THE TRAILS & TALES UPDATE OUT TODAY ON JAVA Java 版足迹与故事正式发布
A Minecraft Java Release Minecraft Java 版正式版
What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
今天,有什么特别的事发生吗?等等,让我从我的雕纹书架上取下来日历瞧一瞧。
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
哦,《足迹与故事》该发布了!我怎么能忘了呢?是时候准备好你的新刷子,驾驶着骆驼前去探险了!
NEW FEATURES 新的特性
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
Added Archaeology
添加了考古学
Added Sniffer mob, Torchflowers and Pitcher Plants
添加了嗅探兽、火把花和瓶子草
Added Camel mob
添加了骆驼
Added Smithing Template items and redesigned the Smithing Table
添加了锻造模板,并重新设计了锻造台的功能
Added a new armor trimming system to visually customize your armor
添加了新的盔甲纹饰系统,以使用各式各样的装饰来自定义盔甲的外观
Changed how Netherite equipment is crafted
更改了下界合金装备的合成方式
Added the Cherry Grove biome and Cherry Wood Set
添加了樱花树林生物群系和樱花木套装
Added the Bamboo Wood Set
添加了竹制套装
Added the Chiseled Bookshelf block
添加了雕纹书架方块
Added Hanging Signs
添加了悬挂式告示牌
Improved customization options for Signs
优化了告示牌的自定义选项
Added the Calibrated Sculk Sensor block
添加了校频幽匿感测体
Vibration resonance functionality has been added to Blocks of Amethyst
为紫水晶块添加了共振功能
Added playable mob sounds with Mob Heads on Note Blocks
为放在音符盒上的生物头颅添加了可播放的生物音效
Added Piglin Mob Head
添加了猪灵的头
New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
为樱花树林、沙漠、丛林、恶地和繁华森林添加了新的背景音乐
New Trails & Tales Advancements
添加了《足迹与故事》的新进度
Added support for Windows Aarch64/ARM64
现在开始支持 Windows Aarch64/ARM64 平台
ARCHAEOLOGY 考古学
Added craftable Brush item
添加了可以合成的刷子物品
Added Suspicious Sand and Suspicious Gravel
添加了可疑的沙子和可疑的砂砾
Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
可疑的沙子可以在沙漠神殿、沙漠水井和热带海底废墟中发现
Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
可疑的砂砾可以在寒带海底废墟,以及古迹废墟中发现
These fragile blocks are hard to spot and easy to destroy, so be careful!
这些脆弱的方块难聚易散,一定要小心!
Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
用刷子刷可疑的沙子或可疑的砂砾会让尘封多年的物件重现在你眼前
Added the Trail Ruins, a buried structure from a lost culture
添加了古迹废墟,这是一个消失的文明留下的结构,被掩埋于地下
Four types of Armor Trim Templates can be found here
你可以在这里找到四种盔甲纹饰锻造模板
Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
古迹废墟可以在针叶林、积雪针叶林、所有原始森林群系和丛林中被发现
A new music disc can be found by brushing suspicious blocks in this structure
轻拭结构中的可疑的方块,你可以发现一种新的音乐唱片
When put in a Jukebox, "Relic" by Aaron Cherof is played
它在唱片机中会播放 Aaron Cherof 的 "Relic"
Added Pottery Sherds
添加了陶片
Pottery Sherds have pictures on them
陶片上画有图案
A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
在5种考古遗址中散落着20种陶片:沙漠水井、沙漠神殿、寒带海底废墟、温带海底废墟和古迹废墟
They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
它们无法合成,只有轻拭可疑的沙子或可疑的砂砾方能获得
DECORATED POTS 饰纹陶罐
Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
使用四种陶片合成一个饰纹陶罐,会使其每一个面都有不同的图案
Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
在饰纹陶罐的合成配方中,陶片可以用红砖代替
The sides that were made from Brick items will not have pictures
用红砖砌成的面没有图案
Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
用任何可以破坏方块的工具打碎饰纹陶罐,都可以将其分解回原有的陶片
Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
