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 23w12a 发布

 发表于 2023-3-25 19:08:59|显示全部楼层|阅读模式 IP:上海
本帖最后由 FoldedBaton3698 于 2023-3-25 19:10 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
|1.20 仍未发布,23w12为其第1个快照。
|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 23W12A
Minecraft 快照 23W12A

A Minecraft Java Snapshot
Minecraft Java版 快照


Well hello fellow Minecraft lovers! It is time for the first snapshot for 1.20.We know we promised no more major features, so how did we end up with such a big snapshot? You thought the trails were over? NO! In snapshot 23w12a we have even more tales to tell! Our devs apparently could not resist throwing in a few extra additions. Enjoy!
你好啊MC爱好者!是时候发布我们1.20的第一个快照了。我们知道我们许诺了不会再有重大的特性更新,那么为什么我们又整了一个这么多更新的快照呢?你觉得“足迹”到头了?并没有!在23w12a快照里我们还有更多要讲的“故事”!我们的开发者明显不能忍住再抛出几个新东西的欲望。好好享受吧!

NEW FEATURES
新特性

  • All features and changes from the "Update 1.20" experimental pack are now part of the game
  • "1.20更新"的实验性数据包中的特性和更改现在已经全部实装到游戏中
  • Vibration resonance functionality has been added to Blocks of Amethyst
  • 将共振功能添加到了紫水晶方块中
  • Added the Calibrated Sculk Sensor block
  • 添加了校频幽匿感测体(暂译)
  • Added Suspicious Gravel, more Archaeology sites, and new Pottery Shards
  • 添加了可疑的沙砾,更多的考古地点和新的纹样陶片
  • Added 5 new armor trims
  • 添加了5种新盔甲纹饰
  • Signs have improved customization options
  • 为告示牌优化了自定义选项
  • Added Sniffer Egg
  • 添加了嗅探兽蛋
  • Added Pitcher Plant
  • 添加了瓶子草(暂译)


VIBRATION RESONANCE
共振

  • Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
  • 当紫水晶方块被放置于幽匿感测体旁时将会有新行为
    • If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
    • 如果幽匿感测体感受到了振动,紫水晶方块将在当前位置再次发出同等频率的振动
  • This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
  • 这一行为被称为共振,这允许玩家将同等频率的振动进行长距离传输,避免了此前必须重新创造自然的振动才能传导的情况


CALIBRATED SCULK SENSORS
校频幽匿感测体(暂译)

  • A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level
  • 这是幽匿感测体的变种,可以让你单独监听某个频率的振动
  • They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • 它无法被自然生成,且只能通过1个幽匿感测体+3个紫水晶碎片的形式在工作台合成
  • One side of the Calibrated Sculk Sensor can receive a redstone signal as input
  • 校频幽匿感测体的一面可以用于接受红石信号输入
    • The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
    • 输入的红石信号强度即是这个方块单独监听的频率



ARCHAEOLOGY
考古学

  • Added Suspicious Gravel block
  • 添加了可疑的沙砾
    • It has the same characteristics as Suspicious Sand
    • 它和可疑的沙子性质相同
  • Added Suspicious Gravel to Cold Ocean Ruins
  • 将可疑的沙砾添加到了冷水海洋废墟
  • Added Suspicious Sand to Warm Ocean Ruins
  • 将可疑的沙子添加到了暖水海洋废墟
    • Sniffer Eggs can be found here
    • 你可以在那里发现嗅探兽蛋
  • Added the Trail Ruins, a buried structure from a lost culture
  • 添加了足迹废墟(暂译),一个来自失落文化的、被掩埋的结构
    • Four Armor trims can be found here
    • 其中四种盔甲纹饰可以在这里找到
  • Added 16 Pottery Shards (so there are now 20 Pottery Shards in total)
  • 添加了16种纹样陶片 (所以现在我们一共有20种纹样陶片了)
    • These have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • 他们已经被分散到5种考古据点:沙漠井口、沙漠神殿、冷水海洋废墟、暖水海洋废墟以及足迹废墟



ARMOR TRIMS
盔甲纹饰

New armor trim Smithing Templates have been added to the following structures:
新的盔甲纹饰锻造模板已被添加到下列结构中:

  • Trail Ruins
  • 足迹废墟
    • Wayfinder Armor Trim
    • 寻路盔甲纹饰(暂译)
    • Raiser Armor Trim
    • 崛起盔甲纹饰(暂译)
    • Shaper Armor Trim
    • 塑形盔甲纹饰(暂译)
    • Host Armor Trim
    • 主导盔甲纹饰(暂译)
  • Ancient City
  • 远古城市
    • Silence Armor Trim
    • 静谧盔甲纹饰(暂译)



SIGNS
告示牌

  • Sign text can now be edited after being placed in the world
  • 现在被放置的告示牌可被编辑
    • This can be done by interacting with the Sign
    • 这可以通过与告示牌交互来完成
  • Both sides of the Sign can now have separate text and colors, allowing for further customization options
  • 告示牌的两面现在都可以包含不同的文字和颜色,这会让更多的自定义选项成为可能
    • By default, a Sign will prompt you to input the front side's text when placed
    • 默认情况下,告示牌会在放下时要求你输入其正面的文字
    • To apply text to the back-side, you must walk to the other side and interact with that face to edit it
    • 要为背面添加文字,你必须来到告示牌的背面并与它的头部进行交互才可编辑它
  • Signs can now also be waxed with Honeycomb, preventing any further edits to its text
  • 告示牌现在可以通过蜜脾涂蜡,这会让上面的文字不能再被编辑
    • Click commands on Signs can only be invoked when the Sign is waxed
    • 当告示牌被涂蜡后,其上面的点击命令才可被执行
    • If a Sign with a click command is not waxed, interacting with it will not invoke the command and instead open up the edit screen as usual
    • 当告示牌未被涂蜡时,对其的交互操作将不会执行命令,而是会像往常一样打开编辑页面



SNIFFER EGG
嗅探兽蛋

  • Can be found in the Suspicious Sand of Warm Ocean Ruins
  • 可以在暖水海洋废墟的可疑的沙子中找到它
  • When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
  • 当嗅探兽两两繁殖时,嗅探兽幼崽不会再直接出现;而是会掉落嗅探兽蛋
  • Hatching
  • 孵化
    • When placed on Moss, the Egg will hatch after approximately 10 minutes
    • 当被放置在苔藓上时,蛋会在大约10分钟后孵化
    • On all other blocks, it will hatch in approximately 20 minutes
    • 在其他方块上时,则是会在大约20分钟后孵化



PITCHER PLANT
瓶子草(暂译)

  • The Sniffer can now occasionally Sniff up a Pitcher Pod item
  • 嗅探兽现在会时不时嗅探出瓶子草种荚
    • This Pod, when planted in Farmland, grows into a Pitcher Crop, which has five growth stages
    • 瓶子草种荚被种植于耕地时会成长为瓶子草作物,它有五个生长阶段
    • Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
    • 当成熟时,瓶子草作物可被收获,掉落两格高的瓶子草


CHANGES
更改

  • Vibration frequencies of many actions in the game have been tweaked
  • 游戏内许多动作的振动频率现在已被调整
  • Wither effect particle color has been adjusted to make it more distinguishable
  • 凋零效果粒子颜色的区分度更高了
  • Potion of Slow Falling color has been adjusted to make it more distinguishable
  • 缓降效果粒子颜色的区分度更高了
  • Step sounds can now combine for blocks walked through and stepped on
  • 对于可以在上面行走和穿越的方块的脚步音效进行了合并


VIBRATION FREQUENCIES
振动频率

In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
为了避免非预期的干扰,在准备校频幽匿感测体时振动频率已被大大简化。下面的是各个振动频率的类别描述以及与其符合的预期事件:


  • 1.Movement in any medium (land, water and air)
  • 1.在任意媒介传播的移动产生的振动(陆地、水中和空气)
  • 2.Landing on any surface (land or water)
  • 2.在任意表面的着陆(陆地或水面)
  • 3.Item interactions
  • 3.物品交互
  • 4.Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  • 4.鞘翅滑行或生物独有动作 (劫掠兽的吼叫、狼的颤抖等等)
  • 5.Dismounting a mob or equipping gear
  • 5.从生物上脱离或者穿上装备
  • 6.Mounting a mob or interacting with a mob
  • 6.骑乘生物或者与生物交互
  • 7.Mobs and players getting damaged
  • 7.生物或玩家受到伤害
  • 8.Consuming items (drinking and eating)
  • 8.消耗物品(喝或吃)
  • 9.Blocks 'deactivating' (door close, chest close, button unpress, etc)
  • 9.方块“去激活”(关闭门、关闭箱子、按钮弹起等等)
  • 10.Blocks 'activating' (door open, chest open, button press, etc)
  • 10.方块“激活”(开启门、开启箱子、按下按钮等等)
  • 11.Blocks changing (cauldron water level rising, adding food to campfire, etc)
  • 11.方块信息变更 (坩埚水位上升、将食物放入篝火等等)
  • 12.Blocks being destroyed
  • 12.方块被破坏
  • 13.Blocks being placed
  • 13.方块被放置
  • 14.Mobs and players teleporting or spawning
  • 14.生物和玩家的传送或生成
  • 15.Mobs and players dying or an explosion
  • 15.生物和玩家的死亡或爆炸


COMBINATION STEP SOUNDS
脚步音效的合并

  • Combines two different step sounds
  • 两种不同的脚步音效已被合并
  • Occurs for carpets, snow, nether sprouts, as well as warped and crimson roots
  • 这包括地毯、雪、下界苗以及诡异和绯红菌索
    • The top-most block you are walking on is played as normal
    • 在顶部方块上行走时会播放正常的脚步音效
    • The block underneath is played at a lower volume and pitch
    • 而在底部方块上行走时会播放低声调和低音量的脚步音效



ARMOR TRIMS
盔甲纹饰

  • The Dune Armor Trim now has a brand-new pattern and Smithing Template icon
  • 沙丘盔甲纹饰现在有了全新的样式和锻造模板图标
  • The Dune Armor Trim's old pattern is now used by the Sentry Armor Trim
  • 原有的沙丘盔甲纹饰样式将会被哨兵盔甲纹饰使用
    • A new icon has been made for the Sentry Armor Trim Smithing Template to fit this pattern
    • 为了与该样式适配,制作了新的哨兵盔甲纹饰模板图标
  • The Sentry Armor Trim's old pattern is now used by the new Shaper Armor Trim
  • 原有的哨兵盔甲纹饰样式将会被新的塑形盔甲纹饰使用

TECHNICAL CHANGES
技术性修改

  • The data pack version is now 13, accounting for sign data format changes
  • 因为告示牌数据格式的更改,数据包版本现在变为 13
  • Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
  • 添加了新的结构处理器规则 capped,用于限制一个结构分块能替换的最大方块数量
  • Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
  • rule 处理器规则配置的方块实体字段现在使用了 block_entity_modifier 的引用,而不是之前固定的 output_nbt 配置
  • Game events have changed vibration frequency and some have been removed
  • 游戏事件因振动频率的更改而被修改,部分事件已被移除
  • Tweaked display entity interpolation
  • 调整了展示实体插值的计算
  • Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
  • 移除了 update_1_20 的特性标志以及内置的数据包——特性已经不再是实验性的了


STRUCTURE POST-PROCESSORS
结构后处理器


CAPPED POST-PROCESSOR
CAPPED(上限)后处理器

  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
  • 新添加的 capped 后处理器可被用于限制一个被委托的后处理器可在一个结构中替代的方块数量
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • 在可以被用于配置那些具有特定方块确切数量的结构分块,而不是使用随机分布的方式
  • The capped post-processor has following required parameters:
  • capped 后处理器拥有以下的必需参数:
    • delegate A post-processor which performs the actual block transformation
    • delegate 执行方块变更的后处理器
    • limit Maximum amount of blocks that the delegated post-processor can transform
    • limit 这个被委托的后处理器可变更方块的最大数量
      • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
      • 在抵达上限前,在结构中的方块将会被随机地传递给被委托的后处理器
      • Either constant or random number generator sampled during post-processing
      • 无论是常量还是随机数生成器都会在后处理中被使用




RULE POST-PROCESSOR BLOCK ENTITY CONFIGURATION
方块实体的后处理器规则配置

  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
  • 在之前的规则中,可以选择固定的 output_nbt 字段,它会被添加到处理完成的方块实体输出中
  • This field has now been changed to reference a block_entity_modifier
  • 这一字段已被变更为对 block_entity_modifier 字段的引用
  • Existing block_entity_modifier's are:
  • 目前的 block_entity_modifier 有:
    • passthrough Retains existing fields on the block entity
    • passthrough 保留目前方块实体中存在的字段
      • This is the default if no block_entity_modifier is specified
      • 这是在未指定 block_entity_modifier 情况下的默认值
    • append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
    • append_static 与之前的 output_nbt 相同,提供需要被添加到方块实体中的固定字段
      • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
      • 一个比较大的更改是这个修饰值会将配置的字段添加到处理过的方块中,而不是直接替换现有的字段
    • clear Removes any existing fields on the block entity
    • clear 移除方块实体中的全部字段
    • append_loot Appends a loot table and seed to the block entity through required parameter:
    • append_loot 将战利品表和种子添加到方块实体中,需要的一个参数为:
      • loot_table Referenced loot table to add to block entity as LootTable field
      • loot_table 指定需要添加到方块实体的 LootTable 字段中的战利品表引用
      • Field LootTableSeed is also added to the block entity using random seeded by block position
      • 字段 LootTableSeed 将会通过基于方块位置的随机种子来添加到方块实体中




GAME EVENTS
游戏事件

  • piston_contract game event has been removed in favor of block_deactivate
  • 为了支持 block_deactivate 事件,piston_contract 事件已被移除
  • piston_extend and dispense_fail game events have been removed in favor of block_activate
  • 为了支持 block_deactivate 事件,piston_extenddispense_fail 事件已被移除
  • Many game events have new vibration frequencies:
  • 许多游戏事件拥有了新的振动频率:
    • 1: step, swim, flap
    • 1: step, swim, flap
    • 2: projectile_land, hit_ground, splash
    • 2: projectile_land, hit_ground, splash
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 4: entity_roar, entity_shake, elytra_glide
    • 4: entity_roar, entity_shake, elytra_glide
    • 5: entity_dismount, equip
    • 5: entity_dismount, equip
    • 6: entity_mount, entity_interact, shear
    • 6: entity_mount, entity_interact, shear
    • 7: entity_damage
    • 7: entity_damage
    • 8: drink, eat
    • 8: drink, eat
    • 9: container_close, block_close, block_deactivate, block_detach
    • 9: container_close, block_close, block_deactivate, block_detach
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 11: block_change
    • 11: block_change
    • 12: block_destroy, fluid_pickup
    • 12: block_destroy, fluid_pickup
    • 13: block_place, fluid_place
    • 13: block_place, fluid_place
    • 14: entity_place, lightning_strike, teleport
    • 14: entity_place, lightning_strike, teleport
    • 15: entity_die, explode
    • 15: entity_die, explode



TAGS
标签


STEP SOUNDS
脚步音效

  • The blocks that can produce a combination of step sounds is controlled by combination_step_sound_blocks
  • 是否可以产生组合脚步音效的方块被 combination_step_sound_blocks 标签控制


DISPLAY ENTITY
展示实体


INTERPOLATION CHANGES
插值计算的更改

  • Previous values are always discarded if interpolation_duration is 0
  • 先前的值将会时在 interpolation_duration0 时被抛弃
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at next tick after receiving update)
  • 确保了渲染配置被同时应用 (所以 block_state 会在被变换时同时应用,比如在接受到更新后的下一个tick)
  • Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
  • 在初始数据被接收前,实体将不会被渲染。这意味着展示实体可能不会在第一个tick时显示。
  • Note: due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick
  • 注意:因为游戏处理更新的方式,在实体生成后对其的更改可能会在后面的tick才会被发送到客户端

FIXED BUGS IN SNAPSHOT 23W12A
SNAPSHOT 23W12A 修复的漏洞

  • MC-157727 - The small cube in honey/slime blocks isn't displayed in inventory
  • MC-157727 - 蜂蜜块和黏液块内部的小立方体不会显示在物品栏中
  • MC-165221 - 3D Modeled Potions are not rendered correctly in the "GUI Display"
  • MC-165221 - 3D模型的药水在GUI中展示不正确
  • MC-197241 - Players can change the color of a wolf's collar even if they're not its owner
  • MC-197241 - 狼的项圈颜色可由主人以外的玩家改变
  • MC-201647 - Entity riding an entity can cause location/coordinate desync
  • MC-201647 - 实体骑乘实体会导致位置与坐标不同步
  • MC-256488 - Bamboo Raft and Raft with Chest models float above ground
  • MC-256488 - 竹筏和运输竹筏的模型在地面上是悬空的
  • MC-256551 - Baby camels have a visible inventory
  • MC-256551 - 幼年骆驼拥有可查看的物品栏
  • MC-256585 - Z-fighting occurs on the text of hanging signs
  • MC-256585 - 悬挂式告示牌的文本存在深度冲突现象
  • MC-259201 - The tops and bottoms of donkeys' ears are miscolored
  • MC-259201 - 驴耳朵的顶部和底部颜色错误
  • MC-259879 - Display entities with a rather large shadow_radius value can cause performance issues
  • MC-259879 - 具有很大的阴影半径值的展示实体会导致性能问题
  • MC-260020 - Reloading the world resets the Brown Mooshroom's given flower
  • MC-260020 - 重新加载世界会重置棕色哞菇吃下的花
  • MC-260043 - Decorated Pots don't play breaking sound in creative mode
  • MC-260043 - 创造模式下饰纹陶罐不会播放破坏的声音
  • MC-260047 - Decorated pots from the creative inventory and new blank decorated pots with no NBT will match their texture to the last decorated pot you crafted
  • MC-260047 - 创造模式物品栏的饰纹陶罐和没有NBT的空白全新饰纹陶罐会匹配最近一次玩家制作的饰纹陶罐的纹理
  • MC-260053 - When rotating a decorated pot with the debug stick, it will spawn a decorated pot item
  • MC-260053 - 当使用调试棒旋转饰纹陶罐时,它会生成一个饰纹陶罐物品
  • MC-260061 - Sniffer's ears and head z-fight
  • MC-260061 - 嗅探兽的耳朵和头部存在深度冲突
  • MC-260069 - Growing cherry trees inside each other causes their leaves to decay
  • MC-260069 - 紧挨在一起生长的樱花树的树叶会凋谢
  • MC-260240 - Sniffers that are in love sometimes don't attempt to approach one another to breed
  • MC-260240 - 处于发情状态的嗅探兽有时不会接近发情的另一只来完成繁殖
  • MC-260251 - The walking animations of sniffers don't change in relation to their movement speed
  • MC-260251 - 嗅探兽的行走动画不会随移动速度改变
  • MC-260282 - Sniffers can sniff out and follow players in spectator mode
  • MC-260282 - 嗅探兽会闻嗅和跟随旁观模式下的玩家
  • MC-260296 - Pink petal block models are not optimized
  • MC-260296 - 粉红色花簇的模型没有经过优化
  • MC-260317 - Sniffers try to sniff out obstructed blocks they can't reach
  • MC-260317 - 嗅探兽尝试闻嗅它们无法到达的被阻挡的方块
  • MC-260320 - Parity Issue: Snifflets (Baby Sniffers) have an inconsistent model with Bedrock
  • MC-260320 - 趋同事项:小嗅探兽与基岩版中的有不同的纹理
  • MC-260326 - Dying sniffers continue to dig
  • MC-260326 - 嗅探兽濒死时仍能挖掘
  • MC-260409 - Cherry Grove biome is not in the #is_overworld biome tag
  • MC-260409 - 樱花树林缺少 #is_overworld 生物群系标签
  • MC-260503 - Sniffers refuse to dig into soil with a non-solid block on top
  • MC-260503 - 嗅探兽不会挖掘顶部放有非固体方块的土类方块
  • MC-260632 - Riding an entity that is far away causes client/server desync
  • MC-260632 - 骑乘相距过远的实体会导致客户端与服务端不同步
  • MC-260678 - Potion of Invisibility looks too similar to the Potion of Slow Falling
  • MC-260678 - 隐身药水和缓降药水的外观过于相近
  • MC-260750 - Magma blocks use unnecessary random ticking for an outdated feature, causing performance issues
  • MC-260750 - 岩浆块为已过时的特性使用不必要的随机刻,造成性能问题
  • MC-260757 - Updating a large amount of Iron Bars causes the game to hang in-game or during the Saving world screen
  • MC-260757 - 更新大量的铁栏杆会导致游戏在游戏进行时或是在“保存世界中”屏幕时卡死
  • MC-260777 - Sniffers ignore some dangerous blocks while sniffing and pathfinding resulting in them being damaged
  • MC-260777 - 嗅探兽在闻嗅和寻路时会忽略部分危险的方块,导致其受到伤害
  • MC-260778 - Sniffer tries to sniff out blocks outside the world border
  • MC-260778 - 嗅探兽尝试闻嗅世界边界外的方块
  • MC-260779 - Sniffers can dig into blocks outside the world border
  • MC-260779 - 嗅探兽可以探进世界边界外的方块
  • MC-260839 - Mobs can replace weapons held in their main hand with armor
  • MC-260839 - 生物会把主手持有的武器换成盔甲
  • MC-260885 - Display entities summoned with initial transformation interpolate incorrectly from default transformation during next transformation
  • MC-260885 - 使用初始变换数据召唤的展示实体会在下一次变换的对默认变换数据的插值过程中出现错误
  • MC-260897 - Display entity's previous state of interpolation doesn't work as expected
  • MC-260897 - 展示实体的前一状态的插值异常




【sandtechnology 译自官网 2023 年 03 月 22 日发布的 Minecraft Snapshot 23w12a;原作者 Staff】
【本文排版借助了:SPXX v2.4.14】



【原贴地址:Minecraft Java版 23w12a 发布 - 幻翼块讯 - Minecraft(我的世界)中文论坛 - (mcbbs.net)





    |想了解更多游戏资讯?
苦力怕论坛 - 游戏资讯板块




评分

参与人数 1铁粒 +10收起理由
 Cin*** + 10苦力怕论坛感谢有你~

查看全部评分

苦力怕论坛,感谢有您~
头像被屏蔽
 发表于 2023-3-25 20:34:32 来自手机|显示全部楼层 IP:广东省
已经过去好几天了,现在终于有人发这个快讯
2#2023-3-25 20:34:32回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-3-26 11:34:49 来自手机|显示全部楼层 IP:广东省
旧闻
3#2023-3-26 11:34:49回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-3-26 19:19:24 来自手机|显示全部楼层 IP:内蒙古
大爱麻酱
4#2023-3-26 19:19:24回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-3-30 20:17:25 来自手机|显示全部楼层 IP:湖南省
太好了!!!!!!!!
5#2023-3-30 20:17:25回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-4-6 06:50:41|显示全部楼层 IP:浙江省
好好好好好好
6#2023-4-6 06:50:41回复收起回复
苦力怕论坛,感谢有您~
头像被屏蔽
 发表于 2023-4-9 18:01:34|显示全部楼层 IP:广东省
学习一下,讲的太有道理
7#2023-4-9 18:01:34回复收起回复
苦力怕论坛,感谢有您~
头像被屏蔽
 发表于 2023-4-9 18:01:47|显示全部楼层 IP:广东省
楼主好贴,真是收益匪浅
8#2023-4-9 18:01:47回复收起回复
苦力怕论坛,感谢有您~
头像被屏蔽
 发表于 2023-4-9 18:02:01|显示全部楼层 IP:广东省
找到好贴不容易,感谢你
9#2023-4-9 18:02:01回复收起回复
苦力怕论坛,感谢有您~

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, 2024-12-15 10:02

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