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[版本发布] Minecraft Java版 23w31a 发布

发表于 2023-8-5 09:19:09 | 显示全部楼层 |阅读模式 IP:江苏省
本帖最后由 Don_Trueno 于 2023-8-5 09:27 编辑


|每周快照是Minecraft Java版的测试机制,主要用于下一个正式版的特性预览。
|然而,每周快照主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。在快照中打开存档前请务必进行备份适用于正式版的Mod不兼容快照,且大多数Mod都不对每周快照提供支持
|转载本贴时须注明原作者以及本帖地址。
|部分新特性译名未最终确定,以下译名仅供参考。





NEWS
MINECRAFT SNAPSHOT 23W31A
Minecraft 快照 23W31A

A Minecraft Java Snapshot
Minecraft Java版 快照


I was personally quite convinced that the game was already perfect, but it seems that our developers disagree.
我以前总觉得我们的游戏挺完美的,但我们的开发者好像不同意这一点。

We are now releasing the first snapshot for Minecraft 1.20.2!
我们发布了 Minecraft 1.20.2 的第一个快照!

This snapshot brings changes to Diamond Ore generation, the ability to waterlog Barriers, and a change to Villager curing. It also brings a new Experimental Toggle that updates Villager trading, which we are eager to hear your feedback on. As well as a big batch of bug fixes, you will find a whole lot of technical features and changes in this snapshot, including new commands, function macros, persistent command history, network performance improvements, and much more.
这个快照带来了钻石矿石生成、屏障方块含水和以及僵尸村民治愈机制上的修改。此外还有一个更新村民交易的实验性开关,我们期待在这方面听到你们的反馈。还有一堆漏洞修复和技术性更新比如新命令、函数宏、保留命令历史、网络性能提升等等。

Happy mining!
挖矿愉快!

NEW EXPERIMENTAL FEATURES IN 23W31A
23W31A 的新实验性特性


VILLAGER TRADE REBALANCE
村民交易平衡性调整

This snapshot introduces a new experimental Feature Toggle that updates the Wandering Trader and Librarian trades. You must turn on this Feature Toggle in the Experiments Menu when creating a new world if you want to test the new trades. You can find more information about Feature Toggles here .
此快照调整了流浪商人和图书管理员的交易,可以通过特性开关。如果你想测试新的交易,就必须在创建新世界时在实验菜单中打开。你可以在这里了解特性开关。

As this is an experiment, we would really appreciate your feedback as work continues and to help us decide on the future direction for Villager trades. Visit this link to share your thoughts!
这是一个实验特性,所以我们很想听到你们的反馈,来帮助我们决定村民交易的未来。访问此链接来分享你的想法!


LIBRARIAN CHANGES
图书管理员交易调整

Before these changes, players could get any village enchantment from any Librarian. A novice Librarian could sell the best enchantment in the game! For some players, this felt too random and made trading feel overpowered when compared to using the Enchanting Table or searching for Enchanted Books in structures.
在这次更改之前,玩家可以从任意图书管理员处获得任意附魔书。新手级别的图书管理员就可以出售游戏中最好的附魔书了!对于一些玩家来说,这个特性过于随机,同时在让村民交易与附魔台附魔和结构中搜索相比过于方便。

With the new rules, Librarians from different biomes sell different enchantments, and each village biome has one enchantment that is only sold by master Librarians.
在全新的规则下,不同生物群系的图书管理员将出售不同的附魔书,而且每个群系都会有一个独特的附魔书,且只会被该群系村庄里的大师级图书管理员出售。

Players will have to work towards getting the best trades instead of relying on random chance. We hope this makes Librarian trading more interesting and skillful, while also revealing some clues about their history of each village type through the enchantments that are sold there.
玩家现在必须先,而不是碰运气。我们希望这使图书管理员交易变得更加有趣,同时不同村庄出售的魔咒一定程度上也能提供当地历史文化的线索。


  • Librarians from different biomes now sell different Enchanted Books
  • 不同生物群系的图书管理员现在会出售不同的附魔书
  • Each village biome has one special enchantment that is only available from Master Librarians with full XP
  • 每个群系都分配了一个特殊的附魔书,只有拥有满经验的大师图书管理员才能出售
  • This means that players must visit all seven village biomes to get the full set of villager enchantments
  • 这意味着玩家必须到达全部七个群系才能获得全部附魔书
  • There are two secret village biomes where villages do not generate
  • 有两个特殊群系,在这些群系中村庄不会自然生成
    • A player must build these villages to access their trades!
    • 玩家需要自行搭建村庄来获取这些交易!
  • Some enchantments have been removed from village trading and must be found in other ways
  • 一些附魔书已从村民交易中移除,必须要通过其他渠道才能找到


WANDERING TRADER CHANGES
流浪商人交易调整

Some players felt that the Wandering Trader had unfair prices and didn't sell many useful items. We have lowered their prices, added more trades and increased the amounts available. The Wandering Trader will also now buy useful items from players, so it's possible to help them on their journey by giving them supplies even if you don't feel like buying anything.
一些玩家觉得流浪商人要价太高,卖的东西也没什么用。因此我们降低了交易所需的绿宝石,同时加入了更多交易,并且提升了物品单次可交易的最大次数。流浪商人现在也会从玩家那里收购自己需要的物品。因此即使你不想买东西,也可以向他们提供物品,来帮助他们完成旅程。


  • Wandering Traders now have lower prices and have a higher amount of each item in stock
  • 流浪商人交易现在需要的绿宝石减少,可交易的最大次数增加
  • Wandering Traders now sell Logs
  • 流浪商人现在可以出售原木
  • Wandering Traders can now buy many items, instead of only selling
  • 流浪商人现在也会收购物品

CHANGES
更改

  • Diamond Ore is now generated more frequently in the Deepslate layers of the Overworld
  • 钻石矿现在在主世界的深板岩层生成更加频繁
  • Curing a Zombie Villager now only gives a big discount the first time
  • 僵尸村民现在只在第一次被治愈时提供大额交易折扣
    • There is no longer a bonus discount for reinfecting and curing the same Villager multiple times
    • 多次感染并治愈同一个村民后,交易折扣不再翻倍
  • Barrier blocks can now be waterlogged by players in Creative mode
  • 创造模式的玩家可以让屏障方块含水
    • Water cannot be placed in them or taken out by non-direct interactions such as Dispensers
    • 无法通过直接交互以外的方式让屏障方块含水,例如使用发射器
  • Players will no longer be able to crouch while riding vehicles
  • 玩家现在在乘坐载具的时候不能够潜行了
  • Chorus Flower no longer provides support for hanging or standing blocks
  • 紫颂花现在不再为悬挂或需要支撑的方块提供支撑面


