UPDATE: Thanks for all the feedback we've received! It's nice to hear that most people like the new terrain generation, and we really appreciate the concrete suggestions about things to improve! We did a bunch of tweaks and improvements during the week, and have updated this post with experimental snapshot #2. We probably won't release a new snapshot for a few weeks now (unless we messed something up badly), since most of the team is on vacation.
情况更新:感谢各位的反馈!很高兴大家能够喜欢新的地形生成,我们也非常感谢你们的坚实反馈!我们在这一周时间内做了很多微调和改进,并上传了第二个实验性快照。由于大多数团队成员都在休假,接下来的几周内我们应该不会再发快照了(除非我们玩脱了)。
NEW: Changes compared to experimental snapshot 1 全新:相比第一个实验性快照做出的改动
Biome placement is a bit smoother and less noisy. Fewer microbiomes dotting the terrain. Biomes tend to be a bit larger and less fragmented.
Renamed mountains (= old mountains biome) to extreme hills, and gravelly mountains to gravelly hills, to reduce risk of people getting confused when they use /locatebiome to find the new mountains and end up in the old mountains...
Beachier beaches! Beaches are generally wider. But also in some places there are no beaches at all, to provide some variation.
沙滩比沙滩还要沙滩了!沙滩现在宽了很多。不过有些地方干脆就没有沙滩了,以增加一些多样性。
Sheep spawn in meadows. Also more rabbits and less donkeys
羊现在会在繁花山地(mountain meadows)中生成了,以及多了点兔子少了点驴。
Blue orchid no longer spawns in meadows. The swamps were sad because this was their unique thing.
繁花山地里没有兰花了。沼泽表示嘤嘤嘤,因为明明这是他们的专属花花的。
Swamps now generate properly. They generated in weird places before and were sad about that. Swamps are happier now.
沼泽现在生成的正常些了。之前他们都在犄角旮旯里,因此表示嘤嘤嘤。现在他们很满意。
Added missing biomes: Ice Spikes and Eroded Badlands
把消失的群系加回去了:冰刺平原和被风蚀的恶地。
Underground biomes interfere less with surface biomes. They can still leak out of cave entrances sometimes though (because it looks kinda cool!)
地下群系和地表群系现在不那么挤来挤去了。他们仍然可以在地表暴露出入口(因为看起来太酷了!)。
Increased the height of some of the peaks. Now they can reach up to 220-260 or so, but rarely.
把山峰的高度调高了些,他们现在可以冒到 220-260 了,不过这样的山峰很少。
Slightly increased the chance of finding large areas with flat terrain
稍微调高了找到大片平地的几率。
Meadows sometimes spawn a lone tree, often with a bee nest
繁花山地现在会稀疏地生成单棵的树,通常有蜂巢。
Monsters spawn in the new mountain biomes
怪物现在会在新的山地群系生成了。
Emeralds and infested stone generate in the new mountain biomes
绿宝石和被虫蚀的石头现在会在新的山地群系生成了。
Made ore veins slightly larger and more frequent, since very few people seemed to actually find them in survival.
矿脉现在稍微大了一些而且更加繁密了,因为貌似大家在生存里都找不到。
Structures now show up in the right biomes (mostly). Found the right amount of duct tape to put in the right place in the code.
结构现在(绝大多数)会在正确的群系里出现了。我们已经找到足够多的胶布糊在代码里了。
Toned down the megacave entrances a little bit, and made them less likely to go all the way down to deepslate level. Getting to diamond zone was just a bit too easy.
减少了大型洞穴入口的数量,并且让他们不太可能飞流直下到深板岩。到达钻石层有点太简单了。
Made cheese caves a little bit smaller on average (they can still be huge though!), and a bit less likely to intersect the surface
让奶酪洞穴的平均尺寸更小了(不过他们还是可以变得很大!),并不太可能接触地表。
Reduced the chance of sand and gravel being placed in such a way that they immediately fall down on generation. Replaced with sandstone or stone in those cases. The falling blocks were messing up the terrain as well as performance. Still happens but not as often.
Zombie, Skeleton, Spider, and Cave-Spider spawners now spawn mobs up to block-light level 11. Although the mobs spawning in complete darkness did not affect the difficulty of vanilla spawners, we recognized that these spawners haven't been a real challenge for a while now. We hope this change will make conquering a spawner a more exciting challenge!
Spawners have a new "CustomSpawnRules" tag, which lets you override the spawn rules of the spawned mob. In the tag you can specify "BlockLightLimit" which indicates the highest block-light the spawners will spawn mobs at. This change is to enable map-makers to use spawners in a more customizable manner to spawn mobs in any light levels they choose!
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)。
Red sand is hard to obtain because badlands mostly generate on plateaus
红沙很难获得,因为恶地一般都在高原上生成。
Aquifers sometimes break coastlines in an ugly way
含水层会让海岸线变很丑。
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-2.zip ” version
在启动器中新建启动配置,选择“pending 1.18_experimental-snapshot-2.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。