空手击打它,用精准采集的工具,或者用其他任何物品击打它,都会掉落一个完整的陶罐
Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
合成的陶罐如果至少有一面有图案,在其物品提示中会显示它使用的陶片或红砖的原料列表
SNIFFER 嗅探兽
The Sniffer is the mob vote winner of Minecraft Live 2022
嗅探兽是 Minecraft Live 2022 的票选胜出生物
Sniffers are passive, friendly mobs
嗅探兽是被动、友好的生物
Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
嗅探兽会嗅探空气,有时会尝试挖掘种子,并产出火把花种子或瓶子草荚果
Sniffers can only dig grass and dirt-like blocks
嗅探兽只会挖掘草方块和类似于泥土的方块
Sniffers can be tempted by, and bred with Torchflowers Seeds
嗅探兽可使用火把花种子驯服及繁殖
SNIFFER EGG 嗅探兽蛋
Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
可以通过擦拭热带海底废墟的可疑的沙子获得
When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
当两头嗅探兽繁殖时,它们不会立刻生出小嗅探兽;实际上,它们会生出一个嗅探兽蛋
When placed in the world, the Sniffer Egg will hatch after some time
在世界中放置时,嗅探兽蛋会在一段时间内孵化
When placed on Moss, the Egg will hatch in approximately 10 minutes
放在苔藓块上时,孵化嗅探兽蛋需要大约10分钟
On all other blocks, it will hatch in approximately 20 minutes
放在其他方块上时,孵化嗅探兽蛋需要大约20分钟
TORCHFLOWERS 火把花
The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
有时,嗅探兽会嗅出火把花种子,它可用于使一对嗅探兽繁殖
The Torchflower seed can be planted on Farmland and grows into a Torchflower
火把花种子可以在耕地上耕种,并长成火把花
The full-grown flower can be harvested and replanted
成熟的火把花可以被收割并重新种植
The Torchflower can be crafted into Orange Dye
火把花可以合成橙色染料
PITCHER PLANT 瓶子草
The Sniffer can occasionally sniff up a Pitcher Pod item
嗅探兽有时会嗅出瓶子草荚果
The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
瓶子草荚果种在耕地上时,会长成瓶子草植物
The Pitcher Crop has five growth stages
瓶子草植物有五个生长阶段
Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
瓶子草成熟时即可收割,此时它长成了两格高的瓶子草
The Pitcher Plant can be crafted into Cyan Dye
瓶子草可以合成青色染料
Archaeology in a Desert Temple. Click here for a link to the full-size image.
Camels can be equipped with a Saddle and ridden by two players
骆驼可以装备鞍,并由两名玩家骑乘
Camels spawn naturally when Desert Villages generate
骆驼自然生成于沙漠村庄生成时
Camels can be tempted by holding Cactus
手持仙人掌可使骆驼跟随
Feed Cactus to Camels to breed them
给骆驼喂食仙人掌以使其繁殖
Camels are tall
骆驼很高
Most hostile mobs will not be able to reach you when you are on a Camel
如果你骑在骆驼上,大部分敌对生物都够不到你
They can walk over Fences and Walls
它们可以跨越栅栏和墙
Camels randomly sit down
骆驼时而坐下
While sitting, it is difficult to convince them to move
如果它坐下了,你就很难让它动起来了
Camels can either walk slowly or sprint quickly
骆驼既可以慢悠悠地走,也可以快速奔跑
They can also dash forward but will lose stamina for a while when doing so
它们可以向前狂奔,但一段时间后就会筋疲力竭
SMITHING 锻造
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 Template
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 a piece of 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
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
The Cherry Grove. Click here for a link to the full-size image.
樱花树林。点此查看高清大图。
A Cherry House. Click here for a link to the full-size image.
樱树小屋。点此查看高清大图。
Looking for Smithing Templates in the Bastion Remnant. Click here for a link to the full-size image.
