It’s time for a new quality-of-life update containing a variety of changes, fixes, and experimental features! Let’s jump into the highlights:
是时候来一次充满各种更改,修复,以及实验性特性的更新来充实你的游戏生活了!让我们先来看看本次更新的主要亮点:
Fixed multiple crashes that could occur during gameplay
修复了多个在游戏过程中发生的崩溃问题
Added settings to adjust item enchantment glint strength and speed
增加了能调整附魔物品闪烁光效强度和速度的设置
Take an early look at cherry blossom trees, armor trims, and more with experimental features
As these features are still incomplete, in development, and considered a work in progress, be sure to backup your worlds before enabling experimental features. The features can be enabled by turning on the “Next Major Update” toggle in world settings. 由于这些特性仍然在开发中未完成,是正在进行的工作,所以别忘了在打开实验性特性之前,备份你的世界。
这些特性可以通过打开设置中 “下一次主要更新” 的开关来体验。
PLAYER SNEAKING 玩家潜行
The ability to sneak under 1.5 block gaps is now behind the “Short Sneak” toggle. Enable the toggle to continue to test out the feature while we continue polishing it
Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated
Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
一些锻造模板比其它的更稀有,所以和你的伙伴们一起出发寻找它们!
Smithing Templates are consumed when used to upgrade an item in the Smithing Table
在锻造台内使用锻造模板来升级物品时,锻造模板将会被消耗
You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template
Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
下界合金装备的合成现在也需要一个升级锻造模板
Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
下界合金升级锻造模板现在可以随机在堡垒遗迹的奖励箱中发现,而在宝藏房的奖励箱内必定会有 2 个
This change was made for a variety of reasons:
这项改动基于以下多种原因:
Increases the time players utilize Diamond equipment before Netherite
延长玩家从钻石装备升级到下界合金装备的时间
Make Netherite equipment a more significant achievement in the game's progression
让下界合金装备成为游戏流程内的一个重要成就
Adapts Netherite more naturally into the new Smithing Table crafting system
让下界合金升级能在新的锻造台合成系统内更加自然
CALIBRATED SCULK SENSORS 校频幽匿感测体
A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level. They are not found naturally and can only be crafted
这是一个可以让你根据频率过滤振动信号的幽匿感测体的新变种。它们不会自然生成,只能通过合成获得。
They can be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
你可以在工作台中用一个幽匿感测体与三个紫水晶碎片合成它们。
One side of the Calibrated Sculk Sensor can receive a Redstone signal as input
校频幽匿感测体的一侧可以接受红石信号输入。
The strength of that Redstone signal is the only vibration frequency the Sculk Sensor will listen to
输入红石信号的强度将决定这个感测体单独监听的频率。
VIBRATION RESONANCE 同频共振
Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
为放在幽匿感测体旁的紫水晶块添加了新的行为
If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
如果幽匿感测体接收到了振动信号,那么紫水晶块将在其所在地发出一次同样频率的振动
This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
这个新行为被称为同频共振,它的出现将允许玩家将相同频率的振动进行远程传输而无需依赖自然生成
SIGN IMPROVEMENTS 告示牌改动
Signs have improved customization options
告示牌现已拥有新的自定义选项
Sign text can now be edited after being placed in the world
现在告示牌文字可以在放置后进行再编辑
This can be done by interacting with the Sign
只需要与告示牌交互即可实现
Both sides of the Sign can now have separate text and colors, allowing for further customization options
告示牌的两面现在可以有单独的文字和颜色,使得更多自定义选项变得可能
By default, a Sign will prompt you to input the front side's text when placed
默认情况下,放置告示牌时输入的是正面文字
To apply text to the back-side, you must walk to the other side and interact with that face to edit it
你必须要走到告示牌的另一边并对其另一面进行交互才能在背面进行写入
Signs can now also be waxed with Honeycomb, preventing any further edits to its text
可以在告示牌上用蜜脾上蜡,来防止其文字遭到更改
VANILLA PARITY 特性同步
Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (MCPE-162679)
Fixed a bug where content packs applied to a world is unintentionally unapplied when joining a world
修复了添加到一个世界的内容包在加入世界时被无意中取消的问题。
Fixed an extra Cancel button displaying on mobile file download dialog
修复了手机端的文件下载对话框多出了一个取消按钮。
Added a link to Microsoft Privacy Statement in the world upload dialog
在上传世界对话框增加了微软隐私声明的链接。
TOUCH CONTROLS 触摸控制
Added new touch and hold Stack Splitting for precision selection of the items in a single slot
增加了新的触摸并按住将一组物品分开的交互,从而能对一格内的物品进行精确选择
Fixed an issue where items could get stuck in the Crafting Table when using touch input
修复了点击移动工作台中的物品时物品会卡住的问题
If the player is underwater and Auto-Jump is enabled, as they approach a block that is 1 level higher than the current level, they will rise. This also allows auto-jumping out of water onto land
For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item's data field, instead use the item's full name, eg. use { "item": "namespace:actor_spawn_egg" } instead of { "item": "spawn_egg", "data": "query.get_actor_info_id('namespace:actor')" }
The /execute command now displays an appropriate error message when there is an error in the second or subsequent subcommand target selector (MCPE-164304)
For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. "/give @s namespace:actor_spawn_egg"
Implemented the "inputpermission" command, which allows for setting the player's camera or movement as enabled or disabled
添加了 inputpermission 命令,用于修改玩家相机视角或移动的权限
Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
语法格式: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
Implemented the "haspermission" target selector, which allows for selection based on player permission levels
添加了 haspermission 目标选择器,可以基于玩家权限等级进行筛选
GAME EVENTS 游戏事件
item_interact_finish game event now has a vibration frequency of 2 instead of 14
tem_interact_finish 游戏事件的振动频率现由 14 改为 2
item_interact_start is no longer considered a detectable vibration
item_interact_start 不再是可以检测的游戏事件
Reeling a fishing rod now emits projectile_shoot vibration
现在抛出钓鱼竿浮漂时会触发 projectile_shoot 振动
DATA-DRIVEN COMPONENTS 数据驱动 组件
Added "lose_target" field to projectile data to specify if an entity should unselect its target after shooting the projectile
添加 "lose_target" 字段到弹射物的数据,用来设定实体在弹射物射出后是否取消选择其目标
Added a new Transformation component for blocks to support rotation, scaling and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.
Setting damage will now throw an exception if it is outside of the range [0, maxDurability]
现在如果超出范围 [0, maxDurability],设置耐久值时会报错
MARKETPLACE 市场
In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to
Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases
When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
Added function getItemStack(amount?: number, withData?: boolean): ItemStack - Gets an item stack of the block. Returns undefined for blocks that don't have a corresponding item (e.g. air)
Added function getItemStack(amount?: number): ItemStack – Creates an item stack of the block permutation. Returns undefined for blocks that don't have a corresponding item (e.g. air)
function transferItem no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else undefined
Added function moveItem(fromSlot: number, toSlot: number, toContainer: Container): void - Moves an item from one container to another, replacing any item in the destination slot