得负面特质<br>这主要适用于性格系统,如对天气/地点/恐惧或体格系统,因为可以获得的负面特质并不多",
	Sandbox_ETW_UIPage = "带统计信息的 UI 页面",
	Sandbox_ETW_UIPage_tooltip = "这样就能在角色界面的页面中详细介绍你在失去/获得特质方面的进展情况",	
	Sandbox_ETW_WeightSystem = "负重系统",
	Sandbox_ETW_WeightSystem_tooltip = "在这里描述你失去/获得特征的条件需要大量文字,所以只需查看表以了解详细信息(链接在 模组简介 页面描述中)<br>可以动态获得/失去的受影响特征：口渴、食量少/食欲旺盛、皮肤厚/薄、治疗慢/快<br>重要提示：如果您在角色创建中选择了这些特征中的任何一个,它们将永久影响您的角色,无论是坏还是好",
	Sandbox_ETW_WeightSystemSkill = "重量系统被动要求",
	Sandbox_ETW_WeightSystemSkill_tooltip = "要获得厚脸皮和快速治疗师,你需要达到多少力量 + 体格水平(这不仅仅是条件,再次检查表格)",
	Sandbox_ETW_WeightSystemLowerMentalThreshold = "心理重量系统下限",
	Sandbox_ETW_WeightSystemLowerMentalThreshold_tooltip = "在过去31天内,你的平均心理健康状况（恐慌+抑郁+恐惧+压力平均值）应该是多少,才能获得皮糙肉厚/快速恢复（这不是唯一的条件,请查看模组简介表）",
	Sandbox_ETW_WeightSystemUpperMentalThreshold = "心理重量系统上限",
	Sandbox_ETW_WeightSystemUpperMentalThreshold_tooltip = "在过去31天内,你的平均心理健康状况（恐慌+抑郁+恐惧+压力平均值）应该是多少,才能获得轻食简餐/不易口渴（这不是唯一的条件,请查看模组简介表）",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay = "室内外恐惧被动反衰退",
	Sandbox_ETW_FearOfLocationsSystemPassiveCounterDecay_tooltip = "如果你有技能问题,无法同时兼顾恐旷症和幽闭症（谁能想到一开始就选择所有 "自由点 "会带来负面影响）,你可以使用此选项设置被动衰减<br>它的工作原理是,无论你的精神状态如何,每隔 1 分钟,它都会根据你是否在室外/室内而反向缓慢衰减<br>例如,将该值设置为 0.1 并呆在室内,那么每分钟室外计数就会增加 0.1,从而慢慢减少你对室外的恐惧<br>(这没有任何意义,但你们经常抱怨有恐旷症和幽闭恐惧症,所以就有了)<br>设置为 0 不会对计数产生任何影响<br>建议值为 0.1 至 0.5",
	Sandbox_ETW_PainTolerance = "疼痛耐受性",
	Sandbox_ETW_PainToleranceThreshold = "疼痛耐受性阀值",
	Sandbox_ETW_PainToleranceThreshold_tooltip = "使用时,角色的最大疼痛程度是多少？",
	Sandbox_ETW_PainToleranceCounter = "疼痛耐受计数",
	Sandbox_ETW_PainToleranceCounter_tooltip = "每隔 10 分钟,你的疼痛值（0-100）就会加到计数器上<br>达到计数器后,你将获得疼痛耐受特性",
	---
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier = "普通疾病",
	Sandbox_ETW_FoodSicknessSystemNormalSicknessMultiplier_tooltip = "从食物中获得的疾病和普通疾病在游戏中是不同的<br>这个乘数设定让你可以决定是否让普通感冒疾病值计入食物中毒相关的特质进度中",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier = "雨水系统减少倍数",
	Sandbox_ETW_RainSystemCounterDecreaseMultiplier_tooltip = "调整雨水系统计数减少的速率<br>详见雨水系统计数工具提示",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier = "户外计数增加倍数",
	Sandbox_ETW_OutdoorsmanCounterIncreaseMultiplier_tooltip = "调整你在户外活动计数上获得分数的速度<br>例如:乘数2.5意味着你将获得250%的分数"
	Sandbox_ETW_PetTherapy = "宠物疗法",
	Sandbox_ETW_PetTherapySkill = "宠物治疗饲养技能要求",
	Sandbox_ETW_PetTherapyUniqueAnimalsPetted = "宠物治疗独特的宠物",
	Sandbox_ETW_PetTherapyUniqueAnimalsPetted_tooltip = "您必须宠物多少种不同的动物才有资格获得宠物治疗",
	Sandbox_ETW_PetTherapyMoodBoostMultiplier = "宠物治疗心情倍增",
	Sandbox_ETW_PetTherapyMoodBoostMultiplier_tooltip = "宠物治疗心情<br>默认情况下,抚摸会使恐慌、压力、无聊和不快乐减少1%<br>例如:将其设置为 4 会使其减少 1% * 4= 4%",
	Sandbox_ETW_PetTherapyMinutesBetweenPets = "宠物治疗冷却时间",
	Sandbox_ETW_PetTherapyMinutesBetweenPets_tooltip = "档触发抚摸动作,玩家必须等待一定时间（以分钟计）后才能使得心情提升<br>此冷却时间内抚摸动物不会提升心情,但也不会重置计时,因此您不必手动跟踪何时可以再次抚摸",
	Sandbox_ETW_ImmunitySystem = "免疫系统",
	Sandbox_ETW_ImmunitySystemCounter = "免疫系统计数",
	Sandbox_ETW_ImmunitySystemCounter_tooltip = "当达到此计数值的一半时,您将失去易患病,当达到该值时,您将获得韧性<br>每分钟当前的寒冷强度都会添加到计数中<br>感染诺克斯感染也有助于反击（因此,如果您运行可以帮助您抵抗感染的模组,例如抗体,它将有助于免疫系统）",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier = "诺克斯感染倍数",
	Sandbox_ETW_ImmunitySystemInfectionMultiplier_tooltip = "这是诺克斯感染水平对免疫系统进步的贡献的乘数",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier = "降雨系统增加乘数",
	Sandbox_ETW_RainSystemCounterIncreaseMultiplier_tooltip = "调整雨水系统计数增加的速率,详细信息请参阅雨水系统计数工具提示",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier = "嗜血量表最大上限乘数",
	Sandbox_ETW_BloodlustMeterMaxCapMultiplier_tooltip = "你的嗜血量表可以满载多少？这是一个乘数<br>例如 2 表示你可以将嗜血量表填满至 200%",
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier = "户外计数减少倍数",
	Sandbox_ETW_OutdoorsmanCounterDecreaseMultiplier_tooltip = "调整你在户外活动计数上失去分数的速度<br>例如,乘数0.25意味着你将损失25%的分数"
	Sandbox_ETW_SewerUniqueClothesRipped = "下水道独特的衣服撕裂",
	Sandbox_ETW_SewerUniqueClothesRipped_tooltip = "你需要撕开多少独特的衣服才有资格进入下水道<br>如果你穿着改装过的衣服跑步,请分别增加这一点<br>例如,AuthenticZ 或 Brita Armor Pack 模组都添加了大量撕裂的衣服",
	Sandbox_ETW_Blacksmith = "铁匠",
	Sandbox_ETW_BlacksmithSkill = "铁匠技能要求",
	Sandbox_ETW_BlacksmithSkill_tooltip = "铁匠+维护",
	Sandbox_ETW_BladeEnthusiast = "刀锋爱好者",
	Sandbox_ETW_BladeEnthusiastSkill = "刀锋爱好者长刀技能要求",
	Sandbox_ETW_BladeEnthusiastKills = "刀锋爱好者长刀锋杀戮要求",
	Sandbox_ETW_PolearmFighter = "长矛勇士",
	Sandbox_ETW_PolearmFighterSkill = "长矛勇士长矛技能要求",
	Sandbox_ETW_PolearmFighterKills = "长矛勇士长刀锋杀戮要求",
	Sandbox_ETW_WildernessKnowledge = "荒野知识",
	Sandbox_ETW_WildernessKnowledgeSkill = "荒野知识技能要求",
	Sandbox_ETW_WildernessKnowledgeSkill_tooltip = "搜寻+绞杀+维护+雕刻<br>额外要求是每项技能至少有2级"
	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 = "放学",
	Sandbox_SchoolsOut_UseSeifukuZombies = "强制执行着装规定",
	Sandbox_SchoolsOut_UseSeifukuZombies_tooltip = "学校里的学生丧尸等将穿上日本风格的学生制服<br>取消这个选项可以生成普通的学生丧尸来代替",
	Sandbox_SchoolsOut_UseVanillaZombies = "交换生",
	Sandbox_SchoolsOut_UseVanillaZombies_tooltip = "日本风格的学生丧尸将与原版学生丧尸一起产生<br>需要着装规范的执行",
	Sandbox_SchoolsOut_DefaultRatio = "旷课比例",
	Sandbox_SchoolsOut_DefaultRatio_tooltip = "增加学生僵尸出现在普通（默认）僵尸群体中的概率,增加这个值可以看到更多在外的学生僵尸<br>这是一个乘数,而不是百分比,一些正常的僵尸仍然会出现,即使值很高<br>特定位置的僵尸（例如囚犯僵尸）不受影响",
	Sandbox_SchoolsOut_GenderRatio = "性别比例",
	Sandbox_SchoolsOut_GenderRatio_tooltip = "学生丧尸中男性与女性的比例",
	Sandbox_SchoolsOut_GenderRatio_option1 = "全部为男性",
	Sandbox_SchoolsOut_GenderRatio_option2 = "大多数是男性",
	Sandbox_SchoolsOut_GenderRatio_option3 = "50/50",
	Sandbox_SchoolsOut_GenderRatio_option4 = "大多数为女性",
	Sandbox_SchoolsOut_GenderRatio_option5 = "全部为女性",
	Sandbox_SchoolsOut_SeifukuStyle = "统一风格",
	Sandbox_SchoolsOut_SeifukuStyle_tooltip = "学生丧尸所穿的制服的样式",
	Sandbox_SchoolsOut_SeifukuStyle_option1 = "全部",
	Sandbox_SchoolsOut_SeifukuStyle_option2 = "开衫",
	Sandbox_SchoolsOut_SeifukuStyle_option3 = "水手服",
	Sandbox_SchoolsOut_SeifukuStyle_option4 = "毛衣",
	Sandbox_SchoolsOut_BlazerStyle = "西装样式",
	Sandbox_SchoolsOut_BlazerStyle_tooltip = "学生丧尸所穿的西装样式,男人不能穿彩虹西装<br>如果选择了水手服,则忽略",
	Sandbox_SchoolsOut_BlazerStyle_option1 = "全部",
	Sandbox_SchoolsOut_BlazerStyle_option2 = "彩虹",
	Sandbox_SchoolsOut_BlazerStyle_option3 = "俩纽扣",
	Sandbox_SchoolsOut_BlazerStyle_option4 = "三纽扣",
	Sandbox_SchoolsOut_BlazerColor = "西装颜色",
	Sandbox_SchoolsOut_BlazerColor_tooltip = "学生丧尸穿的彩色西装<br>如果选择了水手服,则忽略",
	Sandbox_SchoolsOut_BlazerColor_option1 = "所有",
	Sandbox_SchoolsOut_BlazerColor_option2 = "黑色",
	Sandbox_SchoolsOut_BlazerColor_option3 = "蓝色",
	Sandbox_SchoolsOut_BlazerColor_option4 = "浅褐",	
	Sandbox_SchoolsOut_SailorColor = "水手服颜色",
	Sandbox_SchoolsOut_SailorColor_tooltip = "学生丧尸穿的颜色/风格的水手服,如果他们穿的话<br>选项有衬衫/衣领的形式<br>例如白色/黑色是白色搭配黑色衣领",
	Sandbox_SchoolsOut_SailorColor_option1 = "全部",
	Sandbox_SchoolsOut_SailorColor_option2 = "白/黑",
	Sandbox_SchoolsOut_SailorColor_option3 = "黑/黑",
	Sandbox_SchoolsOut_SweaterColor = "毛衣颜色",
	Sandbox_SchoolsOut_SweaterColor_tooltip = "学生丧尸穿的彩色毛衣<br>如果/当他们穿的时候",
	Sandbox_SchoolsOut_SweaterColor_option1 = "全部",
	Sandbox_SchoolsOut_SweaterColor_option2 = "黑色",
	Sandbox_SchoolsOut_SweaterColor_option3 = "灰色",
	Sandbox_SchoolsOut_SweaterColor_option4 = "海军蓝",
	Sandbox_SchoolsOut_SweaterColor_option5 = "淡蓝色",
	Sandbox_SchoolsOut_SweaterColor_option6 = "米色",
	Sandbox_SchoolsOut_BottomStyle = "底裙样式",
	Sandbox_SchoolsOut_BottomStyle_tooltip = "学生丧尸穿的风格裙子<br>长裙可到脚踝,短裙可到膝盖<br>也可搭配",
	Sandbox_SchoolsOut_BottomStyle_option1 = "两者",
	Sandbox_SchoolsOut_BottomStyle_option2 = "短款",
	Sandbox_SchoolsOut_BottomStyle_option3 = "长款(80年代风格)",
	Sandbox_SchoolsOut_BottomColor = "裤裙颜色",
	Sandbox_SchoolsOut_BottomColor_tooltip = "学生丧尸穿彩色裙子和裤子",
	Sandbox_SchoolsOut_BottomColor_option1 = "二者",
	Sandbox_SchoolsOut_BottomColor_option2 = "黑色",
	Sandbox_SchoolsOut_BottomColor_option3 = "蓝色",
	Sandbox_SchoolsOut_RibbonStyleBlazer = "西装领带风格",
	Sandbox_SchoolsOut_RibbonStyleBlazer_tooltip = "学生丧尸穿西装的领带样式<br>彩虹的西装不支持模块化丝带,穿西装的丧尸会忽略这个选项",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option1 = "任意",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option2 = "领带",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option3 = "丝带领带",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option4 = "单丝带领带",
	Sandbox_SchoolsOut_RibbonStyleBlazer_option5 = "蝴蝶领结",
	Sandbox_SchoolsOut_RibbonStyleSailor = "水手领带风格",
	Sandbox_SchoolsOut_RibbonStyleSailor_tooltip = "学生丧尸与水手服的领带样式",
	Sandbox_SchoolsOut_RibbonStyleSailor_option1 = "任意",
	Sandbox_SchoolsOut_RibbonStyleSailor_option2 = "任何三角领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option3 = "经典三角领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option4="蝴蝶三角领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option5 = "小带子三角领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option6 = "丝带领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option7 = "单丝带领带",
	Sandbox_SchoolsOut_RibbonStyleSailor_option8 = "蝴蝶领结",
	Sandbox_SchoolsOut_RibbonColor = "领带颜色",
	Sandbox_SchoolsOut_RibbonColor_tooltip = "学生丧尸所戴的领带颜色<br>彩虹的西装外套不支持模块化丝带,穿着它的丧尸会忽略这个选项",
	Sandbox_SchoolsOut_RibbonColor_option1 = "全部",
	Sandbox_SchoolsOut_RibbonColor_option2 = "黑色",
	Sandbox_SchoolsOut_RibbonColor_option3 = "白色",
	Sandbox_SchoolsOut_RibbonColor_option4 = "蓝色",
	Sandbox_SchoolsOut_RibbonColor_option5 = "粉色",
	Sandbox_SchoolsOut_RibbonColor_option6 = "红色",
	Sandbox_SchoolsOut_RibbonColor_option7 = "黄色",
	Sandbox_SchoolsOut_GymsuitStyle = "运动服款式",
	Sandbox_SchoolsOut_GymsuitStyle_tooltip = "学生僵尸穿的运动服的风格<br>男孩们将穿短裤而不是裙子/灯笼裤",
	Sandbox_SchoolsOut_GymsuitStyle_option1 = "两者",
	Sandbox_SchoolsOut_GymsuitStyle_option2 = "衬衫/灯笼裤",
	Sandbox_SchoolsOut_GymsuitStyle_option3 = "马球衫/短裙",
	Sandbox_SchoolsOut_SwimsuitStyle = "泳装风格",
	Sandbox_SchoolsOut_SwimsuitStyle_tooltip = "学生丧尸所穿的泳装样式<nr>新类型泳装比旧类型有更高的剪裁度<br>这也影响到物品的稀有性：未经批准的泳装类型将更难找到",
	Sandbox_SchoolsOut_SwimsuitStyle_option1 = "两者",
	Sandbox_SchoolsOut_SwimsuitStyle_option2 = "旧型",
	Sandbox_SchoolsOut_SwimsuitStyle_option3 = "新型",
	Sandbox_SchoolsOut_WhiteSwimsuitToggle = "白色泳装",
	Sandbox_SchoolsOut_WhiteSwimsuitToggle_tooltip = "女学生游泳者将穿白色的,而不是蓝色的<br>这也影响了物品的稀有性：未批准颜色的泳衣将更难找到",
	Sandbox_SchoolsOut_SpawnChanceToggle = "服装在世界上刷新",
	Sandbox_SchoolsOut_SpawnChanceToggle_tooltip = "学校的外出物品将在储物柜、梳妆台等世界容器中出现",
	Sandbox_SchoolsOut_SpawnChanceModifier = "生成概率",
	Sandbox_SchoolsOut_SpawnChanceModifier_tooltip = "放学物品的生成概率乘以这个数字,修改它们出现在世界上的概率<br>如果你觉得出现得太频繁或不够多,请更改它",
	
	-----Goddamn Bathroom Zombies!-----
	
	Sandbox_BathroomZombieChance = "浴室有人概率",
	Sandbox_BathroomZombieChance_tooltip = "首次装载时检查一次浴室方格"

	-----Gunshop Kendo-----
	
	Sandbox_GunshopKendo = "生化危机",
	Sandbox_SpecialZombieRarity = "特殊丧尸战利品",
	Sandbox_SpecialZombieRarity_tooltip = "调整携带珍贵战利品的特殊丧尸稀有度",
	Sandbox_SpecialZombieRarity_option1 = "极其稀有",
	Sandbox_SpecialZombieRarity_option2 = "稀有",
	Sandbox_SpecialZombieRarity_option3 = "普通",
	Sandbox_SpecialZombieRarity_option4 = "丰富",
	Sandbox_SpecialZombieRarity_option5 = "极其丰富",
	Sandbox_ModSource22 = ".22LR 弹药来源模组",
	Sandbox_ModSource22_tooltip = "将本模组中的.22LR枪改为使用另一个模组的.22LR 弹药",
	Sandbox_ModSource22_option1 = "剑道枪店(默认/Gunshop Kendo)",
	Sandbox_ModSource22_option2 = "布里塔武器(Brita's)",
	Sandbox_ModSource22_option3 = "原版枪械扩展包(Vanilla Firearms Expansion)",
	Sandbox_ModSource22_option4 = "原版枪械强化(Firearms B41)",
	Sandbox_UseResidentEvilNames = "使用生化危机名称",
	Sandbox_UseResidentEvilNames_tooltip = "用生化危机游戏中名称或 RE 游戏中没有的枪的合适名称替换真实世界的枪支名称",
	Sandbox_NormalGunRarity = "普通枪稀有度",
	Sandbox_NormalGunRarity_tooltip = "调整标准枪械稀有度",
	Sandbox_NormalGunRarity_option1 = "禁用",
	Sandbox_NormalGunRarity_option2 = "极其稀有",
	Sandbox_NormalGunRarity_option3 = "稀有",
	Sandbox_NormalGunRarity_option4 = "普通",
	Sandbox_NormalGunRarity_option5 = "丰富",
	Sandbox_NormalGunRarity_option6 = "极其丰富",
	Sandbox_SpecialGunRarity = "特种枪械稀有度",
	Sandbox_SpecialGunRarity_tooltip = "调整在战利品容器中找到枪支的稀有度<br>这些枪支也可以作为特殊的丧尸战利品与 [GSK - S.T.A.R.S.] 一起使用",
	Sandbox_SpecialGunRarity_option1 = "禁用",
	Sandbox_SpecialGunRarity_option2 = "极其稀有",
	Sandbox_SpecialGunRarity_option3 = "稀有",
	Sandbox_SpecialGunRarity_option4 = "普通",
	Sandbox_SpecialGunRarity_option5 = "丰富",
	Sandbox_SpecialGunRarity_option6 = "极其丰富",
	Sandbox_GunshopKendoGuns = "剑道枪店枪名",
	Sandbox_DefaultNames = "默认名称选择",
	Sandbox_DefaultNames_tooltip = "设置为默认的枪将使用这个名称选项",
	Sandbox_DefaultNames_option1 = "真实姓名",
	Sandbox_DefaultNames_option2 = "游戏名称/昵称",
	Sandbox_M100P = "冲锋枪",
	Sandbox_M100P_tooltip = "选择印花M100P/冲锋枪名称",
	Sandbox_M100P_option1 = "默认",
	Sandbox_M100P_option2 = "真名",
	Sandbox_M100P_option3 = "游戏名称",
	Sandbox_SamuraiEdge = "武士之刃",
	Sandbox_SamuraiEdge_tooltip = "选择M92FS定制/武士之刃名称",
	Sandbox_SamuraiEdge_option1 = "默认",
	Sandbox_SamuraiEdge_option2 = "真名",
	Sandbox_SamuraiEdge_option3 = "游戏名称",
	Sandbox_Red9 = "Red9",
	Sandbox_Red9_tooltip = "选择毛瑟C96/红9名称",
	Sandbox_Red9_option1 = "默认",
	Sandbox_Red9_option2 = "真名",
	Sandbox_Red9_option3 = "游戏名称",
	Sandbox_SW_Bodyguard = "S&W保镖左轮",
	Sandbox_SW_Bodyguard_tooltip = "选择S&W保镖左轮名称",
	Sandbox_SW_Bodyguard_option1 = "默认",
	Sandbox_SW_Bodyguard_option2 = "真名",
	Sandbox_SW_Bodyguard_option3 = "游戏名称",
	Sandbox_STIEagle = "STI雄鹰VI手枪",
	Sandbox_STIEagle_tooltip = "选择STI武士之刃/STI雄鹰VI手枪名称",
	Sandbox_STIEagle_option1 = "默认",
	Sandbox_STIEagle_option2 = "真名",
	Sandbox_STIEagle_option3 = "游戏名称",
	Sandbox_Hardballer = "强硬派",
	Sandbox_Hardballer_tooltip = "选择AMT强硬手枪/杀手7名称",
	Sandbox_Hardballer_option1 = "默认",
	Sandbox_Hardballer_option2 = "真名",
	Sandbox_Hardballer_option3 = "游戏名称",
	Sandbox_Silverballer = "IOI银球手枪",
	Sandbox_Silverballer_tooltip = "选择选择AMT强硬手枪/IOI银球手枪名称",
	Sandbox_Silverballer_option1 = "默认",
	Sandbox_Silverballer_option2 = "真名",
	Sandbox_Silverballer_option3 = "游戏名称",
	Sandbox_WesternCustomM37 = "西方定制M37",
	Sandbox_WesternCustomM37_tooltip = "选择温彻斯特1892-S/西方定制M37名称",
	Sandbox_WesternCustomM37_option1 = "默认",
	Sandbox_WesternCustomM37_option2 = "真实姓名",
	Sandbox_WesternCustomM37_option3 = "游戏名称",
	Sandbox_RemingtonModel95 = "齐亚帕理工左轮",
	Sandbox_RemingtonModel95_tooltip = "选择齐亚帕理工左轮名称",
	Sandbox_RemingtonModel95_option1 = "默认",
	Sandbox_RemingtonModel95_option2 = "真名",
	Sandbox_RemingtonModel95_option3 = "游戏名称",
	Sandbox_BenelliM3 = "BenelliM3",
	Sandbox_BenelliM3_tooltip = "选择贝纳利M3/M3霰弹枪名称",
	Sandbox_BenelliM3_option1 = "默认",
	Sandbox_BenelliM3_option2 = "真名",
	Sandbox_BenelliM3_option3 = "游戏内名称",
	Sandbox_SpringfieldM1903 = "斯普林菲尔德M1903",
	Sandbox_SpringfieldM1903_tooltip = "选择斯普林菲尔德M1903/栓动步枪名称",
	Sandbox_SpringfieldM1903_option1 = "默认",
	Sandbox_SpringfieldM1903_option2 = "真名",
	Sandbox_SpringfieldM1903_option3 = "游戏名称",
	Sandbox_MaresLeg = "马腿子短步枪",
	Sandbox_MaresLeg_tooltip = "选择温彻斯特1892/马腿子短步枪名称",
	Sandbox_MaresLeg_option1 = "默认",
	Sandbox_MaresLeg_option2 = "真名",
	Sandbox_MaresLeg_option3 = "游戏名称",
	Sandbox_ToolRarity = "装弹工具稀有度",
	Sandbox_ToolRarity_tooltip = "装弹工具稀有度",
	Sandbox_ToolRarity_option1 = "极其稀有",
	Sandbox_ToolRarity_option2 = "稀有",
	Sandbox_ToolRarity_option3 = "普通",
	Sandbox_ToolRarity_option4 = "丰富",
	Sandbox_ToolRarity_option5 = "极其丰富",
	Sandbox_GunpowderRarity = "火药稀有度",
	Sandbox_GunpowderRarity_tooltip = "调整火药A/B/C稀有度",
	Sandbox_GunpowderRarity_option1 = "极其稀有",
	Sandbox_GunpowderRarity_option2 = "稀有",
	Sandbox_GunpowderRarity_option3 = "普通",
	Sandbox_GunpowderRarity_option4 = "丰富",
	Sandbox_GunpowderRarity_option5 = "极其丰富",
	Sandbox_OutfitRarity = "装备稀有度",
	Sandbox_OutfitRarity_tooltip = "调整在战利品容器中找到服装装备的稀有度<br>这些装备也可以作为特殊的丧尸战利品使用[GSK - S.T.A.R.S.]",
	Sandbox_OutfitRarity_option1 = "禁用",
	Sandbox_OutfitRarity_option2 = "极其稀有",
	Sandbox_OutfitRarity_option3 = "稀有",
	Sandbox_OutfitRarity_option4 = "普通",
	Sandbox_OutfitRarity_option5 = "丰富",
	Sandbox_OutfitRarity_option6 = "极其丰富",
	
	-----Water Dispenser Settings-----
	
	Sandbox_WaterDispenserWS = "饮水机",
	Sandbox_WaterDispenserWS.MaxWater.TS = "饮水机容量",
	Sandbox_WaterDispenserWS.MaxWater.TS_tooltip = "设置最大分配容量",
	Sandbox_WaterDispenserWS.StartWater.TS = "启动水量",
	Sandbox_WaterDispenserWS.StartWater.TS_tooltip = "选择饮水机的启动水量",
	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 = "污染基于过去的月份",
	Sandbox_WaterDispenserWS.TaintedAutomatic_tooltip = "如果处于活动状态,则水污染会在数月内增加<br>根据此计算,8+(过去月数*9)=98%为最大值<br>+以上设置=最大值100%",
	Sandbox_WaterDispenserWS.StartWater.OPT_option1 = "无"
	Sandbox_WaterDispenserWS.StartWater.OPT_option2 = "低",
	Sandbox_WaterDispenserWS.StartWater.OPT_option3 = "正常",
	Sandbox_WaterDispenserWS.StartWater.OPT_option4 = "高",
	Sandbox_WaterDispenserWS.StartWater.OPT_option5 = "满",
	Sandbox_WaterDispenserWS.StartWater.OPT_option6 = "随机",
	
	-----Maintenance improves repair-----
	
	Sandbox_MIR = "维护改进修复"
	Sandbox_MIR_SkipItems = "排除物品"
	Sandbox_MIR_SkipItems_tooltip = "不会添加维护技能来修复这些物品的配方<br>使用物品 ID,而不是它们的名称.用';'分隔它们<br>例如:Axe; HandAxe",
	Sandbox_MIR_SkipSkills = "排除技能",
	Sandbox_MIR_SkipSkills_tooltip = "不会添加维护作为一项技能来修复已经具有指定技能之一的配方<br>使用技能名称.用';'分隔它们<br>例如:Aiming: Mechanics",
	Sandbox_MIR_SkipFixers = "排除修复材料",
	Sandbox_MIR_SkipFixers_tooltip = "不会将维护添加为使用这些材料之一修复配方的技能<br>使用物品 ID,而不是名称.用';'分隔它们<br>例如:DuctTape；Woodglue",

	-----MorePlushies!-----
	
	Sandbox_MorePlushies = "更多毛绒玩具",
	Sandbox_MorePlushies_LootGeneral = "一般战利品设置",
	Sandbox_MorePlushies_LootGeneral_tooltip = "确定分配时掠夺的毛绒玩具的基础数量",
	Sandbox_MorePlushies_SpawnRate = "生成率",
	Sandbox_MorePlushies_SpawnRate_tooltip = "默认刷新量很低,设置越高刷新量越多",
	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 = "疯狂",
	
	-----Seismic Events-----
	
	Sandbox_SeismicEvents = "地震事件",
	Sandbox_SeismicEvents_EventsStartDay = "事件开始日",
	Sandbox_SeismicEvents_EventsStartDay_tooltip = "事件开始日期",
	Sandbox_SeismicEvents_MinDistanceToPlayer = "与玩家最小距离",
	Sandbox_SeismicEvents_MinDistanceToPlayer_tooltip = "地震波在与玩家最小距离上产生",  
	Sandbox_SeismicEvents_MaxDuration = "最大事件持续时间",
	Sandbox_SeismicEvents_MaxDuration_tooltip = "事件最大持续时间", 
	Sandbox_SeismicEvents_MaxDistanceToEpicenter = "与震中最大距离",
	Sandbox_SeismicEvents_MaxDistanceToEpicenter_tooltip = "地震震中是在事件开始时从玩家位置", 
	Sandbox_SeismicEvents_DailyMagnitude3Chance = "发生3级地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude3Chance_tooltip = "每日百分比,每日只能发生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude4Chance = "发生4级地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude4Chance_tooltip = "每日百分比,每日只能发生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude5Chance = "发生5级地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude5Chance_tooltip = "每日百分比,每日只能发生一次地震",
	Sandbox_SeismicEvents_DailyMagnitude6Chance = "发生6级地震的概率",
	Sandbox_SeismicEvents_DailyMagnitude6Chance_tooltip = "每日百分比,每日只能发生一次地震",
	Sandbox_SeismicEvents_Magnitude3Radius = "3级地震半径",
	Sandbox_SeismicEvents_Magnitude3Radius_tooltip = "波浪产生最大距离",
	Sandbox_SeismicEvents_Magnitude4Radius = "4级地震半径",
	Sandbox_SeismicEvents_Magnitude4Radius_tooltip = "波浪产生最大距离",
	Sandbox_SeismicEvents_Magnitude5Radius = "5级地震半径",
	Sandbox_SeismicEvents_Magnitude5Radius_tooltip = "波浪产生最大距离",
	Sandbox_SeismicEvents_Magnitude6Radius = "6级地震半径",
	Sandbox_SeismicEvents_Magnitude6Radius_tooltip = "波浪产生最大距离",
	Sandbox_SeismicEvents_Magnitude3Intensity = "3级地震波幅半径",
	Sandbox_SeismicEvents_Magnitude3Intensity_tooltip = "丧尸被吸引半径",
	Sandbox_SeismicEvents_Magnitude4Intensity = "4级地震波幅半径",
	Sandbox_SeismicEvents_Magnitude4Intensity_tooltip = "丧尸被吸引半径",
	Sandbox_SeismicEvents_Magnitude5Intensity = "5级地震波幅半径",
	Sandbox_SeismicEvents_Magnitude5Intensity_tooltip = "丧尸被吸引半径",
	Sandbox_SeismicEvents_Magnitude6Intensity = "6级地震波幅半径",
	Sandbox_SeismicEvents_Magnitude6Intensity_tooltip = "丧尸被吸引半径",

	-----Zomboid Killboard [T15K]-----
	
	Sandbox_RateTable = "玩家杀戮评级",
	Sandbox_T15KKillboard_MaxPlayerPerPage = "评级中玩家的最大值",
	Sandbox_T15KKillboard_Server_Tick_Rate = "玩家发送数据的频率(1-10分钟,2-1小时,3-一天)",
	Sandbox_T15KKillboard_Player_Tick_Rate = "玩家刷新表格的频率(1-10分钟,2-1小时,3-一天)",
	Sandbox_T15KKillboard_Min_Kills = "最小的杀戮数量",
	Sandbox_T15KKillboard_Enable_PVP = "启用PVP列表",
	
	-----Even More Traits-----
	
	Sandbox_EvenMoreTraits = "更多特征",
	Sandbox_EvenMoreTraits_HomebodyName = "宅男",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate = "宅男：激活时间",
	Sandbox_EvenMoreTraits_HomebodyTimeToActivate_tooltip = "宅男 激活前你必须在室内待多长时间",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier = "宅男：压力恢复修改",
	Sandbox_EvenMoreTraits_HomebodyStressRecoveryModifier_tooltip = "倍数应用于减少家庭压力",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier = "宅男：抑郁恢复修正",
	Sandbox_EvenMoreTraits_HomebodyUnhappinessRecoveryModifier_tooltip = "乘数适用于减少宅男抑郁",
	Sandbox_EvenMoreTraits_WandererName = "流浪者",
	Sandbox_EvenMoreTraits_BacktrackingCheck = "流浪者：回溯检查",
	Sandbox_EvenMoreTraits_BacktrackingCheck_tooltip = "如果你正在回溯,则禁用该特性,即：绕圈或靠墙行走",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier = "流浪者：压力恢复",
	Sandbox_EvenMoreTraits_WandererStressRecoveryModifier_tooltip = "应用于减轻流浪者的压力",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier = "流浪者：抑郁恢复",
	Sandbox_EvenMoreTraits_WandererUnhappinessRecoveryModifier_tooltip = "乘数应用于减少流浪者的抑郁",
	Sandbox_EvenMoreTraits_CardioName = "有氧运动",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier = "有氧运动：耐力损失修正",
	Sandbox_EvenMoreTraits_CardioEnduranceLossModifier_tooltip = "全局修正应用于所有耐力损失",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier = "有氧运动：耐力增益修正",
	Sandbox_EvenMoreTraits_CardioEnduranceGainModifier_tooltip = "全局修改应用于所有耐力增益",
	Sandbox_EvenMoreTraits_ComposureName = "沉着",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax = "沉着：最大 XP 修改",
	Sandbox_EvenMoreTraits_ComposureXPModifierMax_tooltip = "沉着 修饰的最大值,（根据恐慌级别线性减少到最小值）",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin = "沉着：最小经验修正",
	Sandbox_EvenMoreTraits_ComposureXPModifierMin_tooltip = "镇静带来的战斗经验加成的最小值",
	Sandbox_EvenMoreTraits_QuicksilverName = "快银",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill = "快银：近战击杀时的敏捷经验值",
	Sandbox_EvenMoreTraits_QuicksilverXPOnKill_tooltip = "杀死近战丧尸获得敏捷经验值,数量随敏捷等级增加",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier = "快银: 经验修改",
	Sandbox_EvenMoreTraits_QuicksilverXPModifier_tooltip = "全局经验修改始终应用于所有相关统计数据",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling = "快银：经验值调整比例",
	Sandbox_EvenMoreTraits_QuicksilverXPModifierScaling_tooltip = "XP 乘数根据附近或追逐的丧尸数量增加<br>（详情请参阅模组讨论页面）",
	Sandbox_EvenMoreTraits_NightRunnerName = "暗影视线",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue = "暗影视线：最低光照值",
	Sandbox_EvenMoreTraits_NightRunnerMinLightValue_tooltip = "激活特性时游戏中允许的最小光照值<br>（0.3-0.5 为正常黑暗,0.8 为阴天）",
	Sandbox_EvenMoreTraits_VitaminJunkieName = "维他命瘾君子",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain = "维他命瘾君子：耐力恢复量",
	Sandbox_EvenMoreTraits_VitaminJunkieEnduranceGain_tooltip = "服用维生素时恢复的耐力量",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier = "维生素瘾君子：调节",
	Sandbox_EvenMoreTraits_VitaminJunkieEffectModifier_tooltip = "乘数应用于特性的耐力增益和损失乘数",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier = "维生素瘾君子：持续时间",
	Sandbox_EvenMoreTraits_VitaminJunkieDurationModifier_tooltip = "维生素瘾君子:增益持续时间的乘数<br>(此持续时间各不相同,有关详细信息,请参阅模组页面)",
	Sandbox_EvenMoreTraits_PlotArmorName = "剧情装甲",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation = "剧情装甲：战斗阻止激活",
	Sandbox_EvenMoreTraits_PlotArmorPreventCombatActivation_tooltip = "在你离开丧尸一段时间之前阻止剧情装甲激活",
	Sandbox_EvenMoreTraits_ExpeditiousName = "迅速",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier = "迅速：跑步耐力修正",
	Sandbox_EvenMoreTraits_ExpeditiousRunningEnduranceLossModifier_tooltip = "应用于跑步时的耐力损失",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod = "迅速：冲刺耐力修正",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingEnduranceLossMod_tooltip = "应用于冲刺时的耐力损失",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod = "迅速：冲刺经验修改",
	Sandbox_EvenMoreTraits_ExpeditiousSprintingXpMod_tooltip = "冲刺时应用于冲刺经验增益的乘数",
	Sandbox_EvenMoreTraits_BerserkerName = "狂战士",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue = "狂战士：愤怒导致疲劳",
	Sandbox_EvenMoreTraits_BerserkerEnableFatigue_tooltip = "狂暴导致根据耐力再生量获得少量疲劳<br>直到狂战士连杀记录衰减回 0 才会应用惩罚",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger = "狂战士：愤怒导致饥饿",
	Sandbox_EvenMoreTraits_BerserkerEnableHunger_tooltip = "狂暴导致消耗少量饥饿值,具体取决于恢复的耐力值",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise = "狂战士：战吼噪音",
	Sandbox_EvenMoreTraits_BerserkerShoutingNoise_tooltip = "无论天气与否,狂战士 都会发出丧尸可以听到的噪音<br>（禁用此功能后你仍然会说话,要禁用聊天请参阅 Mod 选项菜单）",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier = "狂战士：耐力恢复量修正",
	Sandbox_EvenMoreTraits_BerserkerOnKillEnduranceGainModifier_tooltip = "使用狂战士特性击杀获得耐力增益的乘数",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier = "狂战士：狂暴伤害修正",
	Sandbox_EvenMoreTraits_BerserkerRageDamageMultiplier_tooltip = "乘数应用于狂暴的伤害加成",
	Sandbox_EvenMoreTraits_PsychopathName = "精神病患者",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale = "精神病患者：伤害加成等级",
	Sandbox_EvenMoreTraits_PsychopathDamageBonusScale_tooltip = "应用于武器的伤害乘数等于用户技能等级倍数",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale = "精神病患者：暴击伤害等级",
	Sandbox_EvenMoreTraits_PsychopathCritDamageScale_tooltip = "应用于武器的暴击伤害乘数等于用户技能等级倍数",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale = "精神病患者：暴击率等级",
	Sandbox_EvenMoreTraits_PsychopathCritChanceScale_tooltip = "添加到武器的额外暴击概率等于用户技能等级倍数",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale = "精神病患者：耐久度等级",
	Sandbox_EvenMoreTraits_PsychopathDurabilityBonusScale_tooltip = "应用于武器的耐久倍数等于用户技能水平倍数",
	Sandbox_EvenMoreTraits_JuggernautName = "主宰",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale = "主宰：伤害加成比例",
	Sandbox_EvenMoreTraits_JuggernautDamageBonusScale_tooltip = "应用于武器的伤害乘数等于用户技能水平倍数",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale = "主宰：暴击伤害等级",
	Sandbox_EvenMoreTraits_JuggernautCritDamageScale_tooltip = "应用于武器的暴击伤害倍数等于用户技能等级倍数",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale = "主宰：暴击概率等级",
	Sandbox_EvenMoreTraits_JuggernautCritChanceScale_tooltip = "添加到武器的额外暴击概率等于用户技能水平倍数",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale = "主宰：耐久等级",
	Sandbox_EvenMoreTraits_JuggernautDurabilityBonusScale_tooltip = "应用于武器的耐久倍数等于用户技能水平倍数",
	Sandbox_EvenMoreTraits_SentimentalName = "多愁善感",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness = "多愁善感：最大抑郁",
	Sandbox_EvenMoreTraits_SentimentalLostItemMaximumUnhappiness_tooltip = "如果你丢失了你的物品,该特征将停止的抑郁百分比",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration = "多愁善感：启用物品娱乐",
	Sandbox_EvenMoreTraits_SentimentalItemGeneration_tooltip = "无论天气与否,都可以通过在游戏中将副手握住树枝 5 分钟来生成新的情感物品<br>(这不会重新创建丢失的物品,它会生成一个全新的物品)",
	Sandbox_EvenMoreTraits_NecrophobicName = "恐死症",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale = "恐死症：恐慌量表",
	Sandbox_EvenMoreTraits_NecrophobicPanicScale_tooltip = "设置最小恐慌值等于这个值乘以追你的丧尸数量",
	Sandbox_EvenMoreTraits_AnorexicName = "厌食症",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier = "厌食症：卡路里增加",
	Sandbox_EvenMoreTraits_AnorexicCalorieGainModifier_tooltip = "全局乘数应用于所有卡路里增加",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax = "厌食症：卡路里最大值",
	Sandbox_EvenMoreTraits_AnorexicCalorieMax_tooltip = "特征允许的卡路里最大值<br>（增加任何体重都需要 1600 卡路里）",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier = "厌食症：碳水化合物增加调节",
	Sandbox_EvenMoreTraits_AnorexicCarbsGainModifier_tooltip = "全局乘数应用于所有碳水化合物增益",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax = "厌食症：最大碳水化合物",
	Sandbox_EvenMoreTraits_AnorexicCarbsMax_tooltip = "特征允许的碳水化合物最大值",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier = "厌食症：脂肪增加调节",
	Sandbox_EvenMoreTraits_AnorexicFatsGainModifier_tooltip = "全局乘数应用于所有脂肪增加",
	Sandbox_EvenMoreTraits_AnorexicFatsMax = "厌食症：最大脂肪",
	Sandbox_EvenMoreTraits_AnorexicFatsMax_tooltip = "特性允许的最大脂肪值",
	Sandbox_EvenMoreTraits_BloatName = "臃肿",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier = "臃肿：卡路里增加修正",
	Sandbox_EvenMoreTraits_BloatCalorieGainModifier_tooltip = "全局乘数应用于所有卡路里增加",
	Sandbox_EvenMoreTraits_BloatCalorieMin = "臃肿：最低卡路里",
	Sandbox_EvenMoreTraits_BloatCalorieMin_tooltip = "特性允许的卡路里最小值<br>（减重需要 700 卡路里）",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier = "臃肿：碳水化合物增益调节",
	Sandbox_EvenMoreTraits_BloatCarbsGainModifier_tooltip = "全局乘数应用于所有碳水化合物增益",
	Sandbox_EvenMoreTraits_BloatCarbsMin = "臃肿：碳水化合物最小值",
	Sandbox_EvenMoreTraits_BloatCarbsMin_tooltip = "特征允许的碳水化合物的最小值",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier = "臃肿：脂肪增加调节",
	Sandbox_EvenMoreTraits_BloatFatsGainModifier_tooltip = "全局乘数应用于所有脂肪增加",
	Sandbox_EvenMoreTraits_BloatFatsMin = "臃肿：最小脂肪",
	Sandbox_EvenMoreTraits_BloatFatsMin_tooltip = "特性允许的最小脂肪值",
	Sandbox_EvenMoreTraits_StressEaterName = "压力食者",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier = "压力食者：压力增益修正",
	Sandbox_EvenMoreTraits_StressEaterStressGainModifier_tooltip = "乘数适用于高饥饿导致的压力增加",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier = "压力食者：饥饿获取修正",
	Sandbox_EvenMoreTraits_StressEaterHungerGainModifier_tooltip = "乘数适用于高压力引起的饥饿感增益",
	Sandbox_EvenMoreTraits_RestrictiveName = "限制性",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats = "限制性：启用正面统计",
	Sandbox_EvenMoreTraits_RestrictiveEnablePositiveStats_tooltip = "无论天气与否,在低保护值下 10% 的耐力降低已启用",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset = "限制性：惩罚预设",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_tooltip = "特征的预设值。（详情请参见模组讨论页面）",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option1 = "宽容",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option2 = "标准",
	Sandbox_EvenMoreTraits_RestrictivePenaltiesPreset_option3 = "严厉",
	Sandbox_EvenMoreTraits_ADHDName = "多动症",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier = "多动症：无聊增益修正",
	Sandbox_EvenMoreTraits_ADHDBoredomGainModifier_tooltip = "乘数始终适用于所有无聊增益",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier = "多动症：厌倦行为",
	Sandbox_EvenMoreTraits_ADHDBoredomFromActionsModifier_tooltip = "修改应用于通过普通动作（例如阅读和拆卸物品）获得的无聊",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier = "多动症：阅读无聊",
	Sandbox_EvenMoreTraits_ADHDBoredomFromReadingModifier_tooltip = "修改器仅适用于通过阅读获得的厌倦感,此修改与 厌倦行为 相乘",
	Sandbox_EvenMoreTraits_PTSDName = "创伤后应激障碍",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier = "创伤后应激障碍：压力",
	Sandbox_EvenMoreTraits_PTSDStressLossModifier_tooltip = "应用于所有压力的全局乘数",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier = "创伤后应激障碍：恐慌调节带来的压力",
	Sandbox_EvenMoreTraits_PTSDStressFromPanicModifier_tooltip = "乘数应用于因高度恐慌而增加的压力",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod = "烟瘾: 吸烟者压力调节",
	Sandbox_EvenMoreTraits_PTSDSmokerLossMod_tooltip = "应用于吸烟者特征的香烟压力损失乘数",
	Sandbox_EvenMoreTraits_PTSDSmokerLossModifier = "烟瘾: 吸烟者压力调节",
	Sandbox_EvenMoreTraits_PTSDSmokerLossModifier_tooltip = "应用于吸烟者特征的香烟压力消除乘数",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod = "烟瘾: 吸烟者香烟压力增益调节",
	Sandbox_EvenMoreTraits_PTSDSmokerGainMod_tooltip = "应用于吸烟者特征的香烟压力增益乘数",
	Sandbox_EvenMoreTraits_AddictName = "瘾君子",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier = "瘾君子：戒断处罚修改",
	Sandbox_EvenMoreTraits_AddictWithdrawlPenaltiesModifier_tooltip = "乘数应用于所有戒断处罚效果",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier = "瘾君子：戒断时间调整器",
	Sandbox_EvenMoreTraits_AddictWithdrawlTimeScaleModifier_tooltip = "乘数适用于通过戒断处罚进展所需的时间量,默认时间为游戏中的 4 天<br>（您必须达到结束才能开始恢复）",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier = "瘾君子：恢复速度修改",
	Sandbox_EvenMoreTraits_AddictRecoverySpeedModifier_tooltip = "乘数应用于瘾君子的恢复速度<br>（你只在戒断处罚计时器结束时才开始恢复）",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled = "瘾君子：启用复吸",
	Sandbox_EvenMoreTraits_AddictRelapseEnabled_tooltip = "无论天气与否,你都可以通过快速连续服用太多药片来复发",
	Sandbox_EvenMoreTraits_InsanityName = "疯狂",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier = "疯狂：压力增益修正",
	Sandbox_EvenMoreTraits_InsanityStressGainModifier_tooltip = "应用于所有压力增益的全局乘数",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier = "疯狂：压力损失修正",
	Sandbox_EvenMoreTraits_InsanityStressLossModifier_tooltip = "应用于所有压力损失的全局乘数",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier = "疯狂：抑郁增益修正",
	Sandbox_EvenMoreTraits_InsanityUnhappinessGainModifier_tooltip = "全局乘数应用于所有抑郁增益",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier = "疯狂：抑郁损失修正",
	Sandbox_EvenMoreTraits_InsanityUnhappinessLossModifier_tooltip = "适用于所有不幸损失的全局乘数",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled = "疯狂：启用情绪波动",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsEnabled_tooltip = "无论天气与否,你的角色都会有情绪波动",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier = "疯狂：情绪波动强度",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsIntensityModifier_tooltip = "乘数适用于情绪波动引起的压力或不快",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier = "疯狂：情绪波动频率",
	Sandbox_EvenMoreTraits_InsanityMoodSwingsFrequencyModifier_tooltip = "乘数应用于情绪波动的频率<br>（默认为每 90-180 分钟的游戏时间,更高 = 更频繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled = "疯狂：启用物品拒绝",
	Sandbox_EvenMoreTraits_InsanityItemRejectionEnabled_tooltip = "无论天气与否,你的角色都会拒绝物品并拒绝捡起它们",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip = "疯狂：物品拒绝会强制绊倒",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCanForceTrip_tooltip = "无论天气与否,模组都会迫使你绊倒,以防止通过跑步来欺骗物品掉落机制",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier = "疯狂：物品拒绝频率",
	Sandbox_EvenMoreTraits_InsanityItemRejectionFrequencyModifier_tooltip = "乘数应用于物品拒绝的频率<br>（冷却后默认为游戏中的第 1 天,更高 = 更频繁）",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown = "疯狂：物品拒绝冷却时间",
	Sandbox_EvenMoreTraits_InsanityItemRejectionCooldown_tooltip = "在拒绝新物品之前必须经过的最少游戏时间",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled = "疯狂：启用幻想",
	Sandbox_EvenMoreTraits_InsanityDillusionsEnabled_tooltip = "无论天气与否,你的角色都有很小的概率取消定时动作而不是完成它",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled = "疯狂：启用",
	Sandbox_EvenMoreTraits_InsanityManiaEnabled_tooltip = "如果你禁用它你就是个懦夫",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown = "疯狂：冷却时间",
	Sandbox_EvenMoreTraits_InsanityManiaCooldown_tooltip = "躁狂症重新激活前必须经过的最短游戏时间",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency = "疯狂：频率",
	Sandbox_EvenMoreTraits_InsanityManiaFrequency_tooltip = "乘数应用于事件的频率<br>（默认为冷却后每个游戏小时 480 中的 1,更高 = 更频繁）",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier = "疯狂：持续时间修正",
	Sandbox_EvenMoreTraits_InsanityManiaDurationModifier_tooltip = "乘数应用于躁狂症的持续时间<br>（默认 150-210 游戏分钟数）",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier = "疯狂：躁狂绊倒概率修正",
	Sandbox_EvenMoreTraits_InsanityManiaTrippingChanceModifier_tooltip = "狂热期间应用于绊倒概率全局乘数<br>（默认绊倒在冲刺/跑步时更有可能发生,但也可能在步行时发生）",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier = "疯狂：物品掉落频率修改",
	Sandbox_EvenMoreTraits_InsanityManiaItemDroppingFrequencyModifier_tooltip = "乘数应用于躁狂症激活时触发掉落事件的概率",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier = "温度特征：最大值",
	Sandbox_EvenMoreTraits_TemperatureLargestModifier_tooltip = "自然绝缘体质、温暖体质和寒冷体质最高值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier = "温度特征：最小值",
	Sandbox_EvenMoreTraits_TemperatureSmallestModifier_tooltip = "自然绝缘体质、温暖体质和寒冷体质最低值",
	Sandbox_EvenMoreTraits_AmbitiousName = "雄心勃勃",
	Sandbox_EvenMoreTraits_AmbitiousXPBase = "雄心勃勃：制作 XP 基础修改",
	Sandbox_EvenMoreTraits_AmbitiousXPBase_tooltip = "应用于制作 XP 增益",
	Sandbox_EvenMoreTraits_AmbitiousXPScale = "雄心勃勃：XP 等级值",
	Sandbox_EvenMoreTraits_AmbitiousXPScale_tooltip = "任何工艺技能每升一级,额外的经验值将应用于基础修改",
	Sandbox_EvenMoreTraits_AnabolicName = "锻炼代谢",
	Sandbox_EvenMoreTraits_AnabolicXPModifier = "锻炼代谢：经验基础修正",
	Sandbox_EvenMoreTraits_AnabolicXPModifier_tooltip = "乘数适用于所有力量和健身 XP 增益",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier = "锻炼代谢：锻炼耐力修正",
	Sandbox_EvenMoreTraits_AnabolicEnduranceLossModifier_tooltip = "锻炼时耐力损失的乘数",
	Sandbox_EvenMoreTraits_SpartanName = "斯巴达战士",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale = "斯巴达战士：伤害加成等级",
	Sandbox_EvenMoreTraits_SpartanDamageBonusScale_tooltip = "应用于武器伤害的伤害乘数等于用户技能等级的倍数",
	Sandbox_EvenMoreTraits_SpartanDurabilityBonusScale = "斯巴达战士：耐久度奖励等级",
	Sandbox_EvenMoreTraits_SpartanDurabilityBonusScale_tooltip = "适用于武器伤害的耐久倍数等于用户技能等级的这个倍数",
	Sandbox_EvenMoreTraits_CodependantName = "相互依存",
	Sandbox_EvenMoreTraits_CodependantUnhappinessModifier = "相互依存：抑郁修正",
	Sandbox_EvenMoreTraits_CodependantUnhappinessModifier_tooltip = "乘数适用于由 相互依存 引起的抑郁增益",
	Sandbox_EvenMoreTraits_BetrayedName = "背叛",
	Sandbox_EvenMoreTraits_BetrayedStressModifier = "背叛：压力修正",
	Sandbox_EvenMoreTraits_BetrayedStressModifier_tooltip = "乘数应用于背叛导致的压力增益",
	Sandbox_EvenMoreTraits_BushmanName = "布须曼人"
	Sandbox_EvenMoreTraits_BushmanXPBonus = "布须曼人：生存经验基础修改",
	Sandbox_EvenMoreTraits_BushmanXPBonus_tooltip = "应用于生存经验增益的乘数",
	Sandbox_EvenMoreTraits_BushmanXPBonusMax = "布须曼人：生存经验缩放值",
	Sandbox_EvenMoreTraits_BushmanXPBonusMax_tooltip = "随着时间的推移,基础修正值增加的最大奖励",
	Sandbox_EvenMoreTraits_BushmanXPBonusTime = "布什曼人：达到最大奖励的时间",
	Sandbox_EvenMoreTraits_BushmanXPBonusTime_tooltip = "达到最大奖励所需的游戏天数<br>线性缩放",
	
	-----For Science!-----
	
	Sandbox_ForScience = "为了科学！",
	Sandbox_EnableBandageTraining = "启用绷带训练",
	Sandbox_EnableBandageTraining_tooltip = "允许通过练习使用绷带来训练4级以下的急救",
	Sandbox_EnableDisection = "启用解剖训练",
	Sandbox_EnableDisection_tooltip = "允许通过解剖丧尸的尸体来训练急救,从4级到10级",
	Sandbox_EnableTinkering = "启用修补",
	Sandbox_EnableTinkering_tooltip = "允许通过修补设备来训练电工",
	Sandbox_EnableMaintaining = "启用维护",
	Sandbox_EnableMaintaining_tooltip = "允许对武器进行维护操作,将血迹清理干净,很少恢复状态",
	
	-----Immersive Currency-----
	
	Sandbox_ImmersiveCurrency = "沉浸式货币",
	Sandbox_ICurrency_InflationBuy = "'右值'乘数",
	Sandbox_ICurrency_InflationBuy_tooltip = "MOD值的乘数<br>例如购买价格,小的数值应该被四舍五入到1个货币单位"
	Sandbox_ICurrency_InflationSell = "'左值'乘数",
	Sandbox_ICurrency_InflationSell_tooltip = "模数值的乘数,如销售价格,小值应四舍五入到1个货币单位",
	Sandbox_ICurrency_MinMoneyPerWallet = "钱包最少",
	Sandbox_ICurrency_MinMoneyPerWallet_tooltip = "可以在钱包里找到最少的钱",
	Sandbox_ICurrency_MaxMoneyPerWallet = "钱包最多",
	Sandbox_ICurrency_MaxMoneyPerWallet_tooltip = "可以在钱包里找到最多的钱<br>将此设置为0将禁用此功能",
	Sandbox_ICurrency_MinMoneyPerRegister = "收银台最少",
	Sandbox_ICurrency_MinMoneyPerRegister_tooltip = "可以在收银台里找到最少的钱",
	Sandbox_ICurrency_MaxMoneyPerRegister = "收银台最多",
	Sandbox_ICurrency_MaxMoneyPerRegister_tooltip = "可以在收银台里找到最多的钱<br>将此设置为0将禁用此功能",
	Sandbox_ICurrency_MinMoneyPerATM = "ATM取款机最少",
	Sandbox_ICurrency_MinMoneyPerATM_tooltip = "可以在ATM取款机中找到最少的钱",
	Sandbox_ICurrency_MaxMoneyPerATM = "ATM取款机最多",
	Sandbox_ICurrency_MaxMoneyPerATM_tooltip = "可以在ATM取款机中找到最多的钱<br>将此设置为0将禁用此功能",
	Sandbox_ICurrency_MinMoneyPerSafe = "保险箱最少",
	Sandbox_ICurrency_MinMoneyPerSafe_tooltip = "可以在保险箱里找到最少的钱",
	Sandbox_ICurrency_MaxMoneyPerSafe = "保险箱最多",
	Sandbox_ICurrency_MaxMoneyPerSafe_tooltip = "可以在保险箱里找到最多的钱<br>将此设置为0将禁用此功能",
	Sandbox_ICurrency_MinGemsPerVault = "金库最少",
	Sandbox_ICurrency_MinGemsPerVault_tooltip = "贵重物品(宝石、珠宝)可以在银行金库中找到最少",
	Sandbox_ICurrency_MaxGemsPerVault = "金库最多",
	Sandbox_ICurrency_MaxGemsPerVault_tooltip = "贵重物品(宝石、珠宝)可以在银行金库中找到最多<br>将此设置为0将禁用此功能",
	Sandbox_ICurrency_ResetTime = "重置时间",
	Sandbox_ICurrency_ResetTime_tooltip = "能够反复破解收银机、自动取款机、保险箱等所需的游戏时间<br>将此设置为-1将禁用重置功能",
	Sandbox_ICurrency_CrackMetalWork = "需要进行金属加工",
	Sandbox_ICurrency_CrackMetalWork_tooltip = "需要金属加工技能水平才能将金属物体炸开<br>需要10个单位的喷灯",
	Sandbox_ICurrency_Factor = "因子(保留的API值)",
	Sandbox_ICurrency_Factor_tooltip = "为 mods 需求保留的 API 通配符,永远不会被删除,范围从 1 开始,也就是(IC.Factor1 .IC.Factor2)按顺序排列<br>在全局范围内改变多个mods的设置值时,是很有用的",
	Sandbox_ICurrency_DoProtect = "保护世界对象",
	Sandbox_ICurrency_DoProtect_tooltip = "检查游戏是否应该禁用拾取和拆卸交互式物体的选项<br>例如：收银机、自动取款机、保险箱、金库",
	Sandbox_ICurrency_GiveMood = "影响情绪",
	Sandbox_ICurrency_GiveMood_tooltip = "应该修改干扰任何角色的情绪,例如删除赚钱时的不快感",

	-----zRe EXP Long-Short Blade-Blunt by kERHUS-----
	
	Sandbox_zReSLBB_general = "ZRE短/长武器经验率",
	Sandbox_zReSLBB_ExpCoefSmallToLong = "从短武器到长武器的经验比率/百分比:",
	Sandbox_zReSLBB_ExpCoefSmallToLong_tooltip = "使用短武器时转移到长武器技能的经验值",
	Sandbox_zReSLBB_ExpCoefLongToSmall = "从长武器到短武器的经验比率/百分比:",
	Sandbox_zReSLBB_ExpCoefLongToSmall_tooltip = "使用长武器时转移到短武器技能的经验值",
	
	-----Totally's Historical Firearms Pack-----
	
	Sandbox_TIHFP = "历史枪支包",
	Sandbox_TIHFP_SpawnInMilitary = "允许在军事区域中生成枪支",
	Sandbox_TIHFP_SpawnInMilitary_tooltip = "枪械是否可以在军事生成中找到",
	Sandbox_TIHFP_SpawnInPolice = "允许在警察局内生成枪支",
	Sandbox_TIHFP_SpawnInPolice_tooltip = "枪械是否可以在警察局生成中找到",
	Sandbox_TIHFP_Thompsons = "枪手模组兼容",
	Sandbox_TIHFP_Thompsons_tooltip = "无论TIHIP 汤姆森和 G3S 是否会在地图上刷新,仍然可以通过作弊获得",
	Sandbox_TIHFP_Spawn = "开启TIHIP武器",
	Sandbox_TIHFP_Spawn_tooltip = "无论TIHIP武器是否会在地图上刷新,仍然可以通过作弊繁殖",

	-----More Vehicle Options-----
	
	Sandbox_VehicleConditionExtremelyLow = "车辆被摧毁",
	Sandbox_VehicleConditionExtremelyLow_tooltip = "找到零件状况不佳的车辆的概率<br>如果选择 全部,建议将一般状况选项设置为 非常低",
	Sandbox_VehicleConditionExtremelyLow_option1 = "无",
	Sandbox_VehicleConditionExtremelyLow_option2 = "低",
	Sandbox_VehicleConditionExtremelyLow_option3 = "正常",
	Sandbox_VehicleConditionExtremelyLow_option4 = "高",
	Sandbox_VehicleConditionExtremelyLow_option5 = "全部",
	Sandbox_VehicleBatteryChance = "带电池概率",
	Sandbox_VehicleBatteryChance_tooltip = "带有电池的车辆的概率<br>此选项仅在-启示录后几个月-选项为 12 时有效",
	Sandbox_VehicleBatteryChance_option1 = "无",
	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 = "载具不完整概率",
	Sandbox_VehicleMayBeIncomplete_tooltip = "这个选项定义了世界上的车辆是否可能缺少零件",
	Sandbox_VehicleIncompleteProb = "未完成车辆概率",
	Sandbox_VehicleIncompleteProb_tooltip = "仅在激活 载具不完整 选项才影响",
	Sandbox_VehicleIncompleteProb_option1 = "(41)低/(42)无",
	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 = "丢失零件概率",
	Sandbox_VehicleMissingPartsQuantity_tooltip = "车辆可能丢失的零件数量概率",
	Sandbox_VehicleMissingPartsQuantity_option1 = "低",
	Sandbox_VehicleMissingPartsQuantity_option2 = "正常",
	Sandbox_VehicleMissingPartsQuantity_option3 = "高",
	Sandbox_VehicleMissingPartsQuantity_option4 = "随机",
	Sandbox_VehicleSuperLowSpawn = "超低概率",
	Sandbox_VehicleSuperLowSpawn_tooltip = "大量减少了车辆刷新<br>建议将 汽车刷新 设置为 非常低",
	Sandbox_VehicleRandomGasAmount = "随机油量",
	Sandbox_VehicleRandomGasAmount_tooltip = "此选项确定车辆中的燃油量是否会随机化<br>最大燃油量是燃油箱容量的一半<br>它不会影响幸存者的车辆",
	Sandbox_VehicleMinimumRust = "车辆最小锈蚀",
	Sandbox_VehicleMinimumRust_tooltip = "必须小于或等于 车辆最大锈蚀",
	Sandbox_VehicleMaximumRust = "车辆最大锈蚀",
	Sandbox_VehicleMaximumRust_tooltip = "必须大于或等于 车辆最小锈蚀",
	Sandbox_VehicleRandomAngle = "车辆随机旋转",
	Sandbox_VehicleRandomAngle_tooltip = "定义车辆是否可以沿Y轴旋转（不翻转）",
	
	-----Hearing Aid-----
	
	Sandbox_HearingAid = "助听器",
	Sandbox_HearingAid_DeafnessHandling_option1 = "无",
	Sandbox_HearingAid_DeafnessHandling_option2 = "助听器带来听力困难,增强型助听器带来正常听力",
	Sandbox_HearingAid_DeafnessHandling_option3 = "增强型助听器带来听力困难",
	Sandbox_HearingAid_EnableBoosted = "启用提升型助听器",
	Sandbox_HearingAid_EnableBoosted_tooltip = "增强型助听器是否可以制造？",
	Sandbox_HearingAid_HandleDeafness = "处理失聪问题",
	Sandbox_HearingAid_HandleDeafness_tooltip = "应该如何处理耳聋？",

	-----WorkingBenchPress-----
	
	Sandbox_NCWorkingBenchPress = "卧推器材",
	Sandbox_NCWorkingBenchPress_StrengthXPMultiply = "力量获得倍数",
	
	-----Customizable Wood + Metal Weight-----
	
	Sandbox_CustomizableWoodWeight = "可定制木材/金属重量",
	Sandbox_CustomizableWoodWeight_WoodWeightMult = "木材重量",
	Sandbox_CustomizableWoodWeight_WoodWeightMult_tooltip = "应用于所有木制物品重量乘数",
	Sandbox_CustomizableWoodWeight_MetalWeightMult = "金属重量",
	Sandbox_CustomizableWoodWeight_MetalWeightMult_tooltip = "应用于所有金属物品重量乘数",
	
	-----Trash Talker----
	
	Sandbox_Trash = "垃圾话客",
	Sandbox_allowContextMenu = "上下文菜单",
	Sandbox_allowContextMenu_tooltip = "允许玩家启用允许访问喃喃自语和战吼的上下文菜单",
	Sandbox_allowFeelingMouthy = "自我多嘴",
	Sandbox_allowFeelingMouthy_tooltip = "允许玩家为不具备该特性的角色暂时启用垃圾话",
	Sandbox_allowSneakyInsults = "偷偷摸摸侮辱",
	Sandbox_allowSneakyInsults_tooltip = "允许玩家在潜行时以较低的音量说垃圾话",
	Sandbox_allowSpecialKeys = "喃喃自语/战斗口号键位",
	Sandbox_allowSpecialKeys_tooltip = "允许玩家使用键盘快捷键喃喃自语和战吼",
	Sandbox_minimumRange = "最小范围",
	Sandbox_minimumRange_tooltip = "在最小用户设置下,垃圾话的声音应该传播多少个方块？<br><RGB:0.3,0.7,0.3> 警告：虽然我已经在我的 PC 上测试了这个限制,但我想这可能会对性能产生影响<br>如果你试图在足够大的区域向足够多的丧尸广播声音,小心增加这个范围<RGB:1.0,0.6,0.0>",
	Sandbox_maximumRange = "最大范围",
	Sandbox_maximumRange_tooltip = "在最大用户设置下,垃圾话的声音应该传播多少个方块？<br><RGB:0.3,0.7,0.3> 警告：虽然我已经在我的 PC 上测试了这个限制,但我想这可能会对性能产生影响<br>如果你试图在足够大的区域向足够多的丧尸广播声音,小心增加这个范围<RGB:1.0,0.6,0.0>",
	Sandbox_minimumVolubility = "最小波动率",
	Sandbox_minimumVolubility_tooltip = "在最低用户设置下,多少百分比的杀戮会导致用户不由自主地说垃圾话？<RGB:1.0,0.6,0.0>",
	Sandbox_maximumVolubility = "最大波动率",
	Sandbox_maximumVolubility_tooltip = "在最大用户设置下,多少百分比的杀戮会导致用户不由自主地说垃圾话？<RGB:1.0,0.6,0.0> "
	
	-----Antibodies-----
	
	Sandbox_lgd_antibodies_general = "抗体 - 一般",
	Sandbox_lgd_antibodies_condition = "抗体 - 状况",
	Sandbox_lgd_antibodies_wounds = "抗体 - 伤口",
	Sandbox_lgd_antibodies_infections = "抗体 - 感染",
	Sandbox_lgd_antibodies_hygiene = "抗体 - 卫生",
	Sandbox_lgd_antibodies_general_baseAntibodyGrowth = "基础抗体生长",
	Sandbox_lgd_antibodies_general_baseAntibodyGrowth_tooltip = "代表基本难度<br>其他效果将添加到该值",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedEffect = "恢复效果",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedEffect_tooltip = "每一次幸存的丧尸病毒感染都会产生这种效果",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedThreshold = "恢复效果阈值",
	Sandbox_lgd_antibodies_general_knoxInfectionsSurvivedThreshold_tooltip = "绝对效果不会大于此值",
	Sandbox_lgd_antibodies_general_knoxMutationEffect = "时间效果",
	Sandbox_lgd_antibodies_general_knoxMutationEffect_tooltip = "每过一天这种效果就会增加",
	Sandbox_lgd_antibodies_general_knoxMutationThreshold = "时间效果阈值",
	Sandbox_lgd_antibodies_general_knoxMutationThreshold_tooltip = "绝对效果不会大于此值",
	Sandbox_lgd_antibodies_general_knoxMutationStart = "时间效果起始",
	Sandbox_lgd_antibodies_general_knoxMutationStart_tooltip = "计算起始天数",
	Sandbox_lgd_antibodies_general_knoxMutationStart_option1 = "世界开始",
	Sandbox_lgd_antibodies_general_knoxMutationStart_option2 = "角色生成",
	Sandbox_lgd_antibodies_general_hygienePanelEnabled = "启用卫生面板",
	Sandbox_lgd_antibodies_general_hygienePanelEnabled_tooltip = "为角色窗口添加卫生面板",
	Sandbox_lgd_antibodies_general_diagnoseEnabled = "启用病毒诊断"
	Sandbox_lgd_antibodies_general_diagnoseEnabled_tooltip = "添加病毒诊断面板",
	Sandbox_lgd_antibodies_general_diagnoseSkillNeeded = "病毒诊断急救级别"
	Sandbox_lgd_antibodies_general_diagnoseSkillNeeded_tooltip = "需要急救技能",
	Sandbox_lgd_antibodies_general_doctorSkillTreatmentMod = "医生技能",
	Sandbox_lgd_antibodies_general_doctorSkillTreatmentMod_tooltip = "每次治疗（消毒、包扎、膏药）的效果都会乘以医生技能",
	Sandbox_lgd_antibodies_general_debug = "调试",
	Sandbox_lgd_antibodies_general_debug_tooltip = "禁用急救等级要求",
	Sandbox_lgd_antibodies_condition_fitness = "体格",
	Sandbox_lgd_antibodies_condition_fitness_tooltip = "低于 5 的点数会被视为负面效果,每个点数都会乘以相应的值<br>相反,超过 5 的点数则被视为正效应,每个值都会相应地乘以相应的数值",
	Sandbox_lgd_antibodies_condition_strength = "力量",
	Sandbox_lgd_antibodies_condition_strength_tooltip = "低于 5 的点数会被视为负面效果,每个值都会乘以相应的数值<br>相反,超过 5 的点数则被视为正效应,每个值都会相应地乘以相应的数值",
	Sandbox_lgd_antibodies_condition_fatigue = "疲劳",
	Sandbox_lgd_antibodies_condition_fatigue_tooltip = "转换为 0 -1 范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_endurance = "耐力",
	Sandbox_lgd_antibodies_condition_endurance_tooltip = "转换为 0 到 -1 的范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_weight = "重量",
	Sandbox_lgd_antibodies_condition_weight_tooltip = "转换为 0 到 -1 的范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_thirst = "口渴",
	Sandbox_lgd_antibodies_condition_thirst_tooltip = "转换为 0 到 -1 的范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_sickness = "生病",
	Sandbox_lgd_antibodies_condition_sickness_tooltip = "转换为 0 到 -1 的范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_foodSickness = "食物中毒",
	Sandbox_lgd_antibodies_condition_foodSickness_tooltip = "转换为 0 到 -1 的范围,并乘以此效果",
	Sandbox_lgd_antibodies_condition_temperature = "温度",
	Sandbox_lgd_antibodies_condition_temperature_tooltip = "原始值转换为 -1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_drunkness = "醉酒",
	Sandbox_lgd_antibodies_condition_drunkness_tooltip = "原始值转换为 -1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_hunger = "饥饿",
	Sandbox_lgd_antibodies_condition_hunger_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_pain = "疼痛",
	Sandbox_lgd_antibodies_condition_pain_tooltip = "原始值转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_stress = "压力",
	Sandbox_lgd_antibodies_condition_stress_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_unhappiness = "抑郁",
	Sandbox_lgd_antibodies_condition_unhappiness_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_boredom = "无聊",
	Sandbox_lgd_antibodies_condition_boredom_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_panic = "恐慌",
	Sandbox_lgd_antibodies_condition_panic_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_sanity = "理智",
	Sandbox_lgd_antibodies_condition_sanity_tooltip = "原始值被转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_anger = "愤怒",
	Sandbox_lgd_antibodies_condition_anger_tooltip = "原始值转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_condition_fear = "恐惧",
	Sandbox_lgd_antibodies_condition_fear_tooltip = "原始值转换为-1 到 1 的值,并乘以此效果",
	Sandbox_lgd_antibodies_wounds_bandaged = "绷带",
	Sandbox_lgd_antibodies_wounds_bandaged_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_cleanBandage = "清洁绷带",
	Sandbox_lgd_antibodies_wounds_cleanBandage_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_sterilizedBandage = "消毒绷带",
	Sandbox_lgd_antibodies_wounds_sterilizedBandage_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_sterilizedWound = "消毒伤口",
	Sandbox_lgd_antibodies_wounds_sterilizedWound_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_garlic = "大蒜药膏",
	Sandbox_lgd_antibodies_wounds_garlic_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_plantain = "车前草膏药",
	Sandbox_lgd_antibodies_wounds_plantain_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_comfrey = "紫草膏",
	Sandbox_lgd_antibodies_wounds_comfrey_tooltip = "乘以医生技能和治疗方式<br>独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_deepWounded = "深度伤口",
	Sandbox_lgd_antibodies_wounds_deepWounded_tooltip = "独立应用于每个受影响的身体部位（共 18 次）",
	Sandbox_lgd_antibodies_wounds_bleeding = "出血",
	Sandbox_lgd_antibodies_wounds_bleeding_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_bitten = "咬伤",
	Sandbox_lgd_antibodies_wounds_bitten_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_cut = "割伤/撕裂",
	Sandbox_lgd_antibodies_wounds_cut_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_scratched = "划伤",
	Sandbox_lgd_antibodies_wounds_scratched_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_burnt = "烧伤",
	Sandbox_lgd_antibodies_wounds_burnt_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_needBurnWash = "烧伤肮脏",
	Sandbox_lgd_antibodies_wounds_needBurnWash_tooltip = "独立应用于每个受影响的身体部位（共 18 个）",
	Sandbox_lgd_antibodies_wounds_stiched = "缝合",
	Sandbox_lgd_antibodies_wounds_stiched_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_wounds_haveBullet = "子弹镶嵌",
	Sandbox_lgd_antibodies_wounds_haveBullet_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_wounds_haveGlass = "玻璃镶嵌",
	Sandbox_lgd_antibodies_wounds_haveGlass_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_infections_regular = "普通感染",
	Sandbox_lgd_antibodies_infections_regular_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_infections_virusScratch = "病毒:划痕感染",
	Sandbox_lgd_antibodies_infections_virusScratch_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_infections_virusCut = "病毒:割伤/撕裂感染",
	Sandbox_lgd_antibodies_infections_virusCut_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_infections_virusBite = "病毒:咬伤感染",
	Sandbox_lgd_antibodies_infections_virusBite_tooltip = "独立应用于每个受影响的身体部位 (共 18 个)",
	Sandbox_lgd_antibodies_hygiene_bloodEffect = "血液效果",
	Sandbox_lgd_antibodies_hygiene_bloodEffect_tooltip = "独立应用于每个受影响的身体部位（共 18 个）<br>乘以卫生值总和",
	Sandbox_lgd_antibodies_hygiene_dirtEffect = "污垢效果",
	Sandbox_lgd_antibodies_hygiene_dirtEffect_tooltip = "独立应用于每个受影响的身体部位（共 18 个）<br>乘以卫生值总和",
	Sandbox_lgd_antibodies_hygiene_bandaged = "绷带模式",
	Sandbox_lgd_antibodies_hygiene_bandaged_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_cleanBandage = "清洁绷带",
	Sandbox_lgd_antibodies_hygiene_cleanBandage_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_sterilizedBandage = "消毒绷带",
	Sandbox_lgd_antibodies_hygiene_sterilizedBandage_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_sterilizedWound = "消毒伤口",
	Sandbox_lgd_antibodies_hygiene_sterilizedWound_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_garlic = "大蒜药膏",
	Sandbox_lgd_antibodies_hygiene_garlic_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_plantain = "车前草膏药",
	Sandbox_lgd_antibodies_hygiene_plantain_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_comfrey = "紫草膏",
	Sandbox_lgd_antibodies_hygiene_comfrey_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_deepWounded = "伤口深度修改",
	Sandbox_lgd_antibodies_hygiene_deepWounded_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_bleeding = "出血模式",
	Sandbox_lgd_antibodies_hygiene_bleeding_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_bitten = "咬伤模式",
	Sandbox_lgd_antibodies_hygiene_bitten_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_cut = "割伤/撕裂",
	Sandbox_lgd_antibodies_hygiene_cut_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_scratched = "划痕",
	Sandbox_lgd_antibodies_hygiene_scratched_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_burnt = "烧伤",
	Sandbox_lgd_antibodies_hygiene_burnt_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_needBurnWash = "烧伤脏污",
	Sandbox_lgd_antibodies_hygiene_needBurnWash_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_stiched = "缝合",
	Sandbox_lgd_antibodies_hygiene_stiched_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_haveBullet = "子弹镶嵌",
	Sandbox_lgd_antibodies_hygiene_haveBullet_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	Sandbox_lgd_antibodies_hygiene_haveGlass = "玻璃镶嵌",  
	Sandbox_lgd_antibodies_hygiene_haveGlass_tooltip = "所有卫生模块的总和将乘以血液和污垢效果",
	
	-----Brutal Handwork-----
	
	Sandbox_BrutalHandwork = "残酷之手",
	Sandbox_BrutalHandwork_DualWieldMelee = "当双持近战武器时,自动交替进行左右攻击",
	Sandbox_BrutalHandwork_DualWieldMelee_tooltip = "当玩家双持近战武器时,自动在左右两边交替攻击<br>禁用后需要按修改来进行非手部攻击",
	Sandbox_BrutalHandwork_EnableUnarmed = "启用徒手攻击",
	Sandbox_BrutalHandwork_EnableUnarmed_tooltip = "即使玩家没有武器,他们也能够进行攻击<br>默认情况下,必须瞄准并按住修改键才能出拳",
	Sandbox_BrutalHandwork_AlwaysUnarmed = "手无寸铁时总是举起拳头",
	Sandbox_BrutalHandwork_AlwaysUnarmed_tooltip = "当玩家没有武器时,在瞄准徒手攻击时总是举起他们的拳头<br>禁用要求在瞄准时握住修改",
	Sandbox_BrutalHandwork_BaseAttackOverride = "实验:攻击伤害覆盖",
	Sandbox_BrutalHandwork_BaseAttackOverride_tooltip = "注意：只在单人游戏中有效! <LINE> 攻击使用本模组伤害计算函数,而不是原版<br>这迫使两只手的攻击的预期伤害保持一致<br>警告：这个选项目前是实验性的,但很可能会成为默认选项,并且在未来的许多其他选项中都会要求使用<br>它是稳定的,但由于仍在开发中,可能会导致与原版相比的不一致<br>请阅读MOD的描述,了解当前的限制！",

	-----Fancy Handwork-----
	
	Sandbox_FancyHandwork = "花式之手",
	Sandbox_FancyHandwork_ExperiencedAim = "武器瞄准动画改变等级",
	Sandbox_FancyHandwork_ExperiencedAim_tooltip = "玩家火器等级改变为战术瞄准动画<br>设置为0表示总是使用这个,设为11表示从不使用",
	Sandbox_FancyHandwork_DisableTurn = "强制转向对象行为",
	Sandbox_FancyHandwork_DisableTurn_tooltip = "控制你的角色在进行世界互动时,何时会被迫转向物体",
	Sandbox_FancyHandwork_DT_option1 = "从不进行强制转向",
	Sandbox_FancyHandwork_DT_option2 = "在转向延迟后进行强制转向",
	Sandbox_FancyHandwork_DT_option3 = "总是进行强制转向",
	Sandbox_FancyHandwork_TurnDelaySec = "强制转向延迟",
	Sandbox_FancyHandwork_TurnDelaySec_tooltip = "当角色不移动时,他们会在这几秒钟后转身面对他们正在互动的物体<br>需要启用转身延迟功能",
	Sandbox_FancyHandwork_TurnBehavior = "后方动作动画行为",
	Sandbox_FancyHandwork_TurnBehavior_tooltip = "选择角色播放后方动画而不是转向的频率<br>注意,角色仍然会转向没有后方动画的物体,除非强制转向被禁用<br>必须选择转身延迟或禁用转身,才能显示后方动画<br>总是做强制转弯 会阻止后方动画",
	Sandbox_FancyHandwork_TB_option1 = "从不做后方动画",
	Sandbox_FancyHandwork_TB_option2 = "做后方动画,直到转向延迟",
	Sandbox_FancyHandwork_TB_option3 = "总是做后方动画",
	Sandbox_FancyHandwork_HideDoorProgressBar = "隐藏车门动作进度条",
	Sandbox_FancyHandwork_HideDoorProgressBar_tooltip = "当角色打开或关闭门,以及进入或离开车辆时,隐藏进度条",
	Sandbox_FancyHandwork_HideVehicleWalkProgressBar = "隐藏车辆'走到'动作进度条",
	Sandbox_FancyHandwork_HideVehicleWalkProgressBar_tooltip = "当角色走到某个位置与车辆互动时,隐藏进度条",
	
	-----The Only Cure - Dev-----
	
	Sandbox_TOC = "唯一但更好的治疗方法",
	Sandbox_TOC_RollUpSleeves = "卷起袖子",
	Sandbox_TOC_RollUpSleeves_tooltip = "目前已损坏,不会做任何事情",
	Sandbox_TOC_CicatrizationSpeedMultiplier = "愈合速度",
	Sandbox_TOC_CicatrizationSpeedMultiplier_tooltip = "自定义此功能以使愈合过程更快",
	
	-----I Need More Style: Clothing Edition-----
	
	Sandbox_INeedMoreStyle = "我需要更多风格：服装版",
	Sandbox_SpawnShirtsResidential = "允许衬衫生成:(住宅建筑)",
	Sandbox_SpawnShirtsResidential_tooltip = "设置此选项以允许衬衫在住宅建筑中生成",
	Sandbox_SpawnRateShirtsResidential = "设置住宅建筑中衬衫的生成率",
	Sandbox_SpawnRateShirtsResidential_tooltip = "选择 0 到 10 之间的数字来配置衬衫的生成率<br>默认值为：0.01",
	Sandbox_SpawnShirtsStores = "允许衬衫生成:(服装店)",
	Sandbox_SpawnShirtsStores_tooltip = "设置此选项以允许衬衫在服装店中生成",
	Sandbox_SpawnRateShirtsStores = "设置服装店中衬衫的生成率",
	Sandbox_SpawnRateShirtsStores_tooltip = "选择 0 到 10 之间的数字来配置衬衫的生成率<br>默认值为：0.01",
	Sandbox_SpawnRateShirts = "设置衬衫生成率",
	Sandbox_SpawnRateShirts_tooltip = "选择 0 到 10 之间的一个数字来配置衬衫的生成率<br>默认值为：0.01",
	Sandbox_SpawnPantsResidential = "允许裤子生成:(住宅建筑)",
	Sandbox_SpawnPantsResidential_tooltip = "设置此选项以允许裤子在住宅建筑中生成",
	Sandbox_SpawnRatePantsResidential = "设置住宅建筑中裤子的生成率",
	Sandbox_SpawnRatePantsResidential_tooltip = "选择 0 到 10 之间的数字来配置裤子的生成率<br>默认值为：0.01",
	Sandbox_SpawnPantsStores = "允许裤子生成:(服装店)",
	Sandbox_SpawnPantsStores_tooltip = "设置此选项以允许裤子在服装店中生成",
	Sandbox_SpawnRatePants = "设置裤子的生成率",
	Sandbox_SpawnRatePants_tooltip = "",
	Sandbox_SpawnRatePantsStores = "设置服装店中裤子的生成率",
	Sandbox_SpawnRatePantsStores_tooltip = "选择 0 和 10 之间的数字来配置裤子的生成率<br>默认值为：0.01",
	
	-----Severe Non-Lethal Infections-----
	
	Sandbox_JSSevereInfection = "严重非致命性感染",
	Sandbox_JSSevereInfection_OnsetHours = "感染开始时间",
	Sandbox_JSSevereInfection_OnsetHours_tooltip = "从感染开始到感染高峰的小时数",
	Sandbox_JSSevereInfection_PeakHours = "感染高峰时间",
	Sandbox_JSSevereInfection_PeakHours_tooltip = "非致命性感染高峰期的小时数",
	Sandbox_JSSevereInfection_RecoveryHours = "感染恢复时间",
	Sandbox_JSSevereInfection_RecoveryHours_tooltip = "从感染高峰期恢复到完全治愈所需的小时数",
	Sandbox_JSSevereInfection_BandageMulti = "伤口绷带恢复倍数",
	Sandbox_JSSevereInfection_BandageMulti_tooltip = "当感染的伤口没有干净的绷带时,在高峰期和恢复期所花的时间相乘<br>在发病期间没有干净的绷带时,加到高峰期的时间,而不是发病的时间,是正常高峰期时间的百分比",
	Sandbox_JSSevereInfection_InfectionMulti = "不清洁伤口严重程度乘数",
	Sandbox_JSSevereInfection_InfectionMulti_tooltip = "当感染的伤口不干净时,或者换句话说,有伤口感染(不是丧尸感染)时,严重程度随时间增加<br>这个值代表当感染的伤口 不干净 时,每小时疲劳、口渴、饥饿和体重下降的百分比",
	Sandbox_JSSevereInfection_FatigueRate = "感染疲劳率",
	Sandbox_JSSevereInfection_FatigueRate_tooltip = "感染时疲劳度增加比率<br>原版疲劳度也适用,不受此值影响",
	Sandbox_JSSevereInfection_ThirstRate = "感染口渴率",
	Sandbox_JSSevereInfection_ThirstRate_tooltip = "被感染时口渴增加比率<br>原版口渴率也适用,不受此值影响",
	Sandbox_JSSevereInfection_HungerRate = "感染饥饿率",
	Sandbox_JSSevereInfection_HungerRate_tooltip = "感染时饥饿感增加比率<br>原版饥饿率也适用,不受此值影响",
	Sandbox_JSSevereInfection_CalorieRate = "感染卡路里燃烧",
	Sandbox_JSSevereInfection_CalorieRate_tooltip = "增加每分钟的恒定卡路里消耗量<br>这个值会根据严重程度进一步修改,并根据感染的百分比减少",
	Sandbox_JSSevereInfection_WeightLossRate = "感染减重率",
	Sandbox_JSSevereInfection_WeightLossRate_tooltip = "如果将饥饿感应用于卡路里,根据感染程度直接乘以导致的体重减轻",
	Sandbox_JSSevereInfection_CriticalInfPercent = "严重感染百分比",
	Sandbox_JSSevereInfection_CriticalInfPercent_tooltip = "决定非致命性感染峰值的百分比,被视为临界感染",
	Sandbox_JSSevereInfection_CriticalInfHealthMin = "临界感染最小值/健康",
	Sandbox_JSSevereInfection_CriticalInfHealthMin_tooltip = "玩家在临界感染期间将减少到的最小健康值",
	Sandbox_JSSevereInfection_MaxWakeFatigue = "饥饿/口渴唤醒的疲劳度",
	Sandbox_JSSevereInfection_MaxWakeFatigue_tooltip = "设置被感染的玩家在临界饥饿或口渴时可以被唤醒的最大疲劳度<br>默认情况下,玩家在死于口渴或饥饿时不会被唤醒",
	Sandbox_JSSevereInfection_SeverityRandom = "感染严重程度随机",
	Sandbox_JSSevereInfection_SeverityRandom_tooltip = "决定感染的严重程度或温和程度的百分比,影响感染期间的疲劳、口渴、饥饿和体重减轻率",
	Sandbox_JSSevereInfection_InfTimeRandom = "感染速度随机",
	Sandbox_JSSevereInfection_InfTimeRandom_tooltip = "决定感染的速度快或慢的百分比,影响发病、高峰和恢复速度",
	Sandbox_JSSevereInfection_BiteSeverity = "咬伤严重程度乘数",
	Sandbox_JSSevereInfection_BiteSeverity_tooltip = "在遭受咬伤时,进一步乘以疲劳、口渴、饥饿和体重减轻的比率<br>这与其他严重程度乘数是相乘",
	Sandbox_JSSevereInfection_BitesLethal = "咬伤是致命",
	Sandbox_JSSevereInfection_BitesLethal_tooltip = "设置咬伤是否保持致命,在感染高峰期杀死玩家",
	
	-----Permanent Effects Drinks-----
	
	Sandbox_Permanent = "效应饮料",
	Sandbox_KeepExperience = "保持经验（关闭反作弊第15项）",
	Sandbox_SlenderDoeSetWeight = "瘦身设定重量",
	Sandbox_CanBuildMoonshineStill = "允许建造私酒蒸馏器",
	Sandbox_AllowBrewingVanillaAlcohol = "允许酿造原版酒",
	Sandbox_AllowBrewingExclusiveAlcohol = "允许酿造独家酒精",
	Sandbox_AllowExclusiveRecipeInZombieLoot = "允许丧尸战利品出现酿酒配方书",
	Sandbox_ExclusiveRecipeInZombiesLootChance = "有概率刷新酿酒配方书",
	
	-----Insurgent - Airdropped LUV Add-on-----
	
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMin = "空投LUV/最低条件",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMin_tooltip = "设置生成的车辆应具备的最低条件,100为完美<br>该条件由上面的'一般条件'选项决定",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMax = "空投LUV/最高条件",
	Sandbox_Vehicle_InsurgentLUVVehicleConditionMax_tooltip = "设置生成的车辆可能具有的最大条件,100为完美<br>该条件由上面的'一般条件'选项决定",
	Sandbox_Vehicle_InsurgentLUVVehicleWeightReduction = "空投的LUV/重量减轻",
	Sandbox_Vehicle_InsurgentLUVVehicleWeightReduction_tooltip = "启用此功能以移除刷新车辆的车门",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleType = "空投LUV/自定义",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleType_tooltip = "把你想要的自定义车辆的完整车辆类型放在这里<br><RGB:1,1,0.3> 公平警告。如果你拼错了它,它就不会产生",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinEnable = "空投LUV/选择皮肤？",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinEnable_tooltip = "如果你的自定义车辆支持不同的皮肤,那么请启用这个选项并更改下面的索引<br>禁用此选项将使车辆以随机的皮肤刷新<br><RGB:1,0.3,0.3> 警告：如果你启用这个选项,而你的车辆不支持皮肤,游戏将抛出一个空指针异常,车辆不会生成",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinIndex = "空投LUV/皮肤指数",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSkinIndex_tooltip = "把这个索引改成与你想要的皮肤匹配的索引<br>不支持不同皮肤的车辆,其索引为'nil',而不是一个整数",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSurpriseMe = "空投LUV/给我惊喜！",
	Sandbox_Vehicle_InsurgentLUVCustomVehicleSurpriseMe_tooltip = "启用此功能可以让游戏中的任何随机车辆,不管是原版的还是修改过的,都可以作为你的自定义车辆生成<br>启用这个选项将覆盖你在上面的选项中的车辆类型和皮肤<br><RGB:1,0.3,0.3>警告：这是完全随机的<br>你有概率用烧毁或损坏的车辆刷新,这些车辆将无法使用",

	-----Fitness & Workout Overhaul-----
	
	Sandbox_FWOWorkingTreadmill = "FWO跑步机和卧推架",
	Sandbox_FWOWorkingTreadmill_StrengthXPMultiply = "跑步机力量XP乘数",
	Sandbox_FWOWorkingTreadmill_SprintingXPMultiply = "跑步机冲刺XP乘数",
	Sandbox_FWOWorkingTreadmill_TreadmillDropBags = "使用跑步机时背包放置地面",
	Sandbox_FWOWorkingTreadmill_BenchpressDropBags = "使用卧推架时背包放置地面",
	Sandbox_FWOWorkingTreadmill_BenchTreadKeepBagsOn = "保持背包装备",
	Sandbox_FWOFitness = "FWO健身锻炼大修",
	Sandbox_FWOFitness_InitialPerkBonus = "初始奖励",
	Sandbox_FWOFitness_InitialPerkBonus_tooltip = "将初始奖励加成考虑在内(75%/100%/125%)",
	Sandbox_FWOFitness_currentExerciseRegularityBonus = "当前练习规律性奖励",
	Sandbox_FWOFitness_currentExerciseRegularityBonus_tooltip = "根据规律获得当前锻炼的奖励",
	Sandbox_FWOFitness_currentExerciseOffset = "当前运动偏移量",
	Sandbox_FWOFitness_currentExerciseOffset_tooltip = "线性计算的0点",
	Sandbox_FWOFitness_currentExerciseRate = "当前运动率",
	Sandbox_FWOFitness_currentExerciseRate_tooltip = "线性角度的陡度(较高的数字 = 较高的倍数.以及带有偏移的较高负值)",
	Sandbox_FWOFitness_AverageExerciseRegularityBonus = "平均运动规律性奖励",
	Sandbox_FWOFitness_AverageExerciseRegularityBonus_tooltip = "根据你所有锻炼规律性的平均值获得奖励",
	Sandbox_FWOFitness_LevelBonus = "等级奖励",
	Sandbox_FWOFitness_LevelBonus_tooltip = "你每提升等级获得多少乘数",
	Sandbox_FWOFitness_SpaceOutExercise = "锻炼身体",
	Sandbox_FWOFitness_SpaceOutExercise_tooltip = "当你间隔锻炼(大约 8 小时或当肌肉酸痛开始时)独立于健康和力量时获得经验状态",
	Sandbox_FWOFitness_SpaceOutExerciseNegative = "锻炼身体负倍数",
	Sandbox_FWOFitness_SpaceOutExercisePositive = "锻炼身体正倍数",
	Sandbox_FWOFitness_RestedBonus = "休息奖励",
	Sandbox_FWOFitness_RestedBonus_tooltip = "肌肉酸痛时获得经验减益,'休息'(无肌肉酸痛)时获得状态",
	Sandbox_FWOFitness_RestedBonusNegative = "休息奖励负倍数",
	Sandbox_FWOFitness_RestedBonusPositive = "休息奖励正倍数",
	Sandbox_FWOFitness_XPMultiplier = "可选/经验倍数",
	Sandbox_FWOFitness_XPMultiplier_tooltip = "全局经验倍数(让你更快或更慢地获得经验,建议小增量)",
	Sandbox_FWOFitness_PassiveMultiplier = "被动经验倍数(锻炼外)",
	Sandbox_FWOFitness_PassiveMultiplier_tooltip = "决定你在锻炼之外能获得多少倍数<br>战斗,冲刺等等（0 = OFF =无exp倍数）",
	Sandbox_FWOFitness_BoredomMultiplier = "无聊",
	Sandbox_FWOFitness_BoredomMultiplier_tooltip = "调整无聊减少<br>(0=关闭)"
	Sandbox_FWOFitness_UnhappynessMultiplier = "抑郁",
	Sandbox_FWOFitness_UnhappynessMultiplier_tooltip = "调整抑郁减少<br>(0=关闭)"
	Sandbox_FWOFitness_KeepBagsOn = "保持背包装备",
	Sandbox_FWOFitness_DropBags = "背包放置地面",
	
	-----Light-Switch Overhaul-----

	Sandbox_Nipswitch = "电灯大修",
	Sandbox_Nipswitch_Pagelength = "技能书：总页数",
	Sandbox_Nipswitch_Pagelength_tooltip = "<RGB:232,209,0>1 页 = 即时<br>12 页 = 1 分钟<br>120 页 = 10 分钟(默认沙盒速度)<br>将服务器沙盒读取速度的分钟数乘以得到每 12 页的分钟数</RGB>",
	Sandbox_Nipswitch_Booklevel = "技能书：要阅读的电级",
	Sandbox_Nipswitch_Booklevel_tooltip = "<RGB:232,209,0>阅读书籍所需的电气等级",
	Sandbox_Nipswitch_Bulbdisabled = "开关：禁用移除灯泡",
	Sandbox_Nipswitch_Bulbdisabled_tooltip = "<RGB:232,209,0>如果您选中此框,您将禁止从电灯开关中移除灯泡(忽略灯泡等级值)",
	Sandbox_Nipswitch_Bulblevel = "开关：更换灯泡等级",
	Sandbox_Nipswitch_Bulblevel_tooltip = "<RGB:232,209,0>从世界开关中移除/更换灯泡所需的电工等级",
	Sandbox_Nipswitch_Movedisabled = "开关：禁用拾取/放置",
	Sandbox_Nipswitch_Movedisabled_tooltip = "<RGB:232,209,0>如果勾选复选框,玩家将无法拾取电灯开关(忽略移动等级值)",
	Sandbox_Nipswitch_Movelevel = "开关：搬运/放置的水平",
	Sandbox_Nipswitch_Movelevel_tooltip = "<RGB:232,209,0>在世界中放置/搬运开关所需的等级",
	Sandbox_Nipswitch_Batterydisabled = "开关：禁用电池连接器",
	Sandbox_Nipswitch_Batterydisabled_tooltip = "<RGB:232,209,0>如果勾选复选框,则无法将电池连接器连接到电灯开关(忽略电池电量值)",
	Sandbox_Nipswitch_Batterylevel = "开关：添加电池连接器的级别",
	Sandbox_Nipswitch_Batterylevel_tooltip = "<RGB:232,209,0>级别 5 是 PZ 硬编码添加电池的最低电量",
	Sandbox_Nipswitch_Craftspeed = "制作：制作时间",
	Sandbox_Nipswitch_Craftspeed_tooltip = "120 = 2 分钟<br>300 = 5 分钟<br>600 = 10 分钟",
	Sandbox_Nipswitch_Craftwire = "制作：需要电线",
	Sandbox_Nipswitch_Craftwire_tooltip = "<RGB:232,209,0>制作需要多少电线",
	Sandbox_Nipswitch_ElectronicsScrap = "制作：需要电子废料",
	Sandbox_Nipswitch_ElectronicsScrap_tooltip = "<RGB:232,209,0>需要多少电子废料来制作",
	Sandbox_Nipswitch_Craftducttape = "制作：需要胶带",
	Sandbox_Nipswitch_Craftducttape_tooltip = "<RGB:232,209,0>需要多少单位胶带才能制作",
	Sandbox_Nipswitch_Craftscrews = "制作：需要螺丝",
	Sandbox_Nipswitch_Craftscrews_tooltip = "<RGB:232,209,0>制作需要多少螺丝",
	Sandbox_Bookchanceplace = "技能书：获得技能书概率",
	Sandbox_Bookchanceplace_option6 = "禁用",
	Sandbox_Bookchanceplace_option5 = "丰富",
	Sandbox_Bookchanceplace_option4 = "普通",
	Sandbox_Bookchanceplace_option3 = "罕见",
	Sandbox_Bookchanceplace_option2 = "稀有",
	Sandbox_Bookchanceplace_option1 = "罕见"
	Sandbox_Bookchanceplace_tooltip = "<RGB:232,209,0>生成于：<br>书店文具<br>图书馆柜台<br>客厅书架<br>住宅办公桌<br>卧室边桌",
	Sandbox_Bookchancezombie = "技能书：丧尸身上获取概率",
	Sandbox_Bookchancezombie_option6 = "禁用",
	Sandbox_Bookchancezombie_option5 = "丰富",
	Sandbox_Bookchancezombie_option4 = "普通",
	Sandbox_Bookchancezombie_option3 = "罕见",
	Sandbox_Bookchancezombie_option2 = "稀有",
	Sandbox_Bookchancezombie_option1 = "罕见",
	Sandbox_Bookchancezombie_tooltip = "<RGB:232,209,0>在倒地的尸体中生成",

	-----Skizot's USPS Truck-----
	
	Sandbox_USPSTruck = "USPS卡车",
	Sandbox_USPSTruck_RewardItem = "奖励物品",
	Sandbox_USPSTruck_PayPerItem = "物品数量",
	Sandbox_USPSTruck_TimeTillDeliver = "交货时间",

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

	Sandbox_DucksNPYG = "没有痛苦？是收获！",
	Sandbox_DucksNPYG_AllowPain = "疼痛",
	Sandbox_DucksNPYG_AllowPain_tooltip = "如果启用,允许你在体力不足时继续锻炼<br>这将导致常规运动疼痛机制",
	Sandbox_DucksNPYG_StaminaHoursToRecover = "恢复时间",
	Sandbox_DucksNPYG_StaminaHoursToRecover_tooltip = "从 0% 运动耐力到 100% 运动耐力需要多少小时",
	Sandbox_DucksNPYG_StaminaLossMultiplier = "耐力损失倍数",
	Sandbox_DucksNPYG_StaminaLossMultiplier_tooltip = "你因锻炼而损失了多少耐力<br>较低的值意味着你可以锻炼更长时间",

	-----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 = "拯救我们的车站！",
	Sandbox_SaveOurStationCore_RequirePowerShutoff = "诺克斯电力网关闭",
	Sandbox_SaveOurStationCore_RequirePowerShutoff_tooltip = "在广播故障/中断开始发生之前,诺克斯电力网是否需要失效？",
	Sandbox_SaveOurStationCore_EnableInterruptions = "启用广播中断",
	Sandbox_SaveOurStationCore_EnableInterruptions_tooltip = "广播中断可能会随机发生,并且会导致天气预报和空中交通雷达等系统暂时停止工作<br>中断将在一段时间后自行解决",
	Sandbox_SaveOurStationCore_EnableFaults = "启用广播故障",
	Sandbox_SaveOurStationCore_EnableFaults_tooltip = "广播故障可能会随机发生,如果不被玩家修复,最终将导致广播系统的永久性故障<br>一旦发现故障,广播系统将提供一个诊断代码和受影响系统的位置<br>进一步的信息可以通过NWS诊断手册和登记册获得",
	Sandbox_SaveOurStationCore_ReliabilityProfile = "广播可靠性配置文件",
	Sandbox_SaveOurStationCore_ReliabilityProfile_tooltip = "可靠性配置文件决定了故障或中断发生的概率/概率",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option1 = "良好 | 罕见的故障,罕见的中断",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option2 = "可靠 | 罕见的故障,偶尔的中断",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option3 = "普通 | 罕见故障,频繁中断",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option4 = "陈旧 | 偶尔发生故障,频繁中断",
	Sandbox_SaveOurStationCore_ReliabilityProfile_option5 = "腐蚀 | 频繁故障,频繁中断",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier = "持续时间倍数",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_tooltip = "这个乘数会影响故障/中断周期的持续时间,修复故障的时间,以及每个周期之间的'宽限期'有多长",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option1 = "12x | 非常短(推荐给大型服务器)",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option2 = "18x | 短",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option3 = "24x | 普通(推荐用于单人游戏)",
	Sandbox_SaveOurStationCore_TimeDurationMultiplier_option4 = "32x | 长",
	Sandbox_SaveOurStationCore_OmitDiagnosticCode = "省略故障诊断代码？",
	Sandbox_SaveOurStationCore_OmitDiagnosticCode_tooltip = "启用此选项将从故障诊断信息中省略故障诊断代码<br>您需要先前往受影响的地点查找故障原因和修复方法",
	Sandbox_SaveOurStationCore_OmitLocation = "省略故障位置？",
	Sandbox_SaveOurStationCore_OmitLocation_tooltip = "警告 - 此设置不适合胆小者！| 启用此选项将从故障诊断信息中省略故障位置<br>发生故障时,您需要前往每个站台,直到找到受影响的站台",
	Sandbox_SaveOurStationCore_OmitShutdownTime = "省略紧急关闭时间？",
	Sandbox_SaveOurStationCore_OmitShutdownTime_tooltip = "启用此选项将从故障诊断信息中省略到紧急关闭/待机的时间<br>直到为时已晚,您才会知道系统何时关闭并进入紧急待机状态",
	Sandbox_SaveOurStationCore_EnableDebugging = "启用高级调试信息？",
	Sandbox_SaveOurStationCore_EnableDebugging_tooltip = "选中此复选框将使 本模组 向 PZ 游戏日志输出额外信息<br>除非您知道自己在做什么,或者有人要求您打开它,以便为诊断问题提供更多信息,否则应将其关闭",

	-----Arsenal(26) GunFighter-----
	
	Sandbox_A26_Debug = "枪械工厂/[联机限定]调试",
	Sandbox_A26_Display = "枪械工厂/[联机限定]显示",
	Sandbox_A26_Difficulty = "枪械工厂/[联机限定]困难",
	Sandbox_A26_Function = "枪械工厂/[联机限定]功能",
	Sandbox_A26_Sound = "枪械工厂/[联机限定]声音",
	Sandbox_A26_Firearm_Type_Origin = "枪械工厂/[联机限定]类型/来源",
	Sandbox_A26_Firearm_Caliber = "枪械工厂/[联机限定]口径",
	Sandbox_A26_General_Loot = "枪械工厂/[联机限定]战利品",
	Sandbox_A26_Exclusionary = "枪械工厂/[联机限定]排除",
	Sandbox_A26_Location = "枪械工厂/[联机限定]地点",
	Sandbox_BoolShowHitDamage = "显示击中伤害",
	Sandbox_BoolShowHitDamage_tooltip = "显示丧尸的命中伤害",
	Sandbox_BoolShowHitRange = "显示命中范围",
	Sandbox_BoolShowHitRange_tooltip = "显示与目标的距离（命中时）- 命中概率（近似计算）可能与当前的核心游戏计算不准确,但在启用动态范围时给出距离惩罚的大致概念",
	Sandbox_EnumShowWeaponInfo = "显示武器信息",
	Sandbox_A26_EnumShowWeaponInfo_option1 = "关闭",
	Sandbox_A26_EnumShowWeaponInfo_option2 = "枪械",
	Sandbox_A26_EnumShowWeaponInfo_option3 = "枪械+近战",
	Sandbox_EnumShowWeaponInfo_tooltip = "显示装备后的武器信息<br>用于调试<br>过时的... 使用枪手信息窗口热键代替",
	Sandbox_BoolDisplayAmmoCounter = "显示弹药计数",
	Sandbox_BoolDisplayAmmoCounter_tooltip = "显示<br>弹药计数<br>屏幕左上方<br>标记代表1轮,其中(+)代表10",
	Sandbox_BoolDisplayMovementGauge = "显示移动量表",
	Sandbox_BoolDisplayMovementGauge_tooltip = "显示<br>移动量表<br>扩大和缩小显示<br>射击时的移动惩罚<br>推荐与动态后坐力/重置瞄准器一起使用",
	Sandbox_BoolDynamicRecoilSystem = "动态后坐力系统",
	Sandbox_BoolDynamicRecoilSystem_tooltip = "惩罚<br>对命中概率应用移动惩罚<br>根据每次射击的枪械后坐特性计算<br>模拟射击者的后坐力程度<br>在快速连续射击或自动射击的情况下增加难度",
	Sandbox_EnumDynamicRangeSystem = "动态范围系统",
	Sandbox_A26_EnumDynamicRangeSystem_option1 = "0% - 无惩罚",
	Sandbox_A26_EnumDynamicRangeSystem_option2 = "25% - 低惩罚",
	Sandbox_A26_EnumDynamicRangeSystem_option3 = "50% - 中惩罚",
	Sandbox_A26_EnumDynamicRangeSystem_option4 = "75% - 高惩罚",
	Sandbox_A26_EnumDynamicRangeSystem_option5 = "100% - 最大惩罚",
	Sandbox_EnumDynamicRangeSystem_tooltip = "惩罚<br>适用于次级命中率卷<br>计算与目标的距离<br>使更远的目标更难被击中<br>计算出的失误可能会有飞溅,但没有踉跄或伤害",
	Sandbox_BoolResetSightPicture = "重置可视",
	Sandbox_BoolResetSightPicture_tooltip = "惩罚<br>对命中率施加移动惩罚<br>根据枪械瞄准时间特征计算<br>在停止瞄准、重新装弹等情况下应用<br>模拟在失去视线时必须重新瞄准",
	Sandbox_EnumFirearmJam = "枪械卡膛",
	Sandbox_A26_EnumFirearmJam_option1 = "100% - 默认",
	Sandbox_A26_EnumFirearmJam_option2 = "75% - 频繁",
	Sandbox_A26_EnumFirearmJam_option3 = "50% - 普通",
	Sandbox_A26_EnumFirearmJam_option4 = "25% - 罕见",
	Sandbox_A26_EnumFirearmJam_option5 = "0% - 从不",
	Sandbox_EnumFirearmJam_tooltip = "功能-减少或防止枪械干扰频率-根据选择的选项级别计算",
	Sandbox_BoolFireArmsNeverBreak = "枪支永不断裂",
	Sandbox_BoolFireArmsNeverBreak_tooltip = "功能<br>防止枪械状况下降",
	Sandbox_EnumAttachementsBreakOnMelee = "配件近战时损坏",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option1 = "100% - 默认",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option2 = "75% - 频繁",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option3 = "50% - 普通",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option4 = "25% - 罕见",
	Sandbox_A26_EnumAttachementsBreakOnMelee_option5 = "0% - 从不",
	Sandbox_EnumAttachementsBreakOnMelee_tooltip = "功能<br>减少或防止枪械配件断裂<br>当武器在近战模式下使用时<br>模拟突然的致死性故障",
	Sandbox_EnumAttachmentsBreakOnFire = "配件着火时破裂",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option1 = "100% - 默认",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option2 = "75% - 频繁",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option3 = "50% - 普通",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option4 = "25% - 罕见",
	Sandbox_A26_EnumAttachmentsBreakOnFire_option5 = "0% - 从不",
	Sandbox_EnumAttachmentsBreakOnFire_tooltip = "功能<br>减少或防止枪支配件断裂<br>当武器正常发射时<br>模拟突然的灾难性故障",
	Sandbox_EnumSoundSuppression = "消音器压制声",
	Sandbox_A26_EnumSoundSuppression_option1 = "150% - 最大",
	Sandbox_A26_EnumSoundSuppression_option2 = "125% - 加大",
	Sandbox_A26_EnumSoundSuppression_option3 = "100% - 默认",
	Sandbox_A26_EnumSoundSuppression_option4 = "75% - 静音",
	Sandbox_A26_EnumSoundSuppression_option5 = "50% - 悄悄话",
	Sandbox_A26_EnumSoundSuppression_option6 = "25% - 老鼠放屁",
	Sandbox_EnumSoundSuppression_tooltip = "声音<br>增加或减少消音配件的效果<br>根据所选的选项级别计算",
	Sandbox_EnumSoundLinearBase = "基本声级",
	Sandbox_A26_EnumSoundLinearBase_option1 = "+0 - 无增压",
	Sandbox_A26_EnumSoundLinearBase_option2 = "+10 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option3 = "+20 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option4 = "+30 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option5 = "+40 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option6 = "+50 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option7 = "+60 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option8 = "+70 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option9 = "+80 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option10 = "+90 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option11 = "+100 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option12 = "+110 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option13 = "+120 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option14 = "+130 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option15 = "+140 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option16 = "+150 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option17 = "+160 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option18 = "+170 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option19 = "+180 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option20 = "+190 - 线性调整",
	Sandbox_A26_EnumSoundLinearBase_option21 = "+200 - 线性调整",
	Sandbox_EnumSoundLinearBase_tooltip = "声音<br>增加所有枪械的整体声音半径<br>根据选择的选项级别计算",
	Sandbox_EnumLauncherRangeMultiplier = "发射器射程倍增",
	Sandbox_A26_EnumLauncherRangeMultiplier_option1 = "100% - 默认",
	Sandbox_A26_EnumLauncherRangeMultiplier_option2 = "150% - 更远",
	Sandbox_A26_EnumLauncherRangeMultiplier_option3 = "200% - 更远",
	Sandbox_A26_EnumLauncherRangeMultiplier_option4 = "250% - 更远",
	Sandbox_A26_EnumLauncherRangeMultiplier_option5 = "300% - 更远",
	Sandbox_EnumLauncherRangeMultiplier_tooltip = "功能<br>增加榴弹发射器的射程<br>根据选择的选项级别计算",
	Sandbox_BoolVehiclePenalty = "车辆惩罚",
	Sandbox_BoolVehiclePenalty_tooltip = "惩罚<br>在车辆中使用枪械时应用瞄准时间的惩罚<br>根据枪械的总长度和重量计算<br>通过折叠枪托配置缓解",
	Sandbox_EnumDebugLevels = "调试信息级别",
	Sandbox_A26_EnumDebugLevels_option1 = "关闭",
	Sandbox_A26_EnumDebugLevels_option2 = "正常信息",
	Sandbox_A26_EnumDebugLevels_option3 = "调试信息",
	Sandbox_A26_EnumDebugLevels_option4 = "温度信息",
	Sandbox_EnumDebugLevels_tooltip = "显示<br>来自Mod的调试信息-基于选择的选项级别-建议设置为NORMAL<br>使用更高的设置将导致大量的垃圾信息",
	Sandbox_BoolUseVanillaShotSounds = "使用原版枪声（不是Brita的）",
	Sandbox_BoolUseVanillaShotSounds_tooltip = "声音<br>选择使用原版声音库文件（为了兼容）<br>在核心游戏（FMOD系统）不能正确应用Mod声音的地方",
	Sandbox_EnumEjectSpentCasings = "弹出废壳",
	Sandbox_A26_EnumEjectSpentCasings_option1 = "无",
	-
	Sandbox_EnumEjectSpentCasings_tooltip = "行动<br>减少、防止或转移<br>弹出在地面的空弹壳<br>或自动加入物品栏代替<br>别忘了将所有废弹壳物品加入沙盒设置中[World-Item-Remove-List]",
	Sandbox_EnumTypeBOW = "类型（弓/弩）",
	Sandbox_A26_EnumTypeBOW_option1 = "移除",
	-
	Sandbox_EnumTypeBOW_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有射箭和弹弓武器",
	Sandbox_EnumTypeFLAME = "类型（火焰喷射器）",
	Sandbox_A26_EnumTypeFLAME_option1 = "移除",
	-
	Sandbox_EnumTypeFLAME_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有发射火焰的武器",
	Sandbox_EnumTypeGREN = "类型（榴弹发射器）",
	Sandbox_A26_EnumTypeGREN_option1 = "移除",
	-
	Sandbox_EnumTypeGREN_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有的手榴弹/火箭发射器,以及爆炸/爆破装置",
	Sandbox_EnumTypeMINI = "类型（微型枪/固定武器）",
	Sandbox_A26_EnumTypeMINI_option1 = "移除",
	-
	Sandbox_EnumTypeMINI_tooltip = "类型<br>根据类型/动作减少或移除<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时<br>影响所有迷你枪和三脚架固定武器",
	Sandbox_EnumTypeLMG = "类型（轻机枪）",
	Sandbox_A26_EnumTypeLMG_option1 = "移除",
	-
	Sandbox_EnumTypeLMG_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有便携式轻型机枪和突击武器",
	Sandbox_EnumTypeSEMI = "类型（半自动）",
	Sandbox_A26_EnumTypeSEMI_option1 = "移除",
	-
	Sandbox_EnumTypeSEMI_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有非选择射击的枪械",
	Sandbox_EnumTypeAUTO = "类型（自动步枪）",
	Sandbox_A26_EnumTypeAUTO_option1 = "移除",
	-
	Sandbox_EnumTypeAUTO_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有使用步枪弹药的自动选择射击",
	Sandbox_EnumTypeSMG = "类型（自动手枪）",
	Sandbox_A26_EnumTypeSMG_option1 = "移除",
	-
	Sandbox_EnumTypeSMG_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有使用手枪弹药的自动选择射击",
	Sandbox_EnumTypeLEVER = "类型（杠杆）",
	Sandbox_A26_EnumTypeLEVER_option1 = "移除",
	-
	Sandbox_EnumTypeLEVER_tooltip = "类型<br>根据类型/动作减少或移除<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时<br>影响所有杠杆武器: 枪械、霰弹枪",
	Sandbox_EnumTypeREV = "类型（左轮手枪）",
	Sandbox_A26_EnumTypeREV_option1 = "移除",
	-
	Sandbox_EnumTypeREV_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有转动式：枪械、发射器、霰弹枪",
	Sandbox_EnumTypePUMP = "类型（泵动式）",
	Sandbox_A26_EnumTypePUMP_option1 = "移除",
	-
	Sandbox_EnumTypePUMP_tooltip = "类型<br>根据类型/动作减少或移除<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时<br>影响所有的泵动式：枪械、发射器、霰弹枪",
	Sandbox_EnumTypeBOLT = "类型（栓动）",
	Sandbox_A26_EnumTypeBOLT_option1 = "移除",
	-
	Sandbox_EnumTypeBOLT_tooltip = "类型<br>根据类型/动作减少或移除<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时<br>影响所有的栓动武器。枪械、发射器、霰弹枪",
	Sandbox_EnumTypeBREAK = "类型（断筒/单发）",
	Sandbox_A26_EnumTypeBREAK_option1 = "移除",
	-
	Sandbox_EnumTypeBREAK_tooltip = "类型<br>根据类型/动作减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时<br>影响所有的破开式：枪械、发射器、霰弹枪",
	Sandbox_EnumOriginUSA = "原产地（美国）",
	Sandbox_A26_EnumOriginUSA_option1 = "移除",
	-
	Sandbox_EnumOriginUSA_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginSOV = "原产地（苏联）",
	Sandbox_A26_EnumOriginSOV_option1 = "移除",
	-
	Sandbox_EnumOriginSOV_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginKOR = "原产地（韩国）",
	Sandbox_A26_EnumOriginKOR_option1 = "移除",
	-
	Sandbox_EnumOriginKOR_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginPAC = "原产地（环太平洋）",
	Sandbox_A26_EnumOriginPAC_option1 = "移除",
	-
	Sandbox_EnumOriginPAC_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginCZE = "原产地（捷克共和国）",
	Sandbox_A26_EnumOriginCZE_option1 = "移除",
	-
	Sandbox_EnumOriginCZE_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginEUR = "原产地（欧洲）",
	Sandbox_A26_EnumOriginEUR_option1 = "移除",
	-
	Sandbox_EnumOriginEUR_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginISR = "原产地（以色列）",
	Sandbox_A26_EnumOriginISR_option1 = "移除",
	-
	Sandbox_EnumOriginISR_tooltip = "类型<br>根据制造地减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumOriginREST = "原产地（世界其他地区）",
	Sandbox_A26_EnumOriginREST_option1 = "移除",
	-
	Sandbox_EnumOriginREST_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品没有被其他类别使用时",
	Sandbox_EnumCaliber50BMG = "口径 (.50 BMG/MAG)",
	Sandbox_A26_EnumCaliber50BMG_option1 = "移除",
	-
	Sandbox_EnumCaliber50BMG_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber4gShot = "口径 (4G霰弹)",
	Sandbox_A26_EnumCaliber4gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber4gShot_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber10gShot = "口径 (10G霰弹)",
	Sandbox_A26_EnumCaliber10gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber10gShot_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber12gShot = "口径 (12G霰弹)",
	Sandbox_A26_EnumCaliber12gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber12gShot_tooltip = "类型-根据类型/口径减少或移除武器-这将影响相关的物品和弹药-只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber20gShot = "口径 (20G霰弹)",
	Sandbox_A26_EnumCaliber20gShot_option1 = "移除",
	-
	Sandbox_EnumCaliber20gShot_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber3006SPG = "口径 (.30-60 SPG)",
	Sandbox_A26_EnumCaliber3006SPG_option1 = "移除",
	-
	Sandbox_EnumCaliber3006SPG_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber308WIN = "口径 (.308 Win)",
	Sandbox_A26_EnumCaliber308WIN_option1 = "移除",
	-
	Sandbox_EnumCaliber308WIN_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber762x54mmR = "口径（7.62x54mm R）",
	Sandbox_A26_EnumCaliber762x54mmR_option1 = "移除",
	-
	Sandbox_EnumCaliber762x54mmR_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber545x39mm = "口径（5.45x39mm）",
	Sandbox_A26_EnumCaliber545x39mm_option1 = "移除",
	-
	Sandbox_EnumCaliber545x39mm_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber762x39mm = "口径（7.62x39mm）",
	Sandbox_A26_EnumCaliber762x39mm_option1 = "移除",
	-
	Sandbox_EnumCaliber762x39mm_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber556x45mm = "口径（5.56x45mm）",
	Sandbox_A26_EnumCaliber556x45mm_option1 = "移除",
	-
	Sandbox_EnumCaliber556x45mm_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber223REM = "口径 (.223 Rem)",
	Sandbox_A26_EnumCaliber223REM_option1 = "移除",
	-
	Sandbox_EnumCaliber223REM_tooltip = "类型-根据类型/口径减少或移除武器-这将影响相关的物品和弹药-只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber45LC410g = "口径 (.45 Long-Colt / .410g)",
	Sandbox_A26_EnumCaliber45LC410g_option1 = "移除",
	-
	Sandbox_EnumCaliber45LC410g_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber4570 = "口径（.45-70 GOV）",
	Sandbox_A26_EnumCaliber4570_option1 = "移除",
	-
	Sandbox_EnumCaliber4570_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber44MAG = "口径 (.44 Mag)",
	Sandbox_A26_EnumCaliber44MAG_option1 = "移除",
	-
	Sandbox_EnumCaliber44MAG_tooltip = "类型<br>基于类型/口径的弹药减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber45ACP = "口径 (.45 ACP)",
	Sandbox_A26_EnumCaliber45ACP_option1 = "移除",
-
	Sandbox_EnumCaliber45ACP_tooltip = "类型-根据类型/口径减少或移除武器-这将影响相关的物品和弹药-只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber38SPC = "口径 (.38 SPC / .357 MAG)",
	Sandbox_A26_EnumCaliber38SPC_option1 = "移除",
        -
	Sandbox_EnumCaliber38SPC_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber9mm = "口径 (9x19mm LUG)",
	Sandbox_A26_EnumCaliber9mm_option1 = "移除",
        -
	Sandbox_EnumCaliber9mm_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber57x28mm = "口径（5.7x28mm）",
	Sandbox_A26_EnumCaliber57x28mm_option1 = "移除",
        -
	Sandbox_EnumCaliber57x28mm_tooltip = "类型<br>根据类型/口径减少或移除武器 弹药<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber380ACP = "口径 (.380 ACP)",
	Sandbox_A26_EnumCaliber380ACP_option1 = "移除",
        -
	Sandbox_EnumCaliber380ACP_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber22LR = "口径 (.22 LR)",
	Sandbox_A26_EnumCaliber22LR_option1 = "移除",
         -
	Sandbox_EnumCaliber22LR_tooltip = "类型<br>根据类型/口径减少或移除武器<br>这将影响相关的物品和弹药<br>只有当这些物品和弹药没有被其他类别使用时",
	Sandbox_EnumCaliber177BB = "口径 (.177 BB)",
	Sandbox_A26_EnumCaliber177BB_option1 = "移除",
        -
	Sandbox_EnumCaliber177BB_tooltip = "类型<br>减少或移除基于类型/口径弹药的武器- 这将影响相关的物品和弹药- 只有当这些物品和弹药没有被其他类别使用时- 影响所有使用：BB, Pellet, Paintball的枪",
	Sandbox_EnumRandomCases = "随机案例",
	Sandbox_A26_EnumRandomCases_option1 = "移除",
        -
	Sandbox_EnumRandomCasesCCW_tooltip = "战利品<br>减少或删除随机枪箱--这些枪箱在住宅、仓库、棚屋/车库和汽车行李箱的位置产生<br>起源/行动/口径/92以上的设置会影响结果",
	Sandbox_EnumAttachementSuppressor = "配件（消音器）",
	Sandbox_A26_EnumAttachementSuppressor_option1 = "移除",
        -
	Sandbox_EnumAttachementSuppressor_tooltip = "配件<br>减少或移除消音器配件<br>这只影响集装箱的再生（不是丧尸武器上的预装配件）<br>消音器一般不被警察或平民使用- 如果你想到处找到消音器,请看下面的幻觉设置",
	Sandbox_EnumAttachementOptics = "配件（光学/瞄准镜）",
	Sandbox_A26_EnumAttachementOptics_option1 = "移除",
        -
	Sandbox_EnumAttachementOptics_tooltip = "配件<br>减少或移除光学配件<br>这只影响容器刷新（不影响丧尸武器上的配件）",
	Sandbox_EnumAttachementLightLaser = "配件（灯光/激光器）",
	Sandbox_A26_EnumAttachementLightLaser_option1 = "移除",
        -
	Sandbox_EnumAttachementLightLaser_tooltip = "配件<br>减少或移除光/激光配件-这只影响容器刷新（不影响丧尸武器上的配件）",
	Sandbox_EnumAttachementAllOther = "配件（所有其他）",
	Sandbox_A26_EnumAttachementAllOther_option1 = "移除",
        -
	Sandbox_EnumAttachementAllOther_tooltip = "配件<br>减少或移除所有其他附件-这只影响容器刷新（不影响丧尸武器上的配件）",
	Sandbox_EnumAmmoCan = "弹药（罐）",
	Sandbox_A26_EnumAmmoCan_option1 = "移除",
        -
	Sandbox_EnumAmmoCan_tooltip = "弹药<br>减少或移除弹药罐<br>沙盒弹药稀少会影响弹药罐中的弹药盒数量",
	Sandbox_EnumAmmoBox = "弹药（箱）",
	Sandbox_A26_EnumAmmoBox_option1 = "移除",
	-
	Sandbox_EnumAmmoBox_tooltip = "弹药<br>减少或移除弹药箱<br>也是（火箭/榴弹/地雷）弹药的基本概率",
	Sandbox_EnumStdMag = "弹匣（标准）",
	Sandbox_A26_EnumStdMag_option1 = "移除",
	-
	Sandbox_EnumStdMag_tooltip = "弹匣<br>减少或删除标准弹匣",
	Sandbox_EnumExtMag = "弹匣（扩容）",
	Sandbox_A26_EnumExtMag_option1 = "移除",
	-
	Sandbox_EnumExtMag_tooltip = "弹匣<br>减少或删除扩容弹匣",
	Sandbox_EnumDrumMag = "弹匣（鼓）",
	Sandbox_A26_EnumDrumMag_option1 = "移除",
	-
	Sandbox_EnumDrumMag_tooltip = "弹匣<br>减少或删除鼓/盒弹匣",
	Sandbox_EnumPolyCan = "聚能罐（弹匣）",
	Sandbox_A26_EnumPolyCan_option1 = "移除",
	-
	Sandbox_EnumPolyCan_tooltip = "弹匣-减少或移除含有弹匣的聚合物罐",
	Sandbox_EnumMeleeKnifeLarge = "近战刀（长）",
	Sandbox_A26_EnumMeleeKnifeLarge_option1 = "移除",
	-
	Sandbox_EnumMeleeKnifeLarge_tooltip = "近战<br>减少或移除近战长刀武器<br>仅从Mod<br>对原版物品没有影响",
	Sandbox_EnumMeleeKnifeSmall = "近战刀（短）",
	Sandbox_A26_EnumMeleeKnifeSmall_option1 = "移除",
	-
	Sandbox_EnumMeleeKnifeSmall_tooltip = "近战<br>减少或移除短刀武器<br>仅从Mod<br>对原版物品没有影响",
	Sandbox_EnumMeleeSword = "近战（剑）",
	Sandbox_A26_EnumMeleeSword_option1 = "移除",
	-
	Sandbox_EnumMeleeSword_tooltip = "近战<br>减少或移除剑武器-仅从Mod<br>对原版物品没有影响",
	Sandbox_EnumMeleeAxe = "近战（斧）",
	Sandbox_A26_EnumMeleeAxe_option1 = "移除",
	-
	Sandbox_EnumMeleeAxe_tooltip = "近战<br>减少或移除斧武器-仅来自Mod<br>对原版物品没有影响",
	Sandbox_EnumMeleeBlunt = "近战（钝器）",
	Sandbox_A26_EnumMeleeBlunt_option1 = "移除",
	-
	Sandbox_EnumMeleeBlunt_tooltip = "近战<br>减少或移除钝器武器-仅从Mod<br>对原版物品没有影响",
	Sandbox_EnumMeleeSpear = "近战（矛）",
	Sandbox_A26_EnumMeleeSpear_option1 = "移除",
	-
	Sandbox_EnumMeleeSpear_tooltip = "近战<br>减少或移除矛武器-仅从Mod<br>对原版物品没有影响",
	Sandbox_EnumArmor = "装甲（Brita的装甲包和USMC装甲库）",
	Sandbox_A26_EnumArmor_option1 = "不覆盖发行版",
	-
	Sandbox_EnumArmor_tooltip = "战利品<br>覆盖分布,以便战斗机选项可以影响结果<br>Brita的装甲包<br>USMC装甲部队-92+设置将影响结果",
	Sandbox_EnumPost1992Production = "1992年后生产的物品",
	Sandbox_A26_EnumPost1992Production_option1 = "移除",
	-
	Sandbox_A26_EnumPost1992Production_option5 = "允许",
	Sandbox_EnumPost1992Production_tooltip = "战利品<br>减少或移除1992年后生产的武器/物品<br>请注意... 这个选项会移除大量的武器",
	Sandbox_EnumCIVxLEO = "民用警察",
	Sandbox_A26_EnumCIVxLEO_option1 = "移除",
	-
	Sandbox_A26_EnumCIVxLEO_option5 = "允许",
	Sandbox_EnumCIVxLEO_tooltip = "排除<br>减少或移除民用地点的警察物品<br>警察物品一般不适合用于民用目的<br>如果你想让所有东西在任何地方产生,请选择允许",
	Sandbox_EnumCIVxMIL = "民用军事",
	Sandbox_A26_EnumCIVxMIL_option1 = "移除",
	-
	Sandbox_A26_EnumCIVxMIL_option5 = "允许",
	Sandbox_EnumCIVxMIL_tooltip = "排除<br>减少或移除民用地点的军事物品<br>一般不适合民用目的的军事物品<br>LMG,整体压制,手榴弹,等等--如果你想让所有东西都在任何地方产生,请选择允许",
	Sandbox_EnumLEOxCIV = "警察民用",
	Sandbox_A26_EnumLEOxCIV_option1 = "移除",
	-
	Sandbox_A26_EnumLEOxCIV_option5 = "允许",
	Sandbox_EnumLEOxCIV_tooltip = "排除<br>减少或移除警察地点的民用物品--非服务合同或奇数口径的物品一般不适合执法目的--如果你想让所有东西都到处产生,请选择允许",
	Sandbox_EnumLEOxMIL = "警察军用",
	Sandbox_A26_EnumLEOxMIL_option1 = "移除",
	-
	Sandbox_A26_EnumLEOxMIL_option5 = "允许",
	Sandbox_EnumLEOxMIL_tooltip = "排除<br>减少或移除警察地点的军事物品<br>军事物品一般不适合执法目的<br>消音器不是标准的警察装备,对于警察地点的消音器,不要使用移除选项<br>如果你想让所有东西都在任何地方产生,请选择允许",
	Sandbox_EnumMILxNON = "非军事",
	Sandbox_A26_EnumMILxNON_option1 = "移除",
	-
	Sandbox_A26_EnumMILxNON_option5 = "允许",
	Sandbox_EnumMILxNON_tooltip = "排除<br>减少或移除军事地点的非军事物品<br>小型或奇数口径的物品一般不适合用于军事目的<br>如果你希望所有东西都能在任何地方产生,请选择允许",
	Sandbox_EnumSECxNON = "非安全",
	Sandbox_A26_EnumSECxNON_option1 = "移除",
	-
	Sandbox_A26_EnumSECxNON_option5 = "允许",
	Sandbox_EnumSECxNON_tooltip = "排除<br>减少或移除安全地点的非安全物品<br>一般不适合用于安全目的的小型、奇数或大型口径物品<br>如果你想让所有东西在任何地方产生,请选择允许",
	Sandbox_EnumHNTxNON = "非狩猎",
	Sandbox_A26_EnumHNTxNON_option1 = "移除",
	-
	Sandbox_A26_EnumHNTxNON_option5 = "允许",
	Sandbox_EnumHNTxNON_tooltip = "排除<br>减少或移除狩猎地点的非狩猎物品<br>自动或大容量的物品一般不适合用于狩猎目的<br>如果你想让所有东西都在任何地方产生,请选择允许",
	Sandbox_EnumSURxNON = "非剩余",
	Sandbox_A26_EnumSURxNON_option1 = "移除",
	-
	Sandbox_A26_EnumSURxNON_option5 = "允许",
	Sandbox_EnumSURxNON_tooltip = "排除<br>减少或移除剩余位置的非剩余物品<br>现代或较新的物品一般不来自剩余来源<br>如果你希望所有的东西都能在任何地方产生,请选择允许",
	Sandbox_EnumGUNRollGUN = "随机枪械店枪械",
	-
	Sandbox_EnumGUNRollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加整体刷新量",
	Sandbox_EnumGUNRollAMMO = "随机枪械商店弹药",
	-
	Sandbox_EnumGUNRollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumGUNRollPART = "随机枪械店配件",
	-
	Sandbox_EnumGUNRollPART_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumGUNRollARMOR = "随机枪械店装甲",
	-
	Sandbox_EnumGUNRollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumLEORollGUN = "随机警察局枪支",
	-
	Sandbox_EnumLEORollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumLEORollAMMO = "随机警察局弹药/弹匣",
	-
	Sandbox_EnumLEORollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumLEORollPART = "随机警察局未使用",
	-
	Sandbox_EnumLEORollPART_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumLEORollARMOR = "随机警察局装甲",
	-
	Sandbox_EnumLEORollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumMILRollGUN = "随机军事枪支",
	-
	Sandbox_EnumMILRollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumMILRollAMMO = "随机军事弹药/弹匣",
	
