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[版本发布] Minecraft Java版 24w34a 发布

 发表于 2024-8-22 16:07:10|显示全部楼层|阅读模式 IP:天津
本帖最后由 雪球♡ 于 2024-8-22 16:11 编辑

|Minecraft Java 版是指 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|每周快照是 Minecraft Java 版的测试机制,主要用于下一个正式版的特性预览。
|然而,每周快照主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。在快照中打开存档前请务必进行备份适用于正式版的 Mod 不兼容快照,且大多数 Mod 都不对每周快照提供支持
|Minecraft Java 版 1.21.2 仍未发布,24w34a 为其第 2 个预览版。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址



NEWS


Minecraft Snapshot 24w34a
Minecraft 快照 24w34a

A Minecraft Java Snapshot
Minecraft Java版 快照


Hello! Here is the next snapshot for 1.21.2! It contains some much-requested tweaks to experimental features, as well as some technical changes and optimizations.
你好!1.21.2 版本的下一个快照来了!它包含了一些备受期待的实验性特性调整,以及一些技术改动和优化。

Happy mining!
挖矿愉快!


EXPERIMENTAL FEATURES
实验性特性

The following changes only apply when their respective Experiment is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
以下更改仅在启用相应的实验性玩法时生效,可以通过激活相应的实验性数据包,或在创建世界时在 "实验" 界面中启用。

These experiments have no effect unless enabled. You can find more information about Feature Toggles here .
这些实验功能只有在启用后才会产生效果。你可以在这里找到更多关于特性切换的相关信息。


BUNDLES
收纳袋

  • The Bundle tooltip now fits 3 rows and can always show at least 8 item types
  • 收纳袋的提示框现在适应三行,并且总能显示至少八种物品类型

Developer's Note: Items fill up a Bundle in rows of four, and when a row is full it is pushed down by the row above. This means there can be empty spaces in the top row.
开发者说明: 物品会以每行四个的方式填充收纳袋,当一行满了时,上面的物品会将这一行向下推。这意味着顶部可能会有空格子。

In the previous 2020 Bundle experiment, items filled in from the top without leaving any gaps. We changed this behavior because it meant that items moved left and right in the Bundle as new items were added. This made it more difficult for some players to keep track of the order of items and some even reported that the items were moving randomly!
在 2020 年的收纳袋实验性玩法中,物品从顶部填充而不会留下空隙。我们改变了这个行为,因为之前的设计会导致在添加新物品时,物品在收纳袋内左右移动。这让一些玩家难以追踪物品的顺序,甚至有玩家报告说物品会随机移动。

With only two rows in the tooltip, the behavior of pushing a full row of items further down the Bundle removed half of the visible items, which was too much. We're adding a third row to make the design work better and allow players to see more of the items in their Bundles as they fill up.
由于之前的提示框只有两行,在新增一整行物品时,部分可见物品会被推下并隐藏起来,这样隐藏的物品过多了。我们现在增加了第三行,使设计更为合理,并让玩家在收纳袋快满时,能够看到更多的物品。


MINECART IMPROVEMENTS
矿车改进

Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback.
请注意,此切换的实验性功能目前并未计划在未来的任何版本中发布。相反,这是我们用于尝试更改并收集反馈的地方。

We are excited to hear what you think about these changes: please share your feedback on this feedback page .
我们非常期待听到你对这些更改的看法:请在此反馈页面上分享你的反馈。

  • Minecarts no longer forcefully snap to the center of a block when landing on a rail
  • 矿车不再在落在铁轨上时强行对齐到方块中心
    • Minecarts snap to corners along the diagonal, and snaps after being pushed by a Piston
    • 矿车在沿对角线行进时会对齐到角落,并在被活塞推动后对齐
    • This allows for Piston bolts and similar contraptions
    • 这允许活塞飞弹和类似装置的实现
  • Dispensers are allowed to stack Minecarts again
  • 发射器再次可以堆叠矿车
  • Minecarts now more easily come to rest at opposing slopes
  • 矿车现在更容易在相对的斜坡上停下来
  • Minecarts no longer tilt during a short fall, or when they are falling straight down
  • 矿车在短暂下落或垂直下落时不再倾斜
  • Minecarts are now placed (or dispensed) with the correct rotation straight away when put on rails
  • 矿车现在放置(或分配)在铁轨上时,立即以正确的旋转角度放置
    • They are also placed with the correct rotation onto slopes
    • 它们也会以正确的旋转角度放置在斜坡上
  • Minecarts no longer phase through blocks on slopes when going up or down, they collide instead
  • 矿车在上下斜坡时不再穿过方块,而是会碰撞


REDSTONE EXPERIMENTS
红石实验性改进

Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback.
请注意,此切换的实验性功能目前并未计划在未来的任何版本中发布。相反,这是我们用于尝试更改并收集反馈的地方。

We are excited to hear what you think about these changes: please share your feedback on the feedpack page .
我们非常期待听到你对这些更改的看法:请在此反馈页面上分享你的反馈。

Developer's Note: The removal of excessive neighbor updates around wire affects the behavior of Quasi-Connectivity based contraptions. We plan to address these issues at a later point.
开发者说明: 移除红石线周围过多的邻近更新会影响半连接性的装置行为。我们计划在以后解决这些问题。

  • Redstone wire updates now have a left-first preference
  • 红石线更新现在具有就左优先规则
    • That means if there is a fork in a wire and the distance on both sides is the same, the left side will be updated first
    • 这意味着如果红石线有一个分叉且两侧距离相同,则左侧将先更新
    • This removes most of the random behavior
    • 这消除了大部分随机行为
    • The remaining edge cases which are still random are situations where wire gets powered from above or below without enough context
    • 剩余的随机情况是在没有足够上下文的情况下,红石线从上方或下方被供电


CHANGES
改动

The following changes apply to the game regardless of which experiments are turned on.
以下改动适用于游戏,无论是否启用了实验性功能。

  • Projectiles such as Arrows, Tridents and Fishing Bobbers now bounce on the world border if hit
  • 射击物类似于箭、三叉戟和鱼漂等投射物现在在碰到世界边界时会弹回
  • Framerate has been improved when using higher render distances
  • 使用更高的渲染距离时,帧率得到了提升
    • Significantly reduced the performance impact when turning the camera
    • 大幅减少了转动视角时的性能影响
  • The recipe book now repeats the last selected recipe when a "selected" key is pressed (space or either enter key)
  • 当按下 "选择" 键(空格键或回车键)时,配方书现在会重复上次选择的配方
  • Items which convert to another item after consumption will no longer do so in Creative
  • 在创造模式下,使用后会转换为其他物品的物品将不再进行转换
    • For example, a Honey Bottle will no longer add a Glass Bottle to your inventory when consumed in Creative
    • 例如,在创造模式下使用蜂蜜瓶将不会再往背包中添加玻璃瓶



TECHNICAL CHANGES
技术性改动

  • The Data Pack version is now 50
  • 数据包版本现在为 50
  • Resource Pack version is now 36
  • 资源包版本现在为 36


DATA PACK VERSION 50
数据包版本 50


CHANGED ITEM COMPONENTS
物品组件改变


MINECRAFT:FOOD
MINECRAFT:FOOD

  • The food component has been changed to become a data container which only holds the food stats applied when the item is consumed
  • 食物组件已更改为仅包含在物品被食用时应用的食物统计数据的数据容器
    • This component no longer gives it the ability to be consumed, and can be done instead with the new consumable component
    • 该组件不再赋予物品可食用的能力,而是通过新的consumabl组件实现
  • Format: object with fields
  • 格式:带有字段的对象
    • nutrition The amount of nutrition applied when consumed
    • nutrition 物品被食用时提供的营养值
    • saturation The amount of saturation applied when consumed
    • saturation 物品被食用时提供的饱和度
    • can_always_eat Whether it can be consumed even when the user is not hungry
    • can_always_eat 是否即使玩家不饿也能食用



NEW ITEM COMPONENTS
新增物品组件


MINECRAFT:USE_REMAINDER
MINECRAFT:USE_REMAINDER

  • If present, will replace the item with a remainder item if its stack count has decreased after use
  • 如果存在,当物品使用后堆叠数量减少时,将用残余物品替换该物品
    • If the item has a stack count higher than 0 after use, the remainder item will be added to the inventory instead
    • 如果物品使用后堆叠数量大于0,残余物品将被添加到物品栏中
    • If the inventory is full when trying to add a remainder item to it, it will be dropped on the ground instead
    • 如果物品栏已满,残余物品将掉落在地面
  • Format: single value as an item stack
  • 格式: 以物品堆叠形式存在
    • e.g. use_remainder={id:'minecraft:stick', count:1}
    • 例如 use_remainder={id:'minecraft:stick', count:1}



MINECRAFT:USE_COOLDOWN
MINECRAFT:USE_COOLDOWN

  • If present, this item will apply a cooldown to all items of the same type when it has been used
  • 如果存在,物品使用后将对同类物品施加冷却时间
  • Format: object with fields
  • 格式: 包含字段的对象
    • seconds: Positive float representing the amount of seconds the cooldown will take place for
    • seconds: 表示冷却时间的正浮点数(秒)
    • cooldown_group: Optional namespaced id representing the cooldown group
    • cooldown_group: 可选的命名空间 ID,表示冷却组
      • If present, this item will be part of a cooldown group and no longer share cooldowns with its base item type
      • 如果存在,此物品将成为冷却组的一部分,不再与其基本物品类型共享冷却
      • Instead, cooldowns applied to this item will only be shared with any other items that are part of the same cooldown group
      • 相反,应用于此物品的冷却时间将仅与属于同一冷却组的任何其他物品共享
    • e.g. use_cooldown={seconds:1.5, cooldown_group:"minecraft:custom_weapon"}
    • 例如 use_cooldown={seconds:1.5, cooldown_group:"minecraft:custom_weapon"}



MINECRAFT:CONSUMABLE
MINECRAFT:CONSUMABLE

  • If present, this item can be consumed on use
  • 如果存在,该物品可在使用时被消耗
    • If food, potion_contents, ominous_bottle_amplifier or suspicious_stew_contents are also present on this item, consuming this will apply the stats and effects of those components
    • 如果物品含有 food, potion_contents, ominous_bottle_amplifiersuspicious_stew_contents 组件,食用时将应用这些效果
  • Format: object with fields
  • 格式: 包含字段的对象
    • consume_seconds: Non-negative float, the amount of seconds it takes for a player to consume the item
    • consume_seconds: 非负浮点数,表示食用物品的时长
      • Default value: 1.6
      • 默认值: 1.6 (秒)
    • animation: The animation used during consumption of the item
    • animation: 食用时使用的动画
      • Default value: eat
      • 默认值: eat
      • Accepted values:
      • 可接受值:
        • none
        • none
        • eat
        • eat
        • drink
        • drink
        • block
        • block
        • bow
        • bow
        • spear
        • spear
        • crossbow
        • crossbow
        • spyglass
        • spyglass
        • toot_horn
        • toot_horn
        • brush
        • brush

    • sound: Sound event, the sound used during and on completion of the item's consumption
    • sound: 在食用期间和食用完成时播放的声音事件
      • Default value: entity.generic.eat
      • 默认值: entity.generic.eat
    • has_consume_particles: Boolean, whether consumption particles are emitted while consuming this item
    • has_consume_particles: 布尔值,是否在食用时产生粒子效果
      • Default value: true
      • 默认值: true
    • on_consume_effects: An optional list of side effects which take place as a result of consuming this item
    • on_consume_effects: 食用时触发的可选效果列表
      • There are currently 5 valid consume effects
      • 当前有 5 个有效效果
      • minecraft:apply_effects
      • minecraft:apply_effects
        • effects: A list of status effect instances applied once consumed
        • effects: 食用后应用的状态效果列表
        • probability: Float, the probability the above effects will be applied once consumed
        • probability: 浮点数,表示食用后应用上述效果的概率
          • Default value: 1.0
          • 默认值: 1.0

      • minecraft:remove_effects
      • minecraft:remove_effects
        • effects: A set of status effects removed once consumed, as either a tag or list of ids
        • effects: 食用后移除的状态效果,可以是标签或 ID 列表
      • minecraft:clear_all_effects
      • minecraft:clear_all_effects
        • Clears all status effects of the consumer
        • 清除食用者的所有状态效果
      • minecraft:teleport_randomly
      • minecraft:teleport_randomly
        • diameter: Positive float, the diameter that the consumer will be teleported within
        • diameter: 正浮点数,表示食用者传送的范围直径
          • Default value: 16.0
          • 默认值: 16.0

      • minecraft:play_sound
      • minecraft:play_sound
        • sound: Sound event, played once consumed
        • sound: 声音事件,仅播放一次

    • e.g. consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}
    • 例如 consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}



RESOURCE PACK VERSIONS 36
资源包版本 36


SHADERS & POST-PROCESS EFFECTS
着色器和后期处理效果

Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
开发者说明: 尽管在资源包中可以这样做,但覆盖核心着色器的行为被认为是不受支持的,并且不是预期的资源包功能。这些着色器作为游戏内部实现的一部分存在,因此,随着游戏内部结构的发展,它们可能随时发生变化。我们知道,覆盖核心着色器可以实现非常酷的资源包功能,其中许多功能缺乏受支持的替代方案。我们希望在未来提供更好的、受支持的替代方案。

  • Shader program configurations can now specify preprocessor define directives to apply to their linked shaders
  • 着色器程序配置现在可以指定预处理器定义指令以应用于其链接的着色器
    • Many shader implementations have been merged by making use of this
    • 通过使用此功能,许多着色器实现已被合并
  • The format of core shader and post-processing shader configurations have been consolidated
  • 核心着色器和后期处理着色器配置的格式已得到整合
  • The rendertype_entity_glint_direct shader has been removed (replaced by rendertype_entity_glint)
  • rendertype_entity_glint_direct 着色器已被移除(替换为 rendertype_entity_glint
  • The rendertype_entity_translucent_cull shader has been removed (replaced by rendertype_item_entity_translucent_cull)
  • rendertype_entity_translucent_cull 着色器已被移除(替换为 rendertype_item_entity_translucent_cull


SHADER PROGRAM DEFINITIONS
着色器程序定义

  • Program definitions for post-processing effects (assets/<namespace>/shaders/program/<name>.json) have been made consistent with core shader definitions (assets/<namespace>/shaders/core/<name>.json)
  • 后处理效果的程序定义 (assets/<namespace>/shaders/program/<name>.json) 已与核心着色器定义 (assets/<namespace>/shaders/core/<name>.json) 保持一致
    • The blend field has been removed, as it had no use
    • blend 字段已被移除,因为它没有作用
    • The attributes field has been removed, instead the Position attribute will always be bound
    • attributes 字段已被移除, Position 属性将始终被绑定
    • The provided uniforms have been consolidated with those provided to core shaders
    • 提供的 uniform 变量已与核心着色器的 uniform 变量合并
      • Time has been renamed to GameTime
      • Time 已重命名为 GameTime

  • The vertex and fragment shader references in program definitions (including post-processing effects) are now namespaced shader ids
  • vertexfragment 着色器的引用(包括后处理效果)现在使用的命名空间的着色器 id
    • A vertex shader <namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.vsh
    • 一个顶点着色器 <namespace>:<path> 将解析为  assets/<namespace>/shaders/<path>.vsh
    • A fragment shader <namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.fsh
    • 一个片段着色器 <namespace>:<path> 将解析为 assets/<namespace>/shaders/<path>.fsh
  • Shader source files are no longer required to be in the shaders/core subdirectory, this only exists for organization
  • 着色器源文件不再需要位于 shaders/core 子目录中,这只是为了便于组织
  • Added defines field to program definitions (object with fields)
  • 向程序定义中添加了 defines 字段(带有字段的对象)
    • Allows GLSL define directives to be injected into the shader source, which can be referenced in the shader
    • 允许将 GLSL 的 define 指令注入到着色器源代码中,并在着色器中引用
    • values (map of string to string)
    • values (字符串到字符串的映射)
      • Will be injected as #define <key> <value> at the top of the file
      • 将作为 #define <key> <value> 注入到文件顶部
    • flags (list of strings)
    • flags (字符串列表)
      • Will be injected as #define <key> at the top of the file
      • 将作为 #define <key> 注入到文件顶部




SHADER IMPORTS
着色器导入

  • The #moj_import directive now supports namespaced includes with absolute paths
  • #moj_import 现在支持带有绝对路径的命名空间导入
    • For example, #moj_import <minecraft:fog.glsl> will import assets/minecraft/shaders/include/fog.glsl
    • 例如, #moj_import <minecraft:fog.glsl> 将导入 assets/minecraft/shaders/include/fog.glsl
  • Relative imports are not namespaced and behave as before
  • 相对导入不使用命名空间,行为与以前相同


POST-PROCESS EFFECT DEFINITIONS
后期处理效果定义

  • Post-processing effect configuration has been moved out of the assets/<namespace>/shaders/post directory to just assets/<namespace>/post_effect
  • 后期处理效果配置已从 assets/<namespace>/shaders/post 目录移到 assets/<namespace>/post_effect
  • Vertex and fragment shaders used by these effects have been moved from assets/<namespace>/shaders/program to assets/<namespace>/shaders/post
  • 这些效果使用的顶点和片段着色器已从 assets/<namespace>/shaders/program 移动到 assets/<namespace>/shaders/post
  • name has been renamed to program, and is now a namespaced id of a shader program configuration
  • name 已更名为 program, 现在是着色器程序配置的命名空间 ID
    • <namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.json
    • <namespace>:<path> 将解析为 assets/<namespace>/shaders/<path>.json



FIXED BUGS IN 24W34A
24W34A 修复的漏洞

  • MC-73178 - Villagers' "CanPickUpLoot" tag cannot be set to zero
  • MC-73178 - 村民的 "CanPickUpLoot" 标签无法设置为零
  • MC-144327 - The bottom face texture of a blaze's rods is the same as their top face texture
  • MC-144327 -  烈焰人旋转棒的底部纹理与顶部纹理相同
  • MC-191431 - Player spectator head is invisible / does not render in the inventory after switching to "Fabulous!"
  • MC-191431 - 玩家在切换到 "Fabulous!" 后,旁观模式的头部不可见/不在物品栏中显示
  • MC-269376 - Breeze fires wind charge from center of hitbox
  • MC-269376 - 旋风人从碰撞箱中心发射激活的风弹
  • MC-269715 - Food won't be eaten when the component food.eat_seconds is less than 0.05
  • MC-269715 - 当食物的 eat_seconds 组件小于 0.05 时,食物无法被食用
  • MC-272643 - Items containing using_converts_to cannot be stacked with the original items after restarting the world.
  • MC-272643 - 含有 using_converts_to 的物品在重启世界后无法与原始物品堆叠
  • MC-273629 - Adding effects with an effects_changed advancement causes a packet error (ConcurrentModificationException) if it was triggered by Milk
  • MC-273629 - 使用牛奶触发 effects_changed 进度时,添加效果会导致数据包错误 (ConcurrentModificationException)
  • MC-275203 - Minecarts always spawn facing east/west and move upward slightly when being placed on rails
  • MC-275203 - 矿车放置在轨道上时总是面向东西方向,并且会略微向上移动
  • MC-275209 - It's impossible to put water in a cauldron underwater
  • MC-275209 - 在水下无法向炼药锅中放水
  • MC-275210 - Minecarts can phase through blocks when travelling diagonally upwards
  • MC-275210 - 矿车在对角线上升时可以穿过方块
  • MC-275211 - The enchantment glint isn't visible on dropped items
  • MC-275211 - 丢弃的物品上没有显示附魔光效
  • MC-275213 - Hand animation still plays when trying to put lava or powder snow in an underwater cauldron
  • MC-275213 - 在水下炼药锅中尝试放置熔岩或细雪时,仍会播放手部动画
  • MC-275218 - "Minecart rolls" sound does not play when on tracks after de-railing then re-railing
  • MC-275218 - 矿车脱轨并重新上轨道后不会播放 "Minecart rolls" 音效
  • MC-275219 - Hand animation still plays in creative when trying to use minecarts inside each other on the same rail
  • MC-275219 - 在创造模式中,尝试在同一轨道上使用相互叠加的矿车时,仍会播放手部动画
  • MC-275221 - Baby polar bear model is messed up in 24w33a
  • MC-275221 - 在 24w33a 中,幼年北极熊的模型出现问题
  • MC-275224 - Minecart items desync when using them on a rail with a minecart above it
  • MC-275224 - 当在轨道上使用矿车时,如果上方还有另一个矿车,矿车物品会失去同步
  • MC-275226 - Enchantment glint is not visible on items held by player and mobs in third person
  • MC-275226 - 第三人称中,玩家和生物手中的物品没有附魔光泽
  • MC-275229 - Minecarts behave strangely on bubble columns
  • MC-275229 - 矿车在气泡柱上表现异常
  • MC-275230 - The game crashes when opening the inventory while in spectator mode
  • MC-275230 - 在旁观模式下打开物品栏时,游戏崩溃
  • MC-275232 - The mining fatigue animation appears too close
  • MC-275232 - 挖掘疲劳动画看起来太近了
  • MC-275237 - Cannot rename written book in an anvil
  • MC-275237 - 无法在铁砧中重命名成书
  • MC-275241 - Minecarts continue to produce sound for a short while after being stopped
  • MC-275241 - 矿车停止后仍会短暂发出声音
  • MC-275246 - Crash after attempting to move item from off-hand in Creative inventory
  • MC-275246 - 在创造模式物品栏中尝试移动副手物品后崩溃
  • MC-275248 - Torches no longer have bottom faces
  • MC-275248 -  火把不再有底部面
  • MC-275249 - "FOV Effects" slider incorrectly modifying zoom values on the spyglass
  • MC-275249 - "视场角" 滑块错误地修改了望远镜的缩放值
  • MC-275252 - Player head angle when crawling is now strange
  • MC-275252 - 爬行时玩家的头部角度异常
  • MC-275270 - Minecart not oriented correctly when placed on a sloped unpowered powered rail
  • MC-275270 - 放置在斜坡上未激活的动力铁轨上的矿车方向不正确
  • MC-275271 - Crash after attempting to move item to hotbar slot in Creative inventory
  • MC-275271 - 在创造模式物品栏中尝试将物品移动到快捷栏后崩溃
  • MC-275273 - Baby mooshroom uses wrong scale
  • MC-275273 - 幼年哞菇使用了错误的比例
  • MC-275277 - Trial chambers' encounter_4 trap often does not hit the player
  • MC-275277 - 试炼密室的 encounter_4 陷阱经常无法击中玩家
  • MC-275289 - There are empty chests in some chambers even after 24w33a
  • MC-275289 - 即使在 24w33a 之后,某些密室中仍然存在空箱子
  • MC-275293 - Internal exception when picking blocks not in hotbar but in inventory in Survival mode
  • MC-275293 -  在生存模式中选择物品栏中的方块时发生内部异常
  • MC-275296 - Emissive textures are not emissive in the player's hand
  • MC-275296 - 发光纹理在玩家手中不再发光
  • MC-275297 - Failing selectors and fake players in "score" selector result in an unexpected error
  • MC-275297 - "分数" 选择器中的失败选择器和假玩家会导致意外错误
  • MC-275307 - Hand doesn't show up when switching from Spectator mode
  • MC-275307 - 从旁观模式切换时,手部不显示
  • MC-275310 - Cannot enchant armor in enchanting table
  • MC-275310 - 无法在附魔台中为盔甲附魔
  • MC-275319 - End crystals in 24w33a appear to be slightly smaller than in previous versions
  • MC-275319 - 在 24w33a 中,末地水晶看起来比之前版本略小
  • MC-275328 - Enchantment glint is not visible on items in item frames
  • MC-275328 - 物品展示框中的物品没有显示附魔光泽
  • MC-275329 - As of 24w33a zombie villagers no longer raise their arms to attack
  • MC-275329 - 自 24w33a 起,僵尸村民不再举起双臂进行攻击
  • MC-275332 - The rotation of a wall/ceiling lever and buttons does not affect the update order of wire in Redstone Experiment
  • MC-275332 - 墙壁/天花板的拉杆和按钮的旋转不会影响红石实验中电线的更新顺序
  • MC-275343 - Projectiles stuck in the world border can float in the air if the border size is changed
  • MC-275343 - 卡在世界边界的投射物如果边界大小被改变,会漂浮在空中
  • MC-275361 - Baby zombie variant arms disconnect from their body when attacking
  • MC-275361 - 幼年僵尸变体攻击时,手臂与身体分离
  • MC-275397 - Redstone dust doesn't update properly
  • MC-275397 - 红石粉未正确更新
  • MC-275436 - Cannot enchant books in enchanting table
  • MC-275436 - 无法在附魔台中为书本附魔
  • MC-275467 - Minecarts can launch you hundreds of thousands of blocks upwards if you derail inside cobwebs or powdered snow
  • MC-275467 -  如果在蛛网或细雪中脱轨,矿车可以将你弹射到数十万格高空
  • MC-275473 - Slim model's arms are now lower than the torso by 0.5 pixels
  • MC-275473 - 纤细模型的手臂现在比躯干低 0.5 像素
  • MC-275479 - Dispensers cannot place minecarts onto rails if there is a minecart one block away
  • MC-275479 - 如果有一个矿车在一格外,发射器无法将矿车放置在轨道上
  • MC-275482 - Minecarts do not pick up mobs like they used to
  • MC-275482 - 矿车无法像以前那样拾取生物
  • MC-275486 - Enchantable data component doesn't work with items that only have enchantments through a data pack
  • MC-275486 - 附魔数据组件无法与仅通过数据包附魔的物品一起使用
  • MC-275498 - Clocks, compasses and recovery compasses don't function in item frames
  • MC-275498 - 时钟、指南针和追溯指针在物品展示框中不起作用
  • MC-275554 - Minecarts between two downward slopes will shake violently and never settle
  • MC-275554 - 两个下坡之间的矿车会剧烈摇晃并且无法稳定
  • MC-275566 - Game crash when trying to open various GUIs with Fabulous graphics
  • MC-275566 - 尝试使用 "Fabulous" 图形打开各种 GUI 时游戏崩溃
  • MC-275569 - Outer layer of the skin shows when disabled until you go into third person
  • MC-275569 - 皮肤的外层在禁用时仍然显示,直到你进入第三人称






Snowball_233 译自Java Team 2024 年 8 月 21 日发布的 Minecraft Snapshot 24w34a
【本文排版借助了:SPXXKLP 用户脚本 v3.2.0】



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Converted at 2024-08-22 13:51 +0800


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参与人数 1铁粒 +50收起理由
 El_T*** + 50苦力怕论坛感谢有你~

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苦力怕论坛,感谢有您~
 发表于 2024-8-22 21:35:33|显示全部楼层 IP:上海
好耶!

等会煮波超链接去哪了
2#2024-8-22 21:35:33回复收起回复
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 发表于 2024-8-22 22:40:25|显示全部楼层 IP:广东省
24w34a这个快照更新的内容都很令人迷惑,看过xk、籽岷介绍视频应该都知道
3#2024-8-22 22:40:25回复收起回复
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 楼主|  发表于 2024-8-23 00:13:12|显示全部楼层 IP:天津
穆雪奈馋_ 发表于 2024-8-22 22:40
24w34a这个快照更新的内容都很令人迷惑,看过xk、籽岷介绍视频应该都知道 ...

大更新喔
4#2024-8-23 00:13:12回复收起回复
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 发表于 2024-8-25 17:01:59 来自手机|显示全部楼层 IP:天津
太厉害了
5#2024-8-25 17:01:59回复收起回复
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 发表于 2024-8-26 15:16:28|显示全部楼层 IP:安徽省
还是很喜欢这次的更新的,虽然很多人反对,贴吧吵了一段时间。
6#2024-8-26 15:16:28回复收起回复
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 发表于 2024-8-26 18:27:03|显示全部楼层 IP:浙江省
nb
7#2024-8-26 18:27:03回复收起回复
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 发表于 2024-8-27 17:00:03|显示全部楼层 IP:福建省
主要还是看收纳袋了(
mojang又要创造一个改动堪比一次小型更新的版本吗
8#2024-8-27 17:00:03回复收起回复
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 楼主|  发表于 2024-8-27 18:22:57 来自手机|显示全部楼层 IP:天津
风劲子 发表于 2024-8-27 17:00
主要还是看收纳袋了(
mojang又要创造一个改动堪比一次小型更新的版本吗

这其实也无可厚非😕

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 风*** + 10当然,有更新就不错了(

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9#2024-8-27 18:22:57回复收起回复
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