The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
Beta 版现已在 Android 设备的 Google Play 上。想要加入或离开 beta 版测试,详细信息可前往 aka.ms/JoinMCBeta 获取
Do you tend to play Minecraft by spawning in and thwacking the first hostile mob you see? Then I have good news for you! You can now protect yourself in style with a new feature: the customizable shield. This parity feature not only brings shield banner customization to Minecraft: Bedrock Edition, but gives you a very fashionable (if somewhat flammable) defence tool. Just combine your shield with your favorite banner, and away you go. There are also new potions colors (ooo, distinguishable!), new sniffer breeding mechanics (ooo eggs!) and even a brand-new seed for your newly de-experimentified sniffer friends to seek out: the pitcher pod! As always, don’t forget to send us all your feedback and ideas at aka.ms/MC120Feedback and report any bugs to bugs.mojang.com .
想要登入 Minecraft ,然后给你看到的第一个敌对生物一梆子吗?那接下来有一条好消息!你现在可以在保护自己的同时,变得更加时髦,因为游戏将要加入这样一个新特性:带有图案的盾牌。这个 Java 版趋同机制为 Minecraft 基岩版的盾牌也带来了可自定义的旗帜图案,同时给玩家一个非常帅的(或者灰常“烧”的)防御工具。你只需将盾牌和你最喜欢的旗帜组合在一起,就能够做出来了。同时该测试版本还将添加全新的药水颜色(嗷嗷嗷,辨识度!),全新的嗅探兽繁殖机制(嗷嗷嗷,嗅探兽蛋!)甚至一种可以由刚刚结束实验性测试的嗅探兽新朋友找到的种子:瓶子草荚果!一如既往,别忘了将你的反馈和想法在 aka.ms/MC120Feedback 上发送给我们,在 bugs.mojang.com 上提交你遇到的任何 bug。
EXPERIMENTAL FEATURES 实验性特性
ACCESSIBILITY FEATURES 辅助功能
Potions, Tipped Arrows, and mob effects have had their colors adjusted to make them more distinguishable from each other (MCPE-168357)
Suspicious Sand and Suspicious Gravel do not drop anymore when falling on top of Daylight Sensors, Signs, Banners, Mob Heads, Conduits, or Campfires (MCPE-167163)
Decorated Pots no longer provide full support on their top face, meaning Scaffolding, Redstone Dust, Redstone Repeaters, Redstone Comparators, Levers, Glow Lichen, Sculk Veins, Pointed Dripstone, and Door Blocks can no longer be placed on top of them
Hanging Signs and other blocks can now be attached to Anvil (bottom), Chorus Flower (bottom), Mob Spawner (sides, and bottom), Grindstone (bottom when the Grindstone is hanging), Daylight Sensor (bottom), and Turtle Egg (bottom). Hanging Signs and other blocks can no longer be attached to the side of Dirt Path and Farm Land (MCPE-164632)
Fixed an issue where placing blocks while sneaking on an interactable block was not working as intended with client authoritative movement (MCPE-168280)
Improved performance when preparing commands, most noticeable when opening the command window for the first time in a world, but also when loading Command Blocks for old command versions
改进准备输入命令时的性能,尤其是在第一次打开命令窗口,或者加载旧命令版本的命令块时
Commands will still work with "carpet", but only new carpet name will be suggested in the command prompt
命令内将仍然能够使用 "carpet",但命令提示将只会建议全新的地毯名称
"carpet" block is now split into unique variants of 16 colors, namely "white_carpet", "orange_carpet", "magenta_carpet", "light_blue_carpet", "yellow_carpet", "lime_carpet", "pink_carpet", "gray_carpet", "light_gray_carpet", "cyan_carpet", "purple_carpet", "blue_carpet", "brown_carpet", "green_carpet", "red_carpet", "black_carpet"
Fixed a bug that caused player capes to stop flapping when moving forward but looking sideways in the cape_flap_amount by switching the rotation used from the player's looking rotation to the player's body rotation (MCPE-153446)
Custom items using JSON formats 1.16.100 and formats past 1.17.0 can be loaded without the Holiday Creator Feature toggle if there are no Holiday components used
The minecraft:friction component is no longer ignored when calculating ground friction
计算地面摩擦时,minecraft:friction 组件不再被忽略
ITEMS 物品
Any item use, like using a Brush or Spyglass or eating an Apple now send item interact events that cause vibrations picked up by Sculk Sensors and Wardens
现在使用任何物品都会导致能被幽匿感测体和监守者感知的振动,这包括使用刷子、望远镜和进食苹果
Items with the Entity Placer item component will now successfully create the actor on air blocks if the "dispense_on" field is empty
Items with the Entity Placer item component can now be used on a Mob Spawner to change the Spawner's actor spawn type. The item must have a format version of at least 1.19.80
Fixed a crash affecting some Marketplace packs preventing them from loading
修复导致部分 Marketplace 包无法加载的崩溃错误
There is now a limit on the amount of nested sub-expressions each Molang expression can have
现在对每个 Molang 表达式可以拥有的嵌套子表达式的数量作出了限制
EXPERIMENTAL TECHNICAL UPDATES 实验性技术性更新
ADD-ONS AND SCRIPT ENGINE ADD-ON 和 脚本引擎
Added experimental support for BlockTraits in block JSON. BlockTraits are a shortcut for creators to add Vanilla BlockStates and setter functions to data-driven blocks
Can parse PlacementDirection ("minecraft:placement_direction") BlockTrait (adds the "minecraft:cardinal_direction" BlockState and onPlayerPlace setter function)
可以解析 PlacementDirection ("minecraft:placement_direction") 和 BlockTrait (adds the "minecraft:cardinal_direction" BlockState and onPlayerPlace setter function)
Can access the "minecraft:cardinal_direction" state on blocks that apply the "placement_direction" trait in block_property Molang queries and set_block_property EventResponses
Further separation of events into distinct before* and after* handling, with some restrictions on the execution of state updates in a before event:
将事件进一步分为 before* 和 after* 操作,并对 before 事件的状态更新做出了一些限制:
All before events moved from events into world.beforeEvents property. The "before" prefix has been removed. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception.
所有 before 事件从 events 移动到 world.beforeEvents 属性。并移除 "before" 前缀。在事件回调前,导致世界状态更改的函数不再被允许执行。此时只能使用只读的方法和属性。 Set 方法现在仅限于对事件对象本身使用,否则将会报错。
For example, events.beforeWatchdogTerminate is now considered a "before" event. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception
例一:events.beforeWatchdogTerminate 现在是 "before" 事件。在事件回调前,导致世界状态更改的函数不允许执行。此时只能使用只读的方法和属性。 Set 方法现在仅限于对事件对象本身使用,否则将会报错
For example, events.scriptEventReceived is now considered an "after" event. After event callbacks are executed in a deferred manner. Using /scriptEvent something will queue script to execute at a later point
ProjectileHitEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block
ItemUseOnEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block
Added function tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean - Attempts to teleport the entity and returns false if the entity is unable to teleport safely (blocks surrounding teleport location or unloaded chunk)
Added interface EntityApplyDamageByProjectileOptions . Additional options about the source of damage to use as input in applyDamage in case of projectile damage
Updated method applyDamage . Renamed parameter source to options . Parameter type also changed from EntityDamageSource to EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions
When calling playMusic and queueMusic, an error will now be thrown if volume is less than 0.0
调用 playMusic 和 queueMusic 时,若 volume 小于 0.0 将会报错
When calling playMusic and queueMusic, an error will now be thrown if fade is less than 0.0
调用 playMusic 和 queueMusic 时,若 fade 小于 0.0 将会报错
When calling playSound, an error will now be thrown if pitch is less than 0.01
调用 playSound,若 pitch 小于 0.01 将会报错
When calling playSound, an error will now be thrown if volume is less than 0.0
调用 playSound 时,若 volume 小于 0.0 将会报错
When calling playSound, an error will now be thrown if pitch is less than 0.01
调用 playSound 时,若 pitch 小于 0.01 将会报错
Removed "dye_powder" item component
移除 "dye_powder" 物品组件
Entity objects now persist across dimension changes and chunk reloading. This means that if you have a reference to an invalid Entity, it will become usable once the Entity has been transferred or reloaded. You can check whether an Entity is loaded or unloaded by reading its lifetimeState property