本帖最后由 mxy333 于 2026-9-20 01:28 编辑
|Minecraft Java 版是指运行在 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,也是众多纹理、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。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。
NEWS
Minecraft Java Edition 26.3
Minecraft Java Edition 26.3
Minecraft Java 26.3 Released
Minecraft Java版 26.3 正式版
Wilderness Bound is out now in Minecraft Java Edition! Pack your supplies and set off on an expedition into the dappled forest where the trails end and adventure begins. Seek out abandoned camps, build outposts among the poplar trees, sleep under the stars on straw beds, and share campfire stories atop cushions. Just remember that the wilderness rewards the prepared - and maps are lighter than regrets!
奔赴荒野现已在 Minecraft Java版 中推出!收拾好补给,出发前往斑驳森林探险,在那小径尽头冒险开始。寻找废弃营地,在杨树间搭建前哨站,在麦秆床上伴着星空入睡,并在坐垫上分享营火故事。只需记住,荒野奖励有准备的人 —— 地图比后悔更轻!
Happy camping!
露营快乐!
NEW FEATURES
新特性
- Added Dappled Forest Biome
- 加入了斑驳森林生物群系
- Added Poplar Trees
- 加入了杨树
- Added fallen Poplar Trees
- 加入了倒下的杨树
- Added Red Poplar Leaves, Orange Poplar Leaves, and Yellow Poplar Leaves blocks
- 加入了红色杨树树叶、橙色杨树树叶和黄色杨树树叶方块
- Added Poplar wood set
- 加入了杨木及其合成产物
- Added Shelf Mushrooms
- 加入了层孔菇
- Added Red Shrubs
- 加入了红灌木
- Added Abandoned Camp structures
- 加入了废弃营地结构
- Added new Explorer Maps
- 加入了新的探险家地图
- Added Cushions
- 加入了坐垫
- Added Straw Beds
- 加入了麦秆床
- Added Wool Stairs and Wool Slabs for all Wool blocks
- 为所有的羊毛方块加入了羊毛楼梯和羊毛台阶
- Added Concrete Stairs and Concrete Slabs for all Concrete blocks
- 为所有混凝土方块添加了混凝土楼梯和混凝土台阶
- Players in spectator mode can now interact with portals to teleport
- 旁观模式下的玩家现在可以通过传送门传送
- Improvements to Realms, including the ability to create and manage Invite Codes
- 对 Realms 的改进,包括创建和管理邀请码的功能
- Added Gothic language support
- 加入了对哥特语的支持
DAPPLED FOREST BIOME
斑驳森林生物群系
- A new type of forest biome which can be found near cold biomes
- 一种可在寒冷生物群系附近找到的新的森林生物群系
- Poplar Trees and fallen Poplar Trees generate here
- 在此生物群系会自然生成杨树和倒下的杨树
- Shelf Mushrooms can be found here, placed on Poplar Trees and fallen Poplar Trees
- 层孔菇会在此生物群系自然生成在杨树和倒下的杨树的树干上
- Red Shrubs generate here
- 红灌木在此生成
- The following passive and neutral mobs spawn in the Dappled Forest, using their cold variants where applicable:
- 以下被动和中立生物会在斑驳森林中生成,并在适用时使用其寒冷变种:
- Sheep
- 羊
- Chicken
- 鸡
- Cow
- 牛
- Pig
- 猪
- Rabbit
- 兔子
- Fox
- 狐狸
- A Dappled Forest variant of the new Abandoned Camp structure can be found here
- 此处可找到新的废弃营地结构的斑驳森林变种
POPLAR TREES
杨树
- A new type of tree which comes in three color variations:
- 一种有三种颜色变种的新树:
- Red Poplar Leaves
- 红色杨树树叶
- Orange Poplar Leaves
- 橙色杨树树叶
- Yellow Poplar Leaves
- 黄色杨树树叶
- Each variant of the tree has its own variant of falling leaf particles matching the color of the leaves
- 每种树都有其独特的落叶粒子变种,与树叶的颜色相匹配
- Poplar Leaves drop Poplar Saplings which will randomly grow into any of the three different variants
- 杨树树叶会掉落杨树树苗,这些树苗会随机生长成三种不同变种中的任意一种
- Poplar Saplings can be found in trades with the Wandering Trader
- 杨树树苗可以通过与流浪商人的交易获得
- Shelf Mushrooms and Leaf Litter naturally generate on or around Poplar Trees
- 层孔菇与枯叶堆会自然生成在杨树上或其周边区域
- The trunk of the trees are made of Poplar Logs
- 杨树的树干由杨木原木构成
- Poplar Logs can be crafted into a new set of Poplar wood blocks
- 杨木原木可合成新的杨木及其合成产物
SHELF MUSHROOM
层孔菇
- A new type of mushroom that generates on Poplar Trees and fallen Poplar Trees
- 一种生成在杨树和倒下的杨树上的新的蘑菇
- Can be found in two sizes, small and large
- 有小型和大型两种尺寸
- A small Shelf Mushroom can be grown into a large Shelf Mushroom by using Bone Meal
- 小型层孔菇可以通过使用骨粉生长成大型层孔菇
- A large Shelf Mushroom drops two Shelf Mushroom items when broken
- 大型层孔菇被破坏时会掉落两个层孔菇
- Can be used like other mushrooms to make Stews
- 可以像其他蘑菇一样用于制作蘑菇煲
- Can be found in trades with the Wandering Trader
- 可以在与流浪商人的交易中找到
- Shelf Mushrooms have a slight bounciness when stepped on, similar to Beds
- 踩在层孔菇上会产生较小的弹性,效果和床类似
- The Shelf Mushroom makes a bouncing sound when a living entity bounces on it
- 当实体在层孔菇上跳跃时,层孔菇会发出弹跳音效
RED SHRUB
红灌木
- A new type of decorative plant block that can be found in small patches in the Dappled Forest
- 一种新的装饰类植物方块,可在斑驳森林生物群系的小片区域中找到
- Can be used in the Composter
- 可用于堆肥
- Using Bone Meal on a Red Shrub grows a Red Shrub in a random adjacent space if possible
- 对红灌木使用骨粉时,如果可能,会在随机相邻位置生成新的红灌木
ABANDONED CAMP STRUCTURE
废弃营地结构
- A new kind of structure which can be found in the following biomes:
- 一种可以在以下生物群系中找到的新型结构:
- Meadow
- 草甸
- Cherry Grove
- 樱花树林
- Forest
- 森林
- Birch Forest
- 桦木森林
- Old Growth Birch Forest
- 原始桦木森林
- Flower Forest
- 繁花森林
- Windswept Forest
- 风袭森林
- Dappled Forest
- 斑驳森林
- Taiga
- 针叶林
- Snowy Taiga
- 积雪针叶林
- Old Growth Spruce Taiga
- 原始云杉针叶林
- Old Growth Pine Taiga
- 原始松木针叶林
- Sparse Jungle
- 稀疏丛林
- Bamboo Jungle
- 竹林
- Swamp
- 沼泽
- Savanna
- 热带草原
- Wooded Badlands
- 疏林恶地
- Pale Garden
- 苍白之园
- Each of these biomes has its own variant of the structure with a design based on the biome
- 这些生物群系中的每一个都有该结构的自身变种,其设计基于该生物群系
- Certain structure pieces are generic for all biome variants of the structure
- 某些结构部件对于该结构的所有生物群系变种是通用的
- Various Chests and Barrels with loot can be found at Abandoned Camps
- 在废弃营地中可以找到带有战利品的箱子和木桶
CUSHION
坐垫
- The Cushion is an item that the player can place in the world and interact with to sit on
- 坐垫是一个物品,玩家可以将其放置在世界中并与之互动来坐下
- Can be crafted in 16 colored variants
- 可制作为16种颜色变种
- Cushions are crafted by using 3 Wool Slabs of the same color
- 垫子可通过使用 3 个颜色相同的羊毛台阶来合成
CUSHION PLACEMENT RULES
坐垫放置规则
- A Cushion can be placed on any flat surface
- 坐垫可以放置在任何平坦表面上
- Cushions always align horizontally to the grid, but vertically sit on top of the supporting surface
- 坐垫始终在水平方向上与网格对齐,但在垂直方向上位于上表面的顶部
- Cushions cannot be moved by pistons
- 坐垫不能被活塞移动
- Cushions break if the supporting block is removed
- 如果支撑方块被移除,坐垫会被破坏
- Cushions do not have collision and can overlap with other objects (except other Cushions)
- 坐垫没有碰撞体积,可以与其他物体重叠(其他坐垫除外)
STRAW BED
麦秆床
- The Straw Bed is a new type of bed which can be used to sleep through the night without setting your spawn point
- 麦秆床是一种新的床,可用于睡觉并跳过夜晚而不设置你的重生点
- It can only be used once and will be destroyed after use
- 只能使用一次,使用后会被摧毁
- It cannot be used in the Nether or the End and will be destroyed if you try to sleep on it there
- 不能在下界或末地使用,如果你试图在那里睡觉,它会被破坏
- It is crafted by using 3 Hay Bales and will give you 4 Straw Beds
- 它由 3 个干草捆合成 4 个麦秆床
- There's a new statistic in the Statistics window for the amount of times you've slept in a Straw Bed
- 在统计窗口中新增了一项统计数据,用于记录你在麦秆床上睡觉的次数
WOOL STAIRS AND WOOL SLABS
羊毛楼梯与羊毛台阶
- Each colored Wool block now has a new Stair and Slab variant
- 每种颜色的羊毛方块现在都有新的楼梯和台阶变种
- Wool Stairs and Wool Slabs can be used like other Wool blocks to dampen vibrations
- 羊毛楼梯和羊毛台阶可以像其他羊毛方块一样用于减弱振动
CONCRETE STAIRS AND CONCRETE SLABS
混凝土楼梯和混凝土台阶
- Each colored Concrete block now has a new Stair and Slab variant
- 每种颜色的混凝土方块现在都有新的楼梯和台阶变种
- Concrete Slabs and Stairs can also be crafted using a Stone Cutter
- 混凝土台阶和楼梯也可以使用切石机合成
ABANDONED CAMP EXPLORER MAPS
废弃营地探险家地图
- New Explorer Maps have been added to the Abandoned Camps
- 新的探险家地图已加入到废弃营地中
- Added maps showing the location of other Abandoned Camps in the following biomes:
- 加入了显示以下生物群系中其他废弃营地位置的地图:
- Bamboo Jungle
- 竹林
- Cherry Grove
- 樱花树林
- Birch Forest
- 桦木森林
- Dappled Forest
- 斑驳森林
- Flower Forest
- 繁花森林
- Pale Garden
- 苍白之园
- Swamp
- 沼泽
- Windswept Forest
- 风袭森林
- Added maps for the following structures:
- 为以下结构加入了地图:
- Ancient City
- 远古城市
- Trial Chambers
- 试炼密室
- Mineshaft
- 废弃矿井
- Desert Pyramid
- 沙漠神殿
- Jungle Pyramid
- 丛林神庙
- Warm Ocean Ruins
- 暖水海底废墟
- Woodland Mansion
- 林地府邸
REALMS
REALMS
- Realm owners can now create and manage Invite Codes
- Realms 所有者现在可以创建和管理邀请码
- Each Realm can have up to five Invite Codes
- 每个 Realms 最多可拥有五个邀请码
- Invite Codes can be configured to be active/inactive and deleted
- 邀请码可配置为启用/禁用,并可删除
- The expiration of an Invite Code can also be configured
- 邀请码也可以配置有效期
- Players can now easily join a Realm by entering an Invite Code in a new "Join Realm" screen, found in the Realms main menu
- 玩家现在可以通过在新的 “添加 Realm” 界面中输入邀请码来轻松加入 Realm,该界面位于 Realms 主菜单中
- Added render distance and simulation distance sliders to the Realm configuration settings
- 为 Realm 配置设置加入了渲染距离和模拟距离滑块
- Added a new Realms introduction screen showcasing Realms key features
- 加入了新的 Realms 介绍界面,用于展示 Realms 的主要功能
- Accessible from the "Add Realm" button
- 可从 “添加 Realm” 按钮访问
- Automatically shown when entering Realms if a trial is available
- 进入 Realms 时,如果试用可用则会自动显示
CHANGES
更改
- The Main Menu now has an updated background panorama showing the new Dappled Forest biome with an Abandoned Camp
- 更新了主菜单全景图,展示了新的斑驳森林生物群系和一个废弃营地
- Removed fallen leaf particles from Spruce Trees
- 移除了云杉树的落叶粒子
- Suspicious Stews can now be crafted with 2 of any mushroom
- 现在可以用任意2个蘑菇来合成谜之炖菜
- Mushroom Stew can now be crafted with 2 of any mushroom
- 现在可以用任意2个蘑菇来合成蘑菇煲
- The player icon on maps has been updated to always show the direction the player is facing
- 地图上的玩家图标已更新为始终显示玩家的朝向
- New Villager trades, unlocked from a Villager leveling up their profession, will now update even if the player is in the process of trading with them
- 即使玩家正在与村民交易,由村民升级所解锁的新交易也会更新
- Persistent mobs' random walk/swim behaviors will now deactivate when players are not nearby, in the same way as non-persistent mobs
- 现在,当玩家不在其附近时,持久性生物的随机游荡/游泳行为将与非持久性生物一样不会被激活
- Replaced the current "Improved Transparency" approach with a new order-independent transparency algorithm which is expected to be much better at solving translucency issues
- 将当前的 “Improved Transparency” 替换为新的顺序无关透明算法,预计该算法能更好地解决半透明问题
- Added a rebindable debug key combination "F3 + X" to toggle "Improved Transparency"
- 加入了一个可重新绑定的调试按键组合 "F3 + X" 来切换 "Improved Transparency"
- When using a Shield together with a Hoe or a Shovel, raising the Shield will take precedence over tilling and path making
- 当盾牌与锄或锹一起使用时,举起盾牌将优先于耕地和变为土径
- Changed the Adventure Mode icon in the Game Mode Switcher to the Buried Treasure Map
- 将游戏模式切换器中的冒险模式图标改为埋藏的藏宝图的图标
- Improvements to performance when trying to locate structures
- 提升了尝试定位结构时的性能
- Improvements to chunk generation performance
- 改进了区块生成性能
EXPLORER MAPS
探险家地图
- Explorer Maps are now their own items instead of renamed Filled Maps, and each has its own icon:
- 探险家地图现在是独立的物品,而不是重命名的覆盖层地图,并且每个都有其自己的纹理:
- Ocean Monument Map
- 海底神殿地图
- Woodland Mansion Map
- 林地府邸地图
- Buried Trial Chambers Map
- 埋藏的试炼密室地图
- Jungle Pyramid Map
- 丛林神庙地图
- Swamp Hut Map
- 沼泽小屋地图
- Desert Village Map
- 沙漠村庄地图
- Plains Village Map
- 平原村庄地图
- Savanna Village Map
- 热带草原村庄地图
- Snowy Village Map
- 雪原村庄地图
- Taiga Village Map
- 针叶林村庄地图
- Buried Treasure Map
- 藏宝图
- Buried Ancient City Map
- 埋藏的远古城市地图
- Buried Mineshaft Map
- 埋藏的废弃矿井地图
- Desert Pyramid Map
- 沙漠神殿地图
- Abandoned Camp Map
- 废弃营地地图
- Warm Ocean Ruins Map
- 暖水海底废墟地图
- These items cannot be obtained from the Creative inventory
- 这些物品无法从创造模式物品栏中获得
- Existing Explorer Maps in old worlds are converted to the matching new item on load
- 旧世界中的现有探险家地图将在加载时转换为其匹配的新物品
- The following Explorer Maps have been renamed to have more consistent naming
- 重命名了以下探险家地图,以使命名一致
- Ocean Monument Explorer Map → Ocean Monument Map
- 海底神殿探险家地图 → 海底神殿地图
- Swamp Hut Explorer Map → Swamp Hut Map
- 沼泽小屋探险家地图 → 沼泽小屋地图
- Trial Chambers Explorer Map → Buried Trial Chambers Map
- 试炼密室探险家地图 → 埋藏的试炼密室地图
- Woodland Mansion Explorer Map → Woodland Mansion Map
- 林地府邸探险家地图 → 林地府邸地图
- Jungle Pyramid Explorer Map → Jungle Pyramid Map
- 丛林神庙探险家地图 → 丛林神庙地图
- Explorer Maps can still be cloned in a Crafting Table, and the copies keep their own item type
- 探险家地图仍然可以在工作台中复制,并且复制品会保留它们自己的物品类型
- Explorer Maps and Buried Treasure Maps can no longer be zoomed out, neither in a Crafting Table nor at a Cartography Table
- 探险家地图和藏宝图不再能够被缩小,无论是在工作台还是在制图台中
- Buried Treasure Maps could previously be zoomed out at both
- 藏宝图可以比例缩小
- Explorer Maps could previously be zoomed out at a Cartography Table
- 探险家地图可以在制图台比例缩小
- Only maps in the #minecraft:extendable_maps tag can be zoomed out
- 只有 #minecraft:extendable_maps 标签中的地图才能被比例缩小
- Map and Empty Map have new icons
- 地图和空地图有了新图标

ORDER-INDEPENDENT TRANSPARENCY (OIT)
顺序无关透明算法(OIT)
- Generally, translucent surfaces need to be rendered back-to-front to avoid visual issues
- 通常,半透明表面需要从后向前渲染,以避免视觉问题
- In order to do so, the translucent geometry has to be sorted before rendering
- 为了实现这一点,半透明几何体必须在渲染前进行排序
- This is very expensive and even with perfect sorting of individual triangles, intersecting triangles are not possible to render correctly
- 这需要很大的代价,即使对单个三角形进行完美排序,相交的三角形也无法正确渲染
- Before this release, the "Improved Transparency" video setting attempted to mitigate translucency-related visual issues
- 在此版本之前,"Improved Transparency" 视频设置试图缓解与半透明相关的视觉问题
- It did this by rendering different types of translucent objects (entities, particles, water, etc.) to different textures that were later combined to create the final image
- 它通过将不同类型的半透明对象(实体、粒子、水等)渲染到不同的纹理上,随后将这些纹理组合起来生成最终图像来实现这一点
- This allowed us to fix some of the issues with some performance impact
- 这使我们能够修复一些性能影响的问题
- However, it introduced some other less noticeable issues
- 然而,它引入了一些其他不太明显的问题
- Now, the "Improved Transparency" video setting will instead enable a new order-independent transparency algorithm (which we will refer to as OIT)
- 现在,"Improved Transparency" 视频设置将改为启用一种新的顺序无关透明度算法(我们将其称为 OIT)
- This makes it possible to render translucent objects in any order without sorting
- 这使得无需排序即可按任意顺序渲染半透明对象
- It fixes all existing major translucency-related visual issues (such as certain objects disappearing when viewed through translucent objects)
- 它修复了所有现有的与半透明相关的主要视觉问题(例如,当透过半透明物体观察时,某些物体会消失)
- However, the algorithm is an approximation, and so it introduces some new minor visual artifacts (such as the color of clouds being somewhat incorrect when viewed through multiple layers of translucent surfaces)
- 然而,该算法是一种近似算法,因此会引入一些新的微小视觉伪影(例如,透过多层半透明表面观察云朵时,其颜色会略微失真)
- We expect OIT to have a higher performance impact than the previous implementation of "Improved Transparency"
- 我们预计OIT的性能影响会比之前实现的 “Improved Transparency” 更高
- When "Improved Transparency" is turned off, the behavior hasn't meaningfully changed and the game will still prioritize performance over correctness while sorting geometry as necessary
- 当 “改进透明显示” 选项禁用时,行为没有实质性变化,游戏在必要时对几何体进行排序时仍会优先考虑性能而非正确性
Developer's Note: Special thanks to Rubén Osorio López, Jozufozu, and the Minecraft modding community in general for sharing the information that helped us to deliver this.
