In this week's snapshot we're extending the Update 1.21 experiment with ALL the new blocks! And how about a bat makeover just in time for spooky fall? Happy crafting!
在本周快照中我们将所有的1.21新方块以实验性功能的方式加入了游戏!还有你觉得在万圣夜之秋把蝙蝠改造改造这个主意怎么样?祝挖矿愉快!
EXPERIMENTAL FEATURES 实验性特性
COPPER FAMILY 铜系列方块
The Copper family of blocks has been expanded, including:
增加了铜系列方块,其中包括
Chiseled Copper
雕纹铜块
Copper Grate
铜格栅
Copper Bulb
铜灯
Copper Door
铜门
Copper Trapdoor
铜活板门
Oxidized and waxed variants of all of the above
上述所有方块的氧化与上蜡变种
CHISELED COPPER 雕纹铜块
Crafted with 2 Cut Copper Slabs of a shared oxidation level
使用两个同一氧化程度的切制铜台阶合成
Can be crafted in the Stonecutter
可在切石机中进行合成
COPPER GRATE 铜格栅
A new type of decorative block unique to the Copper family
铜系列中特有的新类型装饰类方块
Crafted with 4 Copper Blocks of a shared oxidation level
使用四个同一氧化程度的铜块进行合成
Can be crafted in the Stonecutter
可在切石机中进行合成
Properties:
属性:
Transparent and allows light to pass through
为透明方块且允许光线通过
Mobs cannot suffocate inside them
生物不会在该方块中窒息
Cannot conduct redstone
红石信号无法通过
Hostile mobs cannot naturally spawn on them
其上方不会自然生成敌对生物
COPPER BULB 铜灯
A light-emitting block that can toggle its light emission through redstone pulses
一个可以通过红石信号决定是否发光的光源方块
Oxidizes like other Copper blocks, and emits less light the more oxidized they are
如同其他铜系列方块一样会氧化,氧化程度越深发光亮度越低
Copper Bulb: Light level 15
铜灯:亮度等级 15
Exposed Copper Bulb: Light level 12
斑驳的铜灯:亮度等级 12
Weathered Copper Bulb: Light level 8
锈蚀的铜灯:亮度等级 8
Oxidized Copper Bulb: Light level 4
氧化的铜灯:亮度等级 4
When placed, its light is off by default
在被放置时,铜灯的默认状态为关闭
While the Copper Bulb is unpowered, it will toggle its light on or off when it receives a redstone pulse
在铜灯未持续充能时收到红石信号会使其亮起或熄灭
Copper Bulb light will stay on even when the redstone source is removed until it receives another redstone pulse to toggle it off
即使红石信号源被移除,铜灯也会持续开启直到它收到另一红石信号后才会熄灭
A redstone crystal will glow in the center of Copper Bulbs while it is powered by a redstone signal
一个位于铜灯中心的红石晶体将在收到红石信号时开始发光
Comparators will read a signal strength of 15 if the Copper Bulb's light is on
如果铜灯处于亮起状态,则红石比较器将读取到15的信号强度
Does not conduct redstone power
其本身无法传导红石信号
Can craft 4 Copper Bulbs with:
合成四个铜灯所需的物品有:
3 Copper Blocks of a shared oxidation level
三个同一氧化等级的铜块
1 Blaze Rod
一个烈焰棒
1 Redstone Dust
一个红石粉
COPPER DOORS AND TRAPDOORS 铜门与铜活板门
Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
门与活板门的铜系变种,将随时间氧化并可被打蜡
Works like wooden doors in that they can be opened and closed with interaction as well as redstone
就像木门一样,它们可以通过互动或红石信号来打开与关闭
Crafted with Copper Blocks of a shared oxidation level
使用同一氧化程度的铜块以进行合成
TUFF FAMILY 凝灰岩系列方块
Tuff has been expanded to have its own family of blocks, including:
新增了凝灰岩系列方块, 其包含:
Stair, Slab, Wall and Chiseled variants
包含楼梯、台阶、墙体与其雕纹变种
Tuff Bricks with Stair, Slab, Wall and Chiseled variants
凝灰岩砖块与其楼梯、台阶、墙体与其雕纹变种
Polished Tuff with Stair, Slab and Wall variants
磨制凝灰岩与其楼梯、台阶、墙体变种
All Tuff variants can be crafted in the Stonecutter
所有的凝灰岩变种方块均可在切石机中被制作
CHANGES 改动
The Bat now has a new look
蝙蝠的外观已被更改
Thrown Ender Pearls produce a teleportation sound on impact
丢出去的末影珍珠现在会在落地时发出瞬移音效
Small tweaks to the Telemetry Data Collection screen
对遥测数据手机界面进行的小幅更改
BAT 蝙蝠
The Bat has an updated model, animations and texture
蝙蝠有了新的模型、动画与纹理
TECHNICAL CHANGES 技术性更新
The Data Pack version is now 22
数据包版本现在为22
The Resource Pack version is now 20
资源包版本现在为20
DATA PACK VERSION 22 数据包版本 22 更改内容
Added tick command
添加了 tick 命令
Added two new input fields for Selection Priority and Placement Priority in the Jigsaw block edit screen
为拼图方块编辑界面中的选择优先级与放置优先级添加了两个新的输入字段
Added item to minecraft:arrow and minecraft:spectral_arrow, this is the item that will be picked up
Added a new tick command. This is an adminstative and debugging command that allowsto control the ticking flow and measure the performance of the game.The command requires elevated permissions (admins and above) and so it is not by default available in command blocks and datapacks.
