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[版本发布] Minecraft Java版 1.20.2 发布

 发表于 2023-9-22 20:53:04|显示全部楼层|阅读模式 IP:江苏省
|Minecraft Java版是指Windows、Mac OS与Linux平台上,使用Java语言开发的Minecraft版本。
|正式版是Minecraft Java版经过一段时间的预览版测试后得到的稳定版本,也是众多纹理、Mod与服务器插件会逐渐跟进的版本。官方启动器也会第一时间进行推送。
|建议玩家与服主关注其相关服务端、Mod与插件的更新,迎接新的正式版吧!专注于单人原版游戏的玩家可立即更新,多人游戏玩家请关注您所在服务器的通知。
|转载本贴时须注明原作者以及本帖地址。




NEWS
MINECRAFT JAVA EDITION 1.20.2 NOW AVAILABLE
Minecraft Java 版 1.20.2 现可下载

Minecraft Java 1.20.2 Released
Minecraft Java 1.20.2 正式版发布


We're now releasing 1.20.2 for Minecraft: Java Edition. This release comes with more diamond ore in the deep regions of the world and changes to mob attack reach as well as optimizations to the game's networking performance enabling smoother online play even on low-bandwidth connections.
我们现在推出了 Minecraft Java 版 1.20.2 更新。本次更新增加了世界最深层里钻石矿石的生成数量,对生物攻击距离做出了调整,同时还对游戏的网络性能也做出了调整,让在线游戏即使处于连接不佳状态也能有相对流畅的游戏体验。

This release also includes new features for map makers and pack creators like macro functions, a random command and pack overlays.
本次正式版还为地图及数据包作者新增了宏函数、random 命令以及叠加包。

With 1.20.2, we are making some important updates to our Player Reporting Tool to better protect the online safety of our players. You will now be able to report player skins and usernames that violate our Community Standards.
在 1.20.2 版本内,我们还对玩家举报工具做出了一些重要调整,来更好的保护玩家的网络安全。玩家现在可以举报违反了社区准则的玩家皮肤和用户名。

The optional Villager Trade Rebalance Experiment also makes its debut in this version with changes to trades in the making that you can try out.
此外,本次更新还会带来村民交易平衡性调整的首次亮相,在勾选上后,玩家可以自行体验。


NEW FEATURES
新特性


PLAYER SKIN & NAME REPORTING
玩家皮肤与用户名举报功能

We are making some important updates to our Player Reporting Tool to better protect the online safety of our players.
我们正在对玩家举报功能做出一些重要的更新,以更好地维护玩家的在线权益。

Playing Minecraft should be an inclusive and safe experience for everyone, which is why alongside in-game chat messages, you will now be able to report player skins and usernames that violate our Community Standards in Java Edition.
对所有人来说,游玩 Minecraft 的体验都应当是包容且安全的,这就是 Java 版中玩家在可以举报聊天消息的基础上,现在还可以举报违反我们社区标准的玩家皮肤或用户名的原因。

Just like with chat reports, nothing is automated. Any reported skin or username will be reviewed manually by a team of trained Minecraft moderators, who will use the submitted evidence to decide whether the skin and/or username is in breach of our Community Standards. Skins that are in violation of these standards will be removed from Minecraft and will no longer be accessible for use by any player. Usernames that are in violation of these standards will need to be changed before that player can play online via a shared server or Realm; though single player mode will still be accessible. To find out more about this and other safety policies, including more detail on the suspension procedure, appeals process, and how we handle malicious or repeat reporting, please visit our dedicated FAQ page .
就像聊天举报一样,该系统也并不是自动化进行。任何被举报的皮肤或用户名将会由一支训练有素的 Minecraft 管理员团队手动审查,他们将根据提交的证据来决定皮肤、用户名或这二者是否违反了我们的社区标准。违规皮肤将从 Minecraft 移除,且无法被任意玩家再次使用。违规的用户名则需要玩家修改。而在修改前,玩家将不能在服务器或 Realm 上进行在线游戏,尽管单人游戏仍然可以游玩。要了解更多有关这一条或其它安全策略的详细信息,包括更多关于暂停服务、上诉流程以及我们如何处理恶意或重复举报的具体细节,请访问我们专门的 FAQ 页面

  • Player Skins and Names can now be reported in the Social Interactions Screen
  • 现在可通过社交屏幕举报玩家的皮肤及用户名
  • If a skin or name is reported, and found to be violating the Community Standards, our team of human moderators can action in a few ways:
  • 若被举报的皮肤或用户名确实违反了社区标准,我们的人工管理员会采取下列行动之一:
    • Ban the skin from being used by any player
    • 封禁该皮肤,后续任何玩家都无法使用
    • Ban the name from being used by any player
    • 封禁该用户名,后续任何玩家都无法使用
    • Suspend the player from online play in the case of repeated offences
    • 若反复出现恶意行为,则停用该玩家的在线游戏功能
  • When a skin is banned, players with that skin:
  • 皮肤被封禁后,拥有该皮肤的玩家将会看到:
    • Will have their skin removed
    • 该皮肤被移除
    • Will be notified when they launch the game
    • 在启动游戏后有消息提醒
    • Will be automatically assigned one of the default skins
    • 自动换上默认皮肤中的一个
    • Can still play multiplayer and singleplayer
    • 仍然可以游玩多人游戏或单人游戏
    • Can select a new custom skin at any time
    • 随时可以重新选择一个自定义皮肤
  • When a player's name is banned, that player:
  • 用户名被封禁后,该玩家将会看到:
    • Will need to choose a new name
    • 需要选择一个新用户名
    • Will be notified when they launch the game
    • 在启动游戏后有消息提醒
    • Will not be able to play online until they change their name
    • 在更改用户名前无法游玩多人游戏
    • Can still play singleplayer
    • 仍然可以游玩单人游戏
  • A skin or name that has been banned cannot be used by any player in the future
  • 被封禁的皮肤或用户名将无法被任何玩家再次使用。


CHANGES
更改

  • The calculations to determine whether a mob can attack a player or other mobs have been changed
  • 对生物攻击玩家或其它生物的判定标准做出了更改
  • Diamond Ore is now generated more frequently in the Deepslate layers of the Overworld
  • 提升了主世界的深板岩层生成钻石矿石的频率
  • Optimizations to networked play
  • 优化在线游戏体验
  • Curing a Zombie Villager now only gives a big discount the first time
  • 现村民仅在第一次被治愈时提供交易折扣
    • There is no longer a bonus discount for reinfecting and curing the same Villager multiple times
    • 重复感染并治愈村民不再导致交易折扣叠加
  • Sponges and Wet Sponges now have their own custom sounds
  • 海绵和湿海绵现在有了各自独特的音效
  • Barrier blocks can now be waterlogged by players in Creative mode
  • 屏障方块可以被创造模式的玩家改变含水状态
    • Water cannot be placed in them or taken out by non-direct interactions such as Dispensers
    • 无法用非直接交互的方式改变它们的含水状态,例如使用发射器
  • The positions that all entities ride on other entities have been adjusted to make more sense
  • 已调整所有骑乘其他实体的实体的位置,从而更符合实际情况
  • Added the "Narrator Hotkey" accessibility option (default on)
  • 添加了复述功能快捷键设置(默认为开启状态)
    • The narrator can be toggled on and off with Ctrl+B when this is on
    • 设置为开启时,可使用快捷键 Ctrl+B
  • Added "I want to report them" Player Reporting category
  • 添加了“我想举报该玩家”的玩家举报选项
  • Removed Herobrine
  • 移除了 Herobrine


MOB ATTACK REACH CHANGES
生物攻击距离调整

The calculations to determine whether a mob can attack a player or other mobs have been changed. Previously a mob's horizontal width was used to determine their attack reach and their height had no effect. The area where a mob can attack is now their bounding box extended in horizontal directions.
生物对玩家及其它生物的攻击距离判定现已更改。此前,生物的水平宽度用于决定它们的攻击范围,而它们的高度则不会产生影响。现在生物攻击范围将由它们的边界框决定,在水平方向上会适当延伸。

Here are some situations where the new rules will affect the reach of mobs:
全新的规则对生物攻击距离的影响,情况如下所示:

  • If a mob is entirely below you, or entirely above you, it will not be able to reach you
  • 如果一个生物完全低于或高于玩家,那么该生物将无法攻击玩家
  • While riding on a medium-sized mob, like a Horse, you will be protected from small mobs, like Baby Zombies
  • 当玩家骑乘中等体型生物,例如马时,较矮的生物将无法攻击玩家,例如小僵尸
  • While riding on a tall mob, like a Camel, you will be protected from standard size mobs, like Zombies
  • 当玩家骑乘较高体型生物,例如骆驼时,正常大小的生物也将无法攻击玩家,例如僵尸
  • Also, Ravagers won't be able to attack you through a few block thick walls anymore
  • 此外,劫掠兽现在无法透过一些较薄的墙壁攻击玩家
  • However, to escape from an Enderman, you need to be at least 3 blocks above the ground, not 1.5 as before
  • 然而,要避开末影人的攻击,玩家现在需要离地面有 3 格高,而非先前的 1.5 格高
  • Mobs will be able to attack you with the bottom of their hitbox, assuming your head is in range
  • 生物现在可以使用碰撞箱底部对玩家进行攻击,如果玩家的头部在攻击范围内
  • Builds that trap hostile mobs might need to be adjusted to be safe
  • 安全起见,围困敌对生物的陷阱需要进行调整

This change does not affect the reach of players, and mobs still need to see their target to attack it.
这项改动不会影响到玩家的攻击距离,且生物仍需要在看到目标才能进行攻击。


NETWORKED PLAY
在线多人游戏

The Multiplayer mode of the game has been optimized to enable more fluid online play. If you have previously experienced disconnections or slow loading into online servers, this version may significantly improve that experience.
我们最近对游戏的多人模式做出了一些优化,从而使在线游戏更加流畅。如果你在之前版本曾出现在加载服务器时反复掉线或花费很长时间状况,这个版本可能会显著改善这种体验。

  • The game world will now show earlier instead of the loading screen while loading into a world on a server
  • 在载入服务器世界的早期,游戏现在会直接呈现出世界,而不是一直处于加载屏幕
  • Clients with extremely low-bandwidth connections will not time out while loading the world
  • 极低带宽的客户端不再出现加载世界时连接超时的情况
  • Clients with low-bandwidth connections can interact with the world while some chunks are still loading
  • 低带宽连接的客户端也可以在加载区块的同时与世界交互


VIBRATIONS
振动频率调整

  • Vibrations no longer risk being lost on simulation distance limit
  • 现在,振动将不再因为模拟距离限制而产生丢失风险
  • Unequipping items emits a new unequip vibration of frequency 4
  • 现在,卸下装备将发出振动等级为4的 unequip 的振动
  • Chiseled Bookshelves emit a block_change vibration of frequency 11 when receiving books from Hoppers
  • 现在,当雕纹书架从漏斗接收书本时将发出振动等级为11的 block_change 振动
  • Turtle Eggs cracking emit a block_change vibration of frequency 11
  • 现在,海龟蛋破碎时将发出振动等级为11的 block_change 振动
  • Turtle Eggs hatching emit a block_destroy vibration of frequency 12
  • 现在,海龟蛋孵化时将发出振动等级为12的 block_destroy 振动
  • Using Bone Meal emits an item_interact_finish vibration of frequency 3
  • 现在,使用骨粉将发出振动等级为3的 item_interact_finish 振动
  • Fire being doused by Water Potion emits a block_destroy vibration of frequency 12
  • 现在,当火焰被水瓶浇灭时将发出振动等级为12的 block_destroy 振动
  • Evokers evoking Vexes or Fangs emit an entity_place vibration of frequency 14
  • 现在,唤魔者召唤唤魔者尖牙或恼鬼时将发出振动等级为14的 entity_place 振动
  • Carrots being eaten by Rabbits emit a block_change vibration of frequency 11
  • 现在, 当兔子吃掉胡萝卜时将发出振动等级为11的 block_change 振动
  • Sweet Berries being eaten by Foxes emit a block_change vibration of frequency 11
  • 现在,当狐狸吃掉甜浆果时将发出振动等级为11的 block_change 振动
  • Camels eating Cactus emit an eat vibration of frequency 8
  • 现在,当骆驼吃仙人掌时将发出振动等级为8的 eat 振动


MISCELLANEOUS MINOR TWEAKS
杂项微调

  • Chorus Flower no longer provides support for hanging or standing blocks
  • 紫颂花不再能提供方块悬挂或摆放的支撑面
  • Updated structure icons on Explorer Maps sold by Cartographers
  • 更新了制图师售卖的探险家地图上结构的标记
  • When Villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic
  • 当村民打开新的交易时,这些交易在 UI 中的顺序现在总是随机的,而不再偶尔出现顺序确定的情况
  • The sizes of text fields in the user interface are now consisent with the size of buttons
  • 用户界面内文本框的大小现总与按钮的大小相一致



Steve cures an unfortunate Villager of its zombification. Click here for a link to the full-size image.
史蒂夫正在治愈一只不幸感染的僵尸村民。点击这里 获取完整大小图片。




New Explorer Map Icons. Click here for a link to the full-size image.
探险家地图里的全新标记。点击这里 获取完整大小图片。



Rabbits eating Carrots now trigger Sculk Sensors. Click here for a link to the full-size image.
兔子啃食胡萝卜现在也能触发幽匿感测体。点击这里 获取完整大小图片。




You now need a taller pillar to escape tall mobs. Click here for a link to the full-size image.
你现在需要搭建更高的柱子才能躲开高个子生物。点击这里 获取完整大小图片。



TECHNICAL CHANGES
技术性更改

  • The resource pack version is now 18
  • 资源包版本现在是 18
  • The data pack version is now 18
  • 数据包版本现在是 18
  • History of used commands is now saved and accessible across worlds
  • 命令历史现可跨世界保存并查看
  • Optimized networking to improve the experience on low bandwidth connections
  • 对网络协议做出调整以优化低带宽连接体验
  • Added support for multi-version packs
  • 新增对多版本资源包和数据包的支持
  • Changed network protocol to allow for more data-driven content in the future
  • 更改网络协议,以配合未来的数据驱动内容调整
  • Added new log-ips option to server.properties
  • server.properties 中添加新选项 log-ips
  • Added validation for symbolic links in datapacks and resource packs
  • 新增对数据包和资源包内符号链接的验证
  • When hitboxes are displayed through F3+B, entities that have a passenger will display the passenger's attachment point
  • 使用 F3+B 显示实体碰撞箱时,拥有乘客的实体将显示乘客的连接点
  • The charts on the debug screen can now be toggled with F3+1 (pie chart) and F3+2 (FPS and TPS) instead of holding Shift or Alt while opening the screen
  • 调试屏幕内的性能评测图表和帧生成时间图表快捷键已分别调整至 F3+1(性能评测图表)和 F3+2(帧生成时间图表),而不再需要打开调试屏幕的同时按下 Shift 或 Alt
  • Pressing F3+3 will now show charts for ping and received network traffic on the debug screen
  • 按下 F3+3 将在调试屏幕中显示网络性能图表
  • The LWJGL library has been upgraded to version 3.3.2
  • LWJGL 库已更新至 3.3.2 版本
  • The default Java version shipped with the game has been upgraded to Microsoft OpenJDK 17.0.8
  • 游戏默认支持 Java 版本更新至 Microsoft OpenJDK 17.0.8


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


NETWORK OPTIMIZATIONS
网络协议调整

  • Gameplay packets are now packed into bigger TCP packets to reduce overhead from TCP headers, significantly reducing network usage
  • 游戏数据包现在被打包为更大的 TCP 数据包来降低 TCP header 的使用,显著减少网络使用
  • Chunks are not sent over the network to the client in one big continuous batch anymore
  • 优化了区块发送到客户端的方式,不再连续大量发包
  • Chunks are instead sent in smaller batches depending on the available bandwidth, meaning that:
  • 区块现在是以更小的批次发送的,取决于带宽。这意味着:
    • Clients with extremely low-bandwidth connections will not time out while loading the world
    • 极低带宽的客户端不再出现加载世界时连接超时的情况
    • Clients with low-bandwidth connections can interact with the world while some chunks are still loading
    • 低带宽连接的客户端也可以在加载区块的同时与世界交互
  • 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,而不会展现出拓展的兼容性


OVERLAYS
叠加包

  • Packs can now contain overlay directories ("overlays")
  • 包现在可以包括叠加目录(“叠加包”)
  • Overlays are sub-packs applied over the "normal" contents of a pack
  • 叠加包是包内用于叠加在“常规”内容之上的子包
    • 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叠加包会被应用
    • Overlays can add and replace files, but not remove them
    • 叠加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 的叠加包,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
    • 叠加包目录内的 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,包含一组叠加包实例
    • Every overlay entry has two fields:
    • 每一条叠加包实例内包含两个字段:
      • 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 - 要叠加的目录(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:列表中的叠加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叠加包: "entries": [{"directory":"A", ...}, {"directory":"B", ...}],则游戏会按照 BA、根目录的顺序读取资源


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)


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


SECURE CHAT
聊天安全

  • Clients will no longer disconnect themselves when receiving an invalid chat message
  • 客户端不再会收到无效聊天消息时自动断开连接
    • A placeholder message will instead be shown in chat
    • 此时聊天记录里将会收到一条占位符消息


SERVER.PROPERTIES
SERVER.PROPERTIES

  • New option: log-ips (default true)
  • 添加了新选项: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
    • 设置为 false 时,在玩家加入游戏时不再向日志记录玩家的 IP 地址



TELEMETRY
遥测信息

  • Added a button to the Telemetry Data Collection Screen that links to the Microsoft Privacy Statement
  • 在遥测信息收集屏幕内新增了一个按钮,用来链接到微软隐私声明


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


RESOURCE PACK VERSION 17
资源包版本 17 更新内容

  • The text field background is now a nine-sliced sprite at widget/text_field and widget/text_field_highlighted
  • 文本编辑框的背景现在使用了 widget/text_fieldwidget/text_field_highlighted 内的 nine-sliced 类型精灵图
  • The scroll bar in lists and text fields is now a nine-sliced sprite at widget/scroller
  • 列表和文本编辑框内的滚动条现在使用了 widget/scroller 内的 nine-sliced 类型精灵图


RESOURCE PACK VERSION 18
资源包版本 18 更新内容

  • The map_icons.png texture now contains new icons
  • map_icons.png 纹理现在包括新加入的图标


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。


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


DATA PACK VERSION 17
数据包版本 17 更新内容

  • Changed mob effect storage on items, entities and block entities
  • 更改了在物品、实体和方块实体中,实体状态效果的存储格式
  • Added decal field to armor trim patterns (default: false)
  • 在盔甲纹饰锻造模板中添加了 decal 字段(默认为 false
    • If true, the pattern texture will be masked based on the underlying armor
    • 若设置为 true,则纹饰图案将被依据底层盔甲纹理遮罩


MOB EFFECT STORAGE CHANGES
生物效果存储格式更改

  • The game no longer uses numeric values when storing mob effects to a world (so, for example, 4 becomes minecraft:mining_fatigue)
  • 生物状态效果在保存到世界中时不再使用数字格式(举例说明, 4 将会变成 minecraft:mining_fatigue
  • Various mob effect fields have been renamed for consistency with new structures
  • 生物效果中多个字段已重新命名,以符合全新数据结构


MOB EFFECT INSTANCE
生物状态效果实例

This structure is used in many places, so its changes are described separately.
该数据结构在多个地方均有使用,因此做出的更改也将分别描述。

  • Id -> id, also changed from number to string id
  • Id -> id,同时将命名空间 id 由数值改为字符串
  • Ambient -> ambient
  • Ambient -> ambient
  • Amplifier -> amplifier
  • Amplifier -> amplifier
  • Duration -> duration
  • Duration -> duration
  • ShowParticles -> show_particles
  • ShowParticles -> show_particles
  • ShowIcon -> show_icon
  • ShowIcon -> show_icon
  • HiddenEffect -> hidden_effect, also since it's mob effect instance, changes apply recursively
  • HiddenEffect -> hidden_effect,,该字段是一个状态效果实例,因此父对象的更改也会应用在这里
  • FactorCalculationData -> factor_calculation_data
  • FactorCalculationData -> factor_calculation_data


ITEMS
物品

potion, lingering_potion, splash_potion, tipped_arrow
药水、滞留药水、喷溅药水、药箭
  • CustomPotionEffects -> custom_potion_effects, contents tranformed as a list of mob effect instances
  • CustomPotionEffects -> custom_potion_effects,内容调整为一组生物状态效果实例的列表

suspicous_stew
谜之炖菜
  • Effects -> effects, for each entry:
  • Effects -> effects,对于其中的每一项:
    • EffectId -> id, also changed from number to string id
    • EffectId -> id,同时将命名空间 id 由数值改为字符串
    • EffectDuration -> duration
    • EffectDuration -> duration



ENTITIES
实体

mooshroom
哞菇
  • Removed EffectId and EffectDuration
  • 移除 EffectIdEffectDuration
  • Added stew_effects with the same format as suspicious_stew.effects tag (i.e. list of effect id and duration)
  • 新增 stew_effects ,与 suspicious_stew.effects 的NBT标签格式相同(也就是一组生物状态效果 id 和持续时间组合的列表)

area_effect_cloud
区域效果云
  • Effects -> effects, contents tranformed as a list of mob effect instances
  • Effects -> effects,内容调整为一组生物状态效果实例的列表

arrow

  • CustomPotionEffects -> custom_potion_effects, contents tranformed as a list of mob effect instances
  • CustomPotionEffects -> custom_potion_effects,内容调整为一组生物状态效果实例的列表

Players, Armor Stands and mobs
玩家、盔甲架、生物
  • ActiveEffects -> active_effects, contents tranformed as a list of mob effect instances
  • ActiveEffects -> active_effects,内容调整为一组生物状态效果实例的列表


BLOCK ENTITIES
方块实体

beacon
beacon

  • Primary -> primary_effect, also changed from number to string id
  • Primary -> primary_effect,同时将命名空间 id 由数值改为字符串
  • Secondary -> secondary_effect, also changed from number to string id
  • Secondary -> secondary_effect,同时将命名空间 id 由数值改为字符串


LOOT TABLES
战利品表

  • Added sequence loot function
  • 新增 sequence 战利品表函数
    • Contains 1 field:
    • 包含一个字段:
      • functions: an array of sub-functions to run in sequence
      • functions:按顺序运行的子函数数组
    • Can also be declared as an inline array without a type
    • 也可被声明为无类型内联数组
      • This matches the existing behavior where loot function JSON files can be declared as an array of composite functions
      • 这同样符合战利品表函数的JSON文件可以声明为复合函数数组的现有行为

  • all_of predicates in loot tables can now be declared implicitly as an inline array without a type
  • all_of 这一战利品表谓词现在可以隐性声明为无类型内联数组
    • This similarly matches the existing behavior where loot predicate JSON files can be declared as an array of sub-predicates
    • 这同样与战利品表谓词JSON文件可声明为子谓词数组的行为相匹配
  • Block or fluid state property matchers in loot conditions no longer accept non-string values
  • 在 loot condition 中,方块与流体的方块状态属性不再匹配非字符串值
    • Any number or boolean value in a property matcher must be quoted
    • 方块状态属性中的任何数字类型或 boolean 类型变量都必须两侧使用引号




DATA PACK VERSION 18
数据包版本 18 更新内容

This data pack version removes the execute if function and return run functionality. Flaws with those commands (see bugs MC-264595, MC-264699 and MC-264710) require some substantial changes to fix, which we do not want to make close to a release.
该数据包版本移除了 execute if functionreturn run 函数。因为这些命令存在重大缺陷(参见漏洞 MC-264595MC-264699MC-264710),修复则需要做出重大调整,在正式版发布前可能时间不足以完成修复工作。

These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.
这些命令将在下一个快照系列发布的时候重新加入,我们需要在这段时间里更新迭代,并与数据包作者们共同完成测试工作。

  • Removed execute if|unless function command form
  • 移除 execute if|unless function 命令格式
  • Removed return run command form
  • 移除 return run 命令格式
  • Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type
  • 用作宏参数的数字现在总是会不带后缀地插入,无视数字类型
  • Added game rule enderPearlsVanishOnDeath, controlling whether thrown ender pearls vanish when the player that threw them dies (default true)
  • 加入游戏规则 enderPearlsVanishOnDeath,控制玩家死亡时由其投掷的末影珍珠是否消失(默认为 true,也就是会消失)
  • Added damage type tag always_kills_armor_stands for damage types that should always fully kill an Armor Stand
  • 加入伤害类型标签 always_kills_armor_stands,带有此标签的伤害类型将总会“杀死”盔甲架



Noor is out exploring with one of the new Explorer Maps. Click here for a link to the full-size image.
努尔正在使用全新探险家地图探索。点击这里 获取完整大小图片。




Noor is checking out the new experimental trades. Click here for a link to the full-size image.
努尔正在体验全新的实验性村民交易。点击这里 获取完整大小图片。




Looking for Efficiency books in the Mineshaft. Click here for a link to the full-size image.
正在废弃矿井里寻找效率附魔书。点击这里 获取完整大小图片。




New trades from the Wandering Trader! Click here for a link to the full-size image.
流浪商人提供的全新交易!点击这里 获取完整大小图片




EXPERIMENTAL FEATURES
实验性特性


VILLAGER TRADE REBALANCE
村民交易调整

The Experiments screen when creating a world now has an option to enable the Villager Trade Rebalance. When this option is selected, some Villager trades will change.
在创建世界时,现在玩家可以在实验性选项屏幕里启用村民交易调整选项。当开启了这个选项后,一些村民交易将会被调整。

This experiment has no effect on normal worlds. You can find more information about Feature Toggles here .
该实验性调整不会对普通世界产生影响。你可以在这里了解到更多有关实验性调整的信息。


LIBRARIAN CHANGES
图书管理员交易更改

  • Librarians from different biomes now sell different Enchanted Books
  • 不同群系的图书管理员现在会售卖不同的附魔书
  • Each village biome has one special enchantment that is only available from Master Librarians with full XP
  • 每个村庄生物群系现都会对应一个只有满经验值的大师级村民才会售卖的附魔书
  • This means that players must visit all seven village biomes to get the full set of villager enchantments
  • 这意味着玩家匠必须访问全部 7 个村庄生物群系才可能获得全部可从村民交易的附魔书
  • There are two secret village biomes where villages do not generate
  • 有两个“秘密的”村庄生物群系不会自然生成
    • A player must build these villages to access their trades!
    • 玩家必须在这些群系自行建造村庄来获取交易!
  • Some enchantments have been removed from village trading and must be found in other ways
  • 一些附魔书从村民交易内移除,必须通过其它方式获取


CARTOGRAPHER CHANGES
制图师交易更改

  • Cartographers can now sell seven new Explorer Maps
  • 制图师现在会售卖 7 种全新的探险家地图
    • Five new maps show the way to five different types of village
    • 其中的 5 种会揭示 5 种不同村庄的位置
    • The other two new maps show the way to a Swamp Hut and a Jungle Temple
    • 另外的 2 种分别揭示女巫小屋和丛林神庙的位置
  • Cartographers from different biomes now sell a different range of maps
  • 不同群系的制图师现各自会在一定范围内出售不同的地图


WANDERING TRADER CHANGES
流浪商人交易更改

  • Wandering Traders now have lower prices and have a higher amount of each item in stock
  • 流浪商人现提供的交易库存更多,同时交易价格下降
  • Wandering Traders now sell Logs
  • 流浪商人现在会出售原木
  • Wandering Traders can now buy many items, instead of only selling
  • 流浪商人现除售卖物品外,也收购一些特定的物品


ARMORER CHANGES
盔甲匠交易更改

  • Armorer from different biomes now sell different Armor with different enchantments
  • 不同生物群系的盔甲匠现总会提供带有特定魔咒的特定盔甲的交易
  • Buying Diamond Armor now requires a small amount of Diamonds as well as Emeralds
  • 现购买钻石盔甲除绿宝石外还需要一些钻石
  • Many other Armorer trades have been updated
  • 另外还有一些关于盔甲架交易的调整


STRUCTURE LOOT
结构战利品

Certain Enchanted Books now have a high chance of generating in some structures:
以下结构中特定的附魔书将会有更高的概率生成:

  • Ancient Cities: Mending
  • 远古城市:经验修补
  • Mineshafts: Efficiency (I to V)
  • 废弃矿井:效率(I 至 V 级)
  • Pillager Outposts: Quick Charge (I to III)
  • 掠夺者前哨站:快速装填 (I 至 III 级)
  • Desert Temples: Unbreaking (I to III)
  • 沙漠神殿:耐久(I 至 III 级)
  • Jungle Temples: Unbreaking (I to III)
  • 丛林神庙:耐久(I 至 III 级)


FIXED BUGS IN 1.20.2
1.20.2 修复的漏洞

Around 200 bugs were fixed in this release. View the list on the issue tracker .
本次正式版更新期间共修复了约 200 个漏洞。请查阅漏洞追踪器列表





氘氚人 译自官网 2023 年 09 月 21 日发布的 Minecraft Java Edition 1.20.2 Now Available;原作者 Java Team】
【本文排版借助了:SPXX v2.4.14】



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 发表于 2023-9-23 00:54:31 来自手机|显示全部楼层 IP:黑龙江省
《Removed Herobrine》
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雪(意味深) 发表于 2023-9-23 00:54
《Removed Herobrine》

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