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[版本发布] Minecraft Java版 1.20 发布

 发表于 2023-6-8 19:00:10|显示全部楼层|阅读模式 IP:上海

|Minecraft Java版是指Windows、Mac OS与Linux平台上,使用Java语言开发的Minecraft版本。
|正式版是Minecraft Java版经过一段时间的预览版测试后得到的稳定版本,也是众多材质、Mod与服务器插件会逐渐跟进的版本。官方启动器也会第一时间进行推送。
|建议玩家与服主关注其相关服务端、Mod与插件的更新,迎接新的正式版吧!专注于单人原版游戏的玩家可立即更新,多人游戏玩家请关注您所在服务器的通知。




NEWS
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.

沙漠神殿中的考古学。点此查看高清大图。




Excavating the Trail Ruins. Click here for a link to the full-size image.
正在挖掘古迹废墟。点此查看高清大图。



Exploring the Ocean Ruins. Click here for a link to the full-size image.

畅游海底废墟。点此查看高清大图。




Exploring the Ocean Ruins. Click here for a link to the full-size image.

畅游海底废墟。点此查看高清大图。




Finding the Sniffer Egg! Click here for a link to the full-size image.

找到嗅探兽蛋了!点此查看高清大图。




CAMEL
骆驼

  • 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
  • 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也需下界合金升级锻造模板
  • Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
  • 下界合金升级锻造模板在所有的堡垒遗迹箱子中随机生成
    • Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
    • 每个堡垒遗迹宝藏室中会生成2个锻造模板。
  • This change was made for a variety of reasons:
  • 这项更改出于多种原因:
    • 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 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系统



ARMOR TRIMS
盔甲纹饰

  • 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
  • Armor trims are purely visual with no gameplay benefits
  • 盔甲纹饰只是纯纯的视觉效果,不会提供属性加成
  • Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
  • 盔甲纹饰只能应用于头盔、胸甲、护腿和靴子
    • 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 Templates:
  • 盔甲图案的锻造模板遍布世界,下列每一个结构中都存在着独属的锻造模板:
    • Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
    • 古迹废墟: 向导、牧民和雇主盔甲纹饰
    • Pillager Outpost: Sentry Armor Trim
    • 掠夺者前哨站: 哨兵盔甲纹饰
    • Desert Pyramid: Dune Armor Trim
    • 沙漠神殿: 沙丘盔甲纹饰
    • Shipwreck: Coast Armor Trim
    • 沉船: 海岸盔甲纹饰
    • Jungle Temple: Wild Armor Trim
    • 丛林神庙: 荒野盔甲纹饰
    • Ocean Monument: Tide Armor Trim
    • 海底神殿: 潮汐盔甲纹饰
    • Ancient City: Ward and Silence Armor Trims
    • 远古城市: 监守和幽静盔甲纹饰
    • Woodland Mansion: Vex Armor Trim
    • 林地府邸: 恼鬼盔甲纹饰
    • Nether Fortress: Rib Armor Trim
    • 下界要塞: 肋骨盔甲纹饰
    • Bastion Remnant: Snout Armor Trim
    • 堡垒遗迹: 猪鼻盔甲纹饰
    • Stronghold: Eye Armor Trim
    • 要塞: 眼眸盔甲纹饰
    • End City: Spire Armor Trim
    • 末地城: 尖塔盔甲纹饰
  • Smithing Templates are found in chests in their respective structure
  • 锻造模板均生成于各自的结构中的箱子内
    • Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
    • 古迹废墟除外,它没有箱子,锻造模板需要擦拭可疑的砂砾方能找到
    • The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
    • 海底神殿也没有箱子,但远古守卫者有时会在死亡之时掉落锻造模板
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • 有的盔甲纹饰模板比其他的更稀有,所以在与朋友炫耀时,记得留意一下!
  • An armor trim has two properties: a pattern and a material
  • 盔甲纹饰有两项属性:图案和材质
    • 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 which ingredient you used to apply the trim, and controls 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:
  • 以下原料可以用于决定盔甲纹饰的颜色:
    • Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
    • 铁、铜、金、青金石、绿宝石、钻石、下界合金、红石、紫水晶、石英