开发者注:特别感谢 Rubén Osorio López,Jozufozu,以及 Minecraft 模组社区,感谢他们总体分享的信息,帮助我们实现了这一点。
MINOR TWEAKS TO BLOCKS, ITEMS, AND ENTITIES
方块,物品与实体的小幅调整
- Endermen will now take damage from projectiles if they're riding something
- 末影人现在在骑乘状态时会受到弹射物伤害
- Teleporting randomly after eating a Chorus Fruit now shows particles into the direction of the teleportation
- 现在食用紫颂果后随机传送会显示朝向传送方向的粒子
- Endermen and Shulkers no longer teleport onto Bedrock
- 末影人和潜影贝不再传送到基岩上
- Armadillos no longer try to roll up when submerged in liquids
- 犰狳在被流体浸没时不再尝试蜷缩
- Data set on a Spawn Egg will now transfer to a Mob Spawner when a player with operator permissions uses the Egg on the Spawner
- 当拥有管理员权限的玩家对刷怪笼使用刷怪蛋时,在刷怪蛋上设置的数据现在将转移到刷怪笼
- Sherds dropped from breaking a Decorated Pot will now preserve data, for example custom names
- 破坏饰纹陶罐时掉落的陶片现在会保留数据,例如自定义名称
- Enchantments now apply to items being damaged from protecting an undead mob from the sun
- 附魔现在会作用于因保护亡灵生物免受阳光照射而受损的物品
- Teleporting with an Ender Pearl now resets the momentum of the player being teleported
- 现在使用末影珍珠进行传送会重置被传送玩家的动量
UI
用户界面
- Removed the Raw Input mouse setting
- 移除了原始输入鼠标设置选项
- Mouse input now always uses relative mouse mode while playing in-game
- 在游戏中游玩时,鼠标输入现在始终使用相对输入模式
- Key bindings now use physical keys instead of keyboard-layout-specific key codes
- 键位绑定现在使用物理键位,而不是特定于键盘布局的按键代码
- Borderless Fullscreen is now the default fullscreen mode
- 现在默认的全屏模式为无边框全屏模式
- Switching between Borderless and Exclusive Fullscreen no longer requires restarting the game
- 在无边框全屏和独占全屏之间切换不再需要重新启动游戏
- The cursor is now confined to the window while Exclusive Fullscreen is active
- 当独占全屏处于活动状态时,光标现已被限制在窗口内
- The minimum window size is now 320 by 240 pixels
- 最小窗口大小现在为 320×240 像素
- On macOS, holding a key while entering text now displays the native accent and candidate popup
- 在 macOS 系统上,输入文本时按住某个键现在会显示原生的变音符号和候选词弹窗
- On Linux systems, the game will now use and prefer Wayland natively if available
- 在 Linux 系统上,如果 Wayland 可用,游戏现在将原生使用并优先选择 Wayland
- Fixed an issue where Realm owners could not select automatic region preference as their Realm region
- 修复了 Realm 所有者无法将自动区域偏好选择为其 Realm 区域的问题
- Added a "Quit Shortcuts" option in Controls settings, which controls whether keyboard shortcuts can close the game (Alt + F4 on Windows/Linux, Cmd + Q and Cmd + W on macOS)
- 在控制设置中加入了 “退出游戏快捷键” 选项,用于控制键盘快捷键是否可以关闭游戏(Windows/Linux 系统上为 Alt + F4,macOS 系统上为 Cmd + Q 和 Cmd + W)
- On macOS, added a "Right Click Emulation" option in Controls settings, which treats Control + left-click as a right-click
- 在 macOS 系统上,在控制设置中加入了一个 “右键单击模拟” 选项,该选项会将 Control + 左键 视为 右键
- On macOS, added a "Menu/Dock Visibility" option in Video Settings, which controls whether the macOS Menu bar and Dock can be revealed by moving the mouse to the edge of the screen while in fullscreen
- 在 macOS 系统上,在视频设置中加入了“菜单/程序坞可见性”选项,该选项控制在全屏时是否可以通过将鼠标移动到屏幕边缘来显示 macOS 系统菜单栏和程序坞
- Added support for Realms to use additional server regions in Canada, Mexico, South Africa, and Arizona, USA if they become available in the future
- 加入了 Realms 对加拿大、墨西哥、南非和美国亚利桑那州额外服务器区域的支持,前提是这些区域将来可用
DEBUG OVERLAY
调试覆盖层
- The debug overlay now supports a separate GUI scale from the rest of the game
- 调试覆盖层现在支持与游戏其余部分独立的 GUI 缩放比例
- This is customizable through the Debug Options screen, F3 + F6
- 可通过调试选项屏幕进行自定义,F3 + F6
- The default scale is "Auto", which tries to stay at a higher resolution than normal
- 默认缩放比例为 “自动” ,它会尝试保持比正常更高的分辨率
- Another option is "Unchanged", which matches your regular GUI scale
- 另一个选项是 “不变” ,它会匹配你的常规界面尺寸
- The rest of the options work the same as in the normal "GUI Scale", controlling the scale directly
- 其余选项与视频选项中 “界面尺寸” 中的选项相同,直接控制缩放
- Added a "player_speed" debug entry that displays the speed of the player in blocks per tick
- 加入了 "player_speed" 调试信息,用于显示玩家以方块每刻为单位的速度
- The debug overlay now shows the display refresh rate
- 调试覆盖层现在会显示显示器的屏幕刷新率
WORLD OPTIONS
世界选项
- The World Options button has been moved to where the Open to Lan button used to be, accessible from the pause menu
- “世界选项“ 按钮已移动到原本 “对局域网开放” 按钮的位置,可从暂停菜单访问
- The World Options screen is divided into two sections: "General" and "Multiplayer"
- “世界选项” 屏幕现在分为两个部分:“常规” 和 “多人游戏”
- The "General" section contains the following options:
- “通用” 部分包含以下选项:
- Default Game Mode: the default game mode of the world (equivalent to the /defaultgamemode command)
- 默认游戏模式:世界的默认游戏模式(等同于 /defaultgamemode 命令)
- Personal Game Mode: your active game mode in the current world (equivalent to the /gamemode command, or F3 + F4)
- 个人游戏模式:你在当前世界中生效的游戏模式(等同于 /gamemode 命令,或 F3 + F4)
- Allow Commands: Controls whether you can use commands in this world or not
- 允许命令:控制你能否在此世界中使用命令
- Difficulty: Controls the difficulty of the world (equivalent to the /difficulty command)
- 难度:控制世界的难度(等同于 /difficulty 命令)
- Edit Game Rules: Opens the Game Rules screen, which allows you to view and edit the game rules of the world
- 编辑游戏规则:打开游戏规则界面,允许你查看和编辑世界的游戏规则
- Restrictions: View your restrictions in the world
- 限制:查看你在世界中的限制
- The "Multiplayer" section contains the following options:
- “多人游戏”部分包含以下选项:
- LAN: changes the multiplayer scope of the world
- 局域网:更改世界的多人游戏范围
- Port: the port number to use when opening the world to LAN
- 端口号:将世界开放到局域网时使用的端口号
- Command Access: controls whether players that join your world can use commands or not
- 命令使用权限:控制加入你的世界的玩家能否使用命令
- Force Game Mode: controls whether other players' game mode is forced to match the default game mode of the world or not
- 强制游戏模式:控制其他玩家的游戏模式是否被强制匹配世界的默认游戏模式
- The Online button used to access the Online Options screen will now always be shown in the Options menu instead
- 用于访问在线选项界面的 “在线选项...” 按钮现在将改为始终显示在选项菜单中
ACCESSIBILITY
辅助功能
- Subtitles now point to the most recent sound in range
- 字幕现在指向范围内的最近的声音
CREATIVE INVENTORY
创造模式物品栏
- Reordered mineral item and block ordering to have non-tiered ingredients up first, then tiered ingredients that craft into equipment last
- 重新排列了矿物物品和方块顺序,使无材料等级的排在前面,而可合成装备的有材料等级的排在后面
- Ingredients
- 原材料
- Non-tiered minerals
- 无材料等级矿物
- Unrefined tiered minerals
- 未烧炼的有材料等级矿物
- Refined tiered minerals
- 烧炼的有材料等级矿物
- Building Blocks
- 建筑方块
- Non-tiered mineral blocks and variants
- 无材料等级的矿物块及变种
- Refined tiered mineral blocks and variants
- 烧炼的有材料等级矿物方块及变种
- Copper block family
- 铜制品及其变种
- Copper Blocks continue to be pushed to the end of the order in Building Blocks since they have a large list of content
- 铜块继续被排列到建筑方块顺序的末尾,因为它们数量太多
- Improved the ordering of the Natural Blocks tab so that all inner ordering of group content sequentially progresses from Overworld → Nether → End to stay consistent with other tabs
- 改进了自然方块标签页的排序,使该组内容的所有顺序依次按主世界 → 下界 → 末地排列,以与其他标签页保持一致
TECHNICAL CHANGES
技术性更改
- The Data Pack version is now 121.0
- 将数据包版本号更改为 121.0
- The Resource Pack version is now 97.1
- 将资源包版本号更改为 97.1
- Some log lines that server software might look out for have been removed
- 一些服务器软件可能会关注的日志行已被移除
- The Minecraft Server Management Protocol can be used instead
- 可以改用 Minecraft 服务端管理协议
- If you are missing access to specific events, please create a feature request on the Feedback site
- 如果你无法访问特定事件,请在反馈网站上创建一个功能请求
- The definition field from the blocks.json data generation report has been removed
- 移除了blocks.json数据生成报告中的definition字段
- Terrain blocks are now rendered with MultiDrawIndirect on supported devices
- 地形方块现在在支持的设备上使用 MultiDrawIndirect 渲染
- level.dat now contains a version_history list with prior data versions of the file
- level.dat 现在包含一个 version_history 列表,其中包含该文件的先前数据版本
WINDOWING AND INPUT BACKEND
窗口化与输入后端
- Minecraft now uses SDL3 instead of GLFW for window management, input, and platform integration
- Minecraft 现在使用 SDL3 替代 GLFW 进行窗口管理、输入和平台集成
- Keyboard input now uses SDL scancodes for physical key positions and SDL keycodes for layout-dependent text editing shortcuts
- 键盘输入现在使用 SDL 扫描码来确定物理按键位置,并使用 SDL 键码来处理依赖布局的文本编辑快捷键
SERVER PROPERTIES
服务器属性
- The white-list property is now true by default
- white-list属性现在默认为true
MINECRAFT SERVER MANAGEMENT PROTOCOL 3.1.0
MINECRAFT 服务器管理协议 3.1.0
- Added notifications indicating when the server performs a full world upgrade on startup
- 加入了服务器在启动时执行完整世界升级的通知
- minecraft:notification/world/upgrade_started
- minecraft:notification/world/upgrade_started
- minecraft:notification/world/upgrade_progress
- minecraft:notification/world/upgrade_progress
- minecraft:notification/world/upgrade_finished
- minecraft:notification/world/upgrade_finished
- minecraft:notification/world/upgrade_failed
- minecraft:notification/world/upgrade_failed
DATA PACK VERSIONS 108.0 THROUGH 121.0
数据包版本从 108.0 到 121.0
- Commands like /give, /unpublish, and /tick should now properly signal errors
- 像 /give、/unpublish 和 /tick 这样的命令现在应该能正确返回错误了
- Pottery sherds are now data-driven
- 陶片现在由数据驱动
- Entries stored in the minecraft:pot_decorations component and minecraft:decorated_pot block entity are now full item stacks
- 存储在 minecraft:pot_decorations 组件和 minecraft:decorated_pot 方块实体中的条目现在都是完整的物品堆叠
- Signs no longer automatically execute click events in custom text
- 告示牌不再自动执行自定义文本中的点击事件
- Potion recipes are now data-driven
- 药水配方现在由数据驱动
- The minecraft:number_provider and minecraft:number_provider_type registries have been split into separate registries for integer calculations (minecraft:context_int_provider, minecraft:context_int_provider_type) and float calculations (minecraft:context_float_provider, minecraft:context_float_provider_type)
- The minecraft:number_provider and minecraft:number_provider_type registries have been split into separate registries for integer calculations (minecraft:context_int_provider, minecraft:context_int_provider_type) and float calculations (minecraft:context_float_provider, minecraft:context_float_provider_type)
- Loot table types that have a dedicated registry now support registry element and tag references
- 具有单独注册表的战利品表类型现在支持命名空间ID和标签引用
- This means that the majority of fields of such types that previously accepted single elements will now accept either a namespaced ID or an inline value, while fields that previously accepted lists can now accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID
- 这意味着,此类字段中大多数先前接受单个元素的字段现在将接受命名空间ID或内联值,而先前接受列表的字段现在可以接受内联值、单个命名空间ID、命名空间ID列表、内联值列表,或以 # 为前缀的标签ID
- Affected types:
- 受影响的类型:
- minecraft:advancement
- minecraft:advancement
- minecraft:item_modifier
- minecraft:item_modifier
- minecraft:loot_table
- minecraft:loot_table
- minecraft:context_int_provider
- minecraft:context_int_provider
- minecraft:context_float_provider
- minecraft:context_float_provider
- minecraft:predicate
- minecraft:predicate
- minecraft:recipe
- minecraft:recipe
- minecraft:slot_source
- minecraft:slot_source
- Existing reference types for predicates, item modifiers, and slot sources are now obsolete and have been removed
- 现有的用于谓词、物品修饰器和槽位源的 reference 类型现已过时并已被移除
- The codec for element lists/tags now allows mixing inline values and references
- 元素列表/标签的编解码器现在允许混合使用内联值和引用
- For example, item modifiers like [{type:set_count, ...}, "minecraft:some_modifier"] are now allowed
- 例如,现在允许像 [{type:set_count, ...}, "minecraft:some_modifier"] 这样的物品修饰器
- The following Block State fields have been renamed
- 重命名了以下 Block State 字段
- Name is now id
- Name 现为 id
- Properties is now properties
- Properties 现为 properties
- The default Block State of a Block can now be referred to in a compact form directly by the Block id
- 方块的默认方块状态现在可以通过方块ID以紧凑形式直接引用

COMMANDS
命令
ADDED POSTEFFECT
加入了POSTEFFECT
- Allows adding or removing "post effects" to players
- 允许向玩家添加或移除 “后处理效果”
- These are postprocessing shaders that are applied to the player's screen, after the game has finished normal rendering
- 这些是后期着色器,会在游戏完成常规渲染后渲染到玩家屏幕上
- Post effects exist on the client (in resource packs), not the server – the server cannot know if one will actually apply
- 后处理效果存在于客户端(资源包中),而非服务端——服务端无法知晓某个效果是否会被实际应用
- Post effects themselves were already part of the resource pack format, but only a few hardcoded ones were available to use
- 后处理效果本身已经是资源包格式的一部分,但只有少数硬编码的效果可供使用
Developer's Note: This now makes custom shaders fully available to use from resource packs, but please be aware that shaders are still subject to be changed at-will, and the features involved (the command, post effects, or shaders) may be redesigned in the future.
开发者注: 现在,这使得自定义着色器可以完全从资源包中使用,但请注意,着色器仍可能被随意更改,并且涉及的功能(命令、后处理效果或着色器)将来可能会被重新设计。
Syntax:语法:
- /posteffect add <player> <posteffect> - adds the post effect to the player, if it doesn't already exist
- /posteffect add <player> <posteffect> - 为玩家添加指定的后处理效果(如果不存在)
- /posteffect clear <player> - removes all post effects from the player, if any exist
- /posteffect clear <player> - 移除玩家身上的所有后处理效果(如果存在)
- /posteffect list <target> - lists all post effects applied to the player, if any exist
- /posteffect list <target> - 列出应用于玩家的所有后处理效果(如果存在)
- /posteffect remove <player> <posteffect> - removes the post effect from the player, if it exists
- /posteffect remove <player> <posteffect> - 移除玩家身上的指定的后处理效果(如果存在)
CHANGES TO PUBLISH
对 PUBLISH 的更改
- The gamemode argument has been removed
- 移除了 gamemode 参数
- Instead, the default game mode of the world should be set using the defaultgamemode command or the Game Mode button in the World Options screen, while player-specific game modes should be set using the gamemode command
- 相反,世界的默认游戏模式应使用 defaultgamemode 命令或 “世界选项” 屏幕中的游戏模式按钮来设置,而玩家特定的游戏模式则应使用 gamemode 命令
ADDED COMPUTE
加入了 COMPUTE
- Evaluates minecraft:context_int_provider and minecraft:context_float_provider values in various contexts
- 在各种上下文中评估 minecraft:context_int_provider 和 minecraft:context_float_provider 的值
- In all contexts, origin is set to the current command context position, while this entity is set to @s
- 在所有情况下,origin 被设置为当前命令上下文位置,而 this 实体被设置为 @s
- If the evaluation fails (for example due to division by zero), this command will fail
- 如果求值失败(例如除以零),此命令将失败
Syntax:语法:
- /compute <target> integer <int_provider> OR
- /compute <target> integer <int_provider> 或
- /compute <target> float <float_provider> [<scale>], where:
- /compute <target> float <float_provider> [<scale>],其中:
- <target> - one of:
- <target> - 以下之一:
- default - runs the provider in the minecraft:command_compute_default context, where only common arguments (position and this entity) are available
- default - 在 minecraft:command_compute_default 上下文中运行数值提供器,其中只有通用参数(位置和 this 实体)可用
- block <pos> - runs the provider in the minecraft:command_compute_position context, where block state and block position are set based on the block at position <pos>
- block <pos> - 在 minecraft:command_compute_position 上下文中运行数值提供器,其中方块状态和方块位置根据位于 <pos> 的方块设置
- entity <entity selector> - runs the provider in the minecraft:command_compute_entity context, where target_entity is set to the selector result
- entity <entity selector> - 在 minecraft:command_compute_entity 上下文中运行数值提供器,其中 target_entity 被设置为选择器的结果
- <int_provider> - either an element of the minecraft:context_int_provider registry or an inline value
- <int_provider> - 可以是 minecraft:context_int_provider 注册表中的一个元素,或一个内联值
- <float_provider> - either an element of the minecraft:context_float_provider registry or an inline value
- <float_provider> - 可以是 minecraft:context_float_provider 注册表中的一个元素,或一个内联值
- <scale> - optional scale value, defaults to 1.0
- <scale> - 可选缩放值,默认为 1.0
- The final result will be multiplied by <scale> and rounded towards negative infinity
- 最终结果将乘以 <scale> 并向负无穷方向取整
CHANGES TO DATA
对 DATA 的更改
- Added new source to /data modify ... append|insert|merge|prepend|set called compute
- 为 /data modify ... append|insert|merge|prepend|set 加入了 compute 新数据来源
- It evaluates a minecraft:context_int_provider or minecraft:context_float_provider value and then provides the result either as an integer or a float tag
- 它会对一个 minecraft:context_int_provider 或 minecraft:context_float_provider 值进行求值,然后将结果作为整数或浮点标签提供
- Example: /data modify storage foo bar set compute entity @n [type=minecraft:armor_stand] integer {type:score,target:{type:context,target:target_entity},score:baz}
- 示例:/data modify storage foo bar set compute entity @n [type=minecraft:armor_stand] integer {type:score,target:{type:context,target:target_entity},score:baz}
Syntax:语法:
- compute <target> (integer <int_provider> | float <float_provider>), where the syntax of target, int_provider, float_provider is the same as in the /compute function
- compute <target> (integer <int_provider> | float <float_provider>),其中target、int_provider、float_provider的语法与/compute函数相同
- Note: unlike /compute, there is no scale, since the result is directly stored as a float, instead of being returned from the command as an integer
- 注意:与 /compute 不同,没有 scale,因为结果直接存储为浮点数,而不是从命令以整数形式返回
CHANGES TO GIVE
对 GIVE的更改
- When the amount of items passed to the give command is above the limit, the command will now signal an error instead of just printing an error message and returning 0
- 当传递给 give 命令的物品数量超过限制时,该命令现在将返回错误,而不仅仅是打印错误信息并返回 0
CHANGES TO TELLRAW
对 TELLRAW的更改
- The nbt component in a raw chat message will only be resolved up to 64k times
- 原始聊天消息中的 nbt 组件最多只能被解析 64000 次
CHANGES TO TICK
对 TICK的更改
- The following subcommands will now signal an error instead of just printing an error message and returning 0:
- 以下子命令现在将返回错误,而不仅仅是打印错误信息并返回 0:
- tick step
- tick step
- tick step stop
- tick step stop
- tick sprint stop
- tick sprint stop
CHANGES TO TEAM
对 TEAM 的更改
- The result of the team join and team leave subcommands now reflects the exact count of entities that have joined or left (i.e. excluding entities for which teams have not changed)
- team join 和 team leave 子命令的结果现在反映了加入或离开的实体的确切数量(即不包括队伍未更改的实体)
CHANGES TO ITEM
对 ITEM 的更改
- Now takes a slot source as an argument in place of anywhere a slot was previously used
- 现在接受一个槽位源作为参数,以取代之前使用槽位的任何位置
- It will be evaluated with the minecraft:command_slot_source loot type
- 它将使用 minecraft:command_slot_source 战利品类型进行评估
- Can be a slot source in either inline or reference form
- 可以以行内或内联形式作为槽位源
- Can be a slot source targeting multiple slots
- 可以是一个针对多个槽位的槽位源
- The replace sub-command has new semantics:
- replace 子命令有了新的语义:
- The contents of each destination slot are replaced with the corresponding source item one by one in the order they are provided by the slot source
- 每个目标槽位的内容会按照槽位源提供的顺序,被对应的来源物品逐一替换
- When there are more destination slots than there are source items, the remaining slots are ignored
- 当目标槽位数量多于来源物品数量时,多余的槽位将被忽略
- Example: replace [12345] with (ABC) → [ABC45]
- 示例: replace [12345] with (ABC) → [ABC45]
- When there are fewer destination slots than there are source items, the remaining items are ignored
- 当目标槽位数量少于来源物品数量时,多余的物品会被忽略
- Example: replace [123] with (ABCDE) → [ABC]
- 示例:replace [123] with (ABCDE)→[ABC]
- String notation slot ranges in the form <slot_type> or <slot_type>.<slot_number> are still permitted
- 仍允许使用 <slot_type> 或 <slot_type>.<slot_number> 形式的字符串表示槽位范围
- Can be a single slot, such as armor.chest
- 可以是单个槽位,例如 armor.chest
- Can be multiple slots, such as container.*
- 可以是多个槽位,例如 container.*
- Acts as shorthand for a minecraft:slot_range slot source using that slot range
- 作为使用该槽位范围的 minecraft:slot_range 槽位源的简写
- Example: hotbar.4 is the same as {type:"minecraft:slot_range",slots:"hotbar.4"}
- 示例:hotbar.4 与 {type:"minecraft:slot_range",slots:"hotbar.4"} 相同
- The entity argument in the from entity item source can now be a selector targeting multiple entities
- 来自 from entity 物品来源中的实体参数现在可以是一个目标选择器,用于指定多个实体
