Minecraft 基岩版 1.20.80 发布
本帖最后由 Cinder 于 2024-4-25 07:40 编辑|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10、主机(Xbox One、Switch、PlayStation 4)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。|正式版是 Minecraft 基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多纹理、Addon 和官方领域服会逐渐跟进的版本。与此同时 Google Play、Win10 Store 等官方软件商店也会推送此次更新。|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖前须获得原作者同意,并注明原作者以及本帖地址。
https://www.minecraft.net/content/dam/games/minecraft/screenshots/1-20-80_header.jpg
NEWSMINECRAFT BEDROCK 1.20.80
MINECRAFT 基岩版 1.20.80
Armor up and adventure together!
整装上阵,一同冒险!
Eight new wolf variations, wolf armor, and armadillos are dropping in Minecraft today! Meet the armadillo, a mob found in the savanna or badlands biomes, and craft wolf armor from its scutes! Explore far and wide to gather a pack of all nine wolf variations, then take on the Overworld together with your new safely armored friends. You can even dye wolf armor the color you'd like, and repair it when it gets damaged! There's never been a better time to set out on an adventure, and fight alongside your favorite four-legged companions.
八种全新狼的变种、狼铠以及犰狳今天正式加入了 Minecraft !遇见犰狳,一种可在热带草原及恶地生物群系中发现的生物,并用它的鳞甲制作狼铠!遍访五湖四海,驯服所有九种狼的变种,然后与这些装备周全的伙伴们一同挑战主世界。你甚至可以将狼铠染成你喜欢的颜色,并在它快要损坏时修复它!现在就是踏上冒险的最佳时机,与你最喜欢的四足伙伴并肩作战吧!
NEW FEATURES:
新特性:
ARMADILLO
犰狳
[*]The Armadillo is a new passive mob
[*]犰狳是一种全新的友好生物
[*]Armadillos drop Armadillo Scutes periodically, and when brushed
[*]犰狳会周期性掉落鳞甲,使用刷子刷扫时亦会如此
[*]Armadillos spawn in Savannas and Badlands
[*]犰狳会自然生成在热带草原和恶地生物群系
[*]The Armadillo's favorite food is the Spider Eye
[*]犰狳最喜欢的食物是蜘蛛眼
ARMADILLO ROLLING UP BEHAVIOR
犰狳的蜷缩行为
[*]The Armadillo rolls up when it detects a threat such as:
[*]犰狳在感知到下列威胁时会蜷缩:
[*]A player sprinting, riding a mount, or riding a vehicle
[*]处于疾跑或骑乘状态的玩家
[*]Undead mobs
[*]亡灵生物
[*]A mob or a player it has recently been attacked by
[*]近期攻击过它的生物
[*]The Armadillo does not roll up when:
[*]犰狳在下列情况下不会蜷缩:
[*]Fleeing, in water, in the air, or when on a Lead
[*]逃跑、在水或空气中、被拴绳拴住时
[*]When an Armadillo is rolled up:
[*]当犰狳处于蜷缩状态时:
[*]It does not walk, cannot eat, and will not be tempted by food
[*]不会移动及进食,也不会被食物吸引
[*]Its shell will protect it, reducing damage taken, even allowing it to fully resist weak attacks
[*]其鳞甲会提供保护,减少受到的伤害,甚至完全免疫较弱的攻击
[*]It will continue to scan for threats, occasionally peeking to check the surroundings
[*]其会不断侦测附近的威胁,偶尔伸出头张望
[*]If no threats are detected for 4 seconds, it will unroll
[*]如果 4 秒内没有侦测到威胁,其会展开
[*]Spiders and Cave Spiders will run away from Armadillos that are not in a rolled up state
[*]蜘蛛及洞穴蜘蛛会主动远离未处于蜷缩状态的犰狳
ARMADILLO SCUTES
犰狳鳞甲
[*]Armadillo Scutes are dropped by Armadillos periodically or when an Armadillo is brushed
[*]犰狳会周期性掉落犰狳鳞甲,使用刷子刷扫亦会如此
[*]Armadillo Scutes can be used to craft Wolf Armor
[*]犰狳鳞甲可用于合成狼铠
[*]Dispensers can be used to brush Armadillo Scutes off Armadillos
[*]装有刷子的发射器可用于刷扫犰狳
WOLF ARMOR
狼铠
[*]The Wolf Armor will protect the wolf from most damage sources until the armor loses all durability and breaks
[*]狼铠会保护狼免受绝大多数的伤害,直至其耐久耗尽并损坏
[*]Wolf Armor shows signs of increased breakage as durability goes down
[*]狼铠会随着耐久度的下降显示开裂纹理
[*]Players can repair the Wolf Armor with Armadillo Scutes while it is equipped on the Wolf, or on an Anvil using Armadillo Scutes
[*]玩家可通过对装备狼铠的狼使用犰狳鳞甲来修复它,铁砧处亦可
[*]Wolf armor can be dyed in similar fashion to Leather Armor
[*]类似皮革盔甲,狼铠也可用染料染色
[*]Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
[*]对已驯服的成年狼使用狼铠会为其装备它
[*]Only a Wolf's owner can put a Wolf Armor on their tamed Wolf, and with this in mind; Dispensers cannot put Wolf Armor on wolves
[*]需要注意的是,只有狼的主人可为其装备狼铠,发射器也不行
[*]Using Shears on a Wolf that is wearing armor will make it drop the armor
[*]对装备狼铠的狼使用剪刀可将其脱下
[*]Only a Wolf's owner can repair a Wolf Armor on a Wolf or shear a Wolf Armor from it, and with this in mind; Dispensers cannot remove Wolf Armor from wolves
[*]需要注意的是,只有狼的主人可为其修复及脱下狼铠,发射器不能为狼脱下狼铠
[*]If a Wolf dies while wearing armor, it will drop the armor
[*]穿戴狼铠的狼死亡时,狼铠会掉落
TAMED WOLVES HEALTH AND DAMAGE
驯服的狼的生命值与伤害值
[*]Tamed Wolves now have 40 health points (20 hearts) instead of 20 health points (10 hearts)
[*]驯服的狼现在拥有 40 点生命值 (20 颗心) 而非 20 点 (10 颗心)
[*]They no longer take half of the damage from most environmental sources like they used to do
[*]因此,其不再会像先前那样减免一半承受伤害值
[*]In most cases, this change will make no difference given the health boost, but they can now withstand more damage from players and arrows
[*]大多数情况下,考虑到生命值的提升,此改动并不会造成太大影响,但驯服的狼现在可以承受来自玩家和箭矢的更多伤害
[*]Feeding a Wolf now heals twice as many health points
[*]喂食狼也会使其恢复两倍于先前的生命值
[*]Adjusted spawning conditions for Wolves, allowing them to spawn on Coarse Dirt and Podzol blocks
[*]调整了狼的生成条件,使其可生成在砂土及灰化土上
WOLF VARIANTS
狼的变种
New Wolf variants have been added. The variant is determined by the biome they spawn in. Read about each one in this paw-some article!
加入了狼的新变种。变种的类型取决于它们生成时所在的生物群系。读一读 这篇文章 ,深入了解它们吧!