	Sandbox_EnumMILRollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率--增加会大大增加总刷新量",
	Sandbox_EnumMILRollPART = "随机军事未使用",
	-
	Sandbox_EnumMILRollPART_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumMILRollARMOR = "随机军事装甲",
	-
	Sandbox_EnumMILRollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSECRollGUN = "随机安全枪支",
	-
	Sandbox_EnumSECRollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSECRollAMMO = "随机保安枪",
	-
	Sandbox_EnumSECRollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSECRollPART = "随机未使用",
	-
	Sandbox_EnumSECRollPART_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSECRollARMOR = "随机安全盔甲",
	-
	Sandbox_EnumSECRollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSURRollGUN = "随机剩余枪支",
	-
	Sandbox_EnumSURRollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSURRollAMMO = "随机剩余弹药/弹夹",
	-
	Sandbox_EnumSURRollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSURRollPART = "随机剩余配件",
	-
	Sandbox_EnumSURRollPART_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumSURRollARMOR = "随机剩余盔甲",
	-
	   Sandbox_EnumSURRollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumHNTRollGUN = "随机狩猎枪",
	-
	Sandbox_EnumHNTRollGUN_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumHNTRollAMMO = "随机狩猎弹药/弹夹",
	-
	Sandbox_EnumHNTRollAMMO_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加会大大增加总刷新量",
	Sandbox_EnumHNTRollPART = "随机狩猎配件",
	-
	Sandbox_EnumHNTRoll_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加将大大增加总刷新量",
	Sandbox_EnumHNTRollARMOR = "随机狩猎盔甲",
	-
	Sandbox_EnumHNTRollARMOR_tooltip = "随机<br>每一次随机都会给列表中的每一件物品一个刷新概率<br>每一次额外的随机都会给每一件物品一个刷新的概率<br>增加将大大增加总刷新量",
	Sandbox_EnumCIVx = "减少CIV(+)增加",
	-
	Sandbox_EnumCIVx_tooltip = "减少<br>增加平民分布区中每个剩余物品的刷新概率<br>通常需要恢复整个刷新结果-当排除/移除/减少被应用时",
	Sandbox_EnumLEOx = "减少LEO(+)增加",
	-
	Sandbox_EnumLEOx_tooltip = "减少<br>增加警察分布区中每一个剩余物品的刷新概率<br>通常需要恢复整个刷新结果<br>当排除/移除/减少被应用时",
	Sandbox_EnumMILx = "减少MIL(+)增加",
	-
	Sandbox_EnumMILx_tooltip = "减少<br>增加军事分布区中每一个剩余物品的刷新概率<br>通常需要恢复整个刷新结果<br>当排除/移除/减少被应用时",
	Sandbox_EnumSECx = "减少SEC(+)增加",
	-
	Sandbox_EnumSECx_tooltip = "减少<br>增加安全分布区中每个剩余项目的刷新概率<br>通常需要恢复整个刷新结果<br>当排除/移除/减少被应用时",
	Sandbox_EnumHNTx = "减少HNT(+)增加",
	-
	Sandbox_EnumHNTx_tooltip = "减少<br>增加狩猎分布区中每个剩余物品的刷新概率<br>通常需要恢复整个刷新结果<br>当排除/移除/减少被应用时",
	Sandbox_EnumSURx = "减少SUR(+)增加",
	-
	Sandbox_EnumSURx_tooltip = "减少<br>增加剩余分配区中每个剩余物品的刷新概率<br>通常需要恢复整个刷新结果<br>当排除/移除/削减被应用时",
	Sandbox_BoolCIVammo = "CIV刷新相关的弹药",
	Sandbox_BoolCIVammo_tooltip = "允许核心游戏在平民地点容器中添加相关弹匣和散装或盒装弹药",
	Sandbox_BoolLEOammo = "LEO再生关联弹药",
	Sandbox_BoolLEOammo_tooltip = "允许核心游戏在警察地点的容器中添加关联弹匣和散装或盒装弹药",
	Sandbox_BoolMILammo = "MIL产生相关弹药",
	Sandbox_BoolMILammo_tooltip = "允许核心游戏在军事地点的容器中添加关联弹匣和散装或盒装弹药",
	Sandbox_BoolSECammo = "SEC生成相关的弹药",
	Sandbox_BoolSECammo_tooltip = "允许核心游戏在安全地点容器中添加关联弹匣和散装或盒装弹药",
	Sandbox_BoolHNTammo = "HNT产出相关弹药",
	Sandbox_BoolHNTammo_tooltip = "允许核心游戏在狩猎地点的容器中添加关联弹匣和散装或盒装弹药",
	Sandbox_BoolSURammo = "SUR生成相关弹药",
	Sandbox_BoolSURammo_tooltip = "允许核心游戏在剩余地点的容器中添加关联弹匣和散装或盒装弹药",
	Sandbox_EnumMILRegion = "区域军事 (使用MIL TRIM重新平衡)",
	Sandbox_A26_EnumMILRegion_option1 = "美国(推荐MIL微调150+)",
	Sandbox_A26_EnumMILRegion_option2 = "苏联(推荐MIL微调260+)",
	Sandbox_A26_EnumMILRegion_option3 = "捷克共和国(推荐MIL微调280+)%",
	Sandbox_A26_EnumMILRegion_option4 = "大韩民国（推荐MIL微调 280+）",
	Sandbox_A26_EnumMILRegion_option5 = "中国/环太平洋地区 (推荐MIL微调220+)",
	Sandbox_A26_EnumMILRegion_option6 = "欧洲国家（推荐MIL 260+）",
	Sandbox_A26_EnumMILRegion_option7 = "以色列(推荐MIL微调170+)",
	Sandbox_A26_EnumMILRegion_option8 = "无(推荐MIL微调50+)",
	Sandbox_A26_EnumMILRegion_option9 = "无(推荐MIL微调50+)",
	Sandbox_A26_EnumMILRegion_option10 = "无（推荐MIL减少50+）",
	Sandbox_EnumMILRegion_tooltip = "军事区域<br>按区域减少或限制军事地点的武器和物品<br>选择一个物品很少的区域将需要(+)减少设置来补偿",
	Sandbox_EnumZombieCCW = "丧尸CCW",
	Sandbox_A26_EnumZombieCCW_option1 = "移除",
	-
	Sandbox_EnumZombieCCW_tooltip = "丧尸隐蔽携带枪械<br>增加或删除平民丧尸的火器--丧尸的腰包或皮包里会有指定为（CCW）的枪械<br>在适用的情况下,还有概率获得弹药、弹匣或弹夹<br>起源/行动/口径/92+设置会影响结果",
	Sandbox_EnumVLR = "MIL/LEO车辆战利品减少器",
	Sandbox_A26_EnumVLR_option1 = "0% - 请勿覆盖",
	-
	Sandbox_A26_EnumVLR_option21 = "100% - 不减反增",
	Sandbox_EnumVLR_tooltip = "军用/警用车辆<br>调整军用/警用车辆的整体刷新结果<br>如果军用分布设置被严重降低<br>你可能需要设置得更高以补偿结果<br>选择[请勿覆盖] 将导致（原版或车辆模型）只刷新<br>起源/动作/口径/92+设置将影响结果",
	Sandbox_EnumPowerTool = "电动工具",
	Sandbox_A26_EnumPowerTool_option1 = "移除",
	-
	Sandbox_EnumPowerTool_tooltip = "近战<br>减少或取消电动工具类武器,包括电锯",
	Sandbox_EnumReloadingItems = "重新装填物品",
	Sandbox_A26_EnumReloadingItems_option1 = "移除",
	-
	Sandbox_EnumReloadingItems_tooltip = "战利品<br>减少或移除弹药重装相关物品<br>需要阅读Lyman第49版重装手册来制造弹药",
	Sandbox_BoolAutoThrown = "自动装备投掷",
	Sandbox_BoolAutoThrown_tooltip = "自动装备投掷武器- 当启用时,使用投掷武器,下一个投掷武器将被自动装备<br>按顺序排列.当游戏中,[自动装备投掷武器热键]将切换此选项",
	Sandbox_EnumAutoMagType = "自动选择弹弹匣类型",
	Sandbox_A26_EnumAutoMagType_option1 = "关闭",
	Sandbox_A26_EnumAutoMagType_option2 = "最小优先",
	Sandbox_A26_EnumAutoMagType_option3 = "第一个最大",
	Sandbox_EnumAutoMagType_tooltip = "自动选择弹匣类型<br>当启用时,当所有当前弹匣类型为空时,将设置下一个弹匣类型<br>当在游戏中,[Mag-Type_1热键]将切换此选项<br>当启用时,自动加载弹出的弹匣被禁用<br>这是以我们希望在切换前运行所有当前选择的弹匣类型的想法而编码",
	Sandbox_EnumNVControl = "武器NV控制",
	Sandbox_A26_EnumNVControl_option1 = "关闭",
	Sandbox_A26_EnumNVControl_option2 = "手动 [ON] w/瞄准",
	Sandbox_A26_EnumNVControl_option3 = "自动 [ON] w/瞄准",
	Sandbox_EnumNVControl_tooltip = "自动激活武器上的夜视仪<br>当启用时,瞄准时自动激活夜视仪<br>当禁用时,瞄准时通过[夜视仪热键]激活夜视仪<br>当在游戏中,不瞄准时[夜视仪热键]将切换此选项",
	Sandbox_EnumEmergencyReload = "紧急重新装填",
	Sandbox_A26_EnumEmergencyReload_option1 = "从不[保留]始终",
	Sandbox_A26_EnumEmergencyReload_option2 = "第二次按下时手动[落下]",
	Sandbox_A26_EnumEmergencyReload_option3 = "总是[落下]在运行",
	Sandbox_A26_EnumEmergencyReload_option4 = "两者",
	Sandbox_EnumEmergencyReload_tooltip = "紧急重新装填<br>选择条件将弹夹扔到地上<br>而不是在插入下一个弹夹前将其放回物品栏-换句话说：这更快换弹,但你有可能在掉落的弹匣中损失子弹",
	Sandbox_EnumArrowBreak = "断箭",
	Sandbox_A26_EnumArrowBreak_option1 = "从不",
	-
	Sandbox_EnumArrowBreak_tooltip = "弓箭断裂<br>减少或防止弓箭的可能性：箭栓/箭矢断裂<br>断裂只会在撞击目标或墙壁/门等时发生,而不是在射偏的情况下发生<br>找到并阅读适当的技能书将使断裂的箭矢/箭栓回收,以获得可用的部件重新建造箭矢",
	Sandbox_BoolVisualEffects = "视觉效果",
	Sandbox_BoolVisualEffects_tooltip = "武器的视觉效果<br>可见的循环/移动：滑步、螺栓、泵、弓箭等<br>为了实现从未见过的枪械<br>沉浸感",
	Sandbox_EnumTorchBurnTime = "点燃燃烧时间",
	Sandbox_A26_EnumTorchBurnTime_option1 = "1 - 最短",
	-
	Sandbox_A26_EnumTorchBurnTime_option10 = "10 - 最长",
	Sandbox_EnumTorchBurnTime_tooltip = "点燃<br>调整手工制作的喷火器的大致燃烧时间<br>没喷火器的剩余时间显示,因为它们在本质上是不一致的和随机的<br>闪烁频率,然而会随着喷火器寿命的耗尽而增加",
	Sandbox_EnumTorchIgniteTarget = "火把点燃目标",
	Sandbox_A26_EnumTorchIgniteTarget_option1 = "永不",
	-
	Sandbox_A26_EnumTorchIgniteTarget_option11 = "始终",
	Sandbox_EnumTorchIgniteTarget_tooltip = "点燃<br>当使用喷火器时,调整目标着火的概率",
	Sandbox_BoolLightSaberReal = "轻型军刀是真的",
	Sandbox_BoolLightSaberReal_tooltip = "轻型军刀是真的(REMOVED)",
	Sandbox_BoolZombieBodyParts = "所有丧尸身体部位",
	Sandbox_BoolZombieBodyParts_tooltip = "丧尸身体部位<br>启用打击所有丧尸身体部位的可能性<br>原版只允许打击.头部或躯干<br>主要是为了让箭/栓卡在肢体上的可见性<br>启用后可能会使杀死丧尸更加困难",
	Sandbox_EnumArcheryDamage = "箭术伤害",
	Sandbox_A26_EnumArcheryDamage_option1 = "默认值",
	-
	Sandbox_EnumArcheryDamage_tooltip = "射箭伤害<br>增加射箭的伤害-按所选的选项数量<br>如果你认为射箭应该更强大或更少",
	Sandbox_EnumFirearmDamage = "枪械伤害",
	-
	Sandbox_A26_EnumFirearmDamage_option6 = "默认-100%",
	Sandbox_EnumFirearmDamage_tooltip = "枪械伤害<br> - 减少或增加所有枪械武器的伤害<br>根据选择的选项数量<br>如果你认为枪械应该更强大或更弱<br>当枪械武器装备时应用乘数",
	Sandbox_EnumMeleeDamage = "近战伤害",
	-
	Sandbox_A26_EnumMeleeDamage_option6 = "默认-100%",
	Sandbox_EnumMeleeDamage_tooltip = "近战伤害<br> - 减少或增加所有近战武器的伤害<br>根据选择的选项数量<br>如果你认为近战应该更强大或更弱<br>当近战武器装备应用乘数",
    -
	Sandbox_BoolSkipRemovals = "跳过删除",
	Sandbox_BoolSkipRemovals_tooltip = "调试<br>禁用移除原版分布的MOD功能<br>这将导致原版物品在移除/减少选项下仍然生成<br>移除的作用是将某些物品归零,因此选项控制频率<br>不建议使用这个跳过选项<br>如果遇到移除加载缓慢的情况,确保你没有使用包含老式分布方法的老式MOD",
	Sandbox_EnumFixedWeaponOffset = "固定武器偏移量",
	Sandbox_A26_EnumFixedWeaponOffset_option1 = "无-未固定",
	-
	Sandbox_EnumFixedWeaponOffset_tooltip = "功能--使用固定武器时调整后部偏移<br>[0.5] 到 [0. 6]似乎是最好的<br>由于限制,旋转到墙或门会导致退出固定武器模式<br>这个系统是试验性的,看起来会有故障<br>但完成了使固定武器固定的机械方面--移动,推搡<br>不建议在狭窄的走廊或角落里设置固定武器<br>折叠三角架将允许你移动,但不能发射武器<br>[无]将禁用固定武器行为,这意味着它们不会真正被固定",
	Sandbox_EnumHeavyWeaponMovement = "重型武器移动",
	Sandbox_A26_EnumHeavyWeaponMovement_option1 = "无惩罚",
	Sandbox_A26_EnumHeavyWeaponMovement_option2 = "仅限制整体速度",
	Sandbox_A26_EnumHeavyWeaponMovement_option3 = "限制冲刺",
	Sandbox_A26_EnumHeavyWeaponMovement_option4 = "限制跑步/冲刺",
	Sandbox_A26_EnumHeavyWeaponMovement_option5 = "限制步行到偷袭模式",
	Sandbox_A26_EnumHeavyWeaponMovement_option6 = "以上皆是",
	Sandbox_EnumHeavyWeaponMovement_tooltip = "惩罚-重型武器移动惩罚-影响迷你枪和固定重型武器-施加限制跑步/短跑/步行和整体速度的惩罚",
	Sandbox_EnumAutoToggleLaser = "自动切换激光器",
	Sandbox_A26_EnumAutoToggleLaser_option1 = "手动[ON]瞄准",
	Sandbox_A26_EnumAutoToggleLaser_option2 = "手动[ON]瞄准（无光）",
	Sandbox_A26_EnumAutoToggleLaser_option3 = "自动[ON]瞄准",
	Sandbox_A26_EnumAutoToggleLaser_option4 = "自动[ON]瞄准(无光)",
	Sandbox_EnumAutoToggleLaser_tooltip = "自动激活激光瞄准器(瞄准器)<br>当启用时,激光瞄准器会自动激活<br>当禁用时,激光瞄准器会在瞄准时通过[武器-灯光热键]激活<br>在不瞄准时按下将切换武器-灯光（如果有）",
	Sandbox_EnumLightRunTime = "灯光时间",
	Sandbox_A26_EnumLightRunTime_option1 = "无限时间",
	-
	Sandbox_A26_EnumLightRunTime_option10 = "快速排出(测试)",
	Sandbox_EnumLightRunTime_tooltip = "武器灯<br>消耗的电荷单位<br>更高的值意味着更短的运行时间<br>当前电荷可以从物品窗口（工具提示）或枪械信息窗口看到",

	-----Bitten Trait-----
	
	Sandbox_TomaroBitten = "咬伤特性",
	Sandbox_TomaroBitten_BiteTime = "咬伤时间",
	Sandbox_TomaroBitten_BiteTime_tooltip = "咬伤已经多久了<br>注意救治",

	-----Immune-----

	Sandbox_TomaroImmunity = "免疫特性",
	Sandbox_TomaroImmunity_ImmuneChance = "免疫概率",
	Sandbox_TomaroImmunity_ImmuneChance_tooltip = "免疫丧尸病毒概率",
	Sandbox_TomaroImmunity_WaitPeriod = "检测时间",
	Sandbox_TomaroImmunity_WaitPeriod_tooltip = "检查咬痕之前需要等待的时间",

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

	Sandbox_Vehicle_CustomVehicleStartConditionMin = "启动车辆/最低条件",
	Sandbox_Vehicle_CustomVehicleStartConditionMin_tooltip = "设置生成车辆应具备的最低条件,100为完美<br>条件由上面的'一般条件'选项决定",
	Sandbox_Vehicle_CustomVehicleStartConditionMax = "启动车辆/最大条件",
	Sandbox_Vehicle_CustomVehicleStartConditionMax_tooltip = "设置生成车辆可能具有的最大条件,100为完美<br>条件由上面的'一般条件'选项决定",
	Sandbox_Vehicle_CustomVehicleStartType = "启动车辆/车辆类型",
	Sandbox_Vehicle_CustomVehicleStartType_tooltip = "在这里输入你想要的自定义车辆的完整车辆类型<br><RGB:1,1,0.3>公平警告：如果你拼错它不会生成",
	Sandbox_Vehicle_CustomVehicleStartSkinEnable = "启动车辆/选择皮肤？",
	Sandbox_Vehicle_CustomVehicleStartSkinEnable_tooltip = "如果您的自定义车辆支持不同的皮肤,则启用此选项并更改下面的索引<br>禁用此选项将使车辆生成随机皮肤<br><RGB:1,0.3, 0.3> 警告：如果启用此功能并且您的车辆不支持皮肤,游戏将抛出空指针异常并且车辆不会生成",
	Sandbox_Vehicle_CustomVehicleStartSkinIndex = "启动车辆/皮肤搜索",
	Sandbox_Vehicle_CustomVehicleStartSkinIndex_tooltip = "将此索引更改为与您想要的皮肤相匹配的索引<br>不支持不同皮肤的车辆的索引为 'nil' 而不是整数",
	Sandbox_Vehicle_CustomVehicleStartSurpriseMe = "启动车辆/一个惊喜！",
	Sandbox_Vehicle_CustomVehicleStartSurpriseMe_tooltip = "启用它可以让游戏中的任何随机车辆,原版或改装的,作为您的自定义车辆生成<br>启用此选项将覆盖您在上述选项中拥有的车辆类型和皮肤<br><RGB:1,0.3,0.3> 警告：这完全是随机的你有可能生成一辆烧毁或损坏的无法工作的车辆",

	-----Server Tweaker-----
	
	Sandbox_ServerTweaker = "服务器调整器",
	Sandbox_SaveClientOptions = "保存客户端选项",
	Sandbox_SaveAdminPower = "保存管理员权限",
	Sandbox_AddClientCache = "添加客户端缓存",
	Sandbox_AllowAdminToolsForGM = "允许GM的管理工具",
	Sandbox_DisallowSpawnItemsForObservers = "不允许观察者刷新项目",
	Sandbox_DisableAimOutline = "禁用目标概要（不推荐）",
	Sandbox_ContextMenuClickedPlayersInvisibleFix = "隐藏不可见玩家的交易选项和医疗检查选项",
	Sandbox_ContextMenuClickedPlayersSelection = "在上下文菜单中选择要交互的玩家",
	Sandbox_DisableTradeWithPlayers = "禁止与玩家交易",
	Sandbox_FixDestroyCursorInSafehouse = "修复安全屋中的销毁光标",
	Sandbox_ProtectSafehouseExtraLines = "保护安全屋下方南侧和东侧的额外墙壁",
	Sandbox_ProtectVehicleInSafehouse = "保护安全屋车辆",
	Sandbox_VehicleMechanicsTweaks = "在车辆机械窗口中向管理员添加新功能",
	Sandbox_ScreenBlackoutOnDeath = "死亡时屏幕关闭",
	Sandbox_HighlightSafehouse = "突出显示安全屋（需客户端缓存）",
	Sandbox_TweakFirearmsSoundRadius = "增加枪械声音半径",
	Sandbox_SetGeneralChatStreamAsDefault = "将普通聊天流设为默认",
	Sandbox_DisplayCharacterCoordinates = "显示角色坐标",
	Sandbox_AddSatelliteViewToMap = "在地图上添加卫星视图",
	Sandbox_DisplaySafehouseAreaSize = "显示安全屋面积大小",
	Sandbox_CustomSafezoneAdminTweaks = "自定义安全区管理调整",
	Sandbox_TweakOverlayText = "调整右下角覆盖文本",
	Sandbox_PinOverlayServerInfoText = "固定覆盖服务器信息文本",
	Sandbox_HideServerOptionsFromPlayers = "向玩家隐藏服务器选项",
	Sandbox_HideTicketsFromPlayers = "从玩家那里隐藏门票",
	Sandbox_AddSafehouseToSpawnLocations = "添加安全屋到出生地点",
	Sandbox_AdminsFreeAddToSafehouse = "对GM添加玩家到安全屋没有限制",
	Sandbox_TakeSafehouseLimitations = "采取安全屋限制",
	Sandbox_SafehouseAreaLimit = "安全屋面积限制",
	Sandbox_CheckSafehouseIntersections = "检查安全屋交错点",
	Sandbox_SafehouseDeadZone = "安全屋死亡区",
	
	-----Sanity-----
	
	Sandbox_Rocky_Sanity = "理智模组",
	Sandbox_DurationInHoursToBecomeInsane = "疯狂时间",
	Sandbox_DurationInHoursToBecomeInsane_tooltip = "需要多少个小时才能变得疯狂",
	Sandbox_DieWhenZeroSanity = "零理智时死亡",
	Sandbox_DieWhenZeroSanity_tooltip = "如果玩家的理智为 0 时就会死亡",
	Sandbox_Nightmares = "噩梦",
	Sandbox_Nightmares_tooltip = "带着消极的理智睡觉可能会导致做噩梦并对玩家造成伤害",
	Sandbox_ShoutDuringInsanity = "疯狂时大喊大叫",
	Sandbox_ShoutDuringInsanity_tooltip = "当精神错乱处于高级阶段有概率就会大声喊叫而不是咕哝（无视觉差异）",
	Sandbox_PlaySoundEffectWhenTalking = "咕哝时播放音效",
	Sandbox_PlaySoundEffectWhenTalking_tooltip = "咕哝时会发出恐惧的咕哝声",
	Sandbox_ChanceForInsaneActions = "疯狂行为发生的概率",
	Sandbox_ChanceForInsaneActions_tooltip = "每 10 分钟发生疯狂行为的概率百分比",
	Sandbox_MeanNegativeStatsToEffectSanity = "影响理智的平均平均值",
	Sandbox_MeanNegativeStatsToEffectSanity_tooltip = "这是角色在发疯之前可以处理的负面统计数据的基本平均值",
	Sandbox_LoudnessOfMumble = "咕噜声响度",
	Sandbox_LoudnessOfMumble_tooltip = "玩家发出的咕哝声度",
	Sandbox_RadiusOfMumble = "咕哝声范围",
	Sandbox_RadiusOfMumble_tooltip = "玩家咕哝声的范围半径",
	Sandbox_LoudnessOfShout = "呼喊的响度",
	Sandbox_LoudnessOfShout_tooltip = "玩家呼喊的声度响度",
	Sandbox_RadiusOfShout = "呐喊半径",
	Sandbox_RadiusOfShout_tooltip = "喊叫声音的半径",

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

	Sandbox_CanRepairDoors = "门修理",
	Sandbox_CanRepairDoorsRepairSkillNeeded = "维修所需木工等级",
	Sandbox_CanRepairDoorsReinforceSkillNeeded = "加固所需木工等级",
	Sandbox_CanRepairDoorsmultiplyerMaxReinforcement = "最大加固倍数",

	-----FunctionalChainsaw-----

	Sandbox_FunctionalChainsaw = "功能性电锯",
	Sandbox_FunctionalChainsaw.fuelUse = "燃料",
	Sandbox_FunctionalChainsaw.fuelUse_tooltip = "燃料消耗倍数",
	Sandbox_FunctionalChainsaw.noiseMod = "噪音",
	Sandbox_FunctionalChainsaw.noiseMod_tooltip = "噪音量倍数",
	Sandbox_FunctionalChainsaw.jamFreq = "卡住",
	Sandbox_FunctionalChainsaw.jamFreq_tooltip = "电锯卡住概率",
	Sandbox_FunctionalChainsaw.damageMod = "伤害",
	Sandbox_FunctionalChainsaw.damageMod_tooltip = "武器伤害倍数",
	Sandbox_FunctionalChainsaw.conditionLoss = "耐久损失",
	Sandbox_FunctionalChainsaw.conditionLoss_tooltip = "攻击造成的状态损失,概率是1/x",

	-----Mexiox's - Mexican Firearm Weapons-----
	
	Sandbox_mexioxfirearms.MilitarConTenisM_Chance = "潜行者男性陆军丧尸生成率",
	Sandbox_mexioxfirearms.MilitarConTenisM_Chance_tooltip = "记住,这只会增加它们生成的可能性,但 100 并不意味着它只会生成这种类型的丧尸,它会与其他丧尸共享",
	Sandbox_mexioxfirearms.MilitarConTenisF_Chance = "潜行者女性军队丧尸生成率",
	Sandbox_mexioxfirearms.MilitarConTenisF_Chance_tooltip = "记住,这只会增加它们生成的可能性,但 100 并不意味着它只会生成这种类型的丧尸,它会与其他丧尸共享",
	Sandbox_mexioxfirearms.NarcoM_Chance = "雄性毒枭丧尸生成率",
	Sandbox_mexioxfirearms.NarcoM_Chance_tooltip = "记住,这只会增加它们生成的可能性,但 100 并不意味着它只会生成这种类型的丧尸,它会与其他丧尸共享",
	Sandbox_mexioxfirearms.NarcoF_Chance = "女性毒枭丧尸生成率",
	Sandbox_mexioxfirearms.NarcoF_Chance_tooltip = "记住,这只会增加它们生成的可能性,但 100 并不意味着它只会生成这种类型的丧尸,它会与其他丧尸共享",
	Sandbox_mexioxfirearms = "墨西哥枪械武器",

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

	Sandbox_AVCS = "车辆认领系统",
	Sandbox_AVCS_AllowFaction = "允许同一派系",
	Sandbox_AVCS_AllowFaction_tooltip = "允许同一派系成员对载具进行操作",
	Sandbox_AVCS_AllowFaction_help = "允许同一阵营成员对载具进行操作",
	Sandbox_AVCS_AllowSafehouse = "允许相同安全屋",
	Sandbox_AVCS_AllowSafehouse_tooltip = "允许同一安全屋成员对载具进行操作"
	Sandbox_AVCS_AllowSafehouse_help = "允许同一安全屋成员对载具进行操作"
	Sandbox_AVCS_MaxVehicle = "最大载具",
	Sandbox_AVCS_MaxVehicle_tooltip = "一个人可以认领最大车辆数量",
	Sandbox_AVCS_MaxVehicle_help = "一个人可以认领最大车辆数量",
	Sandbox_AVCS_ReturnTicket = "取消认领时返回认领宝珠",
	Sandbox_AVCS_ReturnTicket_tooltip = "认领宝珠可以一次性使用,也可以在未认领时退回",
	Sandbox_AVCS_ReturnTicket_help = "认领宝珠可以一次性使用,也可以在未认领时退回",
	Sandbox_AVCS_RequireTicket = "需要认领宝珠进行认领",
	Sandbox_AVCS_RequireTicket_tooltip = "需要认领宝珠进行认领",
	Sandbox_AVCS_RequireTicket_help = "需要认领宝珠进行认领",
	Sandbox_AVCS_UdderlyRespawn = "认领随机车辆",
	Sandbox_AVCS_UdderlyRespawn_tooltip = "通过模组随机在世界上生成一辆随机汽车",
	Sandbox_AVCS_UdderlyRespawn_help = "通过模组随机在世界上生成一辆随机汽车",
	Sandbox_AVCS_ServerSideCheckUnclaim = "服务器端验证",
	Sandbox_AVCS_ServerSideCheckUnclaim_tooltip = "对声明和取消声明执行服务器端验证,这会增加服务器端的开销<br>但如果黑客肆虐或取消同步,您可能需要它",
	Sandbox_AVCS_ServerSideCheckUnclaim_help = "对声明和取消声明执行服务器端验证,这会增加服务器端的开销<br>但如果黑客肆虐或取消同步,您可能需要它",
	Sandbox_AVCS_ClaimTimeout = "声明超时",
	Sandbox_AVCS_ClaimTimeout_tooltip = "从玩家上次登录到车辆无人认领前小时数",
	Sandbox_AVCS_ClaimTimeout_help = "从玩家上次登录到无人认领车辆之前小时数",
	Sandbox_AVCS_MuleParts = "多个零件(不可拆卸的车辆零件)",
	Sandbox_AVCS_MuleParts_tooltip = "用于存储唯一标识符,不要改变顺序,追加以添加不支持的模组车辆<br>锁定很重要",
	Sandbox_AVCS_MuleParts_help = "用于存储唯一标识符,不要更改顺序,追加以添加不支持的模组车辆<br>锁定很重要",
	Sandbox_AVCS_TrunkParts = "行李箱部件",
	Sandbox_AVCS_TrunkParts_tooltip = "带有行李箱门的车辆容器,用于存放货物<br>追加以添加不受支持的模组车辆容器",
	Sandbox_AVCS_TrunkParts_help = "带有行李箱门的车辆容器,用于存放货物<br>追加以添加不受支持的模组车辆容器",
	Sandbox_AVCS_RebuildDB = "重建数据库",
	Sandbox_AVCS_RebuildDB_tooltip = "由于灾难性故障<br>数据库可能变得不一致",
	Sandbox_AVCS_RebuildDB_help = "由于灾难性故障<br>数据库可能变得不一致",
	
	-----CoolBag-----

	Sandbox_Coolbag = "冷藏箱",
	Sandbox_Coolbag_CoolingMode = "冷却模式",
	Sandbox_Coolbag_CoolingMode_tooltip = "注意轻松是无聊的亲密朋友",
	Sandbox_Coolbag_CoolingMode_option1 = "冷却袋需要重新填充冰袋(正常)",
	Sandbox_Coolbag_CoolingMode_option2 = "冷却袋始终保持低温度(简易)",
	Sandbox_Coolbag_CoolingMode_option3 = "保持个别模式选项选择(默认)",
	Sandbox_Coolbag_Tooltip = "工具提示",
	Sandbox_Coolbag_Tooltip_tooltip = "停用冻结/融化计时器",
	Sandbox_Coolbag_FreezingTime = "冻结时间",
	Sandbox_Coolbag_FreezingTime_tooltip = "水袋在冰柜中完全冻结的时间(小时)(默认 = 12)",
	Sandbox_Coolbag_MeltingTime = "融化时间",
	Sandbox_Coolbag_MeltingTime_tooltip = "一个冰袋在冰柜中完全融化的时间(小时)(默认 = 24)",

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

	Sandbox_Recut = "织物剪裁",
	Sandbox_Recut_RemoveInsulation = "移除隔热",
	Sandbox_Recut_RemoveInsulation_tooltip = "移除织物时移除隔热的百分比",
	Sandbox_Recut_AddInsulation = "添加隔热",
	Sandbox_Recut_AddInsulation_tooltip = "添加织物时添加的绝缘百分比",
	Sandbox_Recut_RemoveWindResistance = "移除防风",
	Sandbox_Recut_RemoveWindResistance_tooltip = "移除织物时移除的防风百分比",
	Sandbox_Recut_AddWindResistance = "增加防风",
 	Sandbox_Recut_AddWindResistance_tooltip = "添加织物时增加的防风百分比",
 	Sandbox_Recut_RemoveWaterResistance = "移除防水",
 	Sandbox_Recut_RemoveWaterResistance_tooltip = "移除织物时移除的防水性百分比",
 	Sandbox_Recut_AddWaterResistance = "增加防水性",
 	Sandbox_Recut_AddWaterResistance_tooltip = "添加织物时增加的防水性百分比",
 	Sandbox_Recut_RestoreRequiredTailoring = "恢复裁剪要求",
 	Sandbox_Recut_RestoreRequiredTailoring_tooltip = "恢复衣服所需的裁缝技能等级",
 	Sandbox_Recut_RemoveRequiredTailoring = "移除剪裁需求",
 	Sandbox_Recut_RemoveRequiredTailoring_tooltip = "移除布料所需的裁缝技能等级",
 	Sandbox_Recut_AddRequiredTailoring = "添加裁剪要求",
 	Sandbox_Recut_AddRequiredTailoring_tooltip = "为服装添加面料所需的裁缝技能等级",
 	Sandbox_Recut_RestoreRequiredFabric = "恢复织物要求",
 	Sandbox_Recut_RestoreRequiredFabric_tooltip = "恢复衣服所需的面料数量",
 	Sandbox_Recut_RemoveRequiredFabric = "移除织物要求",
 	Sandbox_Recut_RemoveRequiredFabric_tooltip = "从移除布料所需的布料数量",
 	Sandbox_Recut_AddRequiredFabric = "添加织物要求",
 	Sandbox_Recut_AddRequiredFabric_tooltip = "将面料添加到服装所需的面料数量",
 	Sandbox_Recut_RestoreTime = "恢复服装动作时间",
 	Sandbox_Recut_RestoreTime_tooltip = "恢复一件衣服所需的秒数<br>裁缝技能等级 * 10 已从该值中移除<br>最小结束值为 30",
 	Sandbox_Recut_RemoveTime = "移除织物动作时间",
 	Sandbox_Recut_RemoveTime_tooltip = "从一件衣服上取下布料所需的秒数<br>裁缝技能等级 * 10 从该值中移除<br>最小最终值为 30",
 	Sandbox_Recut_AddTime = "添加织物动作时间",
 	Sandbox_Recut_AddTime_tooltip = "将布料添加到一件衣服所需的秒数<br>裁缝等级 * 10 从该值中删除<br>最小最终值为 30",

	-----Farming Coffee Time-----
	
	Sandbox_FarmingCoffee = "咖啡农场",
	Sandbox_FarmingCoffee_RemoveMonthBloomRestriction = "移除月开花限制",
	Sandbox_FarmingCoffee_RemoveMonthBloomRestriction_tooltip = "激活一年中的任何时候都可以收获",
	
	-----Canned Bread-----
	
	Sandbox_CannedBread = "罐装面包",
	Sandbox_CannedBread_SpawnChance = "刷新概率",
	Sandbox_CannedBread_SpawnChance_option1 = "罕见",
	Sandbox_CannedBread_SpawnChance_option2 = "稀有",
	Sandbox_CannedBread_SpawnChance_option3 = "普通",
	Sandbox_CannedBread_SpawnChance_option4 = "常见",
	Sandbox_CannedBread_SpawnChance_option5 = "丰富",
	
	-----Reactive Sound Events-----
	
	Sandbox_ReactiveSoundEvents = "反应声音事件",
	Sandbox_ReactiveSoundEventsOptions = "反应式声音事件（事件）",
	Sandbox_ReactiveSoundEventsOther = "反应式声音事件（其他选项）",
	Sandbox_ReactiveSoundEvents_MinEventCooldown = "最小事件冷却时间",
	Sandbox_ReactiveSoundEvents_MinEventCooldown_tooltip = "声音事件发生前的最少游戏内时间",
	Sandbox_ReactiveSoundEvents_MaxEventCooldown = "最大事件冷却时间",
	Sandbox_ReactiveSoundEvents_MaxEventCooldown_tooltip = "声音事件发生前的最大游戏内分钟数",
	Sandbox_ReactiveSoundEvents_MinSoundRange = "最小范围",
	Sandbox_ReactiveSoundEvents_MinSoundRange_tooltip = "从玩家处生成声音事件的最小范围（以方砖为单位）（也用于计算半径）",
	Sandbox_ReactiveSoundEvents_MaxSoundRange = "最大范围",
	Sandbox_ReactiveSoundEvents_MaxSoundRange_tooltip = "玩家生成声音事件的最大范围（以瓦为单位）（也用于计算半径）",
	Sandbox_ReactiveSoundEvents_EnableZombieHearing = "启用僵尸听觉",
	Sandbox_ReactiveSoundEvents_EnableZombieHearing_tooltip = "启用僵尸听到事件声音",
	Sandbox_ReactiveSoundEventsOptions_EnableAnimalEvents = "启用动物事件",
	Sandbox_ReactiveSoundEventsOptions_EnableAnimalEvents_tooltip = "各种动物的声音",
	Sandbox_ReactiveSoundEventsOptions_EnableGunfightEvents = "启用枪战事件",
	Sandbox_ReactiveSoundEventsOptions_EnableGunfightEvents_tooltip = "幸存者之间的枪战",
	Sandbox_ReactiveSoundEventsOptions_EnableGunshotEvents = "启用枪击事件",
	Sandbox_ReactiveSoundEventsOptions_EnableGunshotEvents_tooltip = "远处的枪声",
	Sandbox_ReactiveSoundEventsOptions_EnableMiscEvents = "启用杂项事件",
	Sandbox_ReactiveSoundEventsOptions_EnableMiscEvents_tooltip = "其他幸存者在做事",
	Sandbox_ReactiveSoundEventsOptions_EnableScreamEvents = "启用尖叫事件",
	Sandbox_ReactiveSoundEventsOptions_EnableScreamEvents_tooltip = "幸存者被僵尸杀死时发出的遥远尖叫声",
	Sandbox_ReactiveSoundEventsOptions_EnableVehicleCrashEvents = "启用车辆事件",
	Sandbox_ReactiveSoundEventsOptions_EnableVehicleCrashEvents_tooltip = "车辆碰撞",
	Sandbox_ReactiveSoundEventsOptions_EnableWeatherEvents = "启用天气事件",
	Sandbox_ReactiveSoundEventsOptions_EnableWeatherEvents_tooltip = "雷击",
	Sandbox_ReactiveSoundEventsOptions_EnableZombieEvents = "启用僵尸事件",
	Sandbox_ReactiveSoundEventsOptions_EnableZombieEvents_tooltip = "远处传来僵尸的声音",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerStyle = "启用玩家风格",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerStyle_tooltip = "玩家的游戏风格是否会影响声音事件的发生概率？(如果为假,则不会使用下两个选项）",
	Sandbox_ReactiveSoundEventsOther_AggresiveStyleKills = "攻击性杀戮",
	Sandbox_ReactiveSoundEventsOther_AggresiveStyleKills_tooltip = "将玩家的玩法视为攻击性的每日击杀数",
	Sandbox_ReactiveSoundEventsOther_PassiveStyleDays = "被动风格日",
	Sandbox_ReactiveSoundEventsOther_PassiveStyleDays_tooltip = "不杀死僵尸的天数,将玩家的游戏风格视为被动",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionPanic= "启用玩家恐慌",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionPanic_tooltip = "如果发生声音事件,玩家会感到恐慌（仅影响枪战、枪击、尖叫和僵尸事件）",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionWakeUp = "启用玩家唤醒",
	Sandbox_ReactiveSoundEventsOther_EnablePlayerReactionWakeUp_tooltip = "如果发生声音事件,玩家可能会醒来（仅影响枪战、枪击、尖叫和僵尸事件）",
	
	-----Reactive Zombies-----
	
	Sandbox_ReactiveZombies = "丧尸反应/核心",
	Sandbox_ReactiveZombiesMechanics = "丧尸反应/机制",
	Sandbox_ReactiveZombiesBehavior = "丧尸反应/行为",
	Sandbox_ReactiveZombies_StartDayOne = "开始第一天",
	Sandbox_ReactiveZombies_StartDayOne_tooltip = "你一生成就启动模组（最小和最大天数不会有影响）",
	Sandbox_ReactiveZombies_MinStartDay = "最短开始日",
	Sandbox_ReactiveZombies_MinStartDay_tooltip = "模组开始前的最少天数",
	Sandbox_ReactiveZombies_MaxStartDay = "最大开始日",
	Sandbox_ReactiveZombies_MaxStartDay_tooltip = "模组开始前的最长天数",
	Sandbox_ReactiveZombies_KillsPerDayStrengthIncrease = "强度比",
	Sandbox_ReactiveZombies_KillsPerDayStrengthIncrease_tooltip = "每天杀戮丧尸强度增加",
	Sandbox_ReactiveZombies_KillsPerDayToughnessIncrease = "韧性比率",
	Sandbox_ReactiveZombies_KillsPerDayToughnessIncrease_tooltip = "丧尸韧性增加的每日击杀数",
	Sandbox_ReactiveZombies_MinFogIntensity = "雾强度",
	Sandbox_ReactiveZombies_MinFogIntensity_tooltip = "丧尸视线降低前的最小雾强度",
	Sandbox_ReactiveZombies_MinRainIntensity = "降雨强度",
	Sandbox_ReactiveZombies_MinRainIntensity_tooltip = "丧尸听力降低前的最低降雨强度",
	Sandbox_ReactiveZombies_MinSnowIntensity = "雪强度",
	Sandbox_ReactiveZombies_MinSnowIntensity_tooltip = "丧尸视线降低前的最低雪强度",
	Sandbox_ReactiveZombiesMechanics_ActivateLastResort = "启用最后手段",
	Sandbox_ReactiveZombiesMechanics_ActivateLastResort_tooltip = "如果丧尸快要死了,它应该有概率变得更强更快吗？（查看模组描述了解更多信息）",
	Sandbox_ReactiveZombiesMechanics_BaseProbabilityLastResort = "最后一招",
	Sandbox_ReactiveZombiesMechanics_BaseProbabilityLastResort_tooltip = "最后一招的基本概率（4 太多了,1 对我来说最好）",
	Sandbox_ReactiveZombiesMechanics_ActivateDemolisherMode = "启用破坏者模式",
	Sandbox_ReactiveZombiesMechanics_ActivateDemolisherMode_tooltip = "如果丧尸找不到玩家,他们应该对建筑产生攻击性吗？（查看模组描述了解更多信息）",
	Sandbox_ReactiveZombiesMechanics_MinPermanentDemolisherMode = "最小永久破坏者模式",
	Sandbox_ReactiveZombiesMechanics_MinPermanentDemolisherMode_tooltip = "破坏者模式永久生效前的最少天数（丧尸会慢慢获得最大破坏者统计数据）",
	Sandbox_ReactiveZombiesMechanics_MaxPermanentDemolisherMode = "最大永久破坏者模式",
	Sandbox_ReactiveZombiesMechanics_MaxPermanentDemolisherMode_tooltip = "破坏者模式永久生效前的最长天数（丧尸会慢慢获得破坏者最大值）",
	Sandbox_ReactiveZombiesMechanics_ActivateMortalityIncrease = "启用死亡率增加",
	Sandbox_ReactiveZombiesMechanics_ActivateMortalityIncrease_tooltip = "死亡率应该随着时间的推移而增加吗？",
	Sandbox_ReactiveZombiesMechanics_MaxMortality = "最大死亡率",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_tooltip = "最大死亡率",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option1 = "即时",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option2 = "0-30 秒",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option3 = "0-1 分钟",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option4 = "0-12 小时",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option5 = "2-3 天",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option6 = "1-2 周",
	Sandbox_ReactiveZombiesMechanics_MaxMortality_option7 = "从不",
	Sandbox_ReactiveZombiesMechanics_ActivateFireResistance = "启用抗火增加",
	Sandbox_ReactiveZombiesMechanics_ActivateFireResistance_tooltip = "丧尸应该随着时间的推移获得耐火性吗？",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance = "最大耐火性",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_tooltip = "丧尸获得的最大耐火性",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option1 = "x4 伤害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option2 = "x2 伤害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option3 = "x1 伤害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option4 = "x0.5 伤害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option5 = "x0.25 伤害",
	Sandbox_ReactiveZombiesMechanics_MaxFireResistance_option6 = "免疫火",
	Sandbox_ReactiveZombiesMechanics_SoundNotification = "声音通知",
	Sandbox_ReactiveZombiesMechanics_SoundNotification_tooltip = "玩家是否应该收到死亡率或耐火性增加的声音通知？",
	Sandbox_ReactiveZombiesBehavior_SmartCooldown = "智慧冷却时间",
	Sandbox_ReactiveZombiesBehavior_SmartCooldown_tooltip = "不杀死丧尸的最少天数以增加他们的智慧",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance = "最大跟随距离",
	Sandbox_ReactiveZombiesBehavior_MaxFollowSoundDistance_tooltip = "丧尸试图走向它听到的最后一个声音的最大距离",
	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 = "最小重新分配时间",
	Sandbox_ReactiveZombiesBehavior_MinRedistributeHours_tooltip = "丧尸迁移到同一单元格的空白部分之前必须经过的最小小时数<br>如果为零,则迁移被禁用",
	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 = "部落规模智慧",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_tooltip = "随着丧尸变得越来越聪明,它们应该制造更大还是更小的丧尸群？",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_option1 = "较小的部落",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSize_option2 = "更大的部落",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize = "最小集结组规模",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSize_tooltip = "空闲时形成的集结组的最大大小",
	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 = "最大集结组规模",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSize_tooltip = "空闲时形成的集结组的最小大小",
	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 = "集结组最大行驶距离",
	Sandbox_ReactiveZombiesBehavior_MaxRallyTravelDistance_tooltip = "空闲时丧尸成群移动的距离",
	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 = "部落分离智慧",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_tooltip = "随着丧尸变得越来越聪明,成群的丧尸应该靠得更近还是传播得更多？",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_option1 = "更紧密的部落",
	Sandbox_ReactiveZombiesBehavior_SmarterHordeSeparation_option2 = "传播部落",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation = "最小集结组间隔",
	Sandbox_ReactiveZombiesBehavior_MinRallyGroupSeparation_tooltip = "集结组之间的最小距离",
	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 = "最大集结组间隔",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupSeparation_tooltip = "集结组之间的最大距离",
	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 = "最大集结组半径",
	Sandbox_ReactiveZombiesBehavior_MaxRallyGroupRadius_tooltip = "组员与组长的最大距离",
	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 = "丧尸反应(CDDA)/核心",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics = "丧尸反应(CDDA)/模组",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior = "丧尸反应(CDDA)/丧尸",
	Sandbox_ReactiveZombies_CDDAZomboid_StartDayOne = "开始第 1 天",
	Sandbox_ReactiveZombies_CDDAZomboid_StartDayOne_tooltip = "你一生成就启动模组（最小和最大天数不会有影响）",
	Sandbox_ReactiveZombies_CDDAZomboid_MinStartDay = "最短开始日",
	Sandbox_ReactiveZombies_CDDAZomboid_MinStartDay_tooltip = "模组开始前的最少天数",
	Sandbox_ReactiveZombies_CDDAZomboid_MaxStartDay = "最大开始日",
	Sandbox_ReactiveZombies_CDDAZomboid_MaxStartDay_tooltip = "模组开始前的最长天数",
	Sandbox_ReactiveZombies_CDDAZomboid_KillsPerDayStrengthIncrease = "强度比",
	Sandbox_ReactiveZombies_CDDAZomboid_KillsPerDayStrengthIncrease_tooltip = "每天杀死丧尸强度增加",
	Sandbox_ReactiveZombies_CDDAZomboid_MinFogIntensity = "雾强度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinFogIntensity_tooltip = "丧尸视线降低前的最小雾强度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinRainIntensity = "降雨强度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinRainIntensity_tooltip = "丧尸听力降低前的最低降雨强度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinSnowIntensity = "雪强度",
	Sandbox_ReactiveZombies_CDDAZomboid_MinSnowIntensity_tooltip = "丧尸视线降低前的最低雪强度",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateLastResort = "启用最后手段",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateLastResort_tooltip = "如果丧尸快要死了,它应该有概率变得更强更快吗？（查看模组描述了解更多信息）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_BaseProbabilityLastResort = "最后一招",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_BaseProbabilityLastResort_tooltip = "最后一招的基本概率（4 太多了,1 对我来说最好）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateDemolisherMode = "启用破坏者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateDemolisherMode_tooltip = "如果丧尸找不到玩家,他们是否应该对建筑产生攻击性？（查看模组描述以获取更多信息）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MinPermanentDemolisherMode = "最小永久破坏者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MinPermanentDemolisherMode_tooltip = "破坏者模式永久化前的最少天数（丧尸会慢慢获得最大破坏者统计数据）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxPermanentDemolisherMode = "最大永久破坏者模式",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxPermanentDemolisherMode_tooltip = "破坏者模式永久生效前的最长天数（丧尸会慢慢获得破坏者最大值）",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateMortalityIncrease = "启用死亡率增加",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateMortalityIncrease_tooltip = "死亡率应该随着时间的推移而增加吗？",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality = "最大死亡率",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_tooltip = "最大死亡率",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option1 = "即时",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option2 = "0-30 秒",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option3 = "0-1 分钟",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option4 = "0-12 小时",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option5 = "2-3 天",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option6 = "1-2 周",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxMortality_option7 = "从不",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateFireResistance = "启用抗火增加",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_ActivateFireResistance_tooltip = "丧尸应该随着时间的推移获得耐火性吗？",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance = "最大抗火性",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_tooltip = "丧尸获得的最大耐火性",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option1 = "x4 伤害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option2 = "x2 伤害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option3 = "x1 伤害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option4 = "x0.5 伤害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option5 = "x0.25 伤害",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_MaxFireResistance_option6 = "免疫火",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_SoundNotification = "声音通知",
	Sandbox_ReactiveZombies_CDDAZomboidMechanics_SoundNotification_tooltip = "玩家是否应该收到死亡率或耐火性增加的声音通知？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmartCooldown = "智慧冷却时间",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmartCooldown_tooltip = "不杀死丧尸的最少天数以增加他们的智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance = "最大跟随距离",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxFollowSoundDistance_tooltip = "丧尸试图走向它听到的最后一个声音的最大距离",
	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 = "最小重新分配时间",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRedistributeHours_tooltip = "丧尸迁移到同一单元格的空白部分之前必须经过的最小小时数<br>如果为零,则迁移被禁用",
	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 = "部落规模智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_tooltip = "随着丧尸变得越来越聪明,它们应该创造更大还是更小的群体？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_option1 = "较小的部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSize_option2 = "更大的部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize = "最小集结组规模",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSize_tooltip = "空闲时形成的集结组的最大大小",
	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 = "最大集结组规模",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSize_tooltip = "空闲时形成的集结组的最小大小",
	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 = "最大集结组距离",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyTravelDistance_tooltip = "空闲时丧尸移动成组的距离",
	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 = "部落分离智慧",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_tooltip = "随着丧尸变得越来越聪明,成群的丧尸应该靠得更近还是传播得更多？",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_option1 = "Closer Hordes",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_SmarterHordeSeparation_option2 = "传播部落",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation = "最小集结组间隔",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MinRallyGroupSeparation_tooltip = "集结组之间的最小距离",
	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 = "最大集结组间隔",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupSeparation_tooltip = "集结组之间的最大距离",
	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 = "最大集结组半径",
	Sandbox_ReactiveZombies_CDDAZomboidBehavior_MaxRallyGroupRadius_tooltip = "组员与组长的最大距离",
	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扫街车",
	Sandbox_StreetSweeper_AllowItems = "清扫物品",
	Sandbox_StreetSweeper_AllowCorpses = "清扫尸体",
	Sandbox_StreetSweeper_AllowTiles = "移除列入白名单的瓷砖",
	Sandbox_StreetSweeper_SpriteWhitelist = "要移除精灵的白名单 (a;b;c)",
	Sandbox_StreetSweeper_SpriteWhitelist_tooltip = "你可以列出确切的精灵名称或瓦片包的开头<br>用;分隔它们",
	Sandbox_StreetSweeper_AllowBlood = "清洁血液",
	Sandbox_StreetSweeper_AllowAshes = "扫灰",
	Sandbox_StreetSweeper_AllowGrime = "去除污垢",
	
	-----Surviving the storm-----
	
	Sandbox_SurvivingTheStorm = "风暴中幸存",
	Sandbox_SurvivingTheStorm_ThunderSoundRadius = "风暴产生的声音半径",
	
	-----Dynamic-Weapon-Endurance-Modifier-----
	
	Sandbox_DynamicEnduranceMod = "动态武器耐久",
	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 = "例外情况",
	Sandbox_DynamicEnduranceMod_Exceptions_tooltip = "格式：(其中默认为0.74)<br>ItemType:0.80; ItemType:0.9; Category:1;",
	
	-----Fish Farm-----
	
	Sandbox_OrbitFishingMod = "养殖场",
	Sandbox_OrbitFishingMod_FarmCraftingMagazine = "养殖场：蟹虾指南",
	Sandbox_OrbitFishingMod_FarmCraftingMagazine_tooltip = "制作养殖场需要杂志<LINE>启用后,您需要寻找并阅读杂志才能制作养殖场",

	-----KillCount-----
	
	Sandbox_KillCount = "击杀记数",
	Sandbox_KillCount_doExport = "显示击杀",
	Sandbox_KillCount_doExport_tooltip = "可能会引起口吃卡顿",
	Sandbox_KillCount_includePostDeathUI = "死亡UI",
	Sandbox_KillCount_includePostDeathUI_tooltip = "将所有击杀都包含在死后浮动文本最终值中",
	Sandbox_KillCount_MaxUpdateDelay = "更新延迟",
	Sandbox_KillCount_MaxUpdateDelay_tooltip = "多人游戏中两次更新之间的目标时间（毫秒）,数值小时反应灵敏<br>高数值可减少网络使用和服务器工作量",
	Sandbox_KillCount_shareOnServer = "分享击杀",
	Sandbox_KillCount_shareOnServer_tooltip = "每个玩家都可以看到每个角色的分数<br>在（超大）服务器上停用以减少全局Mod数据传输负载",
	Sandbox_KillCount_keepTrackOfDead = "追踪死亡分数",
	Sandbox_KillCount_keepTrackOfDead_tooltip = "死亡角色被保留并计入服务器死亡<br>从不清除数据的服务器请停用",
	
	-----Zombex: The Cure-----
	
	Sandbox_Zombex = "解药Z",
	Sandbox_LootChance = "战利品概率",
	Sandbox_EnableTimeBasedDropChance = "基于时间掉落概率",
	Sandbox_TimeBasedDropIncrease = "基于时间掉落增加",

	-----Transmog: Definitive Edition - Fashionoid 2-----
	
	Sandbox_TransmogDE = "衣服幻化DE",
	Sandbox_TransmogDE_ImmersiveModeToggle = "切换沉浸式模式",
	Sandbox_TransmogDE_ImmersiveModeToggle_tooltip = "当你从沙盒设置中启用沉浸模式时,你只能转换到你找到的物品<br>如果你死了,别担心！将保留你找到列表",
	Sandbox_TransmogDE_DisableHeadGearFix = "禁用帽子和面具硬修复",
	Sandbox_TransmogDE_DisableHeadGearFix_tooltip = "需要客户端重启：如果禁用,当将帽子或面具幻化为隐形时,你的发型可能会被压扁。但帽子和面具现在会出现在地板上和丧尸上",
	Sandbox_TransmogDE_LimitTransmogToSameBodyLocation = "将幻化限制在同一身体位置",
	Sandbox_TransmogDE_LimitTransmogToSameBodyLocation_tooltip = "例如：你只能幻化帽子到帽子,裤子到裤子,而不是裤子到帽子,或者不同的身体位置",
	
	-----Mileage Expansion-----
	
	Sandbox_MileageExpansion = "里程扩展",
 	Sandbox_MileageExpansion_Default_Unit = "默认单位",
 	Sandbox_MileageExpansion_Default_Unit_tooltip = "新生成车辆的默认单位",
 	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 = "设置以公里为单位的计量单位<br>较低的值意味着 1 公里需要更少的时间<br>较高的值意味着 1 公里需要更多的时间",
 	Sandbox_MileageExpansion_Kilometer_Short_Name = "公里短名称",
 	Sandbox_MileageExpansion_Kilometer_Short_Name_tooltip = "为公里设置自定义简称<br>默认：KM",
 	Sandbox_MileageExpansion_Miles_Short_Name = "英里短名称",
 	Sandbox_MileageExpansion_Miles_Short_Name_tooltip = "为英里设置自定义简称<br>默认：MI",
 	Sandbox_MileageExpansion_Minimum_Starting_Odometer = "最低起始里程表",
 	Sandbox_MileageExpansion_Minimum_Starting_Odometer_tooltip = "这是用于随机化车辆起始里程表值的最小公里数<br>发动机状况只会影响最终值",
 	Sandbox_MileageExpansion_Maximum_Starting_Odometer = "最大起始里程表",
 	Sandbox_MileageExpansion_Maximum_Starting_Odometer_tooltip = "这是用于随机化车辆起始里程表值的最大公里数<br>发动机状况只会影响最终值",

	-----Tactical Organization Solutions [Commission]------
	
	Sandbox_tactorgsol = "战术解决方案",
 	Sandbox_tactorgsol_large = "大号战术解决方案箱",
 	Sandbox_tactorgsol_large_tooltip = "大型战术解决方案箱生成倍数",
 	Sandbox_tactorgsol_medium = "中型战术解决方案箱",
 	Sandbox_tactorgsol_medium_tooltip = "中型战术解决方案箱生成倍数",
 	Sandbox_tactorgsol_small = "小型战术解决方案箱",
 	Sandbox_tactorgsol_small_tooltip = "小型战术解决方案箱生成倍数",
 	Sandbox_tactorgsol_admin = "管理员战术解决方案箱",
 	Sandbox_tactorgsol_admin_tooltip = "管理员战术解决方案箱生成倍数",
	
	-----New Containers for Organizing-----
	
	Sandbox_newcontainers = "新容器",
 	Sandbox_newcontainers_ammocan30 = ".30 口径弹药罐",
 	Sandbox_newcontainers_ammocan30_tooltip = ".30 口径弹药罐生成倍数",
 	Sandbox_newcontainers_ammocan50 = ".50 口径弹药罐",
 	Sandbox_newcontainers_ammocan50_tooltip = ".50 口径弹药罐生成倍数",
 	Sandbox_newcontainers_basket = "篮子",
 	Sandbox_newcontainers_basket_tooltip = "篮子生成倍数",
 	Sandbox_newcontainers_beveragejug = "饮料罐",
 	Sandbox_newcontainers_beveragejug_tooltip = "饮料罐生成倍数",
 	Sandbox_newcontainers_breadbox = "面包箱",
 	Sandbox_newcontainers_breadbox_tooltip = "面包箱生成倍数",
 	Sandbox_newcontainers_canteen = "水壶",
 	Sandbox_newcontainers_canteen_tooltip = "水壶生成倍数",
 	Sandbox_newcontainers_canteenmilitary = "军用水壶",
 	Sandbox_newcontainers_canteenmilitary_tooltip = "军用水壶生成倍数",
 	Sandbox_newcontainers_canvastote = "帆布手提袋",
 	Sandbox_newcontainers_canvastote_tooltip = "帆布手提箱生成倍数",
 	Sandbox_newcontainers_cardboard_large = "大型纸板箱",
 	Sandbox_newcontainers_cardboard_large_tooltip = "大型纸箱生成倍数",
 	Sandbox_newcontainers_cardboard_medium = "中型纸板箱",
 	Sandbox_newcontainers_cardboard_medium_tooltip = "中型纸箱生成倍数",
 	Sandbox_newcontainers_cardboard_small = "小型纸板箱",
 	Sandbox_newcontainers_cardboard_small_tooltip = "小型纸箱生成倍数",
 	Sandbox_newcontainers_cdbinder = "CD 活页夹",
 	Sandbox_newcontainers_cdbinder_tooltip = "CD 活页夹生成倍数",
 	Sandbox_newcontainers_cdcase = "CD 盒",
 	Sandbox_newcontainers_cdcase_tooltip = "CD 盒生成倍数",
 	Sandbox_newcontainers_coffeecan = "咖啡罐",
 	Sandbox_newcontainers_coffeecan_tooltip = "咖啡罐生成倍数",
 	Sandbox_newcontainers_componentkit = "组件部分",
 	Sandbox_newcontainers_componentkit_tooltip = "组件部分生成倍数",
 	Sandbox_newcontainers_cookiejar = "饼干罐",
 	Sandbox_newcontainers_cookiejar_tooltip = "饼干罐生成倍数",
 	Sandbox_newcontainers_cutleryroll = "餐具卷",
 	Sandbox_newcontainers_cutleryroll_tooltip = "餐具卷生成倍数",
 	Sandbox_newcontainers_dishtub = "洗碗盆",
 	Sandbox_newcontainers_dishtub_tooltip = "盘子生成倍数",
 	Sandbox_newcontainers_donutbox = "甜甜圈盒",
 	Sandbox_newcontainers_donutbox_tooltip = "甜甜圈盒生成倍数",
 	Sandbox_newcontainers_fakerock = "假石头",
 	Sandbox_newcontainers_fakerock_tooltip = "假石头生成倍数",
 	Sandbox_newcontainers_filefolder = "文件夹",
 	Sandbox_newcontainers_filefolder_tooltip = "文件夹生成倍数",
 	Sandbox_newcontainers_fishingcreel = "鱼网",
 	Sandbox_newcontainers_fishingcreel_tooltip = "鱼网生成倍数",
	Sandbox_newcontainers_flask = "水瓶",
 	Sandbox_newcontainers_flask_tooltip = "水瓶生成倍数",
 	Sandbox_newcontainers_basket_forage = "采集篮",
 	Sandbox_newcontainers_basket_forage_tooltip = "采集篮生成倍数",
 	Sandbox_newcontainers_foragepouch = "采集袋",
 	Sandbox_newcontainers_foragepouch_tooltip = "采集袋生成倍数",
 	Sandbox_newcontainers_halfgaljug = "半加仑水罐",
 	Sandbox_newcontainers_halfgaljug_tooltip = "半加仑水罐生成倍数",
 	Sandbox_newcontainers_hardwareorganizer = "五金收纳盒",
 	Sandbox_newcontainers_hardwareorganizer_tooltip = "五金收纳盒生成倍数",
 	Sandbox_newcontainers_jewelrybox = "珠宝盒",
 	Sandbox_newcontainers_jewelrybox_tooltip = "首饰盒生成倍数",
 	Sandbox_newcontainers_kindlingbox = "火药箱",
 	Sandbox_newcontainers_kindlingbox_tooltip = "火药箱生成倍数",
 	Sandbox_newcontainers_kidsflask = "儿童水瓶",
 	Sandbox_newcontainers_kidsflask_tooltip = "儿童水瓶生成倍数",
 	Sandbox_newcontainers_lockbox = "锁箱",
 	Sandbox_newcontainers_lockbox_tooltip = "锁箱生成倍数",
 	Sandbox_newcontainers_milkcrate = "牛奶箱",
 	Sandbox_newcontainers_milkcrate_tooltip = "牛奶箱生成倍数",
 	Sandbox_newcontainers_milkcratelong = "长牛奶箱",
 	Sandbox_newcontainers_milkcratelong_tooltip = "长牛奶箱生成倍数",
 	Sandbox_newcontainers_petcarrier = "宠物笼",
 	Sandbox_newcontainers_petcarrier_tooltip = "宠物运输箱生成倍数",
 	Sandbox_newcontainers_piggybank = "存钱罐",
 	Sandbox_newcontainers_piggybank_tooltip = "存钱罐生成倍数",
 	Sandbox_newcontainers_pitcherempty_01 = "玻璃水壶",
 	Sandbox_newcontainers_pitcherempty_01_tooltip = "玻璃水壶生成倍数",
 	Sandbox_newcontainers_pitcherempty_02 = "塑料水壶",
 	Sandbox_newcontainers_pitcherempty_02_tooltip = "塑料水壶生成倍数",
 	Sandbox_newcontainers_pizzabox = "披萨盒",
 	Sandbox_newcontainers_pizzabox_tooltip = "披萨盒生成倍数",
 	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数",
 	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数",
 	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数",
 	Sandbox_newcontainers_plasticware = "塑料件",
 	Sandbox_newcontainers_plasticware_tooltip = "塑料件生成倍数",
 	Sandbox_newcontainers_plasticware_small = "小塑料器皿",
 	Sandbox_newcontainers_plasticware_small_tooltip = "小型塑料制品生成倍数",
 	Sandbox_newcontainers_plasticware_tall = "塑料制品/高",
 	Sandbox_newcontainers_plasticware_tall_tooltip = "高型塑料件生成倍数",
	Sandbox_newcontainers_roadsidekit = "路边工具包",
 	Sandbox_newcontainers_roadsidekit_tooltip = "路边工具包生成倍数",
 	Sandbox_newcontainers_roughbox = "毛坯盒",
 	Sandbox_newcontainers_roughbox_tooltip = "毛坯盒生成倍数",
 	Sandbox_newcontainers_sandwichbagbox = "三明治袋盒",
 	Sandbox_newcontainers_sandwichbagbox_tooltip = "三明治袋盒生成倍数",
 	Sandbox_newcontainers_sandwichbag = "三明治袋",
 	Sandbox_newcontainers_sandwichbag_tooltip = "三明治袋生成倍数",
 	Sandbox_newcontainers_shoebox = "鞋盒",
 	Sandbox_newcontainers_shoebox_tooltip = "鞋盒生成倍数",
 	Sandbox_newcontainers_shoppingbasket = "购物篮",
 	Sandbox_newcontainers_shoppingbasket_tooltip = "购物篮生成倍数",
 	Sandbox_newcontainers_spicerack = "香料架",
 	Sandbox_newcontainers_spicerack_tooltip = "香料架生成倍数",
 	Sandbox_newcontainers_spiffokeeper = "斯皮福守护者",
 	Sandbox_newcontainers_spiffokeeper_tooltip = "斯皮福守护者生成倍数",
 	Sandbox_newcontainers_tacklebox = "钓鱼箱",
 	Sandbox_newcontainers_tacklebox_tooltip = "钓鱼箱生成倍数",
 	Sandbox_newcontainers_tackleboxlarge = "钓鱼箱/大",
 	Sandbox_newcontainers_tackleboxlarge_tooltip = "大型钓鱼箱生成倍数",
 	Sandbox_newcontainers_tissuebox = "纸巾盒",
 	Sandbox_newcontainers_tissuebox_tooltip = "纸巾盒生成倍数",
 	Sandbox_newcontainers_travelkit = "旅行包",
 	Sandbox_newcontainers_travelkit_tooltip = "旅行包生成倍数",
 	Sandbox_newcontainers_trunkorganizer = "行李箱",
 	Sandbox_newcontainers_trunkorganizer_tooltip = "行李箱生成倍数",
 	Sandbox_newcontainers_jugempty = "水箱",
 	Sandbox_newcontainers_jugempty_tooltip = "运水箱生成倍数",
 	Sandbox_newcontainers_woodcarrier = "木箱",
 	Sandbox_newcontainers_woodcarrier_tooltip = "木材箱生成倍数",
	 	
	-----Mexiox's - Mexican Ancient Armory Pack-----
	
	Sandbox_MexicanMeleeAncientWepons = "西班牙前丧尸",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Jaguar_Chance = "美洲虎战士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Jaguar_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Pantera_Chance = "美洲豹战士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Pantera_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Aguila_Chance = "美洲老鹰战士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Aguila_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_tlacochcalcatl_Chance = " 阿兹特克二把手生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_tlacochcalcatl_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Cuextecalt_Chance = "阿兹特克战士刷新概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Cuextecalt_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_ZitlaCuextecalt_Chance = "特拉阿兹特克战士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_ZitlaCuextecalt_Chance_tooltip = "记住,这是添加到世界的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Tlamani_Chance = "特拉马战士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Tlamani_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Quachicqueh_Chance = "夸奇克战士生成概率",
	Sandbox_MexicanMeleeAncientWepons.Guerrero_Quachicqueh_Chance_tooltip = "记住,这是添加到世界中的丧尸<br>如果你放置 100%,这并不意味着所有的丧尸都是特定的战士",

	-----FOOL's New Containers-----
	
	Sandbox_newcontainersnc = "新容器",
 	Sandbox_newcontainersnc_ammocan30 = ".30 口径弹药罐",
 	Sandbox_newcontainersnc_ammocan30_tooltip = ".30 口径弹药罐生成倍数",
 	Sandbox_newcontainersnc_ammocan50 = ".50 口径弹药罐",
 	Sandbox_newcontainersnc_ammocan50_tooltip = ".50 口径弹药罐生成倍数",
 	Sandbox_newcontainersnc_basket = "篮子",
 	Sandbox_newcontainersnc_basket_tooltip = "篮子生成倍数",
 	Sandbox_newcontainersnc_beveragejug = "饮料罐",
 	Sandbox_newcontainersnc_beveragejug_tooltip = "饮料罐生成倍数",
 	Sandbox_newcontainersnc_breadbox = "面包箱",
 	Sandbox_newcontainersnc_breadbox_tooltip = "面包箱生成倍数",
 	Sandbox_newcontainersnc_canteen = "水壶",
 	Sandbox_newcontainersnc_canteen_tooltip = "水壶生成倍数",
 	Sandbox_newcontainersnc_canteenmilitary = "军用水壶",
 	Sandbox_newcontainersnc_canteenmilitary_tooltip = "军用水壶生成倍数",
 	Sandbox_newcontainersnc_canvastote = "帆布手提袋",
 	Sandbox_newcontainersnc_canvastote_tooltip = "帆布手提箱生成倍数",
 	Sandbox_newcontainersnc_cardboard_large = "大型纸板箱",
 	Sandbox_newcontainersnc_cardboard_large_tooltip = "大型纸箱生成倍数",
 	Sandbox_newcontainersnc_cardboard_medium = "中型纸板箱",
 	Sandbox_newcontainersnc_cardboard_medium_tooltip = "中型纸箱生成倍数",
 	Sandbox_newcontainersnc_cardboard_small = "小型纸板箱",
 	Sandbox_newcontainersnc_cardboard_small_tooltip = "小型纸箱生成倍数",
 	Sandbox_newcontainersnc_cdbinder = "CD 活页夹",
 	Sandbox_newcontainersnc_cdbinder_tooltip = "CD 活页夹生成倍数",
 	Sandbox_newcontainersnc_cdcase = "CD 盒",
 	Sandbox_newcontainersnc_cdcase_tooltip = "CD 盒生成倍数",
 	Sandbox_newcontainersnc_coffeecan = "咖啡罐",
 	Sandbox_newcontainersnc_coffeecan_tooltip = "咖啡罐生成倍数",
 	Sandbox_newcontainersnc_componentkit = "组件部分",
 	Sandbox_newcontainersnc_componentkit_tooltip = "组件部分生成倍数",
 	Sandbox_newcontainersnc_cookiejar = "饼干罐",
 	Sandbox_newcontainersnc_cookiejar_tooltip = "饼干罐生成倍数",
 	Sandbox_newcontainersnc_cutleryroll = "餐具卷",
 	Sandbox_newcontainersnc_cutleryroll_tooltip = "餐具卷生成倍数",
 	Sandbox_newcontainersnc_dishtub = "洗碗盆",
 	Sandbox_newcontainersnc_dishtub_tooltip = "盘子生成倍数",
 	Sandbox_newcontainersnc_donutbox = "甜甜圈盒",
 	Sandbox_newcontainersnc_donutbox_tooltip = "甜甜圈盒生成倍数",
 	Sandbox_newcontainersnc_fakerock = "假石头",
 	Sandbox_newcontainersnc_fakerock_tooltip = "假石头生成倍数",
 	Sandbox_newcontainersnc_filefolder = "文件夹",
 	Sandbox_newcontainersnc_filefolder_tooltip = "文件夹生成倍数",
 	Sandbox_newcontainersnc_fishingcreel = "鱼网",
 	Sandbox_newcontainersnc_fishingcreel_tooltip = "鱼网生成倍数",
	Sandbox_newcontainersnc_flask = "水瓶",
 	Sandbox_newcontainersnc_flask_tooltip = "水瓶生成倍数",
 	Sandbox_newcontainersnc_basket_forage = "采集篮",
 	Sandbox_newcontainersnc_basket_forage_tooltip = "采集篮生成倍数",
 	Sandbox_newcontainersnc_foragepouch = "采集袋",
 	Sandbox_newcontainersnc_foragepouch_tooltip = "采集袋生成倍数",
 	Sandbox_newcontainersnc_halfgaljug = "半加仑水罐",
 	Sandbox_newcontainersnc_halfgaljug_tooltip = "半加仑水罐生成倍数",
 	Sandbox_newcontainersnc_hardwareorganizer = "五金收纳盒",
 	Sandbox_newcontainersnc_hardwareorganizer_tooltip = "五金收纳盒生成倍数",
 	Sandbox_newcontainersnc_jewelrybox = "珠宝盒",
 	Sandbox_newcontainersnc_jewelrybox_tooltip = "首饰盒生成倍数",
 	Sandbox_newcontainersnc_kindlingbox = "火药箱",
 	Sandbox_newcontainersnc_kindlingbox_tooltip = "火药箱生成倍数",
 	Sandbox_newcontainersnc_kidsflask = "儿童水瓶",
 	Sandbox_newcontainersnc_kidsflask_tooltip = "儿童水瓶生成倍数",
 	Sandbox_newcontainersnc_lockbox = "锁箱",
 	Sandbox_newcontainersnc_lockbox_tooltip = "锁箱生成倍数",
 	Sandbox_newcontainersnc_milkcrate = "牛奶箱",
 	Sandbox_newcontainersnc_milkcrate_tooltip = "牛奶箱生成倍数",
 	Sandbox_newcontainersnc_milkcratelong = "长牛奶箱",
 	Sandbox_newcontainersnc_milkcratelong_tooltip = "长牛奶箱生成倍数",
 	Sandbox_newcontainersnc_petcarrier = "宠物笼",
 	Sandbox_newcontainersnc_petcarrier_tooltip = "宠物运输箱生成倍数",
 	Sandbox_newcontainersnc_piggybank = "存钱罐",
 	Sandbox_newcontainersnc_piggybank_tooltip = "存钱罐生成倍数",
 	Sandbox_newcontainersnc_pitcherempty_01 = "玻璃水壶",
 	Sandbox_newcontainersnc_pitcherempty_01_tooltip = "玻璃水壶生成倍数",
 	Sandbox_newcontainersnc_pitcherempty_02 = "塑料水壶",
 	Sandbox_newcontainersnc_pitcherempty_02_tooltip = "塑料水壶生成倍数",
 	Sandbox_newcontainersnc_pizzabox = "披萨盒",
 	Sandbox_newcontainersnc_pizzabox_tooltip = "披萨盒生成倍数",
 	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数",
 	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数",
 	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数",
 	Sandbox_newcontainersnc_plasticware = "塑料件",
 	Sandbox_newcontainersnc_plasticware_tooltip = "塑料件生成倍数",
 	Sandbox_newcontainersnc_plasticware_small = "小塑料器皿",
 	Sandbox_newcontainersnc_plasticware_small_tooltip = "小型塑料制品生成倍数",
 	Sandbox_newcontainersnc_plasticware_tall = "塑料制品/高",
 	Sandbox_newcontainersnc_plasticware_tall_tooltip = "高型塑料件生成倍数",
	Sandbox_newcontainersnc_roadsidekit = "路边工具包",
 	Sandbox_newcontainersnc_roadsidekit_tooltip = "路边工具包生成倍数",
 	Sandbox_newcontainersnc_roughbox = "毛坯盒",
 	Sandbox_newcontainersnc_roughbox_tooltip = "毛坯盒生成倍数",
 	Sandbox_newcontainersnc_sandwichbagbox = "三明治袋盒",
 	Sandbox_newcontainersnc_sandwichbagbox_tooltip = "三明治袋盒生成倍数",
 	Sandbox_newcontainersnc_sandwichbag = "三明治袋",
 	Sandbox_newcontainersnc_sandwichbag_tooltip = "三明治袋生成倍数",
 	Sandbox_newcontainersnc_shoebox = "鞋盒",
 	Sandbox_newcontainersnc_shoebox_tooltip = "鞋盒生成倍数",
 	Sandbox_newcontainersnc_shoppingbasket = "购物篮",
 	Sandbox_newcontainersnc_shoppingbasket_tooltip = "购物篮生成倍数",
 	Sandbox_newcontainersnc_spicerack = "香料架",
 	Sandbox_newcontainersnc_spicerack_tooltip = "香料架生成倍数",
 	Sandbox_newcontainersnc_spiffokeeper = "斯皮福守护者",
 	Sandbox_newcontainersnc_spiffokeeper_tooltip = "斯皮福守护者生成倍数",
 	Sandbox_newcontainersnc_tacklebox = "钓鱼箱",
 	Sandbox_newcontainersnc_tacklebox_tooltip = "钓鱼箱生成倍数",
 	Sandbox_newcontainersnc_tackleboxlarge = "钓鱼箱/大",
 	Sandbox_newcontainersnc_tackleboxlarge_tooltip = "大型钓鱼箱生成倍数",
 	Sandbox_newcontainersnc_tissuebox = "纸巾盒",
 	Sandbox_newcontainersnc_tissuebox_tooltip = "纸巾盒生成倍数",
 	Sandbox_newcontainersnc_travelkit = "旅行包",
 	Sandbox_newcontainersnc_travelkit_tooltip = "旅行包生成倍数",
 	Sandbox_newcontainersnc_trunkorganizer = "行李箱",
 	Sandbox_newcontainersnc_trunkorganizer_tooltip = "行李箱生成倍数",
 	Sandbox_newcontainersnc_jugempty = "水箱",
 	Sandbox_newcontainersnc_jugempty_tooltip = "运水箱生成倍数",
 	Sandbox_newcontainersnc_woodcarrier = "木箱",
 	Sandbox_newcontainersnc_woodcarrier_tooltip = "木材箱生成倍数",
	
	-----Definitive Zombies-----
	
	Sandbox_DefinitiveZombies = "终极丧尸",
	Sandbox_DefinitiveZombies_MainPage = "[DZ]终极丧尸",
	Sandbox_DefinitiveZombies_DaylightPage = "[DZ]白天设置",
	Sandbox_DefinitiveZombies_NightPage = "[DZ]夜间设置",
	Sandbox_DefinitiveZombies_TemperaturePage = "[DZ]温度设置",
	Sandbox_DefinitiveZombies_FogPage = "[DZ]雾天设置",
	Sandbox_DefinitiveZombies_RainPage = "[DZ]雨天设置",
	Sandbox_DefinitiveZombies_SnowPage = "[DZ]雪天设置",
	Sandbox_DefinitiveZombies_CloudPage = "[DZ]云设置",
	Sandbox_DefinitiveZombies_WindPage = "[DZ]风设置",
	Sandbox_DefinitiveZombies_MoonPage1 = "[DZ]月亮设置 1",
	Sandbox_DefinitiveZombies_MoonPage2 = "[DZ]月亮设置 2",
	Sandbox_DefinitiveZombies_SpeechPage = "[DZ]语音设置",
	Sandbox_DefinitiveZombies_TimePage = "[DZ]时间设置",
	Sandbox_DefinitiveZombies_DaysPage = "[DZ]天数设置"
	Sandbox_DefinitiveZombies_DaysEnable = "启用天数",
	Sandbox_DefinitiveZombies_DaysInterval0 = "天数间隔 0",
	Sandbox_DefinitiveZombies_DaysInterval1 = "天数间隔 1",
	Sandbox_DefinitiveZombies_DaysInterval2 = "天数间隔 2",
	Sandbox_DefinitiveZombies_DebugEnable = "启用调试",
	Sandbox_DefinitiveZombies_UpdateInterval = "更新间隔",
	Sandbox_DefinitiveZombies_UpdateReroll = "更新重选",
	Sandbox_DefinitiveZombies_SpeedEnable = "启用速度",
	Sandbox_DefinitiveZombies_BaselineSpeed = "基准速度",
	Sandbox_DefinitiveZombies_StrengthEnable = "启用力量",
	Sandbox_DefinitiveZombies_BaselineStrength = "基准力量",
	Sandbox_DefinitiveZombies_ToughnessEnable = "启用韧性",
	Sandbox_DefinitiveZombies_BaselineToughness = "基准韧性",
	Sandbox_DefinitiveZombies_CognitionEnable = "启用感知",
	Sandbox_DefinitiveZombies_BaselineCognition = "基线感知",
	Sandbox_DefinitiveZombies_MemoryEnable = "启用记忆",
	Sandbox_DefinitiveZombies_BaselineMemory = "基线记忆",
	Sandbox_DefinitiveZombies_SightEnable = "启用视觉",
	Sandbox_DefinitiveZombies_BaselineSight = "基准视力",
	Sandbox_DefinitiveZombies_HearingEnable = "启用听觉",
	Sandbox_DefinitiveZombies_BaselineHearing = "基准听力",
	Sandbox_DefinitiveZombies_SpeedEffect = "速度效果",
	Sandbox_DefinitiveZombies_StrengthEffect = "力量效果",
	Sandbox_DefinitiveZombies_ToughnessEffect = "韧性效果",
	Sandbox_DefinitiveZombies_CognitionEffect = "感知效果",
	Sandbox_DefinitiveZombies_MemoryEffect = "记忆效果",
	Sandbox_DefinitiveZombies_SightEffect = "视觉效果",
	Sandbox_DefinitiveZombies_HearingEffect = "听觉效果",
	Sandbox_DefinitiveZombies_Effects_option1 = "增加 99 阶段",
	Sandbox_DefinitiveZombies_Effects_option2 = "增加 4 个阶段",
	Sandbox_DefinitiveZombies_Effects_option3 = "增加 3 个阶段",
	Sandbox_DefinitiveZombies_Effects_option4 = "增加 2 个阶段",
	Sandbox_DefinitiveZombies_Effects_option5 = "增加 1 个阶段",
	Sandbox_DefinitiveZombies_Effects_option6 = "无",
	Sandbox_DefinitiveZombies_Effects_option7 = "减少 1 个阶段",
	Sandbox_DefinitiveZombies_Effects_option8 = "减少 2 个阶段",
	Sandbox_DefinitiveZombies_Effects_option9 = "减少 3 个阶段",
	Sandbox_DefinitiveZombies_Effects_option10 = "减少 4 个阶段",
	Sandbox_DefinitiveZombies_Effects_option11 = "减少 99 个阶段",
	Sandbox_DefinitiveZombies_NightEnable = "启用夜间功能",
	Sandbox_DefinitiveZombies_NightInterval0 = "夜间时间间隔 0",
	Sandbox_DefinitiveZombies_NightInterval1 = "夜间时间间隔 1",
	Sandbox_DefinitiveZombies_NightInterval2 = "夜间时间间隔 2",
	Sandbox_DefinitiveZombies_DayLightEnable = "启用白天",
	Sandbox_DefinitiveZombies_DayLightInterval0 = "白天时间间隔 0",
	Sandbox_DefinitiveZombies_DayLightInterval1 = "白天时间间隔 1",
	Sandbox_DefinitiveZombies_DayLightInterval2 = "白天时间间隔 2",
	Sandbox_DefinitiveZombies_TemperatureEnable = "启用温度",
	Sandbox_DefinitiveZombies_TemperatureInterval0 = "温度间隔 0",
	Sandbox_DefinitiveZombies_TemperatureInterval1 = "温度间隔 1",
	Sandbox_DefinitiveZombies_TemperatureInterval2 = "温度间隔 2",
	Sandbox_DefinitiveZombies_FogIntensityEnable = "启用雾",
	Sandbox_DefinitiveZombies_FogIntensityInterval0 = "雾间隔 0",
	Sandbox_DefinitiveZombies_FogIntensityInterval1 = "雾间隔 1",
	Sandbox_DefinitiveZombies_FogIntensityInterval2 = "雾间隔 2",
	Sandbox_DefinitiveZombies_RainIntensityEnable = "启用雨",
	Sandbox_DefinitiveZombies_RainIntensityInterval0 = "雨间隔 0",
	Sandbox_DefinitiveZombies_RainIntensityInterval1 = "雨间隔 1",
	Sandbox_DefinitiveZombies_RainIntensityInterval2 = "雨间隔 2",
	Sandbox_DefinitiveZombies_SnowIntensityEnable = "启用雪",
	Sandbox_DefinitiveZombies_SnowIntensityInterval0 = "雪间隔 0",
	Sandbox_DefinitiveZombies_SnowIntensityInterval1 = "雪间隔 1",
	Sandbox_DefinitiveZombies_SnowIntensityInterval2 = "雪间隔 2",
	Sandbox_DefinitiveZombies_CloudIntensityEnable = "启用云",
	Sandbox_DefinitiveZombies_CloudIntensityInterval0 = "云间隔 0",
	Sandbox_DefinitiveZombies_CloudIntensityInterval1 = "云间隔 1",
	Sandbox_DefinitiveZombies_CloudIntensityInterval2 = "云间隔 2",
	Sandbox_DefinitiveZombies_WindIntensityEnable = "启用风",
	Sandbox_DefinitiveZombies_WindIntensityInterval0 = "风间隔 0",
	Sandbox_DefinitiveZombies_WindIntensityInterval1 = "风间隔 1",
	Sandbox_DefinitiveZombies_WindIntensityInterval2 = "风间隔 2",
	Sandbox_DefinitiveZombies_MoonPhaseFullEnable = "启用满月",
	Sandbox_DefinitiveZombies_MoonPhaseMoonThreshold = "月亮阈值",
	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 = "满月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval5 = "亏凸月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval6 = "下弦月",
	Sandbox_DefinitiveZombies_MoonPhaseInterval7 = "残月",
	Sandbox_DefinitiveZombies_SpeechEnable = "启用语音",
	Sandbox_DefinitiveZombies_SpeechDayLightEnable = "启用白天语音",
	Sandbox_DefinitiveZombies_SpeechNightEnable = "启用夜间语音",
	Sandbox_DefinitiveZombies_SpeechTemperatureEnable = "启用温度语音",
	Sandbox_DefinitiveZombies_SpeechFogIntensityEnable = "启用雾力量语音",
	Sandbox_DefinitiveZombies_SpeechRainIntensityEnable = "启用雨力量语音",
	Sandbox_DefinitiveZombies_SpeechSnowIntensityEnable = "启用雪力量语音",
	Sandbox_DefinitiveZombies_SpeechCloudIntensityEnable = "启用云力量语音",
	Sandbox_DefinitiveZombies_SpeechWindIntensityEnable = "启用风力量语音",
	Sandbox_DefinitiveZombies_SpeechMoonPhaseEnable = "启用月相语音".
	Sandbox_DefinitiveZombies_TimeEnable = "启用时间",
	Sandbox_DefinitiveZombies_TimeInterval0 = "黎明",
	Sandbox_DefinitiveZombies_TimeInterval1 = "黄昏",
	Sandbox_DZ_Seed_Page1 = "[DZ]种子设置 1",
	Sandbox_DZ_Speed_Seed_Enable = "启用快速播种",
	Sandbox_DZ_Speed_Seed1 = "概率 1",
	Sandbox_DZ_Speed_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Speed_Seed1_Effect = "效果 1",
	Sandbox_DZ_Speed_Seed2 = "概率 2",
	Sandbox_DZ_Speed_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Speed_Seed2_Effect = "效果 2",
	Sandbox_DZ_Speed_Seed3 = "概率 3",
	Sandbox_DZ_Speed_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Speed_Seed3_Effect = "效果 3",
	Sandbox_DZ_Speed_Seed4 = "概率 4",
	Sandbox_DZ_Speed_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Speed_Seed4_Effect = "效果 4",
	Sandbox_DZ_Speed_Seed5 = "概率 5",
	Sandbox_DZ_Speed_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Speed_Seed5_Effect = "效果 5",
	Sandbox_DZ_Seed_Page2 = "[DZ]种子设置 2",
	Sandbox_DZ_Seed_Page3 = "[DZ]种子设置 3",
	Sandbox_DZ_Strength_Seed_Enable = "启用力量播种",
	Sandbox_DZ_Strength_Seed1 = "概率 1",
	Sandbox_DZ_Strength_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Strength_Seed1_Effect = "效果 1",
	Sandbox_DZ_Strength_Seed2 = "概率 2",
	Sandbox_DZ_Strength_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Strength_Seed2_Effect = "效果 2",
	Sandbox_DZ_Strength_Seed3 = "概率 3",
	Sandbox_DZ_Strength_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Strength_Seed3_Effect = "效果 3",
	Sandbox_DZ_Strength_Seed4 = "概率 4",
	Sandbox_DZ_Strength_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Strength_Seed4_Effect = "效果 4",
	Sandbox_DZ_Strength_Seed5 = "概率 5",
	Sandbox_DZ_Strength_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Strength_Seed5_Effect = "效果 5",
	Sandbox_DZ_Toughness_Seed_Enable = "启用韧性播种",
	Sandbox_DZ_Toughness_Seed1 = "概率 1",
	Sandbox_DZ_Toughness_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Toughness_Seed1_Effect = "效果 1",
	Sandbox_DZ_Toughness_Seed2 = "概率 2",
	Sandbox_DZ_Toughness_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Toughness_Seed2_Effect = "效果 2",
	Sandbox_DZ_Toughness_Seed3 = "概率 3",
	Sandbox_DZ_Toughness_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Toughness_Seed3_Effect = "效果 3",
	Sandbox_DZ_Toughness_Seed4 = "概率 4",
	Sandbox_DZ_Toughness_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Toughness_Seed4_Effect = "效果 4",
	Sandbox_DZ_Toughness_Seed5 = "概率 5",
	Sandbox_DZ_Toughness_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Toughness_Seed5_Effect = "效果 5",
	Sandbox_DZ_Cognition_Seed_Enable = "启用感知播种",
	Sandbox_DZ_Cognition_Seed1 = "概率 1",
	Sandbox_DZ_Cognition_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Cognition_Seed1_Effect = "效果 1",
	Sandbox_DZ_Cognition_Seed2 = "概率 2",
	Sandbox_DZ_Cognition_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Cognition_Seed2_Effect = "效果 2",
	Sandbox_DZ_Cognition_Seed3 = "概率 3",
	Sandbox_DZ_Cognition_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Cognition_Seed3_Effect = "效果 3",
	Sandbox_DZ_Cognition_Seed4 = "概率 4",
	Sandbox_DZ_Cognition_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Cognition_Seed4_Effect = "效果 4",
	Sandbox_DZ_Cognition_Seed5 = "概率 5",
	Sandbox_DZ_Cognition_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Cognition_Seed5_Effect = "效果 5",
	Sandbox_DZ_Memory_Seed_Enable = "启用记忆播种",
	Sandbox_DZ_Memory_Seed1 = "概率 1",
	Sandbox_DZ_Memory_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Memory_Seed1_Effect = "效果 1",
	Sandbox_DZ_Memory_Seed2 = "概率 2",
	Sandbox_DZ_Memory_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Memory_Seed2_Effect = "效果 2",
	Sandbox_DZ_Memory_Seed3 = "概率 3",
	Sandbox_DZ_Memory_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Memory_Seed3_Effect = "效果 3",
	Sandbox_DZ_Memory_Seed4 = "概率 4",
	Sandbox_DZ_Memory_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Memory_Seed4_Effect = "效果 4",
	Sandbox_DZ_Memory_Seed5 = "概率 5",
	Sandbox_DZ_Memory_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Memory_Seed5_Effect = "效果 5",
	Sandbox_DZ_Sight_Seed_Enable = "启用视觉播种",
	Sandbox_DZ_Sight_Seed1 = "概率 1",
	Sandbox_DZ_Sight_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Sight_Seed1_Effect = "效果 1",
	Sandbox_DZ_Sight_Seed2 = "概率 2",
	Sandbox_DZ_Sight_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Sight_Seed2_Effect = "效果 2",
	Sandbox_DZ_Sight_Seed3 = "概率 3",
	Sandbox_DZ_Sight_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Sight_Seed3_Effect = "效果 3",
	Sandbox_DZ_Sight_Seed4 = "概率 4",
	Sandbox_DZ_Sight_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Sight_Seed4_Effect = "效果 4",
	Sandbox_DZ_Sight_Seed5 = "概率 5",
	Sandbox_DZ_Sight_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Sight_Seed5_Effect = "效果 5",
	Sandbox_DZ_Hearing_Seed_Enable = "启用听觉播种",
	Sandbox_DZ_Hearing_Seed1 = "概率 1",
	Sandbox_DZ_Hearing_Seed1_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Hearing_Seed1_Effect = "效果 1",
	Sandbox_DZ_Hearing_Seed2 = "概率 2",
	Sandbox_DZ_Hearing_Seed2_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Hearing_Seed2_Effect = "效果 2",
	Sandbox_DZ_Hearing_Seed3 = "概率 3",
	Sandbox_DZ_Hearing_Seed3_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Hearing_Seed3_Effect = "效果 3",
	Sandbox_DZ_Hearing_Seed4 = "概率 4",
	Sandbox_DZ_Hearing_Seed4_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Hearing_Seed4_Effect = "效果 4",
	Sandbox_DZ_Hearing_Seed5 = "概率 5",
	Sandbox_DZ_Hearing_Seed5_tooltip = "丧尸的状态被修改的概率",
	Sandbox_DZ_Hearing_Seed5_Effect = "效果 5",
	Sandbox_DefinitiveZombies_DebugEnable_tooltip = "打开调试模式<br>调试文本将被写入 C:/Users/<user>/Zomboid/console.txt",
	Sandbox_DefinitiveZombies_UpdateInterval_tooltip = "丧尸的更新频率与用户的帧频有关<br>较低的值会提高丧尸的更新速度,这需要一台功能强大的机器",
	Sandbox_DefinitiveZombies_UpdateReroll_tooltip = "调整丧尸的更新频率<br>这将减少机器的记忆负荷<br>较低的值会增加丧尸的更新频率,这需要一台功能强大的机器",
	Sandbox_DefinitiveZombies_SpeedEnable_tooltip = "终极丧尸会影响丧尸的速度属性<br>禁用该选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineSpeed_tooltip = "丧尸的初始速度",
	Sandbox_DefinitiveZombies_StrengthEnable_tooltip = "终极丧尸会影响丧尸的速度值<br>禁用该选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineStrength_tooltip = "丧尸的初始力量",
	Sandbox_DefinitiveZombies_ToughnessEnable_tooltip = "终极丧尸会影响丧尸的韧性属性<br>禁用此选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineToughness_tooltip = "丧尸的初始韧性",
	Sandbox_DefinitiveZombies_CognitionEnable_tooltip = "终极丧尸会影响丧尸的韧性属性<br>禁用此选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineCognition_tooltip = "丧尸的初始韧性",
	Sandbox_DefinitiveZombies_MemoryEnable_tooltip = "终极丧尸会影响丧尸的记忆状态<br>禁用此选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineMemory_tooltip = "丧尸的起始记忆",
	Sandbox_DefinitiveZombies_SightEnable_tooltip = "终极丧尸会影响丧尸的视力状态<br>禁用此选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineSight_tooltip = "丧尸的起始视力",
	Sandbox_DefinitiveZombies_HearingEnable_tooltip = "终极丧尸会影响丧尸的听力状态<br>禁用此选项可提高类似 mod 之间的兼容性",
	Sandbox_DefinitiveZombies_BaselineHearing_tooltip = "丧尸的起始听力",
	Sandbox_DefinitiveZombies_SpeedEffect_tooltip = "如果达到上述气候区间,丧尸的速度将按此值修改",
	Sandbox_DefinitiveZombies_StrengthEffect_tooltip = "如果达到上述气候区间,丧尸的力量将按此量进行调整",
	Sandbox_DefinitiveZombies_ToughnessEffect_tooltip = "如果达到上述气候区间,丧尸的韧性将被修改此值",
	Sandbox_DefinitiveZombies_CognitionEffect_tooltip = "如果达到上述气候区间,丧尸的感知度将按此值修改",
	Sandbox_DefinitiveZombies_MemoryEffect_tooltip = "如果达到上述气候区间,丧尸的记忆将被修改此值",
	Sandbox_DefinitiveZombies_SightEffect_tooltip = "如果达到上述气候区间,丧尸的视力将按此值改变",
	Sandbox_DefinitiveZombies_HearingEffect_tooltip = "如果达到上述气候区间,丧尸的听力将受到此值的影响",
	Sandbox_DefinitiveZombies_DayLightEnable_tooltip = "白天会影响丧尸的属性<br>除非您知道该怎么做,否则不要修改时间间隔,因为这与夜间气候有关",
	Sandbox_DefinitiveZombies_DayLightInterval0_tooltip = "修改下面丧尸属性所需的日照量<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_DayLightInterval1_tooltip = "修改下面丧尸数据所需的日照量<br>值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_DayLightInterval2_tooltip = "修改以下丧尸数据所需的日照量<br>该值应是各区间中的最高值",
	Sandbox_DefinitiveZombies_NightEnable_tooltip = "夜晚会影响丧尸的属性<br>除非您知道该怎么做,否则不要修改间隔,因为这与白天的气候有关",
	Sandbox_DefinitiveZombies_NightInterval0_tooltip = "需要多黑暗的世界才能修改下面的丧尸属性<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_NightInterval1_tooltip = "世界需要多黑暗才能修改下面的丧尸数据<br>值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_NightInterval2_tooltip = "需要多黑暗的世界才能修改下面的丧尸数据<br>该值应是各区间中的最高值",
	Sandbox_DefinitiveZombies_TemperatureEnable_tooltip = "温度会影响丧尸的属性",
	Sandbox_DefinitiveZombies_TemperatureInterval0_tooltip = "修改以下丧尸数据所需的温度<br>这应该是所有区间中的最低值<br>除非您知道该怎么做,否则请勿修改",
	Sandbox_DefinitiveZombies_TemperatureInterval1_tooltip = "修改以下丧尸数据所需的温度<br>该值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_TemperatureInterval2_tooltip = "修改以下丧尸数据所需的温度<br>这应该是各区间中的最高值",
	Sandbox_DefinitiveZombies_FogIntensityEnable_tooltip = "雾会影响丧尸的属性",
	Sandbox_DefinitiveZombies_FogIntensityInterval0_tooltip = "修改以下丧尸属性所需的雾量<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_FogIntensityInterval1_tooltip = "修改以下丧尸属性所需的雾量<br>数值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_FogIntensityInterval2_tooltip = "修改以下丧尸属性所需的雾量<br>这应该是各区间中的最高值",
	Sandbox_DefinitiveZombies_RainIntensityEnable_tooltip = "雨水会影响丧尸的属性",
	Sandbox_DefinitiveZombies_RainIntensityInterval0_tooltip = "修改以下丧尸属性所需的雨量<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_RainIntensityInterval1_tooltip = "修改以下丧尸属性所需的雨量<br>值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_RainIntensityInterval2_tooltip = "修改以下丧尸属性所需的雨量<br>这应该是各区间中的最高值",
	Sandbox_DefinitiveZombies_SnowIntensityEnable_tooltip = "雪会影响丧尸的属性",
	Sandbox_DefinitiveZombies_SnowIntensityInterval0_tooltip = "修改以下丧尸属性所需的雪量<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_SnowIntensityInterval1_tooltip = "修改以下丧尸属性所需的雪量<br>值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_SnowIntensityInterval2_tooltip = "修改下方丧尸数据所需的雪量<br>这应该是各区间中的最高值",
	Sandbox_DefinitiveZombies_CloudIntensityEnable_tooltip = "云会影响丧尸的属性",
	Sandbox_DefinitiveZombies_CloudIntensityInterval0_tooltip = "修改以下丧尸数据所需的云量<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_CloudIntensityInterval1_tooltip = "修改以下丧尸数据所需的云量<br>值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_CloudIntensityInterval2_tooltip = "修改以下丧尸数据所需的云量<br>这应该是所有区间中的最高值",
	Sandbox_DefinitiveZombies_WindIntensityEnable_tooltip = "风会影响丧尸的属性",
	Sandbox_DefinitiveZombies_WindIntensityInterval0_tooltip = "修改以下丧尸属性所需的风力大小<br>这应该是所有区间中的最低值",
	Sandbox_DefinitiveZombies_WindIntensityInterval1_tooltip = "修改以下丧尸属性所需的风力大小<br>数值应介于最低值和最高值之间",
	Sandbox_DefinitiveZombies_WindIntensityInterval2_tooltip = "修改以下丧尸属性所需的风力大小<br>这应该是所有区间中的最高值",
	Sandbox_DefinitiveZombies_MoonEnable_tooltip = "月相会影响丧尸的属性",
	Sandbox_DefinitiveZombies_MoonPhaseFullEnable_tooltip = "启用以允许月相影响丧尸的属性",
	Sandbox_DefinitiveZombies_MoonPhaseMoonThreshold_tooltip = "月亮影响丧尸状态之前,世界需要有多黑暗<br>将其设置为 0 会导致统计信息全天都处于激活状态",
	Sandbox_DefinitiveZombies_MoonPhaseInterval0_tooltip = "新月下的丧尸状态",
	Sandbox_DefinitiveZombies_MoonPhaseInterval1_tooltip = "娥眉月下的丧尸状态",
	Sandbox_DefinitiveZombies_MoonPhaseInterval2_tooltip = "上弦月下的丧尸数据",
	Sandbox_DefinitiveZombies_MoonPhaseInterval3_tooltip = "盈凸月下的丧尸数据",
	Sandbox_DefinitiveZombies_MoonPhaseInterval4_tooltip = "满月时的丧尸数据",
	Sandbox_DefinitiveZombies_MoonPhaseInterval5_tooltip = "亏凸月时的丧尸数据",
	Sandbox_DefinitiveZombies_MoonPhaseInterval6_tooltip = "下弦月下的丧尸数据",
	Sandbox_DefinitiveZombies_MoonPhaseInterval7_tooltip = "残月下的丧尸状态",
	Sandbox_DefinitiveZombies_TimeEnable_tooltip = "游戏中的时间会影响丧尸的属性",
	Sandbox_DefinitiveZombies_TimeInterval0_tooltip = "激活以下属性前所需的游戏内时间<br>这应该是所有时间间隔中的最低值",
	Sandbox_DefinitiveZombies_TimeInterval1_tooltip = "激活以下统计信息前所需的游戏内时间<br>这应该是所有时间间隔中的最高值",
	Sandbox_DefinitiveZombies_EntropyPage = "[DZ]熵信息设置"
	Sandbox_DefinitiveZombies_EntropyEnable = "启用熵信息",
	Sandbox_DefinitiveZombies_EntropyEnable_tooltip = "僵尸会对世界活跃的天数做出反应",
	Sandbox_DefinitiveZombies_EntropyInterval0 = "熵效应 0",
	Sandbox_DefinitiveZombies_EntropyInterval0_tooltip = "修改以下僵尸统计数据所需的游戏内消亡天数<br>该值应是各区间中的最低值",
	Sandbox_DefinitiveZombies_EntropyInterval1 = "熵效应 1",
	Sandbox_DefinitiveZombies_EntropyInterval1_tooltip = "已消逝的游戏内天数<br>数值应介于 效应 0 和 效应 2 之间 ",
	Sandbox_DefinitiveZombies_EntropyInterval2 = "熵效应 2",
	Sandbox_DefinitiveZombies_EntropyInterval2_tooltip = "已消逝的游戏内天数<br>这应该是各区间中的最高值",
	Sandbox_DZ_Speed_Seed_Enable_tooltip = "启用速度统计的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Speed_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Speed_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Speed_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Speed_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Speed_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Strength_Seed_Enable_tooltip = "启用力量统计的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Strength_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Strength_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Strength_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Strength_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Strength_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Toughness_Seed_Enable_tooltip = "启用韧性统计的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Toughness_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Toughness_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Toughness_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Toughness_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Toughness_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Cognition_Seed_Enable_tooltip = "启用感知统计的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Cognition_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Cognition_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Cognition_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Cognition_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Cognition_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Memory_Seed_Enable_tooltip = "启用记忆统计数据的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Memory_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Memory_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Memory_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Memory_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Memory_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Sight_Seed_Enable_tooltip = "启用视力统计数据的随机化<br>概率将在最后正常化",
	Sandbox_DZ_Sight_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Sight_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Sight_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Sight_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Sight_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Hearing_Seed_Enable_tooltip = "启用听力统计数据的随机化<br>概率最终将正常化",
	Sandbox_DZ_Hearing_Seed1_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Hearing_Seed2_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Hearing_Seed3_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Hearing_Seed4_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DZ_Hearing_Seed5_tooltip  = "丧尸使用以下属性的概率",
	Sandbox_DefinitiveZombies_DUMMYEnable_tooltip = "DUMMY 会影响丧尸的统计数据",
	Sandbox_DefinitiveZombies_DUMMYInterval0_tooltip = "修改下面的丧尸数据所需的 DUMMY 数量<br>这应该是间隔中的最低值",
	Sandbox_DefinitiveZombies_DUMMYInterval1_tooltip = "修改下面的丧尸数据所需的 DUMMY 数量<br>值应介于选项最低和最高值之间",
	Sandbox_DefinitiveZombies_DUMMYInterval2_tooltip = "修改下面的丧尸数据所需的 DUMMY 数量<br>这应该是间隔中的最高值",

	-----You Survived-----
	
	Sandbox_YouSurvived = "你活下来了！",
 	Sandbox_YouSurvived_Message= "结束画面消息",
 	Sandbox_YouSurvived_XPos= "集合区域X坐标",
 	Sandbox_YouSurvived_YPos= "集结区Y坐标",
 	Sandbox_YouSurvived_ZPos= "集结区Z坐标",
 	Sandbox_YouSurvived_Radius= "方块半径",
 	Sandbox_YouSurvived_ShowDaysSurvived= "显示存活的天数和小时数",
 	Sandbox_YouSurvived_ShowZombieKills= "显示杀死的丧尸数量",
 	Sandbox_YouSurvived_EnableKick= "结束画面后踢出玩家",
	
	-----Electromancer Trait-----
	
	Sandbox_ElectromancerTrait = "电光火石",
	Sandbox_ElectromancerTrait_NoviceRange = "新手/施法范围",
	Sandbox_ElectromancerTrait_NoviceRadius = "新手/施法AOE半径",
	Sandbox_ElectromancerTrait_NoviceCritChance = "新手/关键施法概率%",
	Sandbox_ElectromancerTrait_NoviceCritChance_tooltip = "如果是临界施放,半径会增加x1.5电击系数",
	Sandbox_ElectromancerTrait_NoviceChainChance = "新手/连锁概率%",
	Sandbox_ElectromancerTrait_NoviceChainChance_tooltip = "每一个被施法击中的丧尸,都有概率连锁攻击附近的丧尸<br>可能会影响大群丧尸！",
	Sandbox_ElectromancerTrait_NoviceCastTime = "新手/施法时间",
	Sandbox_ElectromancerTrait_NoviceCastTime_tooltip = "这个数字与秒无关,它使用的是游戏中的刻度<br>通过这个值来找到所需的施法时间",
	Sandbox_ElectromancerTrait_NoviceStaminaPenaltyMultiplier = "新手/体力惩罚乘数",
	Sandbox_ElectromancerTrait_NoviceStaminaPenaltyMultiplier_tooltip = "在每次施放时对默认的体力惩罚添加一个倍数<br>可以用这个值来找到理想的体力惩罚",
	Sandbox_ElectromancerTrait_NoviceChargeLength = "新手/方块充电持续时间",
	Sandbox_ElectromancerTrait_NoviceChargeLength_tooltip = "被施法击中的方块将在接下来几秒钟内被充能",
	Sandbox_ElectromancerTrait_MasterRange = "大师/施法范围",
	Sandbox_ElectromancerTrait_MasterRadius = "大师/施法AOE半径",
	Sandbox_ElectromancerTrait_MasterCritChance = "大师/关键施法概率%",
	Sandbox_ElectromancerTrait_MasterCritChance_tooltip = "如果是临界施法,半径会增加x1.5电击系数",
	Sandbox_ElectromancerTrait_MasterChainChance = "大师/连锁概率%",
	Sandbox_ElectromancerTrait_MasterChainChance_tooltip = "每一个被施法击中的丧尸,都有概率连锁攻击附近的丧尸<br>可能会影响大群丧尸的表现！",
	Sandbox_ElectromancerTrait_MasterCastTime = "大师/施法时间",
	Sandbox_ElectromancerTrait_MasterCastTime_tooltip = "这个数字与秒无关,它使用的是游戏中的刻度<br>通过这个值来找到所需的施法时间",
	Sandbox_ElectromancerTrait_MasterStaminaPenaltyMultiplier = "大师/耐力惩罚乘数",
	Sandbox_ElectromancerTrait_MasterStaminaPenaltyMultiplier_tooltip = "在每次施放时对默认的体力惩罚添加一个倍数<br>可以用这个值来找到理想的体力惩罚",
	Sandbox_ElectromancerTrait_MasterChargeLength = "大师/方块充电持续时间",
	Sandbox_ElectromancerTrait_MasterChargeLength_tooltip = "被施法击中的方块将在接下来的几秒钟内被充能",

	-----Wolf Extraction Quest-----
	
	Sandbox_WQS = "救狼任务",
 	Sandbox_WQS_DeadlineDays_txt = "截止日期",
 	Sandbox_WQS_DeadlineDays_txt_tooltip = "到达撤离点的最大天数（呼叫直升机无线电信号激活后）<br>0 表示禁用最后期限",
 	Sandbox_WQS_ExtractionEventHoursDuration_txt = "撤离事件持续时间",
 	Sandbox_WQS_ExtractionEventHoursDuration_txt_tooltip = "撤离事件的持续时间（以小时为单位）<br>建议 3 或 4 小时",
 	Sandbox_WQS_ExtractionEventDifficulty_txt = "撤离事件难度倍数",
 	Sandbox_WQS_ExtractionEventDifficulty_txt_tooltip = "控制撤离事件的整体难度",
 	Sandbox_WQS_WaitForSignalDuration_txt = "等待无线电信号的天数",
 	Sandbox_WQS_WaitForSignalDuration_txt_tooltip = "呼叫直升机所需的无线电信号激活之前必须经过的天数<br>0表示禁用并在开始时信号已激活处于活动状态",
	Sandbox_WQS_RepeatersModeHowMany_txt = "获得足够信号强度所需的中继器",
	Sandbox_WQS_RepeatersModeHowMany_txt_tooltip = "要获得足够的无线电信号强度,你必须在地图的不同地方建造多少个中继器天线",
	Sandbox_WQS_ItemInZombieLootMultiplier_txt = "Mod 相关物品掉落概率倍数",
	Sandbox_WQS_ItemInZombieLootMultiplier_txt_tooltip = "在丧尸尸体战利品中找到 Mod 相关物品的概率乘数（对讲机、中继器位置的地图碎片等）",
	Sandbox_WQS_StartWithExtractionItem_txt = "从撤离所需的物品开始",
 	Sandbox_WQS_StartWithExtractionItem_txt_tooltip = "从撤离所需的物品开始<br>无需寻找",
 	Sandbox_WQS_ConfinedMode_txt = "限制模式",
 	Sandbox_WQS_ConfinedMode_txt_tooltip = "如果选择此选项<br>您必须在整个撤离事件期间保持在撤离点附近",
	Sandbox_WQS_GameModeExtended_txt = "扩展任务模式",
	Sandbox_WQS_GameModeExtended_txt_tooltip = "如果选择了这个模式,任务在开始时不会被激活,只有在制作天线之后才能开始",
 	Sandbox_WQS_ZoneMap_txt = "撤离区",
 	Sandbox_WQS_ZoneMap_txt_tooltip = "选择撤离区域",
 	Sandbox_WQS_ZoneMap_optlist_option1 = "随机",
 	Sandbox_WQS_ZoneMap_optlist_option2 = "路易斯维尔大桥路",
 	Sandbox_WQS_ZoneMap_optlist_option3 = "路易斯维尔购物中心屋顶",
 	Sandbox_WQS_ZoneMap_optlist_option4 = "路易斯维尔中心医院屋顶",
 	Sandbox_WQS_ZoneMap_optlist_option5 = "路易斯维尔化石工厂屋顶",
 	Sandbox_WQS_ZoneMap_optlist_option6 = "路易斯维尔奥里奥办事处",
 	Sandbox_WQS_ZoneMap_optlist_option7 = "马尔德劳屋顶",
 	Sandbox_WQS_ZoneMap_optlist_option8 = "马尔德劳足球场",
 	Sandbox_WQS_ZoneMap_optlist_option9 = "三月岭电影院",
	Sandbox_WQS_ZoneMap_optlist_option10 = "罗斯伍德监狱",
	Sandbox_WQS_ZoneMap_random_txt = "随机撤离区域",
	Sandbox_WQS_ZoneMap_random_txt_tooltip = "如果选择随机撤离区域,您可以选择随机选择列表中包含哪些区域(包括修改后地图)<br>如果选择固定撤离区域,则忽略此参数",
 	Sandbox_WQS_ZoneMap_random_optlist_option1 = "随机包括所有区域",
 	Sandbox_WQS_ZoneMap_random_optlist_option2 = "仅随机路易斯维尔区域",
 	Sandbox_WQS_ZoneMap_random_optlist_option3 = "随机/排除路易斯维尔区域",
	 
	-----ZombieAttackVariety-----
	
	Sandbox_ZombieAttackVariety = "丧尸攻击种类",
	Sandbox_ZombieAttackVariety_chanceOfZombification = "如果被抓伤后感染丧尸病毒概率%",
	Sandbox_ZombieAttackVariety_chanceOfZombification_tooltip = "0% = 没有感染<br>100% = 被抓伤后感染",
	Sandbox_ZombieAttackVariety_chanceOfFakeInfection = "如果被抓伤会感染假感染状态概率%",
	Sandbox_ZombieAttackVariety_chanceOfFakeInfection_tooltip = "0% = 无感染<br>100% = 被抓伤时感染",
	
	-----Portal Gun-----
	
	Sandbox_PortalGun = "传送门模组",
	Sandbox_PortalGun_TeleportZombies = "远程传送丧尸",
	Sandbox_PortalGun_TeleportZombies_tooltip = "从性能上来说不是一个好主意<br>但从乐趣上讲是个好主意！",
	Sandbox_PortalGun_Portal1Color = "一号门颜色",
	Sandbox_PortalGun_Portal1Color_tooltip = "深橙色？深橙色？或者橙红色？或者也许......橙色？",
	Sandbox_PortalGun_Portal2Color = "二号门颜色",
	Sandbox_PortalGun_Portal2Color_tooltip = "我有没有告诉你另一个门户应该是橙色？",
	Sandbox_PortalGun_PortalSize = "门户尺寸",
	Sandbox_PortalGun_PortalSize_tooltip = "对不起,你不能用这种方式得到一个巨大的多方形传送门",
	
	-----TchernoLib-----
	
	Sandbox_ColorEnum_option1 = "禁用",
 	Sandbox_ColorEnum_option2 = "黑色",
 	Sandbox_ColorEnum_option3 = "白色",
 	Sandbox_ColorEnum_option4 = "红色",
 	Sandbox_ColorEnum_option5 = "石灰",
 	Sandbox_ColorEnum_option6 = "蓝色",
 	Sandbox_ColorEnum_option7 = "黄色",
 	Sandbox_ColorEnum_option8 = "青色",
 	Sandbox_ColorEnum_option9 = "洋红色",
 	Sandbox_ColorEnum_option10 = "银色",
 	Sandbox_ColorEnum_option11 = "灰色",
 	Sandbox_ColorEnum_option12 = "栗色",
 	Sandbox_ColorEnum_option13 = "橄榄色",
 	Sandbox_ColorEnum_option14 = "绿色",
 	Sandbox_ColorEnum_option15 = "紫色",
 	Sandbox_ColorEnum_option16 = "青色",
 	Sandbox_ColorEnum_option17 = "海军蓝",
 	Sandbox_ColorEnum_option18 = "橙红",
 	Sandbox_ColorEnum_option19 = "深橙色",
 	Sandbox_ColorEnum_option20 = "橙色",
 	Sandbox_ColorEnum_option21 = "金色",
 	Sandbox_ColorEnum_option22 = "蔚蓝",
	
	-----Blackouts-----
	
	Sandbox_Blackouts = "停电",
	Sandbox_Blackouts_Chance = "停电事件频率",
	Sandbox_Blackouts_Chance_tooltip = "每小时都有可能发生停电",
	Sandbox_Blackouts_Recovery = "停电事件恢复",
	Sandbox_Blackouts_Recovery_tooltip = "前 30 分钟后有概率从停电中恢复,每十分钟一次",
	Sandbox_Blackouts_WeatherEvent = "暴风雨增加停电概率",
	Sandbox_Blackouts_WeatherEvent_tooltip = "当遇到暴风雨时,停电概率将增加额外数",
	Sandbox_Blackouts_RampUp = "停电概率上升",
	Sandbox_Blackouts_RampUp_tooltip = "当您接近停机日期时,停机概率将会增加",
	Sandbox_Blackouts_InitialCooldown = "初始停电冷却时间",
	Sandbox_Blackouts_InitialCooldown_tooltip = "第一次停电前的最短小时数",
	Sandbox_Blackouts_Duration = "最短停电时间",
	Sandbox_Blackouts_Duration_tooltip = "停电持续最短时间",
	Sandbox_Blackouts_Cooldown = "停电冷却时间",
	Sandbox_Blackouts_Cooldown_tooltip = "停电间隔最短时间",
	Sandbox_Blackouts_Override = "永久停电事件（*可选*）",
	Sandbox_Blackouts_Override_tooltip = "如果您想手动更改关闭日期,请使用此选项<br>如果保留为 0,则忽略",
	
	-----Infection Cancellation with Options-----
	
	Sandbox_PZinfectionCancellation = "感染取消",
	Sandbox_PZinfectionCancellation_SurvivalChance = "治愈概率（%）",
	Sandbox_PZinfectionCancellation_FastHealer = "用 快速愈合 特性加速",
	
	-----Infected Player-----
	
	Sandbox_InfectedPlayer = "感染的玩家",
 	Sandbox_InfectedPlayer_TransformPercent = "丧尸感染转变概率",
 	Sandbox_InfectedPlayer_TransformPercent_tooltip = "丧尸感染将你转变为受控丧尸而不是杀死你的概率",
 	Sandbox_InfectedPlayer_TransformPercentPlayer = "玩家感染转变概率",
 	Sandbox_InfectedPlayer_TransformPercentPlayer_tooltip = "丧尸玩家攻击将你变成受控制的丧尸而不是杀死你的概率",
	Sandbox_InfectedPlayer_TransformPercentMaxHealth = "丧尸化转变 生命 百分比值",
	Sandbox_InfectedPlayer_TransformPercentMaxHealth_tooltip = "当玩家生命值百分比到达指定值概率进行丧尸化转变",
 	Sandbox_InfectedPlayer_AttackDistance = "丧尸玩家攻击距离",
 	Sandbox_InfectedPlayer_AttackDistance_tooltip = "当丧尸玩家攻击另一个玩家时,目标大小的客户端会检查该距离是否成功攻击",
 	Sandbox_InfectedPlayer_UnequipWeapons = "丧尸玩家无法使用武器",
 	Sandbox_InfectedPlayer_UnequipWeapons_tooltip = "推荐开启<br>通过停用该功能,你将获得非常不一致的动画<br>但你将能够建造武器并使用武器进行战斗",
 	Sandbox_InfectedPlayer_ZombieDontAttack = "丧尸玩家不会被丧尸攻击",
 	Sandbox_InfectedPlayer_ZombieDontAttack_tooltip = "推荐开启",
 	Sandbox_InfectedPlayer_RemoveStress = "丧尸玩家没有压力值",
 	Sandbox_InfectedPlayer_RemoveStress_tooltip = "还有什么比酷更酷的呢？！",
	Sandbox_InfectedPlayer_CalloutAttracts = "丧尸玩家可吸引丧尸",
	Sandbox_InfectedPlayer_CalloutAttracts_tooltip = "我是你们的头头,快去包围敌人的基地吧",
 	Sandbox_InfectedPlayer_FeastCureWounds = "吞噬盛宴治愈伤口",
 	Sandbox_InfectedPlayer_FeastCureWounds_tooltip = "每次盛宴治愈的伤口数量<br>设置为 0 会完全禁用盛宴治疗",
 	Sandbox_InfectedPlayer_FeastHeals = "吞噬盛宴可以治愈",
 	Sandbox_InfectedPlayer_FeastHeals_tooltip = "身体受伤部位的治愈百分比<br>无伤口时无效",
 	Sandbox_InfectedPlayer_FeastHunger = "饱尝饥饿",
 	Sandbox_InfectedPlayer_FeastHunger_tooltip = "恶心..但营养丰富",
 	Sandbox_InfectedPlayer_FeastThirst = "饥渴盛宴",
 	Sandbox_InfectedPlayer_FeastThirst_tooltip = "肮脏..他们把零件到处放",
 	Sandbox_InfectedPlayer_FeastBoredom = "享受无聊",
 	Sandbox_InfectedPlayer_FeastBoredom_tooltip = "令人作呕,但他们脸上的笑容..",
 	Sandbox_InfectedPlayer_FeastSadness = "盛宴悲伤",
 	Sandbox_InfectedPlayer_FeastSadness_tooltip = "恶心..而且他们似乎很享受",
 	Sandbox_InfectedPlayer_FeastDrunkenness = "盛宴醉酒",
 	Sandbox_InfectedPlayer_FeastDrunkenness_tooltip = "恶心..就像法国酒吧里圣帕特里克之夜的结束",
 	Sandbox_InfectedPlayer_RestExhaustion = "休息的疲惫",
 	Sandbox_InfectedPlayer_RestExhaustion_tooltip = "那个世界里有一些甜蜜",
 	Sandbox_InfectedPlayer_RestFatigue = "休息的疲劳",
 	Sandbox_InfectedPlayer_RestFatigue_tooltip = "当他们深入思考世界的状况..或他们的下一顿饭时",
 	Sandbox_InfectedPlayer_RestBoredom = "休息的无聊",
 	Sandbox_InfectedPlayer_RestBoredom_tooltip = "这不是我们达到多汁脖子的方式",
	
	-----Eiskaffee Drinks-----
	
	Sandbox_Eiskaffee = "冰咖啡",
	Sandbox_Eiskaffee_SpawnChance = "刷新概率",
	Sandbox_Eiskaffee_SpawnChance_option1 = "罕见",
	Sandbox_Eiskaffee_SpawnChance_option2 = "少量",
	Sandbox_Eiskaffee_SpawnChance_option3 = "普通",
	Sandbox_Eiskaffee_SpawnChance_option4 = "多数",
	Sandbox_Eiskaffee_SpawnChance_option5 = "大量",
	
	-----Wasteland Canid's Drug-----
	
	Sandbox_wcdm = "废土犬科动物药物",
	Sandbox_wcdm_injector01 = "KN-1注射器刷新",
	Sandbox_wcdm_injector01_tooltip = "KN-1注射器生成倍数",
	Sandbox_wcdm_injectorbox01 = "KN-1注射器盒刷新",
	Sandbox_wcdm_injectorbox01_tooltip = "KN-1注射器盒生成倍数",
	Sandbox_wcdm_injector02 = "KN-2注射器刷新",
	Sandbox_wcdm_injector02_tooltip = "KN-2注射器生成倍数",
	Sandbox_wcdm_injectorbox02 = "KN-2注射器盒刷新",
	Sandbox_wcdm_injectorbox02_tooltip = "KN-2注射器盒生成倍数",
	Sandbox_wcdm_injector03 = "KN-3注射器刷新",
	Sandbox_wcdm_injector03_tooltip = "KN-3注射器生成倍数",
	Sandbox_wcdm_injectorbox03 = "KN-3注射器盒刷新",
	Sandbox_wcdm_injectorbox03_tooltip = "KN-3注射器盒生成倍数",
	Sandbox_wcdm_injector04 = "KN-4注射器刷新",
	Sandbox_wcdm_injector04_tooltip = "KN-4注射器生成倍数",
	Sandbox_wcdm_injectorbox04 = "KN-4注射器盒刷新",
	Sandbox_wcdm_injectorbox04_tooltip = "KN-4注射器盒生成倍数",
	Sandbox_wcdm_injector05 = "KN-5注射器刷新",
	Sandbox_wcdm_injector05_tooltip = "KN-5注射器生成倍数",
	Sandbox_wcdm_injectorbox05 = "KN-5注射器盒刷新",
	Sandbox_wcdm_injectorbox05_tooltip = "KN-5注射器盒生成倍数",
	Sandbox_wcdm_injector06 = "KN-6注射器刷新",
	Sandbox_wcdm_injector06_tooltip = "KN-6注射器生成倍数",
	Sandbox_wcdm_injectorbox06 = "KN-6注射器盒刷新",
	Sandbox_wcdm_injectorbox06_tooltip = "KN-6注射器盒生成倍数",
	Sandbox_wcdm_injector07 = "KN-7注射器刷新",
	Sandbox_wcdm_injector07_tooltip = "KN-7注射器生成倍数",
	Sandbox_wcdm_injectorbox07 = "KN-7注射器盒刷新",
	Sandbox_wcdm_injectorbox07_tooltip = "KN-7注射器盒生成倍数",
	Sandbox_wcdm_injector08 = "KN-8注射器刷新",
	Sandbox_wcdm_injector08_tooltip = "KN-8注射器生成倍数",
	Sandbox_wcdm_injectorbox08 = "KN-8注射器盒刷新",
	Sandbox_wcdm_injectorbox08_tooltip = "KN-8注射器盒生成倍数",
	Sandbox_wcdm_injector09 = "KN-9注射器刷新",
	Sandbox_wcdm_injector09_tooltip = "KN-9注射器生成倍数",
	Sandbox_wcdm_injectorbox09 = "KN-9注射器盒刷新",
	Sandbox_wcdm_injectorbox09_tooltip = "KN-9注射器盒生成倍数",
	Sandbox_wcdm_autoinjectormag = "配方刷新",
	Sandbox_wcdm_autoinjectormag_tooltip = "教授的速效配方生成倍数",
	Sandbox_wcdm_pills01 = "苯丙胺类",
	Sandbox_wcdm_pills01_tooltip = "苯丙胺类生成倍数",
	Sandbox_wcdm_DurationKN2 = "KN-2 免疫持续时间",
	Sandbox_wcdm_DurationKN2_tooltip = "设置 KN-2 对尸体的疾病免疫持续时间(IRL 秒)(0 至禁用)",
	Sandbox_wcdm_DurationKN3 = "KN-3 缓冲时间",
	Sandbox_wcdm_DurationKN3_tooltip = "缓冲将持续多长时间(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(负值会减少重量)(0 至禁用)",
	
	-----Hive Mind-----
	
	Sandbox_HiveMind = "蜂群意识",
	Sandbox_HiveMind_NightOnly = "仅夜晚",
	Sandbox_HiveMind_DayOnly = "仅白天",
	Sandbox_HiveMind_VisionRadius = "视觉半径",
	
	-----Braven's Bicycles-----
	-----Braven's Bicycles Redux-----
	
	Sandbox_Bicycles = "自行车",
 	Sandbox_Bicycles_Exhaustion = "疲惫",
 	Sandbox_Bicycles_ExhaustionDrain = "耐力消耗",
 	Sandbox_Bicycles_Exhaustion_tooltip = "决定角色在踩踏时是否会感到疲劳",
 	Sandbox_Bicycles_FitnessExperience = "健身体验"
 	Sandbox_Bicycles_ExpGain = "经验增益",
 	Sandbox_Bicycles_FitnessExperience_tooltip = "确定角色在踩踏时是否会获得健身经验值",
	Sandbox_Bicycles_Warmth = "温暖",
	Sandbox_Bicycles_WarmthGain = "温暖增益",
	Sandbox_Bicycles_Warmth_tooltip = "确定角色是否会通过踩踏体温提升",
	
	-----Oil From Seeds-----
	
	Sandbox_OilFromSeeds = "植物油",
	Sandbox_OilFromSeeds_OilPerPacket = "植物油油量",
	Sandbox_OilFromSeeds_OilPerPacket_tooltip = "每瓶植物油油量倍数",
	
	-----Mysterious Stranger-----
	
	Sandbox_MysteriousStranger = "神秘陌生人",
 	Sandbox_MysteriousStranger_Cost = "特性点数",
 	Sandbox_MysteriousStranger_Cost_tooltip = "特征所需要的点数",
 	Sandbox_MysteriousStranger_Probability = "特性概率",
 	Sandbox_MysteriousStranger_Probability_tooltip = "当需要帮助时神秘陌生人出现概率",
 	Sandbox_MysteriousStranger_Delay = "特性冷却",
 	Sandbox_MysteriousStranger_Delay_tooltip = "特性发动后所需冷却时间(小时)",
	
	-----Dirtiness Sickness-----
	
	Sandbox_DirtinessSickness = "肮脏病",
 	Sandbox_DirtinessSickness_DecreasePerHour = "每小时减少",
 	Sandbox_DirtinessSickness_DecreasePerHour_tooltip = "特性值每小时减少的量<br>起始值为1.0<br>0.0为最低",
 	Sandbox_DirtinessSickness_IncreaseSicknessAmt = "疾病增加量",
 	Sandbox_DirtinessSickness_IncreaseSicknessAmt_tooltip = "当玩家生病次数/小时失败时,疾病等级增加",
 	Sandbox_DirtinessSickness_SicknessCap = "疾病上限",
 	Sandbox_DirtinessSickness_SicknessCap_tooltip = "此模组导致疾病上限<br>（90.1+ 为发烧）",
 	Sandbox_DirtinessSickness_DirtinessToTickUp = "激活脏污",
 	Sandbox_DirtinessSickness_DirtinessToTickUp_tooltip = "特性 开始增加值所需的肮脏程度<br>这适用于每个身体部位,其中值 0 表示完全干净<br>值为 1 表示完全肮脏<br>共有 17 个身体部位",
 	Sandbox_DirtinessSickness_LowThreshold = "低阈值",
 	Sandbox_DirtinessSickness_LowThreshold_tooltip = "设置特性第一级所需值",
 	Sandbox_DirtinessSickness_LowSickChancePerHour = "生病概率低/小时",
 	Sandbox_DirtinessSickness_LowSickChancePerHour_tooltip = "在此阈值下每小时患病的概率百分比",
 	Sandbox_DirtinessSickness_MediumThreshold = "中等阈值",
 	Sandbox_DirtinessSickness_MediumThreshold_tooltip = "设置特性第二级所需值",
 	Sandbox_DirtinessSickness_MediumSickChancePerHour = "生病概率中/小时",
 	Sandbox_DirtinessSickness_MediumSickChancePerHour_tooltip = "在此阈值下每小时患病的概率百分比",
 	Sandbox_DirtinessSickness_HighThreshold = "高阈值",
 	Sandbox_DirtinessSickness_HighThreshold_tooltip = "设置特性第三级所需值",
 	Sandbox_DirtinessSickness_HighSickChancePerHour = "生病概率高/小时",
 	Sandbox_DirtinessSickness_HighSickChancePerHour_tooltip = "在此阈值下每小时患病的概率百分比",
 	Sandbox_DirtinessSickness_CriticalThreshold = "临界阈值",
 	Sandbox_DirtinessSickness_CriticalThreshold_tooltip = "设置特性最后一个级所需值",
 	Sandbox_DirtinessSickness_CriticalSickChancePerHour = "严重生病概率/小时",
 	Sandbox_DirtinessSickness_CriticalSickChancePerHour_tooltip = "在此阈值下每小时患病的概率百分比",
	
	-----Mortars-----
	
	Sandbox_Mortars = "迫击炮",
	Sandbox_Mortars_WalkieTalkieRange = "操作员和观察员之间的最大距离",
	Sandbox_Mortars_FixedShotDelay = "固定发射延迟",
	Sandbox_Mortars_FixedShotDelay_tooltip = "发射所需的时间<br>如果是 0 ,则在 1 -- 5 秒之间随机",
	
	-----Braven's Rappel Kit-----
	
	Sandbox_RappelKit = "索降",
	Sandbox_RappelKit_MaxFloor = "最高楼层",
	Sandbox_RappelKit_DeleteOnUse = "使用时移除",
	Sandbox_RappelKit_WorksBothWays = "双向工作",
	
	-----Cordyceps Spore Zones-----
	
	Sandbox_SporeZones = "冬虫夏草菌孢子",
	Sandbox_SporeZones_ZoneChance = "孢子区概率",
	Sandbox_SporeZones_InfectionTime = "感染时间",
	Sandbox_SporeZones_SpawnCorpses = "尸体刷新",
	Sandbox_SporeZones_ZoneChance_tooltip = "确定建筑物被菌孢子感染的概率",
	Sandbox_SporeZones_InfectionTime_tooltip = "决定玩家在多少（游戏内）分钟的暴露时间后才会感染菌孢子",
	Sandbox_SporeZones_SpawnCorpses_tooltip = "受感染的尸体是否会在孢子区域生成（装饰性）",
	Sandbox_SporeZones_StartDay = "开始日期",
	Sandbox_SporeZones_DailyIncrement = "每日增量",
	Sandbox_SporeZones_DailyIncrement_tooltip = "每天增加 X% 的孢子区域刷新概率,直到达到最大区域概率",
	Sandbox_SporeZones_MoveOverlay = "移动覆盖",
	Sandbox_SporeZones_MoveOverlay_tooltip = "设置孢子覆盖层的动画,使其以随机模式四处移动",
	Sandbox_SporeZones_TransitionOverlay = "淡入淡出覆盖",
	Sandbox_SporeZones_TransitionOverlay_tooltip = "使孢子覆盖层以随机模式反复淡入和淡出",
	Sandbox_SporeZones_LootTable = "战利品掉落",
	Sandbox_SporeZones_LootTable_tooltip = "战利品在孢子区尸体上刷新<br>比如: Base.ItemName1:概率/数量, Base.ItemName2:概率/数量, ...",
	Sandbox_SporeZones_ExplosionTimer = "爆炸计时",
	Sandbox_SporeZones_ExplosionTimer_tooltip = "确定在孢子区放置炸弹后,孢子区被摧毁前（游戏中）的分钟数",
	Sandbox_SporeZones_GroundZero = "归零地",
	Sandbox_SporeZones_GroundZero_tooltip = "确定是否会在每个孢子区地板的随机部分生成 归零地 裂缝<br>如果启用,玩家必须在裂缝中放置炸药才能摧毁孢子区",

	-----Days Survived Leaderboard-----
	
	Sandbox_Lifeboard = "存活排行榜",
	Sandbox_Lifeboard_Cooldown = "更新频率",
	Sandbox_Lifeboard_Cooldown_tooltip = "排行榜更新游戏时间",

	-----Hide-----
	
	Sandbox_Hide = "躲藏",
	Sandbox_Hide_HidingSpeed = "躲藏速度",
	Sandbox_Hide_HidingSpeed_tooltip = "确定躲藏某个位置所需的时间",
	
	-----Deathboard: Char Name Addon-----
	
	Sandbox_Deathboard2 = "死亡之板（字符名称插件）",
	Sandbox_Deathboard2_AdminsOnly = "仅限管理员",
	Sandbox_Deathboard2_AdminsOnly_tooltip = "仅限管理员访问死亡板<br>其他人无法查看",
	
	-----ZAP Rip Up Undies-----
	
	Sandbox_ZAPRipUpUndies = "ZAP撕碎",
	Sandbox_ZAPRipUpUndies_WireFromBras = "撕碎胸罩获得铁丝数量",
	
	-----VANILLA FIREARMS EXPANSION-----
	
	Sandbox_VFE = "VFE枪械扩展",
	Sandbox_VFE_PoliceWeapons = "警察丧尸武器",
	Sandbox_VFE_PoliceWeapons_tooltip = "警察丧尸体身上刷新 VFE 武器",
	Sandbox_VFE_MilitaryWeapons = "军用丧尸武器",
	Sandbox_VFE_MilitaryWeapons_tooltip = "军事丧尸体刷新武器<br>不只是 VFE 特有",
	Sandbox_VFE_SurvivorWeapons = "幸存者丧尸武器",
	Sandbox_VFE_SurvivorWeapons_tooltip = "幸存者丧尸体刷新武器<br>不只是 VFE 特有",
	Sandbox_VFE_OtherWeapons = "其他丧尸武器",
	Sandbox_VFE_OtherWeapons_tooltip = "刷新在其他丧尸体武器,如摩托车丧尸<br>不只是 VFE 特有",
	Sandbox_VFE_CarWeapons = "车辆手套箱/行李箱武器",
	Sandbox_VFE_CarWeapons_tooltip = "车辆中刷新 VFE 武器",
	Sandbox_VFE_HouseWeapons = "房屋武器",
	Sandbox_VFE_HouseWeapons_tooltip = "普通房屋内刷新 VFE 武器",
	Sandbox_VFE_HouseWeaponsMulti = "房屋武器倍数",
	Sandbox_VFE_HouseWeaponsMulti_tooltip = "房屋内武器生成的乘数（需要启用 房屋武器 选项）",
	Sandbox_VFE_HeavyWeapons = "重型武器",
	Sandbox_VFE_HeavyWeapons_tooltip = "允许生成如 M60机枪 等武器",

	-----Pillz-----
	
	Sandbox_Pillz = "药丸",
	Sandbox_minLevelUpgrade = "药丸提升等级",
	Sandbox_turnOffMetabolism = "关闭代谢？",
	
	-----Ammo Maker-----

	Sandbox_ammomaker = "弹药制造",
	Sandbox_ammomaker_NitreYield = "硝酸盐产量",
	Sandbox_ammomaker_NitreYield_tooltip = "每堆鸟粪含硝酸盐",
	Sandbox_ammomaker_BirdExYield = "鸟粪产量",
	Sandbox_ammomaker_BirdExYield_tooltip = "每粒种子产生鸟粪(喂鸟器)",
	Sandbox_ammomaker_BirdExSpawnMin = "鸟粪刷新最小值",
	Sandbox_ammomaker_BirdExSpawnMin_tooltip = "每堆最小刷新量(搜寻)",
	Sandbox_ammomaker_BirdExSpawnMax = "鸟粪刷新最大值",
	Sandbox_ammomaker_BirdExSpawnMax_tooltip = "每堆最大刷新量(搜寻)",
	Sandbox_ammomaker_BirdFeatherSpawnMin = "鸟羽刷新最小值",
	Sandbox_ammomaker_BirdFeatherSpawnMin_tooltip = "每堆最小刷新量(搜寻)",
	Sandbox_ammomaker_BirdFeatherSpawnMax = "鸟羽刷新最大值",
	Sandbox_ammomaker_BirdFeatherSpawnMax_tooltip = "每堆最大刷新量(搜寻)",
	Sandbox_ammomaker_DeactivateCharcoalRecipes = "炭配方停用",
	Sandbox_ammomaker_DeactivateCharcoalRecipes_tooltip = "停用弹药制造炭配方",
	Sandbox_ammomaker_ActivateArchery = "激活弓箭",
	Sandbox_ammomaker_ActivateArchery_tooltip = "激活模组弓箭组件",
	Sandbox_ammomaker_ActivateAgfArcheryConversion = "激活AGF射箭模组转换",
	Sandbox_ammomaker_ActivateAgfArcheryConversion_tooltip = "激活将弹药制造模组的木制箭头和螺栓转换为AGF模组物品",
	Sandbox_ammomaker_CasingsSpawnMin = "弹壳最小刷新量",
	Sandbox_ammomaker_CasingsSpawnMin_tooltip = "每堆最小刷新量（搜寻）",
	Sandbox_ammomaker_CasingsSpawnMax = "弹壳最大刷新量",
	Sandbox_ammomaker_CasingsSpawnMax_tooltip = "每堆最大刷新量（搜寻）",
	Sandbox_ammomaker_DroppedCasingsLifetime = "掉落弹壳寿命",
	Sandbox_ammomaker_DroppedCasingsLifetime_tooltip = "在取出掉落的弹壳前几个小时",
	Sandbox_ammomaker_AllowConvertRecipes = "允许转换合成",
	Sandbox_ammomaker_AllowConvertRecipes_tooltip = "允许支持的模组的弹药转换配方",
	
	-----Barbed Wire +-----

	Sandbox_BarbedWirePlus = "铁丝网 +",
	Sandbox_BarbedWirePlus_CarpentryLevel = "所需木工",
	Sandbox_BarbedWirePlus_CarpentryLevel_tooltip = "建造铁丝网所需的木工水平",
	Sandbox_BarbedWirePlus_ZombieKnockChance = "丧尸：绊倒概率",
	Sandbox_BarbedWirePlus_ZombieKnockChance_tooltip = "丧尸被铁丝网绊倒的概率",
	Sandbox_BarbedWirePlus_ZombieCrawlChance = "丧尸：致残概率",
	Sandbox_BarbedWirePlus_ZombieCrawlChance_tooltip = "丧尸残疾爬行概率",
	Sandbox_BarbedWirePlus_ZombieRipChance = "丧尸：撕裂概率",
	Sandbox_BarbedWirePlus_ZombieRipChance_tooltip = "撕裂丧尸衣服并将其撕碎的概率！<br>将此值增加到 100 可能会导致性能问题！",
	Sandbox_BarbedWirePlus_LacerateChance = "玩家：撕裂概率",
	Sandbox_BarbedWirePlus_LacerateChance_tooltip = "穿过带刺栅栏时被撕裂的概率",
	Sandbox_BarbedWirePlus_ScratchChance = "玩家：划伤概率",
	Sandbox_BarbedWirePlus_ScratchChance_tooltip = "穿过带刺栅栏时受到划伤的概率",
	Sandbox_BarbedWirePlus_RipClothChance = "玩家：衣服撕裂概率",
	Sandbox_BarbedWirePlus_RipClothChance_tooltip = "穿过带刺栅栏时撕裂玩家衣服的概率",
	Sandbox_BarbedWirePlus_ZombieTickTime = "（高级）丧尸触发时间",
	Sandbox_BarbedWirePlus_ZombieTickTime_tooltip = "以秒为单位触发检查所有丧尸事件的时间（如果遇到性能问题,请增加此值）",
	Sandbox_BarbedWirePlus_PlayerTickTime = "（高级）玩家触发时间",
	Sandbox_BarbedWirePlus_PlayerTickTime_tooltip = "触发检查玩家所有事件的时间（秒）不影响性能,减少此值会更快地杀死玩家",
	
	-----Braven's Auto Engineering-----
	
	Sandbox_AutoEngineering = "汽车工程",
	Sandbox_AutoEngineering_NeedsWreckRecipe = "需要阅读杂志才能修复残骸",
	Sandbox_AutoEngineering_NeedsWreckRecipe_tooltip = "确定玩家是否必须阅读过相应的杂志才能修复车辆残骸",
	Sandbox_AutoEngineering_NeedsRepairMaterials = "需要修理材料",
	Sandbox_AutoEngineering_NeedsRepairMaterials_tooltip = "确定玩家是否需要某些材料才能修理车辆残骸",
	Sandbox_AutoEngineering_EngineMechanicsLvl = "（引擎）技工等级",
	Sandbox_AutoEngineering_EngineMechanicsLvl_tooltip = "决定玩家必须具备的技工技能等级,以便拆卸和安装车辆引擎",
	Sandbox_AutoEngineering_RepairMechanicsLvl = "（修理）技工等级",
	Sandbox_AutoEngineering_RepairMechanicsLvl_tooltip = "决定玩家为修理车辆残骸而必须具备的技工技能等级",
	Sandbox_AutoEngineering_RepairWeldingLvl = "（修理）金工等级",
	Sandbox_AutoEngineering_RepairWeldingLvl_tooltip = "确定玩家为修复车辆残骸而必须具备的金工技能等级",
	Sandbox_AutoEngineering_RepairElectricityLvl = "（修理）电工等级",
	Sandbox_AutoEngineering_RepairElectricityLvl_tooltip = "确定玩家必须具备的电工技能等级,以便修复车辆残骸",
	Sandbox_AutoEngineering_RepairFuel = "（修理）喷灯燃料",
	Sandbox_AutoEngineering_RepairFuel_tooltip = "决定玩家的喷灯在修复车辆残骸时必须拥有的燃料量",
	Sandbox_AutoEngineering_RepairEngineParts = "（修理）引擎零件",
	Sandbox_AutoEngineering_RepairEngineParts_tooltip = "决定玩家修复车辆残骸时必须拥有的发动机零件数量",
	Sandbox_AutoEngineering_RepairSheetMetal = "（修复）金属板",
	Sandbox_AutoEngineering_RepairSheetMetal_tooltip = "决定玩家修复车辆残骸所需的金属板数量",
	Sandbox_AutoEngineering_RepairScrapMetal = "（修复）废金属",
	Sandbox_AutoEngineering_RepairScrapMetal_tooltip = "确定玩家修复车辆残骸所需的废金属数量",
	Sandbox_AutoEngineering_RepairElectronicsScrap = "（修复）电子废料",
	Sandbox_AutoEngineering_RepairElectronicsScrap_tooltip = "决定玩家修复车辆残骸所需的电子废料数量",
	
	-----'87 Ford B700 Bus-----

	Sandbox_DAMN_AllowMrBusSpawns = "启用预设车辆(福特B700)刷新",	
	
	-----Medicine Moodles-----
	
	Sandbox_MedicineMoodles = "医学所需模组",
	Sandbox_MedicineMoodles_Antibiotics_Doctor = "抗生素所需医疗等级",
	Sandbox_MedicineMoodles_Antidepressants_Doctor = "抗抑郁药所需医疗等级",
	Sandbox_MedicineMoodles_BetaBlockers_Doctor = "β-阻断剂所需医疗等级",
	Sandbox_MedicineMoodles_Painkillers_Doctor = "止痛药所需医疗等级",
	Sandbox_MedicineMoodles_SleepingTablets_Doctor = "安眠药所需医疗等级",
	Sandbox_MedicineMoodles_LemonGrass_Doctor = "柠檬草所需医疗等级",

	-----Plumbing-----

	Sandbox_Plumbing = "管道工程",
	Sandbox_Plumbing.PumpFilterUsage = "泵过滤器消耗 % ",
	Sandbox_Plumbing.PumpFilterUsage_tooltip = "水泵过滤器每10分钟消耗的百分比",
	Sandbox_Plumbing.PumpEfficiencyLoss = "泵效率损失 % ",
	Sandbox_Plumbing.PumpEfficiencyLoss_tooltip = "水泵每10分钟损失一次的效率百分比",
	Sandbox_Plumbing.PumpMaxWater = "泵水剂量",
	Sandbox_Plumbing.PumpMaxWater_tooltip = "效率 100% 的水泵每 10 游戏分钟输送的水量单位",

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

	Sandbox_Kamer.WallHealthSettings = "[K]墙体健康",
	Sandbox_Kamer.WallHealthSettings.immersionmode = "真实模式",
	Sandbox_Kamer.WallHealthSettings.immersionmode_tooltip = "将检查对象状态的方式更改为更逼真（删除UI、无生命值、玩家行）",

	-----Portal Gun-----
	
	Sandbox_PortalGun = "传送门模组",
	Sandbox_PortalGun_TeleportZombies = "传送丧尸",
    Sandbox_PortalGun_TeleportZombies_tooltip = "就性能而言,这不是一个好主意<br>非常好的主意有趣明智！",
    Sandbox_PortalGun_Portal1Color = "第一个门颜色",
    Sandbox_PortalGun_Portal1Color_tooltip = "深橙色?这是深橙色?选择深橙色?或者橙红色?或者...橙色?",
    Sandbox_PortalGun_Portal2Color = "第二个门颜色",
    Sandbox_PortalGun_Portal2Color_tooltip = "我告诉过你另一个入口应该是橙色的吗？",
    Sandbox_PortalGun_PortalSize = "门大小",
    Sandbox_PortalGun_PortalSize_tooltip = "抱歉,你不能用那种方式获得一个巨大的多方形传送机",

	-----Excalibar-----

	Sandbox_P4Excalibar_WorldSpawn = "神撬世界刷新",
	Sandbox_P4Excalibar_WorldSpawn_tooltip = "为 易于查找 启用世界刷新<br>如果此选项为OFF,则即使 易于查找 处于ON状态,刷新也将被禁用",
	Sandbox_P4Excalibar_SpawnChanceMultiplier = "刷新倍数",
	Sandbox_P4Excalibar_FireTriggerRate = "真圣剑（火）触发率",
	Sandbox_P4Excalibar_FireTriggerRate_tooltip = "这是当使用真圣剑（火）攻击僵尸时触发特殊效果的概率（%）",
	Sandbox_P4Excalibar_EarthTriggerRate = "真圣剑触发率（土）",
	Sandbox_P4Excalibar_EarthTriggerRate_tooltip = "这是当真圣剑（地球）的攻击击中地面时触发特殊效果的概率（%），包括对僵尸的低攻击",

	-----Guns of 93-----
	
   	Sandbox_Guns93 = "枪支93禁用物品/枪械",
   	Sandbox_Guns93R = "枪支93枪械调整",
	Sandbox_Guns9322LRAmmoDistro = "禁用所有.22LR枪械",
	Sandbox_Guns9322LRAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9325ACPAmmoDistro = "禁用.25 Auto枪械",
	Sandbox_Guns9325ACPAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93380ACPAmmoDistro = "禁用.380 Auto枪械",
	Sandbox_Guns93380ACPAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9338SPCAmmoDistro = "禁用.38 枪械",
	Sandbox_Guns9338SPCAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns939mmAmmoDistro = "禁用9mm 枪械",
	Sandbox_Guns939mmAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9340SWAmmoDistro = "禁用.40 S&W 枪械",
	Sandbox_Guns9340SWAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9345ACPAmmoDistro = "禁用.45 Auto 枪械",
	Sandbox_Guns9345ACPAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9345ColtAmmoDistro = "禁用.45 Colt 枪械",
	Sandbox_Guns9345ColtAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9310mmAmmoDistro = "禁用10MM 枪械",
	Sandbox_Guns9310mmAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93357MAGAmmoDistro = "禁用.357 Magnum 枪械",
	Sandbox_Guns93357MAGAmmoDistro_tooltip = "如果.38特殊手枪没有被禁用<br>所有.357弹药左轮手枪都将生成.38弹药左轮手枪<br>当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9344MAGAmmoDistro = "禁用.44 Magnum 枪械",
	Sandbox_Guns9344MAGAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93223556AmmoDistro = "禁用.223/5.56 枪械",
	Sandbox_Guns93223556AmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns9330CARAmmoDistro = "禁用.30 枪械",
	Sandbox_Guns9330CARAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93308AmmoDistro = "禁用.308 枪械",
	Sandbox_Guns93308AmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns933006AmmoDistro = "禁用.30-06 枪械",
	Sandbox_Guns933006AmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns933030AmmoDistro = "禁用.30-30 枪械",
	Sandbox_Guns933030AmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93762x39AmmoDistro = "禁用7.62x39 枪械",
	Sandbox_Guns93762x39AmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93MauserAmmoDistro = "禁用7.92x57 枪械",
	Sandbox_Guns93MauserAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93ShotgunAmmoDistro = "禁用 12G霰弹枪械",
	Sandbox_Guns93ShotgunAmmoDistro_tooltip = "如果独头弹没有禁用将生成使用独头弹枪械<br>当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93SlugsAmmoDistro = "禁用 12G独头弹",
	Sandbox_Guns93SlugsAmmoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",
	Sandbox_Guns93AmmoSwitching = "禁用弹药和装弹类型之间的切换",
	Sandbox_Guns93AmmoSwitching_tooltip = "禁用霰弹/独头弹, .357/.38 之间切换",
	Sandbox_Guns93StockFold = "禁用枪托折叠",
	Sandbox_Guns93StockFold_tooltip = "禁用折叠或展开枪托",
	Sandbox_Guns93RailsDistro = "禁用可安装导轨",
	Sandbox_Guns93RailsDistro_tooltip = "移除可安装枪械的瞄准镜导轨",
	Sandbox_Guns93BayoDistro = "禁用刺刀",
	Sandbox_Guns93BayoDistro_tooltip = "将取消在枪支上安装和使用刺刀的能力",
	Sandbox_Guns93AutoDistro = "禁用自动火力和选择火力枪械的生成",
	Sandbox_Guns93AutoDistro_tooltip = "当前不移除僵尸身上的武器 (WIP)",	
	Sandbox_Guns93DIYAutoDistro = "禁用全自动转换",
	Sandbox_Guns93DIYAutoDistro_tooltip = "取消把半自动枪支改装成自动枪的功能（尚未实施）",
	Sandbox_Guns93SilencerDistro = "禁止消音器生成",
	Sandbox_Guns93SilencerDistro_tooltip = "目前不会移除在武器上的消音器(WIP)",
	Sandbox_Guns93DIYSilencerDistro = "禁用自制消音器制作",
	Sandbox_Guns93DIYSilencerDistro_tooltip = "取消制作自制消音器能力",
	Sandbox_Guns93BarrelThreading = "禁用枪管和枪膛的螺纹",
	Sandbox_Guns93BarrelThreading_tooltip = "取消枪管和用于扼流圈、消音器和枪口装置钻孔的能力",
	Sandbox_Guns93PistolRarity = "手枪稀有度",
	Sandbox_Guns93PistolRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93RevolverRarity = "左轮稀有",
	Sandbox_Guns93RevolverRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93RifleRarity = "步枪/卡宾枪稀有度",
	Sandbox_Guns93RifleRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93ShotgunRarity = "霰弹枪稀有度",
	Sandbox_Guns93ShotgunRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93MagazineRarity = "弹匣/弹夹/弹药皮链带稀有",
	Sandbox_Guns93MagazineRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93UpgradeRarity = "枪械附件稀有度",
	Sandbox_Guns93UpgradeRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93SilencerRarity = "消音器稀有度",
	Sandbox_Guns93SilencerRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9322LRRarity = ".22LR 弹药稀有度",
	Sandbox_Guns9322LRRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9325ACPRarity = ".25 Auto 弹药稀有度",
	Sandbox_Guns9325ACPRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93380ACPRarity = ".380 Auto 弹药稀有度",
	Sandbox_Guns93380ACPRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9338SPCRarity = ".38 Special 弹药稀有度",
	Sandbox_Guns9338SPCRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns939mmRarity = "9mm 弹药稀有度",
	Sandbox_Guns939mmRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9340SWRarity = ".40 S&W 弹药稀有度",
	Sandbox_Guns9340SWRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9345ACPRarity = ".45 Auto 弹药稀有度",
	Sandbox_Guns9345ACPRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9345ColtRarity = ".45 Colt 弹药稀有度",
	Sandbox_Guns9345ColtRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9310mmRarity = "10mm 弹药稀有度",
	Sandbox_Guns9310mmRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93357MAGRarity = ".357 Magnum 弹药稀有度",
	Sandbox_Guns93357MAGRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9344MAGRarity = ".44 Magnum 弹药稀有度",
	Sandbox_Guns9344MAGRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93223556Rarity = ".223/5.56 弹药稀有度",
	Sandbox_Guns93223556Rarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns9330CARRarity = ".30 Carbine 弹药稀有度",
	Sandbox_Guns9330CARRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93308Rarity = ".308 弹药稀有度",
	Sandbox_Guns93308Rarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns933006Rarity = ".30-06 弹药稀有度",
	Sandbox_Guns933006Rarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns933030Rarity = ".30-30 弹药稀有度",
	Sandbox_Guns933030Rarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93762x39Rarity = "7.62x39 弹药稀有度",
	Sandbox_Guns93762x39Rarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93MauserRarity = "7.92x57 Mauser 弹药稀有度",
	Sandbox_Guns93MauserRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93ShotShellRarity = "霰弹 弹药稀有度",
	Sandbox_Guns93ShotShellRarity_tooltip = "刷新率乘以数值",
	Sandbox_Guns93SoundAdjust = "调整枪械的默认声音半径",
	Sandbox_Guns93SoundAdjust_tooltip = "声音半径将乘以的数值<br>数值越小,声音半径越小<br>越高,就会增加",
	Sandbox_Guns93SilencerEff = "消声器增压效率",
	Sandbox_Guns93SilencerEff_tooltip = "消音器效率将乘以的数值<br>数值越低,声音半径越小<br>越高,就会增加",
	Sandbox_Guns93ZedBayonet = "禁用刺刀在丧尸身上刷新",
	Sandbox_Guns93ZedBayonet_tooltip = "刺刀不会在丧尸身上刷新",
	Sandbox_Guns93ZedGuns = "禁用丧尸身上的枪支刷新",
	Sandbox_Guns93ZedGuns_tooltip = "枪支不会附着在僵尸身上",
	Sandbox_Guns93RecoilAdjust = "后坐力调整"
	Sandbox_Guns93RecoilAdjust_tooltip = "后坐力的倍数<br>小于1将增加每支枪的射速<br>高于1会降低"
	Sandbox_Guns93HandgunRecoilMin = "手枪的最小后坐力"
	Sandbox_Guns93HandgunRecoilMin_tooltip = "手枪的最低后坐力<br>数越少,枪支的射速就越快<br>更高会使得射速更慢"
	Sandbox_Guns93LongGunRecoilMin = "长枪的最小后坐力"
	Sandbox_Guns93LongGunRecoilMin_tooltip = "步枪/卡宾枪/霰弹枪的最低后坐力<br>数越少,射击速度就越快<br>更高会使得射速更慢"

	
	
	
	
	-----Sunon's WeaponUpgrade - Melee (Max +99 enchant weapon)-----
	
    Sandbox_SunonWUM = "吾的武器升级",
	Sandbox_SunonWUM_UAW = "添加武器 - 升级功能",
	Sandbox_SunonWUM_UAW_tooltip = "将带有 ID 的武器将被添加到升级功能中<br>输入规则 -> 武器 ID/材料数量/武器 ID/材料数量/...<br>例：(M1A1 ABRAMS模组）+（Gunrunner's Weapon Pack模组）<br>M1A1.M829A1/5/GWP.MoraKnife/5",
    Sandbox_SunonWUM_DAW = "添加武器- 分解功能",
	Sandbox_SunonWUM_DAW_tooltip = "将带有 ID 的武器将被添加到分解功能中<br>输入规则 -> 武器 ID/材料数量/武器 ID/材料数量/...<br>例：(M1A1 ABRAMS模组）+（Gunrunner's Weapon Pack模组）<br>M1A1.M829A1/5/GWP.MoraKnife/5",
    Sandbox_SunonWUM_UEW = "排除武器 - 升级功能",
	Sandbox_SunonWUM_UEW_tooltip = "将带有 ID 值的武器将被排除在升级功能之外<br>输入规则 -> 武器 ID/武器 ID/...<br>例：(M1A1 ABRAMS模组）+（Gunrunner's Weapon Pack模组）<br>M1A1.M829A1/GWP.MoraKnife",
    Sandbox_SunonWUM_DEW = "排除武器 - 分解功能",
	Sandbox_SunonWUM_DEW_tooltip = "将带有 ID 值的武器将被排除在分解功能之外<br>输入规则 -> 武器 ID/武器 ID/...<br>例：(M1A1 ABRAMS模组）+（Gunrunner's Weapon Pack模组）<br>M1A1.M829A1/GWP.MoraKnife",
	
	-----'81 DeLorean DMC-12-----
	
	Sandbox_DAMN_AllowGreatScottSpawns = "启用预设 德罗宁DMC-12 刷新",
	
	-----'80 MAN KAT1-----
	
	Sandbox_DAMN_AllowManlyMANSpawns = "启用预设 MAN KAT1战术卡车 生成",
	
	-----'84 Cadillac Gage LAV-300-----
	
	Sandbox_DAMN_AlLAVSpawns = "启用预设 '84 凯迪拉克LAV-300 刷新",
	
	-----Totally's Historical Firearms Pack - Axis Weapons of WW2-----
	
	Sandbox_TIHFP_Rifles = "二战步枪刷新概率",
	Sandbox_TIHFP_MGs = "二战机枪刷新概率",
	Sandbox_TIHFP_SMGs = "二战冲锋枪刷新概率",
	Sandbox_TIHFP_AssaultRifles = "二战STG44步枪刷新概率",
	Sandbox_TIHFP_Pistols = "二战手枪刷新概率",
	Sandbox_TIHFP_UltraRare = "稀有武器刷新率",
	Sandbox_TIHFP_UltraRare_tooltip = "目前仅影响 费多罗夫",
	
	-----that DAMN Library-----
	
	Sandbox_DAMN_Options = "KI5车辆前置",
	Sandbox_DAMN_AllowVanillaVehicleDismantling = "启用普通车辆零件回收",
    Sandbox_DAMN_AllowVanillaWorldItemDismantling = "启用房屋窗户和镜子回收",
	
	-----Moats-----
	
    Sandbox_Moats = "护城河",
    Sandbox_Moats_RemoveShores = "隐藏河道",
    Sandbox_Moats_RemoveShores_tooltip = "<IMAGE:media/ui/SBOMoatsHideShore.png> <LINE> 原版显示了河道,但隐藏了两块水域之间的路径 <LINE> 该选项可将护城河周围的海岸隐藏起来 <LINE> 退出并重新加载游戏更改才能生效",

	-----Show Wall Health-----
	
	Sandbox_Kamer_ShowWallHealth_Page = "[K]墙健康状况",
	Sandbox_Kamer_ShowWallHealthSettings.visibility = "透明度",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option1 = "每个人",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option2 = "仅限管理员",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_option3 = "禁用",
	Sandbox_Kamer_ShowWallHealthSettings.visibility_tooltip = " <H2> <ORANGE> 选择可视模式 <CENTRE> <TEXT> <BR> 每个人-都可以看到菜单 <LINE> 仅限管理员-管理员/debug可以查看菜单 <LINE> 禁用-没有人能看到菜单 <LINE>",
	Sandbox_Kamer_ShowWallHealthSettings.showIcons = "显示图标",
	Sandbox_Kamer_ShowWallHealthSettings.showIcons_tooltip = " <H2> <ORANGE> 选择显示" ？图标",	
	Sandbox_Kamer_ShowWallHealthSettings.position = "位置",
	Sandbox_Kamer_ShowWallHealthSettings.position_option1 = "第一项",
	Sandbox_Kamer_ShowWallHealthSettings.position_option2 = "最后项",
	Sandbox_Kamer_ShowWallHealthSettings.position_option3 = "修复墙上方",
	Sandbox_Kamer_ShowWallHealthSettings.position_tooltip = " <H2> <ORANGE> 选择菜单位置 <CENTRE> <TEXT> <BR> 第一项 - 列表第一位 <LINE> 中间 - 列表之间 <LINE> 最后项--列表最后 <LINE> 修复墙上方 - 首先如果“修复墙”模式未启用 <LINE>",
	
	-----Trunks Space x5-----

	Sandbox_TrunksSpaceX5 = "行李箱容量",
	Sandbox_TrunksSpaceX5_Ratio = "倍数",
	Sandbox_TrunksSpaceX5_Limit = "乘数容量限制（乘数前）",
	Sandbox_TrunksSpaceX5_LimitHard = "容量限制（使用倍增后）",
	Sandbox_TrunksSpaceX5_LimitHard_tooltip = "大多数车辆的移动速度不会超过 1200<br>设置 -1 可禁用",
	
	-----Ammocraft-----
	
	Sandbox_Ammocraft = "弹药商B42",
	Sandbox_Ammocraft_CasingsGround = "弹壳落地",
	Sandbox_Ammocraft_CasingsGround_tooltip = "弹壳是掉到地上还是进入玩家的物品栏中",
		
	-----Decoholic-----
	
	Sandbox_P4Decoholic_EnableAdjustPosition = "启用调整位置"
	Sandbox_P4Decoholic_EnableAdjustPosition_tooltip = "启用调整项目位置.(Decoholic)"
	
	-----My So-Called Snack-----
	
	Sandbox_P4MySoCalledSnack_SpawnChanceMultiplier = "小吃刷新",
	Sandbox_P4MySoCalledSnack_SpawnChanceMultiplier_tooltip = "调整零食模组刷新率",
	
	-----Dynamic Traits-----
	
    Sandbox_DTEM = "动态特征+扩展",
	Sandbox_DTEM_EnableOverdoseMechanic = "启用药物过量机制",
	Sandbox_DTEM_EnablePillsTraitsDevelopmentInGame = "允许在游戏过程中出现 神经崩溃 和 忧郁症 特征",
	



	
	------More Traits-----

	Sandbox_MoreTraits_SuperImmuneMinimum = "超级免疫最少天数",
	Sandbox_MoreTraits_SuperImmuneMinimum_tooltip = "超级免疫角色治愈疾病所需的最短天数",
	Sandbox_MoreTraits_SuperImmuneMaximum = "超级免疫最大天数",
	Sandbox_MoreTraits_SuperImmuneMaximum_tooltip = "超级免疫角色治愈疾病所需的最长天数",
	Sandbox_MoreTraits_SuperImmuneFirstInfectionBonus = "治愈后超级免疫时间缩短",
	Sandbox_MoreTraits_SuperImmuneFirstInfectionBonus_tooltip = "如果为开启,第一个感染被治愈后的任何感染只会持续一半时间<br>注意：如果被多次感染,它仍然可以达到最长天数",
	Sandbox_MoreTraits_QuickSuperImmune = "快速超级免疫",
	Sandbox_MoreTraits_QuickSuperImmune_tooltip = "如果为开启,超级免疫比正常情况快 6 倍<br>最好用于无法快进时间的多人游戏",
	Sandbox_MoreTraits_ProwessGunsAmmoRestore = "擅长：枪械恢复弹药",
	Sandbox_MoreTraits_ProwessGunsAmmoRestore_tooltip = "如果为开启, 擅长：枪械将有概率不消耗弹药<br>不友好,但有趣",
	Sandbox_MoreTraits_EvasiveBlocksPVP = "躲避 PVP 攻击",
	Sandbox_MoreTraits_EvasiveBlocksPVP_tooltip = "如果为开启,闪避特性可以躲避其他玩家的攻击",
	----
	Sandbox_MoreTraitsDynamic = "更多特性 - 动态",
	Sandbox_MoreTraitsDynamic_AntiGunActivist = "反枪械活动家",
	Sandbox_MoreTraitsDynamic_AntiGunActivistSkill = "反枪械活动家瞄准技能要求",
	Sandbox_MoreTraitsDynamic_AntiGunActivistKill = "反枪械活动家击杀要求",
	Sandbox_MoreTraitsDynamic_AntiGunActivistKill_tooltip = "枪械",
	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 = "需要拾荒技能模组,否则总是静态",
	Sandbox_MoreTraitsDynamic_Ascetic = "苦行僧",
	Sandbox_MoreTraitsDynamic_AsceticSkill = "苦行僧烹饪技能要求",
	Sandbox_MoreTraitsDynamic_Bouncer = "保镖",
	Sandbox_MoreTraitsDynamic_BouncerSmallBlunt = "保镖短棍要求",
	Sandbox_MoreTraitsDynamic_BouncerStrength = "保镖力量要求",
	Sandbox_MoreTraitsDynamic_Evasive = "闪避",
	Sandbox_MoreTraitsDynamic_EvasiveSkill = "闪避技能要求",
	Sandbox_MoreTraitsDynamic_EvasiveSkill_tooltip = "体格 + 短跑 + 轻脚 + 敏捷 + 潜行",
	Sandbox_MoreTraitsDynamic_Fast = "快速",
	Sandbox_MoreTraitsDynamic_FastSkill = "快速技能要求",
	Sandbox_MoreTraitsDynamic_FastSkill_tooltip = "冲刺 + 轻脚 + 敏捷 + 潜行",
	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+烹饪+农耕+急救+电工+金工+技工+裁缝",
	Sandbox_MoreTraitsDynamic_Flexible = "灵活",
	Sandbox_MoreTraitsDynamic_FlexibleSkill = "灵活技能要求",
	Sandbox_MoreTraitsDynamic_Gordanite = "戈登",
	Sandbox_MoreTraitsDynamic_GordaniteSkill = "戈登长棍技能要求",
	Sandbox_MoreTraitsDynamic_GordaniteKill = "戈登击杀要求",
	Sandbox_MoreTraitsDynamic_GordaniteKill_tooltip = "长棍",
	Sandbox_MoreTraitsDynamic_Gourmand = "美食家",
	Sandbox_MoreTraitsDynamic_GourmandSkill = "美食家烹饪技能要求",
	Sandbox_MoreTraitsDynamic_Graverobber = "盗墓者",
	Sandbox_MoreTraitsDynamic_Graverobber_tooltip = "需要拾荒技能模组,否则总是静态",
	Sandbox_MoreTraitsDynamic_GraverobberSkill = "盗墓者拾荒技能要求",
	Sandbox_MoreTraitsDynamic_GraverobberKill = "盗墓者击杀要求",
	Sandbox_MoreTraitsDynamic_GruntWorker = "蓝领工人",
	Sandbox_MoreTraitsDynamic_GruntWorkerSmallBlunt = "蓝领工人短棍要求",
	Sandbox_MoreTraitsDynamic_GruntWorkerWoodwork = "木工需求",
	Sandbox_MoreTraitsDynamic_GruntWorkerKill = "蓝领工人杀戮要求",
	Sandbox_MoreTraitsDynamic_GruntWorkerKill_tooltip = "短棍",
	Sandbox_MoreTraitsDynamic_GymGoer = "健身爱好者",
	Sandbox_MoreTraitsDynamic_GymGoerSkill = "健身爱好者技能要求",
	Sandbox_MoreTraitsDynamic_GymGoerSkill_tooltip = "力量 + 体格",
	Sandbox_MoreTraitsDynamic_Hardy = "硬汉",
	Sandbox_MoreTraitsDynamic_HardySkill = "硬汉健身技能要求",
	Sandbox_MoreTraitsDynamic_IdealWeight = "理想体重",
	Sandbox_MoreTraitsDynamic_IdealWeightTargetDaysToObtain = "获得理想体重所需的天数",
	Sandbox_MoreTraitsDynamic_IdealWeightTargetDaysToObtain_tooltip = "你必须将体重保持在 78 到 82 之间多少天才能获得该特征<br>每个游戏小时都会进行检查",
	Sandbox_MoreTraitsDynamic_IdealWeightObtainGracePeriod = "理想体重获得宽限期",
	Sandbox_MoreTraitsDynamic_IdealWeightObtainGracePeriod_tooltip = "在获得特征时体重不在 78 到 82 之间的小时数不会重置你的进度<br>每个游戏小时都会进行检查",
	Sandbox_MoreTraitsDynamic_IdealWeightLoseGracePeriodCap = "理想减肥宽限期上限",
	Sandbox_MoreTraitsDynamic_IdealWeightLoseGracePeriodCap_tooltip = "如果你的体重不在 75-85 之间,你可以在计数上'赚取'多少小时,稍后将在你失去理想体重特征之前使用,"
	Sandbox_MoreTraitsDynamic_IdealWeightDynamicLoseGracePeriodMultiplier = "理想减肥宽限期小时速度倍数",
	Sandbox_MoreTraitsDynamic_IdealWeightDynamicLoseGracePeriodMultiplier_tooltip = "如果你的体重不在75-85之间,你赚取'宽限期'小时的速度有多快,在你失去特质之前就会用完。默认乘数为1,在保持78-82体重的情况下,每12小时可获得1个宽限期小时(基本上每1小时可获得0.0834宽限期小时)<br>更高的倍数=更快地获得宽限期小时<br>较低的乘数=获得较慢的宽限期小时",
	Sandbox_MoreTraitsDynamic_Immunocompromised = "免疫妥协",
	Sandbox_MoreTraitsDynamic_ImmunocompromisedInfectionTime = "免疫受损小时数损失",
	Sandbox_MoreTraitsDynamic_ImmunocompromisedInfectionTime_tooltip = "你身体上的伤口需要感染多少小时才能解除免疫功能低下<br>每个身体部位都单独计算,所以如果你有 3 个感染伤口,你将在 1 小时内获得 +3 计数",
	Sandbox_MoreTraitsDynamic_Incomprehensive = "不细致",
	Sandbox_MoreTraitsDynamic_IncomprehensiveSkill = "不细致拾荒技能要求",
	Sandbox_MoreTraitsDynamic_Incomprehensive_tooltip = "需要清除技能模组,否则总是静态",
	Sandbox_MoreTraitsDynamic_Indefatigable = "不死鸟",
	Sandbox_MoreTraitsDynamic_IndefatigableSkill = "不死鸟技能要求",
	Sandbox_MoreTraitsDynamic_IndefatigableSkill_tooltip = "力量 + 体格 + 冲刺 + 轻巧 + 敏捷 + 潜行 + 斧 + 短棍 + 长棍 + 长刀 + 短刀 + 矛",
	Sandbox_MoreTraitsDynamic_LeadFoot = "灌铅重踏",
	Sandbox_MoreTraitsDynamic_LeadFootKill = "灌铅重踏杀伤力要求",
	Sandbox_MoreTraitsDynamic_LeadFootKill_tooltip = "通过踩踏来终结丧尸<br>只有最后一击需要踩踏",
	Sandbox_MoreTraitsDynamic_MartialArtist = "武术家",
	Sandbox_MoreTraitsDynamic_MartialArtistSmallBlunt = "武术家短棍要求",
	Sandbox_MoreTraitsDynamic_MartialArtistFitness = "武术家体格要求",
	Sandbox_MoreTraitsDynamic_MotionSickenss = "晕车",
	Sandbox_MoreTraitsDynamic_MotionSickenssSkill = "晕车驾驶技能要求",
	Sandbox_MoreTraitsDynamic_MotionSickenss_tooltip = "需要驾驶技能模组,否则总是静态",
	Sandbox_MoreTraitsDynamic_Mundane = "平凡",
	Sandbox_MoreTraitsDynamic_MundaneDamage = "普通伤害",
	Sandbox_MoreTraitsDynamic_MundaneDamage_tooltip = "失去特性需要造成的伤害量,丧尸有 0-2 HP",
	Sandbox_MoreTraitsDynamic_NaturalEater = "天生食客",
	Sandbox_MoreTraitsDynamic_NaturalEaterForaging = "天生食蚁兽觅食技能要求",
	Sandbox_MoreTraitsDynamic_NaturalEaterCooking = "天生食客烹饪技能要求",
	Sandbox_MoreTraitsDynamic_NoodleLegs = "面条腿",
	Sandbox_MoreTraitsDynamic_NoodleLegsSkill = "面条腿技能要求",
	Sandbox_MoreTraitsDynamic_NoodleLegsSkill_tooltip = "体格 + 冲刺 + 轻巧 + 敏捷 + 潜行",
	Sandbox_MoreTraitsDynamic_Olympian = "奥运选手",
	Sandbox_MoreTraitsDynamic_OlympianSkillFitness = "奥林匹克健身要求",
	Sandbox_MoreTraitsDynamic_OlympianSkillSprinting = "奥运短跑要求",
	Sandbox_MoreTraitsDynamic_PackMouse = "背包鼠",
	Sandbox_MoreTraitsDynamic_PackMouseSkill = "背包鼠力量技能要求",
	Sandbox_MoreTraitsDynamic_PackMule = "驮骡",
	Sandbox_MoreTraitsDynamic_PackMuleSkill = "驮骡力量技能要求",
	Sandbox_MoreTraitsDynamic_Paranoia = "偏执狂",
	Sandbox_MoreTraitsDynamic_ParanoiaHoursLose = "偏执狂损失时间要求",
	Sandbox_MoreTraitsDynamic_ParanoiaHoursLose_tooltip = "你需要(同时)超过平均水平的恐慌和压力多少小时才能摆脱特质",
	Sandbox_MoreTraitsDynamic_PracticedSwordsman = "熟练剑士",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanSkill = "熟练的剑客技能要求",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanSkill_tooltip = "长刀+短刀",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanKill = "熟练剑客击杀要求",
	Sandbox_MoreTraitsDynamic_PracticedSwordsmanKill_tooltip = "长刀+短刀",
	Sandbox_MoreTraitsDynamic_ProwessBlade = "擅长：刀剑",
	Sandbox_MoreTraitsDynamic_ProwessBladeSkill = "擅长：刀剑要求",
	Sandbox_MoreTraitsDynamic_ProwessBladeSkill_tooltip = "斧头 + 短刀 + 长刃",
	Sandbox_MoreTraitsDynamic_ProwessBladeKill = "擅长：刀剑击杀要求",
	Sandbox_MoreTraitsDynamic_ProwessBladeKill_tooltip = "斧头 + 短刀 + 长刃",
	Sandbox_MoreTraitsDynamic_ProwessBlunt = "擅长：棍棒",
	Sandbox_MoreTraitsDynamic_ProwessBluntSkill = "擅长：棍棒技能要求",
	Sandbox_MoreTraitsDynamic_ProwessBluntSkill_tooltip = "短棍 + 长棍",
	Sandbox_MoreTraitsDynamic_ProwessBluntKill = "擅长：棍棒击杀要求",
	Sandbox_MoreTraitsDynamic_ProwessBluntKill_tooltip = "短棍 + 长棍",
	Sandbox_MoreTraitsDynamic_ProwessGuns = "擅长：枪械",
	Sandbox_MoreTraitsDynamic_ProwessGunsSkill = "擅长：枪械技能要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsAiming = "擅长：枪械瞄准技能要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsSkill_tooltip = "瞄准 + 装弹",
	Sandbox_MoreTraitsDynamic_ProwessGunsKill = "擅长：枪械枪杀要求",
	Sandbox_MoreTraitsDynamic_ProwessGunsKill_tooltip = "枪械",
	Sandbox_MoreTraitsDynamic_ProwessSpear = "擅长：长矛",
	Sandbox_MoreTraitsDynamic_ProwessSpearSkill = "擅长：长矛技能要求",
	Sandbox_MoreTraitsDynamic_ProwessSpearSkill_tooltip = "矛",
	Sandbox_MoreTraitsDynamic_ProwessSpearKill = "擅长：长矛击杀要求",
	Sandbox_MoreTraitsDynamic_ProwessSpearKill_tooltip = "矛",
	Sandbox_MoreTraitsDynamic_Quiet = "安静",
	Sandbox_MoreTraitsDynamic_QuietSkill = "安静潜行技能要求",
	Sandbox_MoreTraitsDynamic_Scrapper = "拆解者",
	Sandbox_MoreTraitsDynamic_ScrapperMaintenance = "拆解者维护技能要求",
	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 = "需要拾荒技能模组,否则总是静态",
	Sandbox_MoreTraitsDynamic_SecondWind = "重振元气",
	Sandbox_MoreTraitsDynamic_SecondWindSkill = "重振元气技能要求",
	Sandbox_MoreTraitsDynamic_SecondWindSkill_tooltip = "力量 + 体格",
	Sandbox_MoreTraitsDynamic_Slowpoke = "慢吞吞",
	Sandbox_MoreTraitsDynamic_SlowpokeSkill = "慢吞吞 技能要求",
	Sandbox_MoreTraitsDynamic_SlowpokeSkill_tooltip = "冲刺 + 轻盈 + 敏捷 + 潜行",
	Sandbox_MoreTraitsDynamic_SlowWorker = "慢工",
	Sandbox_MoreTraitsDynamic_SlowWorkerSkill = "慢工技能要求",
	Sandbox_MoreTraitsDynamic_SlowWorkerSkill_tooltip = "木工 + 烹饪 + 农耕 + 急救 + 电工 + 金工 + 技工 + 裁缝",
	Sandbox_MoreTraitsDynamic_SuperImmune = "超级免疫",
	Sandbox_MoreTraitsDynamic_SuperImmuneInfectionTime = "获得超级免疫时间",
	Sandbox_MoreTraitsDynamic_SuperImmuneInfectionTime_tooltip = "你身体上的伤口需要感染多少小时才能获得超级免疫<br>每个身体部位都是单独计算的,所以如果你有 3 个感染伤口,你将在 1 小时内获得 +3 计数",
	Sandbox_MoreTraitsDynamic_Swift = "迅捷",
	Sandbox_MoreTraitsDynamic_SwiftSkill = "迅捷轻足技能要求",
	Sandbox_MoreTraitsDynamic_TavernBrawler = "酒馆斗士",
	Sandbox_MoreTraitsDynamic_TavernBrawlerSkill = "酒馆斗士 技能要求",
	Sandbox_MoreTraitsDynamic_TavernBrawlerSkill_tooltip = "斧头 + 短棍 + 长棍 + 短刀 + 长刀",
	Sandbox_MoreTraitsDynamic_Terminator = "终结者",
	Sandbox_MoreTraitsDynamic_TerminatorSkill = "终结者技能要求",
	Sandbox_MoreTraitsDynamic_TerminatorSkill_tooltip = "瞄准 + 装填 + 敏捷",
	Sandbox_MoreTraitsDynamic_TerminatorKill = "终结者击杀要求",
	Sandbox_MoreTraitsDynamic_TerminatorKill_tooltip = "枪械",
	Sandbox_MoreTraitsDynamic_Thuggish = "凶残",
	Sandbox_MoreTraitsDynamic_ThuggishSkill = "凶残技能要求",
	Sandbox_MoreTraitsDynamic_ThuggishSkill_tooltip = "长棍 + 短棍",
	Sandbox_MoreTraitsDynamic_ThuggishKill = "杀戮要求",
	Sandbox_MoreTraitsDynamic_ThuggishKill_tooltip = "短棍 + 长棍",
	Sandbox_MoreTraitsDynamic_Tinkerer = "修补匠",
	Sandbox_MoreTraitsDynamic_TinkererSkill = "工匠技能要求",
	Sandbox_MoreTraitsDynamic_TinkererSkill_tooltip = "电工 + 技工 + 裁缝",
	Sandbox_MoreTraitsDynamic_Unwavering = "坚定不移",
	Sandbox_MoreTraitsDynamic_UnwaveringCounter = "坚定计数",
	Sandbox_MoreTraitsDynamic_UnwaveringCounter_tooltip = "这是在你获得该特性之前需要达到的内部计数<br>腰带以下的每一次受伤都会使计数每10分钟增加一次<br>深伤 > 撕裂 > 烧伤/骨折 > 擦伤 > 出血<br>例如,在腰带以下的身体部位有烧伤会导致在24小时内获得大约+2.3的计数<br>有1处骨折会在24小时内得到大约+3",
	Sandbox_MoreTraitsDynamic_Vagabond = "流浪者",
	Sandbox_MoreTraitsDynamic_VagabondSkill = "流浪者拾荒技能要求",
	Sandbox_MoreTraitsDynamic_Vagabond_tooltip = "需要拾荒技能模组,否则总是静态",
	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 = "搜寻 + 钓鱼 + 诱捕",
	Sandbox_MoreTraitsDynamic_WildsmanKill = "野人长矛击杀要求",
	Sandbox_MoreTraits_BurnedDistance = "烧伤病患者",
	Sandbox_MoreTraits_BurnedDistance_tooltip = "烧伤病患者与火距离<br>请记住,这个值越高,你会因为靠近而感到越恐慌和焦虑<br>更高的值可能会导致FPS问题",
	Sandbox_MoreTraits_BurnedPanic = "烧伤病/恐慌",
	Sandbox_MoreTraits_BurnedPanic_tooltip = "你将从烧伤病患者得到恐慌......作用是反复增加恐慌,直到达到最大距离的数字,从最近的火的距离开始<br>这意味着,如果火在1格外并且最大值为20,它会比这个数字产生 20 倍的恐慌<br>这在游戏中每隔一分钟就会发生一次",
	Sandbox_MoreTraits_BurnedStress = "烧伤病/压力",
	Sandbox_MoreTraits_BurnedStress_tooltip = "你将从烧伤病患者得到压力......作用是反复增加压力,直到达到最大距离的数字,从最近的火的距离开始<br>这意味着,如果火在1格外并且最大值为20,它会比这个数字产生 20 倍的压力<br>这在游戏中每隔一分钟就会发生一次",
	Sandbox_MoreTraits_BatteringRamMartial = "攻城+武术家",
	Sandbox_MoreTraits_BatteringRamMartial_tooltip = "如果启用此功能,如果您具有武术家特性,则击倒具有攻城锤特性的丧尸会对它们造成伤害",
	Sandbox_MoreTraits_IndefatigableOneUse = "不死鸟一次使用",
	Sandbox_MoreTraits_IndefatigableOneUse_tooltip = "如果是开启,不死鸟特性每个角色只能使用一次<br>如果是关闭,它将根据下面的选项进行<br>注意：如果是关闭,它将只治疗丧尸病毒感染一次",
	Sandbox_MoreTraits_IndefatigableRecharge_tooltip = "不死鸟特质的能力冷却需要的天数<注意：这个选项只有在 一次使用 选项被禁用时才有效",
	Sandbox_MoreTraits_BurnedFireAversion = "烧伤病防火",
	Sandbox_MoreTraits_BurnedFireAversion_tooltip = "烧伤病的玩家应该被禁止生火吗？",
	-------------------
	

	
	
}