- When more than a single entity is targeted, the slots sourced from each are concatenated
- 当目标超过一个实体时,从每个实体获取的槽位会被串联起来
- Added new fill and override sub-commands, each with syntax identical to /item replace
- 加入了新的 fill 和 override 子命令,每个子命令的语法与 /item replace 相同
- /item fill
- /item fill
- Fills each destination slot with a source item
- 用来源物品填充每个目标槽位
- When there are more destination slots than there are source items, the items repeat until every slot is filled
- 当目标槽位数量多于来源物品数量时,物品会重复填充直到所有槽位都被填满
- Example: fill [12345] with (ABC) → [ABCAB]
- 示例:fill [12345] with (ABC) → [ABCAB]
- /item override
- /item override
- Overrides the contents of each destination slot with the corresponding source item
- 用对应的来源物品覆盖每个目标槽位的内容
- When there are more destination slots than there are source items, the remaining slots are cleared
- 当目标槽位数量多于来源物品数量时,多余的槽位会被清空
- Example: override [12345] with (ABC) → [ABC__] (where _ represents an empty slot)
- 示例:override [12345] with (ABC) → [ABC__](其中 _ 表示一个空槽位)
CHANGES TO EXECUTE
对 EXECUTE的更改
- Added new slots condition sub-command
- 加入了新的 slots 条件子命令
- Counts the number of slots from the slot source that are present on the targeted block or entity
- 检测目标方块或实体上来自槽位源的槽位数量
- The slot source will be evaluated with the minecraft:command_slot_source loot type
- 槽位来源将使用 minecraft:command_slot_source 战利品类型进行解析
- Syntax:
- 语法:
- /execute if|unless slots block <pos> <slot source>
- /execute if|unless slots block <pos> <slot source>
- /execute if|unless slots entity <targets> <slot source>
- /execute if|unless slots entity <targets> <slot source>
- The items condition sub-command now takes a slot source as argument instead of a slot
- 物品条件子命令现在接受一个槽位源作为参数,而不是一个槽位
- The slot source will be evaluated with the minecraft:command_slot_source loot type
- 槽位来源将使用 minecraft:command_slot_source 战利品类型进行解析
- Syntax:
- 语法:
- /execute if|unless items block <pos> <slot source> <item predicate>
- /execute if|unless items block <pos> <slot source> <item predicate>
- /execute if|unless items entity <targets> <slot source> <item predicate>
- /execute if|unless items entity <targets> <slot source> <item predicate>
CHANGES TO PLACE
对 PLACE 的更改
- The feature sub-command now allows inline definition of the Feature
- feature 子命令现在允许内联定义地物
CHANGES TO SPREADPLAYERS
对 SPREADPLAYERS 的更改
- Whether a block is safe to spread a player to is now controlled by the #entities_can_teleport_to block tag
- 方块是否安全地将玩家传递到该位置现在由 #entities_can_teleport_to 方块标签控制
CHANGES TO SWING
对 SWING的更改
- When used on a player, the player's attack strength will no longer be reset
- 当对玩家应用时,玩家的攻击力将不再被重置
- Added a new optional argument to set the swing animation to play
- 加入了一个新的可选参数来设置要播放的挥臂动画
- Allowed values: none, whack, stab
- 允许值:none, whack, stab
- If omitted, defaults to whack
- 如果省略,则默认为 whack
- Added a new argument to set the duration of the swing animation, if provided
- 加入了一个新参数,若提供则用于设置挥臂动画的持续时间
- Format: positive time value (by default in ticks)
- 格式:正的时间值(以游戏刻为单位)
- If omitted, defaults to 6t
- 如果省略,则默认为 6t
ENVIRONMENT ATTRIBUTES
环境属性
ADDED MINECRAFT:GAMEPLAY/NATURAL_MOB_SPAWNS
加入了 MINECRAFT:GAMEPLAY/NATURAL_MOB_SPAWNS
- Defines mob spawns in an Environment Attribute Source
- 定义环境属性源中的生物生成
- During worldgen placement, only Dimensions and Biomes will apply this Environment Attribute
- 在世界生成期间,只有维度和生物群系会应用此环境属性
- Format: object with fields:
- 格式:包含字段的对象
- spawns_by_category - map of spawn category to weighted list of spawn data
- spawns_by_category - 生成类别到加权生成数据列表的映射
- Spawn data format: object with fields:
- 生成数据格式:包含字段的对象:
- type - entity type, the entity to spawn
- type - 实体类型,要生成的实体
- count - int provider, amount to spawn
- count - 整数提供器,生成的数量
- spawn_costs - map of entity type to object with fields:
- spawn_costs - 实体类型到具有字段的对象的映射:
- energy_budget - float, energy change allowed per spawn
- energy_budget - 浮点数,每次生成允许的生成势的消耗的最大值
- charge - float, how much existing mobs will attract or repulse other charged mobs
- charge - 浮点数,决定现有生物吸引或排斥其他生成势生物的程度
- Available attribute modifiers:
- 可用的属性修饰符:
- overlay
- 叠加层
- For each mob category, overrides the lower layer's spawn settings with the higher layer's, unless the category is not included
- 对于每个生物类别,用较高层级的生成设置覆盖较低层级的生成设置,除非该类别未包含在内
- Merges each layer's spawn costs together, overriding the lower layer's spawn costs with the higher layer's if both define the same entity type
- 将每一层的生成势合并在一起,如果高层和低层都定义了相同的实体类型,则用高层的生成势覆盖低层的生成势
- Default: Empty
- 默认值:空
ADDED MINECRAFT:GAMEPLAY/CREATURE_WORLD_GEN_SPAWN_PROBABILITY
加入了 MINECRAFT:GAMEPLAY/CREATURE_WORLD_GEN_SPAWN_PROBABILITY
- Sets the probability to run an iteration in which mobs defined to spawn in the creature mob category will spawn during world generation
- 设置运行迭代的概率,该迭代中,被定义为在 creature 生物类别中生成的生物将在世界生成期间生成
- Only Dimensions and Biomes will apply this Environment Attribute
- 只有维度和生物群系会应用此环境属性
- Format: float with range [0,1)
- 格式: 浮点数,取值范围为 [0,1)
- Default: 0.1
- 默认值: 0.1
CHANGED MINECRAFT:GAMEPLAY/BED_RULE
更改了MINECRAFT:GAMEPLAY/BED_RULE
- Field explodes has been renamed to destroy_on_use
- 将字段explodes重命名为destroy_on_use
- Added destroy_on_leave - optional boolean, if true, the Bed will be destroyed when leaving it
- 加入了destroy_on_leave - 可选布尔值,若为true,则下床时床会被摧毁
- If omitted, defaults to false
- 默认为false
ADDED MINECRAFT:GAMEPLAY/STRAW_BED_RULE
加入了MINECRAFT:GAMEPLAY/STRAW_BED_RULE
- Same format as minecraft:gameplay/bed_rule, but used for the Straw Bed
- 格式与 minecraft:gameplay/bed_rule 相同,但用于麦秆床的相关行为
CHANGED MINECRAFT:VISUAL/AMBIENT_PARTICLES
更改了 MINECRAFT:VISUAL/AMBIENT_PARTICLES
- Now supports interpolation between Timeline keyframes (probabilities will be crossfaded)
- 现在支持时间线关键帧之间的插值(概率将交叉淡化)
- Introduced support for new modifier: append
- 引入了对新修饰符的支持:append
- Unlike override which totally replaces the particle list, this modifier concatenates all elements with the layers below
- 与完全替换粒子列表的 override 不同,此修改器将所有元素与下方的层连接起来
DATA COMPONENTS
数据组件
ADDED MINECRAFT:PROVIDES_POTTERY_PATTERN
加入了 MINECRAFT:PROVIDES_POTTERY_PATTERN
- Describes the pottery pattern stored on a stack
- 描述存储物品上的陶片图案
- Format:
- 格式:
- namespaced ID pointing to an element of the minecraft:decorated_pot_pattern registry
- 命名空间 ID,指向 minecraft:decorated_pot_pattern 注册表中的一个元素
ADDED MINECRAFT:COOKING_FUEL
加入了 MINECRAFT:COOKING_FUEL
- Describes an item that can be used as fuel for a Furnace, Smoker, or Blast Furnace
- 描述了一种可用作熔炉、烟熏炉或高炉燃料的物品
- Format: object with fields
- 格式:包含字段的对象
- burn_time - inline integer number, or a namespaced ID pointing to an element of the minecraft:context_int_provider registry representing the time in ticks for which this fuel will burn
- burn_time - 内联整数,或一个指向 minecraft:context_int_provider 注册表中某个元素的命名空间ID,代表该燃料以刻为单位燃烧的时间
- speed_multiplier - inline float number, or a namespaced ID pointing to an element of the minecraft:context_float_provider registry representing the speed of the cooking/smelting
- speed_multiplier - 内联浮点数,或一个指向 minecraft:context_float_provider 注册表中表示烹饪/烧炼速度的元素的命名空间ID
- Cooking fuel items with remainders will be handled as follows:
- 带有剩余的燃料物品将按以下方式处理:
- If there is fuel remaining in the fuel slot, the remainder item will be dropped on the ground
- 如果燃料槽中还有剩余的燃料,剩余的物品将掉落到地上
- If the fuel has run out, the remainder item will remain in the fuel slot
- 如果燃料已耗尽,剩余物品将留在燃料槽中
ADDED MINECRAFT:BREWING_FUEL
加入了 MINECRAFT:BREWING_FUEL
- Describes an item that can be used as fuel for a Brewing Stand
- 描述一个可用于酿造台燃料的物品
- Format: object with fields
- 格式:包含字段的对象
- uses - inline integer number, or a namespaced ID pointing to an element of the minecraft:context_int_provider registry representing the number of times this fuel will brew before being consumed
- uses - 内联整数,或一个指向 minecraft:context_int_provider 注册表中元素的命名空间ID,表示此燃料在被消耗前可酿造的次数
- speed_multiplier - inline float number, or a namespaced ID pointing to an element of the minecraft:context_float_provider registry representing the speed of the brewing
- speed_multiplier - 内联浮点数,或一个指向 minecraft:context_float_provider 注册表中元素的命名空间ID,表示酿造速度
- Brewing fuel items with remainders will be handled as follows:
- 带剩余的燃料物品将按以下方式处理:
- If there is fuel remaining in the fuel slot, the remainder item will be dropped on the ground
- 如果燃料槽中还有剩余的燃料,剩余的物品将掉落到地上
- If the fuel has run out, the remainder item will remain in the fuel slot
- 如果燃料已耗尽,剩余物品将留在燃料槽中
- This behavior matches items placed in the input and reagent slots of the brewing stand
- 此行为与放置在酿造台输入槽和输出槽中的物品一致
- Note: the #brewing_fuel item tag has been removed and will no longer function to register new brewing fuels
- 注意:#brewing_fuel 物品标签已被移除,不再用于新的用于酿造的燃料
CHANGED MINECRAFT:POT_DECORATIONS
更改了 MINECRAFT:POT_DECORATIONS
Instead of taking a list of 4 item IDs, this component now takes an object with 4 optional item stack fields named:
不再接受 4 个物品 ID 的列表,此组件现在接受一个包含 4 个可选物品堆叠字段的对象,这些字段名为:
- back
- back
- left
- left
- right
- right
- front
- front
CHANGED MINECRAFT:TRIM_MATERIAL
更改了 MINECRAFT:TRIM_MATERIAL
- The format of inline material definitions has been updated as described below
- 内联材料定义的格式已更新,如下所述
ADDED MINECRAFT:BLOCK_TRANSFORMER
加入了MINECRAFT:BLOCK_TRANSFORMER
- Allows an item to transform blocks into other blocks on player interaction
- 允许物品在玩家交互时将方块转化为其他方块
- Format:
- 格式:
- a namespaced ID of a minecraft:block_transformer registry type
- minecraft:block_transformer 注册表类型的命名空间 ID
ADDED MINECRAFT:SIGN_TEXT_FRONT AND MINECRAFT:SIGN_TEXT_BACK
加入了 MINECRAFT:SIGN_TEXT_FRONT 和 MINECRAFT:SIGN_TEXT_BACK
- Two identical components that represent text on the front and back of a sign
- 两个相同的组件,分别表示告示牌正面和背面的文本
- Contents will be displayed in the item's tooltip
- 内容将显示在物品的工具提示中
- The format is the same as the front_text and back_text fields on the minecraft:sign and minecraft:hanging_sign block entities, i.e.