玩家正在堡垒遗迹中寻找锻造模板。点此查看高清大图。
CHISELED BOOKSHELF 雕纹书架
A new, chiseled variation of the Bookshelf
这是书架的新雕文变种
Crafted with 6 planks and 3 wooden slabs
由6个木板与3个木台阶合成
Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
可以存放书、书与笔、成书、附魔书和知识之书
Holds up to 6 books
可容纳6本书
These can be added or removed from any slot by targeting the specific slot
鼠标对准特定槽位,可以向其中放书或从中取书
The Comparator signal strength corresponds to the number of the last book that was inserted or removed
比较器信号强度取决于上一本插入或取出的书所在的槽位
The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
左上角槽位的编号为1,编号从左到右依次递增
Works with Hoppers
可与漏斗互动
HANGING SIGNS 悬挂式告示牌
Hanging Signs are a more expensive version of normal Signs
悬挂式告示牌比普通的告示牌更昂贵
Crafted with 2 chains and 6 stripped logs of your preferred wood type
需要2个锁链和6个指定木头种类的去皮原木
Crafting results in 6 Hanging Signs
可合成6个悬挂式告示牌
Can be hung up in the following ways:
可以通过以下方式悬挂起来:
Underneath a block that can provide support in the center, like a full block or a fence
挂在有中心点支撑的方块下时
Attached to the solid side of a block
附在方块的固体表面
Attached to the side or underneath another Hanging Sign
附在另一个悬挂式告示牌的侧面或下面
Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
不像普通的告示牌,悬挂式告示牌无法在侧面或上面没有支撑时,直接放在地面上
However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
然而,上方有水平横杠的悬挂式告示牌在支撑方块被移除时不会掉落
SIGNS 告示牌
The following changes have been made for both Signs and Hanging Signs.
以下更改同时应用于普通的和悬挂式告示牌。
Sign text can now be edited after being placed in the world
放置后,告示牌上的文字现在可以编辑了
This can be done by interacting with the Sign
与告示牌交互即可编辑
Signs with non-text chat components can not be edited
含有非纯文字文本(译注:如右键可执行命令的、含有本地化字符串等)的告示牌无法编辑
Both sides of the Sign can now have separate text and colors, allowing for further customization options
告示牌两侧可以有不同的文本和颜色,方便了更多自定义设置
By default, a Sign will prompt you to input the front side's text when placed
默认情况下,放置告示牌后,它会提示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
若想在背面添加或编辑文字,你必须走到告示牌的另一面并与之交互
Signs can now also be waxed with Honeycomb, preventing any further edits to its text
告示牌可以用蜜脾上蜡,防止文本被进一步编辑
Opening the sign edit screen in singleplayer no longer pauses the game
在单人游戏中显示告示牌编辑界面时,游戏不再暂停
CALIBRATED SCULK SENSORS 校频幽匿感测体
A new variant of Sculk Sensors that 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,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
They have a combined active and cooldown phase that lasts 20 game ticks
它有着持续20游戏刻的激活与冷却时期
They output their redstone signal for the first 10 game ticks
它会在激活的前10个游戏刻输出红石信号
They can detect vibrations up to 16 blocks away
它最多可以检测到16格远的震动
VIBRATION RESONANCE 共振
Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
在幽匿感测体旁的紫水晶块有了新的行为
If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
如果幽匿感测体收到一个振动,毗连的紫水晶块会在其所处位置发出一个单独的振动
This behavior 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,这使得玩家可以长距离传输振动,而无需自然地重新使幽匿感测体振动
PLAYABLE MOB SOUNDS 可播放的生物音效
When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
若将生物头颅放在音符盒上,当音符盒被玩家或红石激活,音符盒会播放该生物的一种空闲音效
Mob Heads can be placed on top of Note Blocks without sneaking
将生物头颅放在音符盒上无须潜行
PIGLIN MOB HEAD 猪灵的头
Piglins will now drop their heads when killed by a charged Creeper
猪灵被闪电苦力怕杀死后也会掉落头颅了
Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
将猪灵的头放在音符盒上,会播放猪灵的一种空闲音效
The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
当猪灵的头被红石激活,或被行走的玩家佩戴时,它会扇动它的耳朵
NEW MUSIC 新的音乐
Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
为樱花树林、沙漠、丛林、恶地和繁华森林添加了 Aaron Cherof 创作的新背景音乐:
A Familiar Room
A Familiar Room
Bromeliad
Bromeliad
Crescent Dunes
Crescent Dunes
Echo in the Wind
Echo in the Wind
Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins
WINDOWS AARCH64/ARM64 SUPPORT WINDOWS AARCH64/ARM64 平台支持
Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X
Minecraft: Java 版现已完全支持 Aarch64/ARM64 架构的 Windows 设备,例如 Windows Surface Pro X
ADVANCEMENTS 进度
NEW HUSBANDRY ADVANCEMENTS 新的农牧业进度
Smells Interesting : Obtain a Sniffer Egg
怪味蛋 : 获得嗅探兽蛋
Little Sniffs : Feed a Snifflet (requires Smells interesting)
小小嗅探兽 : 喂食一只幼年嗅探兽 (需要 怪味蛋)
Planting the Past : Plant any Sniffer seed (requires Little sniffs)
