Ah, Betas. They grow up so fast! What was once a little baby bedrock beta has now blossomed before our very eyes. Why this nostalgic turn, you may ask? It may be a slight case of empty nest syndrome since the Caves & Cliffs features have moved out of the Experimental Features and grown into fully adult defaults. That’s not a tear in my eye, it’s just very dusty after the move! Maybe take a break from flinging wild accusations about and enjoy this week’s update instead, and as always send your feedback to aka.ms/CavesCliffsFeedback and report bugs at bugs.mojang.com . Where are my tissues?!
啊!测试版!你长得真是太快了啊!曾经青涩的测试版现在竟然已经在我们眼前绽放出了灿烂的花朵! 咳咳,你问为什么我们会出现这种怀旧情绪?这大概是一种空巢综合征,因为现在洞穴与山崖的特性已经完全移除出了实验性玩法!什么?你问我为什么眼里常含泪水?咳咳,因为风太大迷眼了( 。或许你现在可以停止你的胡乱指责,休息一下享受今天的测试版!记得在 aka.ms/CavesCliffsFeedback 向我们提交建议或在 bugs.mojang.com 向我们报告bug!我纸巾哪去了?!
Once again we would love to hear from you regarding the game's performance - you can let us know how the game runs in this short survey: aka.ms/MCPerfPoll
再说一遍,我们希望听到你对游戏性能的反馈——你可以通过填写这个简短的调查问卷来让我们知道现在游戏的运行情况: aka.ms/MCPerfPoll
Reminder: We are still tweaking world generation and features may change, please remember make regular backup copies of your favourite worlds!
温馨提示: 世界生成和特性仍在调整中! 记得随时备份!
Caves & Cliffs 洞穴与山崖
Features related to Caves & Cliffs Part II have been moved from the Experimental Toggle and are now enabled by default
现在关于洞穴与山崖更新第二部分的特性已经完全移除出了实验性玩法
NOTE: Upon loading your world into this beta,new Caves & Cliffs Part II world generation will automatically be introduced with no default world copy created。You can read more about how new generation will be added below your existing chunks in our FAQ!
New world generation in Caves and Cliffs Part II is currently incompatible with the 'Creation of Custom Biomes' experiment. In this beta, expect worlds with custom biome generation to be potentially unstable and for custom biomes to only exist in currently saved out areas of the world
Fixed an issue where searching for non-existent content brought up the incorrect "1 result" message
修复了搜索不存在的内容会显示 "1个结果 "
Fixed overlapping text on offerings occurring in 4:3 resolution screens
修复了在4:3屏幕上出现的文字重叠问题
Fixed Java Edition parity while lying in bed in multiplayer game. A message will show how many players are lying in bed while waiting for all players to fall asleep
现在在多人游戏中睡觉时给没睡觉的人显示的消息会写现在有多少人在床上等着大家睡觉(与Java版同步)
Provide better visual feedback and hints for different render distance settings
为不同的渲染距离设置提供更好的视觉反馈和提示
Vanilla Parity 待同步特性
Raid mobs now despawn after a raid ends if the player moves too far away
在袭击结束后,劫掠生成的生物如果离玩家太远就会消失
Raid boss bar color changed to red from purple (MCPE-46047)
Vindicators no longer naturally spawn in Illager Patrols
卫道士不再在灾厄巡逻队当中自然生成
Villages 村庄
Hero Of The Village 村庄英雄
Hero of the Village effect now applies to all players who helped kill a raider once a raid is defeated, and the effect remains on the players, even if they travel outside the village (MCPE-53384)
Added caching support for subchunk requests and fixed issues with holes in the terrain
添加了对子块请求的缓存支持,并修复了地形中出现大洞的问题。
Fixed a rendering error that could occur when attempting to render a Vanilla mob in a base game version prior to the version that mob was introduced through JSON files
修复了试图渲染一个通过JSON文件引入的原版生物时可能发生的渲染错误
Most content errors and warnings will now only display once per world (MCPE-135153)
getComponent(componentId: string) —— returns a handle to the component attached to this 物品tack。Returns an undefined handle if the component does not exist or if the component is yet to be exposed to script
Read-only property maxDurability —— the number amount of damage this item can take before breaking
只读属性 maxDurability - 这个物品在损坏之前的最大耐久度
Read-only property damageRange —— a NumberRange describing the chance of the item losing durability
只读属性 damageRange - 描述物品失去耐久度的几率的NumberRange
Property damage —— gets or sets the current damage on the ItemStack
属性damage - 获取或设置ItemStack上当前的耐久
getDamageChance(unbreaking: number = 0) —— gets the maximum chance that this item would be damaged using the damageRange property if given an unbreaking level。Incoming unbreaking parameter must be greater than 0
getDamageChance(unbreaking: number = 0) - 使用damageRange属性获得该物品在给定的耐久附魔等级下被损坏的最大几率。输入的参数必须大于0