[*]Pale Wolf - The familiar Wolf variant that now spawns in the Taiga biome, with a default pack size of 4
[*]苍狼 - 最令人熟悉的狼变种!现在会在针叶林生物群系中以4只为一群生成
[*]Woods Wolf - A variant that spawns in the Forest biome. This will be the dominant Wolf variant that you will be able to find in the Overworld, since the Forest biome is very common
[*]森林狼 - 在森林生物群系中生成的变种。 由于森林十分常见,这将会是你在主世界发现的最主要的种类
[*]Ashen Wolf - A variant that spawns in the Snowy Taiga biome
[*]灰狼 - 在积雪针叶林生物群系中生成的变种
[*]Black Wolf - A variant that spawns in the Old Growth Pine Taiga biome, in smaller packs of 2 to 4
[*]黑狼 - 在原始松木针叶林生物群系中以 2-4 只为一群生成的变种
[*]Chestnut Wolf - A variant that spawns in the Old Growth Spruce Taiga biome, in smaller packs of 2 to 4
[*]栗色狼 - 在原始云杉针叶林生物群系中以 2-4 只为一群生成的变种
[*]Rusty Wolf - A variant that spawns in a new location for wolves - the Sparse Jungle biome, in smaller packs of 2 to 4
[*]赭红狼 - 会在新的生物群系生成的变种——在稀疏丛林中以 2-4 只为一群生成
[*]Spotted Wolf - A variant that spawns in a new location for wolves - the Savanna Plateau biome, in larger packs of 4 to 8
[*]斑点狼 -会在新的生物群系生成的变种——在热带高原中以较大的 4-8 只为一群生成
[*]Striped Wolf - A variant that spawns in a new location for wolves, the Wooded Badlands biome, in larger packs of 4 to 8
[*]条纹狼 - 会在新的生物群系生成的变种——在疏林恶地中以较大的 4-8 只为一群生成
[*]Snowy Wolf - A variant that spawns in the Grove biome. A rare type, that always walks alone
[*]雪狼 - 会在雪林生物群系中生成的罕见变种,总是单独行动
When summon in other ways (e.g. using the Spawn Egg or using the summon command), the variant selection follows the natural spawning biome rules with the following extensions:
当使用其他方式生成狼时 (例如使用刷怪蛋或 summon 命令),变种的选择会遵循自然生成时的规则,并具有以下扩展:
[*]Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes
[*]赭红狼: 所有的丛林生物群落, 包括丛林和竹林生物群落
[*]Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes
[*]斑点狼: 所有的热带草原生物群落, 包括热带草原和风袭热带草原生物群落
[*]Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes
[*]条纹狼: 所有的恶地生物群落, 包括恶地和风蚀恶地生物群落
REALMS STORIES
REALMS 故事
[*]Introducing Realms Stories, a new social hub for your Realm
[*]引入了 Realms 故事,您的 Realm 的全新社交中心
[*]The Story Feed – lets you share your greatest gameplay moments with your fellow Realm members
[*]故事种子 – 让您与其他 Realm 成员分享您最精彩的游戏时刻
[*]The Timeline – lets you see when other members are playing on the Realm
[*]时间线 – 让您查看其他成员何时在 Realm 上玩游戏
[*]The Members tab – shows a list of all Realm members and their permission levels
[*]成员选项卡 – 显示所有 Realm 成员及其权限级别的列表
[*]Realm Events – Stories that get posted automatically when certain player actions are taken in the Realm. There are 19 unique Realm Events so far – can you discover all of them?
[*]Realm 事件 – 在 Realm 上进行特定的玩家操作时便会自动发布的故事。到目前为止,总共有 19 个独特的 Realm 事件——您能将其全部发现吗?
[*]Known issues:
[*]已知问题:
[*]We need a little more time to deliver the best possible experience for iOS, and will be rolling out Realms Stories on that platform in the near future.
[*]我们仍需要一点点时间来为 iOS 平台提供最佳体验,该平台上的 Realms 故事将在不久的将来推出。
[*]Xbox-only: If multiple users are signed into an Xbox, then the users might not be able to post to Realms Stories from that Xbox (unless all users besides the primary user log out).
[*]仅 Xbox 平台: 若多个用户同时登录到 Xbox 中,则用户可能无法从该 Xbox 发布 Realms 故事(除非除主用户之外的所有用户注销)。
[*]Xbox-only: If multiple users are signed into an Xbox, Realm Events will not be posted, but they will be recorded. If all users but the primary user sign out of Xbox, and the primary user returns to the Minecraft play screen, the Realm Events that were recorded before should get posted. However, the Realm Events may be credited to the wrong user.
[*]仅 Xbox 平台: 若多个用户同时登录到 Xbox 中,则 Realm 事件不会发布,但这些事件会被记录。如果除主用户之外的所有用户都注销了 Xbox,并且主要用户返回到 Minecraft 游玩屏幕,则之前记录的 Realm 事件将会发布。但是,这些事件可能会被记入错误的用户下。
[*]If users are in split-screen mode, only the primary user will be able to open Realms Stories.
[*]若用户处于分屏模式下,则只有主用户才能打开 Realms 故事。
[*]If users are in with a guest (user who is not signed into their Microsoft account), and the primary user attempts to make a post, the post may fail, or be credited to the wrong user.
[*]若用户与访客(未登录到 Microsoft 帐户的用户)共同游玩,且主用户尝试发帖,则发布可能会失败,或被记入错误的用户下。
ENHANCEMENTS TO FINDING FRIENDS
寻找好友的功能增强
We’ve improved the way you connect with players in Minecraft! To help you follow & friend players we added multiple features including:
我们改进了您在 Minecraft 中与其他玩家联系的方式!为了让关注及添加好友更加方便,我们加入了以下功能:
[*]Lists of recommended and suggested friends
[*]推荐及建议的朋友列表
[*]Improved search to give partial results while you are typing
[*]改进了搜索功能,可在键入时提示部分结果
[*]Ability to share your profile information through a QR code or a share link
[*]通过二维码或共享链接分享您的个人资料信息的功能
[*]A handy button that copies your Gamertag to the clipboard
[*]一个方便的复制您的玩家代号的按钮
EXPERIMENTAL FEATURES:
实验性特性:
MACE
重锤
[*]A new heavy weapon to smash your enemies!
[*]一种足以粉碎你的敌人的全新重型武器!
[*]Can be crafted with a Breeze Rod and a Heavy Core
[*]可使用旋风棒及沉重核心合成
[*]Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
[*]利用这种新武器的重量,你从越高的地方落下,对目标造成的伤害便会越多
[*]Try it out by jumping down toward your target, and hit them before you hit the ground
[*]尝试从高处跳到目标上方,并在落地前攻击它们
[*]Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
[*]这样成功击中目标后将会抵消所有摔落伤害,和使用风弹类似
[*]Other entities near the struck enemy will be knocked back by the immense force of the Mace
[*]被击中的敌人附近的其他实体也会被重锤的强大冲击力击退
[*]Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an Anvil
[*]就像其他武器那样,使用重锤也会令其损失耐久度,可在铁砧处使用旋风棒进行修复
[*]Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies
[*]玩家还可以将风弹和重锤结合起来,使用风弹跳起后对敌人发动毁灭性的攻击
BREEZE ROD
旋风棒
[*]A new item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace
[*]一种全新物品,由旋风人掉落,可合成为 4 个风弹或与沉重核心结合来合成重锤
HEAVY CORE
沉重核心
[*]A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
[*]一种神秘而致密的方块,可与旋风棒结合合成全新武器 - 重锤
[*]Heavy Cores can be obtained from Vaults
[*]沉重核心可通过解锁宝库获得
NEW ARMOR TRIMS
新的盔甲纹饰
[*]Added Bolt and Flow Armor Trims and Smithing Templates
[*]加入了镶铆和涡流盔甲纹饰及锻造模板
[*]Bolt can be duplicated using a Copper Block or Waxed Copper
[*]可使用铜块/涂蜡铜块复制镶铆锻造模板
[*]Flow can be duplicated using a Breeze Rod
[*]可使用旋风棒复制涡流锻造模板
NEW BANNER PATTERNS
新的旗帜图案
[*]Added Flow and Guster Banner Patterns
[*]加入了涡流和旋风旗帜图案
[*]These new Banner Patterns can be obtained from Vaults
[*]新的旗帜图案可通过解锁宝库获得
NEW POTTERY SHERDS
新的纹样陶片
[*]Added Flow, Guster, and Scrape Pottery Sherds
[*]加入了涡流、旋风和刮削纹样陶片
[*]These can be obtained by breaking Decorated Pots that display them in Trial Chambers
[*]可通过破坏试炼密室中的对应饰纹陶罐来获取
TRIAL CHAMBERS
试炼密室
[*]Struggle no more to locate a Trial Chamber - level up your nearest Cartographer to Journeyman for the opportunity to trade for a Locator Map pointing to a nearby Trial Chamber
[*]再也不用为了定位试炼密室而烦恼了 - 将制图师村民升级为老手即有机会交易到指向最近试炼密室的探险家地图
[*]Added new chambers and variations, with new challenges!
[*]加入了新的密室及变体,还有全新的挑战!
[*]Remade chamber_9, and renamed it to “slanted”
[*]对 chamber_9 进行了重制,并重命名为 “slanted”
[*]Remade chamber_3, and renamed it to “pedestal”
[*]对 chamber_3 进行了重制,并重命名为 “pedestal”
[*]Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
[*]试炼密室内的饰纹陶罐上会随机附有涡流,旋风和刮削陶片
[*]Trial Spawners will now appear more frequently in the corridors
[*]试炼刷怪笼会在走廊更加频繁地生成
[*]Changed the layout of blocks around the Vaults
[*]更改了宝库周围方块的布局
[*]The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
[*]更新了试炼密室内宝库的战利品列表以解决一些物品栏管理方面的问题
[*]You will now get no more than 1 unstackable item per Vault
[*]每个宝库不再会弹出 1 个以上不可堆叠的物品
[*]You will more often get rewards which can stack together
[*]宝库更常出现可堆叠的奖励
[*]Horse Armor and Saddles have been removed from the loot table
[*]从宝库战利品表移除了马铠和鞍
[*]Vaults in Trial Chambers can now eject:
[*]试炼密室内的宝库现在可以喷出:
[*]Wind Charges
[*]风弹
[*]Bolt Armor Trim Smithing Template
[*]镶铆盔甲纹饰锻造模板
[*]Flow Armor Trim Smithing Template
[*]涡流盔甲纹饰锻造模板
[*]Flow Banner Pattern
[*]涡流旗帜图案
[*]Guster Banner Pattern
[*]旋风旗帜图案
[*]Heavy Core
[*]沉重核心
FIXES AND CHANGES:
修复与改动:
GENERAL
通用
[*]Fixed an issue preventing iOS devices from auto-locking and going to sleep when idle after the player left any world (MCPE-179214)
[*]修复了玩家离开世界后,iOS 设备不会自动锁屏、在长时间未被使用时进入休眠模式的问题 (MCPE-179214)
GAMEPLAY
玩法
[*]Holding the jump button while swimming underwater no longer results in a player drowning while appearing to be swimming at water’s surface (MCPE-170969)
[*]在水下游泳时按住跳跃键的情况下,玩家不再会出现看似在水面上游泳实则溺水的情况 (MCPE-170969)
[*]Holding the jump button while swimming horizontally (not upwards) at or near water’s surface will keep the player swimming at the surface at a height where breathing is possible (MCPE-170969)
[*]现在在水面或水面附近水平地(而非向上)游泳时按住跳跃键的情况下,玩家会保持位于在水面上游泳时可以呼吸的高度 (MCPE-170969)
[*]Players no longer crawl after sneaking onto a Bed with a 1.5 block gap above it (MCPE-178370)
[*]玩家在床上进入 1.5 格高的空隙时不会再爬行 (MCPE-178370)
[*]Trail Ruins now generate correctly on 32 bit-devices (MCPE-178549)
[*]古迹废墟现在会在32位设备上正确生成 (MCPE-178549)
[*]Fixed a bug where guest players could not add trims to custom armor (MCPE-170317)
[*]修复了访客玩家无法给自定义盔甲添加纹饰的漏洞 (MCPE-170317)
[*]Buckets can once again pick up liquids immediately after being placed (MCPE-176634)
[*]现在铁桶放置液体后再一次可以立即收集液体 (MCPE-176634)
MOBS
生物
[*]Wolves’ tails are now correctly positioned when sitting (MCPE-31121)
[*]现在狼坐下时其尾巴会位于正确位置 (MCPE-31121)
[*]Wolves now correctly leap at their targets (MCPE-19740)
[*]狼现在会正确地跳跃攻击目标 (MCPE-19740)
[*]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再会错误移动至先前位置
[*]Rabbits are now more likely to spawn in Groves than before
[*]兔子现在更常生成于雪林
[*]Foxes are now less likely to spawn in Groves than before
[*]狐狸现在更少生成于雪林
BLOCKS
方块
[*]Fixed occasional double placement of blocks when bridging (MCPE-123455)
[*]修复了“搭桥”式放置方块时偶尔会重复放置方块的问题 (MCPE-123455)
[*]Sweet Berry Bush now drops up to 6 Sweet Berries when mined using a Fortune enchanted tool (MCPE-172622)
[*]现在使用带有时运魔咒的工具挖掘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
[*]现在完全成熟的可可果总会掉落3个可可豆
[*]Fixed an issue causing Beds placed across chunk borders to sometimes break or turn invisible (MCPE-31389)
[*]修复了跨区块边界放置的床有时会被破坏或变得不可见的问题 (MCPE-31389)
ITEMS
物品
[*]Shields can now partially block damage dealt by Guardians and Elder Guardians’ laser attack
[*]盾牌现在可以格挡守卫者和远古守卫者激光攻击造成的部分伤害
GRAPHICAL
图像
[*]Increased maximum render distance to 36 for Xbox Series consoles
[*]将 Xbox Series 主机的最大渲染距离提升至 36 个区块
[*]Updated the missing tile texture to a dirt block with brown question mark
[*]将数据丢失方块的纹理变为带有棕色问号的泥土
[*]The Lead item now renders correctly when the “Hide Hand” option is selected
[*]现在开启“隐藏手”选项后,拴绳物品会被正确渲染
USER INTERFACE
用户界面
[*]The updated “You Died!” screen is no longer experimental. Thank you for all of the feedback you have sent in about this updated feature!
[*]更新的“你死了!”屏幕不再为实验性功能。感谢您为此功能更新所发送的所有反馈!
[*]The feedback button has been moved from Main Menu to the Settings screen under the General tab with label “Help Center”
[*]将反馈按钮由主菜单移至设置屏幕下的通用选项卡,并带有“帮助中心”标签
[*]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
[*]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)
[*]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
[*]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 on touch-screen versions of Beacon, Cartography, and Smithing Table screens
[*]触屏版本中的信标、制图台和锻造台界面中不再会缺失移动物品动画
[*]Reduced frame stutter when encountering a Character Creator skin in-game
[*]减少了游戏中遇到角色创建器皮肤时出现的卡帧
[*]Fixed a bug that prevented recipes without unlock criteria from showing up in the recipe book
[*]修复了会导致无解锁条件的配方无法显示在配方书中的漏洞
[*]On touch devices, item transfer animation is now rendered above static items
[*]现在触控设备上的转移物品动画会渲染在静止的物品上方
[*]Resolved an issue where “Signing in…” text might not have appeared on the main menu while sign in was actually in progress
[*]修复了实际上正在进行登录时,“登录中…”文本可能不会显示在主菜单上的问题
TECHNICAL UPDATES
技术性更新
UPDATED ADD-ON TEMPLATE PACKS
更新的附加包模板
[*]Updated Add-On templates for 1.20.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
[*]为 1.20.80 版本更新了附加包模板,其中包含新的资源、行为和文档,可在 aka.ms/MCAddonPacks 下载
GENERAL
通用
[*]Fixed an issue where should_update_bones_and_effects_offscreen and should_update_effects_offscreen were being ignored
[*]修复了 should_update_bones_and_effects_offscreen 及 should_update_effects_offscreen 会被忽略的问题
[*]Fixed an issue where the primary user login was not resolved before launching the world when performing a protocol launch using connect?localLevelId= or connect?localWorld= (MCL-24096)
[*]修复了使用 connect?localLevelId= 或 connect?localWorld= 执行协议启动时,主用户登录在启动世界前不会得到解决的问题 (MCL-24096)
[*]Fixed a bug that prevented custom features in behavior packs from loading
[*]修复了无法加载行为包中的自定义地物的漏洞
[*]Fixed a crash during the load process of localization strings
[*]修复了加载本地化字符串的过程中发生的崩溃
[*]Removed FilterTextPacket
[*]移除了 FilterTextPacket
API
API
[*]Dynamic imports (e.g., import("/my-module.js")) should be functional again
[*]动态导入 (例如 import("/my-module.js")) 现在再次可用
[*]BlockTypes will now return valid types for flattened or refactored block names
[*]BlockTypes 现在会为扁平化或已重构的方块名称返回有效值
[*]EntityMountTamingComponent
[*]EntityMountTamingComponent
[*]Renamed EntityMountTamingComponent to EntityTameMountComponent
[*]将 EntityMountTamingComponent 重命名为 EntityTameMountComponent
[*]Renamed setTamed to tame
[*]将 setTamed 重命名为 tame
[*]Released BlockComponentTypes from beta to 1.10.0
[*]发布了 BlockComponentTypes 的 1.10.0 版本以取代 beta
[*]Released EntityComponentTypes from beta to 1.10.0
[*]发布了 EntityComponentTypes 的 1.10.0 版本以取代 beta
[*]Released ItemComponentTypes from beta to 1.10.0
[*]发布了 ItemComponentTypes 的 1.10.0 版本以取代 beta
[*]Removed filters as they currently have no backing implementation
[*]移除了 filters ,因其目前并无后续实现
[*]Fixing some component isValid methods where they didn’t properly return false in cases where the component had been removed from the Entity
[*]修复了某些组件的 isValid 方法,在组件已从实体中删除的情况下,它们未正确返回 false
[*]Added PaletteColor enum to beta for use with ItemColorComponent/ItemColor2Component
[*]在beta中加入了PaletteColor枚举以配合ItemColorComponent/ItemColor2Component使用
[*]Added ItemColor2Component to beta for reading minecraft:color2
[*]在beta中加入了ItemColor2Component,用于读取minecraft:color2
[*]Setting a dynamic property with a key larger than 32kb now will result in an exception
[*]现在设置带有大于32KB的密钥的动态属性时会导致异常
[*]Moved EntityType and EntityTypes from beta to 1.11.0
[*]将 EntityType and EntityTypes 由 beta 移动至 1.11.0
[*]Released playMusic,Player.queueMusic, Player.stopMusic from beta to 1.11.0
[*]发布了 playMusic,Player.queueMusic, Player.stopMusic 的 1.10.0 版本以取代 beta
[*]Removed BlockAreaSize from beta and replaced usages with Vector3
[*]从 beta 移除了 BlockAreaSize ,其用法被 Vector3 取代
[*]Renamed parameter itemCategory in getItemCooldown and player.startItemCooldown to cooldownCategory
[*]将getItemCooldown和player.startItemCooldown中的itemCategory参数重命名为cooldownCategory
[*]Changed type to only EnchantmentType to follow API guidelines
[*]将type更改为仅限EnchantmentType以遵循 API 规范
[*]Added EnchantmentSlot and slots to beta for determining the enchantable slots of an item
[*]在beta中加入了EnchantmentSlot和slots ,用于确定物品的可附魔槽位
[*]Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag
[*]在 Beta APIs 功能旗标下加入了minecraft:custom_components方块组件
MOBS
生物
[*]Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional
[*]为基岩版加入了生成分类,其将在未来用于生物生成。目前已在行为包的实体文件中启用,但尚未生效
BLOCKS
方块
[*]Blocks using custom tags in the “crafting_tags” field of their custom blocks with a “minecraft:crafting_table” component now support custom unlockable recipes (MCPE-175555)
[*]现在在带有minecraft:crafting_table组件的自定义方块的crafting_tags字段中使用自定义标签的方块支持自定义可解锁配方 (MCPE-175555)
[*]This fixed a bug where some recipes did not show up when recipe unlocking was on
[*]这修复了配方解锁时不会显示部分配方的漏洞
[*]“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” 实例
[*]“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” 实例
[*]“coral_fan_dead” block is now split into unique instances: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” and “dead_horn_coral_fan”
[*]“coral_fan_dead” 方块现在被拆分为独立的: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” 和 “dead_horn_coral_fan” 实例
[*]“red_flower” block is now split into unique instances: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, and “lily_of_the_valley”
[*]“red_flower” 方块现在被拆分为独立的: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, 和 “lily_of_the_valley” 实例
CAMERAS
相机
[*]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
[*]加入了extend_player_rendering相机视角组件,允许玩家(以及通过骑乘和拴绳相连接的生物)即使已超出实体最大渲染距离也可以被渲染
[*]Added “extend_player_rendering” component to the “minecraft:free” camera
[*]为minecraft:free相机视角加入了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.
[*]该组件用于增强和优化当前功能,因此被默认设置为 true。
[*]Setting this component to false will remove the added rendering capability.
[*]将该组件设置为 false 会移除已添加的渲染功能。
[*]More information on this and other camera capabilities can be found at Camera Command Introduction | Microsoft Learn
[*]更多信息详见 Camera Command Introduction | Microsoft Learn
[*]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
[*]现在若服务端上已存在该信息,即使相机视角位于远离玩家的地方,服务端也会将相机视角附近的方块和活动对象发送给客户端
COMMANDS
命令
[*]Moved the /hud command out of Upcoming Creator Features experimental toggle.