- 格式与 front_text 和 back_text 字段相同,这些字段位于 minecraft:sign 和 minecraft:hanging_sign 方块实体上,即
- messages - a list of text components
- messages - 文本组件列表
- filtered_messages - an optional list of text components, if omitted, it will be set to the same value as messages
- filtered_messages - 一个可选的文本组件列表,如果省略,它将设置为与 messages 相同的值
- messages and filtered_messages must have the same entry count
- messages 和 filtered_messages 必须具有相同的条目数
- color - optional dye color, default: black
- color - 可选染料颜色,默认值: black
- has_glowing_text - optional boolean, default: false
- has_glowing_text - 可选布尔值,默认值:false
ADDED MINECRAFT:WAXED
加入了MINECRAFT:WAXED
- A marker for blocks with contents that are waxed
- 一个用于标记涂蜡的方块的标记
- No fields
- 无字段
ADDED MINECRAFT:CUSHION/COLOR
加入了 MINECRAFT:CUSHION/COLOR
- Applied to Cushion entities when they get placed using an item
- 应用于通过物品放置的坐垫
- Format: one of 16 dye colors
- 格式:16种染料颜色之一
ADDED MINECRAFT:COMPOSTABLE
加入了MINECRAFT:COMPOSTABLE
- Represents the ability to compost an item and how it adds layers to the composter
- 表示可堆肥物品的能力以及它如何增加堆肥桶的层数
- Format: object with fields
- 格式:包含字段的对象
- layers - inline integer number, or namespaced ID pointing to an element of the minecraft:context_int_provider registry
- layers - 内联整数,或一个指向 minecraft:context_int_provider 注册表中元素的命名空间ID
ADDED MINECRAFT:VILLAGER_FOOD
加入了 MINECRAFT:VILLAGER_FOOD
Represents items that Villagers can eat. Villagers will pick up items with this component in addition to items in the #villager_picks_up tag.
代表村民可以作为食物的物品。除了#villager_picks_up标签中的物品外,村民还会捡起带有此组件的物品。
- Format: object with fields
- 格式:包含字段的对象
- nutrition - positive integer, how much hunger the item satiates in the Villager once eaten
- nutrition - 正整数,表示村民食用该物品后可以恢复多少饥饿值
ADDED MINECRAFT:MOB_VISIBILITY
加入了 MINECRAFT:MOB_VISIBILITY
Represents the visibility percentage provided by an item with the appropriate minecraft:equippable component, modifying the range at which mobs are able to detect an entity.
表示由带有相应的 minecraft:equippable 组件的物品提供的生物探测半径百分比,修改生物能够探测到实体的范围。
- Format: object with fields
- 格式:包含字段的对象
- targeting_entity_types - an entity ID, a list of namespaced entity IDs, or a hash-prefixed entity tag to match
- targeting_entity_types - 一个实体ID、一个命名空间实体ID列表,或以 # 为前缀的实体标签以进行匹配
- visibility - float (between 0.0 and 10.0), with 0.0 reducing the range at which mobs detects the entity to 2 blocks while 10.0 increases the detection range tenfold
- visibility - 浮点值(介于0.0和10.0之间),0.0 会将生物探测实体的范围减少到2格,而 10.0 会将探测范围增加十倍
- While multiple items with this component stack, the maximum vision will still never exceed 10.0
- 尽管多个物品带有此组件堆叠,最大视野仍永远不会超过10.0
ADDED MINECRAFT:ATTACK_ANIMATION
加入了 MINECRAFT:ATTACK_ANIMATION
- The animation to play when the item is being used to attack something
- 当物品被用于攻击某物时播放的动画
- Format: object with fields:
- 格式:包含字段的对象
- type - swing animation type, one of none, whack, stab
- type - 挥动动画类型,可为 none、whack、stab 之一
- duration - non-negative integer, the length of the animation in ticks
- duration - 非负整数,以刻为单位动画的时长
ADDED MINECRAFT:INTERACT_ANIMATION
加入了 MINECRAFT:INTERACT_ANIMATION
- The animation to play when the item is being used to interact with something
- 当物品被用于与某物交互时播放的动画
- Format: Same as minecraft:attack_animation
- 格式:与 minecraft:attack_animation 相同
CHANGED MINECRAFT:CONSUMABLE
更改了 MINECRAFT:CONSUMABLE
- Added a new optional field to the teleport_randomly consume effect:
- 为 teleport_randomly 消耗效果类型加入了一个新的可选字段:
- directional_particles - boolean, whether to show a particle trail into the direction of the teleportation
- directional_particles - 布尔值,是否显示指向传送方向的粒子轨迹
- If not present, defaults to true
- 如果未指定,则默认为true
REMOVED MINECRAFT:SWING_ANIMATION
移除了 MINECRAFT:SWING_ANIMATION
- This has been replaced by minecraft:attack_animation and minecraft:interact_animation
- 已替换为 minecraft:attack_animation 和 minecraft:interact_animation
- Setting both of these new components to the same value will be functionally identical to the old component, except for:
- 将这两个新组件都设置为相同值,在功能上将与旧组件相同,除了:
- The /swing command - animation type now specified by the command
- /swing 命令 - 动画类型现在由命令指定
- Items being dropped by entities
- 实体掉落的物品
REMOVED MINECRAFT:MAP_COLOR
移除了 MINECRAFT:MAP_COLOR
- Maps are no longer drawn as a tinted overlay, so there is nothing left for the color to apply to
- 地图不再绘制为着色覆盖层,因此颜色没有可应用之处
- Existing maps have the component stripped on load
- 现有地图在加载时该组件会被
- See the Resource Pack section for the matching removal of the minecraft:map_color tint source
- 查看资源包部分以了解对应移除的 minecraft:map_color 着色来源
TRIM MATERIALS
盔甲纹饰材料
The format of elements in the trim_material registry has been updated:
更新了盔甲纹饰材料注册表内元素的格式:
- asset_name has been replaced with palette - Palette Texture ID to be used for this material
- asset_name 被替换为 palette - 用于此材质的调色板纹理 ID
- override_armor_assets has been removed
- 移除了 override_armor_assets
- Overrides are now defined in the Resource Pack Equipment Asset
- 覆盖项现在定义在资源包装备资产中
- See the Resource Pack section for details about Palette Texture IDs
- 有关调色板纹理ID的详细信息,请参阅资源包部分
INSTRUMENTS
乐器
The format of elements in the instrument registry have been updated:
更新了乐器注册表内元素的格式:
- Added durability_damage field - optional non-negative integer, amount of durability to consume on each use
- 加入了 durability_damage 字段 - 可选的非负整数,每次使用消耗的耐久度
- Updated use_duration field - can now be 0 for no cooldown
- 更新了 use_duration 字段 - 现在可以设为 0 以取消冷却时间
ENTITY DATA
实体数据
- Added invulnerable_time tag which makes an entity temporarily invulnerable for a specific number of ticks
- 加入了 invulnerable_time 标签,该标签使实体在特定数量的游戏刻内暂时无敌
BLOCK ENTITY DATA
方块实体数据
CHANGED MINECRAFT:DECORATED_POT
更改了 MINECRAFT:DECORATED_POT
The sherds field no longer stores a list of 4 item IDs. Instead, the new format is an object with 4 optional item stack fields named:
sherds 字段不再存储 4 个物品 ID 的列表。相反,新格式是一个具有 4 个可选物品堆叠字段的对象,这些字段名为:
- back
- back
- left
- left
- right
- right
- front
- front
CHANGED MINECRAFT:SIGN AND MINECRAFT:HANGING_SIGN
更改了 MINECRAFT:SIGN 和 MINECRAFT:HANGING_SIGN
- By default, commands and other click events contained in Sign text are no longer executed when the block is clicked
- 默认情况下,点击告示牌时,不再执行其文本中包含的命令和其中的点击事件
- Additionally, text components on newly placed Signs are no longer resolved by default
- 另外,新放置的告示牌上的文本组件默认不再解析
- A new boolean field called allow_op_features (defaults to false) has been added to restore previous behavior
- 加入了一个名为 allow_op_features 的新布尔字段(默认为 false)以恢复之前的行为
- Placed Signs and items with the minecraft:block_entity_data component containing Sign data stored in worlds saved before this version will have allow_op_features set to true
- 在此版本之前保存的世界中,已放置的告示牌以及存储了告示牌数据的 minecraft:block_entity_data 组件的物品,其 allow_op_features 将被自动设置为 true
- Any newly created Sign will need to have that field set explicitly
- 任何新的告示牌都需要显式设置该字段
- Changed the rules for opening the Sign edit screen after a block is placed:
- 更改了放置方块后打开告示牌编辑界面的规则:
- Previously, the screen would open unless minecraft:block_entity_data was applied successfully
- 在之前编辑界面会打开,除非 minecraft:block_entity_data 被成功应用
- Now, the screen will open only if it could be opened normally by clicking the block (i.e. it's not waxed and only has editable text on the front side)
- 现在,只有在编辑界面可以通过正常点击方块打开时(即方块未涂蜡,且只有正面有可编辑文本),编辑才会打开
- Signs will now accept and return the minecraft:sign_text_front, minecraft:sign_text_back, and minecraft:waxed components
- 告示牌现在将接受并返回 minecraft:sign_text_front、minecraft:sign_text_back 和 minecraft:waxed 组件
CHANGED MINECRAFT:BREWING_STAND
更改了 MINECRAFT:BREWING_STAND
The following fields are now stored as integers rather than shorts:
以下字段现在存储为整型而非短整型:
- Changed the BrewTime field from a short to an integer, this is the amount of time that the current brewing process has taken so far
- 将 BrewTime 字段从短整型改为整型,表示当前酿造过程到目前为止所花费的时间
- Changed the Fuel field from a byte to an integer, this is the amount of fuel remaining
- 将 Fuel 字段从字节改为整型,表示剩余燃料量
The following new fields have been added:
加入了以下新字段:
- total_brew_time - integer, the total amount of time the current brewing process will take
- total_brew_time - 整数,当前酿造过程中所需的总时间
- total_fuel - integer, represents the amount of fuel that was added in the last refuel
- total_fuel - 整数,表示上次添加燃料时添加的燃料量
- speed_multiplier - float, used to speed up or slow down the next brewing process
- speed_multiplier - 浮点数,用于加速或减缓下一次酿造过程
CHANGED MINECRAFT:FURNACE, MINECRAFT:SMOKER, AND MINECRAFT:BLAST_FURNACE
更改了MINECRAFT:FURNACE、MINECRAFT:SMOKER和MINECRAFT:BLAST_FURNACE
The following fields are now stored as integers rather than shorts:
以下字段现在存储为整型而非短整型:
- Changed the cooking_time_spent field from a short to an integer, this is the amount of time that the current cooking process has taken so far
- 更改了 cooking_time_spent 字段从短整型改为整型,表示当前烹饪过程到目前为止所花费的时间
- Changed the cooking_total_time field from a short to an integer, this is the total amount of time the current cooking process will take
- 将 cooking_total_time 字段从短整型改为整型,表示当前烹饪过程中所需的总时间
- Changed the lit_time_remaining field from a short to an integer, this is the amount of burn time remaining
- 将 lit_time_remaining 字段从短整型改为整型,表示剩余的燃烧时间
- Changed the lit_total_time field from a short to an integer, this is the total amount of burn time that was added in the last refuel
- 将 lit_total_time 字段从短整型改为整型,表示上次添加燃料时新增的燃烧时间
The following new fields have been added:
加入了以下新字段:
- speed_multiplier - float, used to speed up or slow down the next brewing process
- speed_multiplier - 浮点数,用于加速或减慢下一次酿造过程
ADVANCEMENTS
进度
VALIDATION
验证
- Visible root advancements (i.e. ones that have a display field, but no parent field) must always declare a background field in the display structure
- 可见的根进度(即拥有 display 字段但没有 parent 字段的进度)必须始终在 display 结构中声明 background 字段
- Only root advancements can have a background field in the display structure
- 只有根进度可以在 display 结构中拥有 background 字段
REWARDS
奖励
- The loot sub-field in the rewards field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
- loot 子字段在 rewards 字段中现在接受一个内联值、一个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签ID
TRIGGERS
准则触发器
- Multiple fields that accepted a list of loot conditions are now stricter:
- 多个接受战利品条件列表的字段现在更加严格:
- The previous functionality of a list of conditions being equivalent to a single minecraft:all_of condition has been removed
- 将条件列表等同于单个 minecraft:all_of 条件的旧功能已被移除
- Additionally, the type field is now mandatory (previously it defaulted to minecraft:entity_properties)
- 此外,type 字段现在为必填项(此前默认值为 minecraft:entity_properties)
- Some fields that previously accepted only inline loot conditions now also accept a namespaced ID of a minecraft:predicate
- 一些之前只接受内联战利品条件的字段现在也接受一个 minecraft:predicate 的命名空间 ID
- The player field, available on all triggers except minecraft:impossible, now accepts an inline value or a namespaced ID of a minecraft:predicate type
- player 字段除 minecraft:impossible 之外在所有触发器上可用,现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
- To avoid duplication, this field is not mentioned in entries below
- 为避免重复,此字段在下方条目中不再提及
CHANGED MINECRAFT:ANY_BLOCK_USE
更改了 MINECRAFT:ANY_BLOCK_USE
- The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:BEE_NEST_DESTROYED
更改了 MINECRAFT:BEE_NEST_DESTROYED
- The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
- block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型的以 # 为前缀的标签 ID
- Added field state that matches block state properties (same format as minecraft:enter_block)
- 加入了字段 state 用于匹配方块状态(格式与 minecraft:enter_block 相同)
CHANGED MINECRAFT:BRED_ANIMALS
更改了 MINECRAFT:BRED_ANIMALS
- The child, parent, and partner fields now accept an inline value or a namespaced ID of a minecraft:predicate type
- child、parent 和 partner 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:BREWED_POTION
更改了 MINECRAFT:BREWED_POTION
- The potion field now accepts a minecraft:potion_contents data component predicate
- potion 字段现在接受一个 minecraft:potion_contents 数据组件谓词
CHANGED MINECRAFT:CURED_ZOMBIE_VILLAGER
更改了 MINECRAFT:CURED_ZOMBIE_VILLAGER
- The villager and zombie fields now accept an inline value or a namespaced ID of a minecraft:predicate type
- villager 和 zombie 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:DEFAULT_BLOCK_USE
更改了 MINECRAFT:DEFAULT_BLOCK_USE
- The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:EFFECTS_CHANGED
更改了 MINECRAFT:EFFECTS_CHANGED
- The source field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- source 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:ENTER_BLOCK
更改了 MINECRAFT:ENTER_BLOCK
- The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
- block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型的以 # 为前缀的标签 ID
CHANGED MINECRAFT:FALL_AFTER_EXPLOSION
更改了 MINECRAFT:FALL_AFTER_EXPLOSION
- The cause field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- cause 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:FISHING_ROD_HOOKED
更改了 MINECRAFT:FISHING_ROD_HOOKED
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:PLACED_BLOCK
更改了 MINECRAFT:PLACED_BLOCK
- The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:ITEM_USED_ON_BLOCK
更改了 MINECRAFT:ITEM_USED_ON_BLOCK
- The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:ALLAY_DROP_ITEM_ON_BLOCK
更改了 MINECRAFT:ALLAY_DROP_ITEM_ON_BLOCK
- The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:PLAYER_KILLED_ENTITY
更改了 MINECRAFT:PLAYER_KILLED_ENTITY
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
- The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
- 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID
CHANGED MINECRAFT:ENTITY_KILLED_PLAYER
更改了 MINECRAFT:ENTITY_KILLED_PLAYER
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
- The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
- 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID
CHANGED MINECRAFT:KILL_MOB_NEAR_SCULK_CATALYST
更改了 MINECRAFT:KILL_MOB_NEAR_SCULK_CATALYST
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
- The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
- 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID
CHANGED MINECRAFT:LIGHTNING_STRIKE
更改了 MINECRAFT:LIGHTNING_STRIKE
- The bystander and lightning fields now accept an inline value or a namespaced ID of a minecraft:predicate type
- bystander 和 lightning 字段现在接受内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:PLAYER_GENERATES_CONTAINER_LOOT
更改了 MINECRAFT:PLAYER_GENERATES_CONTAINER_LOOT
- The loot_table field has been renamed to loot_tables and now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
- loot_table 字段重命名为 loot_tables,现在接受一个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签ID
- If a tag or a list is used, the trigger will run when any listed loot table is generated
- 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行
CHANGED MINECRAFT:THROWN_ITEM_PICKED_UP_BY_PLAYER
更改了 MINECRAFT:THROWN_ITEM_PICKED_UP_BY_PLAYER
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:THROWN_ITEM_PICKED_UP_BY_ENTITY
更改了 MINECRAFT:THROWN_ITEM_PICKED_UP_BY_ENTITY
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:PLAYER_HURT_ENTITY
更改了 MINECRAFT:PLAYER_HURT_ENTITY
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
- The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
- damage.type.tags.id 现在接受一个命名空间ID、命名空间ID列表, 或 minecraft:damage_type 类型的以 # 为前缀的标签ID
CHANGED MINECRAFT:ENTITY_HURT_PLAYER
更改了 MINECRAFT:ENTITY_HURT_PLAYER
- The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
- damage.type.tags.id 现在接受一个命名空间ID、命名空间ID列表, 或 minecraft:damage_type 类型的以 # 为前缀的标签ID
CHANGED MINECRAFT:PLAYER_INTERACTED_WITH_ENTITY
更改了 MINECRAFT:PLAYER_INTERACTED_WITH_ENTITY
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:PLAYER_SHEARED_EQUIPMENT
更改了 MINECRAFT:PLAYER_SHEARED_EQUIPMENT
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:CRAFTER_RECIPE_CRAFTED
更改了 MINECRAFT:CRAFTER_RECIPE_CRAFTED
- The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
- recipe_id 字段重命名为 recipes,现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
- If a tag or a list is used, the trigger will run when any listed recipe is used
- 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行
CHANGED MINECRAFT:RECIPE_CRAFTED
更改了 MINECRAFT:RECIPE_CRAFTED
- The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
- recipe_id 字段重命名为 recipes,现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
- If a tag or a list is used, the trigger will run when any listed recipe is used
- 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行
CHANGED MINECRAFT:RECIPE_UNLOCKED
更改了 MINECRAFT:RECIPE_UNLOCKED
- The recipe field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
- recipe 字段重命名为 recipes 现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
- If a tag or a list is used, the trigger will run when any listed recipe is unlocked
- 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行
CHANGED MINECRAFT:SLIDE_DOWN_BLOCK
更改了 MINECRAFT:SLIDE_DOWN_BLOCK 准则触发器
- The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
- block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型标签 ID
CHANGED MINECRAFT:SUMMONED_ENTITY
更改了 MINECRAFT:SUMMONED_ENTITY
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:TAME_ANIMAL
更改了 MINECRAFT:TAME_ANIMAL
- The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:TARGET_HIT
更改了 MINECRAFT:TARGET_HIT
- The projectile field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- projectile 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
CHANGED MINECRAFT:VILLAGER_TRADE
更改了 MINECRAFT:VILLAGER_TRADE
- The villager field now accepts an inline value or a namespaced ID of a minecraft:predicate type
- villager 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
SLOT SOURCES
槽位源
- Slot sources can now be defined as files inside a Data Pack, within the slot_source folder