播种往事 : 种植任意嗅探兽种子 (需要 小小嗅探兽)
NEW ADVENTURE ADVANCEMENTS 新的冒险进度
Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
探古寻源 : 刷扫可疑的方块来获得陶片
Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
精修细补 : 用4个陶片制作饰纹陶罐 (需要 探古寻源)
Crafting a New Look : Craft a trimmed armor at a Smithing Table
旧貌锻新颜 : 在锻造台中合成带有纹饰的盔甲
Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
Prevents vibration resonance setups from breaking when unloading their chunks from a distance
防止振动在卸载远处区块时停止传播
Waterlogging a Sculk Shrieker will now silence their shriek sounds
将幽匿尖啸体含水会使其不发出尖啸声
Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
幽匿感测体默认的红石信号输出被修改,以更适合计算距离
Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
幽匿感测体和校频幽匿感测体现在会强充能其下方的方块
Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate
这两种幽匿感测体的冷却时期为10刻,并调整了其他计时器以抵消它们
SCULK SENSOR PHASES 幽匿感测体的状态
Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
幽匿感测体和校频幽匿感测体有三种状态:未激活、激活与冷却中
The default phase is Inactive
默认状态为未激活
This phase lasts indefinitely until the block receives a vibration
这一状态将一直持续,直到感测体接收一次振动
During this phase, the block is able to listen to nearby vibrations until one has been scheduled
在此状态下,该方块在无计划振动时,可以监听周围的振动
When a scheduled vibration is received, the block switches to the Active phase
当收到一次计划振动时,感测体切换到激活状态
This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
幽匿感测体的激活时长为30游戏刻,校频幽匿感测体的激活时长为10游戏刻
During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
在此状态下,感测体不再接收周围的振动,摆动其卷须,输出红石信号并发光
After the Active phase has finished, the block switches to a Cooldown phase
当激活状态结束时,感测体切换至冷却状态
This phase lasts for 10 game ticks
该状态持续10游戏刻
During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
在此状态下,感测体继续摆动它的卷须,但不再输出红石信号,也不再发光
Finally, once this phase is finished, the block will switch back to the Inactive phase
当此状态结束时,感测体重新切换到未激活状态
Previously, some of these phases had different timing values:
以前,部分状态的时长有差异
Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
激活: 幽匿感测体为40游戏刻,校频幽匿感测体为20游戏刻
Cooldown: 1 game tick for both types of Sculk Sensors
冷却: 二者均为1游戏刻
These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
这些时长被调整,以减少幽匿感测体被反复激活的可能性
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:
为避免多余的接口,准备校频幽匿感测体时,振动频率表被大大简化。以下为每个频率的类型描述及其对应的游戏事件:
1. Movement in any medium (land, water and air)
1.在任何介质中移动(陆地、水中、空中) 2. Landing on any surface (land or water)
2. 降落到任何表面(陆地或水上) 3. Item interactions
3. 物品交互 4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
4. 用鞘翅滑翔,或生物独有的动作(劫掠兽咆哮、狼颤抖,等等) 5. Dismounting a mob or equipping gear
5. 从骑乘的生物上下来,或穿戴装备 6. Mounting a mob or interacting with a mob
6. 骑乘生物或与生物交互 7. Mobs and players getting damaged
7. 生物或玩家受伤 8. Consuming items (drinking and eating)
8. 食用物品(吃、喝) 9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
9. “取消激活”方块(关门、关箱子、按钮弹起等) 10. Blocks 'activating' (door open, chest open, button press, etc)
10. “激活”方块(开门、开箱子、按下按钮等) 11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
11. 方块状态改变(炼药锅水位升高、向营火上添加食物等) 12. Blocks being destroyed
12. 破坏方块 13. Blocks being placed
13. 放置方块 14. Mobs and players teleporting or spawning
14. 生物或玩家传送或生成 15. Mobs and players dying or an explosion
15. 生物或玩家死亡,或发生了爆炸
STEP SOUNDS 脚步声
Walking on a block will now always play a step sound
走在方块上时,不再总是播放脚步声
It was previously not the case if you were walking along the edge of a block with air or fluid besides it
以前当你走在方块边缘,旁边是空气或流体时并非如此
Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
在海床上行走时发出的脚步声与脚下方块有关,但是音量和频率更低
When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
走在地毯、雪、下界苗、诡异菌索和绯红菌索上时,会播放一种混合音效
The top-most block you are walking on is played as normal
位于最上方的方块的音效照常播放
The block underneath is played at a lower volume and pitch
下方的方块的音效会降低音量和频率播放
ADVANCEMENTS 进度
Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
繁殖骆驼和嗅探兽可被计入 “我从哪里来?”,“成双成对”也需繁殖这两种生物
Hanging Signs now count for "Glow and Behold"
悬挂式告示牌可用于“眼前一亮”
Visiting a Cherry Grove is now required for "Adventuring Time"
“探索的时光”现需要玩家到达樱花森林
A Bamboo House. Click here for a link to the full-size image.
