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[版本发布] Minecraft Java版 26.3 发布

 发表于 16 小时前 | 显示全部楼层 |阅读模式 IP:天津
AI 速览2026-09-20 01:28 生成

Minecraft Java版 26.3 正式版发布,新增斑驳森林生物群系与废弃营地结构

这篇帖子是 Minecraft Java 版 26.3 正式版的更新日志,完整列出了新版本加入的斑驳森林生物群系、杨树、层孔菇、红灌木、废弃营地结构、坐垫、麦秆床、羊毛与混凝土楼梯台阶等新内容,并说明了探险家地图独立化、Realms 邀请码、顺序无关透明算法、窗口与输入后端改用 SDL3 等更改,以及大量技术性调整。适合关注 Java 版更新的玩家、服主和资源包或数据包开发者阅读,可据此判断是否立即更新以及需要跟进哪些服务端、Mod 与插件适配。

  • 单人原版玩家可立即更新,多人游戏玩家请关注所在服务器通知
  • 数据包版本升至 121.0,资源包版本升至 97.1
  • 服务器 white-list 属性默认改为 true
  • 告示牌默认不再执行文本中的命令与点击事件
  • Improved Transparency 改为 OIT 算法,性能开销预计更高
本卡片由 AI 阅读本帖后生成,可能存在疏漏,请以帖子正文为准。
本帖最后由 mxy333 于 2026-9-20 01:28 编辑

|Minecraft Java 版是指运行在 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|正式版是 Minecraft Java 版经过一段时间的预览版测试后得到的稳定版本,也是众多纹理、Mod 与服务器插件会逐渐跟进的版本。官方启动器也会第一时间进行推送。
|建议玩家与服主关注其相关服务端、Mod 与插件的更新,迎接新的正式版吧!专注于单人原版游戏的玩家可立即更新,多人游戏玩家请关注您所在服务器的通知。
|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 Java Edition 26.3

Minecraft Java Edition 26.3

Minecraft Java 26.3 Released

Minecraft Java版 26.3 正式版


Wilderness Bound is out now in Minecraft Java Edition! Pack your supplies and set off on an expedition into the dappled forest where the trails end and adventure begins. Seek out abandoned camps, build outposts among the poplar trees, sleep under the stars on straw beds, and share campfire stories atop cushions. Just remember that the wilderness rewards the prepared - and maps are lighter than regrets!
奔赴荒野现已在 Minecraft Java版 中推出!收拾好补给,出发前往斑驳森林探险,在那小径尽头冒险开始。寻找废弃营地,在杨树间搭建前哨站,在麦秆床上伴着星空入睡,并在坐垫上分享营火故事。只需记住,荒野奖励有准备的人 —— 地图比后悔更轻!

Happy camping!
露营快乐!


NEW FEATURES
新特性

  • Added Dappled Forest Biome
  • 加入了斑驳森林生物群系
  • Added Poplar Trees
  • 加入了杨树
  • Added fallen Poplar Trees
  • 加入了倒下的杨树
  • Added Red Poplar Leaves, Orange Poplar Leaves, and Yellow Poplar Leaves blocks
  • 加入了红色杨树树叶、橙色杨树树叶和黄色杨树树叶方块
  • Added Poplar wood set
  • 加入了杨木及其合成产物
  • Added Shelf Mushrooms
  • 加入了层孔菇
  • Added Red Shrubs
  • 加入了红灌木
  • Added Abandoned Camp structures
  • 加入了废弃营地结构
  • Added new Explorer Maps
  • 加入了新的探险家地图
  • Added Cushions
  • 加入了坐垫
  • Added Straw Beds
  • 加入了麦秆床
  • Added Wool Stairs and Wool Slabs for all Wool blocks
  • 为所有的羊毛方块加入了羊毛楼梯和羊毛台阶
  • Added Concrete Stairs and Concrete Slabs for all Concrete blocks
  • 为所有混凝土方块添加了混凝土楼梯和混凝土台阶
  • Players in spectator mode can now interact with portals to teleport
  • 旁观模式下的玩家现在可以通过传送门传送
  • Improvements to Realms, including the ability to create and manage Invite Codes
  • 对 Realms 的改进,包括创建和管理邀请码的功能
  • Added Gothic language support
  • 加入了对哥特语的支持


DAPPLED FOREST BIOME
斑驳森林生物群系

  • A new type of forest biome which can be found near cold biomes
  • 一种可在寒冷生物群系附近找到的新的森林生物群系
  • Poplar Trees and fallen Poplar Trees generate here
  • 在此生物群系会自然生成杨树和倒下的杨树
  • Shelf Mushrooms can be found here, placed on Poplar Trees and fallen Poplar Trees
  • 层孔菇会在此生物群系自然生成在杨树和倒下的杨树的树干上
  • Red Shrubs generate here
  • 红灌木在此生成
  • The following passive and neutral mobs spawn in the Dappled Forest, using their cold variants where applicable:
  • 以下被动和中立生物会在斑驳森林中生成,并在适用时使用其寒冷变种:
    • Sheep
    • Chicken
    • Cow
    • Pig
    • Rabbit
    • 兔子
    • Fox
    • 狐狸
  • A Dappled Forest variant of the new Abandoned Camp structure can be found here
  • 此处可找到新的废弃营地结构的斑驳森林变种


POPLAR TREES
杨树

  • A new type of tree which comes in three color variations:
  • 一种有三种颜色变种的新树:
    • Red Poplar Leaves
    • 红色杨树树叶
    • Orange Poplar Leaves
    • 橙色杨树树叶
    • Yellow Poplar Leaves
    • 黄色杨树树叶
  • Each variant of the tree has its own variant of falling leaf particles matching the color of the leaves
  • 每种树都有其独特的落叶粒子变种,与树叶的颜色相匹配
  • Poplar Leaves drop Poplar Saplings which will randomly grow into any of the three different variants
  • 杨树树叶会掉落杨树树苗,这些树苗会随机生长成三种不同变种中的任意一种
  • Poplar Saplings can be found in trades with the Wandering Trader
  • 杨树树苗可以通过与流浪商人的交易获得
  • Shelf Mushrooms and Leaf Litter naturally generate on or around Poplar Trees
  • 层孔菇与枯叶堆会自然生成在杨树上或其周边区域
  • The trunk of the trees are made of Poplar Logs
  • 杨树的树干由杨木原木构成
  • Poplar Logs can be crafted into a new set of Poplar wood blocks
  • 杨木原木可合成新的杨木及其合成产物


SHELF MUSHROOM
层孔菇

  • A new type of mushroom that generates on Poplar Trees and fallen Poplar Trees
  • 一种生成在杨树和倒下的杨树上的新的蘑菇
  • Can be found in two sizes, small and large
  • 有小型和大型两种尺寸
  • A small Shelf Mushroom can be grown into a large Shelf Mushroom by using Bone Meal
  • 小型层孔菇可以通过使用骨粉生长成大型层孔菇
  • A large Shelf Mushroom drops two Shelf Mushroom items when broken
  • 大型层孔菇被破坏时会掉落两个层孔菇
  • Can be used like other mushrooms to make Stews
  • 可以像其他蘑菇一样用于制作蘑菇煲
  • Can be found in trades with the Wandering Trader
  • 可以在与流浪商人的交易中找到
  • Shelf Mushrooms have a slight bounciness when stepped on, similar to Beds
  • 踩在层孔菇上会产生较小的弹性,效果和床类似
  • The Shelf Mushroom makes a bouncing sound when a living entity bounces on it
  • 当实体在层孔菇上跳跃时,层孔菇会发出弹跳音效


RED SHRUB
红灌木

  • A new type of decorative plant block that can be found in small patches in the Dappled Forest
  • 一种新的装饰类植物方块,可在斑驳森林生物群系的小片区域中找到
  • Can be used in the Composter
  • 可用于堆肥
  • Using Bone Meal on a Red Shrub grows a Red Shrub in a random adjacent space if possible
  • 对红灌木使用骨粉时,如果可能,会在随机相邻位置生成新的红灌木


ABANDONED CAMP STRUCTURE
废弃营地结构

  • A new kind of structure which can be found in the following biomes:
  • 一种可以在以下生物群系中找到的新型结构:
    • Meadow
    • 草甸
    • Cherry Grove
    • 樱花树林
    • Forest
    • 森林
    • Birch Forest
    • 桦木森林
    • Old Growth Birch Forest
    • 原始桦木森林
    • Flower Forest
    • 繁花森林
    • Windswept Forest
    • 风袭森林
    • Dappled Forest
    • 斑驳森林
    • Taiga
    • 针叶林
    • Snowy Taiga
    • 积雪针叶林
    • Old Growth Spruce Taiga
    • 原始云杉针叶林
    • Old Growth Pine Taiga
    • 原始松木针叶林
    • Sparse Jungle
    • 稀疏丛林
    • Bamboo Jungle
    • 竹林
    • Swamp
    • 沼泽
    • Savanna
    • 热带草原
    • Wooded Badlands
    • 疏林恶地
    • Pale Garden
    • 苍白之园
  • Each of these biomes has its own variant of the structure with a design based on the biome
  • 这些生物群系中的每一个都有该结构的自身变种,其设计基于该生物群系
  • Certain structure pieces are generic for all biome variants of the structure
  • 某些结构部件对于该结构的所有生物群系变种是通用的
  • Various Chests and Barrels with loot can be found at Abandoned Camps
  • 在废弃营地中可以找到带有战利品的箱子和木桶


CUSHION
坐垫

  • The Cushion is an item that the player can place in the world and interact with to sit on
  • 坐垫是一个物品,玩家可以将其放置在世界中并与之互动来坐下
  • Can be crafted in 16 colored variants
  • 可制作为16种颜色变种
  • Cushions are crafted by using 3 Wool Slabs of the same color
  • 垫子可通过使用 3 个颜色相同的羊毛台阶来合成


CUSHION PLACEMENT RULES
坐垫放置规则

  • A Cushion can be placed on any flat surface
  • 坐垫可以放置在任何平坦表面上
  • Cushions always align horizontally to the grid, but vertically sit on top of the supporting surface
  • 坐垫始终在水平方向上与网格对齐,但在垂直方向上位于上表面的顶部
  • Cushions cannot be moved by pistons
  • 坐垫不能被活塞移动
  • Cushions break if the supporting block is removed
  • 如果支撑方块被移除,坐垫会被破坏
  • Cushions do not have collision and can overlap with other objects (except other Cushions)
  • 坐垫没有碰撞体积,可以与其他物体重叠(其他坐垫除外)


STRAW BED
麦秆床

  • The Straw Bed is a new type of bed which can be used to sleep through the night without setting your spawn point
  • 麦秆床是一种新的床,可用于睡觉并跳过夜晚而不设置你的重生点
  • It can only be used once and will be destroyed after use
  • 只能使用一次,使用后会被摧毁
  • It cannot be used in the Nether or the End and will be destroyed if you try to sleep on it there
  • 不能在下界或末地使用,如果你试图在那里睡觉,它会被破坏
  • It is crafted by using 3 Hay Bales and will give you 4 Straw Beds
  • 它由 3 个干草捆合成 4 个麦秆床
  • There's a new statistic in the Statistics window for the amount of times you've slept in a Straw Bed
  • 在统计窗口中新增了一项统计数据,用于记录你在麦秆床上睡觉的次数


WOOL STAIRS AND WOOL SLABS
羊毛楼梯与羊毛台阶

  • Each colored Wool block now has a new Stair and Slab variant
  • 每种颜色的羊毛方块现在都有新的楼梯和台阶变种
  • Wool Stairs and Wool Slabs can be used like other Wool blocks to dampen vibrations
  • 羊毛楼梯和羊毛台阶可以像其他羊毛方块一样用于减弱振动



CONCRETE STAIRS AND CONCRETE SLABS
混凝土楼梯和混凝土台阶

  • Each colored Concrete block now has a new Stair and Slab variant
  • 每种颜色的混凝土方块现在都有新的楼梯和台阶变种
  • Concrete Slabs and Stairs can also be crafted using a Stone Cutter
  • 混凝土台阶和楼梯也可以使用切石机合成


ABANDONED CAMP EXPLORER MAPS
废弃营地探险家地图

  • New Explorer Maps have been added to the Abandoned Camps
  • 新的探险家地图已加入到废弃营地中
  • Added maps showing the location of other Abandoned Camps in the following biomes:
  • 加入了显示以下生物群系中其他废弃营地位置的地图:
    • Bamboo Jungle
    • 竹林
    • Cherry Grove
    • 樱花树林
    • Birch Forest
    • 桦木森林
    • Dappled Forest
    • 斑驳森林
    • Flower Forest
    • 繁花森林
    • Pale Garden
    • 苍白之园
    • Swamp
    • 沼泽
    • Windswept Forest
    • 风袭森林
  • Added maps for the following structures:
  • 为以下结构加入了地图:
    • Ancient City
    • 远古城市
    • Trial Chambers
    • 试炼密室
    • Mineshaft
    • 废弃矿井
    • Desert Pyramid
    • 沙漠神殿
    • Jungle Pyramid
    • 丛林神庙
    • Warm Ocean Ruins
    • 暖水海底废墟
    • Woodland Mansion
    • 林地府邸



REALMS
REALMS

  • Realm owners can now create and manage Invite Codes
  • Realms 所有者现在可以创建和管理邀请码
    • Each Realm can have up to five Invite Codes
    • 每个 Realms 最多可拥有五个邀请码
    • Invite Codes can be configured to be active/inactive and deleted
    • 邀请码可配置为启用/禁用,并可删除
    • The expiration of an Invite Code can also be configured
    • 邀请码也可以配置有效期
  • Players can now easily join a Realm by entering an Invite Code in a new "Join Realm" screen, found in the Realms main menu
  • 玩家现在可以通过在新的 “添加 Realm” 界面中输入邀请码来轻松加入 Realm,该界面位于 Realms 主菜单中
  • Added render distance and simulation distance sliders to the Realm configuration settings
  • 为 Realm 配置设置加入了渲染距离和模拟距离滑块
  • Added a new Realms introduction screen showcasing Realms key features
  • 加入了新的 Realms 介绍界面,用于展示 Realms 的主要功能
    • Accessible from the "Add Realm" button
    • 可从 “添加 Realm” 按钮访问
    • Automatically shown when entering Realms if a trial is available
    • 进入 Realms 时,如果试用可用则会自动显示




CHANGES
更改

  • The Main Menu now has an updated background panorama showing the new Dappled Forest biome with an Abandoned Camp
  • 更新了主菜单全景图,展示了新的斑驳森林生物群系和一个废弃营地
  • Removed fallen leaf particles from Spruce Trees
  • 移除了云杉树的落叶粒子
  • Suspicious Stews can now be crafted with 2 of any mushroom
  • 现在可以用任意2个蘑菇来合成谜之炖菜
  • Mushroom Stew can now be crafted with 2 of any mushroom
  • 现在可以用任意2个蘑菇来合成蘑菇煲
  • The player icon on maps has been updated to always show the direction the player is facing
  • 地图上的玩家图标已更新为始终显示玩家的朝向
  • New Villager trades, unlocked from a Villager leveling up their profession, will now update even if the player is in the process of trading with them
  • 即使玩家正在与村民交易,由村民升级所解锁的新交易也会更新
  • Persistent mobs' random walk/swim behaviors will now deactivate when players are not nearby, in the same way as non-persistent mobs
  • 现在,当玩家不在其附近时,持久性生物的随机游荡/游泳行为将与非持久性生物一样不会被激活
  • Replaced the current "Improved Transparency" approach with a new order-independent transparency algorithm which is expected to be much better at solving translucency issues
  • 将当前的 “Improved Transparency” 替换为新的顺序无关透明算法,预计该算法能更好地解决半透明问题
  • Added a rebindable debug key combination "F3 + X" to toggle "Improved Transparency"
  • 加入了一个可重新绑定的调试按键组合 "F3 + X" 来切换 "Improved Transparency"
  • When using a Shield together with a Hoe or a Shovel, raising the Shield will take precedence over tilling and path making
  • 当盾牌与锄或锹一起使用时,举起盾牌将优先于耕地和变为土径
  • Changed the Adventure Mode icon in the Game Mode Switcher to the Buried Treasure Map
  • 将游戏模式切换器中的冒险模式图标改为埋藏的藏宝图的图标
  • Improvements to performance when trying to locate structures
  • 提升了尝试定位结构时的性能
  • Improvements to chunk generation performance
  • 改进了区块生成性能


EXPLORER MAPS
探险家地图

  • Explorer Maps are now their own items instead of renamed Filled Maps, and each has its own icon:
  • 探险家地图现在是独立的物品,而不是重命名的覆盖层地图,并且每个都有其自己的纹理:
    • Ocean Monument Map
    • 海底神殿地图
    • Woodland Mansion Map
    • 林地府邸地图
    • Buried Trial Chambers Map
    • 埋藏的试炼密室地图
    • Jungle Pyramid Map
    • 丛林神庙地图
    • Swamp Hut Map
    • 沼泽小屋地图
    • Desert Village Map
    • 沙漠村庄地图
    • Plains Village Map
    • 平原村庄地图
    • Savanna Village Map
    • 热带草原村庄地图
    • Snowy Village Map
    • 雪原村庄地图
    • Taiga Village Map
    • 针叶林村庄地图
    • Buried Treasure Map
    • 藏宝图
    • Buried Ancient City Map
    • 埋藏的远古城市地图
    • Buried Mineshaft Map
    • 埋藏的废弃矿井地图
    • Desert Pyramid Map
    • 沙漠神殿地图
    • Abandoned Camp Map
    • 废弃营地地图
    • Warm Ocean Ruins Map
    • 暖水海底废墟地图
  • These items cannot be obtained from the Creative inventory
  • 这些物品无法从创造模式物品栏中获得
  • Existing Explorer Maps in old worlds are converted to the matching new item on load
  • 旧世界中的现有探险家地图将在加载时转换为其匹配的新物品
  • The following Explorer Maps have been renamed to have more consistent naming
  • 重命名了以下探险家地图,以使命名一致
    • Ocean Monument Explorer Map → Ocean Monument Map
    • 海底神殿探险家地图 → 海底神殿地图
    • Swamp Hut Explorer Map → Swamp Hut Map
    • 沼泽小屋探险家地图 → 沼泽小屋地图
    • Trial Chambers Explorer Map → Buried Trial Chambers Map
    • 试炼密室探险家地图 → 埋藏的试炼密室地图
    • Woodland Mansion Explorer Map → Woodland Mansion Map
    • 林地府邸探险家地图 → 林地府邸地图
    • Jungle Pyramid Explorer Map → Jungle Pyramid Map
    • 丛林神庙探险家地图 → 丛林神庙地图
  • Explorer Maps can still be cloned in a Crafting Table, and the copies keep their own item type
  • 探险家地图仍然可以在工作台中复制,并且复制品会保留它们自己的物品类型
  • Explorer Maps and Buried Treasure Maps can no longer be zoomed out, neither in a Crafting Table nor at a Cartography Table
  • 探险家地图和藏宝图不再能够被缩小,无论是在工作台还是在制图台中
    • Buried Treasure Maps could previously be zoomed out at both
    • 藏宝图可以比例缩小
    • Explorer Maps could previously be zoomed out at a Cartography Table
    • 探险家地图可以在制图台比例缩小
    • Only maps in the #minecraft:extendable_maps tag can be zoomed out
    • 只有 #minecraft:extendable_maps 标签中的地图才能被比例缩小
  • Map and Empty Map have new icons
  • 地图和空地图有了新图标



ORDER-INDEPENDENT TRANSPARENCY (OIT)
顺序无关透明算法(OIT)

  • Generally, translucent surfaces need to be rendered back-to-front to avoid visual issues
  • 通常,半透明表面需要从后向前渲染,以避免视觉问题
    • In order to do so, the translucent geometry has to be sorted before rendering
    • 为了实现这一点,半透明几何体必须在渲染前进行排序
    • This is very expensive and even with perfect sorting of individual triangles, intersecting triangles are not possible to render correctly
    • 这需要很大的代价,即使对单个三角形进行完美排序,相交的三角形也无法正确渲染
  • Before this release, the "Improved Transparency" video setting attempted to mitigate translucency-related visual issues
  • 在此版本之前,"Improved Transparency" 视频设置试图缓解与半透明相关的视觉问题
    • It did this by rendering different types of translucent objects (entities, particles, water, etc.) to different textures that were later combined to create the final image
    • 它通过将不同类型的半透明对象(实体、粒子、水等)渲染到不同的纹理上,随后将这些纹理组合起来生成最终图像来实现这一点
    • This allowed us to fix some of the issues with some performance impact
    • 这使我们能够修复一些性能影响的问题
    • However, it introduced some other less noticeable issues
    • 然而,它引入了一些其他不太明显的问题
  • Now, the "Improved Transparency" video setting will instead enable a new order-independent transparency algorithm (which we will refer to as OIT)
  • 现在,"Improved Transparency" 视频设置将改为启用一种新的顺序无关透明度算法(我们将其称为 OIT)
    • This makes it possible to render translucent objects in any order without sorting
    • 这使得无需排序即可按任意顺序渲染半透明对象
    • It fixes all existing major translucency-related visual issues (such as certain objects disappearing when viewed through translucent objects)
    • 它修复了所有现有的与半透明相关的主要视觉问题(例如,当透过半透明物体观察时,某些物体会消失)
    • However, the algorithm is an approximation, and so it introduces some new minor visual artifacts (such as the color of clouds being somewhat incorrect when viewed through multiple layers of translucent surfaces)
    • 然而,该算法是一种近似算法,因此会引入一些新的微小视觉伪影(例如,透过多层半透明表面观察云朵时,其颜色会略微失真)
  • We expect OIT to have a higher performance impact than the previous implementation of "Improved Transparency"
  • 我们预计OIT的性能影响会比之前实现的 “Improved Transparency” 更高
  • When "Improved Transparency" is turned off, the behavior hasn't meaningfully changed and the game will still prioritize performance over correctness while sorting geometry as necessary
  • 当 “改进透明显示” 选项禁用时,行为没有实质性变化,游戏在必要时对几何体进行排序时仍会优先考虑性能而非正确性

Developer's Note: Special thanks to Rubén Osorio López, Jozufozu, and the Minecraft modding community in general for sharing the information that helped us to deliver this.
开发者注特别感谢 Rubén Osorio López,Jozufozu,以及 Minecraft 模组社区,感谢他们总体分享的信息,帮助我们实现了这一点。


MINOR TWEAKS TO BLOCKS, ITEMS, AND ENTITIES
方块,物品与实体的小幅调整

  • Endermen will now take damage from projectiles if they're riding something
  • 末影人现在在骑乘状态时会受到弹射物伤害
  • Teleporting randomly after eating a Chorus Fruit now shows particles into the direction of the teleportation
  • 现在食用紫颂果后随机传送会显示朝向传送方向的粒子
  • Endermen and Shulkers no longer teleport onto Bedrock
  • 末影人和潜影贝不再传送到基岩上
  • Armadillos no longer try to roll up when submerged in liquids
  • 犰狳在被流体浸没时不再尝试蜷缩
  • Data set on a Spawn Egg will now transfer to a Mob Spawner when a player with operator permissions uses the Egg on the Spawner
  • 当拥有管理员权限的玩家对刷怪笼使用刷怪蛋时,在刷怪蛋上设置的数据现在将转移到刷怪笼
  • Sherds dropped from breaking a Decorated Pot will now preserve data, for example custom names
  • 破坏饰纹陶罐时掉落的陶片现在会保留数据,例如自定义名称
  • Enchantments now apply to items being damaged from protecting an undead mob from the sun
  • 附魔现在会作用于因保护亡灵生物免受阳光照射而受损的物品
  • Teleporting with an Ender Pearl now resets the momentum of the player being teleported
  • 现在使用末影珍珠进行传送会重置被传送玩家的动量


UI
用户界面

  • Removed the Raw Input mouse setting
  • 移除了原始输入鼠标设置选项
    • Mouse input now always uses relative mouse mode while playing in-game
    • 在游戏中游玩时,鼠标输入现在始终使用相对输入模式
  • Key bindings now use physical keys instead of keyboard-layout-specific key codes
  • 键位绑定现在使用物理键位,而不是特定于键盘布局的按键代码
  • Borderless Fullscreen is now the default fullscreen mode
  • 现在默认的全屏模式为无边框全屏模式
  • Switching between Borderless and Exclusive Fullscreen no longer requires restarting the game
  • 在无边框全屏和独占全屏之间切换不再需要重新启动游戏
  • The cursor is now confined to the window while Exclusive Fullscreen is active
  • 当独占全屏处于活动状态时,光标现已被限制在窗口内
  • The minimum window size is now 320 by 240 pixels
  • 最小窗口大小现在为 320×240 像素
  • On macOS, holding a key while entering text now displays the native accent and candidate popup
  • 在 macOS 系统上,输入文本时按住某个键现在会显示原生的变音符号和候选词弹窗
  • On Linux systems, the game will now use and prefer Wayland natively if available
  • 在 Linux 系统上,如果 Wayland 可用,游戏现在将原生使用并优先选择 Wayland
  • Fixed an issue where Realm owners could not select automatic region preference as their Realm region
  • 修复了 Realm 所有者无法将自动区域偏好选择为其 Realm 区域的问题
  • Added a "Quit Shortcuts" option in Controls settings, which controls whether keyboard shortcuts can close the game (Alt + F4 on Windows/Linux, Cmd + Q and Cmd + W on macOS)
  • 在控制设置中加入了 “退出游戏快捷键” 选项,用于控制键盘快捷键是否可以关闭游戏(Windows/Linux 系统上为 Alt + F4,macOS 系统上为 Cmd + Q 和 Cmd + W)
    • On by default
    • 默认开启
  • On macOS, added a "Right Click Emulation" option in Controls settings, which treats Control + left-click as a right-click
  • 在 macOS 系统上,在控制设置中加入了一个 “右键单击模拟” 选项,该选项会将 Control + 左键 视为 右键
    • Off by default
    • 默认关闭
  • On macOS, added a "Menu/Dock Visibility" option in Video Settings, which controls whether the macOS Menu bar and Dock can be revealed by moving the mouse to the edge of the screen while in fullscreen
  • 在 macOS 系统上,在视频设置中加入了“菜单/程序坞可见性”选项,该选项控制在全屏时是否可以通过将鼠标移动到屏幕边缘来显示 macOS 系统菜单栏和程序坞
  • Added support for Realms to use additional server regions in Canada, Mexico, South Africa, and Arizona, USA if they become available in the future
  • 加入了 Realms 对加拿大、墨西哥、南非和美国亚利桑那州额外服务器区域的支持,前提是这些区域将来可用


DEBUG OVERLAY
调试覆盖层

  • The debug overlay now supports a separate GUI scale from the rest of the game
  • 调试覆盖层现在支持与游戏其余部分独立的 GUI 缩放比例
    • This is customizable through the Debug Options screen, F3 + F6
    • 可通过调试选项屏幕进行自定义,F3 + F6
    • The default scale is "Auto", which tries to stay at a higher resolution than normal
    • 默认缩放比例为 “自动” ,它会尝试保持比正常更高的分辨率
    • Another option is "Unchanged", which matches your regular GUI scale
    • 另一个选项是 “不变” ,它会匹配你的常规界面尺寸
    • The rest of the options work the same as in the normal "GUI Scale", controlling the scale directly
    • 其余选项与视频选项中 “界面尺寸” 中的选项相同,直接控制缩放
  • Added a "player_speed" debug entry that displays the speed of the player in blocks per tick
  • 加入了 "player_speed" 调试信息,用于显示玩家以方块每刻为单位的速度
  • The debug overlay now shows the display refresh rate
  • 调试覆盖层现在会显示显示器的屏幕刷新率


WORLD OPTIONS
世界选项

  • The World Options button has been moved to where the Open to Lan button used to be, accessible from the pause menu
  • “世界选项“ 按钮已移动到原本 “对局域网开放” 按钮的位置,可从暂停菜单访问
    • The World Options screen is divided into two sections: "General" and "Multiplayer"
    • “世界选项” 屏幕现在分为两个部分:“常规” 和 “多人游戏”
      • The "General" section contains the following options:
      • “通用” 部分包含以下选项:
        • Default Game Mode: the default game mode of the world (equivalent to the /defaultgamemode command)
        • 默认游戏模式:世界的默认游戏模式(等同于 /defaultgamemode 命令)
        • Personal Game Mode: your active game mode in the current world (equivalent to the /gamemode command, or F3 + F4)
        • 个人游戏模式:你在当前世界中生效的游戏模式(等同于 /gamemode 命令,或 F3 + F4)
        • Allow Commands: Controls whether you can use commands in this world or not
        • 允许命令:控制你能否在此世界中使用命令
        • Difficulty: Controls the difficulty of the world (equivalent to the /difficulty command)
        • 难度:控制世界的难度(等同于 /difficulty 命令)
        • Edit Game Rules: Opens the Game Rules screen, which allows you to view and edit the game rules of the world
        • 编辑游戏规则:打开游戏规则界面,允许你查看和编辑世界的游戏规则
        • Restrictions: View your restrictions in the world
        • 限制:查看你在世界中的限制
      • The "Multiplayer" section contains the following options:
      • “多人游戏”部分包含以下选项:
        • LAN: changes the multiplayer scope of the world
        • 局域网:更改世界的多人游戏范围
        • Port: the port number to use when opening the world to LAN
        • 端口号:将世界开放到局域网时使用的端口号
        • Command Access: controls whether players that join your world can use commands or not
        • 命令使用权限:控制加入你的世界的玩家能否使用命令
        • Force Game Mode: controls whether other players' game mode is forced to match the default game mode of the world or not
        • 强制游戏模式:控制其他玩家的游戏模式是否被强制匹配世界的默认游戏模式


  • The Online button used to access the Online Options screen will now always be shown in the Options menu instead
  • 用于访问在线选项界面的 “在线选项...” 按钮现在将改为始终显示在选项菜单中


ACCESSIBILITY
辅助功能

  • Subtitles now point to the most recent sound in range
  • 字幕现在指向范围内的最近的声音


CREATIVE INVENTORY
创造模式物品栏

  • Reordered mineral item and block ordering to have non-tiered ingredients up first, then tiered ingredients that craft into equipment last
  • 重新排列了矿物物品和方块顺序,使无材料等级的排在前面,而可合成装备的有材料等级的排在后面
    • Ingredients
    • 原材料
      • Non-tiered minerals
      • 无材料等级矿物
      • Unrefined tiered minerals
      • 未烧炼的有材料等级矿物
      • Refined tiered minerals
      • 烧炼的有材料等级矿物
        • Nuggets
        • 颗粒
        • Ingots


    • Building Blocks
    • 建筑方块
      • Non-tiered mineral blocks and variants
      • 无材料等级的矿物块及变种
      • Refined tiered mineral blocks and variants
      • 烧炼的有材料等级矿物方块及变种
      • Copper block family
      • 铜制品及其变种
    • Copper Blocks continue to be pushed to the end of the order in Building Blocks since they have a large list of content
    • 铜块继续被排列到建筑方块顺序的末尾,因为它们数量太多
  • Improved the ordering of the Natural Blocks tab so that all inner ordering of group content sequentially progresses from Overworld → Nether → End to stay consistent with other tabs
  • 改进了自然方块标签页的排序,使该组内容的所有顺序依次按主世界 → 下界 → 末地排列,以与其他标签页保持一致


TECHNICAL CHANGES
技术性更改

  • The Data Pack version is now 121.0
  • 将数据包版本号更改为 121.0
  • The Resource Pack version is now 97.1
  • 将资源包版本号更改为 97.1
  • Some log lines that server software might look out for have been removed
  • 一些服务器软件可能会关注的日志行已被移除
    • The Minecraft Server Management Protocol can be used instead
    • 可以改用 Minecraft 服务端管理协议
    • If you are missing access to specific events, please create a feature request on the Feedback site
    • 如果你无法访问特定事件,请在反馈网站上创建一个功能请求
  • The definition field from the blocks.json data generation report has been removed
  • 移除了blocks.json数据生成报告中的definition字段
  • Terrain blocks are now rendered with MultiDrawIndirect on supported devices
  • 地形方块现在在支持的设备上使用 MultiDrawIndirect 渲染
  • level.dat now contains a version_history list with prior data versions of the file
  • level.dat 现在包含一个 version_history 列表,其中包含该文件的先前数据版本


WINDOWING AND INPUT BACKEND
窗口化与输入后端

  • Minecraft now uses SDL3 instead of GLFW for window management, input, and platform integration
  • Minecraft 现在使用 SDL3 替代 GLFW 进行窗口管理、输入和平台集成
  • Keyboard input now uses SDL scancodes for physical key positions and SDL keycodes for layout-dependent text editing shortcuts
  • 键盘输入现在使用 SDL 扫描码来确定物理按键位置,并使用 SDL 键码来处理依赖布局的文本编辑快捷键


SERVER PROPERTIES
服务器属性

  • The white-list property is now true by default
  • white-list属性现在默认为true


MINECRAFT SERVER MANAGEMENT PROTOCOL 3.1.0
MINECRAFT 服务器管理协议 3.1.0

  • Added notifications indicating when the server performs a full world upgrade on startup
  • 加入了服务器在启动时执行完整世界升级的通知
    • minecraft:notification/world/upgrade_started
    • minecraft:notification/world/upgrade_started
    • minecraft:notification/world/upgrade_progress
    • minecraft:notification/world/upgrade_progress
    • minecraft:notification/world/upgrade_finished
    • minecraft:notification/world/upgrade_finished
    • minecraft:notification/world/upgrade_failed
    • minecraft:notification/world/upgrade_failed



DATA PACK VERSIONS 108.0 THROUGH 121.0
数据包版本从 108.0 到 121.0

  • Commands like /give, /unpublish, and /tick should now properly signal errors
  • /give/unpublish/tick 这样的命令现在应该能正确返回错误了
  • Pottery sherds are now data-driven
  • 陶片现在由数据驱动
  • Entries stored in the minecraft:pot_decorations component and minecraft:decorated_pot block entity are now full item stacks
  • 存储在 minecraft:pot_decorations 组件和 minecraft:decorated_pot 方块实体中的条目现在都是完整的物品堆叠
  • Signs no longer automatically execute click events in custom text
  • 告示牌不再自动执行自定义文本中的点击事件
  • Potion recipes are now data-driven
  • 药水配方现在由数据驱动
  • The minecraft:number_provider and minecraft:number_provider_type registries have been split into separate registries for integer calculations (minecraft:context_int_provider, minecraft:context_int_provider_type) and float calculations (minecraft:context_float_provider, minecraft:context_float_provider_type)
  • The minecraft:number_provider and minecraft:number_provider_type registries have been split into separate registries for integer calculations (minecraft:context_int_provider, minecraft:context_int_provider_type) and float calculations (minecraft:context_float_provider, minecraft:context_float_provider_type)
  • Loot table types that have a dedicated registry now support registry element and tag references
  • 具有单独注册表的战利品表类型现在支持命名空间ID和标签引用
    • This means that the majority of fields of such types that previously accepted single elements will now accept either a namespaced ID or an inline value, while fields that previously accepted lists can now accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID
    • 这意味着,此类字段中大多数先前接受单个元素的字段现在将接受命名空间ID或内联值,而先前接受列表的字段现在可以接受内联值、单个命名空间ID、命名空间ID列表、内联值列表,或以 # 为前缀的标签ID
    • Affected types:
    • 受影响的类型:
      • minecraft:advancement
      • minecraft:advancement
      • minecraft:item_modifier
      • minecraft:item_modifier
      • minecraft:loot_table
      • minecraft:loot_table
      • minecraft:context_int_provider
      • minecraft:context_int_provider
      • minecraft:context_float_provider
      • minecraft:context_float_provider
      • minecraft:predicate
      • minecraft:predicate
      • minecraft:recipe
      • minecraft:recipe
      • minecraft:slot_source
      • minecraft:slot_source
    • Existing reference types for predicates, item modifiers, and slot sources are now obsolete and have been removed
    • 现有的用于谓词、物品修饰器和槽位源的 reference 类型现已过时并已被移除
  • The codec for element lists/tags now allows mixing inline values and references
  • 元素列表/标签的编解码器现在允许混合使用内联值和引用
    • For example, item modifiers like [{type:set_count, ...}, "minecraft:some_modifier"] are now allowed
    • 例如,现在允许像 [{type:set_count, ...}, "minecraft:some_modifier"] 这样的物品修饰器
  • The following Block State fields have been renamed
  • 重命名了以下 Block State 字段
    • Name is now id
    • Name 现为 id
    • Properties is now properties
    • Properties 现为 properties
  • The default Block State of a Block can now be referred to in a compact form directly by the Block id
  • 方块的默认方块状态现在可以通过方块ID以紧凑形式直接引用



COMMANDS
命令


ADDED POSTEFFECT
加入了POSTEFFECT

  • Allows adding or removing "post effects" to players
  • 允许向玩家添加或移除 “后处理效果”
  • These are postprocessing shaders that are applied to the player's screen, after the game has finished normal rendering
  • 这些是后期着色器,会在游戏完成常规渲染后渲染到玩家屏幕上
  • Post effects exist on the client (in resource packs), not the server – the server cannot know if one will actually apply
  • 后处理效果存在于客户端(资源包中),而非服务端——服务端无法知晓某个效果是否会被实际应用
  • Post effects themselves were already part of the resource pack format, but only a few hardcoded ones were available to use
  • 后处理效果本身已经是资源包格式的一部分,但只有少数硬编码的效果可供使用

Developer's Note: This now makes custom shaders fully available to use from resource packs, but please be aware that shaders are still subject to be changed at-will, and the features involved (the command, post effects, or shaders) may be redesigned in the future.
开发者注: 现在,这使得自定义着色器可以完全从资源包中使用,但请注意,着色器仍可能被随意更改,并且涉及的功能(命令、后处理效果或着色器)将来可能会被重新设计。

Syntax:
  • 语法:

    • /posteffect add <player> <posteffect> - adds the post effect to the player, if it doesn't already exist
    • /posteffect add <player> <posteffect> - 为玩家添加指定的后处理效果(如果不存在)
    • /posteffect clear <player> - removes all post effects from the player, if any exist
    • /posteffect clear <player> - 移除玩家身上的所有后处理效果(如果存在)
    • /posteffect list <target> - lists all post effects applied to the player, if any exist
    • /posteffect list <target> - 列出应用于玩家的所有后处理效果(如果存在)
    • /posteffect remove <player> <posteffect> - removes the post effect from the player, if it exists
    • /posteffect remove <player> <posteffect> - 移除玩家身上的指定的后处理效果(如果存在)


    CHANGES TO PUBLISH
    PUBLISH 的更改

    • The gamemode argument has been removed
    • 移除了 gamemode 参数
      • Instead, the default game mode of the world should be set using the defaultgamemode command or the Game Mode button in the World Options screen, while player-specific game modes should be set using the gamemode command
      • 相反,世界的默认游戏模式应使用 defaultgamemode 命令或 “世界选项” 屏幕中的游戏模式按钮来设置,而玩家特定的游戏模式则应使用 gamemode 命令



    ADDED COMPUTE
    加入了 COMPUTE

    • Evaluates minecraft:context_int_provider and minecraft:context_float_provider values in various contexts
    • 在各种上下文中评估 minecraft:context_int_providerminecraft:context_float_provider 的值
    • In all contexts, origin is set to the current command context position, while this entity is set to @s
    • 在所有情况下,origin 被设置为当前命令上下文位置,而 this 实体被设置为 @s
    • If the evaluation fails (for example due to division by zero), this command will fail
    • 如果求值失败(例如除以零),此命令将失败

    Syntax:
  • 语法:

    • /compute <target> integer <int_provider> OR
    • /compute <target> integer <int_provider>
    • /compute <target> float <float_provider> [<scale>], where:
    • /compute <target> float <float_provider> [<scale>],其中:
      • <target> - one of:
      • <target> - 以下之一:
        • default - runs the provider in the minecraft:command_compute_default context, where only common arguments (position and this entity) are available
        • default - 在 minecraft:command_compute_default 上下文中运行数值提供器,其中只有通用参数(位置和 this 实体)可用
        • block <pos> - runs the provider in the minecraft:command_compute_position context, where block state and block position are set based on the block at position <pos>
        • block <pos> - 在 minecraft:command_compute_position 上下文中运行数值提供器,其中方块状态和方块位置根据位于 <pos> 的方块设置
        • entity <entity selector> - runs the provider in the minecraft:command_compute_entity context, where target_entity is set to the selector result
        • entity <entity selector> - 在 minecraft:command_compute_entity 上下文中运行数值提供器,其中 target_entity 被设置为选择器的结果
      • <int_provider> - either an element of the minecraft:context_int_provider registry or an inline value
      • <int_provider> - 可以是 minecraft:context_int_provider 注册表中的一个元素,或一个内联值
      • <float_provider> - either an element of the minecraft:context_float_provider registry or an inline value
      • <float_provider> - 可以是 minecraft:context_float_provider 注册表中的一个元素,或一个内联值
      • <scale> - optional scale value, defaults to 1.0
      • <scale> - 可选缩放值,默认为 1.0
        • The final result will be multiplied by <scale> and rounded towards negative infinity
        • 最终结果将乘以 <scale> 并向负无穷方向取整




    CHANGES TO DATA
    DATA 的更改

    • Added new source to /data modify ... append|insert|merge|prepend|set called compute
    • /data modify ... append|insert|merge|prepend|set 加入了 compute 新数据来源
    • It evaluates a minecraft:context_int_provider or minecraft:context_float_provider value and then provides the result either as an integer or a float tag
    • 它会对一个 minecraft:context_int_providerminecraft:context_float_provider 值进行求值,然后将结果作为整数或浮点标签提供
    • Example: /data modify storage foo bar set compute entity @n [type=minecraft:armor_stand] integer {type:score,target:{type:context,target:target_entity},score:baz}
    • 示例:/data modify storage foo bar set compute entity @n [type=minecraft:armor_stand] integer {type:score,target:{type:context,target:target_entity},score:baz}

    Syntax:
  • 语法:

    • compute <target> (integer <int_provider> | float <float_provider>), where the syntax of target, int_provider, float_provider is the same as in the /compute function
    • compute <target> (integer <int_provider> | float <float_provider>),其中targetint_providerfloat_provider的语法与/compute函数相同
      • Note: unlike /compute, there is no scale, since the result is directly stored as a float, instead of being returned from the command as an integer
      • 注意:与 /compute 不同,没有 scale,因为结果直接存储为浮点数,而不是从命令以整数形式返回



    CHANGES TO GIVE
    GIVE的更改

    • When the amount of items passed to the give command is above the limit, the command will now signal an error instead of just printing an error message and returning 0
    • 当传递给 give 命令的物品数量超过限制时,该命令现在将返回错误,而不仅仅是打印错误信息并返回 0


    CHANGES TO TELLRAW
    TELLRAW的更改

    • The nbt component in a raw chat message will only be resolved up to 64k times
    • 原始聊天消息中的 nbt 组件最多只能被解析 64000 次


    CHANGES TO TICK
    TICK的更改

    • The following subcommands will now signal an error instead of just printing an error message and returning 0:
    • 以下子命令现在将返回错误,而不仅仅是打印错误信息并返回 0:
      • tick step
      • tick step
      • tick step stop
      • tick step stop
      • tick sprint stop
      • tick sprint stop



    CHANGES TO TEAM
    TEAM 的更改

    • The result of the team join and team leave subcommands now reflects the exact count of entities that have joined or left (i.e. excluding entities for which teams have not changed)
    • team jointeam leave 子命令的结果现在反映了加入或离开的实体的确切数量(即不包括队伍未更改的实体)


    CHANGES TO ITEM
    ITEM 的更改

    • Now takes a slot source as an argument in place of anywhere a slot was previously used
    • 现在接受一个槽位源作为参数,以取代之前使用槽位的任何位置
      • It will be evaluated with the minecraft:command_slot_source loot type
      • 它将使用 minecraft:command_slot_source 战利品类型进行评估
      • Can be a slot source in either inline or reference form
      • 可以以行内或内联形式作为槽位源
      • Can be a slot source targeting multiple slots
      • 可以是一个针对多个槽位的槽位源
      • The replace sub-command has new semantics:
      • replace 子命令有了新的语义:
        • The contents of each destination slot are replaced with the corresponding source item one by one in the order they are provided by the slot source
        • 每个目标槽位的内容会按照槽位源提供的顺序,被对应的来源物品逐一替换
        • When there are more destination slots than there are source items, the remaining slots are ignored
        • 当目标槽位数量多于来源物品数量时,多余的槽位将被忽略
          • Example: replace [12345] with (ABC)[ABC45]
          • 示例: replace [12345] with (ABC)[ABC45]
        • When there are fewer destination slots than there are source items, the remaining items are ignored
        • 当目标槽位数量少于来源物品数量时,多余的物品会被忽略
          • Example: replace [123] with (ABCDE)[ABC]
          • 示例:replace [123] with (ABCDE)[ABC]

      • String notation slot ranges in the form <slot_type> or <slot_type>.<slot_number> are still permitted
      • 仍允许使用 <slot_type> 或 <slot_type>.<slot_number> 形式的字符串表示槽位范围
        • Can be a single slot, such as armor.chest
        • 可以是单个槽位,例如 armor.chest
        • Can be multiple slots, such as container.*
        • 可以是多个槽位,例如 container.*
        • Acts as shorthand for a minecraft:slot_range slot source using that slot range
        • 作为使用该槽位范围的 minecraft:slot_range 槽位源的简写
          • Example: hotbar.4 is the same as {type:"minecraft:slot_range",slots:"hotbar.4"}
          • 示例:hotbar.4{type:"minecraft:slot_range",slots:"hotbar.4"} 相同


    • The entity argument in the from entity item source can now be a selector targeting multiple entities
    • 来自 from entity 物品来源中的实体参数现在可以是一个目标选择器,用于指定多个实体
      • When more than a single entity is targeted, the slots sourced from each are concatenated
      • 当目标超过一个实体时,从每个实体获取的槽位会被串联起来
    • Added new fill and override sub-commands, each with syntax identical to /item replace
    • 加入了新的 fill 和 override 子命令,每个子命令的语法与 /item replace 相同
      • /item fill
      • /item fill
        • Fills each destination slot with a source item
        • 用来源物品填充每个目标槽位
        • When there are more destination slots than there are source items, the items repeat until every slot is filled
        • 当目标槽位数量多于来源物品数量时,物品会重复填充直到所有槽位都被填满
          • Example: fill [12345] with (ABC)[ABCAB]
          • 示例:fill [12345] with (ABC)[ABCAB]

      • /item override
      • /item override
        • Overrides the contents of each destination slot with the corresponding source item
        • 用对应的来源物品覆盖每个目标槽位的内容
        • When there are more destination slots than there are source items, the remaining slots are cleared
        • 当目标槽位数量多于来源物品数量时,多余的槽位会被清空
          • Example: override [12345] with (ABC)[ABC__] (where _ represents an empty slot)
          • 示例:override [12345] with (ABC)[ABC__](其中 _ 表示一个空槽位)





    CHANGES TO EXECUTE
    EXECUTE的更改

    • Added new slots condition sub-command
    • 加入了新的 slots 条件子命令
      • Counts the number of slots from the slot source that are present on the targeted block or entity
      • 检测目标方块或实体上来自槽位源的槽位数量
      • The slot source will be evaluated with the minecraft:command_slot_source loot type
      • 槽位来源将使用 minecraft:command_slot_source 战利品类型进行解析
      • Syntax:
      • 语法:
        • /execute if|unless slots block <pos> <slot source>
        • /execute if|unless slots block <pos> <slot source>
        • /execute if|unless slots entity <targets> <slot source>
        • /execute if|unless slots entity <targets> <slot source>

    • The items condition sub-command now takes a slot source as argument instead of a slot
    • 物品条件子命令现在接受一个槽位源作为参数,而不是一个槽位
      • The slot source will be evaluated with the minecraft:command_slot_source loot type
      • 槽位来源将使用 minecraft:command_slot_source 战利品类型进行解析
      • Syntax:
      • 语法:
        • /execute if|unless items block <pos> <slot source> <item predicate>
        • /execute if|unless items block <pos> <slot source> <item predicate>
        • /execute if|unless items entity <targets> <slot source> <item predicate>
        • /execute if|unless items entity <targets> <slot source> <item predicate>




    CHANGES TO PLACE
    PLACE 的更改

    • The feature sub-command now allows inline definition of the Feature
    • feature 子命令现在允许内联定义地物


    CHANGES TO SPREADPLAYERS
    SPREADPLAYERS 的更改

    • Whether a block is safe to spread a player to is now controlled by the #entities_can_teleport_to block tag
    • 方块是否安全地将玩家传递到该位置现在由 #entities_can_teleport_to 方块标签控制


    CHANGES TO SWING
    SWING的更改

    • When used on a player, the player's attack strength will no longer be reset
    • 当对玩家应用时,玩家的攻击力将不再被重置
    • Added a new optional argument to set the swing animation to play
    • 加入了一个新的可选参数来设置要播放的挥臂动画
      • Allowed values: none, whack, stab
      • 允许值:none, whack, stab
      • If omitted, defaults to whack
      • 如果省略,则默认为 whack
    • Added a new argument to set the duration of the swing animation, if provided
    • 加入了一个新参数,若提供则用于设置挥臂动画的持续时间
      • Format: positive time value (by default in ticks)
      • 格式:正的时间值(以游戏刻为单位)
      • If omitted, defaults to 6t
      • 如果省略,则默认为 6t



    ENVIRONMENT ATTRIBUTES
    环境属性


    ADDED MINECRAFT:GAMEPLAY/NATURAL_MOB_SPAWNS
    加入了 MINECRAFT:GAMEPLAY/NATURAL_MOB_SPAWNS

    • Defines mob spawns in an Environment Attribute Source
    • 定义环境属性源中的生物生成
    • During worldgen placement, only Dimensions and Biomes will apply this Environment Attribute
    • 在世界生成期间,只有维度和生物群系会应用此环境属性
    • Format: object with fields:
    • 格式:包含字段的对象
      • spawns_by_category - map of spawn category to weighted list of spawn data
      • spawns_by_category - 生成类别到加权生成数据列表的映射
        • Spawn data format: object with fields:
        • 生成数据格式:包含字段的对象:
          • type - entity type, the entity to spawn
          • type - 实体类型,要生成的实体
          • count - int provider, amount to spawn
          • count - 整数提供器,生成的数量

      • spawn_costs - map of entity type to object with fields:
      • spawn_costs - 实体类型到具有字段的对象的映射:
        • energy_budget - float, energy change allowed per spawn
        • energy_budget - 浮点数,每次生成允许的生成势的消耗的最大值
        • charge - float, how much existing mobs will attract or repulse other charged mobs
        • charge - 浮点数,决定现有生物吸引或排斥其他生成势生物的程度

    • Available attribute modifiers:
    • 可用的属性修饰符:
      • overlay
      • 叠加层
        • For each mob category, overrides the lower layer's spawn settings with the higher layer's, unless the category is not included
        • 对于每个生物类别,用较高层级的生成设置覆盖较低层级的生成设置,除非该类别未包含在内
        • Merges each layer's spawn costs together, overriding the lower layer's spawn costs with the higher layer's if both define the same entity type
        • 将每一层的生成势合并在一起,如果高层和低层都定义了相同的实体类型,则用高层的生成势覆盖低层的生成势

    • Default: Empty
    • 默认值:空


    ADDED MINECRAFT:GAMEPLAY/CREATURE_WORLD_GEN_SPAWN_PROBABILITY
    加入了 MINECRAFT:GAMEPLAY/CREATURE_WORLD_GEN_SPAWN_PROBABILITY

    • Sets the probability to run an iteration in which mobs defined to spawn in the creature mob category will spawn during world generation
    • 设置运行迭代的概率,该迭代中,被定义为在 creature 生物类别中生成的生物将在世界生成期间生成
    • Only Dimensions and Biomes will apply this Environment Attribute
    • 只有维度和生物群系会应用此环境属性
    • Format: float with range [0,1)
    • 格式: 浮点数,取值范围为 [0,1)
    • Default: 0.1
    • 默认值: 0.1


    CHANGED MINECRAFT:GAMEPLAY/BED_RULE
    更改了MINECRAFT:GAMEPLAY/BED_RULE

    • Field explodes has been renamed to destroy_on_use
    • 将字段explodes重命名为destroy_on_use
    • Added destroy_on_leave - optional boolean, if true, the Bed will be destroyed when leaving it
    • 加入了destroy_on_leave - 可选布尔值,若为true,则下床时床会被摧毁
      • If omitted, defaults to false
      • 默认为false



    ADDED MINECRAFT:GAMEPLAY/STRAW_BED_RULE
    加入了MINECRAFT:GAMEPLAY/STRAW_BED_RULE

    • Same format as minecraft:gameplay/bed_rule, but used for the Straw Bed
    • 格式与 minecraft:gameplay/bed_rule 相同,但用于麦秆床的相关行为


    CHANGED MINECRAFT:VISUAL/AMBIENT_PARTICLES
    更改了 MINECRAFT:VISUAL/AMBIENT_PARTICLES

    • Now supports interpolation between Timeline keyframes (probabilities will be crossfaded)
    • 现在支持时间线关键帧之间的插值(概率将交叉淡化)
    • Introduced support for new modifier: append
    • 引入了对新修饰符的支持:append
      • Unlike override which totally replaces the particle list, this modifier concatenates all elements with the layers below
      • 与完全替换粒子列表的 override 不同,此修改器将所有元素与下方的层连接起来




    DATA COMPONENTS
    数据组件


    ADDED MINECRAFT:PROVIDES_POTTERY_PATTERN
    加入了 MINECRAFT:PROVIDES_POTTERY_PATTERN

    • Describes the pottery pattern stored on a stack
    • 描述存储物品上的陶片图案
    • Format:
    • 格式:
      • namespaced ID pointing to an element of the minecraft:decorated_pot_pattern registry
      • 命名空间 ID,指向 minecraft:decorated_pot_pattern 注册表中的一个元素



    ADDED MINECRAFT:COOKING_FUEL
    加入了 MINECRAFT:COOKING_FUEL

    • Describes an item that can be used as fuel for a Furnace, Smoker, or Blast Furnace
    • 描述了一种可用作熔炉、烟熏炉或高炉燃料的物品
    • Format: object with fields
    • 格式:包含字段的对象
      • burn_time - inline integer number, or a namespaced ID pointing to an element of the minecraft:context_int_provider registry representing the time in ticks for which this fuel will burn
      • burn_time - 内联整数,或一个指向 minecraft:context_int_provider 注册表中某个元素的命名空间ID,代表该燃料以刻为单位燃烧的时间
      • speed_multiplier - inline float number, or a namespaced ID pointing to an element of the minecraft:context_float_provider registry representing the speed of the cooking/smelting
      • speed_multiplier - 内联浮点数,或一个指向 minecraft:context_float_provider 注册表中表示烹饪/烧炼速度的元素的命名空间ID
    • Cooking fuel items with remainders will be handled as follows:
    • 带有剩余的燃料物品将按以下方式处理:
      • If there is fuel remaining in the fuel slot, the remainder item will be dropped on the ground
      • 如果燃料槽中还有剩余的燃料,剩余的物品将掉落到地上
      • If the fuel has run out, the remainder item will remain in the fuel slot
      • 如果燃料已耗尽,剩余物品将留在燃料槽中



    ADDED MINECRAFT:BREWING_FUEL
    加入了 MINECRAFT:BREWING_FUEL

    • Describes an item that can be used as fuel for a Brewing Stand
    • 描述一个可用于酿造台燃料的物品
    • Format: object with fields
    • 格式:包含字段的对象
      • uses - inline integer number, or a namespaced ID pointing to an element of the minecraft:context_int_provider registry representing the number of times this fuel will brew before being consumed
      • uses - 内联整数,或一个指向 minecraft:context_int_provider 注册表中元素的命名空间ID,表示此燃料在被消耗前可酿造的次数
      • speed_multiplier - inline float number, or a namespaced ID pointing to an element of the minecraft:context_float_provider registry representing the speed of the brewing
      • speed_multiplier - 内联浮点数,或一个指向 minecraft:context_float_provider 注册表中元素的命名空间ID,表示酿造速度
    • Brewing fuel items with remainders will be handled as follows:
    • 带剩余的燃料物品将按以下方式处理:
      • If there is fuel remaining in the fuel slot, the remainder item will be dropped on the ground
      • 如果燃料槽中还有剩余的燃料,剩余的物品将掉落到地上
      • If the fuel has run out, the remainder item will remain in the fuel slot
      • 如果燃料已耗尽,剩余物品将留在燃料槽中
      • This behavior matches items placed in the input and reagent slots of the brewing stand
      • 此行为与放置在酿造台输入槽和输出槽中的物品一致
    • Note: the #brewing_fuel item tag has been removed and will no longer function to register new brewing fuels
    • 注意:#brewing_fuel 物品标签已被移除,不再用于新的用于酿造的燃料


    CHANGED MINECRAFT:POT_DECORATIONS
    更改了 MINECRAFT:POT_DECORATIONS

    Instead of taking a list of 4 item IDs, this component now takes an object with 4 optional item stack fields named:
    不再接受 4 个物品 ID 的列表,此组件现在接受一个包含 4 个可选物品堆叠字段的对象,这些字段名为:

    • back
    • back
    • left
    • left
    • right
    • right
    • front
    • front


    CHANGED MINECRAFT:TRIM_MATERIAL
    更改了 MINECRAFT:TRIM_MATERIAL

    • The format of inline material definitions has been updated as described below
    • 内联材料定义的格式已更新,如下所述


    ADDED MINECRAFT:BLOCK_TRANSFORMER
    加入了MINECRAFT:BLOCK_TRANSFORMER

    • Allows an item to transform blocks into other blocks on player interaction
    • 允许物品在玩家交互时将方块转化为其他方块
    • Format:
    • 格式:
      • a namespaced ID of a minecraft:block_transformer registry type
      • minecraft:block_transformer 注册表类型的命名空间 ID



    ADDED MINECRAFT:SIGN_TEXT_FRONT AND MINECRAFT:SIGN_TEXT_BACK
    加入了 MINECRAFT:SIGN_TEXT_FRONTMINECRAFT:SIGN_TEXT_BACK

    • Two identical components that represent text on the front and back of a sign
    • 两个相同的组件,分别表示告示牌正面和背面的文本
    • Contents will be displayed in the item's tooltip
    • 内容将显示在物品的工具提示中
    • The format is the same as the front_text and back_text fields on the minecraft:sign and minecraft:hanging_sign block entities, i.e.
    • 格式与 front_textback_text 字段相同,这些字段位于 minecraft:signminecraft:hanging_sign 方块实体上,即
      • messages - a list of text components
      • messages - 文本组件列表
      • filtered_messages - an optional list of text components, if omitted, it will be set to the same value as messages
      • filtered_messages - 一个可选的文本组件列表,如果省略,它将设置为与 messages 相同的值
        • messages and filtered_messages must have the same entry count
        • messagesfiltered_messages 必须具有相同的条目数
      • color - optional dye color, default: black
      • color - 可选染料颜色,默认值: black
      • has_glowing_text - optional boolean, default: false
      • has_glowing_text - 可选布尔值,默认值:false



    ADDED MINECRAFT:WAXED
    加入了MINECRAFT:WAXED

    • A marker for blocks with contents that are waxed
    • 一个用于标记涂蜡的方块的标记
    • No fields
    • 无字段


    ADDED MINECRAFT:CUSHION/COLOR
    加入了 MINECRAFT:CUSHION/COLOR

    • Applied to Cushion entities when they get placed using an item
    • 应用于通过物品放置的坐垫
    • Format: one of 16 dye colors
    • 格式:16种染料颜色之一


    ADDED MINECRAFT:COMPOSTABLE
    加入了MINECRAFT:COMPOSTABLE

    • Represents the ability to compost an item and how it adds layers to the composter
    • 表示可堆肥物品的能力以及它如何增加堆肥桶的层数
    • Format: object with fields
    • 格式:包含字段的对象
      • layers - inline integer number, or namespaced ID pointing to an element of the minecraft:context_int_provider registry
      • layers - 内联整数,或一个指向 minecraft:context_int_provider 注册表中元素的命名空间ID



    ADDED MINECRAFT:VILLAGER_FOOD
    加入了 MINECRAFT:VILLAGER_FOOD

    Represents items that Villagers can eat. Villagers will pick up items with this component in addition to items in the #villager_picks_up tag.
    代表村民可以作为食物的物品。除了#villager_picks_up标签中的物品外,村民还会捡起带有此组件的物品。

    • Format: object with fields
    • 格式:包含字段的对象
      • nutrition - positive integer, how much hunger the item satiates in the Villager once eaten
      • nutrition - 正整数,表示村民食用该物品后可以恢复多少饥饿值



    ADDED MINECRAFT:MOB_VISIBILITY
    加入了 MINECRAFT:MOB_VISIBILITY

    Represents the visibility percentage provided by an item with the appropriate minecraft:equippable component, modifying the range at which mobs are able to detect an entity.
    表示由带有相应的 minecraft:equippable 组件的物品提供的生物探测半径百分比,修改生物能够探测到实体的范围。

    • Format: object with fields
    • 格式:包含字段的对象
      • targeting_entity_types - an entity ID, a list of namespaced entity IDs, or a hash-prefixed entity tag to match
      • targeting_entity_types - 一个实体ID、一个命名空间实体ID列表,或以 # 为前缀的实体标签以进行匹配
      • visibility - float (between 0.0 and 10.0), with 0.0 reducing the range at which mobs detects the entity to 2 blocks while 10.0 increases the detection range tenfold
      • visibility - 浮点值(介于0.0和10.0之间),0.0 会将生物探测实体的范围减少到2格,而 10.0 会将探测范围增加十倍
        • While multiple items with this component stack, the maximum vision will still never exceed 10.0
        • 尽管多个物品带有此组件堆叠,最大视野仍永远不会超过10.0




    ADDED MINECRAFT:ATTACK_ANIMATION
    加入了 MINECRAFT:ATTACK_ANIMATION

    • The animation to play when the item is being used to attack something
    • 当物品被用于攻击某物时播放的动画
    • Format: object with fields:
    • 格式:包含字段的对象
      • type - swing animation type, one of none, whack, stab
      • type - 挥动动画类型,可为 nonewhackstab 之一
      • duration - non-negative integer, the length of the animation in ticks
      • duration - 非负整数,以刻为单位动画的时长



    ADDED MINECRAFT:INTERACT_ANIMATION
    加入了 MINECRAFT:INTERACT_ANIMATION

    • The animation to play when the item is being used to interact with something
    • 当物品被用于与某物交互时播放的动画
    • Format: Same as minecraft:attack_animation
    • 格式:与 minecraft:attack_animation 相同


    CHANGED MINECRAFT:CONSUMABLE
    更改了 MINECRAFT:CONSUMABLE

    • Added a new optional field to the teleport_randomly consume effect:
    • teleport_randomly 消耗效果类型加入了一个新的可选字段:
      • directional_particles - boolean, whether to show a particle trail into the direction of the teleportation
      • directional_particles - 布尔值,是否显示指向传送方向的粒子轨迹
        • If not present, defaults to true
        • 如果未指定,则默认为true




    REMOVED MINECRAFT:SWING_ANIMATION
    移除了 MINECRAFT:SWING_ANIMATION

    • This has been replaced by minecraft:attack_animation and minecraft:interact_animation
    • 已替换为 minecraft:attack_animationminecraft:interact_animation
      • Setting both of these new components to the same value will be functionally identical to the old component, except for:
      • 将这两个新组件都设置为相同值,在功能上将与旧组件相同,除了:
        • The /swing command - animation type now specified by the command
        • /swing 命令 - 动画类型现在由命令指定
        • Items being dropped by entities
        • 实体掉落的物品




    REMOVED MINECRAFT:MAP_COLOR
    移除了 MINECRAFT:MAP_COLOR

    • Maps are no longer drawn as a tinted overlay, so there is nothing left for the color to apply to
    • 地图不再绘制为着色覆盖层,因此颜色没有可应用之处
    • Existing maps have the component stripped on load
    • 现有地图在加载时该组件会被
    • See the Resource Pack section for the matching removal of the minecraft:map_color tint source
    • 查看资源包部分以了解对应移除的 minecraft:map_color 着色来源


    TRIM MATERIALS
    盔甲纹饰材料

    The format of elements in the trim_material registry has been updated:
    更新了盔甲纹饰材料注册表内元素的格式:

    • asset_name has been replaced with palette - Palette Texture ID to be used for this material
    • asset_name 被替换为 palette - 用于此材质的调色板纹理 ID
    • override_armor_assets has been removed
    • 移除了 override_armor_assets
      • Overrides are now defined in the Resource Pack Equipment Asset
      • 覆盖项现在定义在资源包装备资产中
    • See the Resource Pack section for details about Palette Texture IDs
    • 有关调色板纹理ID的详细信息,请参阅资源包部分


    INSTRUMENTS
    乐器

    The format of elements in the instrument registry have been updated:
    更新了乐器注册表内元素的格式:

    • Added durability_damage field - optional non-negative integer, amount of durability to consume on each use
    • 加入了 durability_damage 字段 - 可选的非负整数,每次使用消耗的耐久度
    • Updated use_duration field - can now be 0 for no cooldown
    • 更新了 use_duration 字段 - 现在可以设为 0 以取消冷却时间


    ENTITY DATA
    实体数据

    • Added invulnerable_time tag which makes an entity temporarily invulnerable for a specific number of ticks
    • 加入了 invulnerable_time 标签,该标签使实体在特定数量的游戏刻内暂时无敌



    BLOCK ENTITY DATA
    方块实体数据


    CHANGED MINECRAFT:DECORATED_POT
    更改了 MINECRAFT:DECORATED_POT

    The sherds field no longer stores a list of 4 item IDs. Instead, the new format is an object with 4 optional item stack fields named:
    sherds 字段不再存储 4 个物品 ID 的列表。相反,新格式是一个具有 4 个可选物品堆叠字段的对象,这些字段名为:

    • back
    • back
    • left
    • left
    • right
    • right
    • front
    • front


    CHANGED MINECRAFT:SIGN AND MINECRAFT:HANGING_SIGN
    更改了 MINECRAFT:SIGNMINECRAFT:HANGING_SIGN

    • By default, commands and other click events contained in Sign text are no longer executed when the block is clicked
    • 默认情况下,点击告示牌时,不再执行其文本中包含的命令和其中的点击事件
      • Additionally, text components on newly placed Signs are no longer resolved by default
      • 另外,新放置的告示牌上的文本组件默认不再解析
      • A new boolean field called allow_op_features (defaults to false) has been added to restore previous behavior
      • 加入了一个名为 allow_op_features 的新布尔字段(默认为 false)以恢复之前的行为
      • Placed Signs and items with the minecraft:block_entity_data component containing Sign data stored in worlds saved before this version will have allow_op_features set to true
      • 在此版本之前保存的世界中,已放置的告示牌以及存储了告示牌数据的 minecraft:block_entity_data 组件的物品,其 allow_op_features 将被自动设置为 true
      • Any newly created Sign will need to have that field set explicitly
      • 任何新的告示牌都需要显式设置该字段
    • Changed the rules for opening the Sign edit screen after a block is placed:
    • 更改了放置方块后打开告示牌编辑界面的规则:
      • Previously, the screen would open unless minecraft:block_entity_data was applied successfully
      • 在之前编辑界面会打开,除非 minecraft:block_entity_data 被成功应用
      • Now, the screen will open only if it could be opened normally by clicking the block (i.e. it's not waxed and only has editable text on the front side)
      • 现在,只有在编辑界面可以通过正常点击方块打开时(即方块未涂蜡,且只有正面有可编辑文本),编辑才会打开
    • Signs will now accept and return the minecraft:sign_text_front, minecraft:sign_text_back, and minecraft:waxed components
    • 告示牌现在将接受并返回 minecraft:sign_text_frontminecraft:sign_text_backminecraft:waxed 组件


    CHANGED MINECRAFT:BREWING_STAND
    更改了 MINECRAFT:BREWING_STAND

    The following fields are now stored as integers rather than shorts:
    以下字段现在存储为整型而非短整型:

    • Changed the BrewTime field from a short to an integer, this is the amount of time that the current brewing process has taken so far
    • BrewTime 字段从短整型改为整型,表示当前酿造过程到目前为止所花费的时间
    • Changed the Fuel field from a byte to an integer, this is the amount of fuel remaining
    • Fuel 字段从字节改为整型,表示剩余燃料量

    The following new fields have been added:
    加入了以下新字段:

    • total_brew_time - integer, the total amount of time the current brewing process will take
    • total_brew_time - 整数,当前酿造过程中所需的总时间
    • total_fuel - integer, represents the amount of fuel that was added in the last refuel
    • total_fuel - 整数,表示上次添加燃料时添加的燃料量
    • speed_multiplier - float, used to speed up or slow down the next brewing process
    • speed_multiplier - 浮点数,用于加速或减缓下一次酿造过程


    CHANGED MINECRAFT:FURNACE, MINECRAFT:SMOKER, AND MINECRAFT:BLAST_FURNACE
    更改了MINECRAFT:FURNACEMINECRAFT:SMOKERMINECRAFT:BLAST_FURNACE

    The following fields are now stored as integers rather than shorts:
    以下字段现在存储为整型而非短整型:

    • Changed the cooking_time_spent field from a short to an integer, this is the amount of time that the current cooking process has taken so far
    • 更改了 cooking_time_spent 字段从短整型改为整型,表示当前烹饪过程到目前为止所花费的时间
    • Changed the cooking_total_time field from a short to an integer, this is the total amount of time the current cooking process will take
    • cooking_total_time 字段从短整型改为整型,表示当前烹饪过程中所需的总时间
    • Changed the lit_time_remaining field from a short to an integer, this is the amount of burn time remaining
    • lit_time_remaining 字段从短整型改为整型,表示剩余的燃烧时间
    • Changed the lit_total_time field from a short to an integer, this is the total amount of burn time that was added in the last refuel
    • lit_total_time 字段从短整型改为整型,表示上次添加燃料时新增的燃烧时间

    The following new fields have been added:
    加入了以下新字段:

    • speed_multiplier - float, used to speed up or slow down the next brewing process
    • speed_multiplier - 浮点数,用于加速或减慢下一次酿造过程


    ADVANCEMENTS
    进度


    VALIDATION
    验证

    • Visible root advancements (i.e. ones that have a display field, but no parent field) must always declare a background field in the display structure
    • 可见的根进度(即拥有 display 字段但没有 parent 字段的进度)必须始终在 display 结构中声明 background 字段
    • Only root advancements can have a background field in the display structure
    • 只有根进度可以在 display 结构中拥有 background 字段


    REWARDS
    奖励

    • The loot sub-field in the rewards field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
    • loot 子字段在 rewards 字段中现在接受一个内联值、一个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签ID


    TRIGGERS
    准则触发器

    • Multiple fields that accepted a list of loot conditions are now stricter:
    • 多个接受战利品条件列表的字段现在更加严格:
      • The previous functionality of a list of conditions being equivalent to a single minecraft:all_of condition has been removed
      • 将条件列表等同于单个 minecraft:all_of 条件的旧功能已被移除
      • Additionally, the type field is now mandatory (previously it defaulted to minecraft:entity_properties)
      • 此外,type 字段现在为必填项(此前默认值为 minecraft:entity_properties
    • Some fields that previously accepted only inline loot conditions now also accept a namespaced ID of a minecraft:predicate
    • 一些之前只接受内联战利品条件的字段现在也接受一个 minecraft:predicate 的命名空间 ID
    • The player field, available on all triggers except minecraft:impossible, now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • player 字段除 minecraft:impossible 之外在所有触发器上可用,现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
      • To avoid duplication, this field is not mentioned in entries below
      • 为避免重复,此字段在下方条目中不再提及



    CHANGED MINECRAFT:ANY_BLOCK_USE
    更改了 MINECRAFT:ANY_BLOCK_USE

    • The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:BEE_NEST_DESTROYED
    更改了 MINECRAFT:BEE_NEST_DESTROYED

    • The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
    • block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型的以 # 为前缀的标签 ID
    • Added field state that matches block state properties (same format as minecraft:enter_block)
    • 加入了字段 state 用于匹配方块状态(格式与 minecraft:enter_block 相同)


    CHANGED MINECRAFT:BRED_ANIMALS
    更改了 MINECRAFT:BRED_ANIMALS

    • The child, parent, and partner fields now accept an inline value or a namespaced ID of a minecraft:predicate type
    • childparentpartner 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:BREWED_POTION
    更改了 MINECRAFT:BREWED_POTION

    • The potion field now accepts a minecraft:potion_contents data component predicate
    • potion 字段现在接受一个 minecraft:potion_contents 数据组件谓词


    CHANGED MINECRAFT:CURED_ZOMBIE_VILLAGER
    更改了 MINECRAFT:CURED_ZOMBIE_VILLAGER

    • The villager and zombie fields now accept an inline value or a namespaced ID of a minecraft:predicate type
    • villagerzombie 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:DEFAULT_BLOCK_USE
    更改了 MINECRAFT:DEFAULT_BLOCK_USE

    • The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:EFFECTS_CHANGED
    更改了 MINECRAFT:EFFECTS_CHANGED

    • The source field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • source 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:ENTER_BLOCK
    更改了 MINECRAFT:ENTER_BLOCK

    • The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
    • block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型的以 # 为前缀的标签 ID


    CHANGED MINECRAFT:FALL_AFTER_EXPLOSION
    更改了 MINECRAFT:FALL_AFTER_EXPLOSION

    • The cause field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • cause 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:FISHING_ROD_HOOKED
    更改了 MINECRAFT:FISHING_ROD_HOOKED

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:PLACED_BLOCK
    更改了 MINECRAFT:PLACED_BLOCK

    • The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:ITEM_USED_ON_BLOCK
    更改了 MINECRAFT:ITEM_USED_ON_BLOCK

    • The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:ALLAY_DROP_ITEM_ON_BLOCK
    更改了 MINECRAFT:ALLAY_DROP_ITEM_ON_BLOCK

    • The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • location 字段现在接受一个内联值,或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:PLAYER_KILLED_ENTITY
    更改了 MINECRAFT:PLAYER_KILLED_ENTITY

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
    • The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
    • 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID


    CHANGED MINECRAFT:ENTITY_KILLED_PLAYER
    更改了 MINECRAFT:ENTITY_KILLED_PLAYER

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
    • The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
    • 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID


    CHANGED MINECRAFT:KILL_MOB_NEAR_SCULK_CATALYST
    更改了 MINECRAFT:KILL_MOB_NEAR_SCULK_CATALYST

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
    • The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
    • 现在 killing_blow.tags.id 字段接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签ID


    CHANGED MINECRAFT:LIGHTNING_STRIKE
    更改了 MINECRAFT:LIGHTNING_STRIKE

    • The bystander and lightning fields now accept an inline value or a namespaced ID of a minecraft:predicate type
    • bystanderlightning 字段现在接受内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:PLAYER_GENERATES_CONTAINER_LOOT
    更改了 MINECRAFT:PLAYER_GENERATES_CONTAINER_LOOT

    • The loot_table field has been renamed to loot_tables and now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
    • loot_table 字段重命名为 loot_tables,现在接受一个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签ID
      • If a tag or a list is used, the trigger will run when any listed loot table is generated
      • 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行



    CHANGED MINECRAFT:THROWN_ITEM_PICKED_UP_BY_PLAYER
    更改了 MINECRAFT:THROWN_ITEM_PICKED_UP_BY_PLAYER

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:THROWN_ITEM_PICKED_UP_BY_ENTITY
    更改了 MINECRAFT:THROWN_ITEM_PICKED_UP_BY_ENTITY

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:PLAYER_HURT_ENTITY
    更改了 MINECRAFT:PLAYER_HURT_ENTITY

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID
    • The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
    • damage.type.tags.id 现在接受一个命名空间ID、命名空间ID列表, 或 minecraft:damage_type 类型的以 # 为前缀的标签ID


    CHANGED MINECRAFT:ENTITY_HURT_PLAYER
    更改了 MINECRAFT:ENTITY_HURT_PLAYER

    • The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
    • damage.type.tags.id 现在接受一个命名空间ID、命名空间ID列表, 或 minecraft:damage_type 类型的以 # 为前缀的标签ID


    CHANGED MINECRAFT:PLAYER_INTERACTED_WITH_ENTITY
    更改了 MINECRAFT:PLAYER_INTERACTED_WITH_ENTITY

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:PLAYER_SHEARED_EQUIPMENT
    更改了 MINECRAFT:PLAYER_SHEARED_EQUIPMENT

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:CRAFTER_RECIPE_CRAFTED
    更改了 MINECRAFT:CRAFTER_RECIPE_CRAFTED

    • The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
    • recipe_id 字段重命名为 recipes,现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
      • If a tag or a list is used, the trigger will run when any listed recipe is used
      • 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行



    CHANGED MINECRAFT:RECIPE_CRAFTED
    更改了 MINECRAFT:RECIPE_CRAFTED

    • The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
    • recipe_id 字段重命名为 recipes,现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
      • If a tag or a list is used, the trigger will run when any listed recipe is used
      • 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行



    CHANGED MINECRAFT:RECIPE_UNLOCKED
    更改了 MINECRAFT:RECIPE_UNLOCKED

    • The recipe field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type
    • recipe 字段重命名为 recipes 现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:recipe 类型的以 # 为前缀的标签 ID
      • If a tag or a list is used, the trigger will run when any listed recipe is unlocked
      • 如果使用了标签或列表,则当使用任何列出的配方时,触发器将运行



    CHANGED MINECRAFT:SLIDE_DOWN_BLOCK
    更改了 MINECRAFT:SLIDE_DOWN_BLOCK 准则触发器

    • The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type
    • block 字段重命名为 blocks 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:block 类型标签 ID


    CHANGED MINECRAFT:SUMMONED_ENTITY
    更改了 MINECRAFT:SUMMONED_ENTITY

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:TAME_ANIMAL
    更改了 MINECRAFT:TAME_ANIMAL

    • The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • entity 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:TARGET_HIT
    更改了 MINECRAFT:TARGET_HIT

    • The projectile field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • projectile 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    CHANGED MINECRAFT:VILLAGER_TRADE
    更改了 MINECRAFT:VILLAGER_TRADE

    • The villager field now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • villager 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


    SLOT SOURCES
    槽位源

    • Slot sources can now be defined as files inside a Data Pack, within the slot_source folder
    • 槽位源现在可以在数据包内定义为文件,位于 slot_source 文件夹中
      • Can be used in commands which take slot sources as arguments
      • 可在接受槽位源作为命令参数的命令中使用
    • minecraft:contents is no longer restricted to only selecting non-empty slots
    • minecraft:contents 不再仅限于选择非空槽位


    CHANGED MINECRAFT:GROUP
    更改了 MINECRAFT:GROUP

    • The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type
    • terms 字段现在接受一个内联值、命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:slot_source 类型的以 # 为前缀的标签 ID
    • The inline format of minecraft:group (previously only a list of inline slot sources) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type
    • minecraft:group 的内联格式(之前仅为内联槽位来源的列表)现在还可以接受命名空间 ID 的列表、内联值的列表,或一个 minecraft:slot_source 类型的以 # 为前缀的标签 ID
      • This format is now consistently available for all fields of a slot source (but not for stand-alone files)
      • 该格式现在已能一致地用于槽位来源的所有字段(但不适用于独立文件)



    CHANGED MINECRAFT:FILTERED
    更改了 MINECRAFT:FILTERED

    • The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
    • slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID


    CHANGED MINECRAFT:CONTENTS
    更改了 MINECRAFT:CONTENTS

    • The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
    • slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID


    CHANGED MINECRAFT:LIMIT_SLOTS
    更改了 MINECRAFT:LIMIT_SLOTS

    • The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type
    • slot_source 字段现在接受一个内联值或 minecraft:slot_source 类型的命名空间 ID


    CHANGED MINECRAFT:SLOT_RANGE
    更改了 MINECRAFT:SLOT_RANGE

    • The source field has a new valid type container, which sources slots from a container or inventory provided through loot context
    • source 字段有一个新的有效类型 container,它从通过战利品上下文提供的容器或物品栏中获取槽位
    • The source field is now optional
    • source 现在是可选的
      • Defaults to the container source type when absent
      • 若该参数缺失,则默认使用 container



    LOOT TABLES
    战利品表

    • Added till/rooted_dirt loot table for drops when Rooted Dirt is tilled with a hoe
    • 加入了在使用锄刨去缠根泥土时till/rooted_dirt掉落物战利品表
    • Multiple block loot tables now reference predicates for checking if a tool has Silk Touch and is Shears instead of inlining a copy of those checks
    • 多个方块战利品表现在引用谓词来检查工具是否具有精准采集和剪刀的属性,而不是内联这些检查的副本
    • The rolls field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
    • rolls 字段现在接受内联值或一个 minecraft:context_int_provider 类型的命名空间 ID
    • The bonus_rolls field now accepts an inline value or a namespaced ID of a minecraft:context_float_provider type
    • The bonus_rolls 字段现在接受一个内联值或一个 minecraft:context_float_provider 类型的命名空间ID


    LOOT TABLE TYPES
    战利品表类型


    ADDED MINECRAFT:COMMAND_SLOT_SOURCE
    加入了 MINECRAFT:COMMAND_SLOT_SOURCE

    • Currently used to evaluate slot sources with the /item and /execute commands
    • 当前用于与 /item 和 /execute 命令一起检测槽位源
    • It takes the following parameters:
    • 它接受以下参数:
      • container, the container or inventory being evaluated
      • container, 目标容器或物品栏
      • origin, the position at which the command was executed
      • origin,执行命令时的位置
      • this_entity, the @s entity of the command being executed (optional)
      • this_entity,正在执行的命令的@s实体(可选)



    ADDED MINECRAFT:COMMAND_COMPUTE_DEFAULT
    加入了 MINECRAFT:COMMAND_COMPUTE_DEFAULT

    • Currently used for the /compute default command
    • 当前用于 /compute default 命令
    • It takes the following parameters:
    • 它接受以下参数:
      • origin, the position at which the command was executed
      • origin,执行命令时的位置
      • this entity, the @s entity of the command being executed (optional)
      • this 实体,正在执行的命令的 @s 实体(可选)



    ADDED MINECRAFT:COMMAND_COMPUTE_POSITION
    加入了 MINECRAFT:COMMAND_COMPUTE_POSITION

    • Currently used for the /compute block command
    • 目前用于 /compute block 命令
    • It takes the following parameters:
    • 它接受以下参数:
      • Everything included in minecraft:command_compute_default
      • minecraft:command_compute_default 中包含的所有内容
      • block_entity, the block entity of the block at the position given in a command
      • block_entity, 命令中给定位置的方块实体
      • block_state, the current state of the block at the position given in a command
      • block_state,命令中给定位置的方块状态



    ADDED MINECRAFT:COMMAND_COMPUTE_ENTITY
    加入了 MINECRAFT:COMMAND_COMPUTE_ENTITY

    • Currently used for the /compute entity command
    • 目前用于 /compute entity 命令
    • It takes the following parameters:
    • 它接受以下参数:
      • Everything included in minecraft:command_compute_default
      • minecraft:command_compute_default 中包含的所有内容
      • target_entity, the entity selected by the selector given in a command
      • target_entity,由命令中给定的选择器选中的实体



    ADDED MINECRAFT:CONTAINER_PROCESS
    加入了 MINECRAFT:CONTAINER_PROCESS

    • Currently used to evaluate cooking and brewing fuel values
    • 目前用于评估烹饪和酿造的燃料
    • It takes the following parameters:
    • 它接受以下参数:
      • container, the container or inventory being evaluated
      • container, 目标容器或物品栏
      • block_entity, the block entity being fueled
      • block_entity,正在被添加燃料的方块实体
      • block_state, the current state of the block being fueled
      • block_state, 被用作燃料的方块的当前状态
      • origin, the location of the block being fueled
      • origin, 被添加燃料的方块的位置



    CHANGED MINECRAFT:ADVANCEMENT_LOCATION
    更改了 MINECRAFT:ADVANCEMENT_LOCATION

    • Block entities are now available in context and can be matched by conditions like minecraft:match_block
    • 方块实体现在可在上下文中使用,并可通过诸如 minecraft:match_block 之类的条件进行匹配


    CHANGED MINECRAFT:BLOCK_INTERACT
    更改了 MINECRAFT:BLOCK_INTERACT

    • origin is now available in context, as the center of the block being interacted with
    • origin 现在可以在上下文中使用,作为被交互方块的中心


    LOOT POOL ENTRIES
    战利品池条目

    • The conditions field in loot pool entries has been renamed to condition and now accepts an inline value or a namespaced ID of a minecraft:predicate type
    • 战利品池条目中的 conditions 字段重命名为 condition,现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID。
    • The functions field in loot pool entries has been renamed to modifier and now accepts an inline value (including a list as a short form of minecraft:sequence) or a namespaced ID of a minecraft:item_modifier type
    • 战利品池条目中的 functions 字段重命名为 modifier,并且现在接受内联值(包括作为 minecraft:sequence 简写形式的列表)或 minecraft:item_modifier 类型的命名空间ID
      • This field is now present on all loot entries, including previously omitted minecraft:alternatives, minecraft:sequence, and minecraft:group
      • 该字段现在出现在所有战利品条目上,包括之前省略的 minecraft:alternativesminecraft:sequence 以及 minecraft:group



    CHANGED MINECRAFT:TAG
    更改了 MINECRAFT:TAG

    • The name field has been renamed to items and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:item type
    • name 字段重命名为 items 现在接受一个命名空间 ID、命名空间 ID 列表、或 minecraft:item 类型的以 # 为前缀的标签 ID


    CHANGED MINECRAFT:LOOT_TABLE
    更改了 MINECRAFT:LOOT_TABLE

    • The value field now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type
    • value 字段现在接受一个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:loot_table 类型的以 # 为前缀的标签 ID
    • Added expand field, working the same as in the minecraft:tag pool entry:
    • 加入了 expand 字段,其作用与 minecraft:tag 池条目中的相同:
      • if true, each entry inside the tag will be added to the outer pool, with weights equal to the weight of this entry
      • 如果 true,则该标签内的每个条目都会被添加到外部池中,其权重等于该条目的权重
      • if false, this pool entry will operate as a single entry in the outer pool
      • 如果为 false,此池条目将作为外部池中的单个条目运行
        • If this entry gets selected, it will return all items from all referenced loot tables
        • 如果此条目被选中,它将返回所有引用的战利品表中的所有物品




    LOOT FUNCTIONS
    战利品函数

    • The conditions field is now available in all loot functions and has been renamed to condition
    • conditions 字段现在可用于所有战利品函数,并重命名为 condition
      • It now also accepts an inline value or a namespaced ID, but no longer an inline list of conditions
      • 它现在也接受内联值或命名空间ID,但不再接受内联条件列表
      • The functionality of the old condition list format can be achieved by explicitly using the minecraft:all_of loot condition type
      • 旧条件列表格式的功能可以通过显式使用 minecraft:all_of 战利品条件类型来实现
    • The function field (describing the function type) has been renamed to type
    • function 字段(描述函数类型)重命名为 type


    CHANGED MINECRAFT:SEQUENCE
    更改了 MINECRAFT:SEQUENCE

    • The functions field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
    • functions 字段现在接受一个内联值、命名空间ID、命名空间ID列表、内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID
    • Added an optional condition field which accepts an inline value or a namespaced ID of a minecraft:predicate type
    • 加入了一个可选的condition字段,该字段接受内联值或minecraft:predicate类型的命名空间ID
    • The inline format of minecraft:sequence (previously only a list of inline functions) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
    • minecraft:sequence 的内联格式(之前仅支持内联函数列表)现在还可以接受命名空间ID列表、内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID
      • This format is now consistently available for all fields of a loot function type (but not for stand-alone files), which means that every such field can accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type
      • 该格式现在已统一可用于战利品函数类型的所有字段(但不适用于独立文件),这意味着每个此类字段都可以接受一个内联值、一个命名空间 ID、一个命名空间 ID 列表、一个内联值列表,或 minecraft:item_modifier 类型的以 # 为前缀的标签 ID



    CHANGED MINECRAFT:MODIFY_CONTENTS
    更改了 MINECRAFT:MODIFY_CONTENTS

    • The modifier field now accepts an inline value or a namespaced ID of a minecraft:item_modifier type
    • modifier 字段现在接受一个内联值或 minecraft:item_modifier 类型的命名空间 ID


    CHANGED MINECRAFT:SET_ATTRIBUTES
    更改了 MINECRAFT:SET_ATTRIBUTES

    • Number providers in the amount sub-fields of the modifiers list now accept an inline value or a namespaced ID of a minecraft:context_float_provider type
    • modifiers 列表中 amount 子字段内的数值提供器,现在接受一个内联值或 minecraft:context_float_provider 类型的命名空间 ID

      CHANGED MINECRAFT:ENCHANTED_COUNT_INCREASE
      Changed MINECRAFT:ENCHANTED_COUNT_INCREASE

      • The count field now accepts an inline value or a namespaced ID of a minecraft:context_float_provider type
      • count 字段现在接受一个内联值或 minecraft:context_float_provider 类型的命名空间 ID


      CHANGED MINECRAFT:ENCHANT_WITH_LEVELS
      更改了 MINECRAFT:ENCHANT_WITH_LEVELS

      • The levels field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
      • levels 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_CUSTOM_MODEL_DATA
      更改了 MINECRAFT:SET_CUSTOM_MODEL_DATA

      • Elements in the floats list can now be an inline value or a namespaced ID of a minecraft:context_float_provider type
      • floats 列表中的元素现在接受一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
      • Elements in the colors list can now be an inline value or a namespaced ID of a minecraft:context_int_provider type
      • colors 列表中的元素现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_ENCHANTMENTS
      更改了 MINECRAFT:SET_ENCHANTMENTS

      • Values in the enchantments map can now be an inline value or a namespaced ID of a minecraft:context_int_provider type
      • enchantments 映射中的值现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_COUNT
      更改了 MINECRAFT:SET_COUNT

      • The count field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
      • count 字段现现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:LIMIT_COUNT
      更改了 MINECRAFT:LIMIT_COUNT

      • The min and max fields inside the limit structure now accept an inline value or a namespaced ID of a minecraft:context_int_provider type
      • limit 结构中,minmax 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
      • The limit field no longer accepts a single number
      • limit 字段不再接受单个数字


      CHANGED MINECRAFT:SET_DAMAGE
      更改了 MINECRAFT:SET_DAMAGE

      • The damage field now accepts an inline value or a namespaced ID of a minecraft:context_float_provider type
      • damage 字段现在接受一个内联值或 minecraft:context_float_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_OMINOUS_BOTTLE_AMPLIFIER
      更改了 MINECRAFT:SET_OMINOUS_BOTTLE_AMPLIFIER

      • The amplifier field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
      • amplifier 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_RANDOM_DYES
      更改了 MINECRAFT:SET_RANDOM_DYES

      • The number_of_dyes field now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
      • number_of_dyes 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_STEW_EFFECT
      更改 MINECRAFT:SET_STEW_EFFECT

      • The duration field in the elements of the effects list now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type
      • effects 列表的元素中的 duration 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID


      CHANGED MINECRAFT:SET_LOOT_TABLE
      更改了 MINECRAFT:SET_LOOT_TABLE

      • Removed unused field type
      • 移除了未使用的 type 字段
      • The name field has been renamed to loot_table_id
      • name 字段重命名为 loot_table_id


      CHANGED MINECRAFT:EXPLORATION_MAP
      更改了 MINECRAFT:EXPLORATION_MAP

      • The destination field is no longer optional and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:structure type
      • The destination 字段不再为可选字段,现在接受一个命名空间 ID、命名空间 ID 列表,或 minecraft:structure 类型的以 # 为前缀的标签 ID
      • The map_color field has been removed
      • 移除了map_color
      • The function no longer changes the type of the item it is applied to - it now only adds map data to the existing item
      • 该函数不再改变其应用到的物品的类型 - 它现在只向现有物品添加地图数据
        • Previously it required a minecraft:map and produced a minecraft:filled_map
        • 之前它需要一个 minecraft:map 并生成一个 minecraft:filled_map
        • The item to produce is now chosen by the loot entry or villager trade itself, so a data pack that produced exploration maps has to change its item from minecraft:map to minecraft:filled_map (or one of the explorer map items)
        • 要生成的物品现在由战利品表或村民交易本身选择,因此,生成探险家地图的数据包必须将其物品从 minecraft:map 改为 minecraft:filled_map(或某个探险家地图物品)
        • If no matching structure is found, the item is left without a minecraft:map_id - use minecraft:filtered with minecraft:discard_item to drop those, as the vanilla loot tables and villager trades now do
        • 如果没有找到匹配的结构,物品不会带有 minecraft:map_id - 使用 minecraft:filteredminecraft:discard_item 来丢弃这些物品,正如原版战利品表和村民交易现在所做的那样



      REMOVED MINECRAFT:REFERENCE
      移除了 MINECRAFT:REFERENCE

      • This function has become obsolete, as any field that takes a function now accepts (among other things) a namespaced ID to other functions
      • 此函数已过时,因为任何接受函数的字段现在(除其他外)都接受指向其他函数的命名空间ID


      PREDICATES
      谓词

      • The condition field (describing the predicate type) has been renamed to type
      • condition 字段(描述谓词类型)已重命名为 type


      CHANGED MINECRAFT:ALL_OF
      更改了 MINECRAFT:ALL_OF

      • The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:predicate type
      • terms 字段现在接受一个内联值、命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:predicate 类型的以 # 为前缀的标签 ID
      • Note: values of this type can no longer be shortened to a single list, a full object with the type minecraft:all_of needs to be used explicitly
      • 注意:此类型的值不再能简化为单个列表,必须显式使用带有类型 minecraft:all_of 的完整对象


      CHANGED MINECRAFT:ANY_OF
      更改了 MINECRAFT:ANY_OF

      • The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:predicate type
      • terms 字段现在接受一个内联值、命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:predicate 类型的以 # 为前缀的标签 ID


      CHANGED MINECRAFT:INVERTED
      更改了 MINECRAFT:INVERTED

      • The term field now accepts an inline value or a namespaced ID of a minecraft:predicate type
      • term 字段现在接受一个内联值或 minecraft:predicate 类型的命名空间 ID


      CHANGED MINECRAFT:RANDOM_CHANCE
      更改了 MINECRAFT:RANDOM_CHANCE

      • The chance field now accepts an inline value or a namespaced ID of a minecraft:context_float_provider type
      • chance 字段现在接受内联值,或 minecraft:context_float_provider 类型的命名空间 ID


      REMOVED MINECRAFT:VALUE_CHECK
      移除了 MINECRAFT:VALUE_CHECK

      • This condition has been split into integer and float variants
      • 此条件已拆分为整数和浮点变体


      ADDED MINECRAFT:INT_VALUE_CHECK
      加入了 MINECRAFT:INT_VALUE_CHECK

      • Checks a value against some range
      • 检查数值是否在某个范围内

      Fields:
    • 字段:

      • value - an inline value or a namespaced ID of a minecraft:context_int_provider type
      • value - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
      • test - one of:
      • test - 以下之一:
        • an inline value (including a single integer) or a namespaced ID of a minecraft:context_int_provider type
        • 一个内联值(包括单个整数)或 minecraft:context_int_provider 类型的命名空间 ID
          • Will test if the result of value is equal to the provided test value
          • 测试 value 的结果是否等于提供的 test
        • an object with fields:
        • 一个包含字段的对象:
          • min - an optional inline value (including a single integer) or a namespaced ID of a minecraft:context_int_provider type
          • min - 一个可选的内联值(包括单个整数)或 minecraft:context_int_provider 类型的命名空间 ID
          • max - an optional inline value (including a single integer) or a namespaced ID of a minecraft:context_int_provider type
          • max - 一个可选的内联值(包括单个整数)或 minecraft:context_int_provider 类型的命名空间ID
          • Will test if the result of value is between min and max (inclusive)
          • 将检查 value 的结果是否在 minmax 之间(包含)




      ADDED MINECRAFT:FLOAT_VALUE_CHECK
      加入了 MINECRAFT:FLOAT_VALUE_CHECK

      • Checks value against some range
      • 检查数值是否在某个范围内

      Fields:
    • 字段:

      • value - an inline value or a namespaced ID of a minecraft:context_float_provider type
      • value - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
      • test - one of:
      • test - 以下之一:
        • an inline value (including a single float) or a namespaced ID of a minecraft:context_float_provider type
        • 一个内联值(包括单个浮点数)或 minecraft:context_float_provider 类型的命名空间ID
          • Will test if the result of value is equal to the provided test value
          • 将检查 value 的结果是否等于所提供的 test
        • an object with fields:
        • 一个包含字段的对象:
          • min - an optional inline value (including a single float) or a namespaced ID of a minecraft:context_float_provider type
          • min - 可选的内联值(包括单个浮点数)或 minecraft:context_float_provider 类型的命名空间ID
          • max - an optional inline value (including a single float) or a namespaced ID of a minecraft:context_float_provider type
          • max - 可选的内联值(包括单个浮点数)或 minecraft:context_float_provider 类型的命名空间 ID
          • Will test if the result of value is between min and max (inclusive)
          • 将检查 value 的结果是否在 minmax 之间(包含)




      CHANGED MINECRAFT:TIME_CHECK
      更改了 MINECRAFT:TIME_CHECK

      • The min and max fields inside the value structure now accept an inline value or a namespaced ID of a minecraft:context_int_provider type
      • 现在 value 结构中的 minmax 字段可以接受内联值或 minecraft:context_int_provider 类型的带命名空间ID
      • The value field itself now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type (previously only integers were allowed)
      • value 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID(以前只允许整数)


      CHANGED MINECRAFT:ENTITY_SCORES
      更改了 MINECRAFT:ENTITY_SCORES

      • The min and max fields inside the values of the scores map now accept an inline value or a namespaced ID of a minecraft:context_int_provider type
      • minmax 字段(位于 scores 映射的值中)现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
      • The scores field itself now accepts an inline value or a namespaced ID of a minecraft:context_int_provider type (previously only integers were allowed)
      • scores 字段现在接受一个内联值或 minecraft:context_int_provider 类型的命名空间 ID(之前只允许整数)


      CHANGED MINECRAFT:DAMAGE_SOURCE_PROPERTIES
      更改了 MINECRAFT:DAMAGE_SOURCE_PROPERTIES

      • The predicate.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type
      • predicate.tags.id 字段现在接受一个命名空间ID、命名空间ID列表,或 minecraft:damage_type 类型的以 # 为前缀的标签 ID


      REMOVED MINECRAFT:REFERENCE
      移除了 MINECRAFT:REFERENCE

      • This condition has become obsolete, as any field that takes a loot condition now accepts (among other things) a namespaced ID to other conditions
      • 此条件已过时,因为任何接受战利品条件的字段现在都(除其他内容外)接受指向其他条件的命名空间ID


      ADDED VANILLA PREDICATES
      加入了 VANILLA 谓词

      New entries added to the previously empty minecraft:predicate:
      向之前为空的 minecraft:predicate 加入了新条目:

      • minecraft:tool/can_silk_touch
      • minecraft:tool/can_silk_touch
      • minecraft:tool/can_shear
      • minecraft:tool/can_shear
      • minecraft:block/fast_cooking
      • minecraft:block/fast_cooking


      ADDED MINECRAFT:MATCH_BLOCK CONDITION TYPE
      加入了 MINECRAFT:MATCH_BLOCK 谓词

      Matches block state and optionally block entity data and components (if present)
      匹配方块状态,以及可选的方块实体数据和组件(如果存在)

      Fields (same as the elements of the minecraft:can_place_on component):
      字段(与 minecraft:can_place_on 组件的元素相同):

      • blocks - optional block id, list of namespaced block IDs, or hash-prefixed block tag to match
      • blocks - 可选方块ID、命名空间方块ID列表或以 # 为前缀的方块标签以匹配
      • state - optional map of block state property keys to values to match
      • state - 可选的方块状态属性键到要匹配的值的映射
      • nbt - optional block entity NBT to match
      • nbt - 可选的方块实体 NBT 用于匹配
        • The match will fail if this field is present but no block entity is available in the context
        • 如果此字段存在,但上下文中没有可用的方块实体,则匹配将失败
      • components - optional map of exact components to match
      • components - 可选的要完全匹配的组件的映射
        • The match will fail if this field is present but no block entity is available in the context
        • 如果存在此字段但上下文中没有可用的方块实体,则匹配将失败
      • predicates - optional map of component predicates to match
      • predicates - 可选组件谓词映射,用于匹配
        • The match will fail if this field is present but no block entity is available in the context
        • 如果此字段存在,但上下文中没有可用的方块实体,则匹配将失败



      REMOVED MINECRAFT:BLOCK_STATE_PROPERTY CONDITION TYPE
      移除了 MINECRAFT:BLOCK_STATE_PROPERTY 条件类型

      • This has been fully replaced by minecraft:match_block
      • 已完全替换为 minecraft:match_block


      POTION PREDICATES
      药水谓词

      The minecraft:potion_contents Data Component Predicate has been changed to allow matching on specific potion effects.
      更改了minecraft:potion_contents数据组件谓词,以允许匹配特定的药水效果。

      The previous predicate format used a list of potion types, the new format allows for more refined matching.
      之前的谓词格式使用了一个药水类型列表,新格式允许更精细的匹配。

      The following fields can be used in any combination, all are optional:
      以下字段可以任意组合使用,所有字段都是可选的:

      • potions - a list of potion types or a potion tag to match
      • potions - 药水效果ID列表或用于匹配的药水效果标签
      • effects - a Collection Predicate of mob_effects predicates to match
      • effects - 用于匹配的mob_effects谓词列表
        • The Collection Predicate format is as follows:
        • 集合谓词格式如下:
          • contains - a list of mob_effects predicates to match
          • contains - 用于匹配的mob_effects谓词列表
          • count - a list of options for matching a specific number of mob effect predicates, which follow the same format as the minecraft:effects entity sub-predicate
          • count - 一个选项列表,用于匹配特定数量的生物效果谓词,其格式与 minecraft:effects 实体子谓词相同
            • test - the mob_effects predicate to match
            • test - 用于匹配的mob_effects谓词列表
            • count - the number of matches required, or with min and max will match a range of counts
            • count - 所需匹配的数量,或与minmax一起使用将匹配一个大小范围
          • size - require the mob effects list to have a specific size, or with min and max will match a range of sizes
          • size - 要求状态效果列表具有特定大小,或与minmax一起使用将匹配一个大小范围



      The mob_effects predicate format is a mapping of effect types to properties of that effect. All fields are optional, only the provided fields will be used for matching:
      mob_effects 谓词格式是效果类型到该效果属性的映射。所有字段均为可选,只有提供的字段将用于匹配:

      1.     {
      2.         "minecraft: <effect type>": {
      3.           "duration": <integer bounds representing a duration in ticks>,
      4.           "amplifier": <integer bounds>,
      5.           "ambient: true/false,
      6. "visible": true/false
      7.         }
      8.     )

      复制代码
      Here is an example of matching on several different effects and criteria:
      以下是一条同时匹配多种药水效果与判定条件的示例:

      1.       "effects": {
      2.         "minecraft:jump_boost": {
      3.           "duration": 3600,
      4.           "amplifier": 5,
      5.           "ambient: true,
      6. "visible": true
      7.         },
      8.         "minecraft:speed": {
      9.           "duration": {
      10.             "min": 360,
      11.             "max": "3600
      12.           },
      13.           "amplifier: {
      14.             "min": 2
      15.           }
      16.         },
      17.         "minecraft:resistance": {}
      18.       }
      复制代码
      All criteria are optional.
      所有条件均为可选。


      NUMBER PROVIDERS
      数值提供器

      • The minecraft:number_provider type has been split into two separate types: minecraft:context_int_provider (integer number providers) and minecraft:context_float_provider (float number providers)
      • minecraft:number_provider 类型已被拆分为两个独立的类型:minecraft:context_int_provider(整数数值提供器)和 minecraft:context_float_provider(浮点数数值提供器)
      • Note: those new types should not be confused with the already existing minecraft:int_provider_type and minecraft:float_provider_type, which are context-free providers, used mostly for world generation
      • 注意:这些新类型不应与已存在的 minecraft:int_provider_typeminecraft:float_provider_type 混淆,它们是上下文无关的提供器,主要用于世界生成


      INTEGER NUMBER PROVIDERS
      整数数值提供器

      • Added the minecraft:context_int_provider registry
      • 加入了 minecraft:context_int_provider 注册表
      • All calculations are performed using 32-bit integers
      • 所有计算均使用 32 位整数进行
      • The result of calculations that provide invalid values (like division by zero) is undefined
      • 产生无效值的计算(如除以零)的结果是未定义的
      • Fields:
      • 字段:
        • type - a namespaced ID from minecraft:context_int_provider_type registry
        • type - 来自 minecraft:context_int_provider_type 注册表的命名空间 ID
        • <type-specific fields>
        • <type-specific fields>



      ADDED VANILLA INTEGER NUMBER PROVIDERS
      加入了 VANILLA 整数数值提供器

      • minecraft:compostable/low
      • minecraft:compostable/low
        • returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 30% chance of returning 1
        • 如果minecraft:block_state上下文参数是一个空的堆肥桶,则返回1,否则有30%的概率返回1
      • minecraft:compostable/low_medium
      • minecraft:compostable/low_medium
        • returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 50% chance of returning 1
        • 如果minecraft:block_state上下文参数是一个空的堆肥桶,则返回1,否则有50%的概率返回1
      • minecraft:compostable/medium
      • minecraft:compostable/medium
        • returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 65% chance of returning 1
        • 如果minecraft:block_state上下文参数是一个空的堆肥桶,则返回1,否则有65%的概率返回1
      • minecraft:compostable/medium_high
      • minecraft:compostable/medium_high
        • returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has an 85% chance of returning 1
        • 如果 minecraft:block_state上下文参数是一个空的堆肥桶,则返回1,否则有85%的概率返回1
      • minecraft:compostable/always_add_one
      • minecraft:compostable/always_add_one
        • always returns 1
        • 始终返回 1
      • minecraft:cooking/time_bamboo
      • minecraft:cooking/time_bamboo
        • Returns the burn time in ticks for Bamboo and Scaffolding
        • 返回竹子和脚手架的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_blaze_rod
      • minecraft:cooking/time_blaze_rod
        • Returns the burn time in ticks for Blaze Rods
        • 返回烈焰棒的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_boats
      • minecraft:cooking/time_boats
        • Returns the burn time in ticks for Boats
        • 返回船的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_coal
      • minecraft:cooking/time_coal
        • Returns the burn time in ticks for Coal
        • 返回煤炭的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_coal_block
      • minecraft:cooking/time_coal_block
        • Returns the burn time in ticks for Coal Blocks
        • 返回煤炭块的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_dried_kelp_block
      • minecraft:cooking/time_dried_kelp_block
        • Returns the burn time in ticks for Dried Kelp Blocks
        • 返回干海带块的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_dry_plants
      • minecraft:cooking/time_dry_plants
        • Returns the burn time in ticks for various dry plants
        • 返回各种干植物的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_hanging_signs
      • minecraft:cooking/time_hanging_signs
        • Returns the burn time in ticks for Hanging Signs
        • 返回悬挂式告示牌的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_lava_bucket
      • minecraft:cooking/time_lava_bucket
        • Returns the burn time in ticks for Lava Buckets
        • 返回岩浆桶的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_roots
      • minecraft:cooking/time_roots
        • Returns the burn time in ticks for Mangrove Roots
        • 返回红灌木的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wood_blocks
      • minecraft:cooking/time_wood_blocks
        • Returns the burn time in ticks for wood blocks
        • 返回木质方块的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wood_items_extra_small
      • minecraft:cooking/time_wood_items_extra_small
        • Returns the burn time in ticks for very small wood items such as Buttons
        • 返回小型的木质物品(如按钮)的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wood_items_large
      • minecraft:cooking/time_wood_items_large
        • Returns the burn time in ticks for large wood items such as Doors
        • 返回大型木质物品(如门)的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wood_items_small
      • minecraft:cooking/time_wood_items_small
        • Returns the burn time in ticks for small wood items such as Bows
        • 返回小型木质物品(如弓)的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wood_slabs
      • minecraft:cooking/time_wood_slabs
        • Returns the burn time in ticks for wood slabs
        • 返回木质台阶的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wool
      • minecraft:cooking/time_wool
        • Returns the burn time in ticks for most Wool blocks
        • 返回大多数羊毛方块的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wool_carpets
      • minecraft:cooking/time_wool_carpets
        • Returns the burn time in ticks for Wool Carpets
        • 返回羊毛地毯的燃烧时间,以游戏刻为单位
      • minecraft:cooking/time_wool_slabs
      • minecraft:cooking/time_wool_slabs
        • Returns the burn time in ticks for Wool Slabs and Cushions
        • 返回羊毛台阶和坐垫的燃烧时间,以游戏刻为单位
      • minecraft:cooking/normal_burn_time_reduction_factor
      • minecraft:cooking/normal_burn_time_reduction_factor
        • Returns the burn time reduction factor for cooking fuel when used in a normal furnace
        • 返回燃料在普通熔炉中使用时的燃烧时间减少系数
      • minecraft:cooking/fast_burn_time_reduction_factor
      • minecraft:cooking/fast_burn_time_reduction_factor
        • Returns the burn time reduction factor for cooking fuel when used in a block matching the block/fast_cooking predicate
        • 返回燃料在用于匹配 block/fast_cooking 谓词的方块时的燃烧时间减少因子
      • minecraft:brewing/uses_default
      • minecraft:brewing/uses_default
        • Returns the default number of brews provided by brewing fuel
        • 返回酿造燃料提供的默认次数



      ADDED MINECRAFT:ABS
      加入了 MINECRAFT:ABS

      • Returns the absolute value of input
      • 返回 input 的绝对值
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • input - 一个内联值或 minecraft:context_int_provider 类型的命名空间ID



      ADDED MINECRAFT:AVG
      加入了 MINECRAFT:AVG

      • Evaluates multiple integer providers and returns the arithmetic mean of all results
      • 评估多个整数提供器并返回所有结果的算术平均值
      • Division rounds towards 0
      • 除法向 0 取整
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_int_provider type
        • inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_int_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:BINOMIAL
      加入了 MINECRAFT:BINOMIAL

      • Makes n random coin flips with the probability of succeeding equal to p, then returns the number of successes
      • 进行n次随机抛硬币,成功概率等于p,然后返回成功的次数
      • Fields:
      • 字段:
        • n - the number of coin flips, an inline value or a namespaced ID of a minecraft:context_int_provider type
        • n - 抛硬币的次数,一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • p - the probability of a single coin flip succeeding ([0.0, 1.0]), an inline value, or a namespaced ID of a minecraft:context_float_provider type
        • p - 单次硬币投掷成功的概率([0.0, 1.0]),一个内联值,或minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:CONDITIONAL
      加入了 MINECRAFT:CONDITIONAL

      • Returns the value from on_true if its condition is fulfilled or on_false if not
      • 如果条件满足,则返回 on_true 的值,否则返回 on_false
      • Fields:
      • 字段:
        • condition - an inline value or a namespaced ID of a minecraft:predicate type
        • condition - 一个内联值或 minecraft:predicate 类型的命名空间ID
        • on_true - an inline value or a namespaced ID of a minecraft:context_int_provider type which is executed if its condition is fulfilled
        • on_true - 一个内联值,或 minecraft:context_int_provider 类型的命名空间 ID,该类型在其条件满足时执行
        • on_false - an optional inline value or a namespaced ID of a minecraft:context_int_provider type
        • on_false - 一个可选的内联值,或 minecraft:context_int_provider 类型的命名空间 ID
          • Defaults to a constant 0 if omitted
          • 如果省略,则默认为常量0




      ADDED MINECRAFT:CONSTANT
      加入了 MINECRAFT:CONSTANT

      • Returns a constant value
      • 返回一个常量值
      • Fields:
      • 字段:
        • value - an integer
        • value - 一个整数
      • Can also be written inline as a plain number (foo: 1 is equivalent to foo: {type:"minecraft:constant",value:1})
      • 也可以内联写为普通数字(foo: 1 等价于 foo: {type:"minecraft:constant",value:1}


      ADDED MINECRAFT:SUB
      加入了 MINECRAFT:SUB

      • Returns left minus right
      • 返回 left 减去 right
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • left - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • right - 一个内联值,或 minecraft:context_int_provider 类型的命名空间 ID



      ADDED MINECRAFT:FROM_FLOAT
      加入了 MINECRAFT:FROM_FLOAT

      • Evaluates a float provider and converts it to an integer value
      • 对浮点数提供器求值并将其转换为整数值
      • Noninteger values will be truncated (i.e. rounded towards zero)
      • 非整数值将被截断(即向零舍入)
      • Values that don't fit inside a 32-bit integer (including NaN) are treated as errors and will cancel the calculation
      • 无法计入 32 位整数的值(包括NaN)会被视为错误,计算将被取消
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:MAX
      加入了 MINECRAFT:MAX

      • Evaluates multiple integer providers and returns the largest of all results
      • 计算多个整数提供器并返回所有结果中的最大值
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_int_provider type
        • inputs - 一个内联值、单个命名空间 ID、命名空间 ID 的列表、内联值的列表,或minecraft:context_int_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:MIN
      加入了 MINECRAFT:MIN

      • Evaluates multiple integer providers and returns the smallest of all results
      • 计算多个整数提供器并返回所有结果中的最大值
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_int_provider type
        • inputs - 一个内联值、单个命名空间 ID、一个命名空间 ID 列表、一个内联值列表,或 minecraft:context_int_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 需要至少一个值




      ADDED MINECRAFT:MOD
      加入了 MINECRAFT:MOD

      • Returns the modulus of left by right
      • 返回 leftright 取模的结果
      • Uses truncated integer division (rounds towards zero)
      • 使用截断整数除法(向零舍入)
      • Division by zero is treated as an error and will cancel the calculation
      • 除以零会被视为错误,计算将被取消
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • left - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • right - 一个内联值或 minecraft:context_int_provider 类型的命名空间ID



      ADDED MINECRAFT:FLOOR_MOD
      加入了 MINECRAFT:FLOOR_MOD

      • Returns the modulus of left by right
      • 返回 left 除以 right 的余数
      • Uses floored integer division (rounds towards negative infinity)
      • 使用向下取整的整数除法(向负无穷方向舍入)
      • Division by zero is treated as an error and will cancel the calculation
      • 除以零会被视为错误,计算将被取消
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • left - 一个内联值或 minecraft:context_int_provider类型的命名空间ID
        • right - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • right - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID



      ADDED MINECRAFT:ENVIRONMENT_ATTRIBUTE
      加入了 MINECRAFT:ENVIRONMENT_ATTRIBUTE

      • Fetches and provides the value of an Environment Attribute (minecraft:environment_attribute)
      • 获取并提供环境属性的值(minecraft:environment_attribute
      • Fields
      • 字段
        • attribute - the Environment Attribute ID to fetch (must be representable as an int)
        • attribute - 要获取的环境属性 ID(必须可表示为整数)



      ADDED MINECRAFT:NEGATE
      加入了 MINECRAFT:NEGATE

      • Returns the negation of input
      • 返回 input 的相反数
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • input - minecraft:context_int_provider 类型的内联值或命名空间 ID



      ADDED MINECRAFT:NUMBER_DISPATCHER
      加入了 MINECRAFT:NUMBER_DISPATCHER

      • Returns the first case which fulfills its condition or the default if none do
      • 返回第一个满足其条件的情况,如果没有则返回 default
      • Fields:
      • 字段:
        • cases - a list of cases in the order that the dispatcher will try to execute them
        • cases - 一个案例列表,按调度器尝试执行它们的顺序排列
          • Fields:
          • 字段:
            • condition - an inline value or a namespaced ID of a minecraft:predicate type
            • condition - 一个内联值或 minecraft:predicate 类型的命名空间ID
            • value - an inline value or a namespaced ID of a minecraft:context_int_provider type which is executed if the condition is fulfilled
            • value - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID,如果条件满足则执行

        • default - an optional inline value or a namespaced ID of a minecraft:context_int_provider type
        • default - 一个可选的内联值,或 minecraft:context_int_provider 类型的命名空间 ID
          • Defaults to a constant 0 if omitted
          • 如果省略,则默认为常量0




      ADDED MINECRAFT:POW
      加入了 MINECRAFT:POW

      • Returns base to the power of exponent
      • 返回 baseexponent 次幂
      • If the exponent is negative, the calculation will be canceled
      • 如果指数为负,计算将被取消
      • If both the base and the exponent are zero, the calculation will be canceled
      • 如果底数和指数都为零,计算将被取消
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • base - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • base - 一个内联值或 minecraft:context_int_provider 类型的命名空间ID
        • exponent - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • exponent - 一个内联值或 minecraft:context_int_provider 类型的命名空间ID



      ADDED MINECRAFT:MUL
      加入了 MINECRAFT:MUL

      • Evaluates multiple integer providers and returns the product of all results
      • 计算多个整数提供器并返回所有结果的乘积
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_int_provider type
        • inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_int_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:DIV
      加入了 MINECRAFT:DIV

      • Returns left divided by right
      • 返回 left 除以 right
      • Uses truncated integer division (rounds towards zero)
      • 使用截断整数除法(向零舍入)
      • Division by zero is treated as an error and will cancel the calculation
      • 除以零会被视为错误,计算将被取消
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • left - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • right - 一个内联值或 minecraft:context_int_provider 类型的命名空间ID



      ADDED MINECRAFT:FLOOR_DIV
      加入了 MINECRAFT:FLOOR_DIV

      • Returns left divided by right
      • 返回 left 除以 right
      • Uses floored integer division (rounds towards negative infinity)
      • 使用向下取整的整数除法(向负无穷方向取整)
      • Division by zero is treated as an error and will cancel the calculation
      • 除以零会被视为错误,计算将被取消
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • left - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • right - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID



      ADDED MINECRAFT:SCORE
      加入了 MINECRAFT:SCORE

      • Returns a score of the selected target
      • 返回所选目标的分数
      • If the score is not present, the provider returns the value of fallback
      • 如果分数不存在,提供器会返回 fallback 的值
      • Fields:
      • 字段:
        • score - objective name
        • score - 记分项名称
        • target - score holder (same format as in the number provider version)
        • target - 记分持有者(与数字提供器版本中的格式相同)
        • fallback - an optional inline value or a namespaced ID of a minecraft:context_int_provider type
        • fallback - 一个可选的内联值或 minecraft:context_int_provider 类型的命名空间 ID
          • Defaults to a constant 0 if omitted
          • 如果省略,则默认为常量0




      ADDED MINECRAFT:STORAGE
      加入了 MINECRAFT:STORAGE

      • Returns an integer value from a command storage
      • 从命令存储中返回一个整数值
      • If the value is not present, is not a number, or the path returned multiple values, the provider returns the value of fallback
      • 如果值不存在、不是数字,或者路径返回了多个值,提供器会返回 fallback 的值
      • The conversion of numeric NBT values that are not an integer is undefined
      • 非整数的数值 NBT 值的转换未定义
      • Fields:
      • 字段:
        • storage - a namespaced ID of a command storage
        • storage - 命令存储的命名空间ID
        • path - an NBT path
        • path - 一个 NBT 路径
        • fallback - an optional inline value or a namespaced ID of a minecraft:context_int_provider type
        • fallback - 一个可选的内联值或 minecraft:context_int_provider 类型的命名空间 ID
          • Defaults to a constant 0 if omitted
          • 如果省略,则默认为常量0




      ADDED MINECRAFT:ADD
      加入了 MINECRAFT:ADD

      • Evaluates multiple integer providers and returns the sum of all results
      • 计算多个整数提供器并返回所有结果的总和
      • If the final result does not fit inside a 32-bit integer, the calculation will be canceled
      • 如果最终结果无法计入 32 位整数,计算将被取消
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_int_provider type
        • inputs - 一个内联值、一个单一命名空间ID、一个命名空间ID列表、一个内联值列表,或  minecraft:context_int_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:UNIFORM
      加入了 MINECRAFT:UNIFORM

      • Picks a random integer from a closed range
      • 从闭区间中随机选取一个整数
      • Fields:
      • 字段:
        • min - minimum value (inclusive), an inline value, or a namespaced ID of a minecraft:context_int_provider type
        • min - 最小值(包含)、一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
        • max - maximum value (inclusive), an inline value, or a namespaced ID of a minecraft:context_int_provider type
        • max - 最大值(包含),一个内联值或 minecraft:context_int_provider 类型的命名空间 ID



      ADDED MINECRAFT:WEIGHTED_LIST
      加入了MINECRAFT:WEIGHTED_LIST

      • Returns a value from a distribution of weighted number providers
      • 从加权数值提供器的分布中返回一个值
      • Fields:
      • 字段:
        • distribution - a list of objects with the following fields
        • distribution - 一个包含以下字段的对象列表
          • Fields:
          • 字段:
            • data - an inline value or a namespaced ID of a minecraft:context_int_provider type
            • data - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
            • weight - a positive integer
            • weight - 一个正整数





      FLOAT NUMBER PROVIDERS
      浮点数数值提供器

      • Added a minecraft:context_float_provider registry
      • 加入了 minecraft:context_float_provider 注册表
      • All calculations are performed using single-precision floating-point numbers ("floats")
      • 所有计算均使用单精度浮点数("floats")进行
      • The result of calculations that produce NaN and Infinity is undefined
      • 产生 NaN 和 Infinity 的计算结果未定义
      • Format:
      • 格式:
        • type - a namespaced ID from minecraft:context_float_provider_type registry
        • type - 来自 minecraft:context_float_provider_type 注册表的命名空间 ID
        • <type-specific fields>
        • <type-specific fields>



      ADDED VANILLA FLOAT NUMBER PROVIDERS
      加入了 VANILLA 浮点数数值提供器

      • minecraft:cooking/speed_default
      • minecraft:cooking/speed_default
        • Returns the default speed multiplier for cooking fuel
        • 返回烹饪燃料的默认速度倍率
      • minecraft:cooking/normal_speed_multiplier
      • minecraft:cooking/normal_speed_multiplier
        • Returns the speed multiplier for cooking fuel when used in a normal Furnace
        • 返回在熔炉中使用的烹饪燃料的速度倍率
      • minecraft:cooking/fast_speed_multiplier
      • minecraft:cooking/fast_speed_multiplier
        • Returns the speed multiplier for cooking fuel when used in a block matching the block/fast_cooking predicate
        • 返回烹饪燃料在匹配 block/fast_cooking 谓词的方块中使用时的速度倍率
      • minecraft:brewing/speed_default
      • minecraft:brewing/speed_default
        • Returns the default speed multiplier for brewing fuel
        • 返回酿造燃料的默认速度倍率



      ADDED MINECRAFT:ABS
      加入了 MINECRAFT:ABS

      • Returns the absolute value of input
      • 返回 input 的绝对值
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:AVG
      加入了 MINECRAFT:AVG

      • Evaluates multiple float providers and returns the arithmetic mean of all results
      • 计算多个浮点提供器并返回所有结果的算术平均值
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、单个命名空间 ID、一个命名空间 ID 列表、一个内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:CEIL
      加入了 MINECRAFT:CEIL

      • Returns the ceiling (i.e. rounded towards positive infinity) value of input
      • 返回 input 的上取整值(即向正无穷方向取整)
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:CONDITIONAL
      加入了 MINECRAFT:CONDITIONAL

      • Returns the value from on_true if its condition is fulfilled or on_false if not
      • 如果条件成立,则返回来自 on_true 的值,否则返回来自 on_false 的值
      • Fields:
      • 字段:
        • condition - an inline value or a namespaced ID of a minecraft:predicate type
        • condition - 一个内联值或 minecraft:predicate 类型的命名空间ID
        • on_true - an inline value or a namespaced ID of a minecraft:context_float_provider type which is executed if its condition is fulfilled
        • on_true - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID,当其条件满足时执行
        • on_false - an optional inline value or a namespaced ID of a minecraft:context_float_provider type
        • on_false - 一个可选的内联值或 minecraft:context_float_provider类型的命名空间ID
          • Defaults to a constant 0.0 if omitted
          • 如果省略,默认为常量 0.0




      ADDED MINECRAFT:CONSTANT
      加入了 MINECRAFT:CONSTANT

      • Returns a constant value
      • 返回一个常量值
      • Fields:
      • 字段:
        • value - a float
        • value - 一个浮点数
      • Can also be written inline as a plain number (foo: 1.0 is equivalent to foo: {type:"minecraft:constant",value:1.0})
      • 也可以内联写为常数(foo: 1.0 等同于 foo: {type:"minecraft:constant",value:1.0}


      ADDED MINECRAFT:COS
      加入了 MINECRAFT:COS

      • Returns the cosine of input
      • 返回 input 的余弦值
      • Fields:
      • 字段:
        • input - argument in radians, an inline value, or a namespaced ID of a minecraft:context_float_provider type
        • input - 以弧度表示的参数、一个内联值,或 minecraft:context_float_provider类型的命名空间ID



      ADDED MINECRAFT:SUB
      加入了 MINECRAFT:SUB

      • Returns left minus right
      • 返回 left 减去 right
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • left - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
        • right - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • right - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:ENCHANTMENT_LEVEL
      加入了 MINECRAFT:ENCHANTMENT_LEVEL

      • Evaluates Enchantment Level-Based (minecraft:enchantment_level_based_value_type) parameter
      • 评估基于魔咒等级的 (minecraft:enchantment_level_based_value_type) 参数
      • Fields:
      • 字段:
        • amount: A Level-Based Value giving a value based on the level of the Enchantment
        • amount: 一个基于等级的值,根据魔咒的等级给出一个值



      ADDED MINECRAFT:ENVIRONMENT_ATTRIBUTE
      加入了 MINECRAFT:ENVIRONMENT_ATTRIBUTE

      • Fetches and provides the value of an Environment Attribute (minecraft:environment_attribute)
      • 获取并提供环境属性(minecraft:environment_attribute)的值
      • Fields
      • 字段
        • attribute - the Environment Attribute ID to fetch (must be representable as a float)
        • attribute - 要获取的环境属性ID(必须能够表示为浮点数)



      ADDED MINECRAFT:FLOOR
      加入了 MINECRAFT:FLOOR

      • Returns the floored (i.e. rounded towards negative infinity) value of input
      • 返回 input 的向下取整(即向负无穷方向舍入)后的值
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID



      ADDED MINECRAFT:FROM_INT
      加入了 MINECRAFT:FROM_INT

      • Evaluates an integer provider and converts it to a float value
      • 评估一个整数提供器并将其转换为浮点值
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_int_provider type
        • input - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID



      ADDED MINECRAFT:LENGTH
      加入了 MINECRAFT:LENGTH

      • Evaluates multiple float providers and returns the square root of the sum of squares
      • 计算多个浮点数提供器并返回平方和的平方根
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、单个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
          • Requires at least one value
          • 需要至少一个值




      ADDED MINECRAFT:MAX
      加入了 MINECRAFT:MAX

      • Evaluates multiple float providers and returns the largest of all results
      • 评估多个浮点提供器并返回所有结果中的最大值
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、单个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:MIN
      加入了 MINECRAFT:MIN

      • Evaluates multiple float providers and returns the smallest of all results
      • 评估多个浮点值提供器并返回所有结果中的最小值
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签 ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:MOD
      加入了 MINECRAFT:MOD

      • Returns the modulus of left by right
      • 返回 left 除以 right 的模
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • left - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • right - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:NEGATE
      加入了 MINECRAFT:NEGATE

      • Returns the negation of input
      • 返回 input 的否定
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:NUMBER_DISPATCHER
      加入了 MINECRAFT:NUMBER_DISPATCHER

      • Returns the first case which fulfills its condition or default if none do
      • 返回第一个满足其条件的 case,如果没有则返回 default
      • Fields:
      • 字段:
        • cases - a list of cases in the order that the dispatcher will try to execute them
        • cases - 一个案例列表,按调度器尝试执行它们的顺序排列
          • Fields:
          • 字段:
            • condition - an inline value or a namespaced ID of a minecraft:predicate type
            • condition - 一个内联值或 minecraft:predicate 类型的命名空间ID
            • value - an inline value or a namespaced ID of a minecraft:context_float_provider type which is executed if the condition is fulfilled
            • value - 一个内联值,或一个在条件满足时执行的 minecraft:context_float_provider 类型的命名空间 ID

        • default - an optional inline value or a namespaced ID of a minecraft:context_float_provider type
        • default - 一个可选的内联值或 minecraft:context_float_provider 类型的命名空间ID
          • Defaults to a constant 0.0 if omitted
          • 如果省略,则默认为常量 0.0




      ADDED MINECRAFT:POW
      加入了 MINECRAFT:POW

      • Returns base to the power of exponent
      • 返回 baseexponent 次幂
      • Fields:
      • 字段:
        • base - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • base - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
        • exponent - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • exponent - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:MUL
      加入了 MINECRAFT:MUL

      • Evaluates multiple float providers and returns the product of all results
      • 计算多个浮点提供器并返回所有结果的乘积
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、一个单一命名空间ID、一个命名空间ID列表、一个内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
          • Requires at least one value
          • 需要至少一个值




      ADDED MINECRAFT:DIV
      加入了 MINECRAFT:DIV

      • Returns left divided by right
      • 返回 left 除以 right
      • Fields:
      • 字段:
        • left - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • left - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
        • right - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • right - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID



      ADDED MINECRAFT:ROUND
      加入了 MINECRAFT:ROUND

      • Returns the rounded (towards the nearest integer, with ties rounding towards positive infinity) value of input
      • 返回 input 的舍入值(向最接近的整数舍入,若有平局则向正无穷方向舍入)
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:SIN
      加入了 MINECRAFT:SIN

      • Returns the sine of input
      • 返回input的正弦值
      • Fields:
      • 字段:
        • input - argument in radians, an inline value, or a namespaced ID of a minecraft:context_float_provider type
        • input - 以弧度为单位的参数、一个内联值,或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:SQRT
      加入了 MINECRAFT:SQRT

      • Returns the square root of input
      • 返回 input 的平方根
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:STORAGE
      加入了 MINECRAFT:STORAGE

      • Returns a float value from a command storage
      • 从命令存储中返回一个浮点值
      • If the value is not present, is not a number, or the path returned multiple values, the provider returns the value of fallback
      • 如果该值不存在、不是数字,或者路径返回了多个值,则提供器会返回 fallback 的值
      • The conversion of numeric NBT values that are not a float is undefined
      • 将不是浮点数的数值 NBT 值进行转换是未定义的
      • Fields:
      • 字段:
        • storage - a namespaced ID of a command storage
        • storage - 命令存储的命名空间 ID
        • path - an NBT path
        • path - NBT 路径
        • fallback - an optional inline value or a namespaced ID of a minecraft:context_float_provider type
        • fallback - 一个可选的内联值或 minecraft:context_float_provider 类型的命名空间 ID
          • Defaults to a constant 0.0 if omitted
          • 如果省略,则默认为常量 0.0




      ADDED MINECRAFT:ADD
      加入了 MINECRAFT:ADD

      • Evaluates multiple float providers and returns the sum of all results
      • 评估多个浮点提供器并返回所有结果的总和
      • Fields:
      • 字段:
        • inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
        • inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
          • Requires at least one value
          • 至少需要一个值




      ADDED MINECRAFT:TRUNCATE
      加入了 MINECRAFT:TRUNCATE

      • Returns the truncated (rounded towards zero) value of input
      • 返回 input 的截断(向零取整)值
      • Fields:
      • 字段:
        • input - an inline value or a namespaced ID of a minecraft:context_float_provider type
        • input - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID



      ADDED MINECRAFT:UNIFORM
      加入了 MINECRAFT:UNIFORM

      • Picks a random number from a range
      • 从范围中随机选择一个数字
      • Fields:
      • 字段:
        • min - minimum value, an inline value, or a namespaced ID of a minecraft:context_float_provider type
        • min - 最小值、一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
        • max - maximum value, an inline value, or a namespaced ID of a minecraft:context_float_provider type
        • max - 最大值、一个内联值或 minecraft:context_float_provider 类型的命名空间 ID



      ADDED MINECRAFT:WEIGHTED_LIST
      加入了 MINECRAFT:WEIGHTED_LIST

      • Returns a value from a distribution of weighted number providers
      • 从加权数值提供器的分布中返回一个值
      • Fields:
      • 字段:
        • distribution - a list of objects with the following fields
        • distribution - 一个包含以下字段的对象列表
          • Fields:
          • 字段:
            • data - an inline value or a namespaced ID of a minecraft:context_float_provider type
            • data - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
            • weight - a positive integer
            • weight - 一个正整数






      RECIPES
      配方


      POTION BREWING RECIPES
      药水酿造配方

      Potion brewing recipes are now data-driven. New recipes can be added via data packs, and vanilla recipes may be modified. Brewing recipes use the minecraft:brewing type.
      药水酿造配方现在由数据驱动。新配方可以通过数据包添加,而原版配方可以被修改。酿造配方使用 minecraft:brewing 类型。

      The main contents are:
      主要内容如下:

      • input - a potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate
      • input - 药水原料,包含一个必需的 item 字段和一个可选的potion_contents 字段,使用 minecraft:potion_contents 数据组件谓词
      • reagent - a potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate
      • reagent - 药水原料,包含一个必需的 item 字段和一个可选的potion_contents 字段,使用 minecraft:potion_contents 数据组件谓词
      • output - item stack, the resulting item
      • output - 物品堆,结果物品

      Here is an example of a vanilla recipe:
      以下是一条 vanilla 配方示例:

      1. {
      2.   "type": "minecraft:brewing",
      3.   "input": {
      4.     "item": "minecraft:potion",
      5.     "potion_contents": {
      6.       "potion": "minecraft:water"
      7.     }
      8.   },
      9.   "output": {
      10.     "components": {
      11.       "minecraft:potion_contents": {
      12.         "potion": "minecraft:awkward"
      13.       }
      14.     },
      15.     "id": "minecraft:potion"
      16.   },
      17.   "reagent": {
      18.     "item": "minecraft:nether_wart"
      19.   }
      20. }
      复制代码
      Any items may be used in any of the 3 slots, for example:
      任意物品均可用于这3个槽位中的任意一个,例如:

      1. {
      2.   "type": "minecraft:brewing",
      3.   "input": { "item": "minecraft:bucket" },
      4.   "output": { "id": "minecraft:sulfur_cube_bucket" },
      5.   "reagent": { "item": "minecraft:potent_sulfur" }
      6. }
      复制代码

      COOKING RECIPES
      烹饪配方

      The cookingtime field of all cooking recipes is no longer optional.
      The cookingtime field of all cooking recipes is no longer optional。

      The recipes for Smokers and Blast Furnaces now use the same cooking time in their data definition as their Furnace counterparts.
      烟熏炉和高炉的配方现在在其数据定义中使用与熔炉相同的烧炼时间

      The cooking time speedup is now done through the minecraft:cooking/speed_default Number Provider used by the furnace fuel components.
      烧炼时间加速现在通过用于燃料组件的 minecraft:cooking/speed_default 数字提供器实现

      Custom Smoker and Blast Furnace recipes should be updated accordingly, by setting cookingtime to twice the previous value.
      自定义烟熏炉和高炉配方应相应更新,通过将 cookingtime 设置为之前数值的两倍。

      If a custom cooking recipe was previously relying on the default cookingtime value, 200 can be used to maintain the same timing.
      如果自定义烹饪配方之前依赖于默认的 cookingtime 值,200 可以用来保持相同的时长。


      BLOCK TRANSFORMERS
      方块转换

      • Added a minecraft:block_transformer registry containing rules for transforming a block into another block
      • 加入了minecraft:block_transformer 注册表,其中包含将方块转换为另一个方块的规则
      • Format: list of objects with fields:
      • 格式:包含字段的对象列表:
        • block_state_provider - Block State Provider, used to provide the state for the transformed block
        • block_state_provider - 方块状态提供器,用于提供转换后的方块状态
          • If the Block State Provider returns no result (as by rule_based, for example), the next rule in the list will be attempted
          • 如果方块状态提供器没有返回结果(例如通过 rule_based ),则将尝试列表中的下一条规则
          • The set of Block State Providers are the same as the Block State Providers used in World Generation
          • 方块状态提供器与世界生成中使用的方块状态提供器相同
        • sound - optional field, Sound Event to play on interaction, e.g. minecraft:item.axe.strip
        • sound - 可选字段,交互时播放的声音事件,例如 minecraft:item.axe.strip
          • If not present, defaults to play no Sound Event
          • 如果未指定,则默认不播放任何声音事件
        • particle - optional field, particles to play on interaction
        • particle - 可选字段,交互时显示的粒子
          • One of:
          • 以下之一:
            • none
            • none
            • scrape
            • scrape
            • wax_on
            • wax_on
            • wax_off
            • wax_off
          • If not present, defaults to none
          • 如果未指定,则默认为 none
        • disallowed_faces - optional field, list of directions specifying faces on the clicked Block that cannot be interacted with
        • disallowed_faces - 可选字段,指定被点击方块上无法交互的面的方向列表
          • One of:
          • 以下之一:
            • up
            • up
            • down
            • down
            • north
            • north
            • south
            • south
            • east
            • east
            • west
            • west
          • If a disallowed face is interacted with, the next rule in the list will be attempted
          • 如果与不可交互面进行交互,则会尝试列表中的下一项规则
          • If not present, defaults to an empty list
          • 如果未指定,则默认为空列表
        • loot - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. minecraft:till/rooted_dirt
        • loot - 可选战利品表,用于在成功转换时掉落物品的战利品表,例如 minecraft:till/rooted_dirt
          • If not present, defaults to using no Loot Table
          • 如果未指定,则默认为空战利品表
        • drop_strategy - optional field, configures from where in the Block any loot should drop
        • drop_strategy - 可选字段,配置战利品从方块的哪个位置掉落
          • One of:
          • 以下之一:
            • from_middle - from the middle of the Block
            • from_middle - 从方块中间掉落
            • clicked_face - from the face interacted with
            • clicked_face - 从交互的面掉落
          • If not present, defaults to from_middle
          • 如果未指定,则默认为 from_middle
        • update_from_neighbors - optional boolean, if the transformed block should update based on neighboring blocks. This allows e.g. fences to connect
        • update_from_neighbors - 可选布尔值,如果转换后的方块应根据相邻方块进行更新。这允许例如栅栏连接
          • If not present, defaults to true
          • 如果未指定,则默认为true
        • transform_type - optional field, configures how nearby blocks should be affected by the transformation
        • transform_type - 可选字段,配置附近方块应如何受到转换的影响
          • One of:
          • 其中之一:
            • single_block - only affects the Block interacted with
            • single_block - 仅影响与之交互的方块
            • copper_chest - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest
            • copper_chest - 如果输入和输出方块都是任意锈蚀,涂蜡或未涂蜡的铜箱子,此转换将影响大型铜箱子的两个部分
          • If not present, defaults to single_block
          • 如果未指定,默认为single_block
        • consume_on_use - optional boolean, determines if the item should be consumed or not
        • consume_on_use - 可选布尔值,决定物品是否应被消耗
          • Only applies to stackable items
          • 仅适用于可堆叠物品
          • If not present, defaults to true
          • 如果未指定,则默认为 true
        • item_damage_per_use - optional integer, determines how much damage the item takes with each use
        • item_damage_per_use - 可选整数,决定每次使用该物品时造成的耐久度消耗
          • Only applies to non-stackable items
          • 仅适用于不可堆叠的物品
          • If not present, defaults to 0
          • 如果未指定,则默认为 0

      • Default values in vanilla:
      • 原版中的默认值:
        • minecraft:shovel - default value for shovels
        • minecraft:shovel - 锹的默认值
        • minecraft:axe - default value for axes
        • minecraft:axe - 斧的默认值
        • minecraft:hoe - default value for hoes
        • minecraft:hoe - 锄的默认值




      WORLD GENERATION
      世界生成

      • Cave Air is no longer generated in Nether caves
      • 洞穴空气不再在下界洞穴中生成


      BIOMES
      生物群系

      • Removed the spawners, spawn_costs, and creature_spawn_probability fields
      • 移除了 spawnersspawn_costscreature_spawn_probability 字段
        • These values have been moved to the new Environment Attributes
        • 这些值已被移至新的环境属性下



      FEATURES
      地物

      • The worldgen/configured_feature registry has moved to worldgen/feature and configuration is now done inline in the root object rather than separated into a config field
      • worldgen/configured_feature 注册表已移至 worldgen/feature,配置现在直接在根对象中内联完成,而不是分离到 config 字段中
      • Removed feature types:
      • 移除了地物类型:
        • minecraft:coral_mushroom
        • minecraft:coral_mushroom
        • minecraft:kelp
        • minecraft:kelp
        • minecraft:seagrass
        • minecraft:seagrass
        • minecraft:sea_pickle
        • minecraft:sea_pickle
        • minecraft:nether_forest_vegetation
        • minecraft:nether_forest_vegetation
        • minecraft:twisting_vines
        • minecraft:twisting_vines
        • minecraft:weeping_vines
        • minecraft:weeping_vines
        • minecraft:desert_well
        • minecraft:desert_well


      Developer's Note: These feature types are no longer needed, since the features they previously hardcoded are now implemented with other, more configurable functionality.
      开发者注这些地物类型不再需要,因为之前硬编码的地物现已通过其他更可配置的功能实现。


      CHANGED MINECRAFT:CORAL_CLAW AND MINECRAFT:CORAL_TREE
      更改了MINECRAFT:CORAL_CLAWMINECRAFT:CORAL_TREE

      • Added field feature, a Placed Feature that is used to place at every desired block position
      • 加入了字段feature,用于在每个所需的方块位置放置的已放置地物


      CHANGED MINECRAFT:STEPPED_COLUMN_CLUSTER (RENAMED FROM MINECRAFT:BASALT_COLUMNS)
      更改了 MINECRAFT:STEPPED_COLUMN_CLUSTER(从 MINECRAFT:BASALT_COLUMNS 重命名)

      Now exposes more control over the feature functionality.
      现在公开了对功能特性的更多控制。

      Format changes:
      格式更改:

      • Renamed field reach to column_reach
      • 将字段 reach 重命名为 column_reach
      • Added fields:
        加入了字段:
        • block - Block state provider, which block to place
        • block - 方块状态提供器,要放置哪个方块
        • can_replace - Block predicate, which blocks can be replaced by the column
        • can_replace - 方块谓词,哪些方块可以被该列替换
        • continue_through - Block predicate, which pre-existing blocks to accept as part of a column
        • continue_through - 方块谓词,决定将哪些预先存在的方块接受为列的一部分
        • cannot_place_on - Block ID, list of Block IDs, or hash-prefixed Block Tag ID, which blocks are avoided when starting placement
        • cannot_place_on - 方块 ID、方块 ID 列表,或以 # 为前缀的标签 ID,指定开始放置时要避开的方块
        • column_count - int provider (between 1 and 150), the number of columns to generate
        • column_count - 整数提供器(介于 1 和 150 之间),要生成的列数
        • cluster_reach - int provider (between 0 and 13), the size of the square to attempt to generate columns in
        • cluster_reach - 整数提供器(介于 0 和 13 之间),尝试生成柱状区域的方形大小
          • The effective reach is also limited by height
          • 有效生成范围也受 height 限制




      CHANGED MINECRAFT:SINGLE_BLOCK_PILLAR (RENAMED FROM MINECRAFT:BASALT_PILLAR)
      更改了 MINECRAFT:SINGLE_BLOCK_PILLAR(从 MINECRAFT:BASALT_PILLAR 重命名)

      Now exposes more control over the feature functionality.
      现在开放了对该地物功能的更多控制。

      • Added fields:
        加入了字段:
        • block - Block state provider, which block to place
        • block - 方块状态提供器,用于指定放置哪个方块
        • can_replace - Block predicate, which blocks to replace
        • can_replace - 方块谓词,指定要替换的方块
        • direction - one of up and down, vertical direction of the pillar
        • direction - updown 之一,柱的垂直方向
        • chance_to_continue - optional float between 0 and 1, probability that the pillar continues another block (assuming can_replace matches)
        • chance_to_continue - 可选的 01 之间的浮点数,表示柱子继续生成另一个方块的概率(假设 can_replace 匹配)
          • If omitted, defaults to 1
          • 若省略,默认为 1
        • cap_feature - optional Placed Feature, placed at the end of the pillar
        • cap_feature - 可选的已放置地物,放置在柱子的末端



      CHANGED MINECRAFT:RANDOM_NEIGHBOR_SPREAD (RENAMED FROM MINECRAFT:GLOWSTONE_BLOB)
      更改了 MINECRAFT:RANDOM_NEIGHBOR_SPREAD(从 MINECRAFT:GLOWSTONE_BLOB 重命名)

      Now exposes more control over the feature. Places blocks randomly in an area starting at the origin, each block placing so it has exactly one accepted neighbor.
      现在开放了对该地物功能的更多控制。从原点开始在一个区域内随机放置方块,每个方块放置时恰好有一个可接受的相邻方块。

      • Added fields:
        加入了字段:
        • block - Block state provider, which block to place
        • block - 方块状态提供器,要放置哪个方块
        • accepted_neighbors - Block ID, list of Block IDs, or hash-prefixed Block Tag, which blocks count as a valid neighbor
        • accepted_neighbors - 方块 ID、方块 ID 列表或以 # 为前缀的标签 ID,指定哪些方块可视为有效邻居
        • can_replace - Block predicate, which blocks to replace
        • can_replace - 方块谓词,指定要替换的方块
        • attempts - int provider (between 1 and 3000), how many placement attempts to make
        • attempts - 整数提供器(介于 1 和 3000 之间),进行多少次放置尝试
        • xz_offset - int provider (between -16 and 16), what offsets to try along the x and z axes
        • xz_offset - 整数提供器(介于 -16 和 16 之间),沿 x 和 z 轴尝试的偏移量
        • y_offset - int provider (between -16 and 16), what offsets to try along the y-axis
        • y_offset - 整数提供器(介于 -16 和 16 之间),沿 y 轴尝试的偏移量



      CHANGED MINECRAFT:SCULK_PATCH
      更改了 MINECRAFT:SCULK_PATCH

      • Removed extra_rare_growths and catalyst_chance fields
      • 移除了 extra_rare_growthscatalyst_chance 字段


      ADDED MINECRAFT:OVERLAY
      加入了 MINECRAFT:OVERLAY

      Places a set of features in the same location. Note that as opposed to the minecraft:sequence Feature Type, all features are placed regardless of individual placement success.
      将一组地物放置在相同位置。请注意,与 minecraft:sequence 地物类型不同,无论单个放置是否成功,所有地物都会被放置。

      • Format: object with fields:
      • 格式:包含字段的对象
        • features - Placed Feature ID, non-empty list of Placed Feature IDs, or hash-prefixed Placed Feature Tag, the features to place
        • features - 已放置的地物 ID、非空的已放置的地物 ID 列表、或以 # 为前缀的已放置的地物标签,要放置的地物



      ADDED MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE
      加入了 MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE

      Generates a square where each block is randomly placed or not placed with its probability based on the distance from the center of the square, with the center more likely to generate than the edges. Each placed block can be projected downwards if the appropriate conditions are met.
      生成一个方形区域,其中每个方块会依据与方形中心的距离按概率被随机放置或不放置,中心比边缘更有可能生成。每个已放置的方块在满足适当条件时可以向下投射。

      • Format: object with fields:
      • 格式:包含字段的对象
        • block - Block state provider, which block to place
        • block - 方块状态提供器,用于指定放置哪个方块
        • project_through - Block Predicate, which blocks are considered "empty" and should be projected through
        • project_through - 方块谓词,表示哪些方块被视为“空”并应被投射穿过
        • size - int provider (between 1 and 16), determines the size of the square as measured from the center to the edge
        • size - 整数提供器(介于 1 和 16 之间),决定了正方形的边长,从中心到边缘测量
        • max_projection_height - non-negative integer, the maximum change in y level from the original height to the placement height for a block in the square
        • max_projection_height - 非负整数,正方形内一个方块从原始高度到放置高度的 Y 层级最大变化量



      ADDED MINECRAFT:END_PODIUM
      加入了 MINECRAFT:END_PODIUM

      • Places the End Podium
      • 放置末地的返回传送门
      • Two feature instances are now used to place the podium from in-game events:
      • 现在使用两个地物来放置游戏内事件中的返回传送门:
        • end_podium_active
        • end_podium_active
        • end_podium_inactive
        • end_podium_inactive
      • Format: object with fields:
      • 格式:包含字段的对象
        • active - boolean, whether the portal is active
        • active - 布尔值,表示传送门是否处于激活状态



      CHANGED MINECRAFT:TEMPLATE
      更改了  MINECRAFT:TEMPLATE

      • Added field processors: Namespaced ID or inline definition of a structure processor list to apply to the template
      • 加入了字段 processors: 命名空间 ID 或应用于模板的结构处理器列表的内联定义


      CHANGED MINECRAFT:TREE
      更改了 MINECRAFT:TREE

      Added shelf_mushroom Tree Decorator Type
      • Places Shelf Mushrooms on logs with the specified probability
      • 以指定的概率在放置层孔菇
      • Format: object with fields:
      • 格式:包含字段的对象
        • probability - float (between 0 and 1), the probability that any Shelf Mushrooms will be placed for a given feature
        • probability - 浮点数 (介于 0 和 1 之间),对于给定的地物,任何层孔菇被放置的概率


      Added poplar_foliage_placer Foliage Placer Type
      • Places Leaf blocks for Poplar trees in a rhombus shape in one of two possible directions
      • 以两种可能方向之一将杨树的树叶方块摆放成菱形
      • Format: Common fields for all foliage placers plus:
      • 格式:所有树叶放置器的通用字段,外加:
        • height - int provider (between 5 and 16), the height of the foliage
        • height - 整数提供器(介于 5 和 16 之间),树叶的高度
        • side_hole_chance - float (between 0.0 and 1.0), the chance for blocks to be randomly removed at the edge of the foliage
        • side_hole_chance - 浮点数提供器(介于 0.0 和 1.0 之间), 边缘的树叶方块被随机移除的概率


      Added poplar_trunk_placer Trunk Placer Type
      • Places Log blocks for Poplar trees in a straight shape with branches by the start of the foliage
      • 在树叶开始处,以直线形状并带有分支的方式放置杨树的树干
      • Format: Common fields for all trunk placers plus:
      • 格式:所有树干放置器的通用字段,外加:
        • trunk_height_above_branches - int provider (between 0 and 8), the height of the trunk above the branches
        • trunk_height_above_branches - 整数提供器(介于 0 和 8 之间),树干在树枝上方的高度
        • branch_amount - int provider (between 1 and 4), the amount of branches to create by the foliage
        • branch_amount - 整数提供器(介于 1 和 4 之间), 树枝的数量



      PLACEMENT MODIFIERS
      放置修饰器


      ADDED MINECRAFT:CUBOID
      加入了MINECRAFT:CUBOID

      Repeats a feature in a cuboid shape.
      以长方体形状重复生成地物。

      • Added fields:
        加入了字段:
        • xz_size - int provider (between 1 and 16), the size of the cuboid along x and z axes
        • xz_size - 整数提供器(1 到 16 之间),长方体沿 x 轴和 z 轴的尺寸
        • y_size - int provider (between 1 and 16), the size of the cuboid along the y-axis
        • y_size - 整数提供器(1 到 16 之间),长方体沿 y 轴的尺寸
        • include_interior - optional boolean, whether to place interior blocks of the cuboid
        • include_interior - 可选布尔值,是否放置长方体的内部方块
          • If omitted, defaults to true
          • 如果省略,默认为 true
        • include_edges - optional boolean, whether to place edge blocks of the cuboid
        • include_edges - 可选布尔值,是否放置长方体的边缘方块
          • Setting this to false generates a somewhat "rounded" cuboid
          • 设置为false会生成一个略微 “圆润” 的长方体
          • If omitted, defaults to true
          • 如果省略,默认为 true




      ADDED MINECRAFT:RANDOM_CHANCE
      加入了MINECRAFT:RANDOM_CHANCE

      Gates the feature being placed behind a random chance.
      基于随机概率决定是否生成该地物。

      • Format: object with fields:
      • 格式:包含字段的对象
        • chance - float (between 0 and 1), the chance that the feature gets placed
        • chance - 浮点数(在 01 之间),地物被放置的概率



      ADDED MINECRAFT:RANDOMLY_SELECTED
      加入了 MINECRAFT:RANDOMLY_SELECTED

      Randomly selects a Placement Modifier from a list and delegates placement to it.
      从列表中随机选择一个放置修饰符,并将交付给它。

      • Format: object with fields:
      • 格式:包含字段的对象
        • placements - non-empty list of Placement Modifiers to pick from
        • placements - 非空的放置修饰器列表,可从中选择



      CHANGED MINECRAFT:OFFSET (RENAMED FROM MINECRAFT:RANDOM_OFFSET)
      更改了 MINECRAFT:OFFSET (重命名自 MINECRAFT:RANDOM_OFFSET)

      • Format changes:
        格式更改:
        • Removed fields xz_spread and y_spread
        • 移除了字段 xz_spready_spread
        • Added fields x, y, z - integer providers (between -16 and 16), the axis-specific offset
        • 加入了字段 xyz - 整数提供器(范围在 -16 到 16 之间),用于指定特定轴上的偏移量



      BLOCK STATE PROVIDERS
      方块状态提供器

      Block State Providers can now be defined as stand-alone types in the worldgen/block_state_provider registry and referenced by using a namespaced string for a field that expects a Block State Provider.
      方块状态提供器现在可以在 worldgen/block_state_provider 注册表中定义为独立类型,并可通过使用命名空间字符串来引用需要方块状态提供器的字段。

      An inline Block State definition is now an accepted shorthand form for a minecraft:simple block state provider providing that state. The Block State has to be in the form of an object with fields, a shorthand Block ID is not allowed.
      内联的方块状态定义现在是一种可接受的简写形式,用于 minecraft:simple 方块状态提供器提供该状态。方块状态必须采用带有字段的对象形式,不允许使用简写的方块ID


      RENAMED PROVIDER TYPES
      重命名的数值提供器类型

      The following providers types have been renamed:
      以下提供器类型已重命名:

      • minecraft:dual_noise_provider renamed to minecraft:dual_noise
      • minecraft:dual_noise_provider 重命名为 minecraft:dual_noise
      • minecraft:noise_provider renamed to minecraft:noise
      • minecraft:noise_provider 重命名为 minecraft:noise
      • minecraft:noise_threshold_provider renamed to minecraft:noise_threshold
      • minecraft:noise_threshold_provider 重命名为 minecraft:noise_threshold
      • minecraft:randomized_int_state_provider renamed to minecraft:randomized_int
      • minecraft:randomized_int_state_provider 重命名为 minecraft:randomized_int
      • minecraft:rule_based_state_provider renamed to minecraft:rule_based
      • minecraft:rule_based_state_provider 重命名为 minecraft:rule_based
      • minecraft:simple_state_provider renamed to minecraft:simple
      • minecraft:simple_state_provider 重命名为 minecraft:simple
      • minecraft:weighted_state_provider renamed to minecraft:weighted
      • minecraft:weighted_state_provider 重命名为 minecraft:weighted


      ADDED MINECRAFT:COPY_PROPERTIES
      加入了 MINECRAFT:COPY_PROPERTIES

      Copies common Block State properties from the Block at the evaluated position to the resulting state
      将求值位置处方块的通用方块状态属性复制到结果状态

      • Format: object with fields:
      • 格式:包含字段的对象
        • source - Block State Provider, the Block State which the copied properties are copied on top of
        • source - 方块状态提供器,复制的属性将被复制到其上的方块状态
          • Only properties common between both the source and the target blocks will be copied
          • 只有源方块和目标方块之间共有的属性才会被复制




      ADDED MINECRAFT:RANDOM_BLOCK
      加入了 MINECRAFT:RANDOM_BLOCK

      Returns the default block state for a randomly chosen block.
      返回随机选择的方块的默认方块状态。

      • Format: object with fields:
      • 格式:包含字段的对象
        • blocks: Block ID, list of Block IDs, or hash-prefixed Block Tag, the set of blocks to randomly pick from
        • blocks: 方块 ID、方块 ID 列表或以 # 为前缀的方块标签,用于随机选取方块的集合



      CHANGED MINECRAFT:ROTATED
      更改了 MINECRAFT:ROTATED

      Now works on any block with axis or facing properties.
      现在适用于任何具有 axisfacing 属性的方块。

      • Format changes:
        格式更改:
        • Changed field state - now a Block State Provider
        • 更改了字段 state - 一个方块状态提供器
        • Added field direction - optional direction, the direction to set
        • 加入了字段 direction - 可选方向,要设置的方向
          • If omitted, a random direction is chosen
          • 如果省略,则会随机选择一个方向




      CHANGED MINECRAFT:RULE_BASED
      更改了 MINECRAFT:RULE_BASED

      • If a rule yields no result, the following rules will be evaluated
      • 如果一条规则未产生结果,将评估后续规则
      • If no rule or fallback yields a result, will now also yield no result
      • 如果没有规则或 fallback 产生结果,现在也将不产生结果


      NOISE SETTINGS
      噪声设置

      • The surface_rule field has been renamed to material_rule
      • surface_rule 字段重命名为 material_rule
        • Format: inline Material Rule or Material Rule ID reference
        • 格式:内联材料规则或材料规则ID引用
      • The final_density field no longer has the beardifier Density Function implicitly added to the final result
      • final_density 字段不再将 beardifier 密度函数隐式添加到最终结果中
      • Renamed preliminary_surface_level to chunk_surface_level
      • preliminary_surface_level 重命名为 chunk_surface_level
        • This Density Function is no longer implicitly interpolated across the entire chunk
        • 此密度函数不再在整个区块中被隐式插值
      • The aquifers_enabled field has been replaced by an optional aquifers object:
      • aquifers_enabled 字段已被可选的 aquifers 对象取代:
        • If not present, no aquifers will be generated
        • 如果不出现,则不会生成含水层
        • Fields:
        • 字段:
          • barrier - Density Function, moved from noise_router.barrier
          • barrier - 密度函数,移动自 noise_router.barrier
          • fluid_level_floodedness - Density Function, moved from noise_router.fluid_level_floodedness
          • fluid_level_floodedness - 密度函数,移动自 noise_router.fluid_level_floodedness
          • fluid_level_spread - Density Function, moved from noise_router.fluid_level_spread
          • fluid_level_spread - 密度函数,移动自noise_router.fluid_level_spread
          • lava - Density Function, moved from noise_router.lava
          • lava - 密度函数,移动自 noise_router.lava
          • surface_level - Density Function, duplicated from noise_router.preliminary_surface_level
          • surface_level - 密度函数,复制自 noise_router.preliminary_surface_level
          • exclusion - Density Function, any aquifer cell where this value is positive will have no fluid
          • exclusion - 密度函数,任何该值为正的含水层单元将没有流体

      • The ore_veins_enabled field has been removed, and replaced by the minecraft:ore_vein Material Rule
      • 移除了 ore_veins_enabled 字段,由 minecraft:ore_vein 材料规则取代
      • The following fields from noise_router have been moved:
      • 移动自 noise_router 的以下字段:
        • barrier, fluid_level_floodedness, fluid_level_spread, lava - moved into aquifers field
        • barrier, fluid_level_floodedness, fluid_level_spread, lava - 移入了 aquifers 字段
        • vein_toggle, vein_ridged, vein_gap - moved into the minecraft:ore_vein Material Rule
        • vein_toggle, vein_ridged, vein_gap - 移入了 minecraft:ore_vein 材料规则中
      • Removed noise.size_horizontal and noise.size_vertical fields, these are now specified in the interpolated density function
      • 移除了 noise.size_horizontalnoise.size_vertical 字段,现在在 interpolated 密度函数中指定
      • Added optional debug_functions field - list of objects with fields, Density Function values to show in the chunk_generation_stats debug entry
      • 加入了可选的 debug_functions 字段 - 包含字段的对象列表,以及要在 chunk_generation_stats 调试信息中显示的密度函数值
        • Fields:
        • 字段:
          • label - string, label to identify this Density Function
          • label - 字符串,用于标识此密度函数的标签
          • function - Density Function, the Density Function to compute and show at the player position
          • function - 密度函数,要在玩家位置计算并显示的密度函数
        • If not specified, no density function values will be shown
        • 如果未指定,则不显示任何密度函数值



      SPAWN TARGET
      生成目标

      The spawn_target field has been updated to allow use of any Density Function, instead of just a subset of those defined within the noise_router field.
      更新了spawn_target 字段,允许使用任何密度函数,而不仅是 noise_router 字段内定义的其中一部分。

      The suitability of a candidate spawn position is determined by evaluating, in some arbitrary n-dimensional space, the squared Euclidean distance to a set of target hypercubes.
      候选生成位置的适宜度1是通过在某个任意 n 维空间中评估到一组目标超立方体的平方欧几里得距离来确定的。

      For example, one axis might be temperature and the second erosion - and suitability determined by distance to the square between temperature=0.1, erosion=0.2 and temperature=0.3, erosion=0.5 . This would prefer any candidate spawn within those ranges equally, while penalizing candidate spawns very far out of that range.
      例如,其中一条轴可以是 temperature ,第二条轴为 erosion —— 适宜度由点到 temperature=0.1,erosion=0.2 and temperature=0.3,erosion=0.5 所围成超立方体的距离决定。该机制会同等偏好此范围内所有候选生成位置,同时对大幅超出该范围的候选生成位置施加惩罚。

      Format: list of target hypercubes
      格式:包含目标超立方体的列表

      • Target format: map between Density Function ID and a range on that axis:
      • 目标格式:密度函数ID与该轴上范围的映射:
        • Range is specified as one of:
        • 范围指定为以下之一:
          • Float, an exact target value
          • 浮点数,一个精确的目标值
          • Array of 2 floats, a range of target values in form [min, max]
          • 一个由2个浮点数组成的数组,表示目标值的范围,格式为[min, max]
          • An object with fields:
          • 一个包含字段的对象:
            • min - float, the minimum value of the target range
            • min - 浮点型,目标范围的最小值
            • max - float, the maximum value of the target range
            • max - 浮点型,目标范围的最大值





      MATERIAL RULES
      材料规则


      MATERIAL RULE REGISTRY
      材质规则注册表

      A new data-driven registry has been introduced, loaded from data/<namespace>/worldgen/material_rule/<id>.json .
      引入了一个新的数据驱动注册表,从 data/<namespace>/worldgen/material_rule/<id>.json 加载。

      Elements in this registry define a pipeline for selecting what base block to place in the world at a given position.
      该注册表中的元素定义了一个管道,用于选择在世界的给定位置放置哪个基础方块。

      The format is identical to that which was formerly written in the surface_rule field within Noise Settings files, with the following extensions:
      格式与之前在 Noise Settings 文件的 surface_rule 字段中编写的格式相同,并具有以下扩展:

      • Material Rules can now be specified either inline (as previously), or as an ID reference to an element in the worldgen/material_rule registry
      • 材料规则现在既可以像之前一样内联指定,也可以作为对 worldgen/material_rule 注册表中某个元素的 ID 引用来指定
      • Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry
      • Material Conditions 现在也可以指定为对 worldgen/material_condition 注册表中某个元素的 ID 引用


      MATERIAL CONDITION REGISTRY
      材料条件注册表

      A new data-driven registry has been introduced, loaded from data/<namespace>/worldgen/material_condition/<id>.json .
      加入了一个新的数据驱动注册表,从 data/<namespace>/worldgen/material_condition/<id>.json 加载。

      Elements in this registry define a condition that can be referenced within a Material Rule pipeline (e.g. testing biome or surface depth).
      此注册表中的元素定义了一个条件,该条件可在材料规则管道中引用(例如,测试生物群系或地表深度)。

      The format is identical to that which was formerly written within the condition Material Rule type, with the following extension:
      该格式与之前写在 condition 材料规则类型中的格式完全相同,并具有以下扩展:

      • Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry
      • Material Conditions 现在也可以指定为对 worldgen/material_condition 注册表中某个元素的 ID 引用


      ADDED MINECRAFT:ORE_VEIN
      加入了 MINECRAFT:ORE_VEIN

      • Format: object with fields:
      • 格式:包含字段的对象
        • ore_block - Block State, the ore block to place
        • ore_block - 方块状态,要放置的矿石方块
        • raw_ore_block - Block State, the raw ore block to place
        • raw_ore_block - 方块状态,要放置的粗矿石方块
        • filler_block - Block State, the filler block to place
        • filler_block - 方块状态,要放置的填充方块
        • raw_ore_chance - float between 0 and 1, the probability for a raw_ore_block to be placed instead of an ore_block
        • raw_ore_chance - 0 到 1 之间的浮点数,表示放置 raw_ore_block 而不是 ore_block 的概率
        • density - Density Function, the probability between 0 and 1 for the ore vein to replace a block
        • density - 密度函数,即矿脉替换方块的概率(介于 0 和 1 之间)
          • If 0 or lower, no block will be replaced
          • 如果 0 或更低,则不会有方块被替换
        • richness - Density Function, the probability between 0 and 1 for ore_block or raw_ore_block to be placed (as opposed to filler_block)
        • richness - 密度函数,表示 ore_blockraw_ore_block 被放置(而不是 filler_block)的概率在 0 到 1之间。
          • If 0 or lower, all blocks will be filler_block
          • 如果为 0 或更低,所有方块都将变为 filler_block
          • If 1 or greater, no blocks will be filler_block
          • 如果 1 或更大,则不会有方块是 filler_block
        • filler_gap - Density Function, acts as an override to richness: if positive, filler_block will always be placed
        • filler_gap - 密度函数,作为 richness: 若成立,则必定会放置 filler_block



      NOISES
      噪声

      The format of Noises (defined in the worldgen/noise registry, or inline in noise-based Block State Providers) has been updated.
      更新了噪声的格式(定义在 worldgen/noise 注册表中,或在基于噪声的方块状态提供器中内联)。

      Noises define a fractal Brownian motion (fBm) configuration with the following properties:
      噪声定义了一种分形布朗运动配置,具有以下属性:

      • Produces output values (approximately) fitting a normal distribution
      • 产生(近似)符合正态分布的输出值
      • Unless otherwise specified, fits the output amplitude to [-1; 1]
      • 除非另有说明,否则将输出振幅拟合到 [-1; 1]
        • Due to the normal distribution, in practice this means that 99.7% of all samples will fit in that range - but values may still be encountered outside of this range
        • 由于正态分布,实际上这意味着所有样本的99.7%将落在该范围内——但在此范围之外仍可能遇到值
      • Parameterized by persistence=0.5, lacunarity=2.0
      • 由 persistence=0.5, lacunarity=2.0 参数化
        • i.e. between each octave, the amplitude is halved and the frequency doubled
        • 即,在每个倍频程之间,振幅减半,频率加倍
      • Has stable seeding such that an octave can be boosted, muted, or added without affecting the rest of the octaves
      • 具有稳定的种子设定,使得一个倍频程可以被增强、静音或添加,而不影响其余倍频程
      • Renamed firstOctave to base_octave
      • firstOctave重命名为base_octave
      • Added base_amplitude - positive float, a scale factor to apply to the noise output
      • 加入了 base_amplitude - 正浮点数,一个应用于噪声输出的缩放因子
        • If not specified, defaults to 1.0
        • 若未指定,则默认为1.0
      • Added octave_count - integer between 1 and 32, the number of octaves to sample
      • 加入了 octave_count - 介于 1 到 32 之间的整数,即要采样的倍频程数量
      • Added normalize - boolean, or "legacy", controls how the output amplitude should be normalized
      • 加入了 normalize - 布尔值,或 "legacy",控制输出振幅的归一化方式
        • If true, base_amplitude is the expected amplitude of the output (i.e. 99.7% of all samples in [-base_amplitude; base_amplitude])
        • 如果 true, base_amplitude 是输出的预期振幅(即99.7%的样本落在 [-base_amplitude; base_amplitude]
        • If false, base_amplitude is the amplitude of the first octave
        • 如果 false, base_amplitude 是第一个倍频程的振幅
        • If "legacy", inherits the same normalization behavior as expressed by the previous format
        • 如果为 "legacy",则继承与先前格式所表达的相同的规范化行为
          • This would generally fit to a range smaller than expected
          • 这通常适合比预期更小的范围
        • If not specified, defaults to true
        • 如果未指定,默认为true
        • Note: normalization is not affected by the amplitude_modifiers field - as such, modifying the amplitude of a single octave will not affect the amplitude of others
        • 注意:归一化amplitude_modifiers 字段的影响——因此,修改单个倍频程的振幅不会影响其他倍频程的振幅
      • Renamed amplitudes to amplitude_modifiers - list of floats, a scaling factor to apply to each octave
      • amplitudes 重命名为 amplitude_modifiers - 浮点数列表,一个应用于每个倍频程的缩放因子
        • The number of elements in this list must match octave_count
        • 此列表中的元素数量必须与 octave_count 匹配
        • As described above, this scaling factor bypasses normalization and will affect the output amplitude
        • 如上所述,该缩放因子绕过了归一化,并会影响输出振幅
        • This field is no longer required - if not specified, defaults to all 1.0
        • 此字段不再是必填项 - 如果未指定,则默认为全部 1.0



      DENSITY FUNCTIONS
      密度函数

      • Density Functions and noises are no longer evaluated with double-precision floating point values, but instead with single-precision
      • 密度函数和噪声不再以双精度浮点数计算,而是以单精度浮点数计算
        • This affects all intermediate steps, not just the final result
        • 这会影响所有中间步骤,而不仅仅是最终结果


      Developer's Note: _We are aware that the details of floating point rounding have been used in some Data Packs, and this change may affect specific configurations. We have introduced alternatives for the use-cases that we are aware of, but please do share with us on feedback.minecraft.net or in the feedback Discord if you encounter use-cases that are no longer possible to support.
      开发者注: _我们意识到浮点舍入的细节已在一些数据包中被使用,此更改可能会影响特定配置。我们已为我们已知的用例引入了替代方案,但如果您遇到不再能够支持的用例,请在 feedback.minecraft.net 上或 feedback Discord 中与我们分享。


      CHANGED MINECRAFT:CONSTANT
      更改了 MINECRAFT:CONSTANT

      • argument has been renamed to value
      • argument 重命名为 value


      CHANGED MINECRAFT:NOISE
      更改了 MINECRAFT:NOISE

      The following fields have been introduced:
      引入了以下字段:

      • shift_x - optional Density Function, a domain warp to apply on x
      • shift_x - 可选密度函数,偏移 x 轴坐标
        • If not specified, no warping will be applied (equivalent to 0)
        • 如果未指定,则不应用扭曲(相当于 0
      • shift_y - optional Density Function, a domain warp to apply on y
      • shift_y - 可选密度函数,偏移 y 轴坐标
        • If not specified, no warping will be applied (equivalent to 0)
        • 如果未指定,则不应用扭曲(相当于 0
      • shift_z - optional Density Function, a domain warp to apply on z
      • shift_z - 可选密度函数,偏移 z 轴坐标
        • If not specified, no warping will be applied (equivalent to 0)
        • 如果未指定,则不应用扭曲(相当于 0



      REMOVED MINECRAFT:SHIFTED_NOISE
      移除了 MINECRAFT:SHIFTED_NOISE

      • Replaced by minecraft:noise
      • minecraft:noise 取代


      CHANGED MINECRAFT:ADD, MINECRAFT:MUL, MINECRAFT:MIN, AND MINECRAFT:MAX
      更改了 MINECRAFT:ADDMINECRAFT:MULMINECRAFT:MINMINECRAFT:MAX

      • argument1 has been renamed to left
      • argument1 重命名为 left
      • argument2 has been renamed to right
      • argument2 重命名为 right


      CHANGED MINECRAFT:ABS, MINECRAFT:SQUARE, MINECRAFT:CUBE, MINECRAFT:HALF_NEGATIVE, MINECRAFT:QUARTER_NEGATIVE, MINECRAFT:SQUEEZE, MINECRAFT:INTERPOLATED, MINECRAFT:FLAT_CACHE, MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ONCE, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:BLEND_DENSITY
      CHANGED MINECRAFT:ABS, MINECRAFT:SQUARE, MINECRAFT:CUBE, MINECRAFT:HALF_NEGATIVE, MINECRAFT:QUARTER_NEGATIVE, MINECRAFT:SQUEEZE, MINECRAFT:INTERPOLATED, MINECRAFT:FLAT_CACHE, MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ONCE, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:BLEND_DENSITY

      • argument has been renamed to input
      • argument 重命名为 input


      CHANGED MINECRAFT:SHIFT_A, MINECRAFT:SHIFT_B, AND MINECRAFT:SHIFT
      更改了 MINECRAFT:SHIFT_AMINECRAFT:SHIFT_BMINECRAFT:SHIFT

      • argument has been renamed to noise
      • argument 重命名为 noise


      ADDED MINECRAFT:SUB
      加入了 MINECRAFT:SUB

      Performs subtraction between two arguments.
      对两个参数执行减法。

      • Format: object with fields:
      • 格式:包含字段的对象
        • left - Density Function, the left-hand side of the operation
        • left - 密度函数,运算的左侧
        • right - Density Function, the right-hand side of the operation
        • right - 密度函数,运算的右侧



      ADDED MINECRAFT:DIV
      加入了 MINECRAFT:DIV

      Performs division between two arguments.
      在两个参数之间执行除法。

      • Format: object with fields:
      • 格式:包含字段的对象
        • left - Density Function, the left-hand side of the operation
        • left - 密度函数,运算的左侧
        • right - Density Function, the right-hand side of the operation
        • right - 密度函数,运算的右侧



      CHANGED MINECRAFT:RECIPROCAL (RENAMED FROM MINECRAFT:INVERT)
      更改了 MINECRAFT:RECIPROCAL(从 MINECRAFT:INVERT 重命名而来)

      • No changes to the format
      • 格式没有变化


      ADDED MINECRAFT:NEGATE
      加入了 MINECRAFT:NEGATE

      Negates the input.
      将输入取反。

      • Format: object with fields:
      • 格式:包含字段的对象
        • input - Density Function, the function to negate
        • input - 密度函数,要取反的函数



      ADDED MINECRAFT:LERP
      加入了 MINECRAFT:LERP

      Performs (unclamped) linear interpolation between two arguments based on an alpha.
      在两个参数之间基于 alpha 执行(不钳制的)线性插值运算。

      • Format: object with fields:
      • 格式:包含字段的对象
        • alpha - Density Function, the interpolation factor (0=first, 1=second)
        • alpha - 密度函数,插值因子(0=first1=second
          • Any value outside of [0; 1] will extrapolate
          • 任何超出 [0; 1] 范围的数值都将进行外推
        • first - Density Function, the value at alpha=0
        • first - 密度函数,在 alpha=0 处的值
        • second - Density Function, the value at alpha=1
        • second - 密度函数,在 alpha=1 处的值



      ADDED MINECRAFT:FLOOR, MINECRAFT:ROUND, MINECRAFT:CEIL, AND MINECRAFT:TRUNCATE
      加入了 MINECRAFT:FLOORMINECRAFT:ROUNDMINECRAFT:CEILMINECRAFT:TRUNCATE

      Rounds the input value to an integer multiple of a given function in a type-dependent direction:
      按类型决定的方向将输入值舍入为给定函数的整数倍:

      • floor rounds towards negative infinity
      • floor 向负无穷方向舍入
      • round rounds towards the nearest integer (ties round up)
      • round 向最接近的整数舍入(中间值向上舍入)
      • ceil rounds towards positive infinity
      • ceil 向正无穷大舍入
      • truncate rounds towards 0
      • truncate 向 0 取整

      Format: object with fields:
    • 格式:包含字段的对象

      • input - Density Function, the input to round
      • input - 密度函数,即 round 的输入
      • multiple - Density Function, the output will be rounded to an integer multiple of this value
      • multiple - 密度函数,输出将四舍五入为该值的整数倍
        • If not specified, defaults to constant 1 (i.e. rounding to integer)
        • 如果未指定,则默认为常量 1(即四舍五入为整数)



      ADDED MINECRAFT:POW
      加入了 MINECRAFT:POW

      Raises the given base value to an exponent.
      将给定的基数值求幂。

      • Format: object with fields:
      • 格式:包含字段的对象
        • base - Density Function, the base value
        • base - 密度函数,基础值
        • exponent - Density Function, the exponent
        • exponent - 密度函数,指数



      ADDED MINECRAFT:SQRT
      加入了 MINECRAFT:SQRT

      Computes the square root of the given input.
      计算给定输入的平方根。

      • Format: object with fields:
      • 格式:包含字段的对象
        • input - Density Function, the value for which to compute the square root
        • input - 密度函数,用于计算平方根的值



      ADDED MINECRAFT:LOG
      加入了 MINECRAFT:LOG

      Computes the natural logarithm of the given input.
      计算给定输入的自然对数。

      • Format: object with fields:
      • 格式:包含字段的对象
        • input - Density Function, the value for which to compute the natural logarithm
        • input - 密度函数,用于计算自然对数的值



      ADDED MINECRAFT:SIGN
      加入了 MINECRAFT:SIGN

      Computes the sign of the input:
      计算输入的符号:

      • If the input is positive, returns 1
      • 如果输入为正,则返回1
      • If the input is 0, returns 0
      • 如果输入为0,返回0
      • If the input is negative, returns -1
      • 如果输入为负数,则返回 -1

      Format: object with fields:
    • 格式:包含字段的对象

      • input - Density Function, the value of which to compute the sign
      • input - 密度函数,用于计算符号的值


      ADDED MINECRAFT:DISTANCE_TO_POINT
      加入了 MINECRAFT:DISTANCE_TO_POINT

      Computes the distance to a fixed point using the specified distance function.
      使用指定的距离函数计算到固定点的距离。

      • Format: object with fields:
      • 格式:包含字段的对象
        • point - array of 3 integers in form [x, y, z], the point to compute distance to
        • point - 由三个整数组成的数组,形式为 [x, y, z],用于计算距离的点
        • metric - one of:
        • metric - 以下之一:
          • euclidean - i.e. sqrt(dx^2 + dy^2 + dz^2)
          • euclidean - 即 sqrt(dx^2 + dy^2 + dz^2)
          • euclidean_squared - i.e. dx^2 + dy^2 + dz^2
          • euclidean_squared - 即 dx^2 + dy^2 + dz^2
          • manhattan - i.e. abs(dx) + abs(dy) + abs(dz)
          • manhattan - 即 abs(dx) + abs(dy) + abs(dz)
          • chebyshev - i.e. max(abs(dx), abs(dy), abs(dz))
          • chebyshev - 即 max(abs(dx), abs(dy), abs(dz))




      CHANGED MINECRAFT:GRADIENT (RENAMED FROM MINECRAFT:Y_CLAMPED_GRADIENT)
      更改了MINECRAFT:GRADIENT(由MINECRAFT:Y_CLAMPED_GRADIENT重命名而来)

      • Format: object with fields:
      • 格式:包含字段的对象
        • axis - x, y, or z, the axis over which to define this gradient
        • axis - x, y, 或 z, 用于定义梯度的坐标轴
        • tiling - one of:
        • tiling - 以下之一:
          • clamp_to_edge - outside the gradient boundaries, the value at the nearest boundary will be used
          • clamp_to_edge - 在梯度边界之外,将使用最近边界处的值
          • repeat - the gradient will be repeated outside its boundaries
          • repeat - 梯度将在其边界之外重复
          • mirrored_repeat - the gradient will be repeated such that odd repetitions are mirrored, ensuring continuity between repetitions
          • mirrored_repeat - 梯度将重复,使得奇数次重复被镜像,确保重复之间的连续性
        • from_coordinate - int, the coordinate at which the gradient starts
        • from_coordinate - 整数,梯度的起始坐标
        • to_coordinate - int, the coordinate at which the gradient ends
        • to_coordinate - 整数,梯度的结束坐标
          • Must not be equal to from_coordinate
          • 不得等于 from_coordinate
        • from_value - float, the value at which the gradient starts
        • from_value - 浮点数,梯度的起始值
        • to_value - float, the value at which the gradient ends
        • to_value - 浮点数, 梯度的结束值



      ADDED MINECRAFT:SLICE
      加入了 MINECRAFT:SLICE

      Removes a dimension from the input domain by taking a "slice" along an axis with a specific coordinate. For example, with axis=y and coordinate=0, a slice will be taken along the XZ plane, with all values sampled at y=0 .
      从输入域中移除一个维度,通过沿具有特定坐标的轴取“切片”。例如,使用 axis=ycoordinate=0,将沿 XZ 平面取一个切片,所有值都在 y=0 处采样。

      • Format: object with fields:
      • 格式:包含字段的对象
        • axis - x, y, or z, the axis to remove
        • axis - xyz,要移除的坐标轴
        • coordinate - int, the fixed coordinate to be passed to the input function
        • coordinate - 整数, 传递给输入函数的固定坐标
        • input - Density Function, the input function
        • input - 密度函数,输入函数



      ADDED MINECRAFT:BEARDIFIER
      加入了 MINECRAFT:BEARDIFIER

      Outputs the structure bearding density. Generally summed together with the base terrain density to produce ground below, carve air around, or bury structures.
      输出结构胡须化密度。通常与基础地形密度相加,以生成下方地面、雕刻周围空气或掩埋结构。

      Format: no fields
      格式:无字段


      CHANGED MINECRAFT:END_OUTER_ISLANDS (RENAMED FROM MINECRAFT:END_ISLANDS)
      更改了 MINECRAFT:END_OUTER_ISLANDS(从 MINECRAFT:END_ISLANDS 重命名而来)

      No longer computes the density of the main island.
      不再计算主岛的密度。


      CHANGED MINECRAFT:INTERPOLATED
      更改了 MINECRAFT:INTERPOLATED

      • Added fields:
        加入了字段:
        • cell_size_xz - positive int, size in blocks of the interpolation grid cells on the XZ axes
        • cell_size_xz - 正整数,插值元胞以方块为单位在 XZ 轴上的大小
        • cell_size_y - positive int, size in blocks of the interpolation grid cells on the Y axis
        • cell_size_y - 正整数,插值元胞以方块为单位在 Y 轴上的大小



      CHANGED MINECRAFT:CACHE (RENAMED FROM MINECRAFT:CACHE_ONCE)
      更改了 MINECRAFT:CACHE(从 MINECRAFT:CACHE_ONCE 重命名而来)

      • No format change
      • 无格式更改


      REMOVED MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:FLAT_CACHE
      移除了 MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ALL_IN_CELL, 和 MINECRAFT:FLAT_CACHE

      • May be replaced with minecraft:cache
      • 可能会被替换为 minecraft:cache
      • minecraft:slice may be used to always pick Y=0, as formerly handled by minecraft:flat_cache
      • minecraft:slice 可用于始终选择 Y=0,正如以前由 minecraft:flat_cache 处理的那样


      STRUCTURE POOL ELEMENTS
      模板池


      CHANGED MINECRAFT:FEATURE_POOL_ELEMENT
      更改了 MINECRAFT:FEATURE_POOL_ELEMENT

      • Can now connect to Jigsaw blocks with any target name, instead of just minecraft:bottom
      • 现在可以连接到任何目标名称的拼图方块,而不仅仅是 minecraft:bottom


      STRUCTURE PLACEMENTS
      结构放置


      ADDED MINECRAFT:DIMENSION_ORIGIN
      加入了 MINECRAFT:DIMENSION_ORIGIN

      • Places a single instance of the structure at the dimension origin
      • 在维度原点放置单个结构实例
        • The dimension origin is defined as the spawn_target for noise settings based dimensions, otherwise Chunk (0, 0)
        • 基于噪声设置的维度,其维度原点定义为 spawn_target,否则为区块(0, 0)
      • No additional fields
      • 无附加字段


      BLOCK PREDICATES
      方块谓词


      ADDED MINECRAFT:HEIGHT_RANGE
      加入了MINECRAFT:HEIGHT_RANGE

      Checks the height of the position against a given range.
      根据给定的范围检查该位置的高度。

      • Format: object with fields:
      • 格式:包含字段的对象
        • min_inclusive - Vertical Anchor, the minimum height required
        • min_inclusive - 垂直锚点,所需的最小高度
        • max_inclusive - Vertical Anchor, the maximum height required
        • max_inclusive - 垂直锚点,所需的最大高度



      ADDED MINECRAFT:VOLUME_MATCH
      加入了 MINECRAFT:VOLUME_MATCH

      Checks that every block in a volume matches a given Block Predicate.
      检查一个区域内所有方块是否匹配给定的方块谓词。

      • Format: object with fields:
      • 格式:包含字段的对象
        • min - list of 3 integers in range -16 to 16, the lower corner of the volume as an offset from the test position
        • min - 3 个整数的列表,范围为 -1616,体积的下角,作为相对于测试位置的偏移
        • max - list of 3 integers in range -16 to 16, the upper corner of the volume as an offset from the test position
        • max - 由3个整数组成的列表,范围在-1616之间,表示体积的上角相对于测试位置的偏移
        • match - Block Predicate to test on each position
        • match - 要在每个位置测试的方块谓词



      VERTICAL ANCHORS
      垂直锚点

      • Added a new option for Vertical Anchors:
      • 为垂直锚加入了一个新选项:
        • relative_to_sea_level - specifies an offset to the sea level of the dimension
        • relative_to_sea_level - 指定维度海平面的偏移量



      RULE TESTS
      规则测试

      These are the predicates used by ore Features (targets[].target), and rule Structure Processors (rules[].input_predicate and rules[].location_predicate).
      这些是ore地物(targets[].target)所使用的谓词,以及rule结构处理器(rules[].input_predicaterules[].location_predicate)所使用的谓词。


      ADDED MINECRAFT:HEIGHT_MATCH
      加入了 MINECRAFT:HEIGHT_MATCH

      • Checks the y-level of a block, returning true only if it's higher than or equal to min_inclusive and lower than or equal to max_inclusive
      • 检查方块的 y 层级,返回 true 仅当它高于或等于 min_inclusive 且低于或等于 max_inclusive
      • Format: object with fields:
      • 格式:包含字段的对象
        • min_inclusive - int, the minimum y value of allowed blocks (inclusive)
        • min_inclusive - 整数, 允许方块的最小 y 值(包含)
        • max_inclusive - int, the maximum y value of allowed blocks (inclusive)
        • max_inclusive - 整数, 允许方块的最大 y 值(包含)



      ADDED MINECRAFT:ALL_OF
      加入了 MINECRAFT:ALL_OF

      • Checks a list of Rule Tests for whether all of them return true for the same block
      • 检查一个规则测试列表,判断它们是否对同一个方块全部返回 true
      • Format: object with fields:
      • 格式:包含字段的对象
        • rules - list of Rule Tests, the rules to test the block against
        • rules - 规则测试列表,用于测试方块的规则



      ADDED MINECRAFT:ANY_OF
      加入了MINECRAFT:ANY_OF

      • Checks a list of Rule Tests for whether any of them returns true for the same block
      • 检查一个规则测试列表,看其中是否有任意一项对同一方块返回 true
      • Format: object with fields:
      • 格式:包含字段的对象
        • rules - list of Rule Tests, the rules to test the block against
        • rules - 规则测试列表,用于测试方块的规则



      ADDED MINECRAFT:NOT
      加入了MINECRAFT:NOT

      • Checks a Rule Test for whether it returns false for a given block
      • 检查一个规则测试是否对给定方块返回 false
      • Format: object with fields:
      • 格式:包含字段的对象
        • rule - Rule Test, the rule to test the block against
        • rule - 规则测试,用于测试方块所根据的规则



      CARVERS
      雕刻器

      • The worldgen/configured_carver registry has been renamed to worldgen/carver
      • worldgen/configured_carver 注册表重命名为 worldgen/carver


      CHANGED MINECRAFT:CAVE
      更改了 MINECRAFT:CAVE

      • All fields previously under the config field have been inlined to the top-level
      • 之前位于config字段下的所有字段已内联到顶层
      • Added count field - non-negative Int Provider, the number of Cave tunnels to create from a seed chunk
      • 加入了count字段 - 非负整数提供器,表示从一个种子区块中创建的洞穴隧道数量
      • Renamed yScale to room_vertical_radius_multiplier
      • yScale 重命名为 room_vertical_radius_multiplier
      • Added optional start_vertical_radius_multiplier field - Float Provider, acts as a multiplier for the vertical radius of the first segment in each tunnel
      • 加入了可选的start_vertical_radius_multiplier字段 - 浮点数提供器,作为每个隧道中第一段垂直半径的乘数
        • If not specified, defaults to 1.0
        • 若未指定,则默认为 1.0
      • Added thickness field - non-negative Float Provider, acts as a multiplier for the radius of carved tunnels
      • 加入了thickness字段 - 非负浮点数提供器,作为雕刻隧道半径的乘数
      • Added optional weird_thickness_bias field - Boolean
      • 加入了可选的weird_thickness_bias字段 - 布尔值
        • If true, thickness will be multiplied by, with a 10% chance: random(0, 1) * random(0, 3) + 1
        • 若为true,则厚度将乘以(有10%的概率):random(0, 1) * random(0, 3) + 1
        • If not specified, defaults to false
        • 若未指定,则默认为false
      • Removed replaceable field, carvers will replace any block (excluding features)
      • 移除了replaceable字段,雕刻器将替换任何方块(不包括地物)
      • Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension
      • 移除了lava_level字段,流体现在始终由维度中的aquifersea_level配置选择
      • Removed debug_settings field
      • 移除了debug_settings字段


      CHANGED MINECRAFT:CANYON
      更改了 MINECRAFT:CANYON

      • All fields previously under the config field have been inlined to the top-level
      • 之前位于config字段下的所有字段已内联到顶层
      • Renamed and moved yScale to shape.y_scale
      • 重命名并移动了yScaleshape.y_scale
      • Removed replaceable field, carvers will replace any block (excluding features)
      • 移除了replaceable字段,雕刻器将替换任何方块(不包括地物)
      • Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension
      • 移除了lava_level字段,流体现在始终由维度中的aquifersea_level配置选择
      • Removed debug_settings field
      • 移除了debug_settings字段


      REMOVED MINECRAFT:NETHER_CAVE
      移除了 MINECRAFT:NETHER_CAVE

      • Replaced by minecraft:cave
      • minecraft:cave 替换


      INT PROVIDERS
      整数提供器


      ADDED MINECRAFT:VERY_BIASED_TO_BOTTOM INT PROVIDER TYPE
      加入了MINECRAFT:VERY_BIASED_TO_BOTTOM整数提供器类型

      Picks a random value in the provided range, with a quadratic bias towards the minimum value.
      在提供的范围内选取一个随机值,并带有偏向最小值的二次偏置。

      • Format: object with fields:
      • 格式:包含字段的对象
        • min_inclusive - integer, the minimum selected value (inclusive)
        • min_inclusive - 整数,最小可选值(包含)
        • max_inclusive - integer, the maximum selected value (inclusive)
        • max_inclusive - 整数,最大可选值(包含)



      VILLAGER TRADES
      村民交易

      • The given_item_modifiers field has been renamed to given_item_modifier
      • given_item_modifiers 字段重命名为 given_item_modifier
        • Note: unlike other fields of type minecraft:item_modifier, this field does not support namespaced elements or tag IDs
        • 注意:与类型为 minecraft:item_modifier 的其他字段不同,此字段不支持命名空间元素或标签 ID
      • The max_uses and xp fields now require an inline value of a minecraft:context_int_provider type
      • max_usesxp 字段现在需要一个 minecraft:context_int_provider 类型的内联值
      • The count field in the wants and additional_wants structures now require an inline value of a minecraft:context_int_provider type
      • wantsadditional_wants 结构中的 count 字段现在需要一个 minecraft:context_int_provider 类型的内联值
      • The reputation_discount field now requires an inline value of a minecraft:context_float_provider type
      • reputation_discount 字段现在需要一个 minecraft:context_float_provider 类型的内联值


      TAGS
      标签


      BLOCK TAGS
      方块标签

      • Added #poplar_logs - all Poplar log blocks
      • 加入了 #poplar_logs - 所有杨木原木方块
      • Added #wool_stairs - all Wool Stairs blocks
      • 加入了 #wool_stairs - 所有羊毛楼梯方块
      • Added #wool_slabs - all Wool Slabs blocks
      • 加入了 #wool_slabs - 所有羊毛台阶方块
      • Added #cushion_uses_collision_shape - Blocks where Cushion placement raycasts against collision shape instead of interaction shape
      • 加入了 #cushion_uses_collision_shape - 方块,其中坐垫放置时会针对碰撞形状而不是交互形状进行射线检测
      • Added #wool_stairs and #wool_slabs to #dampens_vibrations
      • #wool_stairs#wool_slabs 加入了 #dampens_vibrations
      • Added #ores - collection tag containing all types of ores
      • 加入了 #ores - 集合标签,包含所有类型矿石
      • Added #skulls - collection tag containing all head and skull blocks
      • 加入了 #skulls - 所有生物头颅
      • Added #blocks_motion - collection tag containing all blocks that are considered to block motion in some way
      • 加入了 #blocks_motion - 集合标签,包含所有被认为会以某种方式阻挡运动的方块
      • Added #blocks_motion_no_leaves - collection tag containing all blocks that are considered to block motion in some way, but excluding leaf blocks
      • 加入了 #blocks_motion_no_leaves - 集合标签,包含所有被认为会以某种方式阻挡移动的方块,但不包括树叶方块
      • Added #entities_can_teleport_to - blocks that entities are allowed to teleport to
      • 加入了 #entities_can_teleport_to - 实体可以传送至的方块
      • Added #blocks_dolphin_jump - blocks that Dolphins cannot move through when jumping out of water
      • 加入了 #blocks_dolphin_jump - 海豚跳出水面时无法穿过的方块
      • Added #ice_melts_when_destroyed_above - blocks that causes ice to melt into water if the ice is destroyed when placed above them
      • 加入了 #ice_melts_when_destroyed_above - 当放置在它们上方的冰被破坏时,会使冰融化成水的方块
      • Added #blocks_motion_in_heightmap - blocks that are taken into account for the motion_blocking heightmap
      • 加入了 #blocks_motion_in_heightmap - 计入 motion_blocking 高度图的方块
      • Added #blocks_motion_in_heightmap_no_leaves - blocks that are taken into account for the motion_blocking_no_leaves heightmap
      • 加入了 #blocks_motion_in_heightmap_no_leaves - 计入 motion_blocking_no_leaves 高度图计算中的方块
      • Added #blocks_lava_fire_spread - blocks that block the creation of fire by lava
      • 加入了 #blocks_lava_fire_spread - 阻止岩浆生成火焰的方块
      • Added #blocks_fluid_flow - blocks that block fluid flow
      • 加入了 #blocks_fluid_flow - 阻挡流体流动的方块
      • Added #washed_away_by_fluids - blocks that break when a fluid flows through them
      • 加入了 #washed_away_by_fluids - 当流体流过时会被破坏的方块
      • Added #required_for_poplar_leaf_ambience - blocks which can satisfy requirement for Poplar leaves to make ambient sound
      • 加入了 #required_for_poplar_leaf_ambience - 能够满足杨树树叶发出环境音效要求的方块
      • Added #turns_into_dirt_path - blocks that turn into Dirt Path blocks when a Shovel is used for path making
      • 加入了 #turns_into_dirt_path - 当使用锹制作土径时会转变为土径方块的方块
      • Added #sculk_growth_inhibitors - blocks which keep Sculk from spreading when more than 2 are in the 8x2x8 area around it
      • 加入了 #sculk_growth_inhibitors - 当在其周围的 8x2x8 区域内有超过 2 个时会阻止幽匿扩散的方块
      • Added #uncarvable - blocks that Carvers can never carve
      • 加入了 #uncarvable - 雕刻器永远不会更改的方块
      • Added #cats_can_sit_on - blocks which Cats can randomly sit on
      • 加入了#cats_can_sit_on - 猫可以随机坐上的方块
      • Added #cats_can_lie_on - blocks which Cats can randomly lie on
      • 加入了#cats_can_lie_on - 猫可以随机躺下的方块
      • Added #speeds_up_zombie_villager_curing - blocks which can increase Zombie Villager curing time if placed nearby
      • 加入了#speeds_up_zombie_villager_curing - 放置在附近时可以缩短僵尸村民治疗时间的方块
      • Added #villagers_can_sleep_on_bed - Bed blocks which Villagers can sleep on
      • 加入了#villagers_can_sleep_on_bed - 村民可以睡觉的方块
      • Added #villager_babies_can_jump_on_bed - Bed blocks which Villager kids can jump on
      • 加入了#villager_babies_can_jump_on_bed - 幼年村民可以跳上的方块
      • Added #height_specific_ore_replaceables - blocks which Ore Features will turn into Stone Ores if found above y-level 0 and into Deepslate Ores if found below y-level 8
      • 加入了 #height_specific_ore_replaceables - 矿石地物在 y 轴高度 0 以上发现的方块将变为石头矿石,在 y 轴高度 8 以下发现的方块将变为深板岩矿石
      • Added #concrete_stairs - all Concrete Stairs blocks
      • 加入了 #concrete_stairs - 所有混凝土楼梯方块
      • Added #concrete_slabs - all Concrete Slabs blocks
      • 加入了 #concrete_slabs - 所有混凝土台阶方块
      • Added #dangerous_for_teleportation - collection tag defining blocks that are dangerous to teleport on
      • 加入了 #dangerous_for_teleportation - 定义了传送上去危险的方块的集合标签
      • Added #cat_does_not_teleport_to - blocks that Cats do not teleport to
      • 加入了 #cat_does_not_teleport_to - 猫不会传送到的方块
      • Added #enderman_does_not_teleport_to - blocks that Endermen do not teleport to
      • 加入了 #enderman_does_not_teleport_to - 末影人不会传送到的方块
      • Added #shulker_does_not_teleport_to - blocks that Shulkers do not teleport to
      • 加入了 #shulker_does_not_teleport_to - 潜影贝不会传送到的方块
      • Added #consumable_does_not_teleport_to - blocks that entities do not teleport to when they consume food that teleports randomly when eaten
      • 加入了 #consumable_does_not_teleport_to - 用于指定当实体食用会随机传送的食物时,不会传送到的方块
      • Added #nether_portal_frame - blocks that can be used to create a Nether Portal
      • 加入了 #nether_portal_frame - 用于创建下界传送门的方块
      • Added #conduit_effect_block - blocks that can be used to build a Conduit
      • 加入了 #conduit_effect_block - 用于建造潮涌核心的方块
      • Removed #overworld_carver_replaceables and #nether_carver_replaceables
      • 移除了 #overworld_carver_replaceables#nether_carver_replaceables


      ITEM TAGS
      物品标签

      • Added #poplar_logs - all Poplar log items
      • 加入了 #poplar_logs - 所有杨木原木物品
      • Added #wool_stairs - all Wool Stairs items
      • 加入了 #wool_stairs - 所有羊毛楼梯物品
      • Added #wool_slabs - all Wool Slabs items
      • 加入了 #wool_slabs - 所有羊毛台阶物品
      • Added #mushrooms - all Mushroom items
      • 加入了 #mushrooms - 所有蘑菇物品
      • Added #ores - collection tag containing all types of ores
      • 加入了 #ores - 包含所有类型矿石的集合标签
      • Added #douses_campfires - items that can douse a lit Campfire block
      • 加入了 #douses_campfires - 可以熄灭点燃的营火方块的物品
      • Added #concrete_stairs - all Concrete Stairs items
      • 加入了 #concrete_stairs - 所有混凝土楼梯物品
      • Added #concrete_slabs - all Concrete Slabs items
      • 加入了 #concrete_slabs - 所有混凝土台阶物品
      • Added #cloneable_maps - Filled Map plus all Explorer Map items and Buried Treasure Maps, used as the input to the map_cloning recipe
      • 加入了 #cloneable_maps - 覆盖层地图以及所有探险家地图物品和藏宝图,用于 map_cloning 配方的输入
      • Added #extendable_maps - maps that can be zoomed out with paper, either in a Crafting Table or at a Cartography Table
      • 加入了 #extendable_maps - 可以用纸缩放的地图,无论是在工作台还是在制图台
      • Added #brewing_potion_inputs - items that can be placed in a Brewing Stand potion slot, regardless of whether they are brewing recipe inputs
      • 加入了 #brewing_potion_inputs - 可以放入酿造台药水槽位的物品,无论它们是否为酿造配方所需的
      • Added #furnace_fuel_bottom_takeable - items that can be taken out of furnace by a hopper attached to the bottom face
      • 加入了 #furnace_fuel_bottom_takeable - 可由连接到底面的漏斗从熔炉中取出的物品
      • Removed #brewing_fuel - the brewing_fuel item component is now used to identify brewing fuels
      • 移除了 #brewing_fuel - brewing_fuel 物品组件现在用于识别酿造燃料


      BIOME TAGS
      生物群系标签

      • Added tags for biomes which will generate the respective Abandoned Camp variant:
      • 为生物群系加入了标签,这些标签将生成相应的废弃营地变种:
        • #has_structure/abandoned_camp_bamboo_jungle
        • #has_structure/abandoned_camp_bamboo_jungle
        • #has_structure/abandoned_camp_birch_forest
        • #has_structure/abandoned_camp_birch_forest
        • #has_structure/abandoned_camp_cherry_grove
        • #has_structure/abandoned_camp_cherry_grove
        • #has_structure/abandoned_camp_dappled_forest
        • #has_structure/abandoned_camp_dappled_forest
        • #has_structure/abandoned_camp_flower_forest
        • #has_structure/abandoned_camp_flower_forest
        • #has_structure/abandoned_camp_forest
        • #has_structure/abandoned_camp_forest
        • #has_structure/abandoned_camp_meadow
        • #has_structure/abandoned_camp_meadow
        • #has_structure/abandoned_camp_old_growth_birch_forest
        • #has_structure/abandoned_camp_old_growth_birch_forest
        • #has_structure/abandoned_camp_old_growth_pine_taiga
        • #has_structure/abandoned_camp_old_growth_pine_taiga
        • #has_structure/abandoned_camp_old_growth_spruce_taiga
        • #has_structure/abandoned_camp_old_growth_spruce_taiga
        • #has_structure/abandoned_camp_savanna
        • #has_structure/abandoned_camp_savanna
        • #has_structure/abandoned_camp_pale_garden
        • #has_structure/abandoned_camp_pale_garden
        • #has_structure/abandoned_camp_snowy_taiga
        • #has_structure/abandoned_camp_snowy_taiga
        • #has_structure/abandoned_camp_sparse_jungle
        • #has_structure/abandoned_camp_sparse_jungle
        • #has_structure/abandoned_camp_swamp
        • #has_structure/abandoned_camp_swamp
        • #has_structure/abandoned_camp_taiga
        • #has_structure/abandoned_camp_taiga
        • #has_structure/abandoned_camp_windswept_forest
        • #has_structure/abandoned_camp_windswept_forest
        • #has_structure/abandoned_camp_wooded_badlands
        • #has_structure/abandoned_camp_wooded_badlands



      ENTITY TYPE TAGS
      实体类型标签

      • Added #cannot_be_dismounted_by_item_usage - entities which cannot be dismounted by items
      • 加入了 #cannot_be_dismounted_by_item_usage - 无法通过使用物品使其脱离骑乘的实体


      DAMAGE TYPE TAGS
      伤害类型标签

      • Added #no_wolf_retaliation - damage types that should not cause tamed Wolves to attack their source in order to defend their owner
      • 加入了 #no_wolf_retaliation - 不应导致已驯服的狼为了保护主人而攻击其来源的伤害类型


      POTION TAGS
      药水标签

      • Added #douses_fire - Potions that douse Fire blocks when they hit something
      • 加入了 #douses_fire - 击中目标时灭火的药水
      • Added #hurts_water_sensitive_entities - Potions that will hurt entities which are sensitive to water (e.g. Endermen)
      • 加入了 #hurts_water_sensitive_entities - 会伤害对水敏感的生物(例如末影人)的药水
      • Added #extinguishes_entities - Potions that can extinguish entities
      • 加入了 #extinguishes_entities - 可对实体身上灭火的药水
      • Added #rehydrates_axolotls - Potions that will cause Axolotls to rehydrate
      • 加入了 #rehydrates_axolotls - 使美西螈回复氧气值的药水


      STRUCTURE TAGS
      结构标签

      • Added #abandoned_camp - all variants of Abandoned Camps
      • 加入了 #abandoned_camp - 废弃营地的所有变种
      • Renamed #on_woodland_explorer_maps to #on_woodland_mansion_maps
      • #on_woodland_explorer_maps 重命名为 #on_woodland_mansion_maps
      • Renamed #on_ocean_explorer_maps to #on_ocean_monument_maps
      • #on_ocean_explorer_maps 重命名为 #on_ocean_monument_maps
      • Renamed #on_jungle_explorer_maps to #on_jungle_pyramid_maps
      • #on_jungle_explorer_maps 重命名为 #on_jungle_pyramid_maps
      • Renamed #on_swamp_explorer_maps to #on_swamp_hut_maps
      • #on_swamp_explorer_maps 重命名为 #on_swamp_hut_maps
      • Renamed #on_trial_explorer_map to #on_buried_trial_chambers_map
      • #on_trial_explorer_map 重命名为 #on_buried_trial_chambers_map


      FLUID TAGS
      流体标签

      • Added #axolotl_try_find_liquid - all fluids Axolotls are trying to find
      • 加入了 #axolotl_try_find_liquid - 美西螈试图寻找的所有流体
      • Added #dolphin_try_find_liquid - all fluids Dolphins are trying to find
      • 加入了 #dolphin_try_find_liquid - 海豚尝试寻找的所有流体
      • Added #frog_try_find_land_near_liquid - all fluids Frogs are trying to find land near to
      • 加入了 #frog_try_find_land_near_liquid - 青蛙正试图寻找的靠近陆地的所有流体
      • Added #entity_floatable - all fluids that make entities float
      • 加入了 #entity_floatable - 所有使实体漂浮的流体


      PARTICLES
      粒子效果


      ADDED MINECRAFT:RED_POPLAR_LEAVES
      加入了MINECRAFT:RED_POPLAR_LEAVES

      • Falls from Red Poplar Leaves blocks
      • 从红色杨树树叶方块掉落
      • Has no fields
      • 无字段


      ADDED MINECRAFT:ORANGE_POPLAR_LEAVES
      加入了MINECRAFT:ORANGE_POPLAR_LEAVES

      • Falls from Orange Poplar Leaves blocks
      • 从橙色杨树树叶方块掉落
      • Has no fields
      • 无字段


      ADDED MINECRAFT:YELLOW_POPLAR_LEAVES
      加入了MINECRAFT:YELLOW_POPLAR_LEAVES

      • Falls from Yellow Poplar Leaves blocks
      • 从黄色杨树树叶方块上掉落
      • Has no fields
      • 无字段



      RESOURCE PACK VERSIONS 89.0 THROUGH 97.1
      资源包版本从 89.0 到 97.1

      PALETTE TEXTURES
      调色板纹理

      • All armor trim palette textures have been moved from textures/trim/color_palettes/ to textures/palettes/trim/
      • 所有盔甲纹饰调色板纹理已从 textures/trim/color_palettes/ 移至 textures/palettes/trim/
        • The base armor trim palette texture has instead been moved to textures/palettes/trim_base.png
        • 基础盔甲纹饰调色板纹理移动到了 textures/palettes/trim_base.png
      • Entity armor trim material textures are no longer generated into the minecraft:trims atlas with paletted_permutations, but rather generated on-demand
      • 实体盔甲纹饰材料纹理不再使用 paletted_permutations 生成到 minecraft:trims 图集中,而是按需生成
        • The base palette ID is now specified in a new palette mcmeta section field
        • 基础调色板 ID 现在在一个新的 palette mcmeta 节字段中指定
        • This section has a single field: base_palette - the base Palette Texture ID to remap from
        • 此部分只有一个字段: base_palette - 要从中重映射的基础调色板纹理 ID
      • Item armor trim material textures are still generated with paletted_permutations as before
      • 物品盔甲纹饰材料纹理仍像以前一样使用 paletted_permutations 生成


      PALETTED_PERMUTATIONS SPRITE SOURCE
      调色板排列纹理源

      • Palette Texture locations in the palette_key and permutations fields have been replaced by Palette Texture IDs - i.e. <namespace>:<path> now resolves to <namespace>:textures/palettes/<path>.png
      • Palette Texture 在 palette_keypermutations 字段中的位置已被 Palette Texture ID 取代——即 <namespace>:<path> 现在解析为 <namespace>:textures/palettes/<path>.png


      EQUIPMENT ASSETS
      装备资源

      A new optional trim_overrides field can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset. This replaces functionality formerly supported by override_armor_assets in the trim material, as well as custom atlas overrides.
      新的可选 trim_overrides 字段可用于更换特定纹饰材料或图案用于给定装备资源时所使用的纹理或调色板。这取代了此前由纹饰材料中的 override_armor_assets 以及自定义图集覆盖所支持的功能。

      • Format: list of override entries with fields:
      • 格式:覆写条目列表,包含的字段:
        • when - object with fields, the material and/or pattern to match
        • when - 具有字段的对象,要匹配的材料
          • material - optional Trim Material ID, the material to match (if specified)
          • material - 可选纹饰材料ID,要匹配的材料(如果指定)
          • pattern - optional Trim Pattern ID, the pattern to match (if specified)
          • pattern - 可选的纹饰模板ID,要匹配的纹饰(如果指定)
          • At least one of material or pattern must be specified
          • 必须指定 materialpattern 中的至少一个
          • If both are specified, both must match for the entry to be used
          • 如果两者都指定,则必须两者都匹配才能使用该条目
        • texture - optional trim pattern asset ID, a replacement texture to use if this entry matches
        • texture - 可选的纹饰图案资产ID,如果此条目匹配,则使用的替换纹理
          • Textures are specified in the same format as asset_id
          • 纹理以与 asset_id 相同的格式指定
          • If not specified, the default texture for the pattern will be used
          • 如果未指定,则将使用图案的默认纹理
        • palette - optional palette ID, a replacement palette to use if this entry matches
        • palette - 可选的调色板ID,如果此条目匹配则使用的替换调色板
          • If not specified, no palette remapping will be applied to the texture
          • 如果未指定,则不会对纹理应用调色板重映射
        • The first matching entry will always be selected
        • 第一个匹配的条目将始终被选中
        • At least one of texture or palette must be defined
        • 必须指定 texturepalette 中的至少一个



      BLOCK SPRITES
      方块精灵图

      • Added new Block textures:
      • 加入了新的方块纹理:
        • block/orange_poplar_leaves.png
        • block/orange_poplar_leaves.png
        • block/poplar_door_bottom.png
        • block/poplar_door_bottom.png
        • block/poplar_door_top.png
        • block/poplar_door_top.png
        • block/poplar_log.png
        • block/poplar_log.png
        • block/poplar_log_top.png
        • block/poplar_log_top.png
        • block/poplar_planks.png
        • block/poplar_planks.png
        • block/poplar_sapling.png
        • block/poplar_sapling.png
        • block/poplar_shelf.png
        • block/poplar_shelf.png
        • block/poplar_sign.png
        • block/poplar_sign.png
        • block/poplar_trapdoor.png
        • block/poplar_trapdoor.png
        • block/red_poplar_leaves.png
        • block/red_poplar_leaves.png
        • block/red_shrub.png
        • block/red_shrub.png
        • block/shelf_mushroom_stage0.png
        • block/shelf_mushroom_stage0.png
        • block/shelf_mushroom_stage1.png
        • block/shelf_mushroom_stage1.png
        • block/straw_bed.png
        • block/straw_bed.png
        • block/stripped_poplar_log.png
        • block/stripped_poplar_log.png
        • block/stripped_poplar_log_top.png
        • block/stripped_poplar_log_top.png
        • block/poplar_hanging_sign.png
        • block/poplar_hanging_sign.png
        • block/yellow_poplar_leaves.png
        • block/yellow_poplar_leaves.png



      ITEM SPRITES
      物品精灵图

      • Added new Item textures:
      • 加入了新的物品纹理:
        • item/abandoned_camp_map.png
        • item/abandoned_camp_map.png
        • item/black_cushion.png
        • item/black_cushion.png
        • item/blue_cushion.png
        • item/blue_cushion.png
        • item/brown_cushion.png
        • item/brown_cushion.png
        • item/buried_ancient_city_map.png
        • item/buried_ancient_city_map.png
        • item/buried_mineshaft_map.png
        • item/buried_mineshaft_map.png
        • item/buried_treasure_map.png
        • item/buried_treasure_map.png
        • item/buried_trial_chambers_map.png
        • item/buried_trial_chambers_map.png
        • item/cyan_cushion.png
        • item/cyan_cushion.png
        • item/desert_pyramid_map.png
        • item/desert_pyramid_map.png
        • item/desert_village_map.png
        • item/desert_village_map.png
        • item/gray_cushion.png
        • item/gray_cushion.png
        • item/green_cushion.png
        • item/green_cushion.png
        • item/jungle_pyramid_map.png
        • item/jungle_pyramid_map.png
        • item/light_blue_cushion.png
        • item/light_blue_cushion.png
        • item/light_gray_cushion.png
        • item/light_gray_cushion.png
        • item/lime_cushion.png
        • item/lime_cushion.png
        • item/magenta_cushion.png
        • item/magenta_cushion.png
        • item/ocean_monument_map.png
        • item/ocean_monument_map.png
        • item/orange_cushion.png
        • item/orange_cushion.png
        • item/pink_cushion.png
        • item/pink_cushion.png
        • item/plains_village_map.png
        • item/plains_village_map.png
        • item/poplar_boat.png
        • item/poplar_boat.png
        • item/poplar_chest_boat.png
        • item/poplar_chest_boat.png
        • item/poplar_door.png
        • item/poplar_door.png
        • item/poplar_hanging_sign.png
        • item/poplar_hanging_sign.png
        • item/poplar_sign.png
        • item/poplar_sign.png
        • item/purple_cushion.png
        • item/purple_cushion.png
        • item/red_cushion.png
        • item/red_cushion.png
        • item/savanna_village_map.png
        • item/savanna_village_map.png
        • item/snowy_village_map.png
        • item/snowy_village_map.png
        • item/swamp_hut_map.png
        • item/swamp_hut_map.png
        • item/taiga_village_map.png
        • item/taiga_village_map.png
        • item/warm_ocean_ruins_map.png
        • item/warm_ocean_ruins_map.png
        • item/white_cushion.png
        • item/white_cushion.png
        • item/woodland_mansion_map.png
        • item/woodland_mansion_map.png
        • item/yellow_cushion.png
        • item/yellow_cushion.png
      • Removed Item textures:
      • 移除了物品纹理:
        • item/filled_map_markings.png
        • item/filled_map_markings.png
        • item/light.png
        • item/light.png



      UI SPRITES
      UI精灵图

      • Added new UI textures:
      • 加入了新的UI纹理:
        • gui/hanging_signs/poplar.png
        • gui/hanging_signs/poplar.png
        • gui/signs/poplar.png
        • gui/signs/poplar.png
        • gui/realms/friends.png
        • gui/realms/friends.png
        • gui/realms/minigames.png
        • gui/realms/minigames.png
        • gui/realms/private_server.png
        • gui/realms/private_server.png
        • gui/sprites/widget/realms_button.png
        • gui/sprites/widget/realms_button.png
        • gui/sprites/widget/realms_button_disabled.png
        • gui/sprites/widget/realms_button_disabled.png
        • gui/sprites/widget/realms_button_highlighted.png
        • gui/sprites/widget/realms_button_highlighted.png



      ENTITY TEXTURES
      实体纹理

      • Added new Entity textures:
      • 加入了新的实体纹理:
        • entity/boat/poplar.png
        • entity/boat/poplar.png
        • entity/chest_boat/poplar.png
        • entity/chest_boat/poplar.png
        • entity/cushion/black_cushion.png
        • entity/cushion/black_cushion.png
        • entity/cushion/blue_cushion.png
        • entity/cushion/blue_cushion.png
        • entity/cushion/brown_cushion.png
        • entity/cushion/brown_cushion.png
        • entity/cushion/cyan_cushion.png
        • entity/cushion/cyan_cushion.png
        • entity/cushion/gray_cushion.png
        • entity/cushion/gray_cushion.png
        • entity/cushion/green_cushion.png
        • entity/cushion/green_cushion.png
        • entity/cushion/light_blue_cushion.png
        • entity/cushion/light_blue_cushion.png
        • entity/cushion/light_gray_cushion.png
        • entity/cushion/light_gray_cushion.png
        • entity/cushion/lime_cushion.png
        • entity/cushion/lime_cushion.png
        • entity/cushion/magenta_cushion.png
        • entity/cushion/magenta_cushion.png
        • entity/cushion/orange_cushion.png
        • entity/cushion/orange_cushion.png
        • entity/cushion/pink_cushion.png
        • entity/cushion/pink_cushion.png
        • entity/cushion/purple_cushion.png
        • entity/cushion/purple_cushion.png
        • entity/cushion/red_cushion.png
        • entity/cushion/red_cushion.png
        • entity/cushion/white_cushion.png
        • entity/cushion/white_cushion.png
        • entity/cushion/yellow_cushion.png
        • entity/cushion/yellow_cushion.png



      MAP SPRITES
      地图精灵图

      • Added new Map textures:
      • 加入了新的地图纹理:
        • abandoned_camp.png
        • abandoned_camp.png
        • ancient_city.png
        • ancient_city.png
        • desert_pyramid.png
        • desert_pyramid.png
        • mineshaft.png
        • mineshaft.png
        • warm_ocean_ruins.png
        • warm_ocean_ruins.png
      • The following Icons have been updated in order to show player rotation on the map:
      • 更新了以下图标,以便在地图上显示玩家旋转:
        • player.png
        • player.png
        • player_off_limits.png
        • player_off_limits.png
        • player_off_map.png
        • player_off_map.png



      BLOCK CRUMBLING OVERLAY TEXTURES
      方块破坏叠加纹理

      • Added new block crumbling overlay textures that replace the existing ones for translucent blocks rendered with OIT:
      • 加入了新的方块破坏叠加纹理,用于替换以 OIT 渲染的透明方块现有的纹理:
        • block/destroy_oit_stage_0.png
        • block/destroy_oit_stage_0.png
        • block/destroy_oit_stage_1.png
        • block/destroy_oit_stage_1.png
        • block/destroy_oit_stage_2.png
        • block/destroy_oit_stage_2.png
        • block/destroy_oit_stage_3.png
        • block/destroy_oit_stage_3.png
        • block/destroy_oit_stage_4.png
        • block/destroy_oit_stage_4.png
        • block/destroy_oit_stage_5.png
        • block/destroy_oit_stage_5.png
        • block/destroy_oit_stage_6.png
        • block/destroy_oit_stage_6.png
        • block/destroy_oit_stage_7.png
        • block/destroy_oit_stage_7.png
        • block/destroy_oit_stage_8.png
        • block/destroy_oit_stage_8.png
        • block/destroy_oit_stage_9.png
        • block/destroy_oit_stage_9.png



      SOUNDS
      音效

      • Added new sound events:
      • 加入了新的声音事件:
        • block.shelf_mushroom.break
        • block.shelf_mushroom.break
        • block.shelf_mushroom.fall
        • block.shelf_mushroom.fall
        • block.shelf_mushroom.place
        • block.shelf_mushroom.place
        • block.shelf_mushroom.step
        • block.shelf_mushroom.step
        • block.shelf_mushroom.bounce
        • block.shelf_mushroom.bounce
        • block.poplar_leaves.ambient
        • block.poplar_leaves.ambient
        • block.straw_bed.break
        • block.straw_bed.break
        • block.straw_bed.break_leave
        • block.straw_bed.break_leave
        • block.straw_bed.step
        • block.straw_bed.step
        • block.straw_bed.place
        • block.straw_bed.place
        • block.straw_bed.hit
        • block.straw_bed.hit
        • block.straw_bed.fall
        • block.straw_bed.fall
        • block.poplar_leaves.break
        • block.poplar_leaves.break
        • block.poplar_leaves.fall
        • block.poplar_leaves.fall
        • block.poplar_leaves.place
        • block.poplar_leaves.place
        • block.poplar_leaves.step
        • block.poplar_leaves.step
        • block.poplar_leaves.hit
        • block.poplar_leaves.hit
        • block.red_shrub.break
        • block.red_shrub.break
        • block.red_shrub.place
        • block.red_shrub.place
        • entity.cushion.break
        • entity.cushion.break
        • entity.cushion.place
        • entity.cushion.place
        • entity.cushion.get_up
        • entity.cushion.get_up
        • entity.cushion.sit
        • entity.cushion.sit



      PARTICLES
      粒子效果

      • Added new Particle textures:
      • 加入了新的粒子纹理:
        • orange_poplar_1.png
        • orange_poplar_1.png
        • orange_poplar_2.png
        • orange_poplar_2.png
        • orange_poplar_3.png
        • orange_poplar_3.png
        • orange_poplar_4.png
        • orange_poplar_4.png
        • red_poplar_1.png
        • red_poplar_1.png
        • red_poplar_2.png
        • red_poplar_2.png
        • red_poplar_3.png
        • red_poplar_3.png
        • red_poplar_4.png
        • red_poplar_4.png
        • yellow_poplar_1.png
        • yellow_poplar_1.png
        • yellow_poplar_2.png
        • yellow_poplar_2.png
        • yellow_poplar_3.png
        • yellow_poplar_3.png
        • yellow_poplar_4.png
        • yellow_poplar_4.png
        • shelf_mushroom_particle.png
        • shelf_mushroom_particle.png
        • straw_bed_particle.png
        • straw_bed_particle.png



      ITEM MODELS
      物品模型

      • Added optional shade_direction_override to block model elements
      • 为方块模型元素加入了可选的shade_direction_override
        • Accepted values are cardinal directions (down, up, north, south, west, east)
        • 可接受的值为主方向(downupnorthsouthwesteast
        • When set, this overrides directional shading for the element regardless of face orientation
        • 设置后,无论面朝向如何,此设置都会覆盖该元素的定向着色
      • Removed shade from block model elements
      • 从方块模型元素中移除了shade
        • Use shade_direction_override: "up" to get the previous shade: false behavior
        • 使用shade_direction_override: "up"来获得之前的shade: false行为



      TINT SOURCES
      着色来源

      • Removed minecraft:map_color
        移除了 MINECRAFT:MAP_COLOR
        • The minecraft:map_color component it read no longer exists
        • 它读取的 minecraft:map_color 组件不再存在



      SHADERS & POST-PROCESS EFFECTS
      着色器与后处理管线

      • terrain.vsh and terrain.fsh shaders are refactored to support multi-draw
      • terrain.vshterrain.fsh 着色器已重构以支持 muti-draw
      • Some of the members in Globals and DynamicTransforms are shuffled to use less memory for those uniform blocks
      • GlobalsDynamicTransforms 中的一些部分被重新排列,以减少 uniform 块的内存使用

      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.
      开发者注虽然在资源包中这是可能的,但覆盖核心着色器被视为不受支持且并非资源包的预期功能。这些着色器作为游戏内部实现的一部分存在,因此,随着游戏内部机制的演变,它们可能随时发生变化。我们理解覆盖核心着色器被用于非常酷的资源包功能,其中许多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。


      ORDER-INDEPENDENT TRANSPARENCY (OIT)-RELATED SHADER CHANGES
      顺序无关透明算法(OIT)相关的着色器更改

      • Added new shaders to support order-independent transparency:
      • 加入了支持顺序无关透明算法的新着色器:
        • core/blit_depth.fsh
        • core/blit_depth.fsh
        • core/oit_composite.fsh
        • core/oit_composite.fsh
        • core/oit_depth_bounds_cull.fsh
        • core/oit_depth_bounds_cull.fsh
        • include/oit.glsl
        • include/oit.glsl
        • include/oit_add_transmittance.glsl
        • include/oit_add_transmittance.glsl
        • include/oit_common.glsl
        • include/oit_common.glsl
        • include/oit_depth_bounds.glsl
        • include/oit_depth_bounds.glsl
        • include/oit_depth_sample.glsl
        • include/oit_depth_sample.glsl
        • include/oit_sample.glsl
        • include/oit_sample.glsl
      • Extracted the texture sampling logic from core/terrain.fsh into include/texture_sampling.glsl
      • 将纹理采样逻辑从 core/terrain.fsh 提取 include/texture_sampling.glsl
      • Renamed the following core shaders:
      • 重命名了以下核心着色器:
        • core/rendertype_clouds.vshcore/clouds.vsh
        • core/rendertype_clouds.vshcore/clouds.vsh
        • core/rendertype_clouds.fshcore/clouds.fsh
        • core/rendertype_clouds.fshcore/clouds.fsh
        • core/rendertype_world_border.vshcore/world_border.vsh
        • core/rendertype_world_border.vshcore/world_border.vsh
        • core/rendertype_world_border.fshcore/world_border.fsh
        • core/rendertype_world_border.fshcore/world_border.fsh
      • Updated core shaders to support order-independent transparency
      • 更新了核心着色器以支持顺序无关透明算法
        • Introduced new defines:
        • 引入了新的定义:
          • OIT - If present, indicates that OIT is enabled
          • OIT - 如果存在,表示 OIT 已启用
          • OIT_DEPTH_BOUNDS - If present, indicates that the depth bounds pass is being executed
          • OIT_DEPTH_BOUNDS - 如果存在,表示正在执行深度边界阶段
          • OIT_TRANSMITTANCE - If present, indicates that the transmittance pass is being executed
          • OIT_TRANSMITTANCE - 如果存在,表示正在执行透射率通道
          • OIT_ACCUMULATE - If present, indicates that the accumulate pass is being executed
          • OIT_ACCUMULATE - 如果存在,表示累积通道正在被执行
          • OIT_ALPHA_ONLY - If present, indicates that either the depth bounds or transmittance pass is being executed
          • OIT_ALPHA_ONLY - 如果存在,表示正在执行深度边界通道或透射率通道
          • OIT_ADDITIVE - If present, indicates that the OIT algorithm should emulate additive blending for the executing pipeline
          • OIT_ADDITIVE - 如果存在,表示 OIT 算法应为正在执行的管线模拟加法混合
          • OIT_WAVELET_RANK - An integer internal to the OIT algorithm
          • OIT_WAVELET_RANK - OIT 算法内部的一个整数
          • OIT_COEFF_COUNT - An integer internal to the OIT algorithm
          • OIT_COEFF_COUNT - OIT 算法内部的一个整数
          • OIT_COEFF_ATTACHMENT_COUNT - An integer internal to the OIT algorithm
          • OIT_COEFF_ATTACHMENT_COUNT - 一个 OIT 算法内部的整数
          • RENDERPEARL_DEPTH_IS_ZERO_TO_ONE - If present, indicates that the current rendering backend uses the depth range of [0, 1], it is available globally to all shaders independently of the OIT setting
          • RENDERPEARL_DEPTH_IS_ZERO_TO_ONE - 如果存在,表示当前渲染后端使用 [0, 1] 的深度范围,它独立于 OIT 设置,对所有着色器全局可用
          • RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - If present, indicates that an OIT shader should explicitly output a depth value because a device it is running on can produce a slightly different implicit value
          • RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - 如果存在,表示 OIT 着色器应显式输出深度值,因为其运行的设备可能会产生略有不同的隐式值
          • Affected shaders:
          • 受影响的着色器:
            • core/block.fsh
            • core/block.fsh
            • core/block.vsh
            • core/block.vsh
            • core/clouds.fsh
            • core/clouds.fsh
            • core/clouds.vsh
            • core/clouds.vsh
            • core/entity.fsh
            • core/entity.fsh
            • core/entity.vsh
            • core/entity.vsh
            • core/item.fsh
            • core/item.fsh
            • core/item.vsh
            • core/item.vsh
            • core/particle.fsh
            • core/particle.fsh
            • core/position_color.fsh
            • core/position_color.fsh
            • core/rendertype_beacon_beam.fsh
            • core/rendertype_beacon_beam.fsh
            • core/rendertype_clouds.fsh
            • core/rendertype_clouds.fsh
            • core/rendertype_crumbling.fsh
            • core/rendertype_crumbling.fsh
            • core/rendertype_entity_shadow.fsh
            • core/rendertype_entity_shadow.fsh
            • core/rendertype_lightning.fsh
            • core/rendertype_lightning.fsh
            • core/rendertype_lines.fsh
            • core/rendertype_lines.fsh
            • core/rendertype_world_border.fsh
            • core/rendertype_world_border.fsh
            • core/terrain.fsh
            • core/terrain.fsh
            • core/terrain.vsh
            • core/terrain.vsh
            • core/text.fsh
            • core/text.fsh
            • core/world_border.fsh
            • core/world_border.fsh
            • core/world_border.vsh
            • core/world_border.vsh


      • Removed the old transparency post chain:
      • 移除了旧的透明度后处理链:
        • post_effect/transparency.json
        • post_effect/transparency.json
        • shaders/post/transparency.fsh
        • shaders/post/transparency.fsh



      NEW CORE SHADERS
      新核心着色器

      • core/integrate_depth.fsh was added and is used to integrate the "3d hud" and always-on-top gizmo depth buffers into the main depth buffer
      • core/integrate_depth.fsh 被添加并用于将 “3d hud” 和始终置顶的 gizmo 深度缓冲区整合到主深度缓冲区中


      REMOVED CORE SHADERS
      移除了核心着色器

      • core/text_background.fsh and core/text_background.vsh were removed and text background in Text Display Entities is now rendered using the text shaders
      • 移除了 core/text_background.fshcore/text_background.vsh ,文本显示实体中的文本背景现在使用文本着色器进行渲染


      SHADER COMPILATION CHANGES
      着色器编译更改

      • Shaders are now compiled by ShaderC when using OpenGL as well, identically to when using Vulkan
      • 现在使用 OpenGL 时,着色器也像使用 Vulkan 时一样由 ShaderC 编译
      • Shader includes are now handled by ShaderC using #include instead of #moj_import
      • 着色器包含现在由 ShaderC 使用 #include 而不是 #moj_import 处理
      • Shader inputs and outputs must have a location specified in shader source
      • 着色器输入和输出必须在着色器源代码中指定位置
        • Vertex input names must still match expected names
        • 顶点输入名称仍然必须与预期名称匹配
        • Vertex outputs are matched to fragment inputs solely by location, the name is now ignored
        • 顶点输出现在仅按位置与片段输入匹配,名称已被忽略
      • Introduced new define RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - A boolean indicating if gl_InstanceIndex follows Vulkan or OpenGL (gl_InstanceID) semantics
      • 引入了新的定义 RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - 布尔值,表示 gl_InstanceIndex 遵循 Vulkan 或 OpenGL(gl_InstanceID)语义

      Developer's Note: Vertex inputs in previous versions using OpenGL were not allowed to specify a location. Compatibility can be preserved by only specifying locations when the "VULKAN" macro is defined.
      开发者注: 在之前使用 OpenGL 的版本中,顶点输入不允许指定位置。可以通过仅在定义了 "VULKAN" 宏时指定位置来保持兼容性。

      Developer's Note: Vertex outputs and fragment inputs in previous versions were matched based on name alone. Compatibility can be preserved by continuing to use identical names.
      开发者笔记: 先前版本中的顶点输出和片段输入仅基于名称进行匹配。通过继续使用相同的名称,可以保持兼容性。


      ALWAYS-ON POST EFFECT SUPPORT
      始终应用的后处理管线效果

      • A resource pack can now define a minecraft:end_of_frame post effect
      • 资源包现在可以定义一个minecraft:end_of_frame后处理管线效果
      • It will be applied before other post effects, including the ones enabled by the new posteffect command
      • 它将在其他后处理管线效果之前应用,包括由新的posteffect命令启用的那些效果
      • This post effect is always on as long as the resource pack is loaded, and cannot be controlled by the posteffect command
      • 只要资源包被加载,此后处理管线效果就会一直启用,且无法通过posteffect命令控制
      • As usual with resource pack resources, in case of multiple packs defining this effect, the one from the last resource pack in the list will apply
      • 与资源包资源的通常情况一样,如果多个资源包定义了此效果,则列表中最后一个资源包的效果将生效



      FIXED BUGS IN 26.3
      26.3 修复的漏洞

      • MC-4 - Item drops sometimes appear at the wrong location
      • MC-4 - 物品实体有时出现在错误的位置
      • MC-2157 - Particles emitted from dragon eggs when teleporting do not point in the correct direction
      • MC-2157 - 传送时龙蛋产生的粒子没有指向正确的方向
      • MC-5269 - Updating a server's address in the multiplayer menu does not update its status
      • MC-5269 - 修改多人游戏菜单中的服务器地址不会更新其状态
      • MC-40597 - The interaction of the game's built-in fullscreen mode and macOS fullscreen can glitch the game window
      • MC-40597 - 游戏内置全屏模式与 macOS 系统全屏之间的交互可能会导致游戏窗口出现故障
      • MC-44654 - Some entities' positions are not updated on the client when teleported
      • MC-44654 - 某些实体的位置在被传送时不会在客户端更新
      • MC-46421 - You cannot use Nether portals, End portals, and End gateways while in Spectator mode
      • MC-46421 - 不能在旁观模式下使用下界传送门、末地传送门和末地折跃门
      • MC-51859 - The line spacing of text within all hover tooltips is larger between the first and second lines
      • MC-51859 - 所有悬浮提示框文本中,第一行与第二行之间的行间距更大
      • MC-58061 - Endermen can teleport onto signs
      • MC-58061 - 末影人可以传送到告示牌上
      • MC-59810 - Cannot break blocks while sprinting on macOS
      • MC-59810 - 在 macOS 系统上疾跑时无法破坏方块
      • MC-73162 - Breaking an entity that instantly breaks sometimes destroys the block behind it in Creative mode
      • MC-73162 - 在创造模式下,破坏一个瞬间摧毁的实体有时会破坏其后面的方块
      • MC-90148 - When a player gets out of a boat, the other passenger's head remains rotated sideways
      • MC-90148 - 当玩家下船时,其他乘客的头部仍然侧向旋转
      • MC-91006 - Some entities lose their name when placed or broken
      • MC-91006 - 某些实体在放置或破坏时会丢失其名称
      • MC-96365 - Boats and rafts retain their rotational momentum after exiting and entering them
      • MC-96365 - 船和筏在玩家离开并重新进入后仍保留其旋转动量
      • MC-102732 - Arrows can visually bounce off of entities when barely missing them
      • MC-102732 - 箭在几乎未命中实体时会从实体上视觉弹开
      • MC-102836 - Endermen can teleport to some dangerous places
      • MC-102836 - 末影人能够传送到一些危险的地方
      • MC-102881 - Shulkers do not emit any particles when teleporting
      • MC-102881 - 潜影贝在传送时不会发出任何粒子
      • MC-106416 - Endermen and entities eating chorus fruit can teleport outside the world border and into powder snow
      • MC-106416 - 末影人和食用紫颂果的实体可以传送到世界边界之外或进入细雪
      • MC-110989 - /spreadplayers considers signs to be valid blocks to be spread onto
      • MC-110989 - /spreadplayers 认为告示牌是可作为扩散的有效方块
      • MC-112580 - Structure blocks' GUI does not pause the game in singleplayer
      • MC-112580 - 结构方块的 GUI 在单人游戏中不会暂停游戏
      • MC-112744 - The Team NBT tag only exists for living entities
      • MC-112744 - Team NBT标签仅存在于生物实体上
      • MC-113006 - Items reeled in with fishing rods do not move smoothly but appear to teleport
      • MC-113006 - 用钓鱼竿钓起的物品不会平滑移动,而是会瞬移
      • MC-116286 - /spreadplayers can spread entities on structure void
      • MC-116286 - /spreadplayers 可以在结构空位上扩散实体
      • MC-121278 - Key combinations are mapped to the US keyboard layout even if using another layout
      • MC-121278 - 即使使用其他键盘布局,按键组合仍映射到美式键盘布局
      • MC-121367 - The game doesn't use borderless fullscreen
      • MC-121367 - 游戏不使用无边框全屏
      • MC-121375 - The Command (⌘) key on macOS is displayed as "Win" in the Key Binds screen
      • MC-121375 - macOS 系统上的Command (⌘) 键在按键绑定屏幕中显示为 “Win”
      • MC-122477 - Opening the chat sometimes appends the character the used key types to the message on Linux
      • MC-122477 - 在 Linux 系统上,打开聊天栏有时会将所用按键对应的字符附加到消息中
      • MC-122717 - Success messages for some commands include unaffected entities, unlike the command result
      • MC-122717 - 某些命令的成功消息包含了未受影响的实体,这与命令结果不符
      • MC-122731 - Camera movement stutters when turning in a boat
      • MC-122731 - 在船上转动时视角移动卡顿
      • MC-127939 - Several keys are displayed as "scancode.number" in the Key Binds menu
      • MC-127939 - 在按键绑定菜单中,多个按键显示为 “scancode.number”
      • MC-133407 - Key binds switch when upgrading from before 1.13 if not using a QWERTY keyboard
      • MC-133407 - 从非 QWERTY 键盘的1.13之前的版本升级时,按键绑定会切换
      • MC-148541 - /spreadplayers can spread players to seagrass near the surface of the water
      • MC-148541 - /spreadplayers 可以将玩家扩散到水面附近的海草中
      • MC-149058 - Using hotkeys to move items into the anvil UI appends the character the used key types to the new item name
      • MC-149058 - 使用快捷键将物品移动到铁砧界面时,会将所用按键键入的字符追加到新物品名称中
      • MC-151857 - The success message of /give when affecting multiple players uses the wrong string
      • MC-151857 - 当 /give 命令影响多个玩家时,成功消息使用了错误的字符串
      • MC-154881 - Dropping an item from your hotbar at the same time as switching to another hotbar slot desyncs the second item
      • MC-154881 - 从快捷栏中丢弃物品的同时切换到另一个快捷栏槽位会导致第二个物品失去同步
      • MC-159283 - Terrain generation fails in progressively shrinking rings centered around the End's center
      • MC-159283 - 地形生成在以末地中心为中心的逐渐缩小的圆环中失败
      • MC-161885 - Many transparent things do not render behind slimes
      • MC-161885 - 许多透明物体在史莱姆后面时不渲染
      • MC-161898 - Transparent particles make other particles behind them invisible
      • MC-161898 - 透明粒子会使位于其后的其他粒子不可见
      • MC-161926 - The block breaking animation is more transparent when mining ice or stained glass
      • MC-161926 - 挖掘冰或染色玻璃时,方块破坏动画更加透明
      • MC-162159 - Riding boats above bubble columns causes players to teleport up 2 blocks
      • MC-162159 - 在气泡柱上方乘船会导致玩家向上移动2个方块
      • MC-168446 - Single dark oak and pale oak saplings accept bone meal despite not being able to grow
      • MC-168446 - 单个深色橡树和苍白橡树树苗在无法生长的情况下使用骨粉
      • MC-168653 - Mobs, particles, clouds, water and transparent blocks don't render behind the transparent parts of shulker bullets
      • MC-168653 - 生物、粒子、云、水和视觉透明方块不会在潜影弹的透明部分后面渲染
      • MC-174958 - /gamerule succeeds even when the value is not changed
      • MC-174958 - /gamerule 在值未改变时仍然成功
      • MC-175180 - The Silent NBT tag still doesn't make some entities fully silent
      • MC-175180 - Silent NBT标签仍然无法使某些生物完全静音
      • MC-183446 - Endermen still avoid projectiles when riding minecarts or boats
      • MC-183446 - 末影人骑乘矿车或船时仍会躲避弹射物
      • MC-187669 - The world border is too dark with the "Improved Transparency" option enabled
      • MC-187669 - 启用 “改进透明显示” 选项时,世界边界太暗
      • MC-189953 - The Super key on macOS is displayed as "Win" in the Key Binds screen
      • MC-189953 - macOS 系统上的 Super 键在键位绑定屏幕中显示为 “Win”
      • MC-190203 - Transparent and specially rendered blocks, entities, clouds, water and particles don't render behind wind charges, and charged creeper, wither and breeze armor
      • MC-190203 - 透明和特殊渲染的方块、实体、云、水和粒子不会在风弹、闪电苦力怕、凋灵和旋风人的外部皮肤后面渲染
      • MC-202197 - Entities' name tag background is rendered behind transparent things
      • MC-202197 - 实体的名牌背景在透明物体后面渲染
      • MC-206356 - The motion of falling blocks is visually slow
      • MC-206356 - 下落的方块的移动在视觉上很慢
      • MC-206540 - Increased input delay when riding an entity
      • MC-206540 - 骑乘实体时输入延迟增加
      • MC-210117 - Sculk sensors don't detect ice and snow melting
      • MC-210117 - 幽匿感测体无法检测冰和雪的融化
      • MC-210584 - Water does not render behind items modified to use semi-transparent textures
      • MC-210584 - 水不会在修改为使用半透明纹理的物品后面渲染
      • MC-210734 - Translucent blocks and other entities render over invisible spiders' eyes regardless of positions
      • MC-210734 - 半透明方块和其他实体会渲染在隐形蜘蛛的眼睛之上,无论位置如何
      • MC-212671 - Loot table entries of type tag with expand set to true do not apply loot functions to the items
      • MC-212671 - 类型为 tagexpand 设为 true 的战利品表条目不会对物品应用战利品函数
      • MC-214113 - Endermen and shulkers can teleport onto the Nether roof
      • MC-214113 - 末影人和潜影贝可以传送到下界的基岩层上方
      • MC-218015 - Translucent blocks and other entities render over invisible endermen's eyes regardless of positions
      • MC-218015 - 半透明方块和其他实体会渲染在隐形末影人的眼睛上方,无论位置如何
      • MC-218156 - Shipwrecks and ocean ruins can generate with empty buried treasure maps
      • MC-218156 - 沉船和海底废墟可能会生成空藏宝图
      • MC-222559 - Block hitboxes and entity hitboxes don't render behind semi-transparent entities
      • MC-222559 - 方块碰撞箱和实体碰撞箱在半透明实体后面不渲染
      • MC-222818 - You can ignite TNT in Adventure mode
      • MC-222818 - 可以在冒险模式下激活 TNT
      • MC-223321 - You can destroy turtle eggs by standing or jumping on them in spawn protection
      • MC-223321 - 可以在出生点保护区域内通过站立或跳跃来破坏海龟蛋
      • MC-223323 - You can trample farmland in spawn protection
      • MC-223323 - 可以在出生点保护区域内踩踏耕地
      • MC-223559 - Transparent blocks, particles, and clouds are not rendered behind semi-transparent marker armor stands
      • MC-223559 - 透明方块、粒子和云在半透明标记盔甲架后面不会被渲染
      • MC-224528 - Two splash texts use curly single quotes (’) instead of apostrophes (')
      • MC-224528 - 两条闪烁标语使用了弯单引号(’)而非直撇号(')
      • MC-227008 - Endermen constantly try to teleport when riding a vehicle under daylight
      • MC-227008 - 末影人在白天骑乘载具时会不断尝试传送
      • MC-228273 - Goats do not move correctly after they are tempted during a long jump
      • MC-228273 - 山羊在远跳期间被引诱后移动不正确
      • MC-229405 - The inside of boats blocks the rendering of most translucent objects with the "Improved Transparency" option enabled
      • MC-229405 - 启用 “改进透明显示” 选项后,船的内部会阻挡大多数半透明物体的渲染
      • MC-229831 - Enchanting tables' GUI has three pixels in the top right corner that shouldn't be there
      • MC-229831 - 附魔台的GUI右上角有三个不应该存在的像素
      • MC-233888 - Pressing the Space or Enter keys to interact with elements results in the pressed key being executed again
      • MC-233888 - 按下空格键或回车键与元素交互会导致按下的键被再次执行
      • MC-236497 - The head rotations of passengers in boats are not correctly displayed for other players
      • MC-236497 - 船上的乘客的头部旋转无法正确显示给其他玩家
      • MC-237053 - Block breaking particles cannot be seen by other players
      • MC-237053 - 其他玩家无法看到方块破坏粒子
      • MC-237165 - Block breaking sounds cannot be heard by other players
      • MC-237165 - 其他玩家无法听到方块破坏的音效
      • MC-237679 - The head rotations of passengers in boats are constantly forced to turn in certain directions if the rider were to dismount the boat while moving left or right
      • MC-237679 - 如果在骑乘实体左右移动时下船,船上的乘客头部旋转会不断被迫转向特定方向
      • MC-239401 - items/light.png never appears in-game; is pointlessly referenced by other game assets
      • MC-239401 - items/light.png从未在游戏中出现;被其他游戏资产无意义地引用
      • MC-245030 - The "Bee buzzes" closed caption only appears when a bee buzzes for the first time
      • MC-245030 - “蜜蜂:嗡嗡” 隐藏式字幕只会在蜜蜂第一次发出嗡嗡声时出现
      • MC-247034 - Particles produced from entities growing cannot be seen by other players
      • MC-247034 - 实体生长时产生的粒子无法被其他玩家看到
      • MC-248600 - Particles produced from moving in powder snow cannot be seen by other players
      • MC-248600 - 在细雪中移动产生的粒子无法被其他玩家看到
      • MC-248666 - Particles produced from dragon eggs teleporting cannot be seen by other players
      • MC-248666 - 龙蛋传送时产生的粒子无法被其他玩家看到
      • MC-249200 - Several entities constantly deviate visually from their actual positions on the client when teleported
      • MC-249200 - 当被传送时,多个实体会持续在客户端上偏离其实际位置
      • MC-252369 - Data packs can fail to load due to a feature cycle when one does not exist
      • MC-252369 - 数据包可能因不存在的地物循环而无法加载
      • MC-252934 - Placing structures with paintings, item frames, or glow item frames logs Block-attached entity at invalid position: [BlockPosition]
      • MC-252934 - 放置带有画、物品展示框或荧光物品展示框的结构会记录方块附着实体位于无效位置:[BlockPosition]
      • MC-253023 - Breaking paintings, item frames, or glow item frames cannot trigger sculk shriekers
      • MC-253023 - 破坏画、物品展示框或荧光物品展示框不能触发幽匿尖啸体
      • MC-254353 - A packet to remove the score is always broadcast when a score is reset
      • MC-254353 - 重置分数时始终会广播一个移除该分数的数据包
      • MC-254370 - The entity_scores predicate type cannot check all possible scores
      • MC-254370 - entity_scores 谓词类型无法检查所有可能的分数
      • MC-254547 - Villagers do not level up when exiting the world immediately after filling their experience bar
      • MC-254547 - 村民在填满经验条后立即退出世界时不会升级
      • MC-254661 - /schedule clear requires a namespace in its function argument
      • MC-254661 - /schedule clear 在其函数参数中需要命名空间
      • MC-256073 - Miscolored pixel in tab_inventory.png
      • MC-256073 - tab_inventory.png中的颜色错误像素
      • MC-256096 - Some entities on a team can harm teammates that walk into them when friendly fire is disabled
      • MC-256096 - 当同队攻击被禁用时,队伍中的某些实体可以伤害走近它们的队友
      • MC-256097 - Some entities on a team can harm their teammates when they explode when friendly fire is disabled
      • MC-256097 - 当同队攻击被禁用时,队伍中的某些实体在爆炸时可以伤害其队友
      • MC-258347 - Endermen no longer create an extra trail of particles when teleporting
      • MC-258347 - 末影人传送时不再产生额外的粒子轨迹
      • MC-258579 - The player's head does not rotate with a delay from the camera in third person view while riding a vehicle
      • MC-258579 - 玩家骑乘载具时,在第三人称视角下,玩家的头部不会随相机产生延迟旋转
      • MC-259512 - Horizontal camera rotation lags when riding
      • MC-259512 - 骑乘时水平视角旋转卡顿
      • MC-259583 - Brewing with a single bottle of dragon's breath does not return a glass bottle afterward
      • MC-259583 - 使用单个龙息酿造后不会返还玻璃瓶
      • MC-259812 - Block and item displays, beds, clouds, signs, shulker boxes, and semi-transparent blocks and entities don't render behind text displays
      • MC-259812 - 方块和物品展示框、床、云、告示牌、潜影盒以及半透明方块和实体在文本展示框后面不渲染
      • MC-260780 - Shulker bullets always push fireballs south
      • MC-260780 - 潜影弹总是将火球向南推
      • MC-263100 - Cave biomes interfere with relief on exploration maps
      • MC-263100 - 洞穴生物群系干扰探险家地图上的地形起伏
      • MC-263708 - The Key Binds screen renders keypad keys the same as regular keys
      • MC-263708 - 按键绑定界面将小键盘按键渲染为与普通按键相同
      • MC-264003 - Boats carrying players sometimes stop abruptly when sliding along ice
      • MC-264003 - 载有玩家的船只在冰面上滑行时有时会突然停止
      • MC-265423 - When villagers acquire enough experience to level up more than once, they only gain a single level
      • MC-265423 - 当村民获得足够经验可以升级超过一次时,它们只会升一级
      • MC-265584 - TNT dispensed in bubble columns with soul sand right under visually moves through blocks above
      • MC-265584 - 在灵魂沙正上方的气泡柱中的 TNT 会视觉上穿过上方的方块
      • MC-265743 - Entities, block entities, clouds and semi-transparent blocks are always rendered in front of text displays with see_through enabled
      • MC-265743 - 实体、方块实体、云和半透明方块在启用 see_through 的文本展示实体前面总是被渲染
      • MC-266231 - Mouse buttons above 8 can't be set as key binds
      • MC-266231 - 高于 8 的鼠标按键无法设置为按键绑定
      • MC-266429 - Holding Shift on macOS causes the hotbar scroll direction to reverse when scrolling with the mouse
      • MC-266429 - 在 macOS 系统上按住 Shift 时用鼠标滚轮滚动会导致快捷栏的滚动方向反转
      • MC-267902 - The failure message of /random when the specified range is too large states an incorrect maximum for the range
      • MC-267902 - 当指定范围过大时,/random 的失败消息中显示的最大值不正确
      • MC-268145 - cache_once density functions don't work
      • MC-268145 - cache_once 密度函数不起作用
      • MC-268155 - Rendering gaps in the world under specific conditions
      • MC-268155 - 在特定条件下世界中的渲染间隙
      • MC-268521 - The game window doesn't have a minimal width and height
      • MC-268521 - 游戏窗口没有限制最小宽度和高度
      • MC-269968 - Can't scroll with the mouse while holding Shift on macOS (except in the hotbar)
      • MC-269968 - 在 macOS 系统上按住 Shift 时无法用鼠标滚动(快捷栏除外)
      • MC-270706 - Trying to brew an uncraftable potion into a splash or lingering potion consumes the reagent but keeps the potion exactly as is
      • MC-270706 - 尝试将不可合成的药水酿造成喷溅药水或滞留药水时会消耗酿造材料,但药水会保持原样不变
      • MC-270970 - The player's camera shakes when attempting to step up blocks with a boat above them
      • MC-270970 - 当玩家上方有船时,尝试登上方块会导致玩家的视角抖动
      • MC-271069 - Item entities appear to fly towards the player when picked up by a dolphin that isn't being rendered
      • MC-271069 - 当物品实体被未渲染的海豚捡起时,会向玩家方向飞行
      • MC-271297 - /fillbiome doesn't fail when no changes are made
      • MC-271297 - /fillbiome 在未进行任何更改时不会执行失败
      • MC-271723 - Translucent blocks and other entities render over invisible phantoms' eyes regardless of positions
      • MC-271723 - 无论位置如何,半透明方块和其他实体会渲染在隐形幻翼的眼睛上方
      • MC-271724 - Translucent blocks and other entities render over invisible breezes' eyes regardless of positions
      • MC-271724 - 无论位置如何,半透明方块和其他实体会渲染在隐形旋风人的眼睛上方
      • MC-272801 - Particles and translucent objects do not render when behind the ender dragon's death animation
      • MC-272801 - 粒子和半透明物体在末影龙的死亡动画后面时不会渲染
      • MC-273327 - The #convertable_to_mud block tag misspells "convertible" as "convertable"
      • MC-273327 - #convertable_to_mud方块标签将 "convertible" 误拼写为 "convertable"
      • MC-273708 - Endermen taking environmental damage attempt to teleport when riding an entity
      • MC-273708 - 受到环境伤害的末影人在骑乘实体时会尝试传送
      • MC-274924 - Angry endermen suffocating while in boats or minecarts can attack their target from really far away
      • MC-274924 - 被激怒的的末影人在船或矿车中窒息时能从非常远的地方攻击其目标
      • MC-275111 - Two animals in a boat look sideways instead of at the player when lured
      • MC-275111 - 船上的两只动物在被引诱时看向侧面而非玩家
      • MC-275532 - The abbreviation "fps" is inconsistently capitalized across strings
      • MC-275532 - 缩写 "fps" 在不同字符串中的大小写不一致
      • MC-276079 - Sending a swing packet to the client causes it to send one back to the server
      • MC-276079 - 向客户端发送挥动手臂数据包会导致其向服务器发回一个数据包
      • MC-276692 - Lingering potions which land on the target's head do not grant their effects to the target
      • MC-276692 - 落在目标头上的滞留药水不会对目标施加效果
      • MC-277772 - Stained glass renders incorrectly through item models in stained glass with the "Improved Transparency" option enabled
      • MC-277772 - 在启用 “改进透明显示” 选项的染色玻璃中,染色玻璃通过物品模型渲染不正确
      • MC-277906 - Ender pearls land incorrectly at high speeds
      • MC-277906 - 末影珍珠在高速下落地位置不正确
      • MC-278336 - The player model still flickers at very high speeds
      • MC-278336 - 玩家模型在极高速下仍会闪烁
      • MC-278557 - Exiting a spinning boat and then inserting a mob makes its head spin forever
      • MC-278557 - 退出正在旋转的船后放入生物会导致其头部永久旋转
      • MC-278771 - The incorrect command context is used when providing suggestions for redirected commands
      • MC-278771 - 为被重定向的命令提供建议时,使用了错误的命令上下文
      • MC-279185 - The selectWorld.load_folder_access string is missing an article before the word "folder"
      • MC-279185 - selectWorld.load_folder_access 字符串在单词 "folder" 前缺少冠词
      • MC-279285 - Experience orbs that have been stuck inside blocks rapidly accelerate toward the ground if they've been disturbed by a player's presence
      • MC-279285 - 被卡在方块内的经验球如果被玩家的存在所扰动,会快速向地面加速
      • MC-279395 - Trees can generate floating over ruined portals
      • MC-279395 - 树可以在废弃传送门上方生成
      • MC-279561 - Resin brick walls without a center post are not solid
      • MC-279561 - 没有中心柱的树脂砖墙不是完整方块
      • MC-279586 - Closed captions continue to fade when their sound plays again from farther away, causing visual delays in the overlay
      • MC-279586 - 当声音再次从更远处播放时,隐藏式字幕继续淡出,导致叠加层上出现视觉延迟
      • MC-279819 - The mining speed factor of Mining Fatigue is inconsistent at level 3
      • MC-279819 - 3级挖掘疲劳的挖掘速度乘数不一致
      • MC-280250 - Projectiles sometimes desync when thrown or shot while moving
      • MC-280250 - 弹射物在移动中被投掷或发射时有时会失去同步
      • MC-293615 - Tooltip formatting of "[item] x [number]" is inconsistent across different types of items
      • MC-293615 - “[item] x [number]”的提示框格式在不同类型的物品之间不一致
      • MC-293755 - The ender dragon's neck and tail disconnect from its body when it turns
      • MC-293755 - 末影龙的颈部和尾巴在转向时会与身体断开。
      • MC-295678 - Translucent blocks above water flicker when crossing chunk borders
      • MC-295678 - 跨越区块边界时,水面上方的半透明方块会闪烁
      • MC-295756 - Pistons desync on the client, causing players to be moved differently compared to other entities
      • MC-295756 - 活塞在客户端上不同步,导致玩家的移动方式与其他实体不同
      • MC-296006 - Entities do not face the player correctly while in a boat
      • MC-296006 - 实体在船中时无法正确朝向玩家
      • MC-296368 - The entity.happy_ghast.riding sound event displays no closed caption
      • MC-296368 - entity.happy_ghast.riding 声音事件没有显示隐藏式字幕
      • MC-296773 - Taken screenshots are rendered as a black image on Intel graphics of Gen7 and Gen7.5 architecture
      • MC-296773 - 截图在 Intel Gen 7 和 Gen 7.5 架构的显卡上被渲染为黑色图像
      • MC-297741 - Gravity-affected blocks in upwards bubble columns can visually clip through solid blocks above them
      • MC-297741 - 向上的气泡柱中受重力影响的方块可以视觉上穿透其上方的方块
      • MC-298066 - Directly entering a bed from a mount places the player in the wrong place
      • MC-298066 - 从坐骑上直接进入床会将玩家放置在错误的位置
      • MC-298431 - Boats are launched by slime blocks inconsistently
      • MC-298431 - 船被黏液块弹射时不一致
      • MC-298659 - Translucent blocks and some entities render above text displays with see_through enabled
      • MC-298659 - 半透明方块和部分实体在启用了 see_through 的文本展示上方渲染
      • MC-298762 - Phantoms deflect arrows shot from bows or crossbows
      • MC-298762 - 幻翼会弹开由弓或弩射出的箭
      • MC-299019 - Using a bed while riding a rideable mob causes the player to sleep either on the ground, or on top of the mob
      • MC-299019 - 骑乘可骑乘生物时使用床会导致玩家睡在地面上或生物顶部
      • MC-299460 - Saddled pigs in boats carried by happy ghasts can cause a desync when unequipping a carrot on a stick
      • MC-299460 - 被快乐恶魂携带的船中的带鞍猪在卸下胡萝卜钓竿时可能导致不同步
      • MC-299582 - Special crafting recipes cannot be given or taken with /recipe and do not respect the limited_crafting game rule
      • MC-299582 - 特殊合成配方无法通过 /recipe 给予或移除,并且不遵循 limited_crafting 游戏规则
      • MC-300000 - Players desync when teleporting all users riding a happy ghast
      • MC-300000 - 玩家在传送所有骑着快乐恶魂的用户时出现不同步
      • MC-300831 - /test locate always fails
      • MC-300831 - /test locate 总是失败
      • MC-301804 - Test blocks' GUI does not pause the game in singleplayer
      • MC-301804 - 测试方块 GUI 在单人模式下不会暂停游戏
      • MC-302221 - Moving entities deflect arrows
      • MC-302221 - 移动的实体反弹箭
      • MC-302271 - Sniffers stop sniffing after relog
      • MC-302271 - 嗅探兽在重新进入世界后停止嗅探
      • MC-302537 - /give succeeds when trying to give more than 100 stacks of an item despite the failure message and no items being given
      • MC-302537 - /give 在尝试给予超过 100 组物品时成功,尽管出现了失败消息且未给予任何物品
      • MC-302661 - Interacting with something while holding spears plays the spear jab animation
      • MC-302661 - 手持矛与某物互动会播放矛的戳刺动画
      • MC-302687 - Throwing items out of your inventory while holding spears plays the spear jab animation
      • MC-302687 - 手持矛时将物品从物品栏中扔出会播放矛的戳刺动画
      • MC-302705 - Having a spear in the main hand affects the hand animation speed for items held in the off hand
      • MC-302705 - 主手持矛会影响副手持物品的动画速度
      • MC-303360 - Flat-cached shifted noise density functions are recalculated for every Y level
      • MC-303360 - 平面缓存的偏移噪声密度函数会在 Y 轴方向上的每一层被重新计算
      • MC-303493 - The apply_impulse entity effect does not apply components of the impulse that would cause the affected entity to hit a solid block when used with a tick or location_changed advancement trigger
      • MC-303493 - apply_impulse 实体效果在与 ticklocation_changed 进度触发器一同使用时,不会应用会使受影响实体撞击固体方块的冲量分量
      • MC-303626 - Block hitboxes, particles, semi-transparent blocks and non-block items render behind entity hitboxes with the "Improved Transparency" option enabled
      • MC-303626 - 启用 “改进透明显示” 选项后,方块碰撞箱、粒子、半透明方块和非方块物品会渲染在实体碰撞箱后面
      • MC-303789 - Looking directly up with an apply_impulse enchantment entity effect will limit the impulse's effect on the X and Z axes to only apply on one of the two horizontal axes
      • MC-303789 - 使用 apply_impulse 魔咒实体效果时,直接向上看会将冲量在 X 和 Z 轴上的效果限制为仅应用于两个水平轴之一
      • MC-304195 - The arm overlay textures of parched have unused pixels not used by the model
      • MC-304195 - 焦骸的手臂的覆盖层纹理包含模型未使用的像素
      • MC-304213 - Zombies, husks and drowned hold out the incorrect arm when holding spears
      • MC-304213 - 僵尸、尸壳和溺尸手持矛时会伸出错误的手
      • MC-304594 - Spears can dismount interaction entities from their vehicles
      • MC-304594 - 矛可以使交互实体脱离其载具
      • MC-304719 - The InhabitedTime NBT tag for some chunks can be set to impossibly high values when a world is opened
      • MC-304719 - 当打开一个世界时,某些区块的 InhabitedTime NBT 标签可以被设置为不可能的高值
      • MC-304920 - Spears in third person look wrong when the left hand is the main hand
      • MC-304920 - 当左手是主手时,第三人称视角下的矛看起来不正确
      • MC-305214 - Arrows deflecting off of entities get offset
      • MC-305214 - 从实体上弹开的箭会发生偏移
      • MC-305422 - Players can sometimes get kicked due to a waypoint packet the client fails to handle
      • MC-305422 - 玩家有时会因客户端无法处理的路径点数据包而被踢出游戏
      • MC-305535 - Elytra are activated after only single tapping the "Jump" key when the player is in lava
      • MC-305535 - 当玩家在熔岩中时,仅单次点击“跳跃”键即可激活鞘翅
      • MC-305707 - /time reports success when no changes are made
      • MC-305707 - /time在未进行任何更改时仍报告执行成功
      • MC-306012 - Armadillos can escape fenced areas when at the edge of the simulation distance
      • MC-306012 - 犰狳在模拟距离边缘时可以逃离栅栏围出来的区域
      • MC-306127 - Block outlines are no longer visible behind translucent items
      • MC-306127 - 方块轮廓箱不再在半透明物品后方可见
      • MC-306156 - Breezes, slimes and players between translucent blocks or fluids appear behind them with the "Improved Transparency" option enabled
      • MC-306156 - 在启用 “改进透明显示” 选项时,半透明方块或流体之间的旋风人、史莱姆和玩家会渲染在它们后面
      • MC-306231 - Boats are filled with water when viewed through translucent blocks with the "Improved Transparency" option enabled
      • MC-306231 - 在启用 “改进透明显示” 时,通过半透明方块看船内会充满水
      • MC-306318 - Translucent items render through the head of players with a translucent item equipped on their head with the "Improved Transparency" option enabled
      • MC-306318 - 在启用 “改进透明显示” 时,玩家头部装备的半透明物品会透过玩家头部渲染
      • MC-306619 - Cannot jump while sneaking while using a Chinese input method
      • MC-306619 - 使用中文输入法时,潜行状态下无法跳跃
      • MC-306778 - The fog color no longer transitions smoothly when the weather changes at night while under the Night Vision effect
      • MC-306778 - 在夜视效果下,夜晚天气变化时迷雾的颜色不再平滑过渡
      • MC-306891 - Sneaking and then opening the chat forces the IME to switch to the corresponding CJK mode
      • MC-306891 - 潜行然后打开聊天会强制输入法切换到相应的 CJK 模式
      • MC-307122 - The hanging roots drop from hoeing rooted dirt appears to be hardcoded
      • MC-307122 - 用锄锄缠根泥土时掉落的垂根似乎是硬编码的
      • MC-307206 - Std140Builder incorrectly pads vec3s and ivec3s
      • MC-307206 - Std140Builder 错误地填充了 vec3sivec3s
      • MC-307285 - Translucent blocks don't render behind sulfur cubes
      • MC-307285 - 半透明方块不会在硫方怪后面渲染
      • MC-307319 - Low performance with the Vulkan rendering backend on Intel Arc GPUs (especially on Linux)
      • MC-307319 - 在 Intel Arc GPU 上使用 Vulkan 渲染后端时性能低下(尤其是在 Linux 系统上)
      • MC-307345 - The smoke particles produced by potent sulfur do not render behind stained glass
      • MC-307345 - 烈性硫黄产生的烟雾粒子在染色玻璃后面不会渲染
      • MC-307376 - The CPU and GPU isn't fully utilized; the framerate is stuck at 25-35 fps
      • MC-307376 - CPU 和 GPU 未被充分利用;帧率卡在 25-35 fps
      • MC-307384 - Screen tearing occurs with the Vulkan rendering backend in fullscreen mode with lower framerates, even if VSync is enabled
      • MC-307384 - 即使启用了垂直同步,在较低帧率下使用 Vulkan 渲染后端全屏模式时,会出现画面撕裂
      • MC-307449 - Spawners with their light limits set no longer spawn mobs underground at night time
      • MC-307449 - 设置了光照限制的刷怪笼在夜间不再在地下生成生物
      • MC-307452 - Significant performance regression with the Vulkan rendering backend
      • MC-307452 - 使用 Vulkan 渲染后端时出现明显的性能退步
      • MC-307596 - The OpenGL rendering backend seems to be very laggy
      • MC-307596 - OpenGL 渲染后端似乎非常卡顿
      • MC-307616 - Typo in a log message in ActiveProfiler: "aprox"
      • MC-307616 - ActiveProfiler中日志消息的拼写错误:"aprox"
      • MC-307618 - Typo in a log message in SoundEngine: "disapeared"
      • MC-307618 - SoundEngine中日志消息的拼写错误:"disapeared"
      • MC-307625 - The glowing effect is not visible on block displays displaying End portals or End gateways
      • MC-307625 - 在显示末地传送门或末地折跃门的方块显示实体上,发光效果不可见
      • MC-307648 - "non-heap" is misspelled as "non-head" in the system details section of crash reports
      • MC-307648 - 在崩溃报告的系统详细信息部分中,"non-heap" 被错误拼写为 "non-head"
      • MC-307660 - Typo in a log message in GameRenderer: "coudln't"
      • MC-307660 - GameRenderer中日志消息的拼写错误:"coudln't"
      • MC-307709 - The texture of upward facing sulfur spikes' merged tip has a single wrong pixel at the very top
      • MC-307709 - 向上的硫黄尖锥的最顶端的纹理有一个错误的像素点
      • MC-307890 - Some textures of geyser plume particles use the wrong color in some spots
      • MC-307890 - 间歇泉喷发粒子的一些纹理在某些位置使用了错误的颜色
      • MC-307902 - Partially transparent blocks inside sulfur cubes don't render correctly
      • MC-307902 - 硫方怪内的半透明方块渲染不正确
      • MC-307918 - Sculk patches can cause errors in the log during world generation
      • MC-307918 - 世界生成期间,幽匿斑块会导致日志中出现错误
      • MC-307933 - Deepslate ores can generate on the surface by replacing tuff around sulfur springs
      • MC-307933 - 深层矿石可以通过替换硫黄涌泉周围的凝灰岩在地表生成
      • MC-307938 - Low performance with the Vulkan rendering backend on AMD GPUs
      • MC-307938 - 在 AMD GPU 上使用 Vulkan 渲染后端时性能低下
      • MC-307996 - The game cannot use hardware acceleration on devices lacking the fillModeNonSolid Vulkan feature
      • MC-307996 - 游戏无法在缺少 fillModeNonSolid Vulkan 功能的设备上使用硬件加速
      • MC-308008 - The success message of /tag reports that it affected more entities than it did
      • MC-308008 - /tag 的成功消息报告其影响的实体数量多于实际数量
      • MC-308009 - The success message of /scoreboard players enable reports that it affected more players than it did
      • MC-308009 - /scoreboard players enable 的成功消息报告其影响的玩家数量多于实际数量
      • MC-308011 - The success message of /recipe reports that it affected more players than it did
      • MC-308011 - /recipe 的成功消息报告其影响的实体数量多于实际数量
      • MC-308012 - The success message of /enchant reports that it affected more entities than it did
      • MC-308012 - /enchant 的成功消息报告其影响的实体数量多于实际数量
      • MC-308013 - The success message of /effect reports that it affected more entities than it did
      • MC-308013 - /effect 的成功消息报告其影响的实体数量多于实际数量
      • MC-308014 - The success message of /clear reports that it affected more players than it did
      • MC-308014 - /clear 的成功消息报告其影响的实体数量多于实际数量
      • MC-308125 - Scroll wheel tilting/sideways scrolling appears to move the selected hotbar slot the wrong way
      • MC-308125 - 滚轮倾斜/侧向滚动似乎会把选中的快捷栏槽位向错误方向移动
      • MC-308127 - The "Friends Screen" key bind overrides debug hotkeys using the same key
      • MC-308127 - “好友屏幕” 键位绑定会覆盖使用相同按键的调试快捷键
      • MC-308222 - World generation heightmaps do not persist properly through chunk saving and loading
      • MC-308222 - 世界生成高度图无法通过区块保存和加载正确持久化
      • MC-308254 - Dying to a sulfur cube with a magma block doesn't increment the player's killed_by:sulfur_cube statistic
      • MC-308254 - 被吸收了岩浆块的硫立方杀死不会增加玩家的 killed_by:sulfur_cube 统计数据
      • MC-308314 - Custom player heads do not render their texture properly when inside a sulfur cube
      • MC-308314 - 自定义玩家的头在硫方怪内时无法正确渲染其纹理
      • MC-308344 - Validation error when compiling shaders containing in/out array or matrix variables with the Vulkan rendering backend
      • MC-308344 - 使用 Vulkan 渲染后端编译包含输入/输出数组或矩阵变量的着色器时出现验证错误
      • MC-308405 - /unpublish succeeds when the game is not published despite the failure message
      • MC-308405 - 尽管显示失败消息,/unpublish 在世界未开放时仍会成功执行
      • MC-308406 - Item models are shown incorrectly in the smithing table menu's armor stand
      • MC-308406 - 物品模型在锻造台界面的盔甲架中显示不正确
      • MC-308460 - Some of the stems in wildflowers and pink petals render brighter
      • MC-308460 - 野花簇和粉红色花簇中的部分茎渲染得更亮
      • MC-308469 - Hitting the ender dragon's head hitbox no longer causes the ender dragon to take more damage
      • MC-308469 - 击中末影龙头部判定箱不再使末影龙受到更多伤害
      • MC-308490 - The "regular" sulfur cube archetype produces stone sounds, despite no longer using stone blocks
      • MC-308490 - “普通” 硫方怪原型会产生石头音效,尽管不再对应石头类方块
      • MC-308593 - Animated blocks (notably water and lava) render incorrectly on some graphics
      • MC-308593 - 动画方块(尤其是水和熔岩)在某些显卡上渲染不正确
      • MC-308647 - The resource packs screen can cache font glyphs incorrectly after toggling the "Font Settings" option
      • MC-308647 - 资源包界面在切换 “字体设置” 选项后可能错误地缓存字体字形
      • MC-308694 - Using /defaultgamemode changes everyone's game mode to the one set in "Settings for Other Players" in LAN worlds
      • MC-308694 - 在局域网世界中,使用 /defaultgamemode 会将每个人的游戏模式改为 “对其他玩家的设置” 中所设置的游戏模式
      • MC-308699 - Switching the host's game mode causes new LAN players to ignore the forced game mode
      • MC-308699 - 切换主机的游戏模式会导致新的局域网玩家忽略强制的游戏模式
      • MC-308749 - Exiting and rejoining the same LAN session resets your game mode
      • MC-308749 - 退出并重新加入同一个局域网会话会重置你的游戏模式
      • MC-308752 - Frame presentation stutters heavily with the OpenGL rendering backend on Intel Arc if a GUI is opened in borderless fullscreen mode
      • MC-308752 - 在 Intel Arc 上使用 OpenGL 渲染后端时,如果在无边框全屏模式下打开 GUI,帧呈现会严重卡顿
      • MC-308765 - Ender pearls don't cancel the player's velocity
      • MC-308765 - 末影珍珠不会取消玩家的速度
      • MC-308789 - Pointed dripstone and sulfur spikes can be destroyed by tridents in Adventure mode
      • MC-308789 - 在冒险模式中,滴水石锥和硫黄尖锥可被三叉戟破坏
      • MC-308798 - Dolphins take much longer to pick up items
      • MC-308798 - 海豚拾取物品所需时间大幅增加
      • MC-308804 - The input method does not switch to the corresponding CJK mode in the Create New World screen
      • MC-308804 - 在 “创建新的世界” 屏幕中,输入法无法切换到对应的 CJK 模式
      • MC-308809 - Full-width spaces take up more space on signs now
      • MC-308809 - 全角空格现在在告示牌上占据更多空间
      • MC-308830 - Placing beds does not send block updates to the foot half's neighboring blocks
      • MC-308830 - 放置床不会向床尾部分的相邻方块发送方块更新
      • MC-308836 - Obfuscated text no longer keeps a consistent width
      • MC-308836 - 混淆文本不再保持一致的宽度
      • MC-308849 - Creakings can take knockback
      • MC-308849 - 嘎吱可以被击退
      • MC-308851 - The chat_restriction.disabled_by_profile.action string is improperly capitalized
      • MC-308851 - chat_restriction.disabled_by_profile.action 字符串的大小写不正确
      • MC-308866 - Unable to change online settings when in a world
      • MC-308866 - 在世界中时无法更改在线选项
      • MC-308914 - End portals or End gateways held by glowing endermen do not glow
      • MC-308914 - 发光的末影人持有的末地传送门或末地折跃门不会发光
      • MC-308915 - End portals and End gateways do not glow when inside glowing minecarts
      • MC-308915 - 末地传送门和末地折跃门在发光的矿车内部时不会发光
      • MC-308916 - Glowing TNT that renders as an End portal or End gateway does not glow
      • MC-308916 - 渲染为末地传送门或末地折跃门的发光 TNT 不会发光
      • MC-308917 - Items with the end_cube special model type do not show a glowing outline where expected
      • MC-308917 - 带有 end_cube 特殊模型类型的物品不会在预期位置显示发光轮廓
      • MC-308961 - When changing the game mode using debug hotkeys while in the World Options screen, the "Game Mode" button does not update
      • MC-308961 - 当在世界选项屏幕中使用调试组合键更改游戏模式时,“游戏模式” 按钮不会更新
      • MC-309081 - Decorated pots and chorus flowers can be destroyed by projectiles in Adventure mode
      • MC-309081 - 饰纹陶罐和紫颂花在冒险模式中可被弹射物破坏
      • MC-309262 - Falling blocks disappear for a split second when landing
      • MC-309262 - 下落的方块在着地时瞬间消失
      • MC-309298 - Sending chat messages while having the "Chat Delay" option set to a nonzero value can sometimes kick you from the game
      • MC-309298 - 当 “聊天延迟” 选项设置为非零值时,发送聊天消息有时会导致你被踢出游戏
      • MC-309479 - The game crashes during the loading screen with the message "Failed to wait for frame completion" on some systems
      • MC-309479 - 在某些系统上,游戏在加载界面崩溃,并显示 “Failed to wait for frame completion”
      • MC-309501 - Dropped shelves rotate off-center
      • MC-309501 - 展示架的掉落物在旋转时偏离中心
      • MC-309565 - Block outlines are rendered behind translucent elements if the "High Contrast Block Outlines" option is enabled
      • MC-309565 - 如果启用了 “高对比度方块轮廓” 选项,方块轮廓会渲染在半透明元素的后面
      • MC-309872 - The system freezes when pressing the Windows key with the "Exclusive Fullscreen" option enabled
      • MC-309872 - 在启用 “独占全屏” 选项时按下 Windows 键会导致系统冻结
      • MC-309875 - New translations for the tooltip of the "Improved Transparency" option are wrongly backported
      • MC-309875 - “改进透明显示” 选项的提示框提示的新翻译被错误地移植
      • MC-309891 - The chat_restriction.disabled_by_launcher string lacks a period, unlike similar strings
      • MC-309891 - chat_restriction.disabled_by_launcher 字符串缺少句号,与类似字符串不同
      • MC-309893 - The gamerule.minecraft.fire_spread_radius_around_player.description string lacks a period, unlike similar strings
      • MC-309893 - gamerule.minecraft.fire_spread_radius_around_player.description 字符串缺少句点,与类似字符串不同
      • MC-309897 - The gui.report_to_server string is improperly capitalized
      • MC-309897 - gui.report_to_server 字符串的大小写不正确
      • MC-309898 - The editGamerule.inGame.discardChanges.title string is improperly capitalized
      • MC-309898 - editGamerule.inGame.discardChanges.title 字符串的大小写不正确
      • MC-309901 - The structure_block.position.x string is improperly capitalized
      • MC-309901 - structure_block.position.x 字符串的大小写不正确
      • MC-309902 - Some strings contain stray spaces adjacent to line breaks
      • MC-309902 - 某些字符串在换行符附近包含多余空格
      • MC-309903 - The "Isn't It Iron Pick" advancement name is missing a question mark
      • MC-309903 - “Isn't It Iron Pick”进度名称缺少一个问号
      • MC-309907 - The word "whoosh" is misspelled as "woosh" in the subtitles.block.bubble_column.upwards_inside string
      • MC-309907 - 单词“whoosh”在 subtitles.block.bubble_column.upwards_inside 字符串中被错误拼写为“woosh”
      • MC-309908 - The subtitles.entity.copper_golem.no_item_get string is missing an article before the word "item"
      • MC-309908 - 在 subtitles.entity.copper_golem.no_item_get 字符串在单词 "item" 前缺少冠词
      • MC-309911 - The words "blocks" and "seconds" in the commands.worldborder.set.grow string are always pluralized
      • MC-309911 - 在 commands.worldborder.set.grow 字符串中,"blocks" 和 "seconds" 这两个词总是使用复数形式
      • MC-309914 - The commands.op.failed string has awkward and inconsistent adverb placement, unlike similar strings
      • MC-309914 - commands.op.failed 字符串的副词位置奇怪且不一致,与类似字符串不同
      • MC-309915 - The commands.kick.owner.failed string is missing articles before the words "server" and "LAN"
      • MC-309915 - commands.kick.owner.failed 字符串在单词 “server” 和 “LAN” 前缺少冠词
      • MC-309916 - Some /stopwatch strings incorrectly capitalize the word "Stopwatch" mid-sentence, which is inconsistent with other commands
      • MC-309916 - 某些 /stopwatch 字符串在句子中间错误地将 “Stopwatch” 一词大写,这与其他命令不一致。
      • MC-309918 - The commands.perf.started string is missing a hyphen between the words "10" and "second" and an article before the word "10"
      • MC-309918 - commands.perf.started 字符串在 “10” 和 “second” 之间缺少连字符,且在单词 10” 前缺少冠词。
      • MC-309919 - The mco.errorMessage.6002 string is improperly capitalized
      • MC-309919 - mco.errorMessage.6002 字符串的大小写不正确
      • MC-309920 - The mco.configure.world.close.question.line1 string is improperly capitalized
      • MC-309920 - 该 mco.configure.world.close.question.line1字符串的大小写不规范
      • MC-309921 - The mco.snapshot.subscription.info string uses the "to" preposition instead of "with"
      • MC-309921 - 该 mco.snapshot.subscription.info 字符串使用了介词 “to” 而不是 “with”
      • MC-309922 - The advMode.trackOutput string is improperly capitalized
      • MC-309922 - advMode.trackOutput 字符串的大小写不正确
      • MC-309923 - The gamerule.minecraft.entity_drops.description string is improperly capitalized
      • MC-309923 - 字符串gamerule.minecraft.entity_drops.description的大小写不正确
      • MC-309924 - The argument.enum.invalid string surrounds the placeholder with double quotes instead of single quotes, unlike every other command
      • MC-309924 - 与所有其他命令不同,argument.enum.invalid 字符串使用双引号,而不是像所有其他命令那样使用单引号
      • MC-309925 - The mount.onboard string is improperly capitalized
      • MC-309925 - mount.onboard 字符串的大小写不正确
      • MC-309926 - The selectWorld.edit.backupSize string is improperly capitalized
      • MC-309926 - selectWorld.edit.backupSize 字符串的大小写不正确
      • MC-309927 - The gui.friends.error.unauthorized string lacks a period, unlike similar strings
      • MC-309927 - 该 gui.friends.error.unauthorized 字符串缺少句号,与其他类似字符串不同
      • MC-309928 - The multiplayer.confirm_command.signature_required string lacks a period
      • MC-309928 - 字符串multiplayer.confirm_command.signature_required 缺少句点
      • MC-309937 - The argument.pos.outofbounds string ends with a period, unlike similar strings
      • MC-309937 - 该 argument.pos.outofbounds 字符串以句号结尾,与其他类似字符串不同
      • MC-309938 - The quickplay.error.invalid_identifier string is missing an article before the word "world"
      • MC-309938 - quickplay.error.invalid_identifier 字符串在单词 "world" 前缺少冠词
      • MC-309940 - The datapackFailure.safeMode.failed.title string ends with a period, unlike similar title strings
      • MC-309940 - 该datapackFailure.safeMode.failed.title字符串以句号结尾,这与类似的标题字符串不同
      • MC-310041 - Under specific conditions, chunk loading frequently fails
      • MC-310041 - 在特定条件下,区块加载频繁失败
      • MC-310057 - Pressing the "Advancements" key bind while its menu was opened from the pause menu closes both menus
      • MC-310057 - 当通过暂停菜单打开 “进度” 绑定菜单时,按下该键绑定会同时关闭两个菜单
      • MC-310062 - Armadillos stop following players holding spider eyes after relog
      • MC-310062 - 犰狳在重新登录后停止跟随手持蜘蛛眼的玩家
      • MC-310076 - Mobs sometimes stop just far enough away from the player to be unable to attack them
      • MC-310076 - 生物有时会停在距离玩家刚好足够远的地方,而无法攻击玩家
      • MC-310182 - Some descriptive tooltip strings lack a period, unlike similar strings
      • MC-310182 - 某些描述性提示字符串缺少句号,与类似字符串不同
      • MC-310184 - The commands.bossbar.set.max.unchanged string abbreviates "maximum" to "max", unlike similar strings
      • MC-310184 - commands.bossbar.set.max.unchanged 字符串将 "maximum" 缩写为 "max",与类似字符串不同
      • MC-310186 - The options.languageWarning string lacks a period, unlike similar strings
      • MC-310186 - options.languageWarning 字符串缺少句号,与类似字符串不同
      • MC-310187 - The commands.bossbar.get.visible.visible string uses "shown" instead of "visible", unlike similar strings
      • MC-310187 - commands.bossbar.get.visible.visible 字符串使用了 "shown" 而不是 "visible",与类似字符串不同
      • MC-310188 - Some /tag list success strings always pluralize the word "tags"
      • MC-310188 - 一些 /tag list 成功消息字符串总是使用单词 “tags” 的复数
      • MC-310232 - Resizing the game window in the Realms players menu misplaces UI elements
      • MC-310232 - 在 Realms 玩家菜单中调整游戏窗口大小会导致 UI 元素错位
      • MC-310233 - Some strings that contain percentages have spaces before the percentage sign, unlike similar strings
      • MC-310233 - 某些包含百分比的字符串在百分号前有空格,与类似字符串不同
      • MC-310236 - Some strings use an ampersand instead of the word "and", unlike similar strings
      • MC-310236 - 一些字符串使用了 & 符号而不是单词 “and”,与类似字符串不同
      • MC-310289 - Entity collisions fully above an entity's hitbox are ignored when stepping up blocks
      • MC-310289 - 当踩上方块时,完全位于实体碰撞箱上方的实体碰撞会被忽略
      • MC-310300 - Other windows cannot be displayed on top of the game window even with the "Exclusive Fullscreen" option disabled
      • MC-310300 - 即使禁用了 “独占全屏” 选项,其他窗口也无法显示在游戏窗口上方
      • MC-310337 - The game log outputs the incorrect minimum format version requiring the pack_format field in pack.mcmeta
      • MC-310337 - 游戏日志输出的 pack.mcmeta 所需的 pack_format 字段的最低版本显示不正确
      • MC-310372 - Tripwires depowering breaks cross-chunk block tick processing order
      • MC-310372 - 绊线取消激活时会破坏跨区块方块刻执行顺序
      • MC-310476 - Projectiles only collide outright with the world border when underwater
      • MC-310476 - 弹射物仅在水下时才会与世界边界直接碰撞
      • MC-310595 - The Option key on macOS is displayed as "Alt" in the Key Binds screen
      • MC-310595 - 在 macOS 系统上,Option 键在按键绑定屏幕中显示为 “Alt”
      • MC-310676 - The savanna_lamp_post_01 village structure contains a trailing closing square bracket in the jigsaw block's NBT
      • MC-310676 - savanna_lamp_post_01 村庄结构在拼图方块的 NBT 中含有一个多余的右侧括号
      • MC-310684 - Camels stop following players holding cacti after relog
      • MC-310684 - 骆驼在重新登录后不再跟随手持仙人掌的玩家
      • MC-310787 - Villagers do not level up until the trading window is closed for several seconds
      • MC-310787 - 村民在交易窗口关闭几秒钟后才升级
      • MC-310939 - Interacting with camels with two passengers is preferred over using items
      • MC-310939 - 与载有两名乘客的骆驼交互优先于使用物品
      • MC-310962 - The trading UI opens and immediately closes when interacting with a villager whose trades were altered with commands
      • MC-310962 - 当与一个使用命令修改过交易的村民互动时,交易界面会打开并立即关闭
      • MC-311094 - Villager discounts do not apply until the trading window is closed and reopened
      • MC-311094 - 村民的折扣在交易窗口关闭并重新打开前不会生效
      • MC-311113 - The game does not hand off focus when clicking links on Wayland
      • MC-311113 - 游戏在 Wayland 上点击链接时不会移交焦点
      • MC-311186 - The water overlay and fog does not render when the player's head is inside a block underwater
      • MC-311186 - 当玩家的头部位于水下的方块内部时,水的覆盖层和雾不会渲染
      • MC-311235 - Upgrading a world from before 26.1 can cause data from other worlds to get saved inside it
      • MC-311235 - 将 26.1 之前的世界升级可能导致其他世界的数据被保存到其中
      • MC-311245 - Ruined portals can generate replacing End portal frames
      • MC-311245 - 废弃传送门生成时会替换末地传送门框架
      • MC-311271 - Some loot context parameters are missing from the generic loot context type
      • MC-311271 - generic 战利品上下文类型中缺失了一些战利品上下文参数
      • MC-311272 - The game crashes when referenced loot context parameters are not provided by certain loot tables
      • MC-311272 - 当被引用的战利品上下文参数未由某些战利品表提供时,游戏崩溃
      • MC-311323 - Locating a structure creates an empty region file for every candidate chunk in ungenerated terrain
      • MC-311323 - 定位结构时会在未生成的地形中为每个候选区块创建一个空区域文件
      • MC-311414 - Players can teleport arbitrary distances by using a desynced carrot on a stick on a pig
      • MC-311414 - 玩家可以通过在猪上使用不同步的胡萝卜钓竿来传送到任意距离
      • MC-311419 - Breaking a falling block with another one on top causes the top block to briefly become invisible when landing, revealing unlit block particles
      • MC-311419 - 破坏一个上方有另一个方块的下落方块会导致顶部方块在落地时短暂隐形,从而显示出未照亮的方块粒子
      • MC-311453 - Particles from feeding flowers to brown mooshrooms cannot be seen by other players
      • MC-311453 - 其他玩家无法看到给棕色哞菇喂花时产生的粒子
      • MC-311454 - Particles from water evaporating in the Nether are not properly displayed
      • MC-311454 - 水在下界蒸发时产生的粒子未正常显示
      • MC-311579 - The player can see through blocks when inside snow layers
      • MC-311579 - 玩家在雪中时能够透视方块
      • MC-311593 - Spears' charging animation jitters from another player's perspective when swapping to a spear and charging it in the same tick
      • MC-311593 - 在同一刻切换到矛并开始准备时,从其他玩家视角看矛的准备动画会出现抖动
      • MC-311722 - Pressing Windows+↓ in fullscreen mode incorrectly restores the game window to a borderless windowed state
      • MC-311722 - 在全屏模式下按下 Windows+↓ 会错误地将游戏窗口恢复为无边框窗口状态








      【mxy333 译自Java Team 2026 年 9 月 15 日发布的 Minecraft Java Edition 26.3

      【本文排版借助了:SPXXKLP 用户脚本 v3.2.7】



      Powered by SPXXKLP 3.2.7 with love
      Converted at 2026-09-16 00:00 +0800


      |想了解更多游戏资讯?
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