Minecraft Java版 23w04a 发布
本帖最后由 FoldedBaton3698 于 2023-1-31 13:39 编辑NEWSMINECRAFT SNAPSHOT 23W04A
Minecraft 快照 23W04A
A Minecraft Java Snapshot
Minecraft Java版 快照
Tuesday is the new Wednesday, did you know? Here is snapshot 23w04a with a new experimental Armor Trim Smithing feature in the Update_1_20 experimental pack.
周二就是新的周三,知道不?在本周的新快照 23w04a 中包含的 Update_1_20 实验性数据包里,一个全新的特性——盔甲装饰锻造功能,正在火热测试中。
Happy trimming!
尽情装饰吧!
CHANGES
更改
[*]Enchantment glint on items and armor is now more subtle
[*]物品和盔甲上的附魔光效现在更加灵动了
EXPERIMENTAL FEATURES
实验性特性
[*]Added a new armor trimming system to visually customize your armor
[*]添加了一个新的盔甲装饰系统来在外观上定制你的盔甲
[*]Added Smithing Template items
[*]添加了物品锻造模板
[*]Redesigned the Smithing Table
[*]重新设计了锻造台
[*]Changed how Netherite equipment is crafted
[*]修改了下界合金装备的打造方式
SMITHING TEMPLATES
锻造模板
[*]Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
[*]锻造台已重新设计,其将作为升级及调整实体装备的工作站
[*]Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
[*]不仅有用于结合装备与材料的槽位,现在还有一个名为锻造模板的物品类型必填的物品槽位
[*]Smithing Templates define what type of upgrade you will be making to equipment
[*]锻造模板定义了对装备进行升级的类型
[*]It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
[*]它指定了你可以升级什么类型的物品,并规定了哪种材料可以用于本次定制升级
[*]There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
[*]现有两类锻造模板:分别用于盔甲装饰和下界合金升级
[*]Smithing Templates are consumed when used to upgrade an item in the Smithing Table
[*]在锻造台中使用锻造模板来升级物品时,锻造模板会被消耗
[*]You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
[*]你可以在工作台中用 7 个钻石 + 1 个模板材料方块 + 1 个锻造模板 来制作一个锻造模板的复制,工作台会输出两个相同的锻造模板。
NETHERITE EQUIPMENT
下界合金装备
[*]Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
[*]下界合金装备的合成现在需要下界合金升级的锻造模板才行
[*]Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
[*]在所有堡垒遗迹宝箱中随机生成下界合金升级的锻造模板,低保为每个堡垒遗迹宝藏室中生成 2 个。
[*]This change was made for a variety of reasons:
[*]这个改动有很多原因:
[*]Increase the time players utilize Diamond equipment before Netherite
[*]增加玩家在使用下界合金装备之前使用钻石装备的时间
[*]Make Netherite equipment a more significant achievement in the game's progression
[*]使下界合金装备成为一个游戏过程中更意义非凡的成就
[*]Adapt Netherite more naturally into the new Smithing Table crafting system
[*]更加自然地将下界合金应用于新的锻造台打造系统
ARMOR TRIMS
盔甲装饰
[*]You can now visually customize your armor with a variety of unique trims at the Smithing Table
[*]现在你可以在锻造台上使用各式各样的装饰来自定义盔甲的外观
[*]All armor is viable for trims except for leather armor
[*]所有的盔甲都可以装饰,不过皮革盔甲不行
[*]Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings and Boots
[*]盔甲装饰单纯是好看,并不会提供属性加成。(而且只有头盔、胸甲、护腿、靴子才可用。)
[*]
[*]All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
[*]在物品的图标上,装饰图案看起来都一样,不过颜色还是会根据装饰材质而改变
[*]To check which trim pattern a piece of armor has, you can hover over it in the inventory
[*]要查看盔甲有哪种装饰图案,可以打开物品栏,并将鼠标悬停在盔甲上
[*]Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
盔甲图案的锻造模板遍布全世界;下列每一个结构中都存在着独属的锻造模板:
[*]Pillager Outpost
[*]掠夺者前哨站
[*] Sentry Armor Trim
[*]
[*]哨兵盔甲装饰
[*]Desert Pyramid
[*]沙漠神殿
[*]Dune Armor Trim
[*]沙丘盔甲装饰
[*]Shipwreck
[*]沉船
[*]Coast Armor Trim
[*]海岸盔甲装饰
[*]Jungle Temple
[*]丛林神庙
[*]Wild Armor Trim
[*]荒野盔甲装饰
[*]Ocean Monument
[*]海底神殿
[*]Tide Armor Trim
[*]潮汐盔甲装饰
[*]Ancient City
[*]远古城市
[*]Ward Armor Trim
[*]守卫盔甲装饰
[*]Woodland Mansion
[*]林地府邸
[*]Vex Armor Trim
[*]恼鬼盔甲装饰
[*]Nether Fortress
[*]下界要塞
[*]Rib Armor Trim
[*]肋骨盔甲装饰
[*]Bastion Remnant
[*]堡垒遗迹
[*]Snout Armor Trim
[*]猪鼻子盔甲装饰
[*]Stronghold
[*]要塞
[*]Eye Armor Trim
[*]眼睛盔甲装饰
[*]End City
[*]末地城市
[*]Spire Armor Trim
[*]螺旋盔甲装饰
