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[版本发布] Minecraft Java版 26.3 Snapshot 1 发布

 发表于 昨天 22:14|显示全部楼层|阅读模式 IP:首尔
|Minecraft Java 版是指 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|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
|Minecraft Java 版 26.3 仍未发布,26.3 Snapshot 1 为其第 1 个快照。
|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 26.3 Snapshot 1

Minecraft 26.3 Snapshot 1

A Minecraft Java Snapshot

Minecraft Java版 快照


Word around the campfire is the new forest biome is out in testing! But if nobody's been to the dappled forest before, who built the abandoned camp? And what loot did they leave among the poplar trees and red shrubs? Scout out the place and set up shelter using the new wood set and other features from our next game drop. The expedition into wilderness starts now in testing!
在营地里大家都在传,全新的森林群系已经正在测试!可要是没人来过这片 dappled forest ,那 abandoned camp 又是谁搭建的?poplar 与 red shrubs 间又留下了哪些战利品?前去探索这片区域,用全新的木材以及下次版本更新时会新增的各类内容搭建庇护所。探索荒野的旅程现已开始测试!

Happy mining!
挖矿快乐!


NEW FEATURES
新特性

  • Added Dappled Forest Biome
  • 加入了斑驳森林生物群系
  • Added Poplar trees
  • 加入了杨树
  • Added fallen Poplar trees
  • 加入了倒下的杨树
  • Added Red Poplar Leaves, Orange Poplar Leaves and Yellow Poplar Leaves blocks
  • 加入了红色杨树树叶, 橙色杨树树叶和黄色杨树树叶方块
  • Added Poplar wood set
  • 加入了杨木及其合成产物
  • Added Shelf Mushroom
  • 加入了层孔菇
  • Added Red Shrub
  • 加入了红灌木
  • Added Abandoned Camp structures
  • 加入了废弃营地结构
  • Added Wool stairs and Wool slabs for all Wool blocks
  • 为所有的羊毛方块加入了羊毛楼梯和羊毛台阶


DAPPLED FOREST BIOME
斑驳森林生物群系


  • A new type of forest biome which can be found near cold biomes
  • 一种可在寒冷生物群系附近找到的新的森林生物群系
  • Poplar Trees and fallen Poplar Trees generate here
  • 在此生物群系会生成杨树和倒下的杨树
  • Shelf Mushrooms can be found here, placed on Poplar Trees and fallen Poplar Trees
  • 层孔菇会生成在杨树与倒下的杨树上
  • Red Shrub generates here
  • 在此生物群系会生成红灌木
  • The following passive and neutral mobs spawn in the Dappled Forest, using their cold variants where applicable:
  • 以下被动和中立生物会在斑驳森林中生成,并在适用时使用其寒冷变种:
    • Sheep
    • Chicken
    • Cow
    • Pig
    • Rabbit
    • 兔子
    • Fox
    • 狐狸
  • A Dappled Forest variant of the new Abandoned Camp structure can be found here
  • 此处可找到新的废弃营地结构的斑驳森林变种


POPLAR TREES
杨树


  • A new type of tree which comes in three color variations:
  • 一种有三种颜色变种的新树:
    • Red Poplar Leaves
    • 红色杨树树叶
    • Orange Poplar Leaves
    • 橙色杨树树叶
    • Yellow Poplar Leaves
    • 黄色杨树树叶
  • Each variant of the tree has its own variant of falling leaf particles matching the color of the leaves
  • 每种树都有其独特的落叶粒子变种,与树叶的颜色相匹配
  • Poplar Leaves drop Poplar Saplings which will randomly grow into any of the three different variants
  • 杨树树叶会掉落杨树树苗,这些树苗会随机生长成三种不同变种中的任意一种
  • Poplar Saplings can be found in trades with the Wandering Trader
  • 杨树树苗可以通过与流浪商人的交易获得
  • Shelf Mushrooms and Leaf Litter naturally generate on or around Poplar Trees
  • 层孔菇与枯叶堆会自然生成在杨树上或其周边区域
  • The trunk of the trees are made of Poplar Logs
  • 树的树干由杨木原木构成
  • Poplar Logs can be crafted into a new set of Poplar wood blocks
  • 杨木原木可合成新的杨木及其合成产物


SHELF MUSHROOM
层孔菇


  • A new type of mushroom that generates on Poplar Trees and fallen Poplar Trees
  • 一种生成在杨树和倒下的杨树上的新的蘑菇
  • Can be found in two sizes, small and large
  • 有小型和大型两种尺寸
  • A small Shelf Mushroom can be grown into a large Shelf Mushroom using Bone Meal
  • 使用骨粉可以将小型层孔菇生长成大型层孔菇
  • A large Shelf Mushroom drops two Shelf Mushroom items when broken
  • 大型层孔菇被破坏时会掉落两个层孔菇
  • Can be used like other mushrooms to make Stews
  • 可以像其他蘑菇一样用于制作蘑菇煲
  • Can be found in trades with the Wandering Trader
  • 可以在与流浪商人的交易中找到
  • Shelf Mushrooms have a slight bounciness when stepped on, similar to Beds
  • 踩在层孔菇上会产生较小的弹性,效果和床类似
  • Shelf Mushroom makes a bouncing sound when a living entity bounces on it
  • 生物在层孔菇上跳跃时,会触发跳跃音效。


RED SHRUB
红灌木


  • A new type of decorative plant block that can be found in small patches in the Dappled Forest
  • 一种新的装饰类植物方块,可在斑驳森林生物群系的小片区域中找到
  • Can be used in the Composter
  • 可被用于堆肥
  • Using Bone Meal on a Red Shrub grows a Red Shrub in a random adjacent space if possible
  • 对红灌木使用骨粉时,如果可能,会在随机相邻位置生长出红灌木


ABANDONED CAMP STRUCTURE
废弃营地结构


  • A new kind of structure which can be found in the following biomes:
  • 一种可以在以下生物群系中找到的新型结构:
    • Meadow
    • 草甸
    • Cherry Grove
    • 樱花树林
    • Forest
    • 森林
    • Birch Forest
    • 桦木森林
    • Old Growth Birch Forest
    • 原始桦木森林
    • Flower Forest
    • 繁花森林
    • Windswept Forest
    • 风袭森林
    • Dappled Forest
    • 斑驳森林
    • Taiga
    • 针叶林
    • Snowy Taiga
    • 积雪针叶林
    • Old Growth Spruce Taiga
    • 原始云杉针叶林
    • Old Growth Pine Taiga
    • 原始松木针叶林
    • Sparse Jungle
    • 稀疏丛林
    • Bamboo Jungle
    • 竹林
    • Swamp
    • 沼泽
    • Savanna
    • 热带草原
    • Wooded Badlands
    • 疏林恶地
    • Pale Garden
    • 苍白之园
  • Each of these biomes has its own variant of the structure with design based on that biome
  • 这些生物群系各自拥有基于该生物群系设计的结构变种
  • Certain structure pieces are generic for all biome variants of the structure
  • 某些结构部件对于该结构的所有生物群系变种是通用的
  • Various Chests and Barrels with loot can be found at Abandoned Camps
  • 在废弃营地中可以找到带有战利品的箱子和木桶


WOOL STAIRS AND WOOL SLABS
羊毛楼梯与羊毛台阶


  • Each colored Wool block now has a new stair and slab variant
  • 每种颜色的羊毛方块现在都有新的楼梯和台阶变种
  • Wool Stairs and Wool Slabs can be used like other Wool blocks to dampen vibrations
  • 羊毛楼梯和羊毛台阶可以像其他羊毛方块一样用于减弱振动


CHANGES
改动


  • Removed fallen leaves particles from Spruce Trees
  • 移除了云杉树的落叶粒子
  • Suspicous Stews can now be crafted with 2 of any mushroom
  • 现在可以用任意2个蘑菇来合成谜之炖菜
  • Mushroom Stew can now be crafted with 2 of any mushroom
  • 现在可以用任意2个蘑菇来合成蘑菇煲


MINOR TWEAKS TO BLOCKS, ITEMS AND ENTITIES
方块、物品与实体的小幅调整


  • Sherds dropped from breaking a Decorated Pot will now preserve data, for example custom name
  • 从饰纹陶罐上掉落的陶片现在会保留数据,例如自定义名称


TECHNICAL CHANGES
技术性改动


  • The Data Pack version is now 108.0
  • 将数据包版本号更改为108.0
  • The Resource Pack version is now 89.0
  • 将资源包版本号更改为 89.0
  • Some log lines that server software might look out for have been removed
  • 一些服务器软件可能会关注的日志行已被移除
    • The Minecraft Server Management Protocol can be used instead
    • 可以改用Minecraft服务器管理协议
    • If you are missing access to specific events, please create a feature request on the Feedback site
    • 如果你无法访问特定事件,请在反馈网站上创建一个功能请求



MINECRAFT SERVER MANAGEMENT PROTOCOL 3.1.0
MINECRAFT 服务器管理协议 3.1.0


  • Added notifications indicating when the server performs a full world upgrade on startup
  • 加入了服务器在启动时执行完整世界升级的通知
    • minecraft:notification/world/upgrade_started
    • minecraft:notification/world/upgrade_started
    • minecraft:notification/world/upgrade_progress
    • minecraft:notification/world/upgrade_progress
    • minecraft:notification/world/upgrade_finished
    • minecraft:notification/world/upgrade_finished
    • minecraft:notification/world/upgrade_failed
    • minecraft:notification/world/upgrade_failed



DATA PACK VERSION 108.0
数据包版本 108.0

  • Commands like /give, /unpublish, and /tick should now properly signal errors
  • /give/unpublish/tick 这样的命令现在应能正确报错
  • Pottery sherds are now data-driven
  • 陶片现在由数据驱动
  • Entries stored in minecraft:pot_decorations component and minecraft:decorated_pot block entity are now full item stacks
  • 存储在minecraft:pot_decorations组件和minecraft:decorated_pot方块实体中的条目现在为完整的物品堆叠


COMMANDS
命令


CHANGES TO GIVE
对 GIVE 的更改

  • When the amount of items passed to the give command is above limit, the command will now signal an error instead of just printing an error message and returning 0
  • 当传递给give命令的物品数量超过限制时,该命令现在会返回错误,而不仅仅是打印错误消息并返回 0


CHANGES TO TELLRAW
对 TELLRAW 的更改

  • The nbt component in a raw chat message will only be resolved up to 64k times
  • 原始聊天消息中的 nbt 组件最多只能被解析 64000 次


CHANGES TO TICK
对 TICK 的更改

  • The following subcommands will now signal an error instead of just printing an error message and returning 0:
  • 以下子命令现在会返回错误,而不是仅打印错误信息并返回 0:
    • tick step
    • tick step
    • tick step stop
    • tick step stop
    • tick sprint stop
    • tick sprint stop



CHANGES TO TEAM
对 TEAM 的更改

  • The result of team join and team leave subcommands now reflects the exact count of entities that have joined or left (i.e. excluding entities for which teams have not changed)
  • team jointeam leave子命令的结果反映了实际加入或离开的实体数量(即排除队伍未发生变化的实体)。


CHANGES TO ITEM
对 ITEM 的更改

  • Now takes a slot source as argument in place of anywhere a slot was previously used
  • 现在接受一个槽位源作为参数,取代之前任何使用槽位的参数位置
    • It will be evaluated with the minecraft:command_slot_source loot type
    • 它将使用minecraft:command_slot_source战利品上下文进行解析
    • Can be a slot source in either inline or reference form
    • 可以以行内或内联形式作为槽位源
    • Can be a slot source targeting multiple slots
    • 可以是一个针对多个槽位的槽位源
    • The replace sub-command has new semantics:
    • replace子命令有了新的语义:
      • One by one in the order they are provided by the slot source, the contents of each destination slot are replaced with the corresponding source item
      • 按照槽位源提供的顺序,每个目标槽位的内容依次被替换为对应的来源物品
      • When there are more destination slots than there are source items, the remaining slots are ignored
      • 当目标槽位数量多于来源物品数量时,多余的槽位将被忽略
        • Example: replace [12345] with (ABC) -> [ABC45]
        • 示例:将 [12345] 替换为 (ABC) -> [ABC45]
      • When there are fewer destination slots than there are source items, the remaining items are ignored
      • 当目标槽位数量少于来源物品数量时,多余的物品会被忽略
        • Example: replace [123] with (ABCDE) -> [ABC]
        • 示例:将 [123] 替换为 (ABCDE) -> [ABC]

    • String notation slot ranges in the form <slot_type> or <slot_type>.<slot_number> are still permitted
    • 仍允许使用 <slot_type> 或 <slot_type>.<slot_number> 形式的字符串表示槽位范围
      • Can be a single slot, such as armor.chest
      • 可以是单个槽位,例如armor.chest
      • Can be multiple slots, such as container.*
      • 可以是多个槽位,例如 container.*
      • Acts as shorthand for a minecraft:slot_range slot source using that slot range
      • 作为使用该槽位范围的minecraft:slot_range槽位源的简写形式
        • Example: hotbar.4 is the same as {type:"minecraft:slot_range",slots:"hotbar.4"}
        • 示例:hotbar.4 等同于 {type:"minecraft:slot_range",slots:"hotbar.4"}


  • The entity argument in the from entity item source can now be a selector targeting multiple entities
  • 来自 from entity 物品来源中的实体参数现在可以是一个目标选择器,用于指定多个实体
    • When more than a single entity is targeted, the slots sourced from each are concatenated
    • 当目标超过一个实体时,从每个实体获取的槽位会被串联起来
  • Added new fill and override sub-commands, each with syntax identical to /item replace
  • 加入了新的 fill 和 override 子命令,每个子命令的语法与 /item replace 相同
    • /item fill
    • /item fill
      • Fills each destination slot with a source item
      • 用来源物品填充每个目标槽位
      • When there are more destination slots than there are source items, the items repeat until every slot is filled
      • 当目标槽位数量多于源物品数量时,物品会重复填充直到所有槽位都被填满
        • Example: fill [12345] with (ABC) -> [ABCAB]
        • 示例:用 (ABC) 填充 [12345] -> [ABCAB]

    • /item override
    • /item override
      • Overrides the contents of each destination slot with the corresponding source item
      • 用对应的源物品覆盖每个目标槽位的内容
      • When there are more destination slots than there are source items, the remaining slots are cleared
      • 当目标槽位数量多于源物品数量时,多余的槽位会被清空
        • Example: override [12345] with (ABC) -> [ABC__] (where represents an empty slot)
        • 示例:用 (ABC) 填充 [12345] -> [ABC__](其中_代表空位)





CHANGES TO EXECUTE
对 EXECUTE 的更改

  • Added new slots condition sub-command
  • 加入了新的slots条件子命令
    • Counts the number of slots from the slot source that are present on the targeted block or entity
    • 检测目标方块或实体上来自槽位源的槽位数量
    • The slot source will be evaluated with the minecraft:command_slot_source loot type
    • 槽位源将使用minecraft:command_slot_source战利品上下文解析
    • Syntax:
    • 语法:
      • /execute if|unless slots block <pos> <slot source>
      • /execute if|unless slots block <pos> <slot source>
      • /execute if|unless slots entity <targets> <slot source>
      • /execute if|unless slots entity <targets> <slot source>

  • The items condition sub-command now takes a slot source as argument instead of a slot
  • 物品条件子命令现在接受一个槽位源作为参数,而不是一个槽位
    • The slot source will be evaluated with the minecraft:command_slot_source loot type
    • 槽位源将使用minecraft:command_slot_source战利品上下文解析
    • Syntax:
    • 语法:
      • /execute if|unless items block <pos> <slot source> <item predicate>
      • /execute if|unless items block <pos> <slot source> <item predicate>
      • /execute if|unless items entity <targets> <slot source> <item predicate>
      • /execute if|unless items entity <targets> <slot source> <item predicate>




DATA COMPONENTS
数据组件


ADDED MINECRAFT:PROVIDES_POTTERY_PATTERN
加入了 MINECRAFT:PROVIDES_POTTERY_PATTERN

  • Describes the pottery pattern stored on a stack
  • 描述存储在物品上的陶片图案
  • Format:
  • 格式:
    • namespaced ID pointing to an element of minecraft:decorated_pot_pattern registry
    • 指向 minecraft:decorated_pot_pattern 注册表元素的命名空间ID



UPDATED MINECRAFT:POT_DECORATIONS
更新了 MINECRAFT:POT_DECORATIONS

Instead of taking a list of 4 item IDs, this component now takes an object with 4 optional item stack fields named:
该组件不再接收包含4个物品ID的列表,现改为接收一个对象,内含4个可选物品字段,字段名称如下:

  • back
  • back
  • left
  • left
  • right
  • right
  • front
  • front


UPDATED MINECRAFT:TRIM_MATERIAL
更新了 MINECRAFT:TRIM_MATERIAL

  • The format of inline material definitions has been updated as described below
  • 内联材料定义的格式已更新,如下所述


TRIM MATERIALS
盔甲纹饰材料

The format of elements in the trim_material registry has been updated:
更新了盔甲纹饰材料注册表内元素的格式:

  • asset_name has been replaced with palette - Palette Texture ID to be used for this material
  • asset_name 被替换为 palette - 用于此材质的调色板纹理 ID
  • override_armor_assets has been removed, overrides are now defined in the Resource Pack Equipment Asset
  • override_armor_assets 被移除,被现在在资源包资产中的代替
  • See the Resource Pack section for details about Palette Texture IDs
  • 有关调色板纹理ID的详细信息,请参阅资源包部分


INSTRUMENTS
乐器

The format of elements in the instrument registry have been updated:
更新了乐器注册表内元素的格式:

  • Added durability_damage field - optional non-negative integer, amount of durability to consume on each use
  • 加入了 durability_damage 字段 - 可选的非负整数,每次使用消耗的耐久度
  • Updated use_duration field - can now be 0 for no cooldown
  • 更新了 use_duration 字段 - 现在可以设为 0 以取消冷却时间


BLOCK ENTITY DATA
方块实体数据


MINECRAFT:DECORATED_POT
MINECRAFT:DECORATED_POT

Field sherds no longer stores a list of 4 item IDs. Instead, the new format is an object with 4 optional item stack fields named:
sherds 字段不再存储包含4个物品ID的列表,现改为接收一个对象,内含4个可选物品字段,字段名称如下:

  • back
  • back
  • left
  • left
  • right
  • right
  • front
  • front


SLOT SOURCES
槽位源

  • Slot sources can now be defined as files inside a Data Pack, within the slot_source folder
  • 现在可以在数据包内的 slot_source 文件夹中将槽位源定义为文件
    • Can be used in commands which take slot sources as arguments
    • 可在接受槽位源作为命令参数的命令中使用
    • Can be used in inline slot sources using the minecraft:reference type
    • 可以使用 minecraft:reference 类型的内联槽位源
  • minecraft:contents is no longer restricted to only selecting non-empty slots
  • minecraft:contents不再仅限于选择非空槽位


ADDED MINECRAFT:REFERENCE
加入了 MINECRAFT:REFERENCE

  • Uses the referenced slot source
  • 使用引用的槽位源
  • Fields:
  • 字段:
    • name - the namespaced id of the slot source
    • name - 槽位源的命名空间ID



CHANGED MINECRAFT:SLOT_RANGE
更改了 MINECRAFT:SLOT_RANGE

  • The source field has a new valid type container, which sources slots from a container or inventory provided through loot context
  • source 新增了一个有效类型container,该类型从战利品上下文提供的容器或物品栏中获取槽位
  • The source field is now optional
  • source 现在是可选的
    • Defaults to the container source type when absent
    • 若该参数缺失,则默认使用 container



LOOT FUNCTIONS
战利品函数

  • Added minecraft:command_slot_source loot table type
  • 加入了minecraft:command_slot_source战利品表类型
    • Currently used to evaluate slot sources with the /item and /execute commands
    • 当前用于与 /item 和 /execute 命令一起检测槽位源
    • It takes the following parameters:
    • 它接受以下参数:
      • container, the container or inventory being evaluated
      • container, 目标容器或物品栏
      • origin, the position at which the command was executed
      • origin,执行命令时的位置
      • this_entity, the @s entity of the command being executed (optional)
      • this_entity,正在执行的命令的@s实体(可选)




WORLD GENERATION
世界生成


FEATURES
地物

  • The worldgen/configured_feature registry has moved to worldgen/feature and configuration is now done inline in the root object rather than separated into a config field
  • worldgen/configured_feature 注册表已移至 worldgen/feature,配置现在直接在根对象中内联完成,而不是分离到 config 字段中


ADDED MINECRAFT:END_PODIUM FEATURE TYPE
加入了 MINECRAFT:END_PODIUM 地物类型

  • Places the End Podium
  • 放置末地的返回传送门
  • Two feature instances are now used to place the podium from in-game events:
  • 现在使用两个地物来放置游戏内事件中的返回传送门:
    • end_podium_active
    • end_podium_active
    • end_podium_inactive
    • end_podium_inactive
  • Fields:
  • 字段:
    • active: boolean field controlling if the portal is active
    • active: 布尔字段,控制传送门是否激活



MINECRAFT:TREE FEATURE TYPE
MINECRAFT:TREE 地物类型

加入了 shelf_mushroom 树木装饰器
  • Places Shelf Mushrooms on logs with the specified probability
  • 以指定的概率在放置层孔菇
  • Format: object with fields:
  • 格式:包含字段的对象
    • probability - float (between 0 and 1), the probability that any Shelf Mushrooms will be placed for a given feature
    • probability - float (介于0和1之间),对于给定的地物,任何层孔菇被放置的概率


加入了 poplar_foliage_placer 树叶放置器
  • Places Leaves blocks for Poplar trees in a rhombus shape in one of two possible directions
  • 以菱形在两种可能方向之一为杨树放置树叶
  • Format: object with fields:
  • 格式:包含字段的对象:
    • height - int provider (between 5 and 16), the height of the foliage
    • height - int provider(介于5和16之间),树叶的高度
    • side_hole_chance - float (between 0.0 and 1.0), the chance for blocks to be randomly removed at the edge of the foliage
    • side_hole_chance - float (between 0.0 and 1.0), 边缘的树叶方块被随机移除的概率


加入了 poplar_trunk_placer 树干放置器
  • Places Log blocks for Poplar trees in a straight shape with branches by the start of the foliage
  • 在树叶开始处,以直线形状并带有分支的方式放置杨树的树干
  • Format:
  • 格式:
    • trunk_height_above_branches - int provider (between 0 and 8), the height of the trunk above the branches
    • trunk_height_above_branches - int provider(介于0和8之间),树干在树枝上方的高度
    • branch_amount - int provider (between 1 and 4), the amount of branches to create by the foliage
    • branch_amount - int provider (between 1 and 4), 树枝的数量



NOISE SETTINGS
噪声设置

  • The surface_rule field has been renamed to material_rule
  • surface_rule 字段重命名为 material_rule
    • Format: inline Material Rule or Material Rule ID reference
    • 格式:内联材料规则或材料规则ID引用



MATERIAL RULE REGISTRY
材质规则注册表

A new data-driven registry has been introduced, loaded from data/<namespace>/worldgen/material_rule/<id>.json.
加入了新的数据驱动注册表,文件从 data/<namespace>/worldgen/material_rule/<id>.json 路径加载。

Elements in this registry define a pipeline for selecting what base block to place in the world at a given position.
该注册表中的元素定义了一个管道,用于选择在世界的给定位置放置哪个基础方块。

The format is identical to that which was formerly written in the surface_rule field within Noise Settings files, with the following extensions:
该格式与此前噪声设置文件内 surface_rule 字段所用格式完全一致,并加入了以下扩展内容:

  • Material Rules can now be specified either inline (as previously), or as an ID reference to an element in the worldgen/material_rule registry
  • Material Rules 现在可以以内联方式(如之前)指定,也可以作为对 worldgen/material_rule 注册表中某个元素的ID引用进行指定
  • Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry
  • Material Conditions 现在也可以指定为对 worldgen/material_condition 注册表中某个元素的 ID 引用


STRUCTURE PLACEMENTS
结构放置


ADDED MINECRAFT:DIMENSION_ORIGIN
加入了 MINECRAFT:DIMENSION_ORIGIN

  • New structure placement that places a single instance of the structure at the dimension origin
  • 新的结构放置类型,在维度原点处放置该结构的单个实例
    • The dimension origin is defined as the spawn_target for noise settings based dimensions, otherwise Chunk (0, 0)
    • 基于噪声设置的维度,其维度原点定义为spawn_target,否则为区块(0, 0)
  • No additional fields
  • 无附加字段


RULE TESTS
规则测试

These are the predicates used by ore Features (targets[].target), and rule Structure Processors (rules[].input_predicate and rules[].location_predicate).
这些是矿石地物(targets[].target)与结构处理器规则(rules[].input_predicate、rules[].location_predicate)所使用的判定条件。


ADDED RULE TEST TYPE MINECRAFT:HEIGHT_MATCH
加入了规则测试类型 MINECRAFT:HEIGHT_MATCH

  • This checks the y-level of a block, returning true only if it's higher than or equal to min_inclusive and lower than or equal to max_inclusive
  • 此检查方块的y轴高度,仅当该高度大于或等于min_inclusive且小于或等于max_inclusive时返回 true
  • Format: object with fields:
  • 格式:包含字段的对象:
    • min_inclusive - int, the minimum y value of allowed blocks (inclusive)
    • min_inclusive - 整数, 允许方块的最小y值(包含)
    • max_inclusive - int, the maximum y value of allowed blocks (inclusive)
    • max_inclusive - 整数, 允许方块的最大 y 值(包含)



ADDED RULE TEST TYPE MINECRAFT:ALL_OF
加入了规则测试类型 MINECRAFT:ALL_OF

  • This checks a list of Rule Tests for whether all of them return true for the same block
  • 此操作会检查一个规则测试列表,判断所有这些测试是否对同一个方块返回 true
  • Format: object with fields:
  • 格式:包含字段的对象:
    • rules - list of Rule Tests, the rules to test the block against
    • rules - 规则测试列表,用于测试方块的规则



TAGS
标签


BLOCK TAGS
方块标签

  • Added #poplar_logs - All Poplar log blocks
  • 加入了#poplar_logs - 所有杨木原木系列方块
  • Added #wool_stairs - All Wool Stairs blocks
  • 加入了 #wool_stairs - 所有羊毛楼梯方块
  • Added #wool_slabs - All Wool Slabs blocks
  • 加入了 #wool_slabs - 所有羊毛台阶方块
  • Added #wool_stairs and #wool_slabs to #dampens_vibrations
  • 将 #wool_stairs 和 #wool_slabs 加入到了 #dampens_vibrations 中
  • Added #ores - collection tag containing all types of ores
  • 加入了#ores - 所有矿石
  • Added #skulls - collection tag containing all head and skull blocks
  • 加入了 #skulls - 所有生物头颅
  • Added #blocks_motion - collection tag containing all blocks that are considered to block motion in some way
  • 加入了#blocks_motion - 所有以某种方式阻挡运动的方块
  • Added #blocks_motion_no_leaves - collection tag containing all blocks that are considered to block motion in some way, but excluding leaf blocks
  • 添加了#blocks_motion_no_leaves - 所有以某种方式阻挡运动的方块,但不包括树叶方块
  • Added #entities_can_teleport_to - contains all blocks that entities are allowed to teleport to
  • 加入了#entities_can_teleport_to - 所有允许实体传送到的方块
  • Added #blocks_dolphin_jump - contains all blocks that Dolphins cannot move through when jumping out of water
  • 加入了#blocks_dolphin_jump - 所有海豚跳出水面时无法穿过的方块
  • Added #ice_melts_when_destroyed_above - contains all blocks that causes ice to melt into water if the ice is destroyed when placed above them
  • 加入了#ice_melts_when_destroyed_above - 所有当冰被放置在其上方并被破坏时会导致冰融化成水的方块
  • Added #blocks_motion_in_heightmap - contains all blocks that are taken into account for the motion_blocking heightmap
  • 添加了#blocks_motion_in_heightmap - 所有用于 motion_blocking 高度图的方块
  • Added #blocks_motion_in_heightmap_no_leaves - contains all blocks that are taken into account for the motion_blocking_no_leaves heightmap
  • 加入了#blocks_motion_in_heightmap_no_leaves - 所有用于 motion_blocking_no_leaves 高度图的方块
  • Added #blocks_lava_fire_spread - contains all blocks that block the creation of fire by lava
  • 加入了#blocks_lava_fire_spread - 所有阻止熔岩产生火的方块
  • Added #blocks_fluid_flow - contains all blocks that block fluid flow
  • 加入了#blocks_fluid_flow - 所有阻挡流体流动的方块
  • Added #washed_away_by_fluids - contains all blocks that break when a fluid flows through them
  • 加入了#washed_away_by_fluids - 所有当流体流过时会破坏的方块
  • Added #required_for_poplar_leaf_ambience - Blocks which can satisfy requirement for Poplar leaves to make ambient sound
  • 加入了 #required_for_poplar_leaf_ambience - 能够满足杨树树叶发出环境音效要求的方块


ITEM TAGS
物品标签

  • Added #poplar_logs - All Poplar log items
  • 加入了#poplar_logs - 所有杨木原木系列物品
  • Added #wool_stairs - All Wool Stairs items
  • 加入了 #wool_stairs - 所有羊毛楼梯物品
  • Added #wool_slabs - All Wool Slabs items
  • 加入了 #wool_slabs - 所有羊毛台阶物品
  • Added #mushrooms - All Mushroom items
  • 加入了 #mushrooms - 所有蘑菇物品
  • Added #ores - collection tag containing all types of ores
  • 加入了#ores - 所有矿石


BIOME TAGS
生物群系标签

  • Added tags for biomes which will generate the respective Abandoned Camp variant:
  • 为生物群系添加了标签,这些标签将生成相应的废弃营地变种:
    • #has_structure/abandoned_camp_bamboo_jungle
    • #has_structure/abandoned_camp_bamboo_jungle
    • #has_structure/abandoned_camp_birch_forest
    • #has_structure/abandoned_camp_birch_forest
    • #has_structure/abandoned_camp_cherry_grove
    • #has_structure/abandoned_camp_cherry_grove
    • #has_structure/abandoned_camp_dappled_forest
    • #has_structure/abandoned_camp_dappled_forest
    • #has_structure/abandoned_camp_flower_forest
    • #has_structure/abandoned_camp_flower_forest
    • #has_structure/abandoned_camp_forest
    • #has_structure/abandoned_camp_forest
    • #has_structure/abandoned_camp_meadow
    • #has_structure/abandoned_camp_meadow
    • #has_structure/abandoned_camp_old_growth_birch_forest
    • #has_structure/abandoned_camp_old_growth_birch_forest
    • #has_structure/abandoned_camp_old_growth_pine_taiga
    • #has_structure/abandoned_camp_old_growth_pine_taiga
    • #has_structure/abandoned_camp_old_growth_spruce_taiga
    • #has_structure/abandoned_camp_old_growth_spruce_taiga
    • #has_structure/abandoned_camp_savanna
    • #has_structure/abandoned_camp_savanna
    • #has_structure/abandoned_camp_pale_garden
    • #has_structure/abandoned_camp_pale_garden
    • #has_structure/abandoned_camp_snowy_taiga
    • #has_structure/abandoned_camp_snowy_taiga
    • #has_structure/abandoned_camp_sparse_jungle
    • #has_structure/abandoned_camp_sparse_jungle
    • #has_structure/abandoned_camp_swamp
    • #has_structure/abandoned_camp_swamp
    • #has_structure/abandoned_camp_taiga
    • #has_structure/abandoned_camp_taiga
    • #has_structure/abandoned_camp_windswept_forest
    • #has_structure/abandoned_camp_windswept_forest
    • #has_structure/abandoned_camp_wooded_badlands
    • #has_structure/abandoned_camp_wooded_badlands



ENTITY TAGS
实体标签

  • Added #cannot_be_dismounted_by_item_usage - contains all entities which cannot be dismounted by items
  • 加入了 #cannot_be_dismounted_by_item_usage - 所有无法通过物品脱离骑乘的实体
  • Added #no_wolf_retaliation for all damage types that should not cause tamed wolves to attack their source in order to defend their owner
  • 为所有不应导致驯服的狼为了保卫主人而攻击其来源的伤害类型加入了#no_wolf_retaliation


PARTICLES
粒子效果


ADDED MINECRAFT:RED_POPLAR_LEAVES
加入了MINECRAFT:RED_POPLAR_LEAVES

- 从红色杨树树叶上落下的粒子
- 无附加字段

ADDED MINECRAFT:ORANGE_POPLAR_LEAVES
加入了MINECRAFT:ORANGE_POPLAR_LEAVES

- 从橙色杨树树叶上落下的粒子
- 无附加字段

ADDED MINECRAFT:YELLOW_POPLAR_LEAVES
加入了MINECRAFT:YELLOW_POPLAR_LEAVES

- 从黄色杨树树叶上落下的粒子
- 无附加字段

RESOURCE PACK VERSION 89.0
资源包版本 89.0


PALETTE TEXTURES
调色板纹理

  • All armor trim palette textures have been moved from textures/trim/color_palettes/ to textures/palettes/trim/
  • 所有盔甲纹饰调色板纹理已从 textures/trim/color_palettes/ 移至 textures/palettes/trim/
    • The base armor trim palette texture has instead been moved to textures/palettes/trim_base.png
    • 盔甲纹饰调色板基础纹理已移至textures/palettes/trim_base.png
  • Entity armor trim material textures are no longer generated into the minecraft:trims atlas with paletted_permutations, but rather generated on-demand
  • 实体盔甲材料纹理不再通过paletted_permutations生成到minecraft:trims图集中,而是按需生成
    • The base palette id is now specified in a new palette mcmeta section field
    • 基础调色板ID现在在加入的 palettemcmeta 部分字段中指定
    • This section has a single field: base_palette - the base Palette Texture ID to remap from
    • 此部分包含一个字段:base_palette - 要重新映射的基础调色板纹理ID
  • Item armor trim material textures are still generated with paletted_permutations as before
  • 物品盔甲材料纹理仍然像以前一样使用paletted_permutations生成


PALETTED_PERMUTATIONS SPRITE SOURCE
调色板排列纹理源

  • Palette Texture locations in the palette_key and permutations fields have been replaced by Palette Texture IDs - i.e. <namespace>:<path> now resolves to <namespace>:textures/palettes/<path>.png
  • Palette Texture 在 `palette_key` 和 `permutations` 字段中的位置已被 Palette Texture ID 取代——即 `<namespace>:<path>` 现在解析为 `<namespace>:textures/palettes/<path>.png`


EQUIPMENT ASSETS
装备资源

A new optional trim_palette_replacements field controls which trim material palettes should be replaced for this equipment asset (formerly controlled by override_armor_assets in the trim material)
加入了可选字段 trim_palette_replacements,用于控制该装备需要替换哪些盔甲纹饰材料调色板(此前该功能由盔甲纹饰材料中的 override_armor_assets 字段控制)。

  • Format: map from original Palette ID to a replacement Palette ID
  • 格式:从原始调色板ID到替换调色板ID的映射


BLOCK SPRITES
方块精灵图

  • Added new Block textures:
  • 加入了新的方块纹理:
    • block/orange_poplar_leaves.png
    • block/orange_poplar_leaves.png
    • block/red_poplar_leaves.png
    • block/red_poplar_leaves.png
    • block/yellow_poplar_leaves.png
    • block/yellow_poplar_leaves.png
    • block/poplar_door_bottom.png
    • block/poplar_door_bottom.png
    • block/poplar_door_top.png
    • block/poplar_door_top.png
    • block/poplar_log_top.png
    • block/poplar_log_top.png
    • block/poplar_log.png
    • block/poplar_log.png
    • block/poplar_planks.png
    • block/poplar_planks.png
    • block/poplar_trapdoor.png
    • block/poplar_trapdoor.png
    • block/stripped_poplar_log.png
    • block/stripped_poplar_log.png
    • block/stripped_poplar_log_top.png
    • block/stripped_poplar_log_top.png
    • block/poplar_log.png
    • block/poplar_log.png
    • block/shelf_mushroom_stage0.png
    • block/shelf_mushroom_stage0.png
    • block/shelf_mushroom_stage1.png
    • block/shelf_mushroom_stage1.png
    • block/poplar_hanging_sign.png
    • block/poplar_hanging_sign.png
    • block/poplar_sign.png
    • block/poplar_sign.png
    • block/poplar_sapling.png
    • block/poplar_sapling.png
    • block/poplar_shelf.png
    • block/poplar_shelf.png
    • block/red_shrub.png
    • block/red_shrub.png



ITEM SPRITES
物品精灵图

  • Added new Item textures:
  • 加入了新的物品纹理:
    • item/poplar_door.png
    • item/poplar_door.png
    • item/poplar_hanging_sign.png
    • item/poplar_hanging_sign.png
    • item/poplar_sign.png
    • item/poplar_sign.png
    • item/poplar_boat.png
    • item/poplar_boat.png
    • item/poplar_chest_boat.png
    • item/poplar_chest_boat.png



UI SPRITES
UI精灵图

  • Added new UI textures:
  • 加入了新的UI纹理:
    • gui/hanging_signs/poplar.png
    • gui/hanging_signs/poplar.png
    • gui/signs/poplar.png
    • gui/signs/poplar.png



ENTITY TEXTURES
实体纹理

  • Added new Entity textures:
  • 加入了新的实体纹理:
    • entity/boat/poplar.png
    • entity/boat/poplar.png
    • entity/chest_boat/poplar.png
    • entity/chest_boat/poplar.png



SOUNDS
音效

  • Added new sound events:
  • 加入了新的声音事件:
    • block.shelf_mushroom.break
    • block.shelf_mushroom.break
    • block.shelf_mushroom.fall
    • block.shelf_mushroom.fall
    • block.shelf_mushroom.place
    • block.shelf_mushroom.place
    • block.shelf_mushroom.step
    • block.shelf_mushroom.step
    • block.shelf_mushroom.bounce
    • block.shelf_mushroom.bounce
    • block.poplar_leaves.ambient
    • block.poplar_leaves.ambient



PARTICLES
粒子效果

  • Added new Particle textures:
  • 加入了新的粒子纹理:
    • orange_poplar_1.png
    • orange_poplar_1.png
    • orange_poplar_2.png
    • orange_poplar_2.png
    • orange_poplar_3.png
    • orange_poplar_3.png
    • orange_poplar_4.png
    • orange_poplar_4.png
    • red_poplar_1.png
    • red_poplar_1.png
    • red_poplar_2.png
    • red_poplar_2.png
    • red_poplar_3.png
    • red_poplar_3.png
    • red_poplar_4.png
    • red_poplar_4.png
    • yellow_poplar_1.png
    • yellow_poplar_1.png
    • yellow_poplar_2.png
    • yellow_poplar_2.png
    • yellow_poplar_3.png
    • yellow_poplar_3.png
    • yellow_poplar_4.png
    • yellow_poplar_4.png



FIXED BUGS IN 26.3 SNAPSHOT 1
26.3 SNAPSHOT 1 修复的漏洞


  • MC-4 - Item drops sometimes appear at the wrong location
  • MC-4 - 物品实体有时出现在错误的位置
  • MC-73162 - Breaking an entity that instantly breaks sometimes destroys the block behind it in Creative mode
  • MC-73162 - 在创造模式下,破坏一个瞬间摧毁的实体有时会破坏其后面的方块
  • MC-91006 - Some entities lose their name when placed/broken
  • MC-91006 - 某些实体在放置/破坏时会丢失其名称
  • MC-102732 - Arrows can visually bounce off of entities that don't wear a shield
  • MC-102732 - 箭矢可以视觉上从未穿戴盾牌的实体上弹开
  • MC-113006 - Items reeled in with fishing rods do not move smoothly but appear to teleport
  • MC-113006 - 用钓鱼竿钓起的物品不会平滑移动,而是会瞬移
  • MC-122717 - Command success messages for some commands include unaffected entities, unlike the command result
  • MC-122717 - 某些命令的成功消息会包含未受影响的实体,这与命令结果不同
  • MC-151857 - The success message of /give when affecting multiple players uses the wrong string
  • MC-151857 - 当 /give 命令影响多个玩家时,成功消息使用了错误的字符串
  • MC-162159 - Riding boats above bubble columns causes players to teleport up 2 blocks
  • MC-162159 - 在气泡柱上方乘船会导致玩家向上移动2个方块
  • MC-168446 - Single dark oak and pale oak saplings accept bone meal despite not being able to grow
  • MC-168446 - 单个深色橡树和苍白橡树树苗在无法生长的情况下使用骨粉
  • MC-206356 - The motion of falling block entities is visually slow
  • MC-206356 - 下落的方块实体运动在视觉上较缓慢
  • MC-222818 - You can ignite TNT in Adventure mode
  • MC-222818 - 你可以在冒险模式下激活 TNT
  • MC-223321 - You can destroy turtle eggs by standing or jumping on them in spawn protection
  • MC-223321 - 你可以在出生点保护区域内通过站立或跳跃来破坏海龟蛋
  • MC-223323 - You can trample farmland in spawn protection
  • MC-223323 - 你可以在出生点保护区域内踩踏耕地
  • MC-264003 - Boats carrying players sometimes stop abruptly when sliding along ice
  • MC-264003 - 载有玩家的船只在冰面上滑行时有时会突然停止
  • MC-265584 - TNT dispensed in bubble columns with soul sand right under visually moves through blocks above
  • MC-265584 - 在灵魂沙正上方的气泡柱中的TNT会视觉上穿过上方的方块
  • MC-276692 - Lingering potions which land on the target's head do not grant their effects to the target
  • MC-276692 - 落在目标头上的滞留药水不会对目标施加效果
  • MC-279395 - Trees can generate floating over ruined portals
  • MC-279395 - 树可以在废弃传送门上方生成
  • MC-295756 - Pistons desync on the client-side, causing players to be moved differently compared to other entities
  • MC-295756 - 客户端侧活塞不同步,导致玩家与其他实体的移动方式不同
  • MC-297741 - Gravity-affected blocks in upwards bubble columns can clip through solid blocks above them (on the client)
  • MC-297741 - 客户端侧受重力影响的方块在向上的气泡柱中会穿过其上方固体方块
  • MC-298431 - Boats are launched by slime blocks inconsistently
  • MC-298431 - 船被黏液块弹射时不一致
  • MC-298762 - Phantoms deflect arrows shot from bows/crossbows
  • MC-298762 - 幻翼会反弹从弓/弩射出的箭矢
  • MC-302221 - Moving entities deflect arrows
  • MC-302221 - 移动的实体反弹箭矢
  • MC-304594 - Spears can dismount interaction entities from their vehicles
  • MC-304594 - 矛可以使交互实体脱离其载具
  • MC-305535 - Elytra are activated after only single tapping the "Jump" key when the player is in lava
  • MC-305535 - 当玩家在熔岩中时,仅单次点击“跳跃”键即可激活鞘翅
  • MC-307625 - The glowing effect is not visible on block displays displaying end portals or end gateways
  • MC-307625 - 在显示末地传送门或末地折跃门的方块显示实体上,发光效果不可见
  • MC-307890 - Some textures of geyser plume particles use the wrong color in some spots
  • MC-307890 - 间歇泉喷发粒子的一些纹理在某些位置使用了错误的颜色
  • MC-307933 - Deepslate ores can generate on the surface by replacing tuff around sulfur springs
  • MC-307933 - 深层矿石可以通过替换硫黄涌泉周围的凝灰岩在地表生成
  • MC-308008 - The success message of /tag reports that it affected more entities than it did
  • MC-308008 - /tag 的成功消息报告其影响的实体数量多于实际数量
  • MC-308009 - The success message of /scoreboard players enable reports that it affected more players than it did
  • MC-308009 - /scoreboard players enable的成功消息报告其影响的玩家数量多于实际数量
  • MC-308011 - The success message of /recipe reports that it affected more players than it did
  • MC-308011 - /recipe 的成功消息报告其影响的玩家数量多于实际数量
  • MC-308012 - The success message of /enchant reports that it affected more entities than it did
  • MC-308012 - /enchant 的成功消息报告其影响的实体数量多于实际数量
  • MC-308013 - The success message of /effect reports that it affected more entities than it did
  • MC-308013 - /effect 的成功消息报告其影响的实体数量多于实际数量
  • MC-308254 - Dying to a sulfur cube with a magma block doesn't increment the player's killed_by:sulfur_cube statistic
  • MC-308254 - 被吸收了岩浆块的硫立方杀死不会增加玩家的killed_by:sulfur_cube统计数据
  • MC-308314 - Custom player heads do not render their texture properly when inside a sulfur cube
  • MC-308314 - 自定义玩家的头在硫方怪内时无法正确渲染其纹理
  • MC-308405 - /unpublish succeeds when the game is not published despite the failure message
  • MC-308405 - 尽管显示失败消息,/unpublish 在世界未开放时仍会成功执行
  • MC-308490 - The "regular" sulfur cube archetype produces stone sounds, despite no longer using stone blocks
  • MC-308490 - “普通”硫方怪原型会产生石头音效,尽管不再对应石头类方块
  • MC-308789 - Pointed dripstone and sulfur spikes can be destroyed by tridents in Adventure mode
  • MC-308789 - 在冒险模式中,滴水石锥和硫黄尖锥可被三叉戟破坏
  • MC-308809 - Full-width spaces take up more space on signs now
  • MC-308809 - 全角空格现在在告示牌上占据更多空间
  • MC-308830 - Placing beds to replace tall grass doesn't break the other half
  • MC-308830 - 放置床以替换高草丛时不会破坏另一半
  • MC-308836 - Obfuscated text no longer keeps a consistent width
  • MC-308836 - 混淆文本不再保持一致的宽度
  • MC-308849 - Creakings can take knockback
  • MC-308849 - 嘎吱可以被击退



【mxy333 译自feedback.minecraft.net 2026 年 6 月 23 日发布的 Minecraft Java Edition - 26.3 Snapshot 1
【本文排版借助了:SPXXKLP 用户脚本 v3.2.6】



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Converted at 2026-06-30 20:47 +0800


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