UPDATE: OK we're back from vacation and we've made a new experimental snapshot with a bunch of tweaks. Try it out (ideally in survival) and give us feedback!
更新:好的,我们的假休完回来了。我们做了一些调整,发布了一个全新的实验性快照。上手把玩一下(最好开生存),然后给我们一些反馈!
NEW: Changes in experimental snapshot 3 compared to snapshot 2: 全新:相比第二个实验性快照做出的改动
Tweaked biome placement to reduce the risk of temperature clashes (such as a snowy biome in the middle of a desert). Temperature clashes still happen, but not as often.
为避免温度错乱(比如雪地生物群系在沙漠中间)而调整了生物群系的位置。温度错乱还是有的,但是变少了。
Tweaked biome placement to allow for more noisiness and diversity again, essentially dialing back some of the changes from last snapshot. This means microbiomes are more likely to happen again, but they will usually be of matching temperatures (for example a small forest inside a plains biome).
Red sand is back! Tweaked badlands so they sometimes show up in flat areas next to plateaus, and made the red sand generate higher up (to account for the generally higher terrain).
Made peak biomes and meadows less likely to generate in flat low elevation areas.
山峰和繁华山地群系会更少出现在平坦的、低纬度的地区。
Smoothed out the cliffs in shattered terrain a bit, so they don't look like chunk errors.
在破碎的地形中把山地变得更加平滑了,这样它们就不会像区块出错了一样。
Snowy slopes and snowcapped peaks no longer place dirt under the snow. Mountains look less dirty now :)
覆雪山脉和冰雪山峰现在不会在雪块下方生成泥土了。现在山地不再脏脏地土土的了 :)
Added a new mountain biome: Stony peaks. This is just a variant of lofty/snowcapped peaks that uses stone and gravel instead of snow and ice, and is used to avoid temperature clashes such as a snowcapped peak sticking up from a jungle.
Added structures to some of the new mountain biomes. Pillager outposts generate in all the new mountain biomes. Villages generate in meadows.
给新的山地群系加入了结构。掠夺者前哨站现在会在所有山地群系中生成。村庄现在会在繁华山地中生成。
Tweaked beaches a bit, to make them more inclined to show up on flat coastlines rather than hilly areas. Also reduced the amount of stone shores.
微调了沙滩,这样他们就会在平坦的海岸线上生成,而不是高耸一些的地方。另外也减少了石滩的数量。
Coastlines and river banks are less likely to get messed up by aquifers. That is, local water levels are mostly used in terrain that doesn't border a river or ocean. Cave openings and ravines that intersect an ocean or river will mostly use sea level.
Inland low-elevation areas are less likely to have flooded caves all over the place.
陆地中的低海拔地区将不太可能会含水洞穴填满了。
Aquifers can go deeper and are more likely to connect with cave systems further down. That means if you dive into a deep lake on the surface (or in a mountain), you will sometimes encounter air pockets that lead to a cave system.
Added more high-frequency variation to aquifers, to reduce the risk of massively huge areas with waterfilled caves everywhere. Underground lakes and flooded regions are more likely to be spread out instead of concentrated in one region.
Fixed goat spawning (they weren't spawning in the new mountain biomes)
修复了山羊生成问题(它们不在新的山地中生成)
Swamps are less likely to overlap cold or dry biomes, and they no longer place hanging water. Swamps are even happier now.
沼泽现在不太可能覆盖干燥或寒冷的群系了,并且它们不再会防止悬在空中的水。沼泽现在甚至更开心了。
Desert temples spawn on the surface rather than at a fixed y level.
沙漠神殿会在地表生成了,而不是固定的 y 轴数值上。
Eroded badlands no longer create floating pillars on top of the water surface.
被风蚀的恶地现在不会在水面上生成悬空的柱子了。
Grass no longer generates under water
草不再会在水下生成了。
Reduced the risk of incorrect surface placement such as grass patches in deserts.
减少了错误的地表放置几率,比如草生成在沙漠里。
Reduced the risk of river biome generating in dry mountain gorges. We don't have support for actual rivers generating above sea level, so if a mountain gorge is above sea level then it will be dry.
Mob spawning no longer speeds up in low terrain or slows down in high terrain. The new spawning speed is similar to 1.17 spawning at y=64. This change is intended to make spawning more consistent in the updated overworld.
Fixed an issue where players in multiplayer can face far more or far fewer enemies than intended, particularly when other players are flying. Each player now gets their fair share of mobs.
NOTE: These snapshots are experimental! Some features may be significantly changed or even removed if needed to improve performance. 注意:这是个试验性快照,其中的一切都可能发生变化。如果有提高性能的需要,其中的某些功能可能会被更改甚至删除。
Known issues 已知问题
Opening a world from experimental snapshot #1 causes an error. So you need to create a new world for this snapshot.
打开第一个实验性快照的世界会报错,因此你要为这个快照再新创一个存档。
Low performance (we are working on performance optimization for the normal snapshots coming later)
性能低下(性能优化会在接下来的正常快照中进行)。
Nether terrain is messed up
下界地形炸开了。
End pillars don't generate (however they do generate when you respawn the dragon...)
末地柱(译者注:黑曜石柱子)不生成了(但是他们还是会在重生末影龙的时候重新生成)。
How do I get the experimental snapshot? 我该如何获取实验性快照?
Unpack the folder into your “ versions ” folder of your local Minecraft application data folder (see below if you are confused)
将其中的文件夹解压到您本地 Minecraft 文件夹的“versions”子文件夹中(如果您有疑问,请参见下文)
Create a new launch configuration in the launcher and select the “ pending 1.18_experimental-snapshot-3.zip ” version
在启动器中新建启动配置,选择“pending 1.18_experimental-snapshot-3.zip”版本
Start the game and the remaining files will be downloaded
直接开始游戏,游戏剩余的文件将被自动下载
Play in a new world!This version is not compatible with other snapshots!
开始游玩新世界吧!注意此版本与其他快照不兼容!
Finding the Minecraft application data folder 如何找到Minecraft应用数据文件夹
Windows: Press Win+R and type %appdata%\.minecraft and press Ok
Windows 系统:按 Win+R 并输入 %appdata%\.minecraft ,点击确定
Mac OS X: In Finder,in the Go menu,select “ Go to Folder ” and enter ~/Library/Application Support/minecraft
Mac OS X 系统: Mac OS X : 在访达的“前往”菜单中,选择“前往文件夹”并输入 ~/Library/Application Support/minecraft,然后按“前往”。
Linux: ~/.minecraft or /home/<your username>/.minecraft/
Linux 系统: ~/.minecraft 或 /home/<你的用户名>/.minecraft/
Having trouble? Check this visual overview.
有疑惑? 请查阅这个概述。
What about the previous Caves & Cliffs preview datapack? 之前的洞穴与山崖预览数据包怎么样了?
These changes are too big for a datapack, that's why we're doing it in a separate experimental snapshot. So for now, the experimental snapshot serves the same purpose as the datapack did before.
这次的更新对于一个数据包来说太大了,这就是为什么我们要把它放进一个单独的实验快照里。现在,实验性快照和以前的数据包功能一样。
Can I open old worlds in this experimental snapshot? 我可以在这个快照中打开旧存档吗?
No, experimental snapshots can only open worlds that were created in the same version. Later on in the actual 1.18 release you will be able to open 1.17 worlds.
不行,实验性快照只能打开在这个快照中创建的世界。在之后的 1.18 版本中您将能够加载 1.17 的世界。
What about Bedrock? 基岩版呢?
An earlier version of experimental Caves & Cliffs world generation is available on Minecraft Bedrock. You can read about it here. We are working hard to get this new version of world generation to Bedrock betas soon.
Minecraft 基岩版上提供了早期版本的实验性洞穴和悬崖世界生成选项。你可以在这里查阅相关信息。我们正在努力让这个新版本的世界生成器尽快加入基岩版测试版。
We are mostly interested in feedback about the new world generation overall, and what it is like to play in it. We are also looking for feedback on the updated mob spawning. We changed so that mobs only spawn in complete darkness in order to make it easier to spawn-proof the new larger caves.
我们最感兴趣的是关于新世界生成器的整体反响,以及游玩感受??。我们也在收集关于更新后的怪物生成机制相关的反馈。我们设定怪物只在完全黑暗的情况下生成,以便防止新的更大的洞穴过量刷怪。
New feature requests are not so useful at this point, since the scope of the Caves & Cliffs update is already large enough and we want to focus on finishing the features that we've already announced.
新功能请求现在将不会受理,因为洞穴与山崖更新的范围已经足够大,我们希望专注于完善我们已经发布的功能。
Note that we don’t use the bug tracker for experimental snapshots.
请注意,我们不将漏洞跟踪器用于实验性快照。
When will these features show up in the normal snapshots? 这些功能什么时候会出现在普通快照中?
1.18 snapshots will probably start sometime around September.
1.18 的快照可能会在 9 月份左右的某个时间点开始推出。
Ore distribution 矿石分布图
Approximate ore distribution for Minecraft 1.18. Click here for a full resolution image. 1.18 中的矿石分布近似图。点击这里来获取全分辨率图像。