[*]将 /hud 命令移出了即将到来的创作者功能选项卡.
[*]More on the HUD elements included can be found at hud Command | Microsoft Learn
[*]更多 HUD 所包含的元素详见 hud Command | Microsoft Learn
[*]Updated /titleraw and /tellraw to include support for rendering input key glyphs.
[*]更新了 /titleraw 及 /tellraw 命令,以支持渲染输入关键字形
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equip_item_slot和drop_item_slot字段现在支持盔甲和物品栏槽位:
[*]Armor slots are specified as ‘slot.armor.head’, ‘slot.armor.chest’, ‘slot.armor.legs’, and ‘slot.armor.feet’
[*]盔甲槽位可被指定为slot.armor.head、slot.armor.chest、slot.armor.legs和slot.armor.feet
[*]Inventory slots are specified as positive numbers, now expressed as strings
[*]物品栏槽位可指定为正整数,现在用字符串来表示
[*]This change requires a world version of 1.20.80 or higher
[*]此改动要求世界版本为 1.20.80 或更高
[*]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
[*]为interact组件加入了repair_entity_item字段,允许修复实体物品栏或盔甲槽中的物品
[*]Entities running "behavior.follow_owner" no longer risk getting stuck into each other when teleporting to their owner
[*]执行behavior.follow_owner的实体传送至其主人所在位置时不再会出现互相卡住的情况
[*]Added the “minecraft:body_rotation_blocked” component, which prevents an entity from visually rotating their body to match their own facing direction
[*]加入了minecraft:body_rotation_blocked组件,用于阻止生物在视觉上转身以与自身朝向相匹配
[*]The durations and cooldowns of “behavior.timer_flag_1,” “behavior.timer_flag_2,” and “behavior.timer_flag_3” are now correctly randomized on both start and stop, rather than only on spawn
[*]behavior.timer_flag_1、behavior.timer_flag_2 和 behavior.timer_flag_3 的时长及冷却时长会在开始和停止时正确随机化,而不是只在生成时随机化
ENTITY FILTERS
实体过滤器
[*]Added new entity filter “is_sitting”, which checks if the entity is sitting
[*]加入了新的实体过滤器 “is_sitting”, 用于检查实体是否处于坐下状态
[*]Added new entity filter “has_damaged_equipment”, which checks if the entity has a certain damaged piece of equipment in the specified slot
[*]加入了新的实体过滤器 “has_damaged_equipment”, 用于检查实体的指定槽位中是否存在特定的已损坏装备
MOLANG
MOLANG
[*]Added new query “query.armor_slot_damage”, which returns the damage value of the armor item in the specified slot
[*]加入了新的查询 “query.armor_slot_damage”, 返回指定槽位中的盔甲物品的损耗耐久度
RECIPES
配方
[*]Added assume_symmetry boolean property for Shaped Recipes to allow for symmetrical shaped recipes with different outputs.
[*]为有序配方加入了 assume_symmetry 布尔属性,允许对称的有序配方使用不同的输出方式。
[*]More on this feature and samples can be found at Recipe Documentation -Shaped Recipe | Microsoft Learn
[*]关于此特性的介绍和实例可在 Recipe Documentation -Shaped Recipe | Microsoft Learn 找到
EXPERIMENTAL TECHNICAL UPDATES:
实验性技术性更新:
API
API
API 更新暂略,如有需要请阅读官网原文。
ITEMS
物品
[*]Added ‘minecraft:custom_components’ item component under the Beta APIs feature flag
[*]在 Beta APIs 功能旗标下加入了 ‘minecraft:custom_components’ 物品组件
https://www.minecraft.net/content/dam/franchise/author-avatars/Mojavatar-Matt-Gartzke-100x148.png
【Cinder 译自官网 2024 年 04 月 23 日发布的 Minecraft Bedrock 1.20.80;原作者 Matt Gartzke】
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这版本bug还挺多() 它还是不修复iOS锁60 叮,经验+3 酷114514114514 哇塞这个好欸 养狼玩家狂喜awa
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