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[版本发布] Minecraft Java Edition 快照 23w06a 发布

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 发表于 2023-2-9 09:55:27|显示全部楼层|阅读模式 IP:广东省
本帖最后由 雪熙月奈 于 2023-2-9 10:09 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
|1.19.4 仍未发布,23w06a为其第4个预览版。
|转载本贴时须注明原作者以及本帖地址。
|部分新特性译名未最终确定,以下译名仅供参考。





NEWS
MINECRAFT SNAPSHOT 23W06A
Minecraft 快照 23W06A

A Minecraft Java Snapshot
Minecraft Java版 快照


Today we are bringing you the damage command and new display entities.
今天,我们将为您带来全新的 damage 命令以及“展示”实体。

Damage safely!
明目张胆地造成伤害吧!

CHANGES
更改

  • Jukeboxes now emit a note particle above them while playing a music disc to match Bedrock
  • 唱片机现在播放音乐唱片时会在其上方发出音符粒子,同步基岩版


ACCESSIBILITY
辅助功能

  • Added a new option in the Accessibility menu called Damage Tilt for controlling the amount of camera shake when being hurt
  • 在辅助功能菜单中添加了一个名为“受伤抖动”的新选项,用于控制受伤时的相机抖动量
  • Added a tooltip in the Key Binds screen that specifies which keybinds are conflicting
  • 在“按键绑定”界面中添加了一个Tooltip,指定哪些按键的绑定发生冲突
  • "Notification Display Time" accessibility option was renamed to "Notification Time"
  • “Notification Display Time”(“通知显示时长”)选项已重命名为“Notification Time”


UPDATED CREATE NEW WORLD SCREEN
更新新建世界界面

  • Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab
  • 通过按Ctrl+Tab和Ctrl+Shift+Tab,可以使用键盘切换选项卡
  • Specific tabs can also be navigated to by pressing Ctrl+Tab Number
  • 还可以通过按Ctrl+选项卡序号导航到特定选项卡
    • For example, Ctrl+2 navigates to the second tab
    • 例如,Ctrl+2可以导航到第二个选项卡
  • Added a screen to easily enable/disable experimental features
  • 新增了一个界面,可以轻松启用/禁用实验性功能
    • The screen can always be found under the More-tab
    • 此界面位于“More”选项卡下
    • In snapshots a shortcut button can be found under the Game-tab
    • 在快照中,可以在“Game”选项卡下找到快捷按钮



CREATIVE MENU
创造模式物品栏

  • Added painting variants to creative menu
  • 将画的变体添加到创造模式物品栏
  • Paintings with pre-defined variant will now display author and title in description when hovered over
  • 带有预定义的画的变体现在将鼠标悬停在上方时将在描述中显示作者和标题

TECHNICAL CHANGES
技术性更改

  • Added display entities for flexible display of items, blocks and text
  • 添加了“展示”实体,可灵活显示物品、方块和文本
  • Added a damage command for applying damage to entities
  • 添加了可对实体造成伤害的 damage 命令
  • Added --pidFile argument to dedicated server command line for printing process id to file
  • 添加了 --pidFile 参数到专用服务器命令行,用于将进程id输出到文件
  • Added the following game events:
  • 添加了以下游戏事件:
    • entity_dismount with a vibration frequency of 6
    • entity_dismount 事件,振动频率为6
    • entity_mount with a vibration frequency of 7
    • entity_mount 事件,振动频率为7
  • Added a group of entities to display items, blocks and text
  • 添加了一组实体用于显示物品、方块和文本
  • Added execute summon to allow customization of a newly spawned entity
  • 添加了 execute summon ,允许自定义新生成的实体


DISPLAY ENTITIES
展示实体

Three new entities have been added for flexible display of items, blocks and text
添加了三个新实体,用于显示物品、方块和文本

  • Those entities, similarily to marker, don't tick and have no collisions or physics
  • 这些实体类似于 marker,不参与tick计算,没有碰撞或物理现象
  • Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform
  • 模型在实体位置进行渲染,围绕X和Y轴进行法线旋转(因此可以通过tp命令进行控制),而且也可以进行额外的任意模型变换


COMMON DATA TYPES
通用数据类型

Tag contents for those entities include some new data types with complex structure.Any form can be used for modifying data, but only one form is used for saving.
这些实体的标签内容包括一些结构复杂的新数据类型。任何表单都可以用于修改数据,但只有一个表单用于保存


ROTATION
ROTATION

  • Quaternion form (used for saving): array of 4 numbers, describingcomponents (x, y, z, w)
  • 四元数表单(用于保存):4个数字的数组,描述组件(x,y,z,w)
  • Axis-angle form: object with following fields:
  • 轴角度表单:具有以下字段的对象:
    • axis - 3d vector
    • axis - 三维向量
    • angle - in radians
    • angle - 角度(以弧度表示)



TRANSFORMATION
TRANSFORMATION

Arbitrary affine transform
任意仿射变换

  • Matrix form: array of 16 numbers, describing row-major matrix
  • 矩阵表单:16个数字的数组,描述行主矩阵
  • Decomposed form (used for saving): object with following fields:
  • 解析表单(用于保存):具有以下字段的对象:
    • translation - 3d vector
    • translation - 三维向量
    • left_rotation, right_rotation - rotation
    • left_rotation, right_rotation - rotation
    • scale - 3d vector
    • scale - 三维向量
    • Transforms are composed in order translation, left_rotation, scale, right_rotation
    • 变换按 translation, left_rotation, scale, right_rotation 的顺序组成



INTERPOLATION
插值

Some properties of display entites can be interpolated. That means that clients will see gradual changes over time instead of instantenous jumps.
显示实体的某些属性可以插值,这意味着客户端将看到的是随着时间的推移而逐渐变化,而不是瞬移。

Display entities keep track of current and previous values of interpolated values:
显示实体跟踪插值的当前值和先前值:

  • All properties marked as "interpolated" are part of a single interpolation set
  • 所有标记为“插值”的属性都是单个插值集的一部分
  • Any update to interpolated property will cause all values of interpolation set to be saved as "current"
  • 对插值属性的任何更新都将导致插值集的所有值保存为“当前”
    • Data command executions that do not change value of property (even if it's present in NBT) do not count as updates
    • 不更改属性值的数据命令执行(即使NBT中存在)不算作更新
    • Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as single update
    • 每tick最多更新同步到客户端一次,因此命令中的多次更新仍将算作一次更新
  • Previous current values are saved as "previous"
  • 先前的当前值会保存为“先前”
  • If interpolation is enabled, entity will transition between "previous" and "current" values over time
  • 如果启用了插值,实体将随时间在“先前”和“当前”值之间过渡
  • Start of interpolation (entity fully in "previous" state) is defined by field interpolation_start (game time, in ticks)
  • 插值开始(实体处于“先前”状态),由 interpolation_start (游戏时间,单位:tick)定义
    • Set to -1 to load current game time instead)
    • 设置为 -1 以加载当前游戏时间)
  • End of interpolation (entity fully in "current" state) is defined as interpolation_start + interpolation_duration (in ticks)
  • 插值结束(实体处于“当前”状态),由 interpolation_start + interpolation_duration (单位:tick)定义


COMMON PROPERTIES
共同属性

Every entity in family has the following fields:
族中的每个实体都有以下字段:

  • transformation - transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated
  • transformation - 应用于模型的变换(在正常实体方向之后)。默认为本体。插值
  • billboard - option to control if entity should pivot to face player when rendered:
  • billboard - 用于控制实体在渲染时是否应面向玩家的选项:
    • fixed - no rotation (default)
    • fixed - 无旋转(默认)
    • vertical - entity can pivot around vertical axis
    • vertical - 实体可以绕垂直轴旋转
    • horizontal - entity can pivot around horizontal axis
    • horizontal - 实体可以围绕水平轴旋转
    • center - entity can pivot around center point
    • center - 实体可以围绕中心点旋转
  • brightness - if present, overrides light values used for rendering. Omited by default (which means rendering uses values from entity position). Object has two fields:
  • brightness - 如果存在,将覆盖用于渲染的亮度。默认情况下省略(这意味着渲染使用实体位置的值)。对象有两个字段:
    • sky - value of skylight, 0..15
    • sky - 天空光照,0至15
    • block - value of block light, 0..15
    • block - 方块亮度,0至15
  • view_range - maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scalling. Default value 1.0 (roughly the same as fireball)
  • view_range - 此实体的最大可视范围。实际距离取决于客户端渲染距离和实体距离缩放。默认值1.0(与火球大致相同)
  • shadow_radius - size of shadow. Defaults to 0 (no shadow). Interpolated
  • shadow_radius - 阴影的大小。默认值为0(无阴影)。插值
  • shadow_strength - strength of the shadow. Controls the opacity of the shadow as a function of distance to block below. Defaults to 1. Interpolated
  • shadow_strength - 阴影的强度。控制阴影的不透明度,将其作为到底下方块距离的函数。默认值为1。插值
  • width, height - describe size of culling bounding box. Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position. If either field is set to 0, culling is disabled. Both default to 0
  • width, height - 描述碰撞箱的大小。碰撞箱在从图元位置开始的所有方向上垂直跨越 yy+height ,水平跨越 width/2 。如果任一字段设置为0,则禁用剔除。两者都默认为0
  • glow_color_override - override glow border color. Defaults to 0 (use team color)
  • glow_color_override - 覆盖发光的边框颜色。默认值为0(使用队伍颜色)


ITEM_DISPLAY
ITEM_DISPLAY

Displays a single item stack.
显示单个物品堆

  • Stack can be changed with commands by setting slot inventory.0
  • 通过命令设置栏位 inventory.0 以更改物品堆

Fields:
字段:

  • item - item stack to display. Same format as in inventory (example: {id: "minecraft:dirt", Count: 1})
  • item - 要显示的物品堆。与物品栏中的格式相同(例如, {id: "minecraft:dirt", Count: 1}
  • item_display - describes item model transform applied to item (as defined in display section in model JSON)
  • item_display - 描述应用于物品的物品模型变换 (如模型JSON中的 display 部分所定义)
    • Values: none (default), thirdperson_lefthand, thirdperson_righthand, firstperson_lefthand, firstperson_righthand, head, gui, ground, fixed
    • 值: none (默认), thirdperson_lefthand, thirdperson_righthand, firstperson_lefthand, firstperson_righthand, head, gui, ground, fixed



BLOCK_DISPLAY
BLOCK_DISPLAY

Displays a block state.
显示一个方块。

  • Does not display block entities, even if they would normally be created on block placement (like chest)
  • 不显示方块实体,即使它们通常是在方块放置时创建的(如箱子)

Fields:
字段:

  • block_state - block state to display. Same format as item held by endermen (example {Name:"minecraft:dirt"})
  • block_state - 要显示的方块状态。与末影人持有的物品格式相同(例如, {Name:"minecraft:dirt"}


TEXT_DISPLAY
TEXT_DISPLAY

Displays a text component.
显示一条文本。

Fields:
字段:

  • text - text to display. Components are resolved with the context of the display entity
  • text - 要显示的文本。使用展示实体的后续解析组件
  • line_width - line width used to split lines (note: new line can be also addded with \n characters). Defaults to 200
  • line_width - 用于拆分行的线宽(注意:新行也可以添加 \n 字符)。默认值为200
  • text_opacity - opacity (alpha component) of rendered text. Defaults to 255. Interpolated
  • text_opacity - 渲染文本的不透明度(alpha分量)。默认值为255。插值
  • background - color of background. Includes alpha channel. Defaults to 0x40000000. Interpolated
  • background - 背景颜色。包括alpha通道。默认值为0x40000000。插值
  • default_background - if true, rendering uses default text background color (same as in chat). Defaults to false
  • default_background - 如果为true,则渲染使用默认文本背景色(与聊天中相同)。默认为false
  • shadow - should text be displayed with shadow. Defaults to false
  • shadow - 文本是否应以阴影显示。默认为false
  • see_through - should text be visible through blocks. Defaults to false
  • see_through - 文本是否应穿墙可见。默认为false
  • alignment - how text should be aligned
  • alignment - 文本应如何对齐
    • Values: center (default), left, right
    • 值: center (默认), left, right


Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through
注意:文本显示背景使用新的着色器类型 rendertype_text_backgroundrendertype_text_background_see_through


DAMAGE TYPES
伤害类型

Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handledby the game. This includes which attributes the damage has as well as which death message is used when an entity diesdue to that type of damage.
伤害类型是一个新的注册表,可以通过数据包进行扩展伤害类型决定游戏如何处理伤害,这包括伤害具有哪些属性,以及实体因此类伤害死亡时使用的死亡信息

Example:
示例:

  1. {
  2.   "exhaustion": 0.1,
  3.   "message_id": "arrow",
  4.   "scaling": "when_caused_by_living_non_player"
  5. }
复制代码


Fields:
字段:

  • message_id: The message id used for deaths caused by this damage type
  • message_id: 用于此伤害类型导致的死亡的消息id
    • Will be combined with other string fragments to form a translation key
    • 将与其他字符串片段组合以形成翻译键
  • exhaustion: The amount of hunger exhaustion caused by this damage type
  • exhaustion: 这种伤害类型导致的饥饿值
  • scaling: Whether this damage type scales with difficulty levels. Possible values:
  • scaling: 这种伤害类型是否随难度等级而变化。可能的值:
    • never: Damage is always the same
    • never: 伤害永远相同
    • always: Damage always scales with difficulty
    • always: 伤害随难度改变
    • when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player
    • when_caused_by_living_non_player: 如果伤害是由非玩家的实体造成的,则随难度改变
  • effects: Optional field controlling how damage manifests when inflicted on players. Possible values:
  • effects: 可选字段,控制对玩家造成的伤害如何显示。可能的值:
    • hurt (default): the default hurt sound
    • hurt(默认): 受伤音效
    • thorns: Thorns hurt sound
    • thorns: 荆棘音效
    • drowning: Drowning sound
    • drowning: 溺水音效
    • burning: A single tick of burning sound
    • burning: 燃烧音效
    • poking: Berry bush poke sound
    • poking: 浆果丛受伤音效
    • freezing: Freeze tick sound
    • freezing: 冻伤音效
  • death_message_type: Optional field that controls if special death message variants are used. Possible values:
  • death_message_type: 可选字段,控制是否使用特殊死亡消息变体。可能的值:
    • default (default): No special death message logic is applied
    • default (默认): 未应用特殊死亡消息逻辑
    • fall_variants: Show a variant of fall damage death instead of a regular death message, e.g. death.fell.assist.item
    • fall_variants: 显示坠落伤害死亡的变体,而不是常规死亡消息,例如 death.fell.assist.item
    • intentional_game_design: Show the intentional game design message instead of a regular death message
    • intentional_game_design: 显示刻意的游戏设计信息,而不是常规的死亡信息


Damage type tags control many aspects of how damage from different sources are interpreted.
伤害类型标签控制了不同来源的伤害的许多方面


COMMANDS
命令


DAMAGE
DAMAGE

New command to apply damage to entities.
对实体造成伤害的新命令

Syntax:
语法:

  • damage <target> <amount> [<damageType>] [at <location>]
  • damage <target> <amount> [<damageType>] [at <location>]
  • damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]
  • damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]

Parameters:
参数:

  • target: The entity to damage
  • target: 要被造成伤害的实体
  • amount: Amount of damage to inflict
  • amount: 造成的伤害数
  • damageType: The type of damage to inflict
  • damageType: 造成伤害的类型
    • This determines how the damage affects the entity as well as which death message is displayed
    • 这决定了伤害对实体的影响以及显示的死亡消息
  • entity: The entity inflicting the damage
  • entity: 造成伤害的实体
  • cause: The cause of the damage, in the case of indirect damage
  • cause: 间接伤害时的伤害原因
    • Example: When shot by an arrow, the entity is the Arrow projectile while cause might be a Skeleton
    • 示例:当被箭射中时,entity 是箭,而 cause 可能是骷髅
  • location: The location the damage originated at (when no entity caused the damage)
  • location:伤害发生的位置(当没有实体造成伤害时)
    • For instance, location might represent the location of a Bed exploding in the Nether
    • 例如,location 可能表示在下界中爆炸的床的位置



EXECUTE SUMMON
EXECUTE SUMMON

New execute sub-command for summoning new entity and binding context (@s) to it. Meant to simplify entity setup and reduce need for raw NBT editing.
新的 execute 子命令,用于调用新实体并将上后续(@s)绑定到该实体。旨在简化实体设置并减少对原始NBT编辑的需求

  • execute summon <entity id>
  • execute summon <entity id>


PREDICATES
谓词


DAMAGE TYPE PREDICATES
伤害类型谓词

The following fields have been removed from damage type predicates: is_projectile, is_explosion, bypasses_armor,bypasses_invulnerability, bypasses_magic, is_fire, is_magic, is_lightning .
以下字段已从伤害类型谓词中删除: is_projectileis_explosionbypasses_armor,bypasses_invulnerabilitybypasses_magicis_fireis_magicis_lightning

A new tags array has been added. Each entry has two fields:
添加新的 tags 数组。每个条目有两个字段:

  • id: The ID of a damage type tag
  • id: 伤害类型标签的ID
  • expected: Whether the damage is expected to have or not have the tag for the predicate to match
  • expected: 伤害是否预期具有与谓词匹配的标记


GAME RULES
游戏规则

  • Added doVinesSpread game rule, determining if vines will spread to nearby blocks
  • 添加了 doVinesSpread 游戏规则,确定藤蔓是否会蔓延到附近的方块
    • Defaults to true
    • 默认为 true


FIXED BUGS IN SNAPSHOT 23W06A
快照 23W06A 修复的漏洞

  • MC-12729 - Z-fighting can be seen on leggings and boots worn by entities
  • MC-12729 - 在实体穿的护腿和靴子上可以看到Z-fighting现象(纹理闪烁)
  • MC-145765 - Both "Text Background" settings strings are overflowing the buttons
  • MC-145765 - 两个“文本背景”设置字符串的宽度都超出了按钮
  • MC-156443 - In some languages, text is too long and escapes buttons
  • MC-156443 - 在某些语言中,文本太长,宽度超出了按钮
  • MC-198874 - Opening a Minecart with Hopper provokes Piglins, even though opening a Hopper doesn't provoke them
  • MC-198874 - 用打开漏斗矿车会激怒猪灵,即使打开漏斗不会激怒他们
  • MC-209622 - Sculk sensors do not detect item frame / glow item frame interactions
  • MC-209622 - 幽匿感测体无法检测到玩家与物品展示框/发光物品展示框交互
  • MC-209896 - Sculk sensors are not activated upon placing glowstone into respawn anchors
  • MC-209896 - 幽匿感测体无法检测到用荧石填充重生锚
  • MC-209929 - Sculk sensors are not activated upon filling composters
  • MC-209929 - 幽匿感测体无法检测到填充堆肥桶
  • MC-210276 - Sculk sensors are not activated upon trampling farmland
  • MC-210276 - 幽匿感测体无法检测到踩坏耕地
  • MC-210294 - Sculk sensors are not activated upon mounting or dismounting any non-biological entities
  • MC-210294 - 幽匿感测体无法检测到骑乘或从任何非生物实体下来
  • MC-210334 - Sculk sensors are not activated upon sheep being dyed
  • MC-210334 - 幽匿感测体无法检测到羊被染色
  • MC-210707 - Sculk sensors are not activated upon closing chest boats, chest rafts, or chest minecarts
  • MC-210707 - 幽匿感测体无法检测到关闭运输船、运输筏和运输矿车
  • MC-210715 - Sculk sensors are not activated upon attaching or removing leads from entities
  • MC-210715 - 幽匿感测体无法检测到从实体拉拴绳或取消拴绳
  • MC-212501 - Sculk sensors are not activated upon collecting books from lecterns
  • MC-212501 - 幽匿感测体无法检测到从讲台上取下书
  • MC-213803 - Sculk sensors are not activated upon harvesting glow berries from cave vines
  • MC-213803 - 幽匿感测体无法检测到从洞穴藤蔓上收获发光浆果
  • MC-215767 - Sculk sensors do not detect turtles laying an egg
  • MC-215767 - 幽匿感测体无法检测到海龟下蛋
  • MC-233972 - Text can appear outside of buttons in the key binds menu when assigning keys to functions or when multiple functions are assigned to the same key
  • MC-233972 - 当将键分配给功能或将多个功能分配给同一个键时,文本可能出现在键绑定菜单中的按钮之外
  • MC-236988 - Sculk sensors are not activated upon using shears on cave/twisting/weeping vines or kelp
  • MC-236988 - 在洞穴藤蔓/缠怨藤/垂泪藤或海带上使用剪刀时,不会激活幽匿感测体
  • MC-237450 - The "Simulation Distance" text can appear outside of its slider
  • MC-237450 - “模拟距离”文本可以显示在其滑块之外
  • MC-237879 - Sculk sensors are not activated upon villagers working with composters
  • MC-237879 - 村民使用堆肥桶时,不会激活幽匿感测体
  • MC-249878 - Text can appear outside of the "Device" button within the music and sound options menu
  • MC-249878 - 文本可以出现在音乐和声音选项菜单中的“设备”按钮之外
  • MC-251917 - No gear equipping sound or subtitle when a shield is placed into the offhand slot
  • MC-251917 - 当装备放置在副手中装备时,没有穿戴装备的声音或字幕
  • MC-251934 - Sculk sensors are not activated upon frogs laying frogspawn
  • MC-251934 - 幽匿感测体无法检测到青蛙产卵
  • MC-252434 - Sculk sensors are activated when interacting with fences while holding leads
  • MC-252434 - 当手持拴绳与栅栏交互时,会激活幽匿感测体
  • MC-257873 - Swapping an armor piece with an armor piece of the same type doesn't play its equipping sound
  • MC-257873 - 用其它装备替换同一类型的装备不会发出穿戴装备的声音
  • MC-258156 - The Warden does not deal the same amount of damage to the player and entities in difficult mode
  • MC-258156 - 监守者在困难模式下对玩家和实体造成的伤害不相同
  • MC-258622 - Fire charge isn't in the Ingredients tab in creative inventory
  • MC-258622 - 火焰弹不在创造模式物品栏中的“杂项”选项卡中
  • MC-259193 - The "Notification Display Time" text can appear outside of its slider
  • MC-259193 - “通知显示时间”文本可以显示在其滑块之外
  • MC-259195 - Using /ride on an entity in another dimension causes client/server desync
  • MC-259195 - 在另一个维度中使用/ride会导致客户端/服务端不同步
  • MC-259197 - The damage tilt effect isn't accessible-friendly
  • MC-259197 - 伤害后视角倾斜效果不好
  • MC-259221 - Using the "/ride" command on invalid entities teleports players to their position
  • MC-259221 - 对无效实体使用“/ride”命令会将玩家传送到其位置
  • MC-259224 - Blocking attacks with shields causes the damage tilt to play and red damage tint to show
  • MC-259224 - 用盾牌阻挡攻击时视角会倾斜,并显示红色伤害色调
  • MC-259227 - /execute if loadedalone always fails
  • MC-259227 - /execute if loadedalone 总是执行失败
  • MC-259233 - Argument error messages for low values are inconsistently spelled
  • MC-259233 - “输入的值太小”的参数错误消息拼写不一致
  • MC-259245 - An enderman ridden with /ride constantly teleports if the player looks at the enderman's eyes
  • MC-259245 - 玩家用/ride命令骑在末影人头上,并注视末影人的眼睛会导致末影人不断传送
  • MC-259247 - The execute on owner sub-command does not select the owner of a horse, donkey, llama, or mule
  • MC-259247 - execute的子命令owner不会选择马、驴、羊驼或骡子的主人
  • MC-259360 - The "selectWorld.mapFeatures.info" string is missing a comma after the word "Shipwrecks"
  • MC-259360 - "selectWorld.mapFeatures.info" 字符串在单词 "Shipwrecks" 后缺少逗号
  • MC-259432 - Single missing pixel in 'chestplate_trim' item texture
  • MC-259432 - 'chestplate_trim' 物品纹理中缺少单个像素
  • MC-259442 - Can't shift click items into second anvil slot
  • MC-259442 - 无法Shift+按键点击物品移动到铁砧的第二个栏位中
  • MC-259454 - Loot table for hoglin stable chests uses the loot table for bridge chests instead
  • MC-259454 - 猪棚的战利品表使用桥的战利品表
  • MC-259468 - empty_slot_amethyst_shard does not show in Smithing Table slot
  • MC-259468 - empty_slot_amethyst_shard 不会显示在锻造台栏位中
  • MC-259599 - Curse of Binding armor can be removed by swapping armor with right click in hotbar
  • MC-259599 - 绑定诅咒的盔甲可以通过在快捷栏中右键交换盔甲来卸下
  • MC-259635 - The color palettes for "iron" and "iron_darker" trims are flipped
  • MC-259635 - 弄翻了“iron”和“iron_darker”纹饰的调色板
  • MC-259640 - The lightest three colors of "iron" and "iron_darker" color palettes are identical
  • MC-259640 - “iron”和“iron_darker”调色板中最浅的三种颜色是相同的


【SPXX User 译自官网 2023 年 02 月 08 日发布的 Minecraft Snapshot 23w06a;原作者 Mikael Hedberg】
【本文排版借助了:SPXX v2.4.13】


【原贴地址:https://www.mcbbs.net/thread-1426293-1-1.html




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苦力怕论坛,感谢有您~
 发表于 2023-2-9 18:38:21 来自手机|显示全部楼层 IP:河南省
这段时间连JAVA版的快照都变氵了呢
2#2023-2-9 18:38:21回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-9 18:50:00 来自手机|显示全部楼层 IP:广西
基岩版你不要再水了啊,你看看人家Java加多少命令相关的
3#2023-2-9 18:50:00回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-9 21:27:25 来自手机|显示全部楼层 IP:湖南省
《猪棚》
Screenshot_20230209_212655.jpg
4#2023-2-9 21:27:25回复收起回复
苦力怕论坛,感谢有您~
头像被屏蔽
 楼主|  发表于 2023-2-9 21:40:45 来自手机|显示全部楼层 IP:广东省
毅轩氵帖 发表于 2023-2-9 21:27
《猪棚》


不是我翻译的QwQ,我只是搬运的,改了之后要进审核,所以我就懒得改了qwq
5#2023-2-9 21:40:45回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-10 01:38:49|显示全部楼层 IP:辽宁省
14huang 发表于 2023-2-9 18:50
基岩版你不要再水了啊,你看看人家Java加多少命令相关的[哔 ...

基岩版damage指令1.16就有了嘿
6#2023-2-10 01:38:49回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-10 19:25:11 来自手机|显示全部楼层 IP:广西
超勇的我肯定啊 发表于 2023-2-10 01:38
基岩版damage指令1.16就有了嘿

我当然知道,我指的是新实体
7#2023-2-10 19:25:11回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-11 14:10:54 来自手机|显示全部楼层 IP:山东省
BZ、DY贰叁陆 发表于 2023-2-9 18:38
这段时间连JAVA版的快照都变氵了呢

不水,去看看籽岷的23w06a的新版本介绍,内容其实挺多的
8#2023-2-11 14:10:54回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-11 23:02:44 来自手机|显示全部楼层 IP:山东省
是不是生物对生物的伤害可以随难度而变化了?
9#2023-2-11 23:02:44回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-2-14 20:36:38 来自手机|显示全部楼层 IP:河北省
u说的话都半死不活睡觉睡觉睡觉是谁呢
10#2023-2-14 20:36:38回复收起回复
苦力怕论坛,感谢有您~

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