- 槽位源现在可以在数据包内定义为文件,位于 slot_source 文件夹中
- Can be used in commands which take slot sources as arguments
- 可在接受槽位源作为命令参数的命令中使用
- minecraft:contents is no longer restricted to only selecting non-empty slots
- minecraft:contents 不再仅限于选择非空槽位
CHANGED MINECRAFT:GROUP
更改了 MINECRAFT:GROUP
- The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type
- terms 字段现在接受一个内联值、命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:slot_source 类型的以 # 为前缀的标签 ID
- The inline format of minecraft:group (previously only a list of inline slot sources) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type
- minecraft:group 的内联格式(之前仅为内联槽位来源的列表)现在还可以接受命名空间 ID 的列表、内联值的列表,或一个 minecraft:slot_source 类型的以 # 为前缀的标签 ID
- This format is now consistently available for all fields of a slot source (but not for stand-alone files)
- 该格式现在已能一致地用于槽位来源的所有字段(但不适用于独立文件)
CHANGED MINECRAFT:FILTERED
更改了 MINECRAFT:FILTERED
- The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
- slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID
CHANGED MINECRAFT:CONTENTS
更改了 MINECRAFT:CONTENTS
- The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
- slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID
CHANGED MINECRAFT:LIMIT_SLOTS
更改了 MINECRAFT:LIMIT_SLOTS
- The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
- slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID
CHANGED MINECRAFT:SLOT_RANGE
更改了 MINECRAFT:SLOT_RANGE
- The source field has a new valid type container, which sources slots from a container or inventory provided through loot context
- source 字段有一个新的有效类型 container,它从通过战利品上下文提供的容器或物品栏中获取槽位
- The source field is now optional
- source 现在是可选的
- Defaults to the container source type when absent
- 若该参数缺失,则默认使用 container
LOOT TABLES
战利品表
- Added till/rooted_dirt loot table for drops when Rooted Dirt is tilled with a hoe
- 加入了在使用锄刨去缠根泥土时till/rooted_dirt掉落物战利品表
- Multiple block loot tables now reference predicates for checking if a tool has Silk Touch and is Shears instead of inlining a copy of those checks
- 多个方块战利品表现在引用谓词来检查工具是否具有精准采集和剪刀的属性,而不是内联这些检查的副本
- The rolls field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
- rolls 字段现在接受内联值或一个 minecraft:context_int_provider 类型的命名空间 ID
- The bonus_rolls field now accepts an inline value or a namespaced ID of a minecraft:context_float_provider type
- The bonus_rolls 字段现在接受一个内联值或一个 minecraft:context_float_provider 类型的命名空间ID
LOOT TABLE TYPES
战利品表类型
ADDED MINECRAFT:COMMAND_SLOT_SOURCE
加入了 MINECRAFT:COMMAND_SLOT_SOURCE
- Currently used to evaluate slot sources with the /item and /execute commands
- 当前用于与 /item 和 /execute 命令一起检测槽位源
- It takes the following parameters:
- 它接受以下参数:
- container, the container or inventory being evaluated
- container, 目标容器或物品栏
- origin, the position at which the command was executed
- origin,执行命令时的位置
- this_entity, the @s entity of the command being executed (optional)
- this_entity,正在执行的命令的@s实体(可选)
ADDED MINECRAFT:COMMAND_COMPUTE_DEFAULT
加入了 MINECRAFT:COMMAND_COMPUTE_DEFAULT
- Currently used for the /compute default command
- 当前用于 /compute default 命令
- It takes the following parameters:
- 它接受以下参数:
- origin, the position at which the command was executed
- origin,执行命令时的位置
- this entity, the @s entity of the command being executed (optional)
- this 实体,正在执行的命令的 @s 实体(可选)
ADDED MINECRAFT:COMMAND_COMPUTE_POSITION
加入了 MINECRAFT:COMMAND_COMPUTE_POSITION
- Currently used for the /compute block command
- 目前用于 /compute block 命令
- It takes the following parameters:
- 它接受以下参数:
- Everything included in minecraft:command_compute_default
- minecraft:command_compute_default 中包含的所有内容
- block_entity, the block entity of the block at the position given in a command
- block_entity, 命令中给定位置的方块实体
- block_state, the current state of the block at the position given in a command
- block_state,命令中给定位置的方块状态
ADDED MINECRAFT:COMMAND_COMPUTE_ENTITY
加入了 MINECRAFT:COMMAND_COMPUTE_ENTITY
- Currently used for the /compute entity command
- 目前用于 /compute entity 命令
- It takes the following parameters:
- 它接受以下参数:
- Everything included in minecraft:command_compute_default
- minecraft:command_compute_default 中包含的所有内容
- target_entity, the entity selected by the selector given in a command
- target_entity,由命令中给定的选择器选中的实体
ADDED MINECRAFT:CONTAINER_PROCESS
加入了 MINECRAFT:CONTAINER_PROCESS
- Currently used to evaluate cooking and brewing fuel values
- 目前用于评估烹饪和酿造的燃料
- It takes the following parameters:
- 它接受以下参数:
- container, the container or inventory being evaluated
- container, 目标容器或物品栏
- block_entity, the block entity being fueled
- block_entity,正在被添加燃料的方块实体
- block_state, the current state of the block being fueled
- block_state, 被用作燃料的方块的当前状态
- origin, the location of the block being fueled
- origin, 被添加燃料的方块的位置
CHANGED MINECRAFT:ADVANCEMENT_LOCATION
更改了 MINECRAFT:ADVANCEMENT_LOCATION
- Block entities are now available in context and can be matched by conditions like minecraft:match_block
- 方块实体现在可在上下文中使用,并可通过诸如 minecraft:match_block 之类的条件进行匹配
CHANGED MINECRAFT:BLOCK_INTERACT
更改了 MINECRAFT:BLOCK_INTERACT
- origin is now available in context, as the center of the block being interacted with
- origin 现在可以在上下文中使用,作为被交互方块的中心
LOOT POOL ENTRIES
战利品池条目
- The conditions field in loot pool entries has been renamed to condition and now accepts an inline value or a namespaced ID of a minecraft:predicate type
- 战利品池条目中的 conditions 字段重命名为 condition,现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID。
- The functions field in loot pool entries has been renamed to modifier and now accepts an inline value (including a list as a short form of minecraft:sequence) or a namespaced ID of a minecraft:item_modifier type
- 战利品池条目中的 functions 字段重命名为 modifier,并且现在接受内联值(包括作为 minecraft:sequence 简写形式的列表)或 minecraft:item_modifier 类型的命名空间ID
- This field is now present on all loot entries, including previously omitted minecraft:alternatives, minecraft:sequence, and minecraft:group
- 该字段现在出现在所有战利品条目上,包括之前省略的 minecraft:alternatives、minecraft:sequence 以及 minecraft:group
CHANGED MINECRAFT:TAG
更改了 MINECRAFT:TAG
- The name field has been renamed to items and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:item type
- name 字段重命名为 items 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:item 类型的以 # 为前缀的标签 ID
CHANGED MINECRAFT:LOOT_TABLE
更改了 MINECRAFT:LOOT_TABLE
- The value field now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
- value 字段现在接受一个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签 ID
- Added expand field, working the same as in the minecraft:tag pool entry:
- 加入了 expand 字段,其作用与 minecraft:tag 池条目中的相同:
- if true, each entry inside the tag will be added to the outer pool, with weights equal to the weight of this entry
- 如果 true,则该标签内的每个条目都会被添加到外部池中,其权重等于该条目的权重
- if false, this pool entry will operate as a single entry in the outer pool
- 如果为 false,此池条目将作为外部池中的单个条目运行
- If this entry gets selected, it will return all items from all referenced loot tables
- 如果此条目被选中,它将返回所有引用的战利品表中的所有物品
LOOT FUNCTIONS
战利品函数
- The conditions field is now available in all loot functions and has been renamed to condition
- conditions 字段现在可用于所有战利品函数,并重命名为 condition
- It now also accepts an inline value or a namespaced ID, but no longer an inline list of conditions
- 它现在也接受内联值或命名空间ID,但不再接受内联条件列表
- The functionality of the old condition list format can be achieved by explicitly using the minecraft:all_of loot condition type
- 旧条件列表格式的功能可以通过显式使用 minecraft:all_of 战利品条件类型来实现
- The function field (describing the function type) has been renamed to type
- function 字段(描述函数类型)重命名为 type
CHANGED MINECRAFT:SEQUENCE
更改了 MINECRAFT:SEQUENCE
- The functions field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
- functions 字段现在接受一个内联值、命名空间ID、命名空间ID列表、内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID
- Added an optional condition field which accepts an inline value or a namespaced ID of a minecraft:predicate type
- 加入了一个可选的condition字段,该字段接受内联值或minecraft:predicate类型的命名空间ID
- The inline format of minecraft:sequence (previously only a list of inline functions) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
- minecraft:sequence 的内联格式(之前仅支持内联函数列表)现在还可以接受命名空间ID列表、内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID
- This format is now consistently available for all fields of a loot function type (but not for stand-alone files), which means that every such field can accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
- 该格式现在已统一可用于战利品函数类型的所有字段(但不适用于独立文件),这意味着每个此类字段都可以接受一个内联值、一个命名空间 ID、一个命名空间 ID 列表、一个内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID
CHANGED MINECRAFT:MODIFY_CONTENTS
更改了 MINECRAFT:MODIFY_CONTENTS
- The modifier field now accepts an inline value or a namespaced ID of a minecraft:item_modifier type
- modifier 字段现在接受一个内联值或 minecraft:item_modifier 类型的命名空间 ID
CHANGED MINECRAFT:SET_ATTRIBUTES
更改了 MINECRAFT:SET_ATTRIBUTES
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