开启辅助访问     
收藏本站

站内搜索

搜索

Minecraft(我的世界)苦力怕论坛

[版本发布] Minecraft Java版 24w09a 发布

 发表于 2024-2-29 14:42:22|显示全部楼层|阅读模式 IP:江苏省
本帖最后由 El_Trueno 于 2024-2-29 17:09 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
|转载本帖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 24W09A
Minecraft 快照 24W09A

A Minecraft Java Snapshot
Minecraft Java版 快照


Hello! Here is a slightly bigger than usual snapshot with a lot of technical changes, refreshed UI, another iteration of Wolf Armor, and tweaks to new features.
大家好!这是一个略大于平时的快照,引入了若干技术性更改,更好的 UI 界面,狼铠的功能迭代和若干特性调整。

Since the initial release of the Wolf Armor, we have been working on improving it to increase its protection, usability and add customization. For protection there is a new approach to armor, which considers the player's need to quickly see the state of the armor without using UI elements, and the ability to act quickly to help their pet wolf if needed. Please try it out and let us know what you think over at the feedback site: Let's talk about Wolf Armor!
自狼铠出现以后,我们一直在提升其在防护、耐用和自定义上的体验。对于保护功能,我们考虑到了玩家在不借助 UI 元素的情况下快速查看狼铠的需求,以及必要情况下能迅速起保护作用的能力。请在反馈网站Let's talk about Wolf Armor!上分享你的想法!


EXPERIMENTAL FEATURES
实验性特性


BOGGED
沼骸

  • The Bogged drops 2 mushrooms (either both red/brown or one of each) when sheared
  • 沼骸被剪刀修剪时会掉落 2 个蘑菇(随机为红色或棕色)
  • Updated Bogged texture and model
  • 更新了沼骸的纹理和模型


WIND CHARGE
风弹

  • Removed randomness from the radius of both Breeze- and player-shot Wind Charges
  • 旋风人和玩家发射的风弹都不再有随机偏移


VAULT
宝库

  • Additional changes to the Vault texture to even further distinguish from Trial Spawners
  • 进一步修改了宝库的纹理,与试炼刷怪笼区分


CHANGES
更改

  • Changes to Wolf Armor
  • 调整了狼铠的行为
  • The game's UI has been updated with a fresher look
  • 更新了游戏的 UI 页面,现在有了全新的外观
  • Ctrl+Picking a renamed block (such as a Chest) in Creative Mode will now give a renamed item
  • 创造模式下使用 Ctrl+中键选取一个重命名的方块(例如箱子),现在会给予一个同样重命名的物品


WOLF ARMOR
狼铠

  • The Wolf Armor will protect the wolf from most damage sources until the armor loses all durability and breaks
  • 狼铠会帮助狼抵挡大多数来源的伤害,直到其损失全部耐久并损坏
  • Wolf Armor shows signs of increased breakage as durability goes down
  • 狼铠耐久下降时会逐渐呈现碎裂的纹理
  • Players can repair the Wolf Armor with Armadillo Scutes while it is equipped on the Wolf
  • 玩家可在狼身上使用犰狳鳞甲修复狼铠
  • Wolf armor can be dyed in similar fashion to Leather Armor
  • 狼铠有类似于皮革盔甲的染色机制
  • The Wolf's owner can now repair Wolf Armor on a Wolf
  • 狼的主人可直接在狼身上修复狼铠


UI
UI

The UI has been updated to sport a fresher look and to be more consistent when it comes to the layout of different UI elements, all while retaining the essence and feel of the old screens.
UI 现在有了全新的外观,从而在更好地适配不同 UI 元素的同时,保留游戏旧有屏幕的本质和外观。

As always, we're eager to hear your thoughts and opinions on further improvements or changes. Let us know what you think over at the dedicated feedback site.
一如既往地,你们的想法和观点有助于我们未来的改进与更新。请在专门的反馈网站上留下你的想法。

  • The menu background dirt texture has been replaced by a darkened background
  • 作为菜单背景的泥土纹理被替换为加深的背景
    • The dirt texture has been moved to the build-in Programmer Art Resource Pack
    • 原本的泥土纹理移动到了内置的 Programmer Art 资源包
    • Outside the game, the menu Panorama is displayed across all screen
    • 游戏外的各个菜单现都会展示菜单全景图
    • In the game, the world will be visible across all screens
    • 游戏内的各个菜单现都会展示当前世界
    • Paired with the darkened background is a blur
    • 在背景变深的同时还会有模糊效果
      • The strength of the blur can be configured in Accessibility Settings
      • 模糊效果的强度可在辅助功能设置里调整
      • In-game screens such as containers and books are not affected by these changes
      • 游戏内屏幕,例如容器和书不受本次改动的影响

  • Screen elements such as titles and buttons are positioned more consistently across different screens
  • 不同屏幕下的界面元素,如标题和按钮排布现更加一致化
  • The Player and World Backups screens in Realms have been updated
  • 对 Realms 的玩家屏幕和备份世界屏幕进行了更新
  • Lists now have clearer borders at the top and bottom
  • 列表的顶端和底端边界现在更清晰
  • After defeating the Ender Dragon and entering the End Portal, the End Poem and credits are now displayed with a background based on the animated End Portal effect
  • 在击杀末影龙并进入返回传送门后,终末之诗和鸣谢列表会基于末地传送门动态效果的背景进行展示


TECHNICAL CHANGES
技术性更改

  • The Data Pack version is now 33
  • 数据包版本现在是 33
  • The Resource Pack version is now 28
  • 资源包版本现在是 28
  • playsound command can now be used without specifying the player (assuming @s) and without specifying the mixer (assuming master)
  • playsound 命令现在可以不指定玩家(现默认为 @s)和混音器(现默认为 master
  • In single player, when errors occur during loading or saving of chunks a warning will be shown in a toast
  • 单人模式下,加载或保存区块时发生的错误会以弹窗的形式展示
  • Trying join a single player world with less than 64 MB free disk space will show a warning screen
  • 尝试在剩余磁盘空间不足 64 MB 时加入游戏会显示警告屏幕
    • Additionally, a warning toast will be shown periodically while in game
    • 另外,游戏里也会不时弹出警告弹窗



DATA PACK VERSION 33
数据包版本 33 更新内容

  • Added minecraft:bypasses_wolf_armor for damage sources that can not be absorbed by Wolf Armor
  • 新增 minecraft:bypasses_wolf_armor,用于不会被狼铠抵挡的伤害类型
  • Loot table entry with id loot_table now also accepts inline loot tables
  • 拥有 loot_table id 的战利品表现可接受内嵌的战利品表
  • Unstructured NBT data attached to stacks of items (tag field) has been replaced with structured 'components'
  • 物品堆叠中先前散乱的 NBT 数据(tag 字段)现已替换为结构化的“组件”


LOOT TABLES
战利品表

Loot table entry loot_table (which returns all items from provided nested loot table) now has the following syntax:
战利品表条目 loot_table (从提供的嵌套战利品表返回所有物品)现在有以下语法:

  • value - can be either:
  • value - 可以为二者其一:
    • namespaced id - reference to another named loot table
    • 命名空间 id - 指代另一个已命名的战利品表
    • full loot table (same format as in standalone file)
    • 完整的战利品表(格式与独立的文件相同)



ITEM STACK COMPONENTS
物品堆叠组件

We are making some large changes to how Item Stack-specific properties are stored and represented in this snapshot, replacing the current NBT 'tag' with structured components.
在这一快照中,我们对物品堆叠属性存储和展示的方式做出了一些重大调整,替换了当前的 NBT “标签”为更结构化的组件。

This change has been made in order to:
此次更改旨在:

  • Improve performance in cases where the game needs to frequently look up some property of an item (e.g. Armor Trims rendering every frame)
  • 提升游戏在需要频繁检查物品属性(例如每一帧对盔甲纹饰的检测)时的性能
  • Validate item properties at load time, enabling easier identification of invalid data in commands and data packs
  • 在加载时验证物品属性,从而更容易识别命令和数据包中的无效数据
    • This should avoid any 'silent' breakages in commands specifying custom item data for any potential future format changes
    • 理论可避免命令的自定义项数据在任何潜在的未来格式时产生的“静默”破坏
  • Continue to evolve the game to enable the creation of dynamic content
  • 随游戏的更新能加入更多的动态内容

We understand that this is a significant breaking change for many datapacks and custom maps which will require significant effort to upgrade.
我们清楚,这是一次重大且破坏性的更新,很多数据包和自定义地图都因此需要花费时间和精力才能适配新版本。

We do however believe that this builds critical foundations for future extensibility. We have taken care to ship these changes all at once, with the hope that this avoids future incremental changes requiring many small updates to packs.
然而,这一改动将为日后的可拓展性奠定基础。因此我们反复斟酌后一次性推送了全部更改,藉此希望能减少未来内容更新时小更新过多的情况。

The current NBT 'tag' has existed for quite some time, and we are aware that a lot of clever techniques have been developed with this for commands and data packs.
先前的NBT“标签”已经存在了相当长的一段时间,也有相当多的命令和数据包的技术性内容建立在这一基础上。

Although we have made our best effort to identify these cases, some of these techniques rely on undocumented or undefined behavior with certain tag configurations.
尽管我们已经尽了最大的努力来确认各种情况,但仍有一些技术依赖于特定标签配置中未记录或未定义的行为。

We want to ensure that no functionality is lost without a suitable alternative, but due to the undocumented nature of these techniques, we have very likely not caught everything!
我们希望这些技术不会因没有替代方案而失效,但因为这些技术未被记录,所以可能仍有特性未被确认!

We hope to address any regressions over the remaining course of this snapshot cycle.
我们希望在这个快照周期的剩余时间里解决所有已反馈的问题。

With such a large change, we deeply value your feedback! You can share your thoughts on these changes over at the feedback site: Let's talk about Item Stack Components! .
这次改动是相当大的,因此你们的反馈至关重要!请在专用反馈网站Let's talk about Item Stack Components!上留下你的想法。

  • Unstructured NBT data attached to stacks of items (tag field) has been replaced with structured 'components'
  • 用结构化的“组件”替代了物品堆叠所附加的未结构化 NBT 数据(tag 字段)
    • This data is parsed and validated when the item is loaded
    • 这些数据会在物品被加载时进行解析和验证
    • This should improve performance in certain scenarios (e.g. Armor Trim rendering) when item data was frequently compared or requested and parsed
    • 在特定场景(例如渲染盔甲纹饰)中,物品数据需要频繁的比较、请求或解析,这一改动有助于提升游戏性能
    • Custom data can still be stored in the minecraft:custom_data component
    • 自定义数据仍会被储存在 minecraft:custom_data 组件中
  • Item types (e.g. minecraft:stick) hold a set of default components on an item that individual item stacks can override
  • 物品类型(例如 minecraft:stick)存储了物品的一些默认组件,而物品堆叠组件可以覆盖这些组件
  • The format of serialized items and items in data packs has been updated for consistency and to support components
  • 物品序列化和数据包物品的格式已被更新,以保持一致性并支持组件
  • Item syntax in commands has been updated to support components
  • 命令中的物品格式已被更新,以支持组件
  • When advanced tooltips are enabled (F3+H), the number of components will be displayed instead of number of tags
  • 启用高级工具提示(F3+H)时,现在会展示物品组件的数量而不再是 NBT 标签的
  • Default component values for items are now listed in items.json generated in reports directory
  • 物品的组件默认值现会生成在 reports 目录下的 items.json
  • The ignoreTags field on villager trades has been removed and replaced by a component predicate on damage
  • 村民交易项的 ignoreTags 字段现已移除,改为基于损坏值的组件谓词
  • Block definitions are now added to blocks.json report (note: those definitions are not used yet and present only for informational purposes)
  • 方块定义加入到了 blocks.json 报告中(注意:这些定义尚未被使用,仅用作信息展示)
  • If the key_item field of Vault block is not present, the Vault cannot be unlocked
  • 若宝库的 key_item 字段未指定,宝库将无法被解锁


MINECRAFT:CUSTOM_DATA
MINECRAFT:CUSTOM_DATA

  • Can be used for custom data storage on an item
  • 可用于物品的自定义数据存储
  • Can be accessed with pre-existing tag syntax ({...}) in commands
  • 可在命令中使用已有的 NBT 标签格式({...}
    • In predicates (e.g. /clear), will be partially matched as currently
    • 在使用谓词(例如 /clear)时,会与当前值进行部分匹配
  • When upgrading a world, any non-game data in the item tag will be moved into here
  • 世界升级时,物品 tag 内任何不属于游戏本身的数据都将移动到这一组件
  • Format: object with any fields
  • 格式:带有任意字段的对象
    • e.g. custom_data={some:'data'}
    • 例如 custom_data={some:'data'}



MINECRAFT:DAMAGE
MINECRAFT:DAMAGE

  • The amount of durability removed from an item
  • 物品已损失的耐久值
  • If removed, the item will not be damageable
  • 被移除后,物品将不再能损失耐久
  • Replaces Damage tag
  • 取代了 Damage 标签
  • Format: non-negative integer
  • 格式:非负整型变量
    • e.g. damage=12
    • 例如:damage=12
  • For damageable items, has an implicit default value of: 0
  • 对于可损坏物品,有一隐式的默认值:0


MINECRAFT:REPAIR_COST
MINECRAFT:REPAIR_COST

  • The additional experience cost required to modify an item in an Anvil
  • 物品在铁砧上修复时需要花费的额外经验值
  • Replaces RepairCost tag
  • 取代了 RepairCost 标签
  • Format: non-negative integer
  • 格式:非负整型变量
    • e.g. repair_cost=12
    • 示例 repair_cost=12
  • If not set, has an implicit default value of: 0
  • 若未被设置,则有一隐式的默认值:0


MINECRAFT:UNBREAKABLE
MINECRAFT:UNBREAKABLE

  • If set, the item will not lose any durability when used
  • 被设置后,物品使用时将不消耗耐久值
  • Replaces Unbreakable boolean tag
  • 取代了 Unbreakable 布尔值变量标签
  • Format: object with fields
  • 格式:带字段的对象
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值变量(默认值:true
      • If true, an 'Unbreakable' line will be included in the tooltip
      • 若设置为 true,物品的工具提示中会出现"无法破坏"字样
      • Replaces 3rd bit of HideFlags tag
      • 取代 HideFlags 标签的第 3 位
    • e.g. unbreakable={}, unbreakable={show_in_tooltip:false}
    • 例如: unbreakable={}unbreakable={show_in_tooltip:false}



MINECRAFT:ENCHANTMENTS
MINECRAFT:ENCHANTMENTS

  • Stores a list of enchantments and their levels on an item
  • 储存物品上魔咒和等级的列表
  • Replaces Enchantments tag
  • 取代了 Enchantments 标签
  • Format: object with fields
  • 格式:带字段的对象
    • levels: object of enchantment (id string) to level (integer [0; 255])
    • levels:魔咒对象(id 字符串)和等级(区间为 [0, 255]的整型变量)
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认为 true
      • If false, no enchantments will be shown in the item tooltip
      • 若设置为 false,则物品的工具名称不展示魔咒
      • Replaces 1st bit of HideFlags tag
      • 取代了 HideFlags 标签的第 1 位
    • e.g. enchantments={levels:{'minecraft:protection':2},show_in_tooltip:false}
    • 示例:enchantments={levels:{'minecraft:protection':2},show_in_tooltip:false}
  • If not set, has an implicit default value of: {levels:{}}
  • 未被设置时,有一隐式的默认值:{levels:{}}


MINECRAFT:STORED_ENCHANTMENTS
MINECRAFT:STORED_ENCHANTMENTS

  • Stores list of enchantments and their levels for an Enchanted Book
  • 储存了附魔书上魔咒和等级的列表
  • The effects provided by enchantments do not apply from this component
  • 该组件的魔咒不会产生效果
  • Replaces StoredEnchantments tag on Enchanted Books
  • 取代了附魔书的 StoredEnchantments 标签
  • Format: same as minecraft:enchantments
  • 格式:与 minecraft:enchantments 相同
    • show_in_tooltip value replaces 6th bit of HideFlags tag
    • show_in_tooltip 值取代了 HideFlags 标签的第 6 位
  • On Enchanted Books, has an implicit default value of: {levels:{}}
  • 对于附魔书,有一隐式的默认值:{levels:{}}


MINECRAFT:CUSTOM_NAME
MINECRAFT:CUSTOM_NAME

  • Custom name override for an item
  • 用于替换物品的自定义名称
  • Replaces display.Name tag
  • 取代了 display.Name 标签
  • Format: JSON chat component string
  • 格式:JSON 聊天组件字符串
    • e.g. custom_name='{"text": "This item is renamed!", "color": "red"}'
    • 示例 custom_name='{"text": "This item is renamed!", "color": "red"}'



MINECRAFT:LORE
MINECRAFT:LORE

  • Additional lines to include in an item's tooltip
  • 用于在物品工具提示中增加额外行
  • Replaces display.Lore tag
  • 取代了 display.Lore 标签
  • Format: list of JSON chat component strings (max: 64 entries)
  • 格式:JSON 聊天组件字符串(最多 64 项)
    • e.g. lore=['{"text": "The cake is a lie!"}']
    • 示例 lore=['{"text": "The cake is a lie!"}']
  • If not set, has an implicit default value of: []
  • 未被设置时,有一隐式的默认值:[]


MINECRAFT:CAN_BREAK
MINECRAFT:CAN_BREAK

  • Controls which blocks a player in Adventure mode can break with this item
  • 控制冒险模式玩家可以使用该物品破坏的方块
  • Replaces CanDestroy tag
  • 取代了 CanDestroy 标签
    • These were previously stored as flat strings, but now use the more flexible block predicate format already used in loot tables and advancements
    • 该项先前是作为扁平字符串存储,但现在将使用更为灵活的方块谓词格式,这一格式与已在战利品表和进度中使用的相同
  • Format: object with fields
  • 格式:带字段的对象
    • predicates: list of block predicates
    • predicates:方块谓词的列表
      • blocks: block, list of blocks, or hash-prefixed block tag
      • blocks:代表方块、方块列表或#开头的方块标签
      • nbt: block entity NBT to match
      • nbt:要匹配的方块实体的 NBT
      • state: map of state property key to values to match
      • state:要匹配的方块状态键值对
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认为 true
      • Replaces 4th bit of HideFlags tag
      • 取代了 HideFlags 标签的第 4 位
    • e.g. can_break={predicates:{blocks:'minecraft:furnace',state:{facing:'north'}}
    • 示例:can_break={predicates:{blocks:'minecraft:furnace',state:{facing:'north'}}
    • Alternatively, can be represented by a single block predicate
    • 另外,可以使用单个方块谓词指代
      • e.g. can_break={blocks:'minecraft:stone'}
      • 示例: can_break={blocks:'minecraft:stone'}




MINECRAFT:CAN_PLACE_ON
MINECRAFT:CAN_PLACE_ON

  • Controls which blocks a player in Adventure mode can place on with this item
  • 控制冒险模式玩家可放置该物品的方块
  • Replaces CanPlaceOn tag
  • 取代了 CanPlaceOn 标签
  • Format: object with fields
  • 格式:带字段的对象
    • predicates: list of block predicates
    • predicates:方块谓词的列表
      • Same as can_break.predicates
      • 与相同 can_break.predicates
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认为 true
      • Replaces 5th bit of HideFlags tag
      • 替代了 HideFlags 标签的第 5 位
    • e.g. can_place_on={predicates:{blocks:'minecraft:furnace',state:{facing:'north'}}
    • 示例: can_place_on={predicates:{blocks:'minecraft:furnace',state:{facing:'north'}}
    • Alternatively, can be represented by a single block predicate
    • 另外,可以使用单个方块谓词指代
      • e.g. can_place_on={blocks:'minecraft:stone'}
      • 示例: can_place_on={blocks:'minecraft:stone'}




MINECRAFT:DYED_COLOR
MINECRAFT:DYED_COLOR

  • Represents a color applied to a dyeable item (#minecraft:dyeable tag)
  • 代表可染色(#minecraft:dyeable
  • Replaces display.color tag
  • 取代了 display.color 标签
  • Format: object with fields
  • 格式:带字段的对象
    • rgb: integer, RGB value
    • rgb:整型变量,表示 RGB 颜色值
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认值为 true
      • Replaces 7th bit of HideFlags tag
      • 取代了 HideFlags 标签的第 7 位
    • e.g. dyed_color={rgb:16711680}
    • 示例: dyed_color={rgb:16711680}



MINECRAFT:ATTRIBUTE_MODIFIERS
MINECRAFT:ATTRIBUTE_MODIFIERS

  • Holds attribute modifiers applied to any item
  • 储存物品提供的属性修饰符
  • Replaces AttributeModifiers tag
  • 取代了 AttributeModifiers 标签
  • Format: object with fields (default: {modifiers:[]})
  • 格式:带字段的对象(默认值:{modifiers:[]}
    • modifiers: list of attribute modifiers
    • modifiers:属性修饰符的列表
      • type: attribute id
      • type:属性 id
        • Replaces AttributeName
        • 取代 AttributeName
      • slot: one of:
      • slot:以下其一:
        • any (default)
        • any(默认值)
        • hand: either in main or offhand (new)
        • hand:主手或副手(新增)
        • armor: any armor slot (new)
        • armor:任意盔甲槽位(新增)
        • mainhand
        • mainhand
        • offhand
        • offhand
        • head
        • head
        • chest
        • chest
        • legs
        • legs
        • feet
        • feet
        • Modifiers will only apply when the item is equipped in the specified slot
        • 物品在特定槽位时,修饰符才能起作用
        • Replaces Slot
        • 取代 Slot
      • uuid: uuid, uniquely represents this modifier
      • uuid:uuid,用于唯一指定这一修饰符
        • Only one modifier can exist with the same id
        • 同 id 的修饰符只能生效一次
        • Replaces UUID
        • 取代 UUID
      • name: string, human-readable name
      • name:字符串,可读性更强的名称
        • Replaces Name
        • 取代 Name
      • amount: double, number of units to modify this attribute (controlled by operation)
      • amount:双精度类型,属性调整的单位值(受 operation 控制)
        • Replaces Amount
        • 取代 Amount
      • operation: one of:
      • operation:以下
        • add_value (was 0): Adds amount to the attribute
        • add_value (先前是0):将 amount 加算到属性上
        • add_multiplied_base (was 1): Adds amount * base value to the attribute
        • add_multiplied_base (先前是1):将 amount 乘以基值并加算到属性上
        • add_multiplied_total (was 2): Adds amount * total value (from all previous modifiers) to the attribute
        • add_multiplied_total (先前是2): 将 amount 乘以(已计算了前面所有属性值的)当前值并加算到属性上
        • Replaces Operation with integer ids
        • 取代了 Operation 的数字 id

    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认为 true
      • Replaces 2nd bit of HideFlags tag
      • 取代了 HideFlags 标签的第 2 位
    • e.g. attribute_modifiers={modifiers:[type:'minecraft:generic.scale',uuid:[1,2,3,4],name:'Big!',amount:1.0,operation:'add_multiplied_base']}
    • 示例: attribute_modifiers={modifiers:[type:'minecraft:generic.scale',uuid:[1,2,3,4],name:'Big!',amount:1.0,operation:'add_multiplied_base']}
  • If not set, has an implicit default value based on the item type's default attributes (e.g. attack damage for weapons)
  • 若未设置,则会基于物品类型调整属性的显示或隐藏(例如:武器都会显示攻击伤害)


MINECRAFT:CHARGED_PROJECTILES
MINECRAFT:CHARGED_PROJECTILES

  • Holds all projectiles that have been loaded into a Crossbow
  • 存储弩装填的任何弹射物
  • If not present, the Crossbow is not charged
  • 若不存在,则弩表现为未装填
  • Replaces Charged and ChargedProjectiles tags
  • 取代 ChargedChargedProjectiles 标签
  • Format: list of item stacks
  • 格式:物品堆叠的列表
    • e.g. charged_projectiles=[{id:'minecraft:arrow'}]
    • 例如: charged_projectiles=[{id:'minecraft:arrow'}]
    • No longer restricted to 3 entries
    • 不再限制为只有 3 项



MINECRAFT:INTANGIBLE_PROJECTILE
MINECRAFT:INTANGIBLE_PROJECTILE

  • Marks that a projectile item would be intangible when fired (i.e. can only be picked up by a creative mode player)
  • 用于标记已发射的弹射物物品为"无形的"(即只能被创造模式玩家拾取)
  • Only set when items are inside a Crossbow's charged_projectiles component
  • 只会在弩的 charged_projectiles 组件中设置到当前的物品上
  • Format: empty object
  • 格式:空对象
    • e.g. intangible_projectile={}
    • 例如: intangible_projectile={}



MINECRAFT:BUNDLE_CONTENTS
MINECRAFT:BUNDLE_CONTENTS

  • Holds all items stored inside of a Bundle
  • 用于表示收纳袋储存的物品
  • If removed, items cannot be added to the Bundle
  • 若被移除,则物品不再能被放入收纳袋
  • Replaces Items tag
  • 取代 Items 标签
  • Format: list of item stacks
  • 格式:物品堆叠的列表
    • e.g. bundle_contents=[{id:'minecraft:poisonous_potato'}]
    • 例如: bundle_contents=[{id:'minecraft:poisonous_potato'}]
  • On Bundles, has an implicit default value of: []
  • 对于收纳袋,有一隐式的默认值: []


MINECRAFT:MAP_COLOR
MINECRAFT:MAP_COLOR

  • Represents the tint of the decorations on the Filled Map item
  • 代表地图上装饰标记的颜色值
  • Replaces display.MapColor tag
  • 取代了 display.MapColor 标签
  • Format: integer, RGB value
  • 格式:整型,表示 RGB 的颜色值
    • e.g. map_color=16711680
    • 例如 map_color=16711680
  • On Filled Maps, has an implicit default value of: 4603950
  • 对于地图,有一隐式的默认值:4603950


MINECRAFT:MAP_DECORATIONS
MINECRAFT:MAP_DECORATIONS

  • Holds a list of markers to be placed on a Filled Map (used for Explorer Maps)
  • 存储一系列需要被放置到地图(探险家地图)上的标志
  • Replaces Decorations tag
  • 取代了 Decorations 标签
  • Format: map of unique decoration id to decorations
  • 格式:装饰标记 id 到装饰标记的映射
    • type: one of:
    • type:以下其一:
      • player (was 0)
      • player (先前是0
      • frame (was 1)
      • frame (先前是1
      • red_marker (was 2)
      • red_marker (先前是2
      • blue_marker (was 3)
      • blue_marker (先前是3
      • target_x (was 4)
      • target_x (先前是4
      • target_point (was 5)
      • target_point (先前是5
      • player_off_map (was 6)
      • player_off_map (先前是6
      • player_off_limits (was 7)
      • player_off_limits (先前是7
      • mansion (was 8)
      • mansion (先前是8
      • monument (was 9)
      • monument (先前是9
      • banner_white (was 10)
      • banner_white (先前是10
      • banner_orange (was 11)
      • banner_orange (先前是11
      • banner_magenta (was 12)
      • banner_magenta (先前是12
      • banner_light_blue (was 13)
      • banner_light_blue (先前是13
      • banner_yellow (was 14)
      • banner_yellow (先前是14
      • banner_lime (was 15)
      • banner_lime (先前是15
      • banner_pink (was 16)
      • banner_pink (先前是16
      • banner_gray (was 17)
      • banner_gray (先前是17
      • banner_light_gray (was 18)
      • banner_light_gray (先前是18
      • banner_cyan (was 19)
      • banner_cyan (先前是19
      • banner_purple (was 20)
      • banner_purple (先前是20
      • banner_blue (was 21)
      • banner_blue (先前是21
      • banner_brown (was 22)
      • banner_brown (先前是22
      • banner_green (was 23)
      • banner_green (先前是23
      • banner_red (was 24)
      • banner_red (先前是24
      • banner_black (was 25)
      • banner_black (先前是25
      • red_x (was 26)
      • red_x (先前是26
      • village_desert (was 27)
      • village_desert (先前是27
      • village_plains (was 28)
      • village_plains (先前是28
      • village_savanna (was 29)
      • village_savanna (先前是29
      • village_snowy (was 30)
      • village_snowy (先前是30
      • village_taiga (was 31)
      • village_taiga (先前是31
      • jungle_temple (was 32)
      • jungle_temple (先前是32
      • swamp_hut (was 33)
      • swamp_hut (先前是33
      • Replaces type byte with numeric ids
      • 取代了 type 的数字 id
    • x: double, world coordinate
    • x:双精度变量,表示世界坐标
    • z: double, world coordinate
    • z:双精度变量,表示世界坐标
    • rotation: float, clockwise rotation from north in degrees
    • rotation:浮点数,表示从正北开始顺时针旋转的角度
      • Replaces rot double
      • 取代了 rot 双精度变量
    • e.g. map_decorations={'Some marker':{type:'target_x',x:123.0,z:-45.0,rotation:0.0f}}
    • 例如:map_decorations={'Some marker':{type:'target_x',x:123.0,z:-45.0,rotation:0.0f}}
  • On Filled Maps, has an implicit default value of: {}
  • 对于已打开的地图,有一隐式的默认值:{}


MINECRAFT:MAP_ID
MINECRAFT:MAP_ID

  • References the shared map state holding map contents and markers for a Filled Map
  • 用来描述共用地图状态、地图内容和定位器的一组地图
  • Replaces map tag
  • 取代了 map 标签
  • Format: integer id
  • 格式:整型变量表示的 id
    • e.g. map_id=1
    • 举例: map_id=1



MINECRAFT:CUSTOM_MODEL_DATA
MINECRAFT:CUSTOM_MODEL_DATA

  • Can be used to replace the models of items by selecting for the minecraft:custom_model_data property in the item model
  • 用于将物品模型替换为 minecraft:custom_model_data 属性所对应的模型
  • Replaces CustomModelData tag
  • 取代了 CustomModelData 标签
  • Format: integer value
  • 格式:整型变量
    • e.g. custom_model_data=43
    • 例如:custom_model_data=43



MINECRAFT:POTION_CONTENTS
MINECRAFT:POTION_CONTENTS

  • Holds the contents of a potion (Potion, Splash Potion, Lingering Potion), or potion applied to an item (Tipped Arrow)
  • 存储药水物品(包括药水、喷溅药水和滞留药水)和应用药水效果的物品(药箭)的药水内容
  • Replaces Potion, CustomPotionColor, and custom_potion_effects tags
  • 取代了 PotionCustomPotionColorcustom_potion_effects 标签
  • Format: object with fields
  • 格式:带有字段的对象
    • potion: potion id (optional)
    • potion:药水效果 id(可选)
      • The potion type in this item: the item will inherit all effects from this
      • 该物品的药水效果类型:物品将完全继承内含的所有药水效果
    • custom_color: integer, RGB value (optional)
    • custom_color:整型,表示 RGB 颜色值(可选)
      • Overrides the visual color of the potion
      • 覆盖药水的实际颜色
    • custom_effects: list of effect instances (default: [])
    • custom_effects:效果实例的列表(默认值为 []
      • Additional list of custom effects that this item should apply, that may not be representable by an existing potion
      • 表示该物品可提供的,无法用现有药水表达的额外自定义效果列表
    • e.g. potion_contents={potion:'minecraft:invisibility',custom_color:16711680}
    • 例如:potion_contents={potion:'minecraft:invisibility',custom_color:16711680}
  • On Potion or Tipped Arrow items, has an implicit default value of: {}
  • 对于药水和药箭,有一隐式的默认值:{}


MINECRAFT:WRITABLE_BOOK_CONTENTS
MINECRAFT:WRITABLE_BOOK_CONTENTS

  • Holds the contents in a Book and Quill
  • 存储书与笔的内容
  • Replaces pages and filtered_pages tags
  • 取代了 pagesfiltered_pages 标签
    • The pages list maps directly, with {text:'...'} wrapping
    • 页面列表现直接映射到 {text:'...'} 包裹的内容
    • filtered_pages are pulled by index keys into the relevant page entry under the filtered field
    • filtered_pages 会依据 filtered 字段拉取相关页的索引
  • Format: object with fields
  • 格式:带字段的对象
    • pages: list of either:
    • pages:以下其一:
      • object with fields
      • 带字段的对象
        • text: string, page plain text contents
        • text:字符串,表示该页的纯文本内容
        • filtered: string, filtered page contents (optional)
        • filtered:字符串,表示该页经过滤后的内容(可选)
          • If specified, players with chat filter enabled will see this page instead of text
          • 若被指定,启用聊天过滤的玩家将看到该页的内容,而不是 text
      • or: string, page plain text contents
      • 或:纯文本,表示该页的纯文本内容
    • e.g. writable_book_contents={pages:[{text:'Hello world!'}]}
    • 示例:writable_book_contents={pages:[{text:'Hello world!'}]}
  • On Book and Quill, has an implicit default value of: {pages:[]}
  • 对于书与笔,有一隐式的默认值:{pages:[]}


MINECRAFT:WRITTEN_BOOK_CONTENTS
MINECRAFT:WRITTEN_BOOK_CONTENTS

  • Holds the contents and metadata of a Written Book
  • 包含成书的内容和元数据
  • Replaces pages, filtered_pages, title, filtered_title, author, generation, and resolved tags
  • 取代了 pagesfiltered_pagestitlefiltered_titleauthorgenerationresolved 标签
  • Format: object with fields
  • 格式:带有字段的对象
    • pages: list
    • pages:列表
      • Same format as writable_book_contents pages, except uses JSON chat component strings which can be formatted
      • 与上文 writable_book_contents 页面的标签格式相同,但使用了可格式化的 JSON 聊天组件字符串
    • title: filtered string (same format as pages)
    • title:经过滤的字符串(与页面的标签格式相同)
    • author: string, player name
    • author:字符串,用以表示玩家名字
    • generation: integer [0; 2]
    • generation:区间为 [0,2] 的整型
      • The number of times this book has been copied (0 = original)
      • 表示这本成书已被复制的次数( 0 代表原作)
    • resolved: boolean
    • resolved:布尔值
      • true if the chat components in this book have already been resolved (entity selectors, scores substituted)
      • true 代表书中的聊天组件已被解析(包括实体选择器和记分板记分项等)
      • If false, will be resolved when opened by a player
      • 若为 false,则会在被玩家打开的时候进行解析
    • e.g. written_book_contents={pages:[{text:'Hello world!'}],title:{text:'A delightful read'},author:'Herobrine',generation:1,resolved:true}
    • 示例:written_book_contents={pages:[{text:'Hello world!'}],title:{text:'A delightful read'},author:'Herobrine',generation:1,resolved:true}



MINECRAFT:TRIM
MINECRAFT:TRIM

  • Holds the trims applied to an item
  • 存储将应用在物品上的纹饰
    • Presence of the component is no longer restricted by the #minecraft:trimmable_armor tag (although, this tag is still used for recipes)
    • 组件的存在不再受 #minecraft:trimmable_armor 物品标签限制(这一标签仍然会被用于实现配方)
  • Replaces Trim tag of the same format
  • 取代了 Trim 标签,格式相同
  • Format: object with fields
  • 格式:带字段的对象
    • pattern: pattern id (or inline pattern)
    • pattern:纹饰图案 id(或内嵌的纹饰图案)
    • material: material id (or inline material)
    • material:纹饰材料 id (或内嵌的纹饰材料)
    • show_in_tooltip: boolean (default: true)
    • show_in_tooltip:布尔值(默认为 true
      • Replaces 8th bit of HideFlags tag
      • 取代了 HideFlags 标签的第 8 位
    • e.g. trim={pattern:'minecraft:silence',material:'minecraft:redstone'}
    • 示例:trim={pattern:'minecraft:silence',material:'minecraft:redstone'}



MINECRAFT:SUSPICIOUS_STEW
MINECRAFT:SUSPICIOUS_STEW

  • Holds the effects that will be applied when consuming Suspicious Stew
  • 储存迷之炖菜被使用时给予的效果
  • Replaces effects tag of the same format
  • 取代了 effects 标签,格式相同
  • Format: list of effect objects with fields
  • 格式:带字段的状态效果对象
    • id: effect id
    • id:状态效果 id
    • duration: integer, tick count (default: 160)
    • duration:整型,表示游戏刻数(默认为 160
    • e.g. suspicious_stew=[{id:'minecraft:poison'}]
    • 示例:suspicious_stew=[{id:'minecraft:poison'}]
  • On Suspicious Stew, has an implicit default value of: []
  • 对于迷之炖菜,有一隐式的默认值:[]


MINECRAFT:HIDE_ADDITIONAL_TOOLTIP
MINECRAFT:HIDE_ADDITIONAL_TOOLTIP

  • If present, disables 'additional' tooltip part which comes from the item type
  • 存在时,禁用由物品类型决定的所有“额外”工具提示
  • Replaces 6th bit of HideFlags tag
  • 取代了 HideFlags 标签的第 6 位
  • Format: empty object
  • 格式:空对象
    • e.g. hide_additional_tooltip={}
    • 例如:hide_additional_tooltip={}



MINECRAFT:DEBUG_STICK_STATE
MINECRAFT:DEBUG_STICK_STATE

  • Stores the selected block state properties used by a Debug Stick
  • 用于存储调试棒当前选择的方块状态属性
  • Replaces DebugProperty tag
  • 取代了 DebugProperty 标签
  • Format: map of block id to block property name
  • 格式:方块 id 到方块属性名称的映射
    • e.g. debug_stick_state={'minecraft:turtle_egg':'eggs','minecraft:furnace':'facing'}
    • 例如: debug_stick_state={'minecraft:turtle_egg':'eggs','minecraft:furnace':'facing'}
  • On Debug Stick, has an implicit default value of: {}
  • 对于调试棒,有一隐式的默认值:{}


MINECRAFT:ENTITY_DATA
MINECRAFT:ENTITY_DATA

  • Stores unstructured NBT data to apply to an entity when using an item that spawns an entity, such as a Spawn Egg or Armor Stand
  • 用于可生成实体的物品(例如刷怪蛋和盔甲架),存储将提供给实体的 NBT 数据
  • Replaces previous EntityTag tag, with same behavior
  • 取代了先前的 EntityTag 标签,行为上是相同的
  • Format: object with fields
  • 格式:带字段的对象
    • Must contain an id field with the entity type
    • 必须带有表示实体类型的 id 字段
    • Any additional fields will be merged into the entity when spawned
    • 额外的字段会在实体应用时与其合并
    • e.g. entity_data={id:'minecraft:pig',Health:1.0f}
    • 示例: entity_data={id:'minecraft:pig',Health:1.0f}



MINECRAFT:BUCKET_ENTITY_DATA
MINECRAFT:BUCKET_ENTITY_DATA

  • Stores unstructured NBT data to apply to an entity when placed from a bucket
  • 存储将提供给从桶中放出的实体的 NBT 数据
  • Replaces NoAI, Silent, NoGravity, Glowing, Invulnerable, Health, Age, Variant, HuntingCooldown, and BucketVariantTag tags
  • 取代了 NoAISilentNoGravityGlowingInvulnerableHealthAgeVariantHuntingCooldownBucketVariantTag 标签
  • Format: object with fields
  • 格式:带字段的对象
    • Can contain any of the above listed fields, which will be applied to the entity when placed
    • 可包含上述的字段,被放置时应用到实体上
    • e.g. bucket_entity_data={NoAI:1,Age:43}
    • 示例:bucket_entity_data={NoAI:1,Age:43}
  • On bucketed mob items, has an implicit default value of: {}
  • 对于生物桶物品,有一隐式的默认值:{}


MINECRAFT:INSTRUMENT
MINECRAFT:INSTRUMENT

  • Holds the instrument type used by a Goat Horn
  • 储存山羊角的“乐器”类型
  • Replaces instrument tag of same format
  • 取代了 instrument 标签,格式相同
  • Format: instrument id
  • 格式:乐器 id
    • e.g. instrument='minecraft:ponder_goat_horn'
    • 示例:instrument='minecraft:ponder_goat_horn'



MINECRAFT:RECIPES
MINECRAFT:RECIPES

  • List of recipes that should be unlocked when using the Knowledge Book item
  • 使用知识之书物品时将要解锁的配方列表
  • Replaces Recipes tag of same format
  • 取代了 Recipes 标签,格式相同
  • Format: list of recipe ids
  • 格式:配方 id 的列表
    • e.g. recipes=['minecraft:acacia_boat','minecraft:anvil']
    • 示例:recipes=['minecraft:acacia_boat','minecraft:anvil']
  • On Knowledge Book, has an implicit default value of: []
  • 对于知识之书,有一隐式的默认值:[]


MINECRAFT:LODESTONE_TARGET
MINECRAFT:LODESTONE_TARGET

  • If present, specifies the target Lodestone that a Compass should point towards
  • 若存在,将代表磁石指针将指向的目标磁石
  • Replaces LodestonePos, LodestoneDimension, and LodestoneTracked tags
  • 取代了 LodestonePosLodestoneDimensionLodestoneTracked 标签
  • Format: object with fields
  • 格式:带字段的格式
    • pos: integer array of x, y, and z
    • pos:x、y 和 z 的整型数组
    • dimension: dimension id
    • dimension:维度 id
    • tracked: boolean (default: true)
    • tracked:布尔值(默认为 true
      • If true, when the Lodestone at the target position is removed, the component will be removed
      • 若为 true,则在目标地点的磁石被移除时,移除这一组件
    • e.g. lodestone_target={pos:[13,64,-43],dimension:'minecraft:the_nether'}
    • 示例:lodestone_target={pos:[13,64,-43],dimension:'minecraft:the_nether'}



MINECRAFT:FIREWORK_EXPLOSION
MINECRAFT:FIREWORK_EXPLOSION

  • Stores the explosion crafted in a Firework Star
  • 存储了烟火之星的爆炸物
  • Replaces Explosion.Type, Explosion.Colors, Explosion.FadeColors, Explosion.Trail, and Explosion.Flicker tags
  • 取代了 Explosion.TypeExplosion.ColorsExplosion.FadeColorsExplosion.TrailExplosion.Flicker 标签
  • Format: object with fields
  • 格式:带字段的对象
    • shape: one of
    • shape:以下其一
      • small_ball (was 0)
      • small_ball (先前是0
      • large_ball (was 1)
      • large_ball (先前是1
      • star (was 2)
      • star (先前是2
      • creeper (was 3)
      • creeper (先前是3
      • burst (was 4)
      • burst (先前是4
      • Replaces Type numeric ids
      • 取代了 Type 的各个数字 id
    • colors: integer array, RGB values (default: [])
    • colors:整型数组,表示 RGB 颜色值(默认为:[]
      • List of initial particle colors, randomly selected from
      • 用于随机选取并初始化粒子颜色
    • fade_colors: integer array, RGB values (default: [])
    • fade_colors:整型数组,表示 RGB颜色值(默认为:[]
      • List of particle colors to fade to, randomly selected from
      • 用于随机选取并决定渐变的颜色
    • has_trail: boolean (default: false)
    • has_trail:布尔值变量(默认为 false
    • has_twinkle: boolean (default: false)
    • has_twinkle:布尔值变量(默认为: false
      • Renamed from Flicker tag
      • Flicker 标签重命名
    • e.g. firework_explosion={shape:'large_ball',colors:[16711680],has_trail:true}
    • 示例: firework_explosion={shape:'large_ball',colors:[16711680],has_trail:true}



MINECRAFT:FIREWORKS
MINECRAFT:FIREWORKS

  • Stores all explosions crafted into a Firework Rocket, as well as flight duration
  • 用于存储烟花火箭的所有爆炸物和飞行时间
  • Replaces Fireworks.Explosions and Fireworks.Flight tags
  • 取代了 Fireworks.ExplosionsFireworks.Flight 标签
  • Format: object with fields
  • 格式:带字段的对象
    • explosions: list of explosions
    • explosions:爆炸物列表
      • Same format as minecraft:firework_explosion component
      • 格式与 minecraft:firework_explosion 组件相同
    • flight_duration: byte, number of gunpowder in this rocket
    • flight_duration:byte 类型,用于存储烟花火箭的火药数量
    • e.g. fireworks={explosions:[{shape:'large_ball',colors:[16711680],has_trail:true}],flight_duration:2}
    • 示例:fireworks={explosions:[{shape:'large_ball',colors:[16711680],has_trail:true}],flight_duration:2}
  • On Firework Rocket, has an implicit default value of: {explosions:[],flight_duration:1}
  • 对于烟花火箭,有一隐式的默认值:{explosions:[],flight_duration:1}


MINECRAFT:PROFILE
MINECRAFT:PROFILE

  • Controls the skin displayed on a Player Head
  • 用于控制玩家头颅展示的皮肤
  • Copied to Player Head block when placed
  • 放置时复制到玩家头颅方块上
  • Replaces SkullOwner tag
  • 取代了 SkullOwner 标签
  • If only a name is specified, will be resolved into the corresponding player ID and skin data
  • 若只指定了 name ,则会被解析到对应玩家 ID 和皮肤数据
  • Format: object with fields
  • 格式:带字段的对象
    • name: string, player profile name
    • name:字符串,表示玩家档案名称
    • id: uuid, player profile id (optional)
    • id:字符串,表示玩家档案 id (可选)
    • properties: list of properties (optional)
    • properties:属性的列表(可选)
      • name: string, property name (e.g. textures)
      • name:字符串,表示属性名(例如 textures
      • value: string (base64 encoded texture data)
      • value:字符串(使用 base64 编码的纹理数据)
      • signature: string (optional)
      • signature:字符串(可选的)
    • e.g. profile={name:'MHF_Sheep'}
    • 示例:profile={name:'MHF_Sheep'}



MINECRAFT:NOTE_BLOCK_SOUND
MINECRAFT:NOTE_BLOCK_SOUND

  • Controls the sound played by a Player Head when placed on a Note Block
  • 控制玩家头颅被放置在音符盒上时,音符盒的音色
  • Copied to Player Head block when placed
  • 被放置时会复制到玩家头颅方块上
  • Replaces BlockEntityTag.note_block_sound tag
  • 取代了 BlockEntityTag.note_block_sound 标签
  • Format: sound event id
  • 格式:音效事件 id
    • e.g. note_block_sound='minecraft:ambient.cave'
    • 示例:note_block_sound='minecraft:ambient.cave'



MINECRAFT:BASE_COLOR
MINECRAFT:BASE_COLOR

  • Stores the base color for a Shield
  • 控制盾牌的基底颜色
  • Replaces BlockEntityTag.Base tag
  • 取代了 BlockEntityTag.Base 标签
  • Format: one of
  • 格式:以下其一
    • white (was 0)
    • white(先前是 0
    • orange (was 1)
    • orange (先前是 1
    • magenta (was 2)
    • magenta (先前是2
    • light_blue (was 3)
    • light_blue (先前是3
    • yellow (was 4)
    • yellow (先前是4
    • lime (was 5)
    • lime (先前是5
    • pink (was 6)
    • pink (先前是6
    • gray (was 7)
    • gray (先前是7
    • light_gray (was 8)
    • light_gray (先前是8
    • cyan (was 9)
    • cyan (先前是9
    • purple (was 10)
    • purple (先前是10
    • blue (was 11)
    • blue (先前是11
    • brown (was 12)
    • brown (先前是12
    • green (was 13)
    • green (先前是13
    • red (was 14)
    • red (先前是14
    • black (was 15)
    • black(先前是 15
    • e.g. base_color='magenta'
    • 例如: base_color='magenta'



MINECRAFT:BANNER_PATTERNS
MINECRAFT:BANNER_PATTERNS

  • Stores the additional patterns applied to a Banner or Shield
  • 用于储存旗帜和盾牌的额外图案
  • Copied to Banner block when placed
  • 旗帜被放置时将复制到方块上
  • Replaces BlockEntityTag.Patterns tag
  • 取代 BlockEntityTag.Patterns 标签
  • Format: list of banner patterns
  • 格式:旗帜图案的列表
    • pattern: banner pattern registry id
    • pattern:旗帜图案的注册名 id
      • Replaces short banner pattern code in Patterns[].Pattern
      • 取代了 Patterns[].Pattern 里的旗帜图案编码缩写
    • color: dye color name
    • color:染料的颜色名
      • Replaces integer dye color id in Patterns[].Color
      • 取代了 Patterns[].Color 里以整型存储的颜色名
    • e.g. banner_patterns=[{pattern:'minecraft:stripe_top',color:'red'}]
    • 例如: banner_patterns=[{pattern:'minecraft:stripe_top',color:'red'}]
  • On Banners and Shields, has an implicit default value of: []
  • 对于旗帜和盾牌,有一隐式的默认值:[]


MINECRAFT:POT_DECORATIONS
MINECRAFT:POT_DECORATIONS

  • Stores the Sherds applied to each side of a Decorated Pot
  • 储存饰纹陶罐每一面的碎片
  • Copied to Decorated Pot block when placed
  • 被放置时会复制到饰纹陶罐方块上
  • Replaces BlockEntityTag.sherds tag of same format
  • 取代了 BlockEntityTag.sherds 标签,格式相同
  • Format: list of sherd item ids
  • 格式:碎片物品的 id 列表
    • e.g. ['arms_up_pottery_sherd','angler_pottery_sherd','danger_pottery_sherd','shelter_pottery_sherd']
    • 示例:['arms_up_pottery_sherd','angler_pottery_sherd','danger_pottery_sherd','shelter_pottery_sherd']
  • On Decorated Pots, has an implicit default value of: ['minecraft:brick','minecraft:brick','minecraft:brick','minecraft:brick']
  • 对于饰纹陶罐,有一隐式的默认值:['minecraft:brick','minecraft:brick','minecraft:brick','minecraft:brick']


MINECRAFT:CONTAINER
MINECRAFT:CONTAINER

  • Holds the contents of Shulker Boxes in item form
  • 储存物品形式的潜影盒的内容物
  • Copied to Shulker Box block when placed
  • 被放置时会复制到潜影盒方块上
  • Replaces BlockEntityTag.Items tag
  • 取代了 BlockEntityTag.Items 标签
  • Format: list of slots
  • 格式:槽位的列表
    • slot: integer [0; 255], representing a slot in the container
    • slot:区间为 [0,255] 的数组,表示容器槽位
    • item: item stack
    • item:物品堆叠
    • e.g. container=[{slot:7,item:{id:'diamond_pickaxe',components:{'minecraft:unbreakable':{}}}}]
    • 示例:container=[{slot:7,item:{id:'diamond_pickaxe',components:{'minecraft:unbreakable':{}}}}]
  • On Shulker Boxes, has an implicit default value of: []
  • 对于潜影盒,有一隐式的默认值:[]


MINECRAFT:BEES
MINECRAFT:BEES

  • Holds the bees inside a Beehive or Bee Nest
  • 用于存储蜂箱和蜂巢的蜜蜂
  • Copied to Beehive or Bee Nest block when placed
  • 放置时将复制到蜂箱和蜂巢方块
  • Replaces BlockEntityTag.Bees tag
  • 取代了 BlockEntityTag.Bees 标签
  • Format: list of bees
  • 格式:蜜蜂的列表
    • entity_data: map of string to string
    • entity_data:字符串到字符串的映射
      • id: entity id
      • id:实体 id
      • The remainder tags merged into the Bee when spawned
      • 其余标签在蜜蜂生成时将进行合并
    • ticks_in_hive: integer
    • ticks_in_hive:整型变量
    • min_ticks_in_hive: integer
    • min_ticks_in_hive:整型变量
    • e.g: bees=[{entity_data:{id='minecraft:bee'},ticks_in_hive:3,min_ticks_in_hive:10}]
    • 示例:bees=[{entity_data:{id='minecraft:bee'},ticks_in_hive:3,min_ticks_in_hive:10}]
  • On Beehive and Bee Nest, has an implicit default value of: []
  • 对于蜂箱和蜂巢,有一隐式的默认值:[]


MINECRAFT:LOCK
MINECRAFT:LOCK

  • Holds the lock state of a container-like block
  • 对于容器类方块,储存被锁住的状态
    • An item with a custom name of the same value must be used to open this container
    • 自定义名称为相同值的物品才可打开这一容器
  • Copied to container block when placed
  • 被放置时会复制到容器方块上
  • Replaces BlockEntityTag.Lock tag
  • 取代了 BlockEntityTag.Lock 标签
  • Format: string value, representing the key
  • 格式:字符串,代表键名
    • e.g: lock='hunter2'
    • 示例:lock='hunter2'



MINECRAFT:CONTAINER_LOOT
MINECRAFT:CONTAINER_LOOT

  • Holds the unresolved loot table and seed of a container-like block
  • 储存容器类方块未被解析的战利品表和种子
  • Copied to container block when placed
  • 被放置时会复制到容器方块上
  • Replaces BlockEntityTag.LootTable and BlockEntityTag.LootTableSeed tags
  • 取代了 BlockEntityTag.LootTableBlockEntityTag.LootTableSeed 标签
  • Format: object with fields
  • 格式:带字段的对象
    • loot_table: loot table id
    • loot_table:战利品表 id
    • seed: long, pseudorandom seed to resolve the loot table with (optional)
    • seed:长整型变量,用于解析战利品表的伪随机种子(可选)
      • If not specified, or 0, the seed will be picked randomly when the loot table is evaluated
      • 若未指定,或是 0,则计算战利品时会重新选取种子
    • e.g. container_loot={loot_table:'minecraft:chests/buried_treasure',seed:123}
    • 示例:container_loot={loot_table:'minecraft:chests/buried_treasure',seed:123}



MINECRAFT:BLOCK_ENTITY_DATA
MINECRAFT:BLOCK_ENTITY_DATA

  • Stores unstructured NBT data to apply to a block entity when placing a block such as a Chest or Furnace
  • 储存箱子和熔炉等未格式化的 NBT 数据,放置时应用到对应的方块实体
  • Replaces previous BlockEntityTag tag, with same behavior
  • 替代了先前的 BlockEntityTag 标签,行为相同
  • Any block entity data moved into a dedicated item component is removed from this tag
  • 所有已移动到单独物品组件的方块实体信息
  • This tag only works for Command Blocks, Lecterns, Signs, and Spawners if the player is an operator
  • 命令方块、讲台、告示牌和刷怪笼的这一标签只在玩家为管理员时生效
  • Format: object with fields
  • 格式:带字段的对象
    • Must contain an id field with the block entity type
    • 必须包含方块实体类型的 id 字段
    • Any additional fields will be merged into the block entity when placed
    • 其余字段被放置时将与方块实体进行合并
    • e.g. block_entity_data={id:'minecraft:chest',Items:[{Slot:1,item:'minecraft:diamond'}]}
    • 示例:block_entity_data={id:'minecraft:chest',Items:[{Slot:1,item:'minecraft:diamond'}]}



MINECRAFT:BLOCK_STATE
MINECRAFT:BLOCK_STATE

  • Holds block state properties to apply when placing a block
  • 储存放置方块时将应用的
  • Replaces BlockStateTag tag
  • 取代了 BlockStateTag 标签
  • Format: map of property key to property value
  • 格式:属性键值对的映射
    • e.g: block_state={eggs:'10'}
    • 示例:block_state={eggs:'10'}



MINECRAFT:ENCHANTMENT_GLINT_OVERRIDE
MINECRAFT:ENCHANTMENT_GLINT_OVERRIDE

  • Overrides the enchantment glint effect on an item
  • 覆盖物品附魔光效效果
  • Can be used in the same way that an invalid Enchantments tag would previously behave to add a glint
  • 之前可通过不生效的 Enchantments 标签实现这一效果
  • Format: boolean
  • 格式:布尔值
    • If true, an item without an enchantment glint will display a glint
    • 若为 true,原本没有附魔光效的物品也会展示光效
    • If false, an item with a glint will not display this glint (either from enchantments or intrinsic properties of the item)
    • 若为 false,原本有附魔光效的物品也不会展示光效(无论因为魔咒还是固有属性)
    • e.g: enchantment_glint_override=true
    • 示例:enchantment_glint_override=true



COMMANDS
命令

  • Commands such as /give, /item, /loot, and /clear have updated item syntax
  • 调整了 /give/item/loot/clear 命令,配合物品格式的调整
  • Components can now be specified after the item name in square brackets
  • 可在物品名称后使用方括号指定组件
    • Components are assigned with an = (e.g. wooden_pickaxe [damage=23])
    • 组件内用 = 连接(示例:wooden_pickaxe [damage=23]
    • Components are comma-separated (e.g. netherite_hoe [damage=5,repair_cost=2])
    • 组件间用半角逗号连接(示例:netherite_hoe [damage=5,repair_cost=2]
  • Component types will be autocompleted, but values themselves will not
  • 组件类型可以自动填充,但组件值不会
  • Values will however be validated, and the command will fail to parse if the component is improperly specified
  • 然而,命令会验证组件值的有效性,组件不正确时命令将无法解析
    • e.g. /give @s wooden_pickaxe [damage=-34] is not valid
    • 示例:/give @s wooden_pickaxe [damage=-34] 会运行失败
  • The pre-existing NBT syntax ({...}) is rewired to set or match the minecraft:custom_data component
  • 旧有的 NBT 标签格式({...})重新连接到设置或匹配 minecraft:custom_data 组件的内容
    • e.g. /give @s stick{foo:'bar'} is equivalent to /give @s stick [custom_data={foo:'bar'}]
    • 示例:/give @s stick{foo:'bar'} 现等效于 /give @s stick [custom_data={foo:'bar'}]
    • If both [...] and {...} are specified, [...] must be ordered before {...}
    • [...]{...} 都已指定,则 [...] 必须在 {...} 之前
  • Item predicate arguments (in /clear) have new semantics with respect to matching components and custom data
  • 物品谓词参数(使用/clear 时)在匹配组件和自定义数据时有了新的语义
    • Every specified component must be present on the target item, and have an exactly equal parsed value
    • 所有已指定的组件都要在目标物品上存在,且需要有相同的解析值
    • Components with defaults (e.g. damage=0 by default) will be assumed to exist on the target item if not specified
    • 所有为默认值的组件(例如默认值 damage=0)在未指定时将假设目标物品存在
      • As such, /clear @s diamond_pickaxe [damage=0] will match only undamaged Diamond Pickaxes
      • 举例说明: /clear @s diamond_pickaxe [damage=0] 将只匹配未损坏的钻石镐
      • On the other hand, /clear @s diamond_pickaxe will match any Diamond Pickaxe, irrespective of damage
      • 同时, /clear @s diamond_pickaxe 会匹配任何钻石镐,而忽略其损坏值
    • Exact matching of component values applies even for the minecraft:custom_data component
    • 组件值的精确匹配对 minecraft:custom_data 组件同样生效
    • However, using the {...} custom data syntax will use pre-existing NBT partial match behaviour
    • 然而,使用 {...} 自定义数据格式仍会使用先前的NBT部分匹配行为
      • This requires that all tags specified in the predicate are present on the target item, but additional ones may be ignored
      • 这要求谓词中指定的所有标签都出现在目标物品上,其他标签将会忽略
      • Lists in the target must contain all items specified in the predicate, but additional may be present and order is ignored
      • 目标物品中的列表必须包含谓词中指定的所有项,但可以存在其他项,并且忽略顺序

  • Modifier operations in the /attribute command have been renamed:
  • /attribute 命令的属性修饰符已重新命名:
    • add -> add_value
    • multiply_base -> add_multiplied_base
    • multiply -> add_multiplied_total



ITEM STACK FORMAT
物品堆叠格式

  • Along with format changes due to components, the structures of item stacks on disk and in data packs have been updated for consistency
  • 为配合组件上的格式更改,磁盘存储和数据包内的物品堆叠格式也统一进行了更新
  • Previous id (string) and Count (byte) fields have been replaced with id (namespaced string) and count (integer) fields
  • 先前的 id (字符串)和 Count (byte 类型)由 id (命名空间字符串)和 count (整型变量)字段代替
    • This format is additionally applied to the icon field in advancements, items in chat component hover events, and the result field in smelting recipes (result and count are no longer inlined)
    • 在进度、聊天组件鼠标悬浮事件、熔炼配方的 result 字段(resultcount 不再内嵌)中,该格式额外拥有 icon 字段
  • The count field is optional (defaults to 1), and no longer stored if default
  • count 字段是可选的(默认是 1 ),是默认值时也不再存储
    • Stack size is now limited to the maximum stack size of the item
    • 堆叠数上限为物品本身的最大堆叠数
  • The tag field has been removed, and any remaining contents will end up in the minecraft:custom_data component when upgrading
  • tag 字段现已移除,该字段内容在升级时会移动到 minecraft:custom_data 组件
  • A new components field stores all components attached to an item
  • 新增 components 字段,用于存储物品所绑定的全部字段
    • Format: map of component id to component value (varies by component id)
    • 格式:组件 id 到组件值的映射(使用组件 id 进行区分)
      • e.g. {..., components: {'minecraft:damage': 12}}
      • 例: {..., components: {'minecraft:damage': 12}}
      • Components with a ! prefix (e.g. "!minecraft:damage": {}) will cause this component to be removed
      • 带有 ! 前缀的组件(例如 "!minecraft:damage": {})会使该组件被移除
    • Components equal to their default value will not be stored
    • 等于默认值的组件不会被存储
  • The item stack format no longer represents empty stacks (air item, or count 0)
  • 物品堆叠不再代表空堆叠(物品为 aircount 为 0 时)
    • Instead, in places that support it, the field should be omitted
    • 在原本需要该字段的地方,该字段将会被省略
    • In some cases, such as lists of stacks (e.g. HandItems in living entities), an empty map ({}) is used to represent empty stacks
    • 特殊情形,如物品堆叠的列表(活体的 HandItems 等),空映射({})用于表示空堆叠



OTHER FORMAT CHANGES
其他格式化更改

  • Tipped Arrows no longer store their applied potion effects
  • 药箭实体不再储存它们应用的药水效果
    • This is instead fetched from their held item
    • 该项从它们 item 获取
  • Area Effect Clouds now store potions in the same format as the minecraft:potion_contents component in a potion_contents field:
  • 区域效果云实体存储的药水效果有与 minecraft:potion_contents 组件中 potion_contents 字段相同的格式:
    • Potion -> potion_contents.potion
    • Color -> potion_contents.custom_color
    • effects -> potion_contents.custom_effects
  • Banners now store applied patterns in the same format as the minecraft:banner_patterns component in a patterns field:
  • 旗帜方块有与 minecraft:banner_patterns 组件中 patterns 字段相同的格式:
    • Patterns[].Pattern (string short id) -> patterns[].pattern (string pattern registry id)
    • Patterns[].Pattern (字符串缩写 id) -> patterns[].pattern (字符串注册名 id)
    • Patterns[].Color (integer dye id) -> patterns[].color (string dye name)
    • Patterns[].Color (整型染料 id) -> patterns[].color (字符串染料名)
  • Beehive format has also been updated:
  • 蜂箱方块的格式已调整:
    • Bees[].EntityData -> bees[].entity_data
    • Bees[].TicksInHive -> bees[].ticks_in_hive
    • Bees[].MinOccupationTicks -> bees[].min_ticks_in_hive
    • FlowerPos -> flower_pos
  • Villager Trades can be configured to accept only undamaged items by selecting for 'minecraft:damage': 0
  • 村民交易可通过设置 'minecraft:damage': 0 调整为只接受未损坏的物品
    • By default, if no components are specified, any item will be accepted (similar to components field in item predicates)
    • 默认情况下,未指定任何组件时,所有物品都会被接受(与物品谓词的 components 字段类似)



LOOT ITEM FUNCTIONS
战利品表函数

  • Added minecraft:set_components function
  • 新增 minecraft:set_components 函数
    • Adds or replaces the given component on the input item
    • 用于为物品添加或替换组件
    • conditions: list of conditions (default: []):
    • conditions:战利品表条件的列表(默认为 []):
      • Conditions to check before applying the function
      • 用于在应用函数前检查是否满足条件
    • components: map of component id to component value (format varied by id)
    • components:组件 id 到组件值的映射(使用组件 id 进行区分)
      • Components with a ! prefix (e.g. "!minecraft:damage": {}) will cause this component to be removed
      • 拥有 ! 前缀的组件(例如 "!minecraft:damage": {})将使此组件被移除

  • Added minecraft:copy_components function
  • 新增 minecraft:copy_components 函数
    • Copies components from a specified source onto an item
    • 用于从指定来源复制组件并应用在物品上
    • This is now used in the Vanilla pack in place of the minecraft:copy_name and minecraft:copy_nbt functions
    • 在原版数据包中取代了 minecraft:copy_nameminecraft:copy_nbt 函数
    • conditions: list of conditions (default: []):
    • conditions:战利品表条件的列表(默认为 []):
      • Conditions to check before applying the function
      • 用于在应用函数前检查是否满足条件
    • source: source type to pull from
    • source:拉取的源类型
      • Currently, can only and must be "block_entity"
      • 当前只能为 "block_entity"
    • components: list of component ids to copy
    • components:需要复制的组件 id
  • minecraft:set_nbt and minecraft:copy_nbt functions have been renamed to minecraft:set_custom_data and minecraft:copy_custom_data respectively
  • minecraft:set_nbtminecraft:copy_nbt 函数被分别重命名为 minecraft:set_custom_dataminecraft:copy_custom_data
    • These now apply to the minecraft:custom_data component of the target item
    • 现在会操作目标物品的 minecraft:custom_data 组件
  • minecraft:set_attributes function has been updated
  • minecraft:set_attributes 函数现已调整
    • The modifier slot field now supports any, armor, and hand values
    • 修饰符 slot 字段现支持 anyarmorhand
    • The modifier operation values have been renamed:
    • 调整了修饰符 operation 值的名称:
      • addition -> add_value
      • multiply_base -> add_multiplied_base
      • multiply_total -> add_multiplied_total



PREDICATE FORMATS IN LOOT TABLES & ADVANCEMENTS
战利品表谓词和进度谓词的格式

  • Item predicate format has been updated:
  • 对物品谓词格式做出的调整:
    • tag field has been removed
    • tag 字段已移除
    • items field now supports a single entry, hash-prefixed item tag, or list of items
    • items 字段现支持单一条目,#开头的物品标签,或一组物品列表
    • potion -> potions, and supports a single entry, hash-prefixed potion tag, or list of potions
    • potion -> potions,且支持单一条目,#开头的药水标签,或一组药水列表
    • nbt predicate has been renamed to custom_data and now matches minecraft:custom_data component
    • nbt 谓词重命名为 custom_data ,现在匹配 minecraft:custom_data 组件
    • A new optional components field matches exact components
    • 新增可选的 components 字段,用于精确匹配组件
      • All specified components must be present an exactly equal on the target item, but additional components may be ignored
      • 所有已指定的字段都必须精确对应目标物品,额外的字段会被忽略
      • Components with defaults will be assumed to exist on the target item if not specified
      • 若未指定,则假定目标的拥有默认值的字段存在
      • Format: map of component id to component value (varies by component id)
      • 格式: 组件 id 到组件值的映射(使用组件 id 进行区分)
        • e.g. "components": { "minecraft:damage": 0 } will match only undamaged items
        • 举例: "components": { "minecraft:damage": 0 } 将只匹配满耐久的物品


  • Block predicate format has been updated:
  • 对方块谓词格式做出的调整:
    • tag field has been removed
    • tag 字段已移除
    • blocks field now supports a single entry, hash-prefixed block tag, or list of blocks
    • blocks 字段现支持单一条目,#开头的方块标签,或一组方块列表
  • Fluid predicate format has been updated:
  • 对流体谓词格式做出的调整:
    • tag field has been removed
    • tag 字段已移除
    • fluid -> fluids, and supports a single entry, hash-prefixed fluid tag, or list of fluids
    • fluid -> fluids,字段现支持单一条目,#开头的流体标签,或一组流体列表
  • Entity predicate format has been updated:
  • 对实体谓词格式做出的调整:
    • type field now supports a single entry, hash-prefixed entity type tag, or list of entity types
    • type 字段现支持单一条目,#开头的实体标签,或一组实体列表
  • Location predicate format has been updated:
  • 对定位器谓词格式做出的调整:
    • biome -> biomes, and supports a single entry, hash-prefixed biome tag, or list of biomes
    • biome -> biomes,字段现支持单一条目,#开头的生物群系标签,或一组生物群系列表
    • structure -> structures, and supports a single entry, hash-prefixed structure tag, or list of structures
    • structure -> structures,并支持单一条目,#开头的结构标签,或一组结构列表



ENCHANTMENTS
魔咒

  • Projectile weapon Enchantments like infinity, multishot and piercing now work on both Crossbows and Bows, if placed onto the alternative weapon using data manipulation or a change to the enchantable/* tags)
  • 远程武器的魔咒,如 infinitymultishotpiercing 在修改数据或修改物品标签 enchantable/* 并附魔在弩和弓上时都会生效


RESOURCE PACK VERSION 27
资源包版本 27 更新内容

  • Added additional textures to support colored layers of Wolf Armor for the wolf model and Wolf Armor item:
  • 新增额外的纹理,用于展示染色的狼铠模型和物品:
    • textures/entity/wolf/wolf_armor_overlay.png
    • textures/item/wolf_armor_overlay.png
  • Wolf Armor item texture, textures/item/wolf_armor.png, has been raise by 2px to create space for the durability bar
  • 狼铠的物品纹理 textures/item/wolf_armor.png 向上移动了 2 像素从而给耐久条腾出空间
  • Added three semi-transparent textures for the cracks to show on the Wolf Armor layer:
  • 新增三个半透明纹理,用于在狼铠上叠加显示裂纹
    • textures/entity/wolf/wolf_armor_crackiness_low.png
    • textures/entity/wolf/wolf_armor_crackiness_medium.png
    • textures/entity/wolf/wolf_armor_crackiness_high.png


RESOURCE PACK VERSION 28
资源包版本 28 更新内容

  • The options_background and the light_dirt_background textures have been removed
  • options_backgroundlight_dirt_background 纹理现已移除
    • Instead, menu_background is used as the background of screens, while menu_list_background is used for the background of lists
    • 作为替代,menu_background 用于菜单屏幕的背景,而 menu_list_background 用于列表的背景
  • Lists now use the header_separator and footer_separator textures at the top and bottom, respectively
  • 列表现分别在顶端和底端使用 header_separatorfooter_separator 纹理
  • The following textures have been updated: footer_separator, header_separator
  • 以下纹理现已更新: footer_separator, header_separator
  • The following sprites have been updated: widget\tab, widget\tab_highlighted, widget\tab_selected, widget\tab_selected_highlighted
  • 以下精灵图现已更新: widget\tab, widget\tab_highlighted, widget\tab_selected, widget\tab_selected_highlighted
  • The widget\scroller_background sprite has been added
  • 新增精灵图 widget\scroller_background
  • The following textures in Realms have been removed: changes, changes_highlighted, restore, restore_highlighted, make_operator_highlighted, remove_operator_highlighted, remove_player_highlighted
  • 移除了以下使用在 Realms 里的纹理: changes, changes_highlighted, restore, restore_highlighted, make_operator_highlighted, remove_operator_highlighted, remove_player_highlighted


FIXED BUGS IN SNAPSHOT 24W09A
快照 24W09A 修复的漏洞

  • MC-118890 - Tipped arrows stuck in the ground never lose their effect
  • MC-118890 - 插在地上的药箭不再会失去效果
  • MC-195572 - The fog from lava is much denser when having the Fire Resistance effect active compared to Bedrock Edition
  • MC-195572 - 相较于基岩版,在 Java 版中拥有抗火效果时熔岩的迷雾更浓
  • MC-226775 - Extinguishing candle shows inaccurate subtitle
  • MC-226775 - 蜡烛熄灭时显示了不正确的字幕
  • MC-251042 - Third-party warning buttons are not positioned well in non-English languages
  • MC-251042 - 非英语国家语言的第三人称警告按钮位置不正确
  • MC-257119 - Lodestone Compass does not stack after dropping and destroying the Lodestone
  • MC-257119 - 在丢出后破坏磁石的磁石指针不会堆叠
  • MC-259284 - Severe performance issues with inventories with lots of data
  • MC-259284 - 物品栏数据过大时会导致性能问题
  • MC-267451 - Items named with an anvil on 1.20.4 don't stack with items named prior
  • MC-267451 - 1.20.4版本中使用铁砧重命名的物品无法与先前版本的同名物品堆叠
  • MC-267500 - Attribute modifier on an item with the first and/or last 2 integers of the UUID being 0 are non-functional
  • MC-267500 - 整型数组形式的物品属性修饰符的首2位或末2位是0时,属性修饰符不起作用
  • MC-267975 - The realms player list is rendered larger than its visual size
  • MC-267975 - Realms 玩家列表渲染的比实际大小要大
  • MC-267976 - The scroll bar in the realms player list can no longer be dragged using the mouse cursor
  • MC-267976 - 无法使用鼠标拖动 Realms 玩家列表的滚动条
  • MC-268011 - Hoppers leak the last world they sucked item on
  • MC-268011 - 漏斗吸取物品时会造成内存泄漏
  • MC-268022 - Elements within the list in the "Experimental feature requirements" menu cannot be selected via the mouse cursor
  • MC-268022 - Realms 菜单中,“需要开启实验性玩法”列表中的元素无法通过鼠标选中
  • MC-268236 - Search field in the social interactions menu not focused by default
  • MC-268236 - 社交屏幕的搜索框默认不会被聚焦
  • MC-268350 - Wind Charges never despawn
  • MC-268350 - 风弹不会自然消失
  • MC-268580 - Chiseled bookshelf model is not deterministic in data generation
  • MC-268580 - 雕纹书架的模型在数据生成时没有确定
  • MC-268710 - The fall damage reduction for the Wind Charge is not working
  • MC-268710 - 风弹的摔落伤害减伤不起作用
  • MC-268778 - Baby armadillos shouldn't drop scutes when brushed
  • MC-268778 - 幼年犰狳被刷扫时不应该掉落鳞甲





震天 译自官网 2024 年 02 月 28 日发布的 Minecraft Snapshot 24w09a;原作者 Java Team】
【本文排版借助了:SPXX v2.4.14】


|想了解更多游戏资讯?
苦力怕论坛 - 游戏资讯版块



评分

参与人数 1铁粒 +140收起理由
 Cin*** + 140苦力怕论坛感谢有你~

查看全部评分

苦力怕论坛,感谢有您~
 发表于 2024-2-29 17:55:54 来自手机|显示全部楼层 IP:上海
JAVA好多更新,要是基岩版也这么多就好了
2#2024-2-29 17:55:54收起回复
水滴2362024-2-29 21:22IP:河南省
回复举报
......这跟JAVA版基岩版有什么关系
水滴2362024-2-29 21:23IP:河南省
回复举报
谁说JAVA更新内容一定比基岩多
jlwfcbqdlq2024-2-29 21:23IP:上海
回复举报
没什么关系(类比法
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-1 01:02:02 来自手机|显示全部楼层 IP:河南省
这次麻将又更新这么多东西
看来预发布版本快来了()
3#2024-3-1 01:02:02回复收起回复
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-1 12:41:13|显示全部楼层 IP:北京
能不能把战斗更新也安排上
4#2024-3-1 12:41:13回复收起回复
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-1 14:24:07|显示全部楼层 IP:安徽省
已经在睿站看到视频了,这次更新确实很不错。
新UI狠狠爱了,另外听说终末之诗的背景换成了末地传送门,也就是星星,好漂亮啊。
5#2024-3-1 14:24:07收起回复
teddyxlandlee2024-3-1 18:18IP:北京
回复举报
真的吗?我去看看
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-1 15:51:22|显示全部楼层 IP:广东省
太裤辣,有基础教程吗
6#2024-3-1 15:51:22回复收起回复
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-2 10:22:55 来自手机|显示全部楼层 IP:辽宁省
改动越多,BUG越多。那些武器的伤害值看着和实际不一样是怎么事?一看就是标签写着写着改着改着就炸了
7#2024-3-2 10:22:55收起回复
teddyxlandlee2024-3-3 10:54IP:北京
回复举报
其实可以去Mojira提交漏洞
Jesner_Joen2024-3-4 20:52IP:辽宁省
回复举报
提交漏洞有什么用,众所周知,麻将修BUG的速度人尽皆知
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-3 10:55:03 来自手机|显示全部楼层 IP:北京
这波NBT大改,爷的ABS模组的数据包标准要改(悲)
8#2024-3-3 10:55:03回复收起回复
苦力怕论坛,感谢有您~
回复支持

使用道具举报

 发表于 2024-3-4 01:34:16 来自手机|显示全部楼层 IP:重庆
会有新群系吗
9#2024-3-4 01:34:16回复收起回复
苦力怕论坛,感谢有您~
回复支持

使用道具举报

本版积分规则

本站
关于我们
联系我们
坛史纲要
官方
哔哩哔哩
技术博客
下载
网易版
安卓版
JAVA
反馈
意见建议
教程中心
更多
捐助本站
QQ群
QQ群

QQ群

访问手机版

访问手机版

手机版|小黑屋|系统状态|klpbbs.com

粤公网安备 44200002445329号 | 由 木韩网络 提供支持 | GMT+8, 2024-12-14 11:46

声明:本站与Mojang以及微软公司没有从属关系

Powered by Discuz! X3.4 粤ICP备2023071842号-3