添加了一个新的 tick 命令。这是一个管理与调试命令,用于控制游戏刻并衡量游戏性能,只有管理员及以上权限级别才可使用该命令,因此该命令在命令方块与数据包中默认禁用
Syntax:
语法:
tick query - outputs the current target ticking rate, with information about the tick times performance. tick query —— 输出当前游戏刻及有关游戏刻性能的信息
tick rate <rate> - sets a custom target ticking rate to the specified value. The value must be greater than 1.0and lower than 10000.0. Setting a very low tick rate can cause the game to feel unresponsive andsetting too high tick rate for your system can causethe game to crash as the game now assumes, it is constantly falling behind the ticking target. Please use tick query or <F3> + 2 (Integrated server only) debug screen to measure the performance of the game and adjust the tick rate accordingly.Setting a tick target lower than the default 20.0 will also cause the players to be simulatedat a lower rate (including player movement and input controls), whilesetting a higher tick rate will cause the players to be simulated at the default rate of 20 ticks per second to maintainthe expected responsiveness of the game, but can cause artifacts in entities interpolation. tick rate <rate> —— 将目标游戏刻速率设定为制定值,该值必须大于1.0且小于10000.0,将游戏刻速率设置的过低将导致您的游戏无响应,而将游戏刻速率设置过高则将导致您的游戏崩溃。理论上游戏刻将永远滞后于设定值。请使用 tick query 或 <F3> + 2 (仅限集成服务端) 调试界面来测量游戏的性能并相应调整游戏刻率。设置低于20.0的默认目标游戏刻率也会导致玩家的运行速度变慢 (包括玩家的移动与控制输入),虽说设置高于20的游戏刻率仍会让玩家以每秒20刻的默认速度运行以保证游戏按预期相应,但这仍可能导致伪影现象出现。
tick freeze - freezes all gameplay elements, except for players and any entity a player is riding.This is useful for debugging and isolating issues with the game allowing the player to move around freely and inspect the world. tick freeze —— 冻结所有除玩家与玩家骑乘的任何实体外的所有游戏元素。这对调试与排查问题来说非常有用,并允许玩家可以自由移动着检查世界。
tick step <time> - Only works when the game is frozen. It runs the game for the specified number of ticks and then freezes the game again.This allows to step through the game a set amount of ticks at a time. tick step <time> —— 仅在游戏刻被冻结时生效。它会将游戏运行制定游戏刻的时长后再次冻结游戏。这可以允许玩家在游戏中逐刻运行某些操作。
tick step stop - stops the current stepping process, and re-freezes the game. tick step stop —— 停止当前的逐刻运行进程并冻结游戏
tick unfreeze - unfreezes the game and resumes all gameplay elements. tick unfreeze —— 解冻游戏并恢复所有游戏元素的运行
tick sprint <time> - runs the game while ignoring the set ticking target rate (meaning that the game will runas fast as possible) for the specified number of ticks. At the end of the sprint, the game will resumethe previous ticking target and display performance information about the tick times while sprinting. Th** especially useful for testing gameplay elements that are time dependent, such as redstone contraptions,or mob behaviour in isolated environments that allow for much faster simulation. tick sprint <time> —— 运行游戏,并同时忽略指定数量的游戏刻目标速率(这意味着游戏将以尽可能快的速度运行)。在运行结束时,游戏将恢复到之前的游戏刻速率并显示运行时的性能信息。这对按时间测试的游戏元素(如红石机器)来说非常有用,也能允许玩家更快模拟沙盒环境中的生物行为
tick sprint stop - stops the current tick sprint, and resumes the previous ticking target. tick sprint stop —— 停止当前的冲刺运行并恢复之前的游戏刻目标速率
When the parent piece is being processed for connections, this controls the order in which this Jigsaw block attempts to connect to its target piece
当父级方块处理连接时可控制该拼图方块连接到其目标方块的顺序
Jigsaws will be processed in descending priority order and randomly within the same priority
拼图方块将按照优先级降序处理,同一优先级则将随机处理
Placement Priority
放置优先级
When this Jigsaw block connects to a piece, this is the order in which that piece is processed for connections in the wider structure
当多个评图方块连接到一起时可在更广的结构中处理该方块进行连接的顺序
Pieces will be processed in descending priority order with the default insertion order breaking ties within the same priority
每一部分都将按照优先级降序处理,同一优先级中则随机处理
This functionality has been added to support the ability for Jigsaw structures to generate branches in a depth-first order, as well as give finer control over ordering of connections
这一功能旨在支持拼图结构按顺序生成分支的能力以更精准的控制连接顺序
All existing Jigsaw blocks will default their Selection and Placement Priority to 0, resulting in the same behaviour as before these two configurable values were introduced
所有现有拼图方块的默认放置优先级均为0,并引入与可配置值更改前相同的行为
RESOURCE PACK VERSION 20 资源包版本 20
bat.png has been updated for the new Bat model
bat.png 已遵照新的蝙蝠模型进行更新
Added block models, items models and block state definitions for the following blocks: