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[版本发布] Minecraft 基岩版 1.20.0 发布

 发表于 2023-6-9 00:07:25|显示全部楼层|阅读模式 IP:北京

|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10、主机(Xbox One、Switch、PlayStation 4)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。
|正式版是Minecraft基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多材质、Addon和官方领域服会逐渐跟进的版本。与此同时Google Play、Win10 Store等官方软件商店也会推送此次更新。
|转载本贴时须注明原作者以及本帖地址。




NEWS
TRAILS & TALES UPDATE NOW AVAILABLE ON BEDROCK
足迹与故事更新现已在基岩版上发布





The Trails & Tales Update brings your stories to life! Ride a camel with a companion to find archeological sites or a cherry grove. Hatch a sniffer egg to bring it back from extinction. Create playable mob sounds, craft with bamboo, trim your armor, and hang your signs. Write and store your books in the chiseled bookshelf, because every story matters!
足迹与故事更新为您的生活增添故事!和伙伴一起,在驼背上发现考古胜地或樱花树林。孵化濒临灭绝的嗅探兽的蛋。创作您的生物音效,用竹制材料进行建造,装饰您的盔甲,悬挂您的告示牌。将您的大著保存在雕纹书架中,这就是您的故事!


Huge thanks to everyone for playing and for reporting your feedback during development! Your thoughts on the update continue to be important so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at aka.ms/TrailsTalesFeedback .
我们对每一位在开发期间参与试玩和报告问题的玩家表示诚挚的谢意!您对于更新的想法将一直都会是我们的首要考虑因素,所以请继续在bugs.mojang.com 上提交和表决漏洞并将您的反馈提交至 aka.ms/TrailsTalesFeedback

Let’s jump into the update!
让我们来看看本次更新的内容吧!


CHROMEBOOK
Chromebook 版本

Minecraft is now available for Chromebook on the Google Play Store, including cross-device play with friends, access to Minecraft Marketplace, and the ability to play on Realms.
Minecraft 现已在 Chromebook 的 Google Play Store 中可用,可与朋友跨平台游玩,访问 Minecraft Marketplace,并在 Realms 中游玩。

Learn more at aka.ms/Minecraft-Chromebook
aka.ms/Minecraft-Chromebook 了解更多


NEW FEATURES
新特性

Archaeology
考古

  • Added a craftable Brush item
  • 添加了可合成的刷子
  • Added Suspicious Sand and Suspicious Gravel
  • 添加了可疑的沙子和可疑的沙砾
    • Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
    • 可疑的沙子可在沙漠神殿、沙漠枯井以及暖水海底废墟中觅得
    • Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
    • 可疑的沙砾可在冷水海底废墟以及古迹废墟中觅得
    • These fragile blocks are hard to spot and easy to destroy, so be careful!
    • 这些方块难寻且易碎,请温柔一些!
    • Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
    • 用刷子刷可疑的沙子或可疑的沙砾会使得掩埋其中的旧时遗物重见天日
  • Added the Trail Ruins, a buried structure from a lost culture
  • 加入了古迹废墟,埋藏于地底的失落文明遗迹
    • Four types of Armor Trim Templates can be found here
    • 这里可以找到四种不同的盔甲纹饰模板
    • Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles
    • 古迹废墟可在针叶林、积雪针叶林、原始森林群系及丛林中觅得
    • A new music disc can be found by brushing suspicious blocks in this structure
    • 刷这里的可疑方块可以获得一盘新的唱片
      • When put in a Jukebox, "Relic" by Aaron Cherof is played
      • 使用唱片机播放它,会播放 Aaron Cherof 创作的《Relic(遗物)》

  • Added Pottery Sherds
  • 加入了纹样陶片
    • Pottery Sherds have pictures on them
    • 纹样陶片上有图案
    • A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • 共 20 种纹样陶片被埋藏在了以下五种考古地点中:沙漠枯井、沙漠神殿、冷水海底废墟、暖水海底废墟以及古迹废墟
    • They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel
    • 它们无法合成,仅可在可疑的沙子或可疑的沙砾中觅得


Decorated Pots
饰纹陶罐

  • Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
  • 可以使用四片纹样陶片合成一个饰纹陶罐,它每面都有一个图案
  • Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
  • 砖可以在饰纹陶罐的合成过程中代替纹样陶片
    • The sides that were made from Brick items will not have pictures
    • 使用砖制造的一面没有图案
  • Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
  • 使用任何破坏方块工具破坏饰纹陶罐都会损坏它并且掉落纹样陶片
    • Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
    • 使用空手、精准采集工具或任何其它物品击打饰纹陶罐都会使其完整掉落
  • Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients
  • 有图案的饰纹陶罐会在物品栏中显示其陶片原料的种类

Cherry Groves
樱花树林


  • Added a new Cherry Grove biome, with pretty cherry blossom trees
  • 加入了新的樱花树林群系和樱花树,太美丽辣
    • The biome can be found in the mountains, in similar places as Meadows
    • 该群系可在山中草甸上觅得
  • Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
  • 加入了樱花木套组以及可以合成的相关木制品
  • Pink particles fall from beneath Cherry Leaves
  • 粉红色的落花会从樱花树叶上落下
  • Added a new Pink Petals block with lots of pink flowers on the ground
  • 加入了粉红色花簇方块,会在地上形成粉色花丛的效果
    • Each Pink Petal block can contain up to 4 petals
    • 每个花簇最多可容纳四朵花
    • Using Bone Meal on it increases the number of petals
    • 在其上使用骨粉可以增加花朵的数量
    • Placing a Pink Petal into an already placed block increases the number of petals
    • 在一个已经放置了粉红色花簇的方块上再放置一个可以增加花朵的数量
    • Drops the number of petals in the block when mined
    • 被挖掘时会减少花朵的数量
    • Updated the seed picker with a Cherry Grove biome option
    • 在世界生成选项中加入了樱花树林群系


Bamboo Wood Set
竹木套组

  • Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
  • 加入了竹木套组以及可以合成的相关木制品
  • Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
  • 竹块可由九个竹子合成,且可像其他圆木一样被去皮
  • Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
  • 使用竹块合成竹板时,不同于一般木板可获得 4 个,竹板仅可获得 2 个
  • Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
  • 加入了竹木特有的「马赛克」(镶嵌方式拼接而成的细致装饰)变种,称作竹马赛克
    • It can be crafted with 1x2 Bamboo Slabs in a vertical strip
    • 可由 1x2 的竹台阶以竖直的摆放合成
    • You can craft Stair and Slab variants of Bamboo Mosaic
    • 您可以合成竹马赛克的台阶和楼梯变种
    • Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
    • 竹马赛克不可用于大部分木制方块可用的合成配方,不过可以作为燃料
  • Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
  • 加入了竹筏和运输竹筏,可以用竹筏像其它船一样合成
    • They function the same as ordinary boats, but have a unique look to them
    • 它们的功能与船相同,不过有独特的外观


Hanging Signs
悬挂式告示牌

  • Hanging Signs are a more expensive version of normal Signs
  • 悬挂式告示牌的造价比普通告示牌更加昂贵
    • Crafted with 2 chains and 6 stripped logs of your preferred wood type
    • 可用铁链和 6 个任意树种的去皮原木合成
    • Crafting results in 6 Hanging Signs
    • 该合成配方可合成 6 个悬挂式告示牌
  • Can be hung up in the following ways:
  • 可在以下位置悬挂:
    • Underneath a block that can provide support in the center, like a full block or a fence
    • 中间不镂空的方块的底部,如完整方块或栅栏
    • Attached to the solid side of a block
    • 附于一个方块的完整侧边
    • Attached to the side or underneath another Hanging Sign
    • 附于或悬挂于另一个悬挂式告示牌的侧边或下方
  • Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
  • 与普通告示牌不同,它们只能悬挂或附着,无法直接放在地上
    • However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
    • 不过,悬挂式告示牌在其支持方块被破坏时不会掉落


Sign Improvements
告示牌的改进

  • Sign text can now be edited after being placed in the world
  • 现在告示牌放置后其上的文字可以编辑
    • This can be done by interacting with the Sign
    • 与告示牌互动即可
    • Signs with non-text chat components can not be edited
    • 使用了非文字成分的告示牌无法编辑
  • Both sides of the Sign can now have separate text and colors, allowing for further customization options
  • 告示牌的两边现在可以有不同的文字和颜色,允许更深度的自定义
    • By default, a Sign will prompt you to input the front side's text when placed
    • 默认情况下,告示牌被放置时会自动编辑正面的文字
    • To apply text to the back-side, you must walk to the other side and interact with that face to edit it
    • 要为背面添加文字,您必须走到告示牌的背面并与之互动
  • Signs can now also be waxed with Honeycomb, preventing any further edits to its text
  • 告示牌现在也可用蜜脾上蜡,以使其不可编辑
  • It is no longer possible to use Ink Sac, Glow Ink Sac, or Dyes if the Sign text is empty (MCPE-133778)
  • 如果告示牌没有内容,则不再可对其使用墨囊、发光墨囊或染料(MCPE-133778

Sniffer
嗅探兽

  • The Sniffer is the mob vote winner of Minecraft Live 2022
  • 嗅探兽是 Minecraft Live 2022 生物投票的赢家
  • Sniffers are passive, friendly mobs
  • 嗅探兽是被动,友好的生物
  • Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
  • 嗅探兽会在空气中嗅闻,有时会在地面上挖种子,可能会挖出火把花种子或瓶子草荚果
  • Sniffers can only dig grass and dirt-like blocks
  • 嗅探兽只能挖草或泥土类方块
  • Sniffers can be tempted by, and bred with Torchflower Seeds
  • 嗅探兽可用火把花种子引诱和繁殖

Sniffer Egg
嗅探兽蛋

  • Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
  • 可以在暖水海底废墟的可疑的沙子中觅得
  • When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
  • 两只嗅探兽繁殖时不会立刻生出小嗅探兽,它们会生出嗅探兽蛋
  • When placed in the world, the Sniffer Egg will hatch after some time
  • 被放置在世界中一段时间后,它会孵化
    • When placed on Moss, the Egg will hatch in approximately 10 minutes
    • 放置在苔藓上时,它的孵化周期约 10 分钟
    • On all other blocks, it will hatch in approximately 20 minutes
    • 在其它方块上,孵化周期约 20 分钟

Torchflowers
火把花

  • The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
  • 嗅探兽有时会挖出火把花种子,它可用于繁殖两只嗅探兽
  • The Torchflower seed can be planted on Farmland and grows into a Torchflower
  • 火把花种子可以种在耕地上并长成火把花
  • The full-grown flower can be harvested and replanted
  • 长成的火把花可被收割并重新种植
  • The Torchflower can be crafted into Orange Dye
  • 火把花可用于制作橙色染料

Pitcher Plant
瓶子草

  • The Sniffer can occasionally sniff up a Pitcher Pod item
  • 嗅探兽有时会挖出瓶子草荚果
  • The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
  • 瓶子草荚果可以种在耕地上并长成瓶子草植株
  • The Pitcher Crop has five growth stages
  • 瓶子草植株有五个生长阶段
  • Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
  • 长成后,瓶子草植株可被收割,合成为两个方块高的瓶子草
  • The Pitcher Plant can be crafted into Cyan Dye
  • 瓶子草可用于制作青色染料

Smithing
锻造

  • Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
  • 锻造台经过重新设计,现在可用于升级或自定义装备
  • Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
  • 并排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 a piece of 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
  • 你可以在工作台内使用 7 颗钻石、1 个锻造模板的材质方块以及 1 个锻造模板来复制锻造模板,这会输出 2 个相同的锻造模板

Armor Trims
盔甲纹饰

  • You can now visually customize your armor with a variety of unique trims at the Smithing Table
  • 你现在可以在锻造台上使用多种不同的纹饰来自定义盔甲的外观
  • Armor trims are purely visual with no gameplay benefits
  • 盔甲纹饰仅提供视觉效果而没有任何游戏上的增益
  • Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
  • 盔甲纹饰只能应用在头盔、胸甲、护腿和靴子上
    • All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
    • 所有纹饰图案在盔甲物品的图标上看起来相同,但实际颜色会随纹饰材质而变化
    • To check which trim pattern a piece of armor has, you can hover over it in the inventory
    • 要想知道盔甲上有哪些纹饰图案,你可以在物品栏内悬停查看
  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
  • 盔甲纹饰锻造模板可以在世界各地觅得,以下所列举的结构都有它能提供的独特的锻造模板:
    • Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
    • 古迹废墟:向导盔甲纹饰, 牧民盔甲纹饰, 塑造盔甲纹饰, 雇主盔甲纹饰
    • Pillager Outpost: Sentry Armor Trim
    • 掠夺者前哨站:哨兵盔甲纹饰
    • Desert Pyramid: Dune Armor Trim
    • 沙漠神殿:沙丘盔甲纹饰
    • Shipwreck: Coast Armor Trim
    • 沉船:沙滩盔甲纹饰
    • Jungle Temple: Wild Armor Trim
    • 丛林神庙:荒野盔甲纹饰
    • Ocean Monument: Tide Armor Trim
    • 海底神殿:潮汐盔甲纹饰
    • Ancient City: Ward and Silence Armor Trims
    • 远古城市:监守盔甲纹饰、幽静盔甲纹饰
    • Woodland Mansion: Vex Armor Trim
    • 林地府邸:恼鬼盔甲纹饰
    • Nether Fortress: Rib Armor Trim
    • 下界要塞:肋骨盔甲纹饰
    • Bastion Remnant: Snout Armor Trim
    • 堡垒遗迹:猪鼻盔甲纹饰
    • Stronghold: Eye Armor Trim
    • 要塞:眼眸盔甲纹饰
    • End City: Spire Armor Trim
    • 末地城:尖塔盔甲纹饰
  • Smithing Templates are found in chests in their respective structure
  • 锻造模板可以在对应的结构的箱子内找到
    • Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
    • 古迹废墟没有箱子,锻造模板通过刷可疑的沙砾获得
    • The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
    • 海底神殿没有箱子,远古守卫者有时候会在死亡时掉落一个锻造模板
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • 一些锻造模板的稀有度较其它的更高,所以和你的伙伴们一起出发寻找它们!
  • An armor trim has two properties: a pattern and a material
  • 盔甲纹饰有两个属性:图案和材质
    • The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
    • 图案取决于你制作纹饰时用到的锻造模板,表现为盔甲上纹饰的图案
    • The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
    • 材质取决于你制作纹饰时用到的材料,表现为纹饰的颜色
  • The viable ingredients you can use to define the color of your armor trim are the following:
  • 你可以使用下列材料来决定盔甲纹饰的颜色:
    • Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz
    • 铁、铜、金、青金石、绿宝石、钻石、下界合金、红石、紫水晶及石英

Netherite Equipment
下界合金装备

  • Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
  • 下界合金装备的合成现在也需要一个升级锻造模板
  • Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
  • 下界合金升级锻造模板现在可以随机在堡垒遗迹的箱子中觅得
    • Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
    • 每个宝藏房中的箱子中必有两个锻造模板
  • This change was made for a variety of reasons:
  • 这项改动基于以下多种目的:
    • Increase the time players utilize Diamond equipment before Netherite
    • 延长钻石装备的使用寿命
    • Make Netherite equipment more significant achievement in the game's progression
    • 让下界合金装备成为游戏流程内的一个重要成就
    • Adapt Netherite more naturally into the new Smithing Table crafting system
    • 让下界合金升级能在新的锻造台合成系统内更加自然

Camel
骆驼

  • Camels can be equipped with a Saddle and ridden by two players
  • 骆驼可以装备鞍,并且可由两位玩家共同骑乘
  • Camels spawn naturally when Desert Villages generate
  • 骆驼会随沙漠村庄自然生成
  • Camels can be tempted by holding Cactus
  • 骆驼可以被仙人掌吸引
  • Feed Cactus to Camels to breed them
  • 喂食骆驼仙人掌可以繁殖它们
  • Camels are tall
  • 骆驼很高
    • Most hostile mobs will not be able to reach you when you are on a Camel
    • 大部分敌对生物在你骑乘骆驼时无法攻击到你
    • They can walk over Fences and Walls
    • 它们可以跨越栅栏和墙壁
  • Camels randomly sit down
  • 骆驼有时会趴下
    • While sitting, it is difficult to convince them to move
    • 它们趴下后,要让它们移动会很不容易
  • Camels can either walk slowly or sprint quickly
  • 骆驼既可以慢慢行走也可以快速奔跑
  • They can also dash forward but will lose stamina for a while when doing so
  • 它们可以向前冲刺,不过会耗尽精力,需要恢复

Chiseled Bookshelf
雕纹书架

  • A new, chiseled variation of the Bookshelf
  • 书架的一个全新的雕纹变种
  • Crafted with 6 Planks and 3 Wooden Slabs
  • 可以用 6 快木板和 3 个木台阶合成
  • Can store Books, Book and Quills, and Enchanted Books
  • 可以储存书、书与笔和附魔书
    • Holds up to 6 Books
    • 最多能够储存 6 本书
    • Keeps the stories and lore of your world safe
    • 用于保存您世界中的故事和传说
    • Books can be removed and added to specific slots on the Chiseled Bookshelf
    • 书可以被放置在雕纹书架中的特定架位
  • Comparators can detect the last book placed/removed
  • 比较器可以检测最近一次放置/移除的书
    • Perfect for hiding secrets in your spooky library
    • 在闹鬼图书馆里隐藏秘密的绝佳选择
  • Works with Hoppers
  • 可以与漏斗联动

Shield Customization
盾牌自定义

  • A top Vanilla Parity feature request! A Shield can now be combined with a Banner to apply its pattern on it
  • 呼声极高的特性同步!现在可将旗帜与盾牌合成以将旗帜的图案画到盾牌上
    • The banner is consumed on use
    • 使用后旗帜会被消耗
    • A Shield can be combined with a Banner only if no pattern was previously applied
    • 只有合成前没有图案的盾牌才可与旗帜合成

New Music
新音乐

  • Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Mesa, and Flower Forest biomes:
  • 为樱花树林、沙漠、丛林、山地和繁花森林群系加入了以下几首由 Aaron Cherof 创作的新音乐:
    • A Familiar Room
    • 《A Familiar Room(熟悉的房间)》
    • Bromeliad
    • 《Bromeliad(凤梨花)》
    • Crescent Dunes
    • 《Crescent Dunes(月牙形的沙丘)》
    • Echo in the Wind
    • 《Echo in the Wind(风中的回响)》
  • Added a new music disc which can be acquired by brushing suspicious blocks in Trail Ruins. When put in a Jukebox, Relic by Aaron Cherof is played
  • 加入了一盘可通过刷古迹废墟中的可疑方块获得的唱片,在唱片机中播放时会播放 Aaron Cherof 创作的《Relic(遗物)》

Calibrated Sculk Sensors
校频幽匿感测体

  • A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level
  • 这是一个可以让你根据频率过滤振动信号的幽匿感测体的新变种
  • They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • 它们不会自然生成,只能通过合成获得,你可以在工作台中用 1 个幽匿感测体与 3 个紫水晶碎片合成它们
  • One side of the Calibrated Sculk Sensor can receive a redstone signal as input
  • 校频幽匿感测体的一侧可以接受红石信号输入
    • The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
    • 输入红石信号的强度将决定这个感测体单独监听的频率
  • They have a combined active and cooldown phase that lasts 20 game ticks
  • 它们有一个并行的激活和冷却阶段,时长为 20 游戏刻
    • They output their redstone signal for the first 10 game ticks
    • 它们会在前 10 个游戏刻中输出红石信号
  • They can detect vibrations up to 16 blocks away
  • 它们最远可检测到 16 格外的震动

Sculk Sensor Phases
幽匿感测体阶段

  • Sculk Sensors and Calibrated Sculk Sensors now have three phases: Inactive, Active, and Cooldown
  • 幽匿感测体和校频幽匿感测体现在有三个阶段:未激活、激活和冷却
  • The default phase is Inactive
  • 默认阶段为未激活
    • This phase lasts indefinitely until the block receives a vibration
    • 此阶段会永久持续直到方块收到震动
    • During this phase, the block is able to listen to nearby vibrations until one has been scheduled
    • 在此阶段时,方块可以接收附近的震动,直到听到特定的震动
  • When a scheduled vibration is received, the block switches to the Active phase
  • 当特定的震动被接收,方块会切换到激活阶段
    • This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
    • 对于幽匿感测体,这个阶段时长 30 游戏刻,对于校频幽匿感测体,这个阶段时长 10 游戏刻
    • During this phase, the block stops listening to nearby vibrations, wiggles its tendrils, and emits a Redstone signal and light
    • 在此阶段时,它们会晃动它们的卷须,放出红石信号并发光
  • After the Active phase has finished, the block switches to a Cooldown phase
  • 激活阶段结束后,方块会切换到冷却阶段
    • This phase lasts for 10 game ticks
    • 这个阶段时长 10 游戏刻
    • During this phase, the block keeps wiggling its tendrils, but no longer emits a Redstone signal nor light
    • 在此阶段时,方块继续晃动它的卷须,但既不放出红石信号也不发光
    • Finally, once this phase is finished, the block will switch back to the Inactive phase
    • 最终,当此阶段结束后,方块又会切换回未激活阶段
  • Previously, these phases had different timings:
  • 以前,这些阶段的时长有所不同:
    • The Active phase lasted 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
    • 激活阶段对于幽匿感测体时长 30 游戏刻,对于校频幽匿感测体时长 10 游戏刻
    • There was no Cooldown phase
    • 没有冷却阶段
  • These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them
  • 这样改动是为了避免装置频率过高地激活为其供能的幽匿感测体

Vibration Resonance
同频共振

  • Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
  • 为放在幽匿感测体旁的紫水晶块添加了新的行为
    • If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
    • 如果幽匿感测体接收到了振动信号,那么紫水晶块将在其所在地发出一次同样频率的振动
  • This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
  • 这个新行为被称为同频共振,它的出现将允许玩家将相同频率的振动进行远程传输而无需依赖自然生成

Vibration Frequencies
震动频率

  • With the addition of Calibrated Sculk Sensors, vibration frequencies have been greatly simplified to prevent unwanted interference
  • 校频幽匿感测体加入后,为避免多余的干扰,震动频率已被大大简化
  • The following are category descriptions for each frequency and the expected events that they correspond to:
  • 以下是每种频率的分类介绍,以及相关的事件:
    • Movement in any medium (land, liquid or air)
    • 在任何介质中走动(地面、液体或空中)
    • Landing on any surface (land or liquid)
    • 在任何表面着陆(地面或液体中)
    • Item interactions
    • 物品互动
    • Gliding with an Elytra or unique mob actions (Ravager roaring, Wolf shaking, etc.)
    • 用鞘翅滑翔或特殊的生物动作(劫掠兽吼叫、狼甩水等)
    • Equipping gear
    • 装备盔甲
    • Interacting with a mob
    • 与生物互动
    • Mobs and players getting damaged
    • 生物或玩家受到伤害
    • Consuming items (drinking and eating)
    • 消耗物品(吃或喝)
    • Blocks 'deactivating' (Door closing, Chest closing, Button unpressing, etc.)
    • 方块「取消激活」 (门关上、箱子关上、按钮复位等)
    • Blocks 'activating' (Door opening, Chest opening, Button being pressed, etc.)
    • 方块「激活」(门开启、箱子开启、按钮激活等)
    • Blocks changing (Cauldron water level rising, adding food to a Campfire, etc.)
    • 方块状态改变(炼药锅水位上升、在营火中添加食物等)
    • Blocks being destroyed
    • 方块被破坏
    • Blocks being placed
    • 方块被放置
    • Mobs and players spawning
    • 生物或玩家生成
    • Mobs and players dying or an explosion
    • 生物或玩家死亡或爆炸

Playable Mob Sounds
可播放生物音效

  • When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
  • 当生物头颅被放置在音符盒上,玩家或红石激活该音符盒时会播放该生物的其中一种环境音效
  • Mob Heads can be placed on top of Note Blocks without sneaking
  • 生物头颅不需要潜行就可以放在音符盒上

Piglin Mob Head
猪灵头颅

  • Piglins will now drop their heads when killed by a charged Creeper
  • 猪灵被闪电苦力怕击杀后将会掉落头颅
  • Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
  • 将猪灵头颅放置在音符盒上时会播放其一种环境音效
  • The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking
  • 猪灵头颅被红石信号激活或被玩家佩戴时将会拍打耳朵

New Achievements
新成就

  • Smithing with Style - Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder
  • 个性锻造 - 至少一次使用这些锻造模板:尖塔、肋骨、监守、幽静、恼鬼、潮汐、向导
  • Planting the Past - Plant any Sniffer seed
  • 朝花夕植 - 种下任意一种嗅探兽植物
  • Careful Restoration - Make a Decorated Pot out of 4 Pottery Sherds
  • 精心修复 - 使用 4 片纹样陶片合成一个饰纹陶罐

KNOWN ISSUES
已知问题

  • Boats that have been placed before today's update may not function correctly until they have been broken and placed again, and any mobs inside boats may be ejected when loading your world for the first time. We hope to have this issue resolved soon, but you may wish to keep a backup copy of your world just in case - thanks for your patience!
  • 在今天更新之前放置的船只可能需要破坏并再次放置才能正常工作,并且承在船中的生物可能会被挤出船只,我们正在加紧修复这个问题,但以防万一,还是请备份您的存档 - 感谢您的耐心!

FIXES AND CHANGES
修复和改动

General
通用

  • Splitscreen players are no longer disconnected when one leaves (MCPE-168695)
  • 其中一个分屏玩家退出时不会再断连(MCPE-168695
  • iOS now requests Local Network access in order to find games on the local network
  • iOS 设备现在会请求授予访问本地网络的权限,用以寻找本地网络上的游戏
  • Added a progress handler when loading into a world that will wait up to a total of 15 seconds for the primary player’s appearance to load
  • 为主要用户外观的加载过程加入了进度条,最多需要等待 15 秒
  • Improved the time it takes to start up and load into the start screen
  • 改进了游戏从启动到开始屏幕的加载速度
  • Fixed an issue where a locally hosted dedicated server was not found by clients on the same machine
  • 修复了客户端无法检测到在相同机器上架设的服务器的问题

Gameplay
玩法

  • Flying is no longer disabled when flying under Stairs (MCPE-168999)
  • 在楼梯下方飞行时,禁用飞行无效(MCPE-168999
  • Fixed fall damage accumulating when the player jumped on a roofed Soul Sand Bubble Column
  • 修复了玩家在灵魂沙产生的上涌气泡柱上跳跃时会累积摔落伤害的问题
  • Players no longer take fall damage when falling through water at high speeds (MCPE-152485)
  • 玩家以高速坠入水中时不会再受到摔落伤害(MCPE-152485
  • After choosing the Main Menu option on the death screen, the player hitbox is now the correct size when returning to that world (MCPE-167045)
  • 现在玩家在死亡屏幕上返回主菜单后再次打开世界时,其判定箱会拥有正确的大小(MCPE-167045
  • Distinct green particles are now emitted by the player under effect of Hero of the Village status effect
  • 现在拥有村庄英雄效果的玩家身上会产生明显的绿色粒子

Mobs
生物

  • Ghasts now shoot fireballs out of their mouth instead of at eye level (MCPE-35202)
  • 恶魂现在会在嘴部高度处发射火球,而不是在眼睛高度处(MCPE-35202
  • Boots and Leggings no longer cause z-fighting when worn by humanoid mobs and Armor Stands
  • 人形生物和盔甲架穿戴的护腿的「裤腿」和「腰带」部分不再会产生深度冲突
  • Mobs are now correctly positioned above the surface of Bamboo Rafts when riding them
  • 生物乘坐竹筏时现在在正确的位置
  • Bees no longer make the player eating sound when eating (MCPE-169567)
  • 蜜蜂进食时不再会发出玩家进食的音效(MCPE-169567

Sculk Blocks
幽匿方块

  • Sculk Sensors now power the block below them when active
  • 幽匿感测体现在在激活时能够为其下的方块充能
  • Waterlogging a Sculk Shrieker will now silence its shriek sounds (MCPE-169563)
  • 现在使幽匿尖啸体含水会使其无法发出尖啸(MCPE-169563
  • The sounds emitted by players and mobs stepping, falling, jumping, or landing on top of Sculk Sensors are now affected by the "Players" sound slider
  • 现在玩家和生物行走、坠落、跳跃和降落在幽匿感测体上的音效由「玩家」音效滑块控制
  • Any item use, like using a Brush or Spyglass or eating an Apple now send item interact events that cause vibrations picked up by Sculk Sensors and Wardens
  • 使用任何物品,如使用刷子或望远镜或吃苹果现在都会判定为物品互动事件,会向幽匿感测体和监守者发送震动

Blocks
方块

  • Wooden Logs generated in Woodland Mansions now have the correct facing (MCPE-168387)
  • 现在林地府邸中的原木拥有正确的朝向(MCPE-168387
  • Removed redundant ‘lava_cauldron’ block that could be placed using commands (MCPE-39974)
  • 移除了可被命令放置的 lava_cauldron 方块(MCPE-39974
  • Sugar Cane and Bamboo can now be placed on Moss Block
  • 甘蔗和竹子现在可以放置在苔藓方块上
  • Conduit block now respects the lighting conditions when held in-hand or dropped
  • 现在手持或掉落物形式的潮涌核心会遵循光照渲染规则
  • Top and bottom Door textures now rotate correctly when opened and closed for worlds versioned from 1.20 onward (MCPE-152926)
  • 现在打开和关闭状态下的门的顶部和底部纹理会正确旋转(MCPE-152926
  • Sugar Cane no longer generates an air pocket when generated underwater (MCPE-161096)
  • 甘蔗生成于水下时不再会生成空气(MCPE-161096
  • Fixed an issue where a Piston could become invisible in rare cases
  • 修复了活塞极小概率可能不可见的问题
  • Woodland Mansion's entrance now uses Cobblestone Slabs (MCPE-169038)
  • 将林地府邸入口处的台阶更改为圆石质(MCPE-169038
  • Iron Bars and Glass Panes now can connect to Pistons (MCPE-64745)
  • 现在铁栏杆和玻璃板可以与活塞连接(MCPE-64745
  • Dead Bushes can now be placed on Grass Blocks and Moss Blocks (MCPE-125931)
  • 现在枯萎的灌木可以放置在草方块和苔藓块上(MCPE-125931
  • The map color for Black Terracotta now matches Java Edition (MCPE-166791)
  • 更改了黑色染色陶瓦在地图上的颜色,以匹配 Java 版 (MCPE-166791)
  • Players no longer fall through Farmland Blocks after jumping on them
  • 玩家从耕地上起跳后不再会陷入其中
  • Players no longer fall through Mud Blocks or Farmland Blocks if they are standing on the block as it becomes a complete block (MCPE-164677)
  • 玩家站在变成完整方块的泥巴和耕地上时不再会陷入其中(MCPE-164677
  • Fixed an issue where placing blocks while sneaking on an interactable block was not working as intended with client authoritative movement (MCPE-168280)
  • 修复了在可交互方块上潜行时无法正常放置方块的问题(MCPE-168280
  • Fixed an issue where an Armor Stand’s pose would not change when right-clicked while the player had sneak held and flying (MCPE-168548)
  • 修复了玩家飞行并按住潜行键时无法右键改变盔甲架姿势的问题(MCPE-168548
  • Weighted Pressure Plates now update their signal strength immediately when multiple items are placed on top (MCPE-156773)
  • 现在测重压力板在上方有多个物品时会立即更新其发出的信号强度(MCPE-156773

Items
物品

  • Fixed a bug where item in Item Frames could be too small in some world templates (MCPE-163399)
  • 修复了物品展示框中的物品在某些情况下显得过小的问题(MCPE-163399
  • Broken and unbroken Elytra now render in-hand, in the world, and in Item Frames with the correct icon (MCPE-19700)
  • 已损坏和未损坏的鞘翅现在会在手上、世界中和物品展示框中渲染为正确的图标(MCPE-19700

Realms
Realms

  • Changed the text font of the placeholder text in the New Post menu
  • 更改了新发布界面中占位符文本的字体
  • Changed the text from "A 10 Player Realm" to "10 Players" in the card for 10 Player Realm in the Settings -> Subscription Tab
  • 将设置-订阅一栏中的 10 玩家 Realm 的卡片文本由 A 10 Player Realm 改为了 10 Players
  • Realms now appear immediately on the list in the Friends tab after entering an invite code
  • 现在输入邀请码后,Realm 现在会在好友列表中立刻出现
  • Fixes an issue that prevented a Realm from being reset
  • 修复了阻止 Realm 重置的问题
  • Changed the Realms purple gradient background to be darker
  • 将 Realms 的紫色背景变暗了一些
  • Fixed an issue where a Realm would generate structures that local worlds would not
  • 修复了 Realm 世界会生成本地存档不会生成的结构的问题
  • Added a focus indicator to FAQ sections when using keyboard and mouse
  • 使用键盘和鼠标控制时,在常见问题一栏加入了焦点指示器
  • Hid the ‘Download World’ button when there is no backup available
  • 在没有备份可用时隐藏「下载世界」按钮
  • Fixed a bug where the Manage Subscriptions list would not populate when navigated to from a Realm's ‘Manage Realm’ page
  • 修复了由 Realm 的「管理 Realm」跳转到管理订阅列表时无法加载的漏洞

Accessibility
无障碍

  • Added new “Chat Message Duration” accessibility setting to change how long chat messages remain on screen (3 seconds by default)
  • 加入了新的「聊天消息留存时间」无障碍选项以更改聊天消息在屏幕上留存的时间(默认为 3 秒)
  • Renamed “Notification Duration” to “Toast Notification Duration” and fixed an issue were the setting had no affect on how long toasts remained on display
  • 将「通知留存时间」重命名为「弹出通知留存时间」并修复了该选项无法改变弹出通知留存时间的问题
  • The four Creative Inventory tabs now have their names read out by text-to-speech
  • TTS 现在可朗读创造模式物品栏的四个栏位
  • Screen reader now describes function of "Delete World" button in the Storage menu
  • 屏幕阅读器现在会描述存储一栏中的「删除世界」按钮功能
  • Tweaked the contrast of the text inside of header for list of worlds in the Storage Settings menu
  • 增强了存储设置菜单中世界列表的标题文本对比度
  • Potions, Tipped Arrows, and mob effects have had their colors adjusted to make them more distinguishable from each other (MCPE-168357)
  • 药水、药箭和生物效果的颜色现在有差异,以使其更容易分清(MCPE-168357

User Interface
用户界面

  • Added new Trails & Tales splash screen text and loading screen tips
  • 加入了新的足迹与故事闪烁标语和加载提示
  • Added new Trails & Tales main menu background
  • 加入了新的足迹与故事主菜单背景
    • View now rotates clockwise and is tilted down unless a global resource pack replaces the cubemap background
    • 现在视角会顺时针旋转并倾斜,除非有全局资源包修改了旋转背景
  • Loading animation for adding friends is now the correct size (MCPE-159261)
  • 添加好友的加载动画现在大小正确(MCPE-159261
  • The block type icon now appears in the Command Block UI screen (MCPE-159970)
  • 现在命令方块 UI 中会显示方块类型图标(MCPE-159970
  • The game no longer shows a retry cloud sync prompt when encountering an out of space error (MCPE-162455)
  • 遇到空间不足错误时不再会显示重新尝试云同步的提示(MCPE-162455
  • Screen UI now always has a focus in control when using a controller
  • 现在使用控制器时的屏幕 UI 会始终拥有控制焦点
  • Doubled the resolution of world thumbnail images
  • 世界缩略图的分辨率现在提高了一倍
  • Changed the world tag to no longer display "-experimental" on worlds that only use the Holiday Creator Features experiment
  • 仅开启「假日创造者功能」子选项的实验性世界不再会显示「实验」标签
  • Button sounds will no longer sometimes occur when clicking a disabled button (MCPE-141124)
  • 点击不可用的按钮时不再会偶尔发出按钮音效(MCPE-141124
  • Added exclamation marks to certain splash texts that were missing to match Java Edition (MCPE-165962)
  • 为缺失感叹号的闪烁标语加入了感叹号以匹配 Java 版(MCPE-165962
  • Fixed capitalization in title of Behavior Pack message modal (MCPE-156331)
  • 修复了行为包消息弹窗的标题大小写不正确的问题(MCPE-156331
  • Fixed a bug where respawning in VR sometimes softlocked players on the death screen
  • 修复了在 VR 模式下重生时玩家有时会卡死在新的死亡屏幕中的问题
  • Text shadowboxes now have the correct opacity on interactable block screens
  • Text shadowboxes now have the correct opacity on interactable block screens
  • Marketplace and Dressing Room cycle buttons now show navigation chevron when using a controller and controller hints are disabled (MCPE-147711)
  • 现在使用控制器且控制器提示被禁用时,市场和更衣室的循环按钮会显示导航栏 V 形图案(MCPE-147711
  • Fixed that the multiplayer toggle in the Create New World screen sometimes wasn't greyed out even though the setting would have no effect
  • 修复了创建新的世界屏幕中的多人游戏选项即使无效也会偶尔不变灰的问题
  • Fixed a graphical issue where a gamepad icon would display over another screen
  • 修复了游戏手柄图标会在其他屏幕上显示的问题

Touch Controls
触屏控制

  • Fixed issues with keyboard navigation on some menu screens on iOS and Android
  • 修复了 iOS 和 Android 平台上的部分菜单屏幕上的键盘指引问题

Graphical
图形

  • Fixed a crash when enabling ray tracing in ray tracing compatible content that was loaded into with ray tracing turned off
  • 修复了关闭光线追踪功能并加载与光线追踪兼容的内容后启用光线追踪功能可能导致的崩溃
  • Fixed an issue in RTX where underwater light shafts from the moon would originate from the opposite angle of the moon sprite (MCPE-118898)
  • 修复了 RTX 中的月亮在水下发出的光照来源自月亮缩略图的对角的问题(MCPE-118898

TECHNICAL UPDATES
技术性更新

Updated Add-On Template Packs
更新的附加包模板包

  • Updated Add-On templates for 1.20 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
  • 为 1.20 更新了 Add-On(附加包)模版,加入全新的资源、行为,文档可在 aka.ms/MCAddonPacks 下载

General
通用

  • Fixed "get_equipped_item_name" Molang query not being able to return the old name of some flattened items, eg. red_wool, to wool
  • 修复了 get_equipped_item_name Molang 序列无法返回部分物品扁平化前的 ID 的问题
  • Introduced new entity filters "all_slots_empty" and "any_slot_empty" to allow searching for empty item slots in a designated equipment location (MCPE-153909)
  • 加入了 all_slots_empty 和 any_slot_empty 实体过滤器用于搜索指定装备位置的空物品槽(MCPE-153909
  • The minecraft:friction component is no longer ignored when calculating ground friction
  • minecraft:friction 在计算地面摩擦力时不再会被忽略
  • Added spawn_item_event event to minecraft:spawn_entity component. This event is called when an item is spawned
  • 为 minecraft:spawn_entity 加入了 spawn_item_event 事件,生成物品时会调用该事件
  • Attribute "speed_multiplier" in the "minecraft:boostable" component is now being parsed correctly from json file. Old behavior is maintained for "format_version" lower than 1.20 with 1.35 value rather than what the json file specifies (MCPE-164424)
  • 现在 minecraft:boostable 中的 speed_multiplier 组件可以在 JSON 文件中正确解析(MCPE-164424
  • Fixed incorrect content warnings for recipes that used the same blocks but with different data (MCPE-168717)
  • 修复了使用相同方块但不同数据值的配方会报出不正确的内容日志错误的问题 (MCPE-168717)
  • Fixed custom textures that override vanilla blocks with aux metadata as a list of textures
  • 修复了使用辅助元数据覆盖原版方块作为纹理列表的自定义纹理的问题

Dedicated Server
专用服务器

  • Note for Linux users: Ubuntu 18.04 LTS (Bionic Beaver) will reach End of Standard Support in 2023. Accordingly, the Linux Minecraft Dedicated Server will also raise its minimum target Ubuntu version to 20.04 LTS (Focal Fossa) in a later R20 update (exact release to be determined). Minecraft server operators using Ubuntu are encouraged to prepare for this transition by updating their deployments to 20.04 LTS as soon as possible.
  • 对 Linux 用户: Ubuntu 18.04 LTS(Bionic Beaver)会在 2023 年结束支持,届时,Minecraft Linux 专用服务器的最低需求 Ubuntu 版本也将改为 20.04 LTS(Focal Fossa),该更改会在后续的 R20 更新中启用。使用 Ubuntu 的 Minecraft 服务器管理员应尽快将其服务器更新至 20.04 LTS 以适应此更改
  • Content logs now show in dedicated server console window with a configurable log level using these new server properties:
  • 现在内容日志会使用如下属性在控制台窗口中显示,且拥有可配置的日志级别:
    • content-log-level - Sets the minimum level for content logs to output. Allowed values: “verbose”, “info”, “warning”, “error”. Default: info
    • content-log-level - 设置最小的日志输出级别,有效值为 verbose、info、warning、error,默认值为 info
      • Note: This log level also affects content logs written to disk when using content-log-file-enabled=true
      • 注意:当 content-log-file-enabled=true 时,该日志级别也会影响写入磁盘中的日志级别
    • content-log-console-output-enabled - Enables or disables content log output to the console window. Default: info
    • content-log-console-output-enabled - 启用或禁用日志的输出,默认值为 info


Commands
命令

  • Has item command selector now correctly detects whether or not an actor has a filled Map or Firework Star in their inventory
  • has item 命令选择器现在可以正确检测活动对象的物品栏中是否有已创建的地图或烟火之星
  • The "inputpermission" command now has a description displayed in the command dialogue preview
  • 现在 inputpermission 命令会在命令栏的预览中显示命令描述
  • When typing a slash command, auto-complete no longer suggests block-states that are already part of the typed command (MCPE-168055)
  • 现在命令行中的自动补全不再会提示已经输入的方块状态(MCPE-168055
  • Improved performance when preparing commands, most noticeable when opening the command window for the first time in a world, but also when loading Command Blocks for old command versions
  • 提升了加载命令和命令窗口时的整体性能
  • "carpet" block is now flattened into unique variants of 16 colors, namely "white_carpet", "orange_carpet", "magenta_carpet", "light_blue_carpet", "yellow_carpet", "lime_carpet", "pink_carpet", "gray_carpet", "light_gray_carpet", "cyan_carpet", "purple_carpet", "blue_carpet", "brown_carpet", "green_carpet", "red_carpet", "black_carpet"
  • carpet 方块现已被扁平化为 16 中不同的颜色变种,分别为 white_carpet、orange_carpet、magenta_carpet、light_blue_carpet、yellow_carpet、lime_carpet、pink_carpet、gray_carpet、light_gray_carpet、cyan_carpet、purple_carpet、blue_carpet、brown_carpet、green_carpet、red_carpet 以及 black_carpet
    • Commands will still work with "carpet", but only new carpet name will be suggested in the command prompt
    • 使用 carpet 的命令仍有效,但预览中仅会显示建议的名称
  • "coral" was split into unique instances, namely "tube_coral", "brain_coral", "bubble_coral", "fire_coral", "horn_coral", "dead_tube_coral", "dead_brain_coral", "dead_bubble_coral", "dead_fire_coral" and "dead_horn_coral"
  • coral 被拆分为 tube_coral、brain_coral、bubble_coral、fire_coral、horn_coral、dead_tube_coral、dead_brain_coral、dead_bubble_coral、dead_fire_coral 以及 dead_horn_coral
    • Commands will still work with "coral", but "coral" won't be suggested in the command prompt, rather the new names will
    • 使用 coral 的命令仍有效,但预览中仅会显示建议的名称
  • Experience Orbs now merge when spawned with the summon command (MCPE-167247)
  • 现在使用 summon 命令生成的经验球会合并到一起 (MCPE-167247)

Entities
实体

  • Custom entities with internal-only components or AI goals will fail to load in game
  • Custom entities with internal-only components or AI goals will fail to load in game
  • Custom entities are restricted to overriding Vanilla entities released before 1.20. Invalid entities used in the “identifier” or “runtime_identifier” field will result in content errors
  • Custom entities are restricted to overriding Vanilla entities released before 1.20. Invalid entities used in the “identifier” or “runtime_identifier” field will result in content errors

Items
物品

  • Custom items using JSON formats 1.16.100 and formats past 1.17.0 can be loaded without the Holiday Creator Feature toggle if there are no Holiday components used
  • 现在使用不含有假日创造者组件的 1.16.100 及 1.17 及以上版本 JSON 格式的自定义项目不需要开启「假日创造者功能」实验性功能开关即可加载
  • Custom items with 'minecraft:record' now show the correct sound description in hover text and on playing in a Jukebox
  • 使用 minecraft:record 的自定义物品现在在悬浮提示中和在唱片机播放时会显示正确的声音描述
  • Custom items with 'minecraft:durability' and 'minecraft:repairable' can be combined to repair them without requiring a custom item entry
  • 现在有 minecraft:durability 和 minecraft:repairable 的自定义物品可以一并修复而无须自定义物品条目
  • Items with the Entity Placer item component will now successfully create the actor on air blocks if the "dispense_on" field is empty
  • 现在当 dispense_on 字段为空时,拥有 minecraft:entity_placer 物品组件的物品会在空气方块上创建一个活动对象
  • Items with the Entity Placer item component can now be used on a Mob Spawner to change the Spawner's actor spawn type. The item must have a format version of at least 1.19.80
  • 现在在 1.19.80 及以上版本的 JSON 格式中拥有 minecraft:entity_placer 物品组件的物品可以在刷怪笼上使用以改变其活动对象的生成类型
  • Removed the non-functional 'on_repaired' parameter from the 'minecraft:repairable' item component
  • 移除了 minecraft:repairable 物品组件中的 on_repaired 参数
  • Released the “minecraft:display_name” item component out of experimental in json formats 1.20.0 and higher
  • 开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:display_name 物品组件
  • Released the “minecraft:durability” item component out of experimental in json formats 1.20.0 and higher
  • 开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:durability 物品组件
  • Released the “minecraft:fuel” item component out of experimental in json formats 1.20.0 and higher
  • 开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:fuel 物品组件
  • Released the “minecraft:entity_placer” item component out of experimental in json formats 1.20.0 and higher
  • 开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:entity_placer 物品组件
  • Released the “minecraft:icon” item component out of experimental in json formats 1.20.0 and higher
  • 开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:icon 物品组件

Add-Ons
行为包

  • Fixed an issue that prevented custom entity spawn eggs from being supported in trade tables (MCPE-170184)
  • 修复了自定义实体的刷怪蛋在交易列表中不受支持的问题(MCPE-170184

Molang
Molang

  • Fixed a crash affecting some Marketplace packs preventing them from loading
  • 修复了导致市场资源包无法加载的漏洞
    • There is now a limit on the amount of nested sub-expressions each Molang expression can have
    • 对每个 Molang 表达式所能拥有的嵌套子表达式数量进行了限制


EXPERIMENTAL TECHINCAL FEATURES
实验性技术特性

Camera Command
摄像头命令

  • Added /camera command as part of the experimental Cameras toggle
  • 加入了 /camera 命令作为实验性摄像头控制的一部分
    • This command can switch to custom camera perspectives or fade the screen
    • 这个命令用于修改玩家的相机视角和屏幕的淡入淡出
    • Use /help camera to get a full list of options
    • 使用 /help camera 可以获得详细说明
  • Added a new experimental Cameras toggle to allow for custom camera perspectives
  • 加入了实验性的摄像头切换以允许自定义的摄像头角度

Items
物品

  • Items with the ‘minecraft:throwable’ component now trigger the ‘throw’ sound effect when used
  • 现在拥有 minecraft:throwable 组件的物品在使用时会触发 throw 音效

Add-Ons
行为包

  • Added PlacementDirection and PlacementPosisition BlockTraits
  • 加入了 PlacementDirectionPlacementPosisition 方块特征
    • The PlacementDirection trait can enable the "minecraft:cardinal_direction" and/or "minecraft:facing_direction" states on a block.
    • PlacementDirection 特征可启用 minecraft:cardinal_direction 和/或 minecraft:facing_direction 的方块状态
      • "minecraft:cardinal_direction" is a four value string state ["north", "south", "east", "west"] that describes what cardinal direction the player was facing when they placed the block.
      • minecraft:cardinal_direction 是一个有四个值的字符串状态 ["north", "south", "east", "west"] 能够描述玩家在放置该方块时的基准方向
      • "minecraft:facing_direction" is a six value string state ["down", "up", "north", "south", "east", "west"] that describes what direction the player was facing when they placed the block.
      • minecraft:facing_direction 是一个有六个值的字符串状态 ["down", "up", "north", "south", "east", "west"] 能够描述玩家放置该方块时的方向
      • Values for these states are set when the block is placed.
      • 这些状态的值会在方块被放置时设定
    • The PlacementPosition trait can enable the "minecraft:block_face" and/or "minecraft:vertical_half" states on a block.
    • PlacementPosition 特征可启用 minecraft:block_face 和/或 minecraft:vertical_half 的方块状态
      • "minecraft:block_face" is a six value string state ["down", "up", "north", "south", "east", "west"] that describes what face the block was placed on.
      • minecraft:block_face 是一个有六个值的字符串状态 ["down", "up", "north", "south", "east", "west"] 能够描述方块放置时的朝向
      • "minecraft:vertical_half" is a two value string state ["bottom", "top"] that describes whether the block was placed in the upper or lower half of a block position.
      • minecraft:vertical_half 是一个有两个值的字符串状态 ["bottom", "top"] 能够描述该方块在一个方块位置内是被放置在上半还是下半部分
      • Values for these states are set when the block is placed.
      • 这些状态的值会在方块被放置时设定
    • Can access all states associated with BlockTraits through the "block_property" Molang queries and "set_block_property" event responses.
    • 可以通过 block_property Molang队列和 set_block_property 事件响应来访问所有与方块特征关联的状态
    • Note: Use of BlockTraits in JSON is currently behind the "Upcoming Creator Features" toggle
    • 注意:在 JSON 中使用方块特征需要开启「即将到来的创作者功能」开关
  • Removed "knockback_resistance" item component
  • 移除了 knockback_resistance 物品组件
  • Pumpkin blocks use the string type state "minecraft:cardinal_direction" instead of the int type "direction" state
  • 现在南瓜方块会使用 minecraft:cardinal_direction 字符串类型状态而不是 direction 整型状态
  • Removed "dye_powder" item component
  • 移除了 dye_powder 物品组件
  • Items using the minimum duration for the “minecraft:fuel” component now work in the Blast Furnace and Smoker
  • 现在当物品 minecraft:fuel 组件的 duration 属性设为最小值时物品也可以在高炉和烟熏炉中正常使用

Scripting
脚本

  • System Events
  • 系统事件
    • Further separation of events into distinct before* and after* handling, with some restrictions on the execution of state updates in a before event:
    • 进一步将游戏事件拆分为 before* 和 after* 两个类别,before 事件中的状态更新有一些限制:
    • All before events moved from world.events into world.beforeEvents property . The "before" prefix has been removed. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception.
    • 所有的 before* 事件从 events 移至 world.beforeEvents 属性中,并将 before 前缀移除。在 before* 事件的回调过程中,会改变世界状态的函数会被禁用,只读方法和属性可以正常使用,同时 set 方法的应用对象会被限制为事件对象本身,使用上述被禁用的方法和属性的行为都会导致报错
    • For example, system.events.beforeWatchdogTerminate is now considered a "before" event. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception
    • 例如,system.events.beforeWatchdogTerminate 现在被认为是 before 事件,事件的回调过程中,会改变世界状态的函数会被禁用,只读方法和属性可以正常使用,同时 set 方法的应用对象会被限制为事件对象本身,使用上述被禁用的方法和属性的行为都会导致报错
    • For example, system.events.scriptEventReceived is now considered an "after" event. After event callbacks are executed in a deferred manner. Using /scriptEvent something will queue script to execute at a later point
    • 例如,system.events.scriptEventReceived 现在被认为是 after 事件,after 事件的回调现在会延迟运行,使用 /scriptEvent something 会使脚本在队列中稍后的位置运行
  • Renamed Scripting Events
  • 重命名的脚本事件
    • Before Events renamed to *BeforeEvent and event signals renamed to *BeforeEventSignal
    • 将所有 before* 事件重命名为 *BeforeEvent ,对应的事件信号重命名为 *BeforeEventSignal
      • Example: BeforeItemUseEvent renamed to ItemUseBeforeEvent and BeforeItemUseEventSignal renamed to ItemUseBeforeEventSignal
      • 例:BeforeItemUseEvent 被重命名为 ItemUseBeforeEvent 并且 BeforeItemUseEventSignal 被重命名为 ItemUseBeforeEventSignal
    • Other events renamed to *AfterEvent and event signals renamed to *AfterEventSignal
    • 其它事件重命名为 *AfterEvent,对应的事件信号重命名为 *AfterEventSignal
      • Example: WeatherChangedEvent renamed to WeatherChangedAfterEvent and WeatherChangedEventSignal renamed to WeatherChangedAfterEventSignal
      • 例:WeatherChangedEvent 被重命名为 WeatherChangedAfterEvent 并且 WeatherChangedEventSignal 被重命名为 WeatherChangedAfterEventSignal
    • chat event renamed to chatSend
    • chat 事件被重命名为 chatSend
      • world.events.beforeChat renamed to world.events.beforeChatSend
      • world.events.beforeChat 被重命名为 world.events.beforeChatSend
      • world.events.chat renamed to world.events.chatSend
      • world.events.chat 被重命名为 world.events.chatSend
      • BeforeChatEvent renamed to ChatSendBeforeEvent
      • BeforeChatEvent 被重命名为 ChatSendBeforeEvent
      • BeforeChatEventSignal renamed to ChatSendBeforeEventSignal
      • BeforeChatEventSignal 被重命名为 ChatSendBeforeEventSignal
      • ChatEvent renamed to ChatSendAfterEvent
      • ChatEvent 被重命名为 ChatSendAfterEvent
      • ChatEventSignal renamed to ChatSendAfterEventSignal
      • ChatEventSignal 被重命名为 ChatSendAfterEventSignal

  • Fixed a bug where BlockPermutation.resolve() would fail to resolve custom block properties
  • 修复了 BlockPermutation.resolve() 无法解析自定义方块属性的漏洞
  • Renamed Entity.scoreboard to Entity.scoreboardIdentity
  • Entity.scoreboard 重命名为 Entity.scoreboardIdentity
  • Item Events
  • 物品事件
    • The ItemStartUseOnEvent now only fires for the first block that is interacted with when performing a build action
    • 现在 ItemStartUseOnEvent 事件只会以搭建时第一个交互的方块为对象触发
    • The ItemUseOnEvent now only fires if the item is successfully used on a block
    • 现在 ItemUseOnEvent 事件只会在物品对方块成功使用时触发
    • ItemUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ItemUseOnEventblockLocation: Vec3 属性修改为 block: Block
    • ItemStartUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ItemStartUseOnEventblockLocation: Vec3 属性修改为 block: Block
    • ItemStopUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ItemStopUseOnEventblockLocation: Vec3 属性修改为 block: Block
    • ProjectileHitEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block
    • ProjectileHitEventfaceLocation: Vec2 属性修改为 faceLocation: Vec3 - 该坐标与方块下方的西北角有关
    • ItemUseOnEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block
    • ItemUseOnEventfaceLocation: Vec2 属性修改为 faceLocation: Vec3 - 该坐标与方块下方的西北角有关
  • Entity
  • Entity
    • Added interface teleportOptions {dimension?: Dimension, rotation?: Vector2, keepVelocity?: boolean, facingLocation?: Vector3, checkForBlocks?: boolean}
    • 加入了 teleportOptions {dimension?: Dimension, rotation?: Vector2, keepVelocity?: boolean, facingLocation?: Vector3, checkForBlocks?: boolean} 接口
    • Added interface Vector2 {x: number, y: number}
    • 加入了 Vector2 {x: number, y: number} 接口
    • Added function tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean - Attempts to teleport the entity and returns false if the entity is unable to teleport safely (blocks surrounding teleport location or unloaded chunk)
    • 加入了 tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean 函数 - 用于尝试传送实体,在实体无法被传送时返回 false(目标位置被方块掩埋或是未加载的区块)
    • Changed function teleport to teleport(location: Vector3, teleportOptions?: teleportOptions) : void - Teleports an entity
    • teleport 函数修改为 teleport(location: Vector3, teleportOptions?: teleportOptions) : void - 传送一个实体
    • Changed function setRotation to setRotation(rotation: Vector2) : void - Sets the entity's rotation
    • setRotation 函数修改为 setRotation(rotation: Vector2) : void - 设定实体的朝向
    • Changed function getRotation to getRotation() : Vector2 - Gets the entity's rotation
    • getRotation 函数修改为 getRotation() : Vector2 - 获取实体的朝向
    • Updated function addTag(tag: string): boolean - The tag must be less than 256 characters
    • 更新了 addTag(tag: string): boolean 函数 - 标签必须少于 256 个字符
    • Updated method kill to return boolean instead of void. If return value is true, entity can be killed, otherwise false
    • 更新 kill 方法,其返回值现在是 boolean 而非void,如果返回值为 true,则实体可以被杀死,否则不可
  • Added interface EntityApplyDamageOptions . Additional options about the source of damage to use as input in Entity.applyDamage
  • 加入了 EntityApplyDamageOptions 接口,作为 Entity.applyDamage 的额外伤害来源选项输入值
  • Added interface EntityApplyDamageByProjectileOptions . Additional options about the source of damage to use as input in Entity.applyDamage in case of projectile damage
  • 加入了 interface EntityApplyDamageByProjectileOptions 接口,作为 Entity.applyDamage 的额外弹射物伤害来源选项输入值
    • Updated method applyDamage . Renamed parameter source to options. Parameter type also changed from EntityDamageSource to EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions
    • 更新 applyDamage 方法,将 source 参数重命名为 options,参数类型也从 EntityDamageSource 改为 EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions
  • SimulatedPlayer
  • SimulatedPlayer
    • Changed function getHeadRotation to getHeadRotation() : Vector2 - Gets the simulated players head rotation
    • getHeadRotation 函数改为 getHeadRotation() : Vector2 - 获取模拟玩家的头朝向
  • TitleDisplayOptions will now accept floating point values
  • TitleDisplayOptions 现在可以接受双精度浮点数值
  • Added new WorldSoundOptions and PlayerSoundOptions interface types for use with the world.playSound and player.playSound respectively
  • 加入了 WorldSoundOptionsPlayerSoundOptions 接口类别以分别利用 world.playSoundplayer.playSound
    • World.playSound now requires a location argument
    • World.playSound 现在需要 location 参数
    • When calling playMusic and queueMusic, an error will now be thrown if musicOptions.volume is less than 0.0
    • 调用 playMusicqueueMusic 时,musicOptions.volume 小于 0.0 时会报错
    • When calling playMusic and queueMusic, an error will now be thrown if musicOptions.fade is less than 0.0
    • 调用 playMusicqueueMusic 时,musicOptions.fade 小于 0.0 时会报错
    • When calling playSound, an error will now be thrown if soundOptions.pitch is less than 0.01
    • 调用 playSound 时,soundOptions.pitch 小于 0.01 时会报错
    • When calling playSound, an error will now be thrown if soundOptions.volume is less than 0.0
    • 调用 playSound 时,soundOptions.volume 小于 0.0 时会报错
  • Entity objects now persist across dimension changes and chunk reloading. This means that if you have a reference to an invalid Entity, it will become usable once the Entity has been transferred or reloaded. You can check whether an Entity is loaded or unloaded by reading its lifetimeState property
  • 实体会现在会跨维度和在区块重载后继续存在,这代表如果你想查询一个无效实体,它会在被维度传送或重载后可用,您可以通过读取它的 lifetimeState 属性来查询其是否加载
  • Added read-only property lifetimeState - Returns the lifetime state of the Entity. Valid values include "loaded" and unloaded"
  • 加入了只读属性 lifetimeState - 用于返回实体的生命状态,有 loaded 和 unloaded 两种返回值
  • ItemDefinitionTriggeredEvent
  • ItemDefinitionTriggeredEvent
    • Renamed property item to itemStack
    • 将属性 item 重命名为 itemStack
  • ItemStartUseOnEvent
  • ItemStartUseOnEvent
    • Renamed property item to itemStack
    • 将属性 item 重命名为 itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
    • 将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3
    • Removed function getBuildBlockLocation
    • 移除了函数 getBuildBlockLocation
  • ItemStopUseOnEvent
  • ItemStopUseOnEvent
    • Renamed property item to itemStack
    • 将属性 item 重命名为 itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
    • 将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3
  • ItemUseEvent
  • ItemUseEvent
    • Renamed property item to itemStack
    • 将属性 item 重命名为 itemStack
  • ItemUseOnEvent
  • ItemUseOnEvent
    • Renamed property item to itemStack
    • 将属性 item 重命名为 itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
    • 将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3
    • Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2
    • 将属性 faceLocationXfaceLocation 替换为只读属性 faceLocation: Vector2
  • BlockHitInformation
  • BlockHitInformation
    • Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2
    • 将属性 faceLocationXfaceLocation 替换为只读属性 faceLocation: Vector2
  • After Events
  • after 事件
    • All non-before events have been moved from world.events to world.afterEvents
    • 所有非 before 事件都由 world.events 移动到 world.afterEvents
    • events has been removed from the world object
    • events 被从 world 目标中移除
    • After events do not execute immediately, instead they are deferred until a later point in the tick when they are flushed. It is guaranteed that all events fired in a tick are flushed within a tick
    • after 事件不会马上进行,它们会在触发后延迟运行,所有在该游戏刻内触发的事件都会在该游戏刻内运行
  • Fixed a bug where modified equipment and container slots were not being synced to clients
  • 修复了装备和容器空位没有被同步至客户端的漏洞
  • @minecraft/server
  • @minecraft/server
    • Renamed BlockProperties to BlockStates
    • BlockProperties 重命名为 BlockStates
    • Renamed BlockPermutation.getAllProperties to BlockPermutation.getAllStates
    • BlockPermutation.getAllProperties 重命名为 BlockPermutation.getAllStates
    • Renamed BlockPermutation.getProperty to BlockPermutation.getState
    • BlockPermutation.getProperty 重命名为 BlockPermutation.getState
  • Added class EffectTypes
  • 加入了 EffectTypes
    • Added function get(identifier: string): EffectType - Returns the effect type if it exists
    • 加入了 get(identifier: string): EffectType 函数 - 存在时返回效果类别
    • Added function getAll(): EffectType[] - Returns all of the effects
    • 加入了 getAll(): EffectType[] 函数 - 返回所有效果
  • Updated class Effect
  • 更新了 Effect
    • Updated duration property. Is the duration of the effect in ticks
    • 更新了 duration 属性,是该游戏刻中效果的持续时间
    • Added property typeId . Returns the effect’s type id
    • 加入了 typeId 属性,返回效果的类别 id
  • Added interface EntityEffectOptions { amplifier?: number, showParticles?: boolean }
  • 加入了 EntityEffectOptions { amplifier?: number, showParticles?: boolean } 接口
  • Added function Entity.removeEffect(effectType: EffectType | string): boolean - Removes an effect from an Entity. Returns false if the effect is not found or does not exist
  • 加入了 Entity.removeEffect(effectType: EffectType | string): boolean 函数 - 移除一个实体的一个效果,如果该效果未找到或不存在则返回 false
  • Updated function Entity.getEffect(effectType: EffectType | string): Effect | undefined - Gets the effect if it exists on the entity. Otherwise returns undefined
  • 更新了 Entity.getEffect(effectType: EffectType | string): Effect | undefined 函数 - 如果效果存在于实体则获取,否则返回 undefined
  • Updated function Entity.addEffect(effectType: EffectType | string, duration: number, options?: EntityEffectOptions): boolean - Adds an effect to the Entity. Returns false if the effect cannot be added (If the effect does not exist, the duration is negative)
  • 更新了 Entity.addEffect(effectType: EffectType | string, duration: number, options?: EntityEffectOptions): boolean 函数 - 为实体添加一个效果,如果效果不能被添加则返回 false(如果效果不存在,则持续时间为负数)
  • New APIs moved from beta to stable @minecraft/server 1.2.0:
  • @minecraft/server 1.2.0 中的新 API 由 beta 移动至 stable:
    • Moving applyDamage(amount: number, options?: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions): boolean to 1.2.0
    • applyDamage(amount: number, options?: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions): boolean 移至 1.2.0
    • Moving kill(): boolean to 1.2.0
    • kill(): boolean 移至 1.2.0
    • Moving EntityApplyDamageOptions to 1.2.0
    • EntityApplyDamageOptions 移至 1.2.0
    • Moving EntityApplyDamageByProjectileOptions to 1.2.0
    • EntityApplyDamageByProjectileOptions 移至 1.2.0
    • Moving EntityDamageCause to 1.2.0
    • EntityDamageCause 移至 1.2.0
    • Moving addTag(tag: string) to 1.2.0
    • addTag(tag: string) 移至 1.2.0
    • Moving removeTag(tag: string) to 1.2.0
    • removeTag(tag: string) 移至 1.2.0
    • Moving hasTag(tag: string) to 1.2.0
    • hasTag(tag: string) 移至 1.2.0
    • Moving getTags() to 1.2.0
    • getTags() 移至 1.2.0
    • Moved Container,BlockInventoryComponent, a nd EntityInventoryComponent to 1.2.0
    • Container,BlockInventoryComponent, a nd EntityInventoryComponent to 1.2.0
    • Moved Music APIs from beta to stable
    • 将音乐 API 从 beta 移至 stable
    • Moved Sound APIs from beta to stable
    • 将音效 API 从 beta 移至 stable
    • Moved ModalFormData, MessageFormData, and ActionFormData to 1.0.0
    • ModalFormDataMessageFormData 以及 ActionFormData 移至 1.0.0
    • Fixed bug in response of MessageFormResponse where selection was inverted from which button was selected. button1 now refers to the left button and results in a selection of 0 and button2 now refers to the right button and results in a selection of 1
    • 修复了 MessageFormResponse 的响应中按下的按钮和选择相反的漏洞
    • Moved ItemStack constructor and getter APIs to 1.2.0
    • ItemStack constructor 和 getter APIs 移至 1.2.0
    • Moved EntityItemComponent, ItemComponent, ItemType, and ItemLockMode to 1.2.0
    • EntityItemComponentItemComponentItemType 以及 ItemLockMode 移至 1.2.0
    • Moving applyImpulse(vector: Vector3): void to 1.2.0
    • applyImpulse(vector: Vector3): void 移至 1.2.0
    • Moving applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void to 1.2.0
    • applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void 移至 1.2.0
    • Moving clearVelocity(): void to 1.2.0
    • clearVelocity(): void 移至 1.2.0
    • Moved runCommand from beta to 1.2.0
    • runCommand 从 beta 移至 1.2.0
    • Moving getComponent(componentId: string): EntityComponent | undefined method to 1.2.0
    • getComponent(componentId: string): EntityComponent | undefined 方法移至 1.2.0
    • Moving getComponents(): EntityComponent[] method to 1.2.0
    • getComponents(): EntityComponent[] 方法移至 1.2.0
    • Moving hasComponent(componentId: string): boolean method to 1.2.0
    • hasComponent(componentId: string): boolean 方法移至 1.2.0
    • Moving EntityComponent class to 1.2.0
    • EntityComponent 类移至 1.2.0
    • Moving EntityBaseMovementComponent class to 1.2.0:
    • EntityBaseMovementComponent 类移至 1.2.0:
      • Moving readonly maxTurn: number property to 1.2.0
      • 将只读的 maxTurn: number 属性移至 1.2.0
      • Moving the following additional EntityBaseMovementComponent subclasses to 1.2.0:
      • 将以下附加的 EntityBaseMovementComponent 子类移至 1.2.0:
        • EntityMovementAmphibiousComponent
        • EntityMovementAmphibiousComponent
        • EntityMovementBasicComponent
        • EntityMovementBasicComponent
        • EntityMovementFlyComponent
        • EntityMovementFlyComponent
        • EntityMovementGenericComponent
        • EntityMovementGenericComponent
        • EntityMovementHoverComponent
        • EntityMovementHoverComponent
        • EntityMovementJumpComponent
        • EntityMovementJumpComponent
        • EntityMovementSkipComponent
        • EntityMovementSkipComponent

    • Renamed EntityIsDyableComponent class to EntityIsDyeableComponent and moved to 1.2.0
    • 重命名 EntityIsDyableComponent 类为 EntityIsDyeableComponent 并移至 1.2.0
    • Moving the following additional EntityComponent subclasses to 1.2.0:
    • 将以下附加的 EntityComponent 子类移至 1.2.0:
      • EntityCanClimbComponent
      • EntityCanClimbComponent
      • EntityCanFlyComponent
      • EntityCanFlyComponent
      • EntityCanPowerJumpComponent
      • EntityCanPowerJumpComponent
      • EntityColorComponent
      • EntityColorComponent
      • EntityFireImmuneComponent
      • EntityFireImmuneComponent
      • EntityFloatsInLiquidComponent
      • EntityFloatsInLiquidComponent
      • EntityFlyingSpeedComponent
      • EntityFlyingSpeedComponent
      • EntityFrictionModifierComponent
      • EntityFrictionModifierComponent
      • EntityGroundOffsetComponent
      • EntityGroundOffsetComponent
      • EntityIsBabyComponent
      • EntityIsBabyComponent
      • EntityIsChargedComponent
      • EntityIsChargedComponent
      • EntityIsChestedComponent
      • EntityIsChestedComponent
      • EntityIsHiddenWhenInvisibleComponent
      • EntityIsHiddenWhenInvisibleComponent
      • EntityIsIgnitedComponent
      • EntityIsIgnitedComponent
      • EntityIsIllagerCaptainComponent
      • EntityIsIllagerCaptainComponent
      • EntityIsSaddledComponent
      • EntityIsSaddledComponent
      • EntityIsShakingComponent
      • EntityIsShakingComponent
      • EntityIsShearedComponent
      • EntityIsShearedComponent
      • EntityIsStackableComponent
      • EntityIsStackableComponent
      • EntityIsStunnedComponent
      • EntityIsStunnedComponent
      • EntityIsTamedComponent
      • EntityIsTamedComponent
      • EntityMarkVariantComponent
      • EntityMarkVariantComponent
      • EntityPushThroughComponent
      • EntityPushThroughComponent
      • EntityScaleComponent
      • EntityScaleComponent
      • EntitySkinIdComponent
      • EntitySkinIdComponent
      • EntityVariantComponent
      • EntityVariantComponent
      • EntityWantsJockeyComponent
      • EntityWantsJockeyComponent

  • Enchantments
  • 附魔
    • Removed MinecraftEnchantmentTypes class. Use MinecraftEnchantmentTypes from @minecraft/vanilla-data module for minecraft version specific information.
    • 移除了 MinecraftEnchantmentTypes 类,使用来自 @minecraft/vanilla-data 模型和 Minecraft 版本信息的 MinecraftEnchantmentTypes
    • Added support for "strings" in all Enchantment methods for specifying the enchantment type
    • 现在附魔类型可以用字符串指定
  • source on ExplosionBeforeEvent is now an optional property because explosions may not have a source
  • 现在 ExplosionBeforeEvent 的 source 为可选项,因为爆炸可能没有来源
  • Tameable Component
  • Tameable Component
    • Removed unimplemented tameEvent from TameableComponent
    • 移除了 TameableComponent 中的未实现的 tameEvent
  • Updated API to better handle operations outside of loaded and ticking areas
  • 更新了 API 以更好地处理未加载和非常加载区块的操作
  • PositionInUnloadedChunkError: Exception thrown when trying to interact with a Block object that isn't in a loaded and ticking chunk anymore
  • 现在与处于未加载和非常加载区块的 Block 物体交互会抛出 PositionInUnloadedChunkError: Exception 错误
  • PositionOutOfWorldBoundariesError: Exception thrown when trying to interact with a position outside of dimension height range
  • 现在与维度高度限制之外的区域交互会抛出 PositionInUnloadedChunkError: Exception 错误
  • Dimension
  • Dimension
    • getBlock now returns an optional Block to reflect it might return 'undefined' if asking for a block at an unloaded chunk
    • getBlock 现在的返回 Block 值现在为可选项,当指定方块处于未加载区块内时会返回 undefined
  • Signs
  • Signs
    • Added optional SignSide parameter to functions setText, getText, getRawText, setTextDyeColor, and getTextDyeColor on BlockSignComponent to support getting and setting text and colors on both sides of signs
    • BlockSignComponent 中的 setTextgetTextgetRawTextsetTextDyeColorgetTextDyeColor 加入了可选的 SignSide 参数以支持获取和设置告示牌两边的文字和文字颜色
    • Added isWaxed property to BlockSignComponent indicating whether players can edit the sign or not
    • BlockSignComponent 加入了 isWaxed 属性以表明玩家是否可以编辑告示牌
    • Added setWaxed method to BlockSignComponent to block players from editing the sign
    • BlockSignComponent 加入了 setWaxed 方法以禁止玩家编辑告示牌
  • runCommand and runCommandAsync on Dimension and Entity can now fail with a CommandError
  • Dimension Entity runCommand runCommandAsync 函数现在可以报错
    • runCommand can throw a CommandError exception
    • runCommand 会抛出 CommandError 错误
    • runCommandAsync will pass a CommandError into the reject handler
    • runCommandAsync 会将 CommandError 移交至 reject 处理器





【希铁石z 译自官网 2023 年 06 月 07 日发布的 Trails & Tales Update Now Available on Bedrock;原作者 Matt Gartzke,部分翻译参考了中文 Minecraft Wiki】
【本文排版借助了:SPXX v2.4.14】



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     NanaS*** + 50.

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    苦力怕论坛,感谢有您~
    头像被屏蔽
     发表于 2023-6-9 07:40:30 来自手机|显示全部楼层 IP:辽宁省
    早知道了……
    2#2023-6-9 07:40:30回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-9 07:57:11 来自手机|显示全部楼层 IP:河北省
    Minecraft Bedrock Edition 足迹与故事更新 1.20.0(内部版本1.20.0.01)正式于2023年6月8日发布!
    3#2023-6-9 07:57:11收起回复
    我的世界剑翔2023-6-9 14:32IP:湖南省
    回复举报
    实际上他是6月7日晚上11:30发布的
    苏维埃荣光-德左回复我的世界剑翔2023-6-11 17:34IP:河北省
    回复举报
    MOJANG有饼吧!这么晚不睡觉吗?
    我的世界剑翔回复苏维埃荣光-德左2023-6-13 13:12IP:湖南省
    回复举报
    e,这实际上是跟微软有关系,因为微软的总部在美国
    xiaofengXF回复苏维埃荣光-德左2023-6-17 20:12IP:广东省
    回复举报
    人家在地球的另一侧,只是我们在晚上它们在早晨而已
    苦力怕论坛,感谢有您~
     发表于 2023-6-9 09:41:28 来自手机|显示全部楼层 IP:安徽省
    1.20,我来了!
    4#2023-6-9 09:41:28回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-9 11:17:00 来自手机|显示全部楼层 IP:湖南省
    1.20可在windows上用官方编辑器吗?之前1.19.8几测试版更新了编辑器
    5#2023-6-9 11:17:00收起回复
    Alpha2023-6-9 12:56IP:山西省
    回复举报
    正式版没有
    苦力怕论坛,感谢有您~
     发表于 2023-6-10 03:19:36 来自手机|显示全部楼层 IP:浙江省
    1.20还没有自定义控键吗 总感觉跳跃点到状态好烦
    6#2023-6-10 03:19:36回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-10 21:30:22 来自手机|显示全部楼层 IP:辽宁省
    是故意的吗
    Screenshot_20230610_211634_com.microsoft.emmx.png
    7#2023-6-10 21:30:22回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-11 12:33:58 来自手机|显示全部楼层 IP:江苏省
    总感觉什么都更了,又感觉什么都没更
    8#2023-6-11 12:33:58回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-11 14:49:50|显示全部楼层 IP:江苏省
    本帖最后由 Don_Trueno 于 2023-6-11 14:51 编辑

    是有意的,风味翻译(
    9#2023-6-11 14:49:50回复收起回复
    苦力怕论坛,感谢有您~
     发表于 2023-6-16 00:11:59 来自手机|显示全部楼层 IP:广东省
    要是火把花能照明就好了
    10#2023-6-16 00:11:59回复收起回复
    苦力怕论坛,感谢有您~

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