[*]Smithing Templates are found in chests in their respective structure, except for the Ocean Monument. Instead of finding it in chests, Elder Guardians sometimes drop a Smithing Template upon death
[*]锻造模板均生成于各自的结构中,不过海底神殿不同:箱子里没有,而远古守卫者死亡时可能会掉落。
[*]Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
[*]部分盔甲装饰比别的东西更稀有,所以尽力找,惊呆你的小伙伴!
[*]An armor trim has two properties: a pattern and a material
[*]盔甲装饰具有两项特性:图案与材质
[*]The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
[*]图案由制作装饰的锻造模板所决定,决定了装饰的外观图案
[*]The material is defined by what ingredient you used to apply the trim, and represents the color of the trim
[*]材质由制作装饰的原材料所决定,决定了装饰的颜色
[*]The viable ingredients you can use to define the color of your armor trim are the following:
[*]可用于染色的原材料如下:
[*]Iron
[*]铁
[*]Copper
[*]铜
[*]Gold
[*]金
[*]Lapis
[*]青金石
[*]Emerald
[*]绿宝石
[*]Diamond
[*]钻石
[*]Netherite
[*]下界合金
[*]Redstone
[*]红石
[*]Amethyst
[*]紫水晶
[*]Quartz
[*]石英
[*]Armor cannot have the same material it is made of applied to it as a trim
[*]盔甲图案的材质不能与盔甲本身的材质相同
[*]For example, a Golden Chestplate cannot have a Golden Armor Trim
[*]例如,不能给金胸甲锻造金盔甲图案
TECHNICAL CHANGES
技术性更改
[*]Added a new type of atlas configuration source: paletted_permutations
[*]添加了一种新的 atlas 配置来源: paletted_permutations
[*]Armor Stands now preserve custom names when placed and broken
[*]盔甲架现在在被放置和破坏时保留它的自定义名称
[*]A new registry trim_pattern has been added for the armor trim system
[*]一个专为盔甲装饰系统的新的注册表 trim_pattern 已经添加了
[*]A new recipe serializer smithing_transform has been added for the updated Netherite Upgrade recipe
[*]一个为新的下界合金装备升级方法的配方表类型 smithing_transform 已经添加了
[*]A new recipe serializer smithing_trim has been added for the new Armor Trim recipe
[*]一个为新的盔甲装饰的配方表类型 smithing_trim 已经添加了
[*]Smithing table has temporarily two menu types
[*]锻造台现在有两种菜单类型
[*]Old menu without Smithing Template slot has been renamed to legacy_smithing
[*]没有锻造模板槽位的旧的菜单已重命名为 legacy_smithing
[*]Will be removed when Armor Trim feature stops being an experimental feature
[*]当新的盔甲装饰功能不再是实验性功能时这个旧菜单将会被移除
[*]New menu with Smithing Template slot was added called smithing
[*]而新的有锻造模板槽位的菜单被称为 smithing
[*]Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips
[*]添加了新的标识(值为 128) 到 HideFlags 这个NBT类型用于隐藏盔甲装饰工具提示
PALETTED PERMUTATIONS
调色板排列
[*]paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes
[*]paletted_permutations 是一种新型的 atlas 配置来源用于动态生成基于一组调色板的内存中的新纹理
[*]Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack
[*]这个调色板允许您替换纹理的颜色,而不必在资源包中为纹理的变种提供所有的文件
[*]This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color
[*]这对于像盔甲装饰之类的东西是很有用的,你想要能够改变部分盔甲的颜色,而不必为每个颜色创建新的纹理
[*]The paletted_permutations source has a set of required parameters:
[*]这个 paletted_permutations 有一组必须的参数:
[*]textures A list of namespaced locations of base textures
[*]textures 是基本纹理的命名空间位置列表
[*]These textures will be used to generate variants of them that have been modified by color palettes
[*]这些纹理将被用于生成它们的变种,这些变种已经被调色板自动修改过了
[*]palette_key A namespaced location of a color palette key file
[*]palette_key 是调色板 key 文件的名称空间位置
[*]A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below
[*]调色板 key 用于定义我们想要与下面定义的调色板交换的关键像素的颜色集
[*]permutations A map of permutations from suffix to a namespaced location of a color palette file
[*]permutations 是调色板文件从后缀到名称的空间位置的排列映射
[*]The suffix is appendedat the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name
[*]后缀被附加在输出变量纹理的资源位置的开头,用_字符分隔后缀和基本纹理的名称
[*]The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture
[*]调色板是一个带有一组像素的纹理文件,用于替换每个基本纹理中与调色板键匹配的像素
[*]The number of pixels in each color palette must be the same as that of the palette_key defined for this source
[*]每个调色板中的像素数量必须与为此源定义的 palette_key 的像素数量相同
[*]Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette
[*]Key 的匹配是通过对比 palette_key 中每个像素的RGB值与调色板中每个像素的RGB值完成的
[*]Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel
[*]对于 key 的匹配,Alpha 通道被忽略,但在生成的纹理中,Alpha 通道与调色板的 Alpha通道是相合的
[*]Pixels that do not match the palette_key are copied over to the resulting texture as-is
[*]而不匹配 palette_key 的像素会被复制到最终的纹理中
[*]After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack
[*]在定义了 paletted_permutations 来源后, 你就可以在纹理包中的其他资源中引用这些命名空间来输出纹理
[*]例如, 如果你的 paletted_permutations 来源是以下这样的:
[*]{
[*] "type": "paletted_permutations",
[*] "textures": [
[*] "minecraft:item/leather_helmet",
[*] "minecraft:item/leather_chestplate",
[*] "minecraft:item/leather_leggings",
[*] "minecraft:item/leather_boots"
[*] ],
[*] "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key",
[*] "permutations": {
[*] "red": "minecraft:colormap/color_palettes/red",
[*] "green": "minecraft:colormap/color_palettes/green",
[*] "blue": "minecraft:colormap/color_palettes/blue"
[*] }
[*]}
复制代码[*]然后你可以在其他资源中引用生成的纹理:
[*]
[*]{
[*] "textures": {
[*] "layer0": "minecraft:item/leather_helmet_red",
[*] "layer1": "minecraft:item/leather_chestplate_green",
[*] "layer2": "minecraft:item/leather_boots_blue"
[*] }
[*]}
复制代码
TRIM PATTERNS & MATERIALS
装饰图案与材质
[*]Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively
[*]盔甲的装饰图案与材质由服务器上的trim_pattern 和 trim_material 注册项分别决定
[*]As a result, new trim patterns and materials can be added via data packs
[*]因此,可通过数据包添加新的装饰图案与材质
[*]These are synchronized to clients when they join the server
[*]玩家加入服务器时会同步至客户端
[*]However, clients must have an accompanying resource pack to see those registered trim patterns and materials
[*]不过,客户端上也必须安装配套纹理包,才可见着注册的装饰图案与材质
[*]The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field
[*]纹理的路径通过图案 json 的文件名推断,与装饰图案的 name 在同一命名空间
[*]The following data is defined by a trim pattern:
[*]下述数据由装饰图案决定:
[*]asset_id which is a namespaced id used to infer texture locations and localization
[*]asset_id 在命名空间中的 ID,用于推断纹理的位置及定位
[*]template_item which is the id of the smithing template item used to apply the trim pattern
[*]template_item 锻造模板物品的 ID,用于应用装饰图案
[*]description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack
[*]description 文本字段,鼠标悬停于盔甲上时用于显示盔甲装饰的图案名称
[*]The following data is defined by a trim material:
[*]下述数据由装饰材质决定:
[*]asset_name which is a string used as a suffix for armor trim texture locations
[*]asset_name 字符串,用作盔甲装饰材质位置的后缀
[*]ingredient which is the id of the ingredient item used to apply the trim material
[*]ingredient 原材料物品的 ID,用于应用装饰材质
[*]item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material
[*]item_model_index 浮点数,定义了覆盖的每个盔甲物品模型所指向的物品模型,从而根据材质而改变外观
[*]incompatible_armor_material which is an optional id of the armor material this trim material cannot be applied to
[*]incompatible_armor_material 可选,该装饰不可应用于的盔甲材质 ID
[*]description which is a text component used for displaying the material name of an armor trim when hovering an armor itemstack
[*]description 文本字段,鼠标悬停于盔甲上时用于显示盔甲装饰的材质名称
[*]The style defined in this description is applied to the armor trim pattern description as well
[*]此描述中定义的样式也可用于护甲装饰图案的 description (描述)
COMMANDS
命令
[*]New relation available for execute on: origin:
[*]为 execute on: origin:加入了新的可用的关系
[*]shooter, if the executing entity is a projectile (like arrow, fireball, trident, firework, thrown potion, etc.)
[*]射击者,如果执行实体是抛射物(如箭,火球,三叉戟,烟花,投掷药水等)
[*]thrower, if the executing entity is an item
[*]抛出者,如果执行的实体是一个物品
[*]source of effect, if the executing entity is an area effect cloud
[*]药水效果来源, 如果执行实体是区域药水效果云
[*]igniter, if the executing entity is a primed tnt
[*]点燃者,如果执行的实体是引爆的 TNT
[*]summoner, if the executing entity is evoker fangs or a vex
[*]召唤者,如果执行实体可以召唤尖牙攻击或恼鬼
FIXED BUGS IN 23W04A
23W04A 修复的漏洞
[*]MC-198809 - Blast Protection does not reduce explosion knockback except at very high levels
[*]MC-198809 - 爆炸保护不会降低击退的效果,除非等级很高
[*]MC-259189 - "Narrator: Not Available" isn't grayed out on accessibility splash
[*]MC-259189 - “复述功能:不可用”在辅助功能初始化时没有变灰
[*]MC-259204 - All goat horns display as Ponder goat horns and play the Ponder instrument
[*]MC-259204 - 所有山羊角的工具提示及吹奏音效都变成了“沉思”
[*]MC-259211 - You cannot select incompatible resource packs within the resource packs menu via keyboard navigation
[*]MC-259211 - 资源包选择菜单中,无法通过键盘导航选中不兼容的资源包
【提示:本文有大量1.20新更新的物品的不确定译文,请以之后游戏内正式译名为准!】
【Tianle 译自官网 2023 年 01 月 24 日发布的 Minecraft Snapshot 23w04a;原作者 Mikael Hedberg】
【本文排版借助了:SPXX v2.4.13】【原帖地址:Minecraft Java版 23w04a 发布 - 幻翼块讯 - Minecraft(我的世界)中文论坛 - (mcbbs.net)】
走模组的路,让模组无路可走!——鲁(划掉)MOJANG 下届合金的武器不会也和他那个铠甲一样吧,要用那个模板? bugjang没活硬整实录 我觉得蛮不错的,加大了矿物的作用,纹路也蛮好康,可以说是very nice了。感觉1.20更新更像是在完善mc,并且这次的指令更新就像以前的红石一样意义重大(虽然我不会指令),不过还是希望看到更兴奋的内容,不然这次更新主题干脆叫Better MC算了 LTY鱼 发表于 2023-1-26 18:31
我觉得蛮不错的,加大了矿物的作用,纹路也蛮好康,可以说是very nice了。感觉1.20更新更像是在完善mc,并 ...
对了,希望模板的获取难度降低或者消耗次数多一点 LTY鱼 发表于 2023-1-26 18:31
我觉得蛮不错的,加大了矿物的作用,纹路也蛮好康,可以说是very nice了。感觉1.20更新更像是在完善mc,并 ...
没什么用,反正又不加什么特殊效果 MOJANG:既然模组把我要做的做了,那我就让模组成为自带 开始加油拉! 让我康康。
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