The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
由于告示牌数据格式、物品显示的朝向和进度触发器的修改,数据包版本迭代到15。
Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
移除了 update_1_20 特性标记及其内置数据包,因为有关特性不再是实验性的了
Added a return command
添加了 return 命令
Tweaked display entity interpolation
更改了展示实体的插值
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
Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
移除了 server 和 port 的命令行参数,因为它们的功能被“一键游玩”替代
Updates to telemetry
更新了遥测功能
Changed encoding of server.properties to UTF-8
将 server.properties 的编码(从 ISO-8859-1)更改为 UTF-8
Added validation for symbolic links in world saves
对世界存档中的符号链接进行检测与拦截
LIGHT ENGINE 光照引擎
The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.
光照引擎用于计算世界中每个方块的亮度。亮度会在世界生成时被计算好,世界中的方块发生变化时光照信息也会更新。
The performance of calculating light has been improved
提升了光照计算性能
Reduces one source of lag spikes when crossing chunk borders
减少了在跨越区块边界时的一个卡顿峰值
Improves FPS in situations when a lot of light updates occur
进行大量光照更新时的 FPS 有所提高
Improves how quickly chunks can be generated
提高了区块生成的速度
COMMANDS 命令
RETURN RETURN
The return command can be used to control execution flow inside functions and change their return value. Effects: return 命令可用于控制函数中的命令执行流,并更改其返回值。效果如下:
Remaining separate top-level commands in the currently executing function (if any) are skipped
在当前执行函数剩余的分开的最顶层命令(如果有)会被跳过
The result value of the function command that triggered the function is changed from the number of commands executed to value
当使用 function 命令执行函数时,如果触发了这一命令,其返回值将会从已执行命令个数变为该命令指定的返回值 value
The result value of the return command is also value
return 命令的返回值也将是 value
Syntax:
语法:
return <value> return <value>
Parameters:
参数:
value: An integer return value
value: 指定的整数返回值
DATA DATA
string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string
string 数据来源现在可接受负数下标,即从字符串结尾开始计数。
DISPLAY ENTITY 展示实体
INTERPOLATION CHANGES 插值修改
Previous values are always discarded if interpolation_duration is 0
当 interpolation_duration 为 0 时,先前的值均会被丢弃
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 the next tick after receiving an update)
Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
展示实体在未收到初始数据时不会渲染,也就是说它不会在第1刻被渲染
Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick
提示:基于游戏处理更新的方式,生成实体后对其的更改也会在下一刻才发送给客户端
RENDERING CHANGES 渲染
item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
item_display 物品沿 Y 轴渲染 180 度,以更好的匹配盔甲架头部与物品展示框的转换
For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
先前的规则可指定 output_nbt 用于添加到处理的方块实体中
This field has now been changed to reference a block_entity_modifier
该字段被改为引用一个 block_entity_modifier
Existing block_entity_modifier's are:
存在的 block_entity_modifier's 有:
passthrough Retains existing fields on the block entity
passthrough 保留方块实体的已有字段
This is the default if no block_entity_modifier is specified
若 block_entity_modifier 未指定,这是默认值
append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
append_static 类似于先前的 output_nbt 为方块实体提供了修复后的字段
A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
小更改:这一修改器将配置的字段添加到操作的方块中,而非覆盖已有字段
clear Removes any existing fields on the block entity
clear 移除方块实体的所有字段
append_loot Appends a loot table and seed to the block entity through required parameter:
append_loot 基于以下参数,为方块实体添加战利品表:
loot_table Referenced loot table to add to block entity as LootTable field
loot_table 引用的战利品表,添加到方块实体的 LootTable字段
Field LootTableSeed is also added to the block entity using random seeded by block position
LootTableSeed 字段也根据方块坐标生成伪随机数,并添加到方块中
LOOT TABLES 战利品表
RANDOM SEQUENCES 随机字段
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
游戏现在使用命名的随机序列为战利品表生成确定的战利品。每个随机序列将基于序列ID和世界种子生成一个唯一序列,这意味着当参数相同时,同一世界的战利品表会输出相同的物品。
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence . If no sequence name is given, loot is drawn using a non-deterministic random source.
战利品表指定随机序列的可选字段叫 random_sequence。如果没有赋予序列名称,战利品现在会使用非确定性的随机来源来描述。
REFERENCE 引用
New function reference allows functions to call sub-functions (similar to referencecondition).
新的函数 reference 允许函数调用子函数 (类似于 reference 条件)。
Fields:
字段:
name - location of function to call
name - 函数的资源路径
ANY_OF/ALL_OF ANY_OF/ALL_OF
Loot condition alternative has been renamed to any_of
战利品表条件 alternative 更名为 any_of
Added new loot condition all_of that passes only when all sub-conditions pass
添加了新的战利品表条件 all_of,当所有子条件都通过时方可通过
Has the same syntax as any_of
与 any_of 语法相同
ADVANCEMENTS 进度
NEW TRIGGERS 新的触发器
RECIPE_CRAFTED RECIPE_CRAFTED
Triggered when crafting a recipe
当合成配方时触发
Conditions:
条件:
recipe_id - the resource location of the recipe crafted
recipe_id - 配方的资源路径
ingredients - an array of predicates for the item stacks used in the recipe
ingredients - 配方使用的物品堆的判定条件(predicate)组成的列表
A single item stack can only be used to fulfill one predicate
一个物品堆只能同时满足一个条件
Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
触发进度需要每个条件都满足,这可用于判定同一配方下使用不同原料的情况
This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
这是个可选字段,不存在或为空时,游戏只会对 recipe_id 进行判定
CHANGED TRIGGERS 更改的触发器
All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms 均使用各自的 identifier
If one of these arguments is provided, the game will try to launch directly into the given world
如果提供了上述参数中的任一参数,游戏将尝试直接启动到指定的世界
Examples:
距离:
--quickPlaySingleplayer "New World"
--quickPlaySingleplayer "New World"
--quickPlayMultiplayer "localhost:25565"
--quickPlayMultiplayer "localhost:25565"
--quickPlayRealms "1234"
--quickPlayRealms "1234"
TELEMETRY 遥测
ALL EVENTS 所有事件
Added new property: launcher_name
添加了新的属性: launcher_name
This is set based on the minecraft.launcher.brand system property
该属性取决于 minecraft.launcher.brand 这一 Java 系统属性
This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program
When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
进入 Realms 小游戏服时,world_loaded 事件会读取地图名称
This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content
这帮助我们理解 Java 版的 Realms 玩家如何与 Realms 的冒险或小游戏内容交互
NEW OPTIONAL EVENTS 新的可选事件
advancement_made
advancement_made
This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
此事件在玩家达成进度时触发,我们可以看到进度 ID 和完成时间
This helps us as a studio understand player progress and limits, which informs our game design
这帮助我们工作室了解玩家的进程和上限,帮助我们设计游戏
game_load_times
game_load_times
This event is triggered when the game client is loaded
此事件触发于客户端加载时
Includes the time it took for the client to load
包含客户端加载时长
This is so that we can work on improving and reducing the time it takes to load the game client
我们可以借此优化加载界面,减少客户端加载时间
SERVER.PROPERTIES SERVER.PROPERTIES
File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article .
为提升安全性,游戏现在会检查世界文件夹目录内所使用的符号链接。详细解释可查看此 帮助文档。
If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
若符号链接指向的目标不在用户自定义的白名单中,游戏将停止加载世界
Note: the world directory itself can still be linked
注意:世界文件夹目录本身依然可以被链接
The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory