Minecraft Java 1.19.4 Released Minecraft Java版 1.19.4 发布
We're now releasing 1.19.4 for Minecraft: Java Edition. This release comes with improvements to horse breeding and jukeboxes, new visuals for potions, new accessibility features and many new technical capabilities like the damage and ride commands and display and interaction entities.
我们现发布 Minecraft 1.19.4。在这个版本中,我们改进了马匹繁殖机制和唱片机,提供了药水的新外观,新增了辅助功能选项,同时还做出了很多技术上的更新,例如 damage 和 ride 命令,以及还有展示实体和交互实体。
The update_1_20 experiment has also been updated with a first look at the Sniffer, Archaeology, Armor Trims and Cherry Grove features.
同时 update_1_20 experiment 数据包提供了嗅探兽、考古系统、盔甲纹饰和樱花树林等玩法上的预览。
CHANGES 内容改动
Updated Horse Breeding
改进了马匹繁殖机制
Jukeboxes have changed to be at parity with Bedrock
调整了唱片机,以同步基岩版
Interacting with armor or elytra items in-hand will now swap them with equipped gear
现在可以手持盔甲或鞘翅时按下使用键,将它们与正在装备的物品互换
The camera tilt when hurt is now based on the direction of incoming damage
现在当玩家受伤时,视角倾斜方向取决于伤害来源的方向
Potions colors have been adjusted to make different types of potions more distinguishable
对药水颜色做出调整,以提升辨识度
Potions no longer have an enchantment glint due to it obscuring the color of the potion contents
取消了药水的附魔光效,因为它影响药水颜色的判断
Enchantment glint on items and armor is now more subtle
附魔物品和盔甲的光效现在更加柔和
Armor Stands now preserve custom names when placed and broken
现在盔甲架可以在放置和破坏时保存自定义名称
Vexes now use a separate charging animation when empty-handed
现在恼鬼会在空手时使用另外的猛冲动画
Tweaks to recipe unlocking to make discovering vital crafting recipes easier for new players
调整配方解锁顺序,让新玩家能更快的了解重要配方
Updated the Create New World screen
改进了创建新的世界屏幕
New accessibility options and improvements
新的辅助功能选项与改进
Updated the Realms screen to be more in line with the Singleplayer and Multiplayer screens
更新了 Realms 屏幕,使其更加符合单人游戏和多人游戏的屏幕布局
Added a notification system for Realms to tell you about important information about your Realm
增加了一个通知系统,来告知有关你的 Realms 的重要信息
Added "Credits & Attribution" button in the Options menu
在选项菜单中添加了“鸣谢与著作权说明”按钮
HORSES, DONKEYS AND LLAMAS 马、驴、羊驼
The speed, jump height and health of a baby is now a variation of the average of the parents' attributes, rather than being biased towards the average possible value.
繁殖后产下的新个体的速度、跳跃高度和生命值现在会在双亲对应属性平均值附近浮动,而不再只趋近双亲对应属性的平均值
This change makes horse breeding a viable way of getting great horses, if a player starts with good parents and puts in enough time and Golden Carrots.
这一改动旨在让繁殖马使之成为获得优秀品种的做法变得可行,前提是玩家一开始就有好的亲代品种,并投入足够的时间和金胡萝卜。
JUKEBOX 唱片机
Emits a note particle above it while playing a music disc
现在会在播放唱片时向上弹出音符粒子
While playing a music disc, it will emit a redstone signal of 15
当播放唱片时,它会输出强度为 15 的红石信号
Droppers and hoppers can now interact with it
投掷器和漏斗现在可与之交互
CREATIVE MENU 创造模式物品栏
Added painting variants to the creative menu
向创造模式物品栏内添加了各种画
Paintings with a pre-defined variant will now display the author and title in the item description when hovered over
预定义种类的画,会在鼠标悬停时在提示框内展示其作者和标题
RECIPE UNLOCKING 配方解锁
The Crafting Table recipe is unlocked immediately on creating a new world
在创建世界后,工作台的配方现在会立即解锁
The Crossbow recipe is no longer unlocked by sticks
弩的配方现在不需要由木棍解锁
The Soul Campfire recipe is no longer unlocked by sticks
灵魂营火的配方现在不需要由木棍解锁
UPDATED CREATE NEW WORLD SCREEN 新创建新的世界屏幕
The screen is now organized into three tabs
屏幕现在分为三个标签页
The Game-Tab allows to set the world name, Gamemode, Difficulty and whether to allow cheats
“游戏”页用于设置世界名称、游戏模式、难度和作弊选项
The World-Tab allows to set the World-Type and Seed, and to toggle the generation of structures and the bonus chest
“世界”页用于设置世界类型和种子,同时能调整结构与奖励箱的生成
The More-Tab provides access to the Game Rules and DataPack Selection Screen
“更多”页用于设置游戏规则及进入数据包选择屏幕
Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab
可通过按下 Ctrl+Tab 和 Ctrl+Shift+Tab 来切换各标签页
Specific tabs can also be navigated to by pressing Ctrl+Tab Number
可通过按下 Ctrl+标签页序号 切换到指定标签页
For example, Ctrl+2 navigates to the second tab
例如, Ctrl+2 会切换到第二个标签页
Removed the Import Settings button and the corresponding Export Settings button in the Edit World Screen
移除了“编辑世界”屏幕内“导入设置”的按钮和对应的“导出设置”按钮
Added a screen to easily enable/disable experimental features
添加了一个屏幕,用于更方便地启用或禁用实验性功能
The screen can always be found under the More-tab
此屏幕总是可以在“更多”标签页中找到
In snapshots, a shortcut button can be found under the Game-tab
若为快照版本,此屏幕还可在“游戏”标签页中快速进入。
ACCESSIBILITY 辅助功能
Added an accessibility onboarding screen for players launching the game for the first time
添加了辅助功能引导屏幕,会在玩家首次启动游戏时出现
Auto-Jump is now off by default
自动跳跃功能现在默认关闭
Added arrow key navigation
添加了方向键导航功能
Added high contrast resource pack
添加了高对比度资源包
The resource pack screen is now keyboard-navigatable
资源包屏幕现在可使用方向键导航
Changed how tooltips in the menu UI are positioned so buttons are still readable
调整菜单 UI 中提示框的位置,让按钮更容易阅读
Added a tooltip in the key binds screen that specifies which key binds are conflicting
在“按键绑定”屏幕内添加了提示框,显示冲突的按键绑定
Added a "Damage Tilt" accessibility option that controls the amount the camera shakes when being hurt
添加了“受伤抖动效果”辅助功能选项,用于控制受到伤害时视角抖动的量
Added two new options in the accessibility menu for adjusting the speed and transparency of enchantment glints
向辅助功能菜单内添加两个新的选项,分别用于调整附魔光效的闪烁速度和透明度
Added a "Notification Time" accessibility option that changes how long notifications such as unlocked recipes, advancements, subtitles and selected item names are visible for
添加了“通知显示时长”辅助功能选项,用于更改已解锁配方、进度、字幕、选择的物品名称等通知的显示时长
ARROW KEY NAVIGATION 方向键导航
Menu screens can now be navigated by using the arrow keys
现在菜单屏幕可以使用方向键进行导航
When navigating with arrow keys, sliders need to be activated by pressing Enter or Space to start changing the value
用方向键导航时,滑块需要在按下回车键或空格键激活后才能改变对应的值
HIGH CONTRAST RESOURCE PACK 高对比度资源包
Added a built-in resource pack that enhances the contrast of UI elements
添加了一个内置资源包,用来提升UI元素的对比度
Added a new option in the Accessibility menu that enables the high contrast resource pack
在辅助功能选项内加入新选项,来打开高对比度资源包
This only affects the menu UIs for now, but we’ll be looking to bring this to gameplay UIs in the future as well
它现在只能影响菜单UI,但我们将继续努力将它引入游戏内UI
Sunny trying out the new /ride command. Click here for a link to the full-size image. Sunny 试用全新的 /ride 。点击这里 查看大图。
Noor taking a ride on a Phantom. Click here for a link to the full-size image.
Noor 御幻翼飞行。点击这里 查看大图。
Display entities can show the changelog in the game. Click here for a link to the full-size image.
展示更新日志的展示实体。点击这里查看大图。
Who is carrying whom? Click here for a link to the full-size image.
比翼双飞,但是谁在飞?点击这里 查看大图。
TECHNICAL CHANGES 技术性更新
The data pack version is now 12
数据包版本现在是 12
The resource pack version is now 13
资源包版本现在是 13
Added a group of entities to display items, blocks and text
添加了一组实体,用来展示物品、方块和文本
Added entities to detect interactions and attacks
添加用于检测交互和攻击动作的实体
Added data-driven damage types
添加数据驱动伤害类型
Added a damage command for applying damage to entities
添加 damage 命令,用来对实体造成伤害
dded ride command to mount and dismount entities
添加 ride 命令,用来骑乘或取消骑乘实体
The clone command now supports cloning to and from different dimensions
现在 clone 命令支持复制到或复制自不同维度
A new string source is now available for the data modify command
新增 string 数据源,可以在 data modify 命令中使用
New execute sub-commands: if dimension, if loaded, on, positioned over, summon
新增 execute 子命令:if dimension, if loaded, on, positioned over, summon
Added a new type of atlas configuration source: paletted_permutations
添加全新的图集配置资源: paletted_permutations
Pressing F3+S will now dump contents of dynamic textures (like atlases, maps, etc.) to screenshots/debug/
New execute sub-command for selecting entities based on relation to the current executing entity:
新增 execute 子命令,基于与当前执行实体之间的关系选择实体:
execute on <relation>
execute on <relation>
Relations:
可用的关系:
vehicle - the entity that the executing entity is riding
vehicle - 正在被当前执行实体骑乘的实体
passengers - all entities directly riding the executing entity (no sub-passengers)
passengers - 所有直接骑乘执行实体的实体(不包括间接骑乘)
controller - the entity that is controlling the executing entity (for example: first passenger in a boat)
controller - 控制当前执行实体的实体(举例:船前面的玩家)
owner - the owner of the executing entity, if it is a tameable animal (like cats, wolves or parrots)
owner - 当前执行实体的主人,如果这是一个可驯服的动物(例如:猫、狼和鹦鹉)
leasher - the entity leading the executing entity with a leash (might be a leash knot in case of being attached to a fence)
leasher - 拥拴绳牵引当前执行实体的实体(若当前执行实体被拴在栅栏上,则可能为拴绳结)
target - the attack target for the executing entity
target - 当前执行实体的攻击目标
attacker - the last entity that damaged the executing entity in the previous 5 seconds
attacker - 最近5秒内对当前执行实体造成伤害的最后实体
origin:
origin:
shooter, if the executing entity is a projectile (like Arrow, Fireball, Trident, Firework, Thrown Potion, etc.)
可以是发射者,如果当前执行实体是一个弹射物(例如箭矢、火球、三叉戟、烟花火箭、投掷的药水等)
thrower, if the executing entity is an item
可以是投掷者,如果当前执行实体是一个物品
source of effect, if the executing entity is an Area Effect Cloud
可以是来源者,如果当前执行实体是一片药水效果云
igniter, if the executing entity is a Primed TNT
可以是点燃者,如果当前执行实体是一个点燃的TNT
summoner, if the executing entity is Evoker Fangs or a Vex
可以是召唤者,如果当前执行实体是唤魔者尖牙或恼鬼
If the relation is not applicable to the executing entity or there are no entities matching it, the selector returns zero elements.
若指定的关系不适用于当前执行实体,或此关系下没有匹配实体,则返回0个元素。
EXECUTE POSITIONED OVER EXECUTE POSITIONED OVER
New execute sub-command for finding positions on top of a heightmap. Changes the height of the execution position to be on top of the given heightmap.
新增 execute 子命令,用于寻找高度图顶端的位置。执行时还会将命令的执行位置改为指定高度图顶端。
Syntax:
语法格式:
execute positioned over <heightmap>
execute positioned over <heightmap>
Heightmaps
高度图
A heightmap records the highest position in a column of blocks according to some criteria. Available options:
高度图记录符合指定准则下一纵列方块的最高点,可用的选项:
world_surface: Any non-air block
world_surface: 任意非空气方块
motion_blocking: Any motion blocking material (e.g. ignores flowers and grass)
motion_blocking: 任何能阻挡移动的方块(例如:不包括花和草)
motion_blocking_no_leaves: Any non-leaf motion blocking material
motion_blocking_no_leaves: 任意不包括树叶的能阻挡移动的方块
ocean_floor: Any non-fluid motion blocking material
ocean_floor: 任何能阻挡流体运动的方块
EXECUTE SUMMON EXECUTE SUMMON
New execute sub-command for summoning a new entity and binding the context (@s) to it. Meant to simplify entity setup and reduce the need for raw NBT editing.
添加了 execute 子命令,用来生成一个实体,并将命令执行者 (@s) 改为此实体。用来简化实体的设置,减少 raw NBT 编辑的需求。
Syntax:
语法格式:
execute summon <entity id>
execute summon <entity id>
FILLBIOME FILLBIOME
The amount of network data transmitted when using the fillbiome command has been optimized
优化使用 fillbiome 命令时网络传输的数据量
TITLE TITLE
All time arguments to title times are now time durations and work with t, s and d suffixes
title times 命令中,所有时间参数现在改为时长参数,同时 t、s 和 d 等后缀同样生效
WEATHER WEATHER
The duration of the weather change now matches the game's regular weather cycle if not specified
在未指定时,天气变化的时长现在匹配游戏内正常的天气变化
The duration parameter is now a time duration in ticks and works with t, s and d suffixes
duration 参数现在是一个时间段,单位是 tick ,同时 t、s 和 d 等后缀同样生效
To retain existing functionality, you need to add an s suffix to pre-existing commands
想要保留旧命令的功能,你需要在之前的命令后添加 s 后缀
RIDE RIDE
New command to allow entities to start or stop riding other entities.
全新的命令,可以让实体开始或停止骑乘其它实体
Syntax:
语法格式:
ride <target> mount <vehicle>
ride <target> mount <vehicle>
Makes a single target mount a single vehicle
让特定的骑手骑乘特定的坐骑
The command will fail if:
命令会在下列情况中执行失败:
vehicle is a player
vehicle 是玩家
target is already riding a vehicle
target 已经在骑乘一个坐骑
target and vehicle are the same entity
target 和 vehicle 是同一个实体
vehicle is already a passenger (direct or indirect) of target
vehicle 已经是 target (直接或间接)的乘客
ride <target> dismount
ride <target> dismount
Dismounts target from any vehicle it is riding
让 target 脱离它现在骑乘的任何坐骑
Fails if target is not riding anything
target 没有骑乘任何实体时执行失败
DAMAGE TYPES 伤害类型
Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handledby the game. This includes which attributes the damage has as well as which death message is used when an entity diesdue to that type of damage.
伤害类型是一种全新的注册表项,可以使用数据包拓展。伤害类型可用于决定游戏将如何处理伤害事件。包括伤害应具有哪些属性,以及实体因此死亡时应使用何种死亡消息。
Example:
举例:
{
"exhaustion": 0.1,
"message_id": "arrow",
"scaling": "when_caused_by_living_non_player"
}
[color=rgb(51, 102, 153) !important]复制代码
Fields:
字段:
message_id: The message id used for deaths caused by this damage type
message_id:用于死亡时此伤害类型显示的消息 id
Will be combined with other string fragments to form a translation key
与其它字符串碎片可以组成完整的翻译键
exhaustion: The amount of hunger exhaustion caused by this damage type
exhaustion:此伤害类型造成的饥饿等级的提升量
scaling: Whether this damage type scales with difficulty levels. Possible values:
scaling:伤害是否随难度变化而变化。可使用的值:
never: Damage is always the same
never:伤害值不随难度变化
always: Damage always scales with difficulty
always:伤害值随难度变化
when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player
intentional_game_design: Show the intentional game design message instead of a regular death message
intentional_game_design: 显示“刻意的游戏设计”消息
Damage type tags control many aspects of how damage from different sources are interpreted.
伤害类型标签决定解释来自不同来源的伤害的方式。
PREDICATES 谓词
DAMAGE TYPE PREDICATES 伤害类型谓词
The following fields have been removed from damage type predicates: is_projectile, is_explosion, bypasses_armor,bypasses_invulnerability, bypasses_magic, is_fire, is_magic, is_lightning .
将以下字段从伤害类型谓词中移除:is_projectile,is_explosion,bypasses_armor,bypasses_invulnerability,bypasses_magic,is_fire,is_magic,is_lightning。
A new tags array has been added, with the predicate matching if all entries match. Each entry has two fields:
新增 tags 数组,在所有项目匹配时通过。数组内每一项都有如下字段:
id: The ID of a damage type tag
id:伤害类型标签的命名空间 ID
expected: Whether the damage is expected to have or not have the tag for the predicate to match
expected: 指定待检测的伤害类型标签是否应当拥有指定 tag
GAME RULES 游戏规则
Added commandModificationBlockLimit, controlling the maximum number of blocks changed in one execution of clone, fill and fillbiome
新增 commandModificationBlockLimit,控制单次执行 clone、 fill 和 fillbiome时可以被替换的最大方块数
Added doVinesSpread game rule, determining if vines will spread to nearby blocks
Added an optional fallback field to translate text components.
新增可选的 fallback 字段到 translate 文本组件。
The new field is a string that will be used in place of translation if it is missing
此字段为一字符串,在翻译文本缺失时显示
If fallback is missing, the old behavior (i.e. using the key itself as the translation) is preserved
若无 fallback 字段,则使用旧处理方法(例如:使用原本的本地化键名)
DISPLAY ENTITIES 展示实体
Three new entities have been added for flexible display of items, blocks and text
新增三个展示实体,包括物品展示实体、方块展示实体和文本展示实体
Those entities, similarily to marker, don't tick and have no collisions or physics
这些实体与 marker 类似,不会导致更新,没有实体碰撞,没有物理效果
Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform
Tag contents for display entities include some new data types with a complex structure.Any form can be used for modifying data, but only one form is used for saving.
加入了 2 种新的数据类型,每种数据类型接受 2 种形式,但只有其中 1 个用于存档。
TRANSFORMATIONS TRANSFORMATIONS
Arbitrary affine transform.
任意仿射变换。
Matrix form: array of 16 numbers, describing row-major matrix
矩阵形式:由16个数字组成的数组,描述一个按行排列的矩阵
Decomposed form (used for saving): object with following fields:
分解形式(用于存档):是具有以下字段的复合标签:
translation - 3d vector
translation - 三维向量
left_rotation, right_rotation - rotation
left_rotation, right_rotation - rotation 类型变量
scale - 3d vector
scale - 三维向量
Transforms are composed in order translation, left_rotation, scale, right_rotation
Quaternion form (used for saving): array of 4 numbers, describingcomponents (x, y, z, w)
四元数形式(用于存档):由4个数字组成的数组,分别描述 (x, y, z, w) 分量
Axis-angle form: object with following fields:
轴-角度形式:具有以下字段的复合标签
axis - unit 3d vector
axis - 三维单位向量
angle - in radians
angle - 弧度制的角度
INTERPOLATION 插值
Some properties of display entites can be interpolated. That means that clients will see gradual changes over time instead of instantenous jumps.
展示用实体的部分属性可使用插值。用来在客户端营造渐变效果,而非跳跃式的突变。
Display entities keep track of current and previous values of interpolated values:
这些实体会记录当前值和插值前的先前值:
All properties marked as "interpolated" are part of a single interpolation set
以下所有被标记为“可插值”的属性都是单个插值集的一部分
Any update to interpolated property will cause all values of interpolation set to be saved as "current"
任何对可插值的属性的更新都会导致插值集里面的所有值被保存为“当前值”
Data command executions that do not change value of property (even if it's present in NBT) do not count as updates
没有改变属性值的 data 命令执行(即使存在于 NBT)不视为更新 do not count as updates
Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as single update
每个刻同步到客户端的更新最多只有一次,即命令内的多次更新依然算作一次
Previous current values are saved as "previous"
先前的当前值会被保存为“先前值”
If interpolation is enabled, entity will transition between "previous" and "current" values over time
启用插值时,实体将随时间在“先前值”和“当前值”间过渡
Start of interpolation (entity fully in "previous" state) is defined by field interpolation_start(game time, in ticks)
billboard - option to control if entity should pivot to face player when rendered:
billboard - 用于控制这些实体是否应该在渲染时旋转并面向玩家:
fixed - no rotation (default)
fixed - 不旋转 (默认)
vertical - entity can pivot around vertical axis
vertical - 实体可绕垂直轴旋转
horizontal - entity can pivot around horizontal axis
horizontal - 实体可绕水平轴旋转
center - entity can pivot around center point
center - 实体可绕中心点旋转
brightness - if present, overrides light values used for rendering. Omited by default (which means rendering uses values from entity position). Object has two fields:
view_range - maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scalling. Default value 1.0 (roughly the same as fireball)
width,height - describe size of culling bounding box. Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position. If either field is set to 0, culling is disabled. Both default to 0
width,height - 描述剔除边界框的大小。边界框自实体位置的所有方向纵向伸展 y 至 y+height ,横向伸展 width/2 。若其中有一个字段设为0,则剔除被禁用。默认都为0
glow_color_override - override glow border color. Defaults to 0 (use team color)
glow_color_override - 覆盖发光边框的颜色。默认为0(使用队伍颜色)
ITEM_DISPLAY ITEM_DISPLAY
Displays a single item stack.
展示单个物品堆。
Stack can be changed with commands by setting slot inventory.0
使用命令设置 inventory.0 以更改物品堆
Fields:
字段:
item - item stack to display. Same format as in inventory (example:{id: "minecraft:dirt", Count: 1})
shadow - should text be displayed with shadow. Defaults to false
shadow - 文本是否显示阴影。默认为 false
see_through - should text be visible through blocks. Defaults to false
see_through - 文本是否可以穿透方块显示。默认为 false
alignment - how text should be aligned
alignment - 文本对齐的方向
Values:center(default),left,right
值:center(默认), left, right
Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through
注:文本展示的背景会使用新的着色器类型 rendertype_text_background 和 rendertype_text_background_see_through
INTERACTION ENTITIES 交互实体
A new type of entity that records attacks ("left clicks") and interactions ("right clicks"). Interactions are invisible and of a custom size.
一种新的实体,可记录攻击("鼠标左击")和交互("鼠标右击")。交互实体不可见,并且可以自定义尺寸。
Fields:
字段:
width: Width of the entity's bounding box (default 1)
width: 实体边界箱的宽度(默认为 1)
height: Height of the entity's bounding box (default 1)
height: 实体边界箱的高度 (默认为 1)
attack: Records the last attack action on the entity
attack: 记录最后一次攻击行为
interaction: Records the last interaction action on the entity
interaction: 记录最后一次交互行为
response: Boolean specifying if interacting should trigger a response (arm swing, sound effects, etc - default false)
White Rabbit variants are now controlled by the spawns_white_rabbits biome tag
白色兔子生成现在由 spawns_white_rabbits 生物群系标签控制
Fox variants are now controlled by the spawns_snow_foxes biome tag
(白色)狐狸生成现在由 spawns_snow_foxes 生物群系标签控制
MOB BEHAVIOR 生物行为
Snow Golems melting in warm biomes is now controlled by the snow_golem_melts biome tag
雪傀儡在炎热生物群系内融化,由 snow_golem_melts 生物群系标签控制
Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater
现在仅含有 dismounts_underwater 实体标签的实体会在没入水中时强制乘客离开
NETWORK PROTOCOL 网络协议
Clients now reset their Secure Chat session state when receiving the login packet
客户端现在会在收到登录数据包时重置其安全聊天会话状态
PACKET BUNDLES 数据包(协议)
Added new delimiter packet to clientbound game protocol
客户端现在可接收一种新的分隔数据包
All packets between two delimiters are guaranteed to be processed within same tick
两个分隔数据包间的所有数据包保证会在同刻处理
For security reasons this feature is not supported in the serverbound direction
出于安全考虑,客户端向服务端发送的数据流不支持此功能
PALETTED PERMUTATIONS 调色板配置
paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes
paletted_permutations 图集配置资源,可以通过调色板在内存中动态生成新纹理
Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack
调色板允许直接为纹理上色,而不再需要为资源包内每个纹理变种单独制作纹理
This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color
对盔甲纹饰等物品非常实用,可以直接改变盔甲的部分颜色,而不是为每一种颜色创造一个单独的纹理
The paletted_permutations source has a set of required parameters:
paletted_permutations 需要的参数如下:
textures A list of namespaced locations of base textures
textures 命名空间地址列表,指定基础纹理
These textures will be used to generate variants of them that have been modified by color palettes
这些纹理将用于生成使用了颜色替换的各个变种
palette_key A namespaced location of a color palette key file
palette_key 命名空间地址,指定调色板键文件位置
A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below
调色板键可以用来指定需要被调色板中的颜色替换的像素
permutations A map of permutations from suffix to a namespaced location of a color palette file
permutations 将前缀对应到调色板的命名空间地址的排列映射
The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name
前缀位于输出纹理目标地址之前,与基础纹理名称间以 _ 隔开
The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture
调色板是用来替换基础纹理文件中符合调色板键定义像素的纹理文件
The number of pixels in each color palette must be the same as that of the palette_key defined for this source
调色板像素数量必须与 palette_key 的定义相同
Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette
键配对的过程为比较 palette_key 与调色板中像素的 RGB 值
The alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel
Alpha 通道会在键配对的过程中被忽略,配对完成后,输出纹理的 Alpha 通道会与调色板的相乘
Pixels that do not match the palette_key are copied over to the resulting texture as-is
不能配对的 palette_key 的像素会被直接复制到输出纹理中
After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack
Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively
在服务器内,纹样图案和材质分别通过 trim_pattern 和 trim_material 注册
As a result, new trim patterns and materials can be added via data packs
因此,可使用数据包添加新的纹样图案和材质
These are synchronized to clients when they join the server
玩家加入服务器时,这些内容会同步至他们的客户端
However, clients must have an accompanying resource pack to see those registered trim patterns and materials
但是,客户端必须有配套的资源包才能显示那些新注册的纹样图案和材质
The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field
纹饰纹理的路径将取决于同名的纹饰 json 文件,同时会在相同命名空间下按照纹饰图案的 name 字段内尝试寻找纹理
The following data is defined by a trim pattern:
以下数据值由 trim_pattern 定义:
asset_id which is a namespaced id used to infer texture locations and localization
asset_id 是一个命名空间 id ,用来指向纹理的存储位置和定位
template_item which is the id of the smithing template item used to apply the trim pattern
description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack
description 是一个文本组件,用于在悬停时显示盔甲纹饰的名称
The following data is defined by a trim material:
以下数据值由纹饰材质定义:
asset_name which is a string used as a suffix for armor trim texture locations
asset_name 是一个字符串,用来确定纹饰纹理的存储位置的后缀
ingredient which is the id of the ingredient item used to apply the trim material
ingredient 是一个物品 id,用来确定纹饰材质合成时用到的物品
item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material
item_model_index 是一个 float 类型变量,用来确定物品模型覆盖盔甲模型的位置
override_armor_materials which is an optional map of armor material to overridden color palette
override_armor_materials 可选,是调色板覆盖盔甲材质时使用的映射表
Map key is the armor material that this trim material wants to override with a different color palette
键名为要被此纹饰材质使用调色板覆盖的盔甲材质
Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material
键值为当纹饰材料被应用于对应材质盔甲时,需要使用的调色板名称
description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack
description 文本组件,用于在悬停时显示盔甲纹饰材质名称
The style defined in this description is applied to the armor trim pattern description as well
在这里定义的样式也适用于盔甲纹饰图案的 description
Colorful armor trims! Click here for a link to the full-size image.
盔甲纹饰真奇妙!点击这里 查看大图。
A Sniffer and Torchflowers. Click here for a link to the full-size image.
嗅嗅火把花前倒。点击这里 查看大图。
Cherry Wood Boats. Click here for a link to the full-size image.
樱花木船水上漂。点击这里 查看大图。
Ancient decorations for the village? Click here for a link to the full-size image.
远古装饰村庄好?点击这里 查看大图。
Time to decorate the dungeon! Click here for a link to the full-size image.
装饰地牢时间到!点击这里 查看大图。
EXPERIMENTAL FEATURES 实验性特性
The following changes only apply when one or more Experiments is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
下列游戏内容变动仅在一项或多项实验性设置被打开时生效,无论是通过激活相应的实验性数据包,还是通过创建世界时在实验性窗口内激活数据包。
Added Smithing Template items
添加了锻造模板物品
Redesigned the Smithing Table
重新设计了锻造台
Changed how Netherite equipment is crafted
更改了下界合金装备的制作方式
Added a new armor trimming system to visually customize your armor
添加了全新的盔甲纹饰系统,可以从视觉上自定义盔甲
Added Sniffer mob and Torchflowers
添加了嗅探兽生物和火把花
Added the Cherry Grove biome
添加了樱花树林生物群系
Added Archaeology
添加了考古系统
Mob Heads can now be placed on top of Note Blocks without sneaking
生物头颅现在不需要潜行也能放在音符盒的上方
SMITHING TEMPLATES 锻造模板
Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
锻造台被重新设计,现在可用于装备的升级与装饰
Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
一侧的槽位可用于组合装备和材料,同时新增一个槽位,需要放置锻造模板
Smithing Templates define what type of upgrade you will be making to equipment
锻造模板决定了你要对装备做出哪种类型的升级
It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
它同时指定你可以升级的物品种类,以及自定义升级需要的材料
There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
目前有两类锻造模板:盔甲纹饰和下界合金升级
Smithing Templates are consumed when used to upgrade an item in the Smithing Table
在锻造台内使用锻造模板来升级物品时,锻造模板将会被消耗
You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template
Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
现在制作下界合金装备时需要下界合金升级锻造模板
Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant