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[版本发布] Minecraft 基岩版 Beta & Preview 1.20.80.22 发布

发表于 2024-3-21 12:38:32 | 显示全部楼层 |阅读模式 IP:煋
本帖最后由 Cinder 于 2024-3-17 20:18 编辑

|测试版是Minecraft基岩版的测试机制,主要用于下一个正式版的特性预览。
|然而,测试版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。使用测试版打开存档前请务必备份。适用于正式版的领域服务器与测试版不兼容。
|如果在测试版中遇到旧版存档无法使用的问题,测试版将允许你将存档上传以供开发团队查找问题。
|Minecraft 基岩版 1.20.80 仍未发布,Beta & Preview 1.20.80.22 为其第 3 个测试版。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址




NEWS
MINECRAFT PREVIEW 1.20.80.22
MINECRAFT 预览版 1.20.80.22

A Minecraft Bedrock Edition Preview
Minecraft 基岩版预览更新


The mace is smashing its way into your worlds! Use its smash attack while falling and time it just right to knock back your enemies – the longer you fall, the stronger the blow! Craft this new weapon by combining a breeze rod with the heavy core, a new item you can find by unlocking trial chamber vaults.
重锤冲进了主世界!在恰当的时刻从高处落下并使用它就可以击退敌人 – 高度越高,冲击波就越强烈!使用旋风棒与沉重核心(一种可通过解锁试炼密室中宝库获得的新物品)即可合成它!

Alongside the mace this week there are also new pottery sherds to collect, new armor trims to covet, and new banner designs to decorate your base with! Show the world (and your server) that you’ve bested the trial chambers with the flow or bolt armor trims. Declare yourself a breeze fan with two new banner designs, or bring a piece of the trial chambers home with new pottery sherd designs – all in testing now!
在本周伴随重锤而来的还有全新的纹样陶片和盔甲纹饰,以及可用于装饰您的基地的新旗帜图案!向整个世界 (还有你的服务器) 展示您已战胜试炼密室并取得了涡流和镶铆盔甲纹饰,通过全新的旗帜设计展示您对旋风人的喜爱,或是干脆带上试炼密室的一部分 – 新的纹样陶片回家 – 一切尽在本周的测试版!

Your continued feedback is really helping shape the 1.21 update! Please let us know what you think at feedback.minecraft.net and report any bugs you find on bugs.mojang.com .
您的反馈对塑造 1.21 更新意义重大!请点击 feedback.minecraft.net 以让我们听到您的想法,并在 bugs.mojang.com 反馈您遇到的任何漏洞。



EXPERIMENTAL FEATURES:
实验性特性:


MACE
重锤

  • A new heavy weapon to smash your enemies!
  • 一种足以粉碎你的敌人的全新重型武器!
  • Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
  • 利用这种新武器的重量,你从越高的地方落下,对目标造成的伤害便会越多
    • Try it out by jumping down toward your target, and hit them before you hit the ground
    • 尝试从高处跳到目标上方,并在落地前攻击它们
    • Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
    • 这样成功击中目标后将会抵消所有摔落伤害,和使用风弹类似
    • Other entities near the struck enemy will be knocked back by the immense force of the Mace
    • 被击中的敌人附近的其他实体也会被重锤的强大冲击力击退
  • Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an Anvil
  • 就像其他武器那样,使用重锤也会令其损失耐久度,可在铁砧处使用旋风棒进行修复
  • Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies
  • 玩家还可以将风弹和重锤结合起来,使用风弹跳起后对敌人发动毁灭性的攻击
  • We'd love to hear your feedback on the Mace at aka.ms/mcmacefeedback
  • 我们期望在 aka.ms/mcmacefeedback 收到您对重锤的反馈


BREEZE ROD
旋风棒

  • A new item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace
  • 一种全新物品,由旋风人掉落,可合成为 4 个风弹或与沉重核心结合来合成重锤


HEAVY CORE
沉重核心

  • A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
  • 一种神秘而致密的方块,可与旋风棒结合合成重锤
  • Heavy Cores can be obtained from Vaults
  • 可通过解锁宝库获取


NEW ARMOR TRIMS
新的盔甲纹饰

  • Added Bolt and Flow Armor Trims and Smithing Templates
  • 添加了镶铆和涡流盔甲纹饰及锻造模板
  • These new Armor Trims can be obtained from Vaults
  • 新的盔甲纹饰可通过解锁宝库获得
  • Bolt can be duplicated using a Copper Block or Waxed Copper
  • 可使用铜块/涂蜡铜块复制镶铆锻造模板
  • Flow can be duplicated using a Breeze Rod
  • 可使用旋风棒复制涡流锻造模板


NEW BANNER PATTERNS
新的旗帜图案

  • Added Flow and Guster Banner Patterns
  • 添加了涡流和旋风旗帜图案
  • These new Banner Patterns can be obtained from Vaults
  • 新的旗帜图案可通过解锁宝库获得


NEW POTTERY SHERDS
新的纹样陶片

  • Added Flow, Guster, and Scrape Pottery Sherds
  • 添加了涡流,旋风和刮削纹样陶片
  • These new Pottery Sherds appear on Decorated Pots throughout Trial Chambers
  • 这些新的纹样陶片可在试炼密室中出现的饰纹陶罐上找到


TRIAL CHAMBERS
试炼密室

  • Added new chambers and variations, with new challenges!
  • 添加了新的密室及变体,还有全新的挑战!
    • Remade chamber_9, and renamed it to “slanted”
    • 对 chamber_9 进行了重制,并重命名为 “slanted”
    • Remade chamber_3, and renamed it to “pedestal”
    • 对 chamber_3 进行了重制,并重命名为 “pedestal”
  • Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
  • 试炼密室内的饰纹陶罐上会随机附有涡流,旋风和刮削陶片
  • Trial Spawners will now appear more frequently in the corridors
  • 试炼刷怪笼会在走廊更加频繁地生成
  • Changed the layout of blocks around the Vaults
  • 更改了宝库周围方块的布局
  • The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
  • 更新了试炼密室内宝库的战利品列表以解决一些物品栏管理方面的问题
    • You will now get no more than 1 unstackable item per Vault
    • 每个宝库不再会弹出 1 个以上不可堆叠的物品
    • You will more often get rewards which can stack together
    • 宝库更常出现可堆叠的奖励
    • Horse Armor and Saddles have been removed from the loot table
    • 从宝库战利品表移除了马铠和鞍
  • Vaults in Trial Chambers can now eject:
  • 试炼密室内的宝库现在可以喷出:
    • Wind Charges
    • 风弹
    • Bolt Armor Trim Smithing Template
    • 镶铆盔甲纹饰锻造模板
    • Flow Armor Trim Smithing Template
    • 涡流盔甲纹饰锻造模板
    • Flow Banner Pattern
    • 涡流旗帜图案
    • Guster Banner Pattern
    • 旋风旗帜图案
    • Heavy Core
    • 沉重核心



BREEZE
旋风人

  • Made the Breeze breathe with its eyes instead of feet to avoid drowning in water
  • 将旋风人的呼吸位置移动至眼部而不是足部,以防止其溺水
  • The Breeze now drops 1-2 Breeze Rods when killed by a player
  • 当被玩家击杀时,会掉落 1-2 个旋风棒
    • The number of Breeze Rods dropped is affected by looting enchantments
    • 旋风棒掉落数量受抢夺附魔影响


FEATURES AND BUG FIXES:
特性和漏洞修复:


ARMADILLO
犰狳

  • The Armadillo walking animation has been accelerated, bringing it closer to the pace it has in Java Edition (MCPE-178442)
  • 改进了犰狳的行走动画,使其更接近 Java 版 (MCPE-178442)


BLOCKS
方块

  • Fixed an issue causing Beds placed across chunk borders to sometimes break or turn invisible (MCPE-31389)
  • 修复了跨区块边界放置的床有时会被破坏或变得不可见的问题 (MCPE-31389)


CHARACTER CREATOR
角色创建器

  • Reduced frame stutter when encountering a Character Creator skin in-game
  • 减少了游戏中遇到角色创建器皮肤时出现的卡顿


GAME TIPS
游戏提示

To help new players learn the basics of Minecraft we’re adding more game tips.
为了帮助新玩家学习 Minecraft 的基础知识,我们添加了更多游戏提示。

  • Now you can get hints for jumping, flying, sneaking, and how to use and place a Crafting Table
  • 现在可以获得跳跃、飞行、潜行和放置并使用工作台的提示
  • We’ve also added a hint on how to open your inventory if you’re on a touch device
  • 我们也添加了在触控设备上打开物品栏时的提示


GAMEPLAY
玩法

  • Fixed occasional double placement of blocks when bridging (MCPE-123455)
  • 修复了在水平搭建方块时有时会放置两个的问题 (MCPE-123455)


GRAPHICAL
图像

  • Increased maximum render distance to 36 for Xbox Series consoles
  • 将 Xbox 系列主机的最大渲染距离提升到了 36 区块


MOVEMENT
动作

  • Players no longer crawl after sneaking onto a Bed with a 1.5 block gap above it
  • 潜行的玩家移动至上方有1.5格高空间的床处时不再会爬行


REALMS
REALMS

  • Fixed instance of singular ‘Realm Stories members’ to plural ‘Realms Stories members’ to be consistent across screens (Preview only)
  • 将单数形式的“Realm Stories members”更正为复数形式的“Realms Stories members”,以在不同屏幕之间保持一致(仅 Preview 版本)
  • Fixed a softlock that would occur when navigating to Realms Stories from the in-game menu while the Death Screen is active (Preview only)
  • 修复了在已触发死亡屏幕的情况下从游戏内菜单跳转至Realms故事时游戏出现的卡死问题(仅 Preview 版本)
  • Fixed issue where narration wasn’t reading Medium Realm Event posts as expected
  • 修复了旁白不会按预期读出中型Realm事件的帖子的问题


VANILLA PARITY
原版特性趋同

  • Shields can now partially block damage dealt by Guardians and Elder Guardians’ laser attack
  • 盾牌现在可以格挡守卫者和远古守卫者激光攻击造成的部分伤害


WOLF ARMOR
狼铠

  • Particles are now emitted when Wolf Armor breaks (MCPE-179264)
  • 狼铠现在会在损坏时产生粒子 (MCPE-179264)
  • Wolf Armor can now partially block damage dealt by Guardians and Elder Guardians’ laser attack
  • 狼铠现在可以阻挡守卫者和远古守卫者激光攻击造成的部分伤害
  • Wolves wearing Wolf Armor now trigger post-hit damage immunity, preventing the item’s rapid destruction by continuous damage sources like lava, Slimes, and Magma Cubes
  • 现在装备狼铠的狼能够触发受击后伤害免疫,以防止狼铠在承受熔岩、史莱姆和岩浆怪等持续伤害源时快速损坏
  • Holding a Shield and Wolf Armor simultaneously no longer causes a line of gray voxels to be rendered in the left half of the screen (MCPE-179255)
  • 同时手持盾牌和狼铠时,屏幕左半部分不再会渲染一条灰色体素 (MCPE-179255)
  • Wolf Armor can now also be repaired on Anvils using Armadillo Scutes (MCPE-179254)
  • 现在可以在铁砧上使用犰狳鳞甲修复狼铠 (MCPE-179254)
  • Wolf Armor sounds have been updated
  • 更新了狼铠的音效

TECHNICAL UPDATES:
技术性更新:


API
API

  • Moved EntityType and EntityTypes from beta to 1.11.0
  • EntityTypeEntityTypesbeta 移动至 1.11.0
  • Released playMusic,Player.queueMusic, Player.stopMusic from beta to 1.11.0
  • 发布了 playMusic,Player.queueMusic, Player.stopMusic1.11.0 版本以取代beta
  • Removed BlockAreaSize from beta and replaced usages with Vector3
  • beta 中移除了BlockAreaSize 并用 Vector3 取代其用法
  • Renamed parameter itemCategory in getItemCooldown and player.startItemCooldown to cooldownCategory
  • getItemCooldownplayer.startItemCooldown 内的参数 itemCategory 重命名为 cooldownCategory
  • Changed type to only EnchantmentType to follow API guidelines
  • type 更改为仅 EnchantmentType 以遵循 API 指南
  • Added EnchantmentSlot and slots to beta for determining the enchantable slots of an item
  • beta 添加了 EnchantmentSlotslots 以决定物品的可附魔槽位
  • Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag
  • 在 Beta APIs 功能标签下添加了 ‘minecraft:custom_components’ 方块组件


COMMANDS
命令

  • Updated /titleraw and /tellraw to include support for rendering input key glyphs
  • 更新了 /titleraw 和 /tellraw 命令以支持渲染输入关键字形


MOBS
生物

  • Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional
  • 为基岩版加入了生物类别, 将在未来用于生物生成机制。 已在实体行为包文件中激活了生物类别,但暂无实际功能
  • Fixed an issue where should_update_bones_and_effects_offscreen and should_update_effects_offscreen were being ignored
  • 修复了 should_update_bones_and_effects_offscreenshould_update_effects_offscreen 被无视的问题

EXPERIMENTAL TECHNICAL UPDATES:
实验性技术性更新:


GRAPHICAL
图像

  • Improved texture filtering for renderchunks to smooth the transition between LODs
  • 改进了渲染区块间的纹理过滤,以使多细节层次(LOD)之间的过渡更加平滑
  • Added a new feature to the Deferred Technical Preview: Sky Reflections . This new effect will reflect the sky on surfaces depending on their roughness and other surface properties. See the updated Getting Started with Deferred Lighting article on the Learning Portal for more information. Note that since these are reflections of the sky, reflections will not be visible when in caves, indoors or the Nether. Reflections for these scenarios and of other objects such as the terrain and entities will be added in future updates.
  • 为延迟渲染预览添加了新的功能:天空反射。此效果会根据平面的粗糙度等属性,在其上显示天空的倒影。 点击更新的 Getting Started with Deferred Lighting 以获取更多信息。 请注意,由于是天空的反射,此效果在洞穴、室内或是下界并不可见。对这些场景以及其他对象(如地形和实体)的反射功能将在未来的更新中添加。





EDITOR
编辑器

The Editor and its corresponding API are in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Tag us on social channels with #BedrockEditor.
编辑器及其对应的 API 处于早期开发阶段,可用于 Windows PC Bedrock Preview 版本上的键盘/鼠标。在社交渠道上用 #BedrockEditor 标记我们。

Learn how to use the Editor, join the GitHub Discussion forum to engage with the team, and get started building extensions via the starter kit and samples .
了解如何使用编辑器,加入 GitHub 讨论与团队互动,并通过初学者工具包示例开始构建扩展。

Improvements this week:
本周改进:

  • Added three classes: the IBlockPaletteItem interface and the ProbabilityBlockPaletteItem and SimpleBlockPaletteItem concrete classes. These classes will be used in the later implementation of the Block Palette
  • 添加了三个类别:IBlockPaletteItem 接口以及 ProbabilityBlockPaletteItem 和 SimpleBlockPaletteItem 的具体类别。这些类别将在方块调色板的后续开发中使用
  • Tool mode screen layout will now be using a fixed drawer system rather than floating window panels. Drawers panels support drag to resize, expand/collapse, and show/hide behaviors
  • 工具模式屏幕布局现在将使用固定的抽屉系统,而不是浮动窗口面板。抽屉面板支持拖动以调整大小、展开/折叠和显示/隐藏操作
  • bindPropertyPane API function will now only bind a single pane to the tool. Bound pane will be displayed in the layout drawer next to the tool rail on tool activation. It is recommended to update the pane state once it’s associated with the tool to ensure it’s displayed correctly
  • bindPropertyPane API 函数现在仅会将单个窗格绑定到工具。绑定窗格将显示在工具激活时工具栏旁边的抽屉中。建议在与工具绑定后更新窗格状态,以确保其显示正常
  • Changed top level menus to show up only when they contain items
  • 更改了顶级菜单,使其仅在包含项目时显示
  • Added uniqueId property to IMenuCreationParams API which will replace IMenu id on creation
  • IMenuCreationParams API 添加了 uniqueId 属性,该属性将在创建时替换 IMenu id
  • Added menubar: IMenuContainer property to IPlayerUISession . IMenuContainer will manage menu related operations
  • IPlayerUISession 添加了menubar: IMenuContainer 属性。 IMenuContainer 将管理与菜单相关的操作
    • Added getMenu method to IMenuContainer to return an existing menu item. Predefined editor menus can be retrieved with the new CoreMenuType enum
    • IMenuContainer 添加了getMenu 方法以返回存在的菜单项目。可以使用新的 CoreMenuType 枚举检索预定义的编辑器菜单
    • Moved createMenu from IPlayerUISession to IMenuContainer
    • createMenuIPlayerUISession 移动至 IMenuContainer



API
API

  • Added BlockComponentStepOnEvent for beta
  • beta 添加了BlockComponentStepOnEvent
  • Added BlockRegistry for beta
  • beta 添加了BlockRegistry
  • Added WorldInitializeBeforeEvent
  • 添加了 WorldInitializeBeforeEvent
  • Added BlockCustomComponent
  • 添加了 BlockCustomComponent
  • Dimension:
  • Dimesions:
    • Added function getBlocks(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): ListBlockVolume - Gets the blocks in a volume if it matches the filter
    • 添加了函数 getBlocks(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): ListBlockVolume - 若卷与过滤器匹配,则获取卷中的方块
    • Added function containsBlock(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): boolean - Returns true if the block in volume matches the filter, false otherwise
    • 添加了函数 containsBlock(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): boolean - 若卷中的方块与过滤器匹配,则返回 true,否则返回 false
  • Moved ItemCooldownComponent from beta to 1.10.0
  • ItemCooldownComponentbeta 移动至 1.10.0
  • Added BlockComponentStepOffEvent for beta
  • beta 添加了BlockComponentStepOffEvent
  • Added onStepOff to BlockCustomComponent
  • 添加了 onStepOff to BlockCustomComponent
  • Added BlockComponentRandomTickEvent for beta
  • beta 添加了BlockComponentRandomTickEvent
  • Added onRandomTick to BlockCustomComponent
  • BlockCustomComponent 添加了onRandomTick
  • StructureManager:
  • StructureManager:
    • Added getIds(): string - Returns a list of identifiers including all structures saved to memory and the world
    • 添加了 getIds(): string - 返回标识符列表,包括保存到内存中和世界中的所有结构
    • Fixed a bug where the delete function would not remove structures that were previously saved to the world but not loaded
    • 修复了删除函数无法删除以前保存到世界中但未加载的结构的漏洞
    • Changed the default save mode of createEmpty to StructureSaveMode.Memory
    • createEmpty 的默认保存模式更改为 StructureSaveMode.Memory


COMMANDS
命令

  • Improved performance for the /give and /replaceitemcommands. No server lag if there is no target (MCPE-162190)
  • 提升了 /give 和 /replaceitem 命令的性能。如果没有目标,则不再会出现服务器延迟 (MCPE-162190)
  • Fixed the /hud command so that changes do not persist between sessions (MCPE-179153)
  • 修复了 /hud 命令,以使更改不再在会话之间保留 (MCPE-179153)




【Cinder 译自官网 2024 年 03 月 14 日发布的 Minecraft Preview 1.20.80.22;原作者 Matt Gartzke】
【本文排版借助了:SPXX v2.4.14】



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