CHERRY GROVES
樱花树林

  • Added a new Cherry Grove biome, with pretty cherry blossom trees
  • 添加了樱花树林生物群系,有着美丽的樱花树
    • The biome can be found in the mountains, in similar places as Meadows
    • 这个生物群系可以在山中找到,位于与草甸类似的位置
  • Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
  • 添加了新的樱花木套装,包含所有可用樱花木制成的木质物品与方块
  • Pink particles fall from beneath Cherry Leaves
  • 粉红色的落花从樱花树叶上落下
  • Added a new Pink Petals block with lots of pink flowers on the ground
  • 添加新的粉红色花簇,由很多地面上的粉红花朵组成
    • Each Pink Petal block can contain up to 4 petals
    • 每个粉红色花簇方块可以包含最多4个花簇
    • Using Bone Meal on it increases the number of petals
    • 使用骨粉可以增加花簇的数量
    • Placing a Pink Petal into an already placed block increases the number of petals
    • 将粉红色花簇放置在已经放置的花簇方块中,可以增加花簇的数量
    • Drops the number of petals in the block when mined
    • 采集时,会按照方块中花簇的数量掉落粉红色花簇物品



BAMBOO WOOD SET
竹制套装

  • Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
  • 添加了竹制套装,包含所有可用竹子制成的物品与方块
  • Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
  • 竹块由9个竹子合成,可以像其他原木那样去皮
  • Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
  • 比起可分解成4个木板的原木,竹块只能分解成2个竹板
  • Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
  • 添加了竹子独有的新的“马赛克”变种,叫做竹马赛克
    • It can be crafted with 1x2 Bamboo Slabs in a vertical strip
    • 它可以由 1x2 竖直排列的竹台阶合成
    • You can craft Stair and Slab variants of Bamboo Mosaic
    • 你可以合成竹马赛克的楼梯和台阶变种
    • Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
    • 竹马赛克无法像其他木质方块那样作为合成原料,然而它们可以用作燃料
  • Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
  • 添加了独特的竹筏和运输竹筏,合成表类似于普通的船,不过使用竹板作原料
    • They function the same as ordinary boats, but have a unique look to them
    • 它们的功能与普通的船没有两样,只不过拥有独一无二的外观




Fancy Armor Trims and a Camel. Click here for a link to the full-size image.

华丽的盔甲纹饰,与一只骆驼。点此查看高清大图。




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
  • 添加了新的音乐唱片,它可以在古迹废墟中找到,在唱片机中会播放 Aaron Cherof 的 "Relic"


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)
  • 匠心独具 : 将下列锻造模板都至少使用一次:尖塔、猪鼻、肋骨、监守、幽静、恼鬼、潮汐、向导 (需要 旧貌锻新颜)
  • The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator
  • 知识就是力量 : 使用红石比较器获取雕纹书架的信号强度

CHANGES
更改

  • Changes to Sculk Sensor block behaviors
  • 更改了幽匿感测体的行为
  • Vibration frequencies of many actions in the game have been tweaked
  • 许多游戏行为触发的振动频率都有所变化
  • Colored Wool, Carpets and Beds can now be dyed to any other color
  • 已染色的羊毛、地毯和床可以重新染色
  • Replaceable blocks no longer block the connection between enchanting tables and bookshelves
  • 可被替换的方块无法阻碍附魔台与书架之间的链接
  • Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
  • 凋零效果和缓降药水的粒子颜色被调整得更有区分度
  • Updated step sounds
  • 更新了脚步声
  • Updated Advancements
  • 更新了进度
  • The main menu background is now a Trails & Tales panorama
  • 主界面背景图现在是《足迹与故事》相关的一个全景图
  • Updated the Minecraft Java Edition logo
  • 更新了 Minecraft: Java 版的图标
  • Updated the Minecraft Realms logo
  • 更新了 Minecraft Realms 的图标
  • The game's application icon has been updated
  • 更新了游戏的应用图标
    • This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
    • 正式版使用草方块,而快照版使用泥土
  • GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
  • 在视频设置界面中,GUI 可以通过同时按下 Ctrl 并滚动鼠标的方式缩放
  • Updated the credits
  • 更新了鸣谢名单
    • Added the ability to scroll upwards by pressing the up arrow key
    • 现在在鸣谢名单屏幕中,可以按住上箭头以使文字滚动向上而非向下
  • The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
  • 如果用户启用了文字转语音功能,游戏会在启动时弹出一个对话框,但此功能暂不可用
  • Removed Herobrine
  • (再次)移除了 Herobrine


SCULK CHANGES
幽匿方块更改

  • If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
  • 当游戏计划某一幽匿感测体或幽匿尖啸体接收一次振动时,它会加入等待队列中,直到毗连的加载完毕并开始运行游戏刻
    • 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.

一间竹屋。点此查看高清大图。




Tinkering with Redstone and Chiseled Bookshelves. Click here for a link to the full-size image.

玩家正在摸索雕纹书架的红石装置。点此查看高清大图。




A Sniffer Egg hatching on Moss. Click here for a link to the full-size image.

嗅探兽蛋正在苔藓块上孵化。点此查看高清大图。




Building a Sniffer hatchery in the Village. Click here for a link to the full-size image.

村庄中改造的嗅探兽小农场。点此查看高清大图。




Sniffing in the Doorway. Click here for a link to the full-size image.

门前的嗅探兽。点此查看高清大图。




Sniffer breeding going on outside. Click here for a link to the full-size image.

窗外的玩家正在繁殖嗅探兽。点此查看高清大图。



TECHNICAL CHANGES
技术性更改

  • Improved performance of the light engine
  • 提升了光照引擎的性能
  • 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
  • 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
  • Random sequences for loot tables are now deterministic
  • 现在战利品表的随机序列是确定的了
  • Added a reference loot table function
  • 添加了 reference 战利品表函数
  • Loot table condition/predicate changes:
  • 战利品表条件/谓词更改:
    • Renamed alternative to any_of
    • alternative 重命名为 any_of
    • Added all_of
    • 添加了 all_of
  • Advancement trigger changes:
  • 进度触发器的更改:
    • Added recipe_crafted
    • 添加了 recipe_crafted 触发器
    • Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
    • 更改了 placed_block, item_used_on_blockallay_drop_item_on_block 触发器的格式
  • Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
  • 现在可以在smithing_trimsmithing_transform类型配方的templatebaseaddition 值使用 JSON 数组格式表示原料
    • Those fields also allow empty arrays, which signalize that slot needs to be left empty
    • 这些值允许为空数组,这代表槽位须留空
  • Added new damage types: outside_border and generic_kill
  • 添加了新的伤害类型: outside_bordergeneric_kill
  • Game events have changed vibration frequency and some have been removed
  • 部分游戏事件触发的振动频率改变,有些事件被移除了,不再能触发振动
  • The resource pack version is now 15, accounting for the font and credits update
  • 由于字体和鸣谢名单格式的修改,资源包版本号现在为 15。
    • Updated the sprite layout of minecraft.png
    • 更新了 minecraft.png 的布局
    • Removed the overriding minecraft.png from the Programmer Art resource pack
    • Programmer Art 资源包不再覆盖 minecraft.png
    • Updated the sprite layout of invite_icon.png
    • 更新了 invite_icon.png 的布局
    • legacy_unicode glyph provider has been removed
    • 移除了 legacy_unicode 字体加载器
    • Bitmaps used by uniform font have been removed
    • 用于 uniform 字体的点阵图被移除
    • uniform font has been updated to use Unifont 15.0.06
    • uniform 字体现已更新,使用 Unifont 15.0.06
      • That changes shape of multiple characters, while also adding support for new ones
      • 该版本更改了许多字符的外观,同时也添加了一些字符的支持
      • Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
      • 组合字符不再显示圆圈图案(所以 M◌̆  会被渲染成 M ̆)
    • Added second level of organization of entries in credits.json on top of titles, called disciplines
    • 在 credits.json 的 titles上层添加了一层用于显示组织名称,它被称为 disciplines
  • Font textures are included in debug texture dump (F3 + S)
  • 按下 F3+S 转储的调试纹理文件中将包含字体纹理
  • Added new font glyph providers: unihex and reference, removed legacy_unicode
  • 添加了新的字形加载器: unihexreference,并删除了 legacy_unicode
  • Added support for Quick Play
  • 添加了“一键游玩”的支持
  • Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
  • 移除了 serverport 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
  • 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
  • interpolation_duration0 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)
  • 确保渲染参数在同时被应用 (由此 block_state 与 transformation 同时应用,比如均在下一刻接受更新时)
  • 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)
    • 作为参考,模型从内至外的转换分别为 item_transform, 沿 Y 轴转 180 度, transformation 字段,实体朝向 (布告板选项 + Rotation字段 + Pos 字段)



STRUCTURE POST-PROCESSORS
结构后处理器


CAPPED POST-PROCESSOR
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
  • 添加了 capped 后处理器,以限制结构代理后处理器随机转换的方块数量
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • 这可以用于配置一个结构片段需要多少指定的方块,而非随机分布
  • The capped post-processor has following required parameters:
  • capped 后处理器需要的参数如下:
    • delegate A post-processor which performs the actual block transformation
    • delegate 实际控制方块转化的后处理器
    • limit Maximum amount of blocks that the delegated post-processor can transform
    • limit 代理后处理器可以转化的方块数量的最大值
      • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
      • 结构中的方块均随机传递给代理后处理器,直至它达到最大限制
      • Either constant or random number generator sampled during post-processing
      • 常数或随机数生成器中的其一会参与到后处理过程中




RULE POST-PROCESSOR BLOCK ENTITY CONFIGURATION
规则的后处理方块实体配置

  • 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
      • 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
    • 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
  • placed_block, item_used_on_blockallay_drop_item_on_block 中的所有字段都被收入 location 字段
  • The new location is similar to the player field - it is a list of loot conditions/predicates
  • 新的 location 字段类似于 player 字段——它是一个战利品表条件/谓词的列表
  • All conditions in this list must match for a trigger to run
  • 列表中的所有条件都必须匹配这一触发器
  • Conditions are evaluated in a new loot context called advancement_location . It has access to:
  • 战利品表条件会被合并进 advancement_location 这一新的战利品表上下文,可以读取:
    • Player as this entity
    • this 实体,即玩家自己
    • Position of the placed block
    • 放置的方块位置
    • Block state of the placed/interacted block
    • 放置/交互的方块的状态
    • Held/used item as "tool"
    • 手持/使用的物品,作为 "tool"
  • Migration guide:
  • 升级指南:
    • Contents of old location field should be migrated to location_check condition
    • 旧的 location 字段内容需要合并进 location_check 条件
    • Contents of item field should be migrated to match_tool condition
    • item 字段内容需要合并进 match_tool 条件
    • Contents of block + state fields should be migrated to block_state_property condition
    • block + state 字段的内容应合并进 block_state_property 条件


Example (from make_a_sign_glow advancement):
例子 (来自 make_a_sign_glow 进度):

Before:
旧版本:

  • {
  •     "conditions": {
  •         "item": {
  •             "items": [
  •                 "minecraft:glow_ink_sac"
  •             ]
  •         },
  •         "location": {
  •             "block": {
  •                 "tag": "minecraft:all_signs"
  •             }
  •         }
  •     },
  •     "trigger": "minecraft:item_used_on_block"
  • }


[color=rgb(51, 102, 153) !important]复制代码




After:
新版本:

  • {
  •     "conditions": {
  •         "location": [
  •             {
  •                 "condition": "minecraft:match_tool",
  •                 "predicate": {
  •                     "items": [
  •                         "minecraft:glow_ink_sac"
  •                     ]
  •                 }
  •             },
  •             {
  •                 "condition": "minecraft:location_check",
  •                 "predicate": {
  •                     "block": {
  •                         "tag": "minecraft:all_signs"
  •                     }
  •                 }
  •             }
  •         ]
  •     },
  •     "trigger": "minecraft:item_used_on_block"
  • }


[color=rgb(51, 102, 153) !important]复制代码





DAMAGE TYPES
伤害类型

  • Players outside the world border are now hurt by the damage type outside_border instead of in_wall
  • 世界边界外的玩家受到的伤害类型将为 outside_border 而非 in_wall
  • Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world
  • 使用 /kill 强制移除的实体受到的伤害类型将为 generic_kill 而非 out_of_world