DIAMOND ORE DISTRIBUTION
钻石矿石分布

In this snapshot, we have increased the amount of Diamond Ore found in the deepest parts of the world. Our goal is to make it more rewarding to mine for Diamonds in the Deepslate layers. We want your feedback on this! Please try out your favorite mining technique and let us know how it feels on this feedback site .
在这个快照中,我们提高了钻石矿石在主世界深层生成的概率。从而让在深板岩层中挖取钻石的回报更高。我们期待你的反馈!请在新版本中尝试你最喜欢的挖矿方法,并在反馈网站上给予我们反馈。

TECHNICAL CHANGES
技术性更新

  • The resource pack version is now 16
  • 资源包版本现在为 16
  • The data pack version is now 16
  • 数据包版本现在为 16
  • History of used commands is now saved and accessible across worlds
  • 使用过的命令历史现在在本地保存,可以在不同的世界中获取
  • Optimized the way chunks are sent to clients to allow players with low-bandwidth internet connections to play on multiplayer servers
  • 优化了区块发送到客户端的方式,从而允许低带宽的网络连接进行多人模式游戏
  • Added support for multi-version packs
  • 添加了数据包和资源包的多版本兼容支持
  • Changed network protocol to allow for more data-driven content in the future
  • 更改了网络协议,以便未来支持更加数据驱动的内容
  • Added new log-ips option to server.properties
  • server.properties 中增加了 log-ips 选项
  • Added validation for symbolic links in datapacks and resource packs
  • 加入了数据包和资源包的符号链接验证
  • When hitboxes are displayed through F3+B, entities that have a passenger will display the passenger's attachment point
  • 当 F3+B 碰撞箱显示开启后,有乘客的实体会显示乘客的着落点


COMMAND HISTORY
命令历史

  • The last 50 commands that you sent in chat will be remembered across game sessions
  • 现在聊天框中最近发送的 50 个命令能够在不同的游戏会话中保留
  • You can access the command and chat history by pressing up or down arrows in the chat
  • 你可以通过上下箭头键获得聊天和命令历史
  • Regular chat is only persisted within the same game session (leaving a server or world clears them)
  • 普通聊天历史依然只在一个游戏对话中保留(离开世界或者服务器会清空聊天历史)
  • Recent commands are stored in command_history.txt in the game folder
  • 最近发送的命令储存在游戏文件夹的 command_history.txt


CHUNK SENDING OPTIMIZATION
区块发包优化

  • Chunks are no longer sent over the network to the client in one big continuous batch
  • 优化了向客户端发送区块的方式,不再连续大量发包
  • They are instead sent in smaller batches depending on the available bandwidth. This means that:
  • 现在可以根据可用的带宽少量发包。这意味着:
    • Clients with extremely low-bandwidth connections will not time out while loading the world
    • 低带宽网络连接设备的客户端现在不会在加载世界的时候超时
    • Clients with low-bandwidth connections can interact with the world while some chunks are still loading
    • 低带宽网络连接设备的客户端可以在部分区块仍在加载时与世界交互
  • Only chunks within the client's render distance are now sent
  • 现在只有客户端渲染范围内的区块才会被发包


MULTI-VERSION PACKS
多版本包

New features have been added to datapacks and resource packs to allow creation of packs that are compatible with multiple versions of game.
向资源包和数据包内新增了内容,用来创建兼容多版本游戏的数据包和资源包。


PACK METADATA
包的元数据

  • Pack metadata now includes an optional field supported_formats which describes a range for pack formats that this pack supports
  • 包的元数据内现在包含了一个可选的字段 supported_formats,用来描述资源包和数据包所支持格式的范围
    • Examples: 16, [16,17], {"min_inclusive": 16, "max_inclusive": 17}
    • 示例: 16, [16,17], {"min_inclusive": 16, "max_inclusive": 17}
  • pack_format field is still required and its format remains unchanged, to allow older game versions to read pack data
  • pack_format 字段仍然是必须的,且格式保持不变,从而允许旧版本游戏读取包数据
    • If supported_formats is present, it must contain the value declared in pack_format
    • 如果 supported_formats 存在,则 pack_format 内所声明的值必须包含在内
    • Note: since this new information is ignored by older versions of the game, they will always see a "normal", single-version pack, without any extended compatibility
    • 注意:因为这个新信息会在旧版本游戏中被忽略,因此旧版本游戏中这些包仍然会被视为“普通的”单版本包,而没有拓展的兼容性


OVERLAYS
覆盖包

  • Packs can now contain overlay directories ("overlays")
  • 包现在可以包括覆盖目录(“覆盖包”)
  • Overlays are sub-packs applied over the "normal" contents of a pack
  • 覆盖包是包内用于覆盖“常规”内容的子包
    • These directories have the same layout as the top-level pack, including the assets and data directories
    • 这些目录里有包目录内相同的文件格式,包括 assetsdata 目录
    • Overlays can be applied if they support the client's pack format
    • 支持客户端版本格式的覆盖包会被应用
    • Overlays can add and replace files, but not remove them
    • 覆盖包可以添加或替换现有文件,而不能移除它们
      • For example, if the overlay foo is applied, the file foo/assets/minecraft/textures/bar.png will replace contents of assets/minecraft/textures/bar.png
      • 举例:如果应用了命名空间为 foo 的覆盖包,则 foo/assets/minecraft/textures/bar.png 文件会替换 assets/minecraft/textures/bar.png
    • pack.mcmeta and pack.png are ignored in overlay directories
    • 覆盖包目录内的 pack.mcmetapack.png 会被忽略
  • New section called overlays have been added to pack metadata
  • 包的元数据现在包含新的 overlays 条目
    • It contains an entries field, containing a list of overlays
    • 条目内含有 entries 字段,包含一组覆盖包
    • Every overlay entry has two fields:
    • 每一个覆盖包集合内包含两个字段:
      • formats - range of supported formats
      • formats - 支持版本格式的范围
      • directory - overlay directory (allowed characters: a-z, 0-9, _ and -)
      • directory - 要覆盖的目录(允许使用的字符包括:a-z0-9_-

  • Order of application: overlays are stacked from the bottom to top of the list
  • 应用顺序:列表中的覆盖包将会按由后至前的顺序读取
    • For example, if a pack has two overlays: "entries": [{"directory":"A", ...}, {"directory":"B", ...}], the game will first look in B, then A and then in the top pack directory
    • 举例:如果一个包内由两个覆盖包: "entries": [{"directory":"A", ...}, {"directory":"B", ...}],则游戏会按照 BA、根目录的顺序读取资源



NETWORK PROTOCOL
网络协议

As part of ongoing work towards more data-driven features, the network protocol has been changed to include a new configuration phase.
作为正在进行的数据驱动特性拓展的一部分,网络协议现包含在全新的配置阶段

  • Configuration phase automatically starts after login phase (i.e. after client account has been verified) and lasts until the player joins the world (play phase)
  • 配置阶段在登录阶段后自动开始(即在客户端帐户验证之后),并持续到玩家加入世界(游戏阶段)。
  • Clients can stay in configuration phase indefinitely - it's up to server to release it to the world
  • 客户端可以无限期地停留在配置阶段 —— 这取决于服务器允许客户端进入世界的时间
  • Servers can also request clients to re-enter the configuration phase after it has entered the play phase
  • 服务端可以在客户端已经进入游戏端后请求其重新进入配置阶段
    • Other players will see such clients as disconnected
    • 此时其他玩家的客户端表现为已断开连接
  • Users in configuration phase will not be visible on the player list
  • 在配置阶段的用户将不会在玩家列表中显示
  • Actions allowed in configuration phase (moved from play phase)
  • 配置阶段允许的行为(从游戏阶段移出)
    • Configuration of data-driven registries
    • 数据驱动注册的配置
    • Configuration of enabled features
    • 已启用特性的配置
  • Actions shared between configuration and play phases:
  • 配置和游戏阶段之间共享的行为:
    • Application of server resource packs
    • 服务器资源包的应用
    • Update of tags
    • 标签的更新
    • Exchange of custom packets
    • 自定义数据包的交换
    • Ping and keep-alive packets
    • 连接和保持连接需要的数据包发送
  • The server will now negotiate resource pack in the configuration phase
  • 服务器现在会在配置阶段进行资源包提醒
    • This means that the player will no longer be in world when answering prompts and reloading resources
    • 这意味着玩家在接受资源包提醒并点击选项时不再处于游戏时间中



SERVER.PROPERTIES
SERVER.PROPERTIES

  • New option: log-ips (default true)
  • 新选项 log-ips (默认为 true)
    • When set to false, will prevent player IPs from being included in the log when players join the game
    • 当设置为 false 时,玩家加入游戏时,玩家设备的 IP 地址将不会被记录在日志中



SYMBOLIC LINK VALIDATION
符号链接验证

To improve safety, the game will now also detect symbolic links used inside data- and resource packs.
为保证安全性,游戏会检测数据包和资源包中含有的符号链接。

  • This feature expands on symbolic link validation in worlds added in the previous release
  • 该特性拓展了上一版本中添加世界时的符号链接验证机制
  • The game will now warn users if a pack added via drag and drop contains disallowed symbolic links
  • 游戏在拖放添加的包内含有不允许的符号链接时,也会警告用户
  • Packs containing disallowed symbolic links will not be visible in UI and commands
  • 含有不允许的符号链接的包在 UI 和命令中不可见
  • Additionally, directories and files that are not recognized as packs will no longer be copied via drag and drop
  • 此外,没有被视为包的目录或文件不可以通过拖放复制
  • For a detailed explanation, see this help article
  • 有关符号链接详细信息参见这篇帮助文档(已翻译)


TELEMETRY
遥测

  • Added a button to the Telemetry Data Collection Screen that links to the Microsoft Privacy Statement
  • 在遥测数据收集屏幕内添加了一个指向微软隐私声明的按钮


RESOURCE PACK VERSION 16
资源包版本 16 更新内容

  • The process of upgrading your pack can be assisted by using this automated Slicer tool
  • 你可以通过 Slicer 工具来自动更新你的资源包
  • All textures containing multiple sprites in a sheet for GUI have been split into individual sprites under textures/gui/sprites (automated by Slicer tool)
  • 所有 GUI 精灵表中包含的纹理已被切分为 textures/gui/sprites 目录下单独的精灵图(使用 Slicer 工具自动化)
  • All textures in the realms namespace have been moved into the minecraft namespace (automated by Slicer tool)
  • realms 命名空间下的全部纹理现已移动到 minecraft 命名空间下(使用 Slicer 工具自动化)
  • villager2.png has been renamed to villager.png (automated by Slicer tool)
  • villager2.png 被重命名为 villager.png(使用 Slicer 工具自动化)
  • icon/trial_available and realm_status/expires_soon GUI sprites are animated with .mcmeta declarations instead of individual sprites (automated by Slicer tool)
  • icon/trial_availablerealm_status/expires_soon GUI 中使用的精灵图现在使用 .mcmeta 声明动画,而不再是单独的精灵图(使用 Slicer 工具自动化)
  • The bundle tooltip background is now drawn as a nine-sliced sprite
  • 收纳袋工具提示的背景被绘制为 nine_slice 形式的精灵图
  • The icons for the Accessibility, Language, Realms News buttons have been split from their underlying button texture
  • 辅助功能、语言、Realms 新消息按钮上的图标已从背景的纹理中切分
  • The Realms Invite button is now drawn as an overlay on the normal button texture
  • Realms 邀请按钮现在被绘制为一个在普通按钮纹理上的图案
    • The highlighted texture state for this button has been removed
    • 此按钮高亮状态被移除
  • The highlighted states for Realms invitation number icons have been removed
  • Realms 邀请数量图标的高亮状态被移除
  • The exclamation marks on the notification\more.png have been removed
  • notification\more.png 的惊叹号被移除


GUI SPRITE SHEET
GUI 精灵表

  • Sprites used in GUI drawing have been split into individual sprite files instead of larger sprite sheets
  • GUI 绘制用到的精灵图现在被拆分成单独的精灵文件,而不再是一张较大的精灵表
    • For example, widgets/button.png and widgets/button_highlighted.png have been split from widgets.png
    • 例如, widgets/button.pngwidgets/button_highlighted.png 已经从 widgets.png 中拆分出来
  • Each sprite can now be individually overriden by a resource pack instead of replacing the entire sheet
  • 现在资源包可以单独修改每一个精灵图,而不需要替换全部精灵表
  • Sprites are loaded into the gui atlas from the textures/gui/sprites directory
  • 精灵图会从 textures/gui/sprites 目录加载到 gui 图集中


GUI SPRITE .MCMETA
GUI 精灵 .MCMETA

  • Any sprite can now be animated using .mcmeta files, similar to other atlases
  • 现在所有精灵图可以使用 .mcmeta 文件形成动态纹理, 类似其它图集
    • icon/trial_available and realm_status/expires_soon are now animated this way
    • icon/trial_availablerealm_status/expires_soon 目前已通过此方式形成动态纹理
  • Sprites in the gui atlas can now configure scaling behavior through a new gui section in .mcmeta files
  • GUI 图集中的精灵图可以使用 .mcmeta 文件内的 gui 条目调整缩放行为
    • For example, button textures must be scaled based on how big the button should be
    • 举例,按钮纹理现在必须基于按钮本身的大小来调整纹理
    • The gui section in .mcmeta contains one scaling field:
    • .mcmeta 文件内的 gui 条目包含了一个 scaling 字段:
      • type: one of: stretch (default), tile, or nine_slice
      • type:接受以下值之一: stretch (默认), tile, or nine_slice
      • When stretch, the sprite will be stretched across the desired space
      • stretch 时,精灵图会在整个需要的空间内拉伸缩放
        • No additional fields need to be defined
        • 不需要定义额外字段
      • When tile, the sprite will be repeated across the desired space, starting from the top-left
      • tile 时,精灵图将会在需要的空间内重复,从左上角开始
        • width: number of pixels for this sprite to cover on-screen across its width
        • width:在横向上平铺精灵图时需要覆盖的像素数
        • height: number of pixels for this sprite to cover on-screen across its height
        • height:在纵向上平铺精灵图时需要覆盖的像素数
      • When nine_slice, the sprite will be sliced into 4 corners, 4 edges, and 1 center slice, which will be tiled across the desired space
      • nine_slice 时,精灵图将会切分成 4 个角,4 条边以及 1 个中心块,然后在需要的空间内平铺
        • width: number of pixels for this sprite to cover on-screen across its width
        • width:在横向上平铺精灵图时需要覆盖的像素数
        • height: number of pixels for this sprite to cover on-screen across its height
        • height:在纵向上平铺精灵图时需要覆盖的像素数
        • border: the size in pixels that the border slices should cover on-screen, one of:
        • border:显示精灵图的边框所需要的像素数,接受以下值:
          • Constant integer for uniform border size on all sides
          • 一个常数,表示所有边的边框大小
          • Object containing left, top, right, and bottom
          • 一个对象,包含 lefttoprightbottom


DATA PACK VERSION 16
数据包版本 16 更新内容

  • Gamerule randomTickSpeed now affects the rate of accumulation of snow and ice the same way it affects crops and other blocks affected by random ticking
  • 游戏规则 randomTickSpeed 现在也会影响积雪和冰,就像随机刻影响作物和其他方块一样
  • Added a random command
  • 添加了 random 命令
  • New form of the execute command: execute if function
  • 添加了 execute 子命令:execute if function
  • New form of the return command: return run
  • 添加了 return 子命令:return run
  • Added support for function macros
  • 添加了对函数宏的支持
  • Changed Display entities post-teleport interpolation
  • 更改了展示实体的 post-teleport 插值
  • Added new attribute generic.max_absorption
  • 添加了新属性 generic.max_absorption
  • Renamed belowName value in display slot argument in scoreboard command to below_name
  • 将 /scoreboard 命令中用于调整显示位置的参数 belowName 重命名为 below_name
  • Game event changes
  • 更改了部分游戏事件
  • New tags
  • 添加了新标签


COMMANDS
命令

RANDOM
RANDOM

A new command for randomizing values and controlling random sequences. The value and roll forms can be used to draw a random value. In the case of roll, the resulting value is also shown in chat for all players.
一个新命令,用于输出随机结果,或控制随机序列。可以使用 valueroll 来抽取随机数。使用 roll 时,结果将在聊天窗口中显示给所有玩家。

Syntax:
语法:


random value|roll <range> [<sequenceId>]
random reset *|<sequenceId> [<seed>] [<includeWorldSeed>] [<includeSequenceId>]


Parameters:
参数:


  • range: A range of values to randomize between, inclusively
  • range:随机数所在的范围,是一个闭区间
    • For instance, 1..6 is a regular D6 roll
    • 举例:1..6 等价于一个通常的六面骰
  • sequenceId: The name of a random sequence to sample or reset
  • sequenceId:需要采样或重置的随机序列名
  • seed: A seed to use for the random sequence after reset
  • seed: 重置后用于随机序列的种子
  • includeWorldSeed: A boolean [default: true] specifying whether to include the world seed when seeding the sequence
  • includeWorldSeed:一个 boolean 类型变量 [默认为 true],用来决定在生成随机数序列时,是否包括世界种子
    • false means the sequence will evaluate to the same regardless of which world the command is run in
    • false 代表无论命令在哪个世界运行,序列的计算结果都是相同的
  • includeSequenceId: A boolean [default: true] specifying whether to include the sequence ID when seeding the sequence
  • includeSequenceId:一个 boolean 类型变量 [默认为 true],用来决定在生成随机数序列时,是否包括序列名本身
    • false means all sequences will evaluate to the same regardless of which name they have
    • false 代表无论序列名如何,序列的计算结果都是相同的


By default, all sequences are seeded as 0, true, true . Using * instead of a sequence ID resets all sequences and sets the default parameters.
默认情况下,所有的随机序列种子都是 0truetrue。使用 * 而不是具体的随机序列名将会重置所有随机序列,并设置为默认参数。

If no seed is specified, the sequence resets to the default parameters.
如果没有指定种子,则随机序列重置为默认参数

Note that random value|roll <range> used without a sequence id is available to non-operator players.
请注意,没有指定随机序列名的 random value|roll <range> 命令可被非管理员玩家使用。

EXECUTE IF FUNCTION
EXECUTE IF FUNCTION

A new execute sub-command that runs a function or function tag and matches the return value(s). If a tag is given, all functions run regardless of the results of prior functions. Syntax:
一个新的 execute 子命令,用来运行函数或函数标签,并匹配一个或多个输出值。如果给定一个函数标签,则标签下每一个函数都会运行,无论前一个函数输出如何。语法如下:

execute if|unless function <function> <continuation>

Parameters:
参数:


  • function: The function or tag to run
  • function:待运行的函数或函数标签
  • continuation: The matching of the result value of the function(s) that run:
  • continuation:匹配所运行的函数返回值:
    • At least one of the functions must succeeed for the match to succeed
    • 至少成功运行一个函数才能匹配成功
    • A succeessful call is defined as a function that:
    • 成功调用是指符合以下条件的函数:
      • Uses the return command to return a value
      • 使用 return 命令来返回一个值
      • The return value is not 0
      • 返回值不为 0


RETURN RUN
RETURN RUN


A new form of the return command is now available, return run . Syntax:
一个新的 return 子命令:return run。语法如下:

return run <command>

This takes the result value from running the specified command and returns that as the return value of the function. In all other aspects, it works like return with a specified return value.If the given command fails, the return value is 0 .
该函数会运行 command 指定的函数,并输出 result 值作为自己的返回值。在其它情况下,这类似于返回一个指定 return 值。但如果指定的函数运行失败,将返回 0


FUNCTIONS
函数

  • A single backslash \ as the last non-whitespace character of a line now allows a command to be continued on the next line
  • 如果一个反斜杠符号 \ 作为一行的最后非空字符,则允许一个命令在下一行继续
    • Leading and trailing whitespace of the following line are stripped before appending
    • 在追加下一行内容前,将删除前一行末尾和后一行开头的空格



MACROS


Functions can now contain macro lines, making them Function Macros.
函数内现在可以包括函数宏。

  • Any line beginning with $ (as the first non-space character) marks a macro line
  • 可以通过在一行开头(第一个非空字符)使用  $  标记函数宏
  • A macro line also contains one or more substitutions in the form of $(variable)
  • 函数宏内可通过 $(variable) 调用变量值
  • When calling a function macro a compound with data for all argument variables must be provided
  • 在调用函数宏时,必须提供包含所有参数变量的数据集

Calling Function Macros
调用函数宏

The function command has new forms:
function 命令现在可以使用下面列举的格式:

function <id> <compound>
function <id> with <data source> [<path>]

New Arguments:
新参数:


  • compound: A data compound, enclosed in {}
  • compound:一组复合数据,用 {} 表示
  • data source: A data source specification, like what could already be used for data get
  • data source:一个指定的数据值,就像使用 data get 获取到的那样
  • path: An NBT path specification
  • path:一个指定 NBT 的路径

Notes:
注意:

  • The data source and path must specify a compound data entry
  • 数据值和 NBT 路径必须指定复合数据项
  • The compound must contain one entry for each variable used in the macro
  • 对于宏中使用的每一个变量,复合数据至少包含一个数据项
  • More data may be present in the compound and if so is ignored
  • 复合数据内可包含更多数据,但超出的数据项将被忽略
  • Calling a non-macro function with a data compound is silently ignored
  • 使用复合数据调用的非宏函数将被静默忽略
  • When a macro is called, the values provided are substituted in place of the variable specifications and the resulting commands are executed
  • 调用函数宏时,将提供的值替换为指定变量,并执行生成的命令
  • Any syntax errors in the lines resulting from variable substitution result in the entire function call being skipped
  • 因变量替换而导致的函数行中任何语法错误都将导致整个函数的调用被跳过

Performance Considerations
性能考虑

Using a macro means commands must be re-evaulated after variable substitution. This has an extra cost compared to running pre-parsed functions.
使用宏将意味着命令会在变量替换后被重新计算。因此与运行预解析函数相比,运行函数宏将有更大的性能消耗。

Regular commands (non-macro lines) are still pre-parsed. Only commands with variable substitutions in them are parsed when a macro is called and the game will attempt to cache the result of a certain parameter set being used in a call.
常规函数(不包括宏函数行的)仍然会预先解析。当宏被调用时,只有包含变量替换的命令才会被解析,游戏将尝试调用缓存中特定参数集的结果。

This makes repeated calls with the same parameter set cheaper than new calls with different parameters, but an overhead still remains compared to regular functions. Note that only the values references by macro as parameters are included in this cache, so any extra data in the provided compound is ignored.
这使得使用相同参数集的重复调用比使用不同参数集的新调用运行更快,但与常规函数相比,性能消耗依然存在。注意,只有宏作为参数引用的值才包含在此缓存中,因此复合数据中提供的任何额外数据都将被忽略。


DISPLAY ENTITY INTERPOLATION
展示实体插值

  • Display entities now start updating their client-side position and rotation on the first tick after an update
  • 展示实体现在会在更新后的下一刻开始更新它们在客户端的位置
    • In previous versions, updates were applied in the same tick, causing uneven motion
    • 在先前的版本中,更新是在同一刻进行,导致运动不连贯
    • New behavior is now similar to armor stands, mobs and players
    • 新行为现在类似于盔甲架、生物和玩家
  • On the server, position and rotation are still updated immediately
  • 在服务端,位置和旋转的更新仍然是立即进行
  • Duration of this interpolation is controlled by the field teleport_duration
  • 单次插值的持续时间由 teleport_duration 字段控制
    • 0 means that updates are applied immediately
    • 0 代表更新会立即进行
    • 1 means that the display entity will move from current position to the updated one over one tick
    • 1 代表展示实体需要 1 刻时间从当前位置移动到新位置
    • Higher values spread the movement over multiple ticks
    • 更高的值代表运动将持续多个刻
    • Please note that this value is clamped to avoid glitches due to periodic position updates
    • 请注意,这是一个固定值,以避免由于定期位置更新而引起的故障
    • The new value will apply only to position and rotation changes made after it changed
    • 新的插值将只在当前位置和旋转改变后应用
      • That means any current movement will continue unchanged
      • 这意味着当前任何运动将保持不变

  • Note: behavior while riding remains unchanged from previous versions
  • 注意:骑乘行为仍与过去版本相同


ATTRIBUTES
属性

  • Added new attribute generic.max_absorption
  • 添加新属性 generic.max_absorption
    • generic.max_absorption acts similar to generic.max_health, but instead of being the upper bound for Health, it is the upper bound for AbsorptionAmount
    • generic.max_absorption 的作用类似 generic.max_health,但它不是用来限制 Health 的最大值,而是用来限制 AbsorptionAmount 的最大值
    • The mob effect absorption increases generic.max_absorption as well as fills the AbsorptionAmount to the max when applied
    • 伤害吸收状态效果(absorption)可以提升 generic.max_absorption,生物在获得该效果时立即将 AbsorptionAmount 提升至最大值



GAME EVENTS
游戏事件

  • entity_roar and entity_shake game events have been removed and replaced with entity_action game event
  • entity_roarentity_shake 游戏事件被移除,替换为 entity_action 游戏事件


TAGS
标签

  • Added no_knockback damage type tag which causes knockback to not be caused by the damage itself
  • 添加 no_knockback 伤害类型标签,拥有该标签的伤害类型本身不再造成击退
    • Used in Vanilla for damage that is caused by events, such as explosions, which apply knockback separately
    • 用于原版内一些因特定事件产生的伤害,例如爆炸,现在会单独造成击退
  • Added non_controlling_rider to represent entities that don't override their vehicles movement control
  • 添加 non_controlling_rider 标签,拥有该标签的实体在作为乘客时不能控制它们的坐骑移动
  • Added concrete_powder block tag for Concrete Powder blocks
  • 添加 concrete_powder 方块标签,包含全部混凝土粉末方块
  • Added camel_sand_step_sound_blocks block tag for blocks that produce entity.camel.step_sand sound
  • 添加 camel_sand_step_sound_blocks 方块标签,拥有该标签的方块会发出 entity.camel.step_sand 音效

FIXED BUGS IN SNAPSHOT 23W31A
23W31A 快照修复的漏洞

  • MC-29371 - Several buttons and icons use the old tooltip design upon being hovered over
  • MC-29371 - 一些按钮或图标在悬停时使用了旧的工具提示
  • MC-67532 - Bottom 2 rows of pixels in selected hotbar slot texture don't appear in game
  • MC-67532 - 被选中的快捷栏槽位纹理贴图底部的两行像素在游戏内不显示
  • MC-69387 - The "/item" command cannot replace items within jukeboxes
  • MC-69387 - /item 命令无法移除唱片机内物品
  • MC-80876 - Entity riding vehicle has always same offset
  • MC-80876 - 实体乘坐载具后,偏移量总是相同的
  • MC-85582 - Entity models in the inventory can render outside the boundaries of the black box
  • MC-85582 - 物品栏内的实体模型可以渲染到黑色边框以外
  • MC-93320 - Water freezes even if randomTickSpeed is 0
  • MC-93320 - 即使randomTickSpeed设置为0,水也会结冰
  • MC-121772 - Can't scroll while holding SHIFT on macOS
  • MC-121772 - 在 macOS 上按住 Shift 时无法滚动
  • MC-122296 - Horizontal scrolling does not work on Mac [Magic Mouse]
  • MC-122296 - Mac 上无法使用妙控鼠标水平滚动
  • MC-122547 - Barriers can produce fall particles
  • MC-122547 - 屏障方块可以产生摔落粒子
  • MC-140646 - Text fields don't scroll while selecting text with Shift
  • MC-140646 - 使用Shift+方向键选定文本时,文本框不会滚动
  • MC-147766 - Shift key stays pressed until press any other key
  • MC-147766 - 在按下其他键前,Shift 键保持按下的状态
  • MC-164080 - Entities riding on Ghast are partially or fully inside it
  • MC-164080 - 骑乘恶魂的实体显示位置过低,部分或全部在恶魂身体里
  • MC-181190 - The discount for curing a villager is multiplied if the villager is reinfected and cured again
  • MC-181190 - 村民被多次感染和治愈后交易折扣会加倍
  • MC-190815 - Shulker boxes don't conduct redstone when open, but don't trigger redstone updates when opened
  • MC-190815 - 开启的潜影盒不会传导红石信号,但它们开启时不会触发红石更新
  • MC-215768 - Sculk sensors do not detect turtles clearing away sand
  • MC-215768 - 幽匿感测体不检测海龟挖沙
  • MC-228420 - World not loading / falling through the world when joining a server / travelling between dimensions / respawning
  • MC-228420 - 在加入服务器、切换维度及重生时,世界不加载或玩家会掉出世界
  • MC-230732 - Minecraft local difficulty setting is calculated/displayed wrongly when running a world in a server
  • MC-230732 - 在服务端运行世界时,客户端的区域难度设置计算或显示错误
  • MC-232840 - Baby zombie legs clip through heads of mobs they are riding
  • MC-232840 - 小僵尸骑乘生物时,腿穿过被骑乘生物的头
  • MC-242076 - The skeleton of a spider jockey sits "inside" of spider model rather than on top of the spider
  • MC-242076 - 蜘蛛骑士的骷髅坐在蜘蛛模型“里面”,而不是在背上
  • MC-242092 - Texture map for magma cube (magmacube.png) has unused pixels
  • MC-242092 - 岩浆怪的纹理贴图(magmacube.png)中有未使用的像素
  • MC-242395 - Texture map for the blaze (blaze.png) contains unused pixels
  • MC-242395 - 烈焰人的纹理贴图(blaze.png)中有未使用的像素
  • MC-242396 - Texture map for armor stand (wood.png) contains unused pixels
  • MC-242396 - 盔甲架的纹理贴图(wood.png)中有未使用的像素
  • MC-242397 - Texture maps for cow, red & brown mooshroom (red/brown_mooshroom.png & cow.png) contain unused pixels
  • MC-242397 - 牛与红/棕色哞菇的纹理贴图(red/brown_mooshroom.png和cow.png)中有未使用的像素
  • MC-242398 - Texture maps for the sheep and sheep fur (sheep.png & sheep_fur.png) contain unused pixels
  • MC-242398 - 羊和羊毛的纹理贴图(sheep.png和sheep_fur.png)中有未使用的像素
  • MC-242591 - Texture maps for the Llama and Trader Llama (white/gray/creamy/brown.png) contain unused pixels
  • MC-242591 - 羊驼和行商羊驼的纹理贴图(white/gray/creamy/brown.png)中有未使用的像素
  • MC-242592 - Texture map for the polar bear (polarbear.png) contain unused pixels
  • MC-242592 - 北极熊的纹理贴图(polarbear.png)中有未使用的像素
  • MC-249109 - Sniffers, frogs, goats, and camels don't panic when attached to leads
  • MC-249109 - 被拴绳牵引的嗅探兽、青蛙、山羊和骆驼在受到攻击后不会恐慌
  • MC-252231 - Warm Frog texture has inconsistent pixels
  • MC-252231 - 橙色青蛙纹理内存在与其它两种青蛙不同的像素
  • MC-254100 - Iron golem spawn rate decreased
  • MC-254100 - 铁傀儡生成速率下降
  • MC-255967 - Old chunks that would have Deep Dark biomes below Y=0 if generated newly doesn't completely generate; only Ancient Cities are spawned
  • MC-255967 - 应当在Y=0处生成深暗之域生物群系的旧区块在加载时无法完全生成该群系,只能生成远古城市
  • MC-256466 - Raft entities are named boats
  • MC-256466 - 竹筏实体被命名为船
  • MC-256482 - Sculk sensors are not activated upon camels standing up or sitting down
  • MC-256482 - 骆驼站起或坐下不会触发幽匿感测体
  • MC-256485 - Camels that spawn within villages can spawn inside blocks
  • MC-256485 - 村庄中的骆驼可能会卡在方块里生成
  • MC-256641 - Bamboo fence and fence gate aren't grouped with the other fences and fence gates in the crafting table
  • MC-256641 - 在合成台配方书中,竹栅栏/竹栅栏门没有与其它栅栏/栅栏门分为一组
  • MC-256675 - Z-fighting occurs between the legs of the camel and the texture of the saddle when it is sitting
  • MC-256675 - 骆驼坐下时腿和鞍的纹理会发生深度冲突
  • MC-256690 - Camels attempt to stand up when blocks are placed over them, causing them to take suffocation damage if blocks are at eye level
  • MC-256690 - 在骆驼上方放置方块时骆驼会站起来,如果方块恰好位于眼睛位置时会导致它受到窒息伤害
  • MC-257342 - You get slowed down when riding a camel in a 3 block tall area
  • MC-257342 - 在3格高的地方骑骆驼速度会变慢
  • MC-257431 - Bamboo fence gates utilize the wrong textures
  • MC-257431 - 竹栅栏门所用的纹理有误
  • MC-257628 - Sculk sensors are not activated upon camels dashing
  • MC-257628 - 骆驼冲刺不会激活幽匿感测体
  • MC-258379 - Parity issue: The locations of camels' ears differ across platforms
  • MC-258379 - 趋同事项:不同平台中骆驼耳朵的位置存在差异
  • MC-258620 - Piglins barter every 121 game ticks instead of every 120 game ticks
  • MC-258620 - 猪灵以物易物的周期是121个游戏刻,而非120个游戏刻
  • MC-259152 - Player's model displayed in inventory while sneaking differs between the versions
  • MC-259152 - 潜行的玩家在物品栏界面显示的模型在不同的版本之间存在不同
  • MC-259382 - Message "Failed to get element" is logged repeatedly when giving yourself armor with invalid trimming pattern or material
  • MC-259382 - 获得拥有错误锻造图案或材料的盔甲后,日志中反复记录“Failed to get element”消息
  • MC-259401 - Lapis lazuli icons in enchanting table and smithing table are inconsistent
  • MC-259401 - 附魔台和锻造台 UI 中的青金石图标不一致
  • MC-259452 - Baby Camel's laying down/getting up sounds are not sped up
  • MC-259452 - 小骆驼坐下/起立的音效没有加速
  • MC-259769 - Firework explosions no longer deal knockback to entities
  • MC-259769 - 烟花火箭爆裂不会对实体造成击退效果
  • MC-259794 - Armor enchanted with curse of binding cannot be swapped via right-clicking in creative mode
  • MC-259794 - 带有绑定诅咒的盔甲无法在创造模式中使用右键脱下
  • MC-260054 - Pink Petals hitbox does not adjust to contents
  • MC-260054 - 粉红色花簇的判定箱不随内容物变化而变化
  • MC-260058 - Pick Block does not work properly for blank decorated pots
  • MC-260058 - 对空白饰纹陶罐按下“选取方块”键时出现异常
  • MC-260085 - Particles are created when using a brush on a barrier
  • MC-260085 - 使用刷子刷扫屏障方块时产生粒子
  • MC-260096 - Decorated pots don't have creative mode tooltips
  • MC-260096 - 饰纹陶罐缺少创造模式工具提示
  • MC-260485 - The "/item" command cannot remove items within chiseled bookshelves
  • MC-260485 - /item 命令无法移除雕纹书架内物品
  • MC-260490 - Passenger's riding position is too low for non-default-sized mobs
  • MC-260490 - 骑乘非默认大小生物的实体显示位置过低
  • MC-260604 - Terrible loudness following consecutive use of /fill
  • MC-260604 - 连续使用 /fill 命令会产生难忍的噪音
  • MC-260675 - Decorated pots render blank on the first frame after being placed
  • MC-260675 - 饰纹陶罐在被放置后的第一帧不渲染
  • MC-260968 - The narrator does not narrate the word "Experimental" in the world selection screen
  • MC-260968 - 复述功能不朗读世界选择屏幕内的“Experimental”一词
  • MC-261123 - item_display entity breaks certain mobs' AI when being used as a passenger
  • MC-261123 - 使用物品展示实体作为特定生物的乘客时,会破坏它们的 AI
  • MC-261182 - Sign color looks different in world and in editing screen
  • MC-261182 - 放置于世界中的告示牌颜色与编辑屏幕的不同
  • MC-261369 - Washed banner does not stack with blank banner
  • MC-261369 - 洗去图案的旗帜无法与空白旗帜堆叠
  • MC-261411 - All Smithing Templates share the same translation key
  • MC-261411 - 所有锻造模板使用了相同的本地化键名
  • MC-261420 - Sculk sensor and calibrated sculk sensor don't detect a witch drinking a potion
  • MC-261420 - 幽匿感测体和校频幽匿感测体不检测女巫喝药水
  • MC-261427 - Sculk sensors and calibrated sculk sensors don't detect totem of undying activating
  • MC-261427 - 幽匿感测体和校频幽匿感测体不检测不死图腾生效
  • MC-261440 - Resizing the window makes it so you can't change names in anvils
  • MC-261440 - 调整游戏窗口大小会导致无法使用铁砧重命名功能
  • MC-261611 - Placing blocks against a waxed sign does not play the block's placement sound
  • MC-261611 - 对着涂蜡的告示牌放置方块时不会播放方块放置时的音效
  • MC-261657 - Sculk sensor range is still spherical, creating different outputs from within a given block
  • MC-261657 - 幽匿感测体检测范围仍然作为球体且未取整,导致特定位置同一方块内存在不同的输出结果
  • MC-261739 - Bamboo raft next to visually half blocks z-fights
  • MC-261739 - 竹筏与视觉上有半格高的方块深度冲突
  • MC-261965 - The "Glow and Behold!" advancement is granted when interacting with empty signs while holding glow ink sacs, despite no glow ink sacs being consumed
  • MC-261965 - “眼前一亮!”进度在对空告示牌使用荧光墨囊时也能被完成,尽管此时荧光墨囊没有被消耗
  • MC-262108 - Smithing table GUI issue with custom recipes
  • MC-262108 - 使用自定义锻造台配方时出现问题
  • MC-262132 - Pigstep music disc is in wrong location in the creative menu
  • MC-262132 - 创造模式物品栏中音乐唱片 Pigstep 的排列位置不正确
  • MC-262295 - Warped and Crimson hanging signs uses their respective plank sounds, despite their stripped stems having unique sounds
  • MC-262295 - 诡异木和绯红木悬挂告示牌使用它们对应的木板音效,尽管它们的去皮菌柄有独特的音效
  • MC-262436 - Copying a pot in creative does not save NBT data
  • MC-262436 - 创造模式中复制的饰纹陶罐不会保留NBT数据
  • MC-262442 - Camels stand a bit too close to players that are tempting them
  • MC-262442 - 受食物吸引的骆驼过于靠近玩家
  • MC-262613 - Mobs can't control some rideable mobs
  • MC-262613 - 部分可骑乘生物无法被骑在上面的生物控制
  • MC-262615 - Ridden camels need to be equipped with a saddle before they can be moved by mob control which is inconsistent with other rideable mobs
  • MC-262615 - 骆驼只有在装备鞍时才能被骑在上面的生物控制,与其他可骑乘生物表现不一致
  • MC-262620 - Llamas and trader llamas need to be tamed in order to be ridden by the mob which is inconsistent with other rideable mobs
  • MC-262620 - 羊驼和行商羊驼只有在被驯服后才能被其他生物骑乘,与其他可骑乘生物表现不一致
  • MC-262636 - Mobs with passengers that are slimes or magma cubes can't move and don't function correctly
  • MC-262636 - 被史莱姆或岩浆怪骑乘的生物无法移动且表现不正常
  • MC-262638 - When a "Size:0" slime and magma cube rides on some mobs the rendering position is too low
  • MC-262638 - 具有Size:0 nbt标签的史莱姆和岩浆怪骑乘部分生物时,显示位置过低
  • MC-262720 - One of the pink petals' stems has an incomplete model
  • MC-262720 - 粉红色花簇中,有一朵花的茎模型不完整
  • MC-262751 - Blank decorated pot's NBT depends on method used to obtain it
  • MC-262751 - 不同方式获取的空白饰纹陶罐有不同的NBT
  • MC-262766 - NBSP is a valid invisible character that can be added into Book titles so that they have blank names
  • MC-262766 - 不可见的 NBSP 字符可以被用在书的标题中,使得书的名称显示为空
  • MC-262804 - Players' swimming animations are jittery for other players
  • MC-262804 - 玩家的游泳动画在其他玩家视角内不连贯
  • MC-262947 - The "Smithing with Style" advancement doesn't grant experience upon completion
  • MC-262947 - “旧貌锻新颜”进度在完成时不会奖励经验
  • MC-263011 - Sniffers can sniff out and follow players from incredibly large distances
  • MC-263011 - 嗅探兽可以从非常远的距离嗅探并跟随玩家
  • MC-263049 - Camels indefinitely dash while in lava
  • MC-263049 - 骆驼在熔岩中会一直保持冲刺状态
  • MC-263126 - Sponges no longer make a sound when absorbing water
  • MC-263126 - 海绵吸水不会发出声音
  • MC-263200 - Entities riding baby sniffers render too high
  • MC-263200 - 骑乘小嗅探兽的实体显示位置过高
  • MC-263283 - Loading a 1.12.2 structure block with signs on 1.20 removes the text
  • MC-263283 - 在 1.20 版本加载 1.12.2 版本中的结构方块保存的告示牌,上面的文本会被清空
  • MC-263313 - You cannot use the TAB key to initially create a realm
  • MC-263313 - 不能使用 TAB 键来创建 Realms
  • MC-263322 - When a camel walks on suspicious sand, the sound produced is "camel steps" instead of "camel sands"
  • MC-263322 - 骆驼在可疑的沙子上行走时,音效使用了“骆驼:脚步声”而不是“骆驼:踏沙”
  • MC-263387 - The chat scroll bar no longer renders
  • MC-263387 - 聊天窗滚动条不显示
  • MC-263430 - Memory leak in TickingTracker
  • MC-263430 - TickingTracker导致内存泄漏
  • MC-263833 - Minecraft is incorrectly assuming it is able to set the window icon on Wayland
  • MC-263833 - Minecraft 在 Wayland 下无法设置窗口图标
  • MC-263879 - Open shulker boxes transmit redstone power
  • MC-263879 - 开启的潜影盒能传导红石信号
  • MC-264356 - Sniffers attached to a lead will dig in the same spot forever, ignoring "explored positions"
  • MC-264356 - 被拴绳拴住的嗅探兽不会判断当前位置是否已探索,导致其在同一位置一直挖掘
  • MC-264467 - GUI texture "villager2.png" contains unused sections
  • MC-264467 - GUI纹理“villager2.png”中有部分图案不被使用
  • MC-264468 - GUI texture "legacy_smithing.png" still present in game files despite not being used anymore
  • MC-264468 - GUI纹理“legacy_smithing.png”已不再使用,但仍存在于游戏文件中




【电量量/氘氚人 译自官网 2023 年 08 月 02 日发布的 Minecraft Snapshot 23w31a;原作者 Java Team】
【本文排版借助了:SPXX v2.4.14】






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23w13a 村民.png
23w13a 流浪商人.png

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发表于 2023-8-5 11:53:28 | 显示全部楼层 IP:江西省
5555555555,村民交易附魔书被大削
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发表于 2023-8-7 13:34:58 来自手机 | 显示全部楼层 IP:湖北省
村民更新的这个不会同意的
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发表于 2023-8-5 16:43:49 来自手机 | 显示全部楼层 IP:河南省
你干嘛哈哈哎呦
3# 2023-8-5 16:43:49 回复 收起回复
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发表于 2023-8-5 20:31:57 来自手机 | 显示全部楼层 IP:广东省
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发表于 2023-8-5 23:00:57 来自手机 | 显示全部楼层 IP:江苏省
七k 发表于 2023-8-5 20:31
666666666666

素质呢,白活了?
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发表于 2023-8-5 23:01:42 来自手机 | 显示全部楼层 IP:江苏省
jojo1145140909 发表于 2023-8-5 16:43
你干嘛哈哈哎呦

素质呢?

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发表于 2023-8-7 11:39:59 来自手机 | 显示全部楼层 IP:山东省
看不懂怎么下载啊💔
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Don_Trueno 2023-8-7 11:55 IP:江苏省
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在想严王? 2023-8-17 18:19 IP:广东省
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太好玩了!
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发表于 2023-8-7 18:17:46 来自手机 | 显示全部楼层 IP:安徽省
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发表于 2023-8-7 20:56:02 来自手机 | 显示全部楼层 IP:福建省
太好玩了呀呀呀
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