Minecraft 基岩版 Beta & Preview 1.20.80.20 发布
本帖最后由 Cinder 于 2024-3-1 15:11 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 1.20.80.20 为其第 1 个测试版。|转载本帖时须注明原作者以及本帖地址。
https://www.minecraft.net/content/dam/games/minecraft/screenshots/beta8-1-header.jpg
NEWSMINECRAFT PREVIEW 1.20.80.20
MINECRAFT 预览版 1.20.80.20
There’s so much packed into this week’s preview and beta release that I need a code to remember it all. What about “wolf armor-dillos”? Because in this week’s preview and beta, you’ll not only find updated wolf armor (it’s stronger! and repairable! and awesome!) you’ll be able to dye it any color you want. If that wasn’t enough, the armadillo has been de-experimentified (definitely a word) and we’ve taken the first steps towards working on something exciting (more on that below). Was that everything? Maybe I should’ve made a list, instead of a code. Anyway! As always, we want to hear your thoughts and feedback, so please let us know what you think here, and report any bugs you may encounter at bugs.mojang.com .
本周的 Preview 和 Beta 版本有好多新内容啊,我得找些代码才能把它们全记下来。“wolf armor-dillos”是什么?本周的预览版中,你会发现狼铠得到了全新升级(更强大!可修复!同时也更帅气!),你还可以把它们染成你想要的颜色。如果那还不够的话,犰狳已经退出了实验性玩法(我生造的词),并且我们已经朝其他更有意思的新东西迈出了第一步(更多信息见下文)。无论如何!如往常一样,我们期望得到您的反馈,所以请点击 这里 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。
Known Issue: Players are unable to connect to Preview Realms on Xbox One and PlayStation 4 in this version.
已知问题: Xbox One 及 Playstation 4 平台用户在此版本下无法连接至 Realms 预览版
EXPERIMENTAL FEATURES
实验性特性
VAULT
宝库
[*]Vault hit sound pitch corrected to match Java Edition
[*]调整宝库的挖掘音效以匹配 Java 版
[*]Updated Vault visuals
[*]更新了宝库的视觉效果
TRIAL CHAMBERS试炼密室
[*]Trial Chambers will now be placed in the same location and configuration as Java Edition
[*]试炼密室现在会以与 Java 版相同的位置和配置生成
COMING SOON: HARDCORE MODE
即将到来的极限模式
We're excited to say we're working on Hardcore mode for Bedrock Edition, and we hope it'll be ready for testing sometime in the Spring. Hardcore mode is a subcategory of Survival, where you only get one life, and no chance to respawn. Not only that, in Hardcore mode the difficulty is locked to the highest setting!
我们激动地宣布,对基岩版极限模式的开发正在进行中,我们希望春季的某个时候便可以将其加入测试。极限模式是生存模式的子类别,你只有一条命并且无法重生。不仅如此,极限模式下的生存难度会被锁定为困难!
With such high stakes, we want to ensure we get Hardcore mode right before releasing it into the retail version of Bedrock Edition, so once it goes into testing it’ll stay in Preview until we’re confident the experience is smooth for both players and creators. You’ll be able to help us test Hardcore mode by submitting bugs at bugs.mojang.com and giving us your feedback on Discord or at feedback.minecraft.net!
由于风险如此之高,我们想确保极限模式发布至基岩版之前就已完善。所以其进入测试后便会一直留在预览版内,除非我们已经确信玩家和创作者都能获得完美体验。想要帮助我们测试极限模式?你可以在 bugs.mojang.com 提交漏洞并在 Discord 或 feedback.minecraft.net 为我们提出你的宝贵建议!
We're also happy to announce, when we are ready, Hardcore mode will be available in Realms for both Java and Bedrock.
同时我们也很高兴宣布,一旦准备好了,我们就会为 Java 和基岩版的 Realms 一并启用极限模式选项。
FEATURES AND BUG FIXES
特性和漏洞修复
WOLF ARMOR
狼铠
Since the initial release of the Wolf Armor, we have been working on improving it to increase its protection, usability and add customization. For protection there is a new approach to armor, which considers the player’s need to quickly see the state of the armor without using UI elements, and the ability to act quickly to help their pet Wolf if needed.
自从狼铠发布以来,我们便一直致力于提高其保护性、可用性以及自定义程度。对于保护性,我们采取了一种新的方式,同时考虑了玩家在不使用 UI 元素的情况下快速了解狼铠状态的需要,以及在他们的宠物有需要时快速提供援助的能力。
[*]Wolf Armor has been de-experimentified and is now available during normal gameplay
[*]狼铠现已退出实验性玩法,在一般的玩法中也可用了
[*]Wolf Armor can now be dyed
[*]狼铠现在可被染色
[*]Wolf Armor now acts as a shield, absorbing most damage directed to the Wolf:
[*]狼铠现在被视为护盾,会为狼抵消大部分伤害:
[*]The Wolf Armor now has 64 durability
[*]狼铠现在有 64 点耐久度
[*]More cracks appear on the Wolf Armor as it takes more damage
[*]随着承受伤害的增多,其会出现越来越多的开裂纹理
[*]If the Wolf Armor is dealt damage beyond 0 durability, it will break
[*]当耐久度降至 0 时,狼铠会损坏
[*]But no worries, the Wolf Armor can now be repaired by using Armadillo Scutes on a sitting Wolf
[*]但不要担心,狼的主人使用犰狳鳞甲与穿戴狼铠的,坐着的狼交互便可以修复狼铠
[*]Known Issue:
[*]已知问题:
[*]Wolves wearing Wolf Armor don’t trigger post-damage invulnerability, resulting in the Wolf Armor being rapidly destroyed by continuous sources of damage, such as lava, Slimes, and Magma Cubes
[*]穿戴狼铠的狼在受伤后不会触发伤害免疫,导致狼铠在承受岩浆、史莱姆和岩浆怪等持续伤害源的伤害时会迅速损坏
WOLVES
狼
[*]The collars of tamed Wolves are now properly shaded (MCPE-178351)
[*]驯服的狼的项圈现在有了正确的阴影 (MCPE-178351)
[*]Wolves’ tails are now correctly positioned when sitting (MCPE-31121)
[*]坐着的狼的尾巴现在会处于正确位置 (MCPE-31121)
ARMADILLO
犰狳
[*]The Armadillo has been de-experimentified and is now available during normal gameplay
[*]狼铠现已退出实验性玩法,在一般的玩法中也可用了
[*]Breeding cooldown is no longer reset after roll-up
[*]犰狳在蜷缩后不会再重置繁殖冷却时间
[*]Spiders and Cave Spiders now fear Armadillos even when experiments are turned on (MCPE-178887)
[*]即便开启实验性玩法,蜘蛛和洞穴蜘蛛也会远离犰狳 (MCPE-178887)
BLOCKS
方块
[*]Sweet Berry Bush now drops up to 6 Sweet Berries when mined using a Fortune enchanted tool (MCPE-172622)
[*]现在使用时运III附魔工具破坏甜浆果丛时最多会掉落6个甜浆果 (MCPE-172622)
[*]Fully grown Cocoa Pods now consistently drop 3 Cocoa Beans
[*]现在破坏完全成熟的可可果总会掉落3个可可豆
[*]Double Slabs can once again be created when stacking two of the same Slabs together (MCPE-179187)
[*]现在将两个相同的台阶放置在一起时会再次变为双层台阶 (MCPE-179187)
GAMEPLAY
玩法
[*]Fixed vertical position of tamed mobs from the clients/guests perspective after they teleport to their owner (MCPE-139168)
[*]修复了驯服的生物传送至它的主人旁后,该生物的垂直位置在其他玩家视角中不会正确显示的问题 (MCPE-139168)
[*]Horses and Boats no longer slide to unexpected previous locations upon mounting or dismounting
[*]马和船在骑乘和取消骑乘时不会再错误移动至先前位置
REALMS STORIES
REALMS 故事
[*]Fixed an issue where the Realms Stories button would lose focus on the play screen
[*]修复了 Realms 故事在游玩屏幕中会失去焦点的问题
[*]The Members and Timeline tabs are now limited to rendering at most 300 Realm players, to avoid performance issues on large Realms. All players will still be searchable in the Members tab
[*]成员和时间线选项卡现在被限制为最多渲染300个 Realm 玩家,以避免在大型 Realm 上出现性能问题。所有玩家仍可在成员选项卡中被搜到
[*]When adding a new story, the text box is no longer cleared when the player leaves the Add Story screen. Essentially, players can save a draft of their Story
[*]玩家在添加新故事的情况下离开添加新故事界面时,文本框不再会被清除。当然,玩家本来就可以保存故事草稿
[*]When posting a Realms Story, the player’s avatar will only have the Online badge if they’re currently playing in a game hosted by a Realm
[*]现在发布 Realms 故事时,只有当前正在玩由 Realm 托管的游戏的玩家的头像会显示在线标记
[*]Fixed the Realms Stories ‘Opt In’ screen sometimes appearing visually broken
[*]修复了 Realms 故事的“决定加入”界面有时候会在视觉上出现损坏的问题
[*]Fixed a bug where selecting the same screenshot again would de-select the screenshot instead of just keeping the selected one
[*]修复了再次选择相同的截图时会取消选择截图,而不是只保留所选截图的漏洞
[*]Added screen reader narration to Realms Stories ‘Opt In’ screen
[*]为 Realms 故事的“决定加入”界面加入了屏幕阅读器旁白
[*]Added info button to Timeline tab
[*]在时间线选项卡中加入了信息按钮
[*]Updated description text of certain Realms Stories settings
[*]更新了部分 Realms 故事设置的描述文本
[*]Added unread story indicator on Story Feed tab
[*]在故事来源选项卡中加入了未读故事指示器
[*]Added a Realms Stories page to How to Play section of Minecraft
[*]为游戏指南添加了 Realms 故事页面
USER INTERFACE
用户界面
[*]The feedback button has been moved from Main Menu to the Settings screen under the General tab with label “Help Center”
[*]反馈按钮现已从主菜单移至设置页面中的“通用”选项卡内,并带有“帮助中心”标签
[*]Added a toggle for enabling/disabling game tips and a button for restarting them in the Settings under the General section
[*]在设置中的“通用”选项卡内添加了用于启用/禁用教学提示的切换开关以及用于重启教学提示的按钮
[*]Increased the time interval for showing a standard loading tip
[*]延长了显示标准加载提示的时间间隔
[*]Add “Import Retail Worlds” button to the Settings/Storage screen
[*]为设置/存储页面添加了导入世界按钮
[*]Increased range for the “move up” button, such that you can now slide off slowly to the near buttons without stopping the movement (MCPE-178399)
[*]增加了“向前移动”按钮的交互范围,以使玩家无需停止移动即可滑动至附近的按钮 (MCPE-178399)
[*]Worlds imported in the new Play screen now has a space before the “(imported)” suffix (Preview only)
[*]现在新的游玩屏幕中导入的世界会在“(导入)”后缀前方出现一个空格(仅 Preview 版本)
[*]On touch devices, when items are swapped the icons now move in the correct direction
[*]现在在触控设备上切换物品时,物品的图标会以正确方向移动
[*]Custom Decorated Pots and dyed Banners are now rendered correctly in Crafter output slot
[*]现在自定义饰纹陶罐和染色旗帜会在合成器的输出槽中正确渲染
[*]On touch devices, the selected item now has a blue background on all screens
[*]现在触控设备上的所选物品会在所有屏幕中显示蓝色背景
[*]Flying item animation is no longer missing in touch-screen versions of Beacon, Cartography, and Smithing Table screens
[*]触摸屏版本的信标、制图台和锻造台界面中不再会缺失移动物品动画
TECHNICAL UPDATES
技术性更新
API
API
[*]Removed EntityHealableComponent.filters as they currently have no backing implementation
[*]移除了 EntityHealableComponent.filters 因为它们目前没有支持功能实现
[*]Fixing some component isValid methods where they didn’t properly return false in cases where the component had been removed from the Entity.
[*]修复某些组件 isValid 方法,在组件已从实体中删除的情况下,它们不会正确返回 false。
[*]Added PaletteColor enum to beta for use with ItemColorComponent/ItemColor2Component
[*]将 PaletteColor 枚举添加到 beta 中,以便与 ItemColorComponent/ItemColor2Component 共同使用
[*]Added ItemColor2Component to beta for reading minecraft:color2
[*]将 ItemColor2Component 添加到 beta 中以读取 minecraft:color2
[*]Setting a dynamic property with a key larger than 32kb now will result in an exception
[*]现在设置键大于 32kb 的动态属性会导致异常
BLOCKS
方块
[*]“sapling” block is now split into unique instances: “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” and “dark_oak_sapling”.
[*]“sapling” 方块现在被拆分为独立的 “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” 和 “dark_oak_sapling”.
[*]“coral_fan” block is now split into unique instances: “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” and “horn_coral_fan”
[*]“coral_fan” 方块现在被拆分为独立的 “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” 和 “horn_coral_fan”
CAMERAS
摄像机
[*]Added the “extend_player_rendering” camera component which allows for players (and any entities they are connected to through riding and leashes) to be rendered even if they are beyond the max entity render distance
[*]添加了“extend_player_rendering”摄像机组件,该组件允许玩家(以及他们通过骑乘和拴绳连接到的任何实体)被渲染,即使他们超出了最大实体渲染距离
[*]Added “extend_player_rendering” component to the “minecraft:free” camera
[*]在“minecraft:free”摄像机中添加了“extend_player_rendering”组件
[*]This component is intended to be an enhancement and improvement to current functionality and as such will be “set to true” by default
[*]此组件旨在增强和改进当前功能,因此将被默认设置为 true
[*]Setting this component to false will remove the added rendering capability. Documentation will be undated prior to release
[*]将此组件设置为 false 将删除添加的渲染功能。文档在发布前将不再注明日期
[*]The server now sends chunks and actors around the camera to the client if that information already exists on the server even when the camera is placed far away from the player
[*]现在若服务器上已经存在该信息,即使摄像机远离玩家,服务器也会将摄像机周围的方块和玩家发送到客户端
COMPONENTS
组件
[*]The “interact” component’s fields “equip_item_slot” and “drop_item_slot” now support both armor and inventory slots:
[*]“interact”组件的字段“equip_item_slot”和“drop_item_slot”现在同时支持护甲栏和物品栏:
[*]Armor slots are specified as ‘slot.armor.head’, ‘slot.armor.chest’, ‘slot.armor.legs’, and ‘slot.armor.feet’
[*]护甲栏现在被指定为“slot.armor.head”、“slot.armor.chest”、“slot.armor.legs”和“slot.armor.feet”
[*]Inventory slots are specified as positive numbers, now expressed as strings
[*]物品栏方格现在被指定为正数,用字符串来表示
[*]This change requires a world version of 1.20.80 or higher
[*]此改动需要 1.20.80 或更高的世界版本
[*]Added “repair_entity_item” field to the “interact” component, which allows to repair an item in one of the entity’s inventory or armor slots
[*]在“interact”组件中添加了“repair_entity_item”字段,该字段允许修复实体的物品栏及护甲栏中的物品
EDITOR
编辑器
[*]Added support for addImage to property pane
[*]添加了对属性窗口的 addImage 的支持
[*]Added icon property to IPropertyItemOptionsButton API to display icons in buttons
[*]向 IPropertyItemOptionsButton API 添加了图标属性,以在按钮中显示图标
[*]Added the concept of WidgetManager and CustomWidget - allowing the server to instantiate in-world widgets which should facilitate manipulation of world tools. We currently only support CustomWidgets (which are server driven Custom Entities)
[*]添加了 WidgetManager 和 CustomWidget 的概念 - 允许服务器实例化世界内的小部件,以辅助操作世界工具。我们目前仅支持 CustomWidgets(服务器驱动的自定义实体)
[*]Adjusted default editor UI scale to optimize screen space
[*]调整了默认的编辑器 UI 比例以优化屏幕空间
ENTITY FILTERS
实体过滤器
[*]Added new entity filter “is_sitting”, which checks if the entity is sitting
[*]添加了新的实体过滤器“is_sitting”,用于检查实体是否处于坐姿
[*]Added new entity filter “has_damaged_equipment”, which checks if the entity has a certain damaged piece of equipment in the specified slot
[*]添加了新的实体过滤器“has_damaged_equipment”,用于检查实体在指定槽位中是否有某件已损耗的装备
MOLANG
MOLANG
[*]Added new query “query.armor_slot_damage”, which returns the damage value of the armor item in the specified slot
[*]新增查询“query.armor_slot_damage”,返回指定槽位内护甲物品的损耗耐久度
STABILITY AND PERFORMANCE
稳定性和性能
[*]Removed FilterTextPacket
[*]移除了 FilterTextPacket
EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新
BLOCKS
方块
[*]Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag
[*]在 Beta API 功能标签下添加了“minecraft:custom_components”方块组件
COMMANDS
命令
[*]Fixed /hud command so that changes only effect the targeted player(s)
[*]修复了 /hud 命令以使其仅对目标玩家生效
GRAPHICAL
图像
[*]Partially fixed full block shapes (e.g. Redstone Lamps, Froglights, Glowstone, etc.) that are marked as point lights in resource packs in the Deferred Technical Preview. They can still be turned into point lights, but will not have occlusion/shadows
[*]允许部分固定的完整方块(红石灯、蛙明灯、荧石等)在延迟技术预览的资源包中被标记为点光源,但它们不会有遮挡/阴影
[*]Added a dedicated quality slider for Point Light Shadows in the Deferred Video Settings menu
[*]在“延迟视频设置”菜单中为点光源阴影添加了专用的质量调节滑块
[*]Added a new feature to the lighting model in the Deferred Technical Preview: Sub Surface Scattering. This effect approximates rays of light passing through translucent surfaces. For now, this feature is limited to only affect Leaves
[*]为延迟技术预览中的照明模型添加了一项新功能:次表面散射。这种效果近似于穿过半透明方块表面的光线。目前,此功能仅作用于树叶方块
[*]Increased the contrast and saturation of the world in the Deferred Technical Preview
[*]提高了延迟技术预览中世界的对比度和饱和度
API
API
[*]Block Custom Components – see https://learn.microsoft.com/minecraft/creator/Documents/CustomComponents
[*]方块自定义组件 – 查阅 https://learn.microsoft.com/minecraft/creator/Documents/CustomComponents
[*]Added BlockComponentStepOnEvent for beta
[*]为 beta 添加了BlockComponentStepOnEvent
[*]Added BlockRegistry for beta
[*]为 beta 添加了BlockRegistry
[*]Added WorldInitializeBeforeEvent
[*]添加了 WorldInitializeBeforeEvent
[*]Added BlockCustomComponent
[*]添加了 BlockCustomComponent
[*]Creator Settings menu has a new option to automatically connect the debugger on world load (or /reload). This will make it easier to set (and catch) breakpoints at load and avoids the hassle of typing out the debugger slash command
[*]为“创建者设置”菜单添加了新选项,用于在世界加载(或 /reload)时自动连接调试器。这样可以更轻松地在加载时设置(和获取)断点,避免了键入调试器斜杠命令的麻烦
[*]Added class ListBlockVolume which extends BaseBlockVolume - A volume that stores multiple block locations
[*]添加了 ListBlockVolume 类别以扩展 BaseBlockVolume - 用于存储多方块位置的卷
[*]Structure
[*]结构
[*]Renamed class StructureTemplate to Structure
[*]将 StructureTemplate 类别重命名为 Structure
[*]Added read-only property size: Vector3 - Returns the size of the structure in blocks
[*]添加了只读属性 size: Vector3 - 以方块为单位返回结构大小
[*]Added function getBlockPermutation(location: Vector3): BlockPermutation | undefined; - Returns the block permutation at the given location within the structure
[*]新增函数 getBlockPermutation(location: Vector3): BlockPermutation |undefined; - 返回结构中给定位置的方块排列
[*]Added function isValid(): boolean - Returns false if the structure has been deleted
[*]添加了函数 isValid(): boolean - 若该结构已被删除则返回 false
[*]Added function getIsWaterlogged(location: Vector3): boolean; - Returns whether the block at the given location is waterlogged
[*]添加了函数 getIsWaterlogged(location: Vector3): boolean; - 返回指定位置的方块是否含水
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【Cinder 译自官网 2024 年 02 月 29 日发布的 Minecraft Preview 1.20.80.20;原作者 Matt Gartzke】
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Converted at 2024-03-01 08:00 +0800
犰狳不在属于实验性?!
意思就是不开1.21特性,原版就能玩到? 33333333322222 基岩版终于有极限模式了(虽然在测试) 基岩版也要有极限模式了.好期待啊。
minecraft又向1.21迈进了一步。 基岩版在解决那些问题之前,应该不会更新1.21测试版。比如延迟渲染,收纳袋,世界编辑器那些,反正麻将一堆任务,不过该不会有要跳票吧 666666666666 6666666666666 34532334333 终于1,12了!😊
[贴吧_酷]
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