TAGS
标签


BLOCK TAGS
方块标签

  • Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
  • 移除了 replaceable_plants,因为它仅仅是上述标签的子集,并没有全局使用
  • Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
  • 添加了 replaceable_by_trees 以更好地判断树木生长时,替换的经过它的方块类型
  • Added replaceable with all the blocks that can be replaced
  • 添加了 replaceable,包含所有可替换的方块
    • This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
    • 这个标签仅仅描述了游戏的内容状态,对其进行更改并不能使某些方块可替换
  • Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
  • 添加了 sword_efficient,标签内的方块被剑破坏的速度比其他方块要快 50%
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
  • 添加了 maintains_farmland,标签内的方块可阻止下方的耕地方块因干旱退化成泥土
  • Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
  • 添加了 combination_step_sound_blocks,走在标签内的方块上会采用混合音效
  • Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
  • 添加了 enchantment_power_provider,标签内的方块可增加周围附魔台的等级
  • Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
  • 添加了 enchantment_power_transmitter,标签中的方块不会阻碍附魔台与书架(或其它能量来源)的转化
  • Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
  • 添加了 vibration_resonators,标签内的方块可以接受毗邻的幽匿感测体的信号并产生共振
  • Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
  • 添加了 trail_ruins_replaceable,标签内的方块可以在遗迹废墟生成时被替换
  • Added sniffer_diggable_block to control which blocks Sniffers can dig
  • 添加了 sniffer_diggable_block,标签内的方块可被嗅探兽挖掘
  • Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
  • 添加了 sniffer_egg_hatch_boost,嗅探兽蛋在标签内的方块上孵化更快
  • Added ceiling_hanging_signs
  • 添加了 ceiling_hanging_signs
  • Added wall_hanging_signs
  • 添加了 wall_hanging_signs
  • Added all_hanging_signs
  • 添加了 all_hanging_signs
  • Added stone_buttons block tag
  • 添加了 stone_buttons 方块标签
  • Added cherry_logs block tag
  • 添加了 cherry_logs 方块标签
  • Added bamboo_blocks block tag
  • 添加了 bamboo_blocks 方块标签


ITEM TAGS
物品标签

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • 添加了 villager_plantable_seeds,村民可种植标签内的物品
  • Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
  • 添加了 noteblock_top_instruments,标签内的物品放置在音符盒上无须潜行
  • Added breaks_decorated_pots to control which tools can break Decorated Pots
  • 添加了 breaks_decorated_pots,标签内的物品可以破坏饰纹陶罐
  • Added decorated_pot_ingredients
  • 添加了 decorated_pot_ingredients
  • Added decorated_pot_sherds
  • 添加了 decorated_pot_sherds
  • Added sniffer_food
  • 添加了 sniffer_food
  • Added trimmable_armor
  • 添加了 trimmable_armor
  • Added trim_materials
  • 添加了 trim_materials
  • Added trim_templates
  • 添加了 trim_templates
  • Added stone_buttons item tag
  • 添加了 stone_buttons 物品标签
  • Added cherry_logs item tag
  • 添加了 cherry_logs 物品标签
  • Added bamboo_blocks item tag
  • 添加了 bamboo_blocks 物品标签


BIOME TAGS
生物群系标签

  • Added has_structure/trail_ruins
  • 添加了 has_structure/trail_ruins


GAME EVENTS
游戏事件

  • Removed piston_contract game event in favor of block_deactivate
  • 由于 block_deactivate 的存在,移除了 piston_contract
  • Removed piston_extend and dispense_fail game events in favor of block_activate
  • 由于 block_activate 的存在,移除了 piston_extenddispense_fail 游戏事件
  • Many game events have new vibration frequencies:
  • 不少游戏事件有了新的振动频率
    • 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



FONTS
字体


NEW UNIHEX GLYPH PROVIDER
新的 UNIHEX 自行加载器

  • New glyph provider for reading Unifont HEX files
  • 新的自行加载器读取 Unifont HEX 文件
    • HEX format describes font glyphs using a bitmap
    • HEX 格式用点阵图描述自行
      • The height of every glyph is 16 pixels
      • 每个字符的高度均为 16 像素
      • The width of glyph can be 8, 16, 24 or 32 pixels
      • 字符宽度可为 8, 16, 24 或 32 像素
    • Every line is made of two hexadecimal numbers separated by :
    • 每行都由 : 分隔的两个十六进制数字组成
    • The first value describes a codepoint - it must have 4, 5 or 6 hex digits
    • 第一个数是字符的码点,它必须由 4, 5 或 6 个十六进制位组成
    • The second value describes the glyph as a stream of bits, line by line
    • 第二个值则逐行描述字形的比特流
  • When rendering, empty columns on left and right side of glyphs are removed
  • 渲染时,字形两侧的空列会被去除
    • Custom glyph widths can be set with size_overrides
    • 可以通过 size_overrides 字段设置自定义的字形宽度
  • This provider requires two fields:
  • 该加载器需要两个字段:
    • hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
    • hex_file - ZIP 包的文件路径,压缩吧中包含一个或多个 *.hex 文件(其他后缀的文件将被忽略)
    • size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
    • size_overrides - 一个码点范围的列表,其宽度应该不同于自动检测的结果(基于字形中的空白空间)字段如下:
      • from, to - start and end of codepoint range (inclusive)
      • from, to - 码点起始值与中止值(闭区间)
      • left, right - integers describing the position of the left-most and right-most columns of the glyph in range
      • left, right - 描述字形在范围内最左列和最右列的位置的整数
        • Any bits in columns outside of this range will be discarded
        • 范围外的列的所有比特都将被忽略





NEW REFERENCE GLYPH PROVIDER
NEW REFERENCE 字形加载器

  • New glyph provider that can be used to include providers from other fonts
  • 新的自行加载器,可用于从其他字体中导入字形
    • Providers are guaranteed to be loaded only once, no matter how many times they are included
    • 该加载器只会加载一次,无论它被引用包含多少次
  • Provider has one field id, that describes another font to be included in the currently loaded one
  • 加载器使用 id 字段来描述要被此加载器导入的字体
    • Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks
    • 游戏将在在加载所有字体后包含它们,因此它将包含所有数据包中定义的给定字体的所有加载器



REMOVED LEGACY_UNICODE GLYPH PROVIDER
删除了 LEGACY_UNICODE 字形加载器

  • The legacy_unicode glyph provider has been removed
  • 移除了 legacy_unicode 字形加载器
  • This functionality has been replaced by the unihex provider
  • 其功能已被 unihex 加载器替代


QUICK PLAY
“一键游玩”

  • Added support for four new command line arguments that allow the game to be launched directly into a world
  • 添加了四个命令行参数,允许游戏直接启动某一世界
  • quickPlayPath takes a specified path for logging (relative to the run directory)
  • 参数 quickPlayPath 接受一个相对于运行目录的日志记录的路径。
    • If a path is provided the following will be logged upon joining a world:
    • 如果提供了路径,则加入世界时以下信息会被记录:
      • type: is either singleplayer, multiplayer, or realms
      • type: 可能是 singleplayer, multiplayer, 或 realms
      • identifier: represents the world you want to join
      • identifier: 代表要加入的世界
        • For singleplayer, the folder name of the world
        • 对于单人游戏,此处应该填写世界目录名
        • For multiplayer, the IP address of the server
        • 对于多人游戏,此处应该填写服务器的 IP 地址
        • For realms, the Realms ID
        • 对于 Realms,此处应该填写 Realms ID
      • port: represents the server port and is only logged for multiplayer
      • port: 服务器端口,仅用于多人游戏
      • name: The name of the world
      • name: 世界名称
      • gamemode: The gamemode of the world
      • gamemode: 游戏模式
      • lastPlayedTime: The time you joined the world
      • lastPlayedTime: 上次游玩时间
    • Example:
    • 例子:
      • --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
      • --quickPlayPath "quickPlay/log.json" 将记录在 .minecraft/quickPlay/log.json

  • 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
    • 这对于我们应对启动游戏有关的漏洞十分有效,毕竟我们这样就可以判断问题来源于官方启动器还是第三方程序了



UPDATED REQUIRED EVENTS
更新的必要事件

  • world_loaded
  • world_loaded
    • Added new property: realms_map_content
    • Added new property: realms_map_content
      • 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
  • 文件会先尝试以 UTF-8 格式阅读,若解码失败则使用之前的编码(ISO 8859-1/Latin 1)读取
  • File is now written with UTF-8 encoding
  • 文件会以 UTF-8 格式生成


SYMBOLIC LINK VALIDATION
符号链接检测

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
  • 允许的符号链接目标会储存在客户端或服务端根目录中的 allowed_symlinks.txt 文件内
  • The file consists of entries (one per line) with following formats allowed:
  • 此文件包含的条目(一行一条)将遵循以下的格式:
    • Lines starting with # are comments and are ignored
    • # 开头的行将被视为注释并被忽略
    • [type]pattern, where type can be glob, regex or prefix
    • [type]pattern, 其中 type 可为 glob, regex or prefix
      • prefix matches start of path with given pattern (so for /testpaths /test, /test/ and /test/foo.txt would match)
      • prefix 匹配开头为指定字符的路径 (如果表达式为 /test 则路径 /test, /test//test/foo.txt 能够通过)
      • regex matches regular expression against whole path
      • regex 会使用正则表达式匹配整个路径
      • glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
      • glob 会使用操作系统特定的路径匹配机制 (例如 *.txt 通常情况下匹配所有 txt 扩展名的文件)
      • Note: paths will use OS-specific separators
      • 注意:文件路径使用的分隔符由操作系统决定
    • pattern, which uses default prefix type
    • pattern, 默认情况下会使用 prefix 类型


FIXED BUGS IN 1.20
1.20 修复的漏洞

Around 250 bugs were fixed in this release. View the list on the issue tracker .
大约 250 个漏洞在这次更新被修复。前往 此处 查看完整漏洞列表。




【teddyxlandlee 译自官网 2023 年 06 月 07 日发布的 Trails Tales Update Out Today on Java;原作者 Java Team】
【本文排版借助了:SPXX v2.4.14】



【原贴地址:https://www.mcbbs.net/thread-1447580-1-1.html

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苦力怕论坛,感谢有您~
 发表于 2023-6-8 19:09:42 来自手机|显示全部楼层 IP:福建省
感谢分享
2#2023-6-8 19:09:42收起回复
FoldedBaton36982023-6-8 19:18IP:上海
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我分享了什么?不要随便刷。
苦力怕论坛,感谢有您~
 发表于 2023-6-8 19:09:48|显示全部楼层 IP:广东省
感谢分享
3#2023-6-8 19:09:48回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-6-8 19:34:27 来自手机|显示全部楼层 IP:河南省
基岩版的1.20正式版应该也发了吧
4#2023-6-8 19:34:27收起回复
胆小的Dily2023-6-10 08:57IP:辽宁省
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早发了
苦力怕论坛,感谢有您~
 发表于 2023-6-8 21:33:42 来自手机|显示全部楼层 IP:广东省
666666666666666
5#2023-6-8 21:33:42回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-6-14 21:21:51 来自手机|显示全部楼层 IP:安徽省
在哪下载
6#2023-6-14 21:21:51回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-6-23 08:02:30 来自手机|显示全部楼层 IP:安徽省
6666666666
7#2023-6-23 08:02:30回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-6-30 20:11:19 来自手机|显示全部楼层 IP:吉林省
好啊,很好啊(赞赏)
8#2023-6-30 20:11:19回复收起回复
苦力怕论坛,感谢有您~
 发表于 2023-7-1 11:12:41|显示全部楼层 IP:天津
1.20终于来啦,等了好久,希望bug少点
9#2023-7-1 11:12:41回复收起回复
苦力怕论坛,感谢有您~
 发表于 2024-6-17 22:06:50|显示全部楼层 IP:安徽省
https://klpbbs.com/forum.php?mod ... amp;fromuid=1281196

MCBBS对应帖子的备份在这里,8楼,翻译者:teddyxlandlee。
10#2024-6-17 22:06:50回复收起回复
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