我的世界Java版 1.16 发布 添加了大量下界全新生态系统

现在就下载Minecraft Java版的1.16吧!

One does not simply walk into the Nether, but it seems that’s what everyone is about to do anyway…

Today we’re releasing the full Nether Update in all its glory! Traverse through familiar, fiery wastes into new unexplored fungal forests, spooky valleys, and deltas brimming with basalt. Dig your way through these biomes and you might be able to find a new curious material, suspiciously titled ‘ancient debris’. What will you make of it (it’s totally not Netherite)?

Fight your way through hordes of Piglins… Or don’t! They’re actually pretty cool if you bring some bling. And in case you find yourself in the wrong end of a bargain, make sure that you have access to a functional respawn anchor. I advise you to not use your regular bed unless you’re feeling a bit… “adventurous”.

Enjoy the update!


  • Added Basalt Deltas biome to the Nether
  • 向下界添加了玄武岩三角洲生物群系
  • Added Crimson Forest biome to the Nether
  • 向下界添加了绯红森林生物群系
  • Added Hoglins
  • 添加了疣猪兽
  • Added Netherite
  • 添加了下界合金
  • Added Piglins
  • 添加了猪灵
  • Added ruined portals
  • 添加了废弃传送门
  • Added Soulsand Valley biome to the Nether
  • 向下界添加了灵魂沙峡谷生物群系
  • Added Striders
  • 添加了炽足兽
  • Added Warped Forest biome to the Nether
  • 向下界添加了诡异森林生物群系
  • Added Zoglins
  • 添加了僵尸疣猪兽
  • Added a new disableChat command line option – when used, receiving and sending online chat is disabled
  • 添加了新的 disableChat 命令行选项 – 当开启时,无法接收或发送在线聊天信息
  • Added a new disableMultiplayer command line option – when used, the Multiplayer button is disabled
  • 添加了新的 disableMultiplayer 命令行选项 – 当开启时,多人游戏按钮被禁用
  • Added bastion remnants
  • 添加了堡垒遗迹
  • Added new Game Mode Switcher debug menu
  • 添加了新的调试菜单,用于游戏模式切换
  • Added new Nether blocks
  • 添加了新的下界方块
  • Added the Soul Speed enchantment
  • 添加了灵魂疾行附魔
  • Added the lodestone
  • 添加了磁石
  • Added the respawn anchor that allows you to set your respawn point in the Nether. Use while holding glowstone to charge to a maximum of four charges – each respawn use one charge

    • You can charge the respawn anchor using a dispenser
  • 添加了重生锚,允许你在下界设置重生点。可以使用荧石给它充能,最大四层充能,每次复活消耗一层。
    • 可以使用发射器充能
  • Added the target block
  • 添加了标靶
  • Basalt is formed when lava flows over soul soil next to blue ice
  • 当熔岩流经紧邻着蓝冰的灵魂土时,形成玄武岩
  • Bell blocks will now ring when hit by any projectile
  • 当被任何投射物击中时,钟现在会响了
  • Bells can now be hung from the underside of more blocks
  • 钟现在可以在更多方块的底部悬挂了
  • Compasses can now be enchanted with Curse of Vanishing
  • 指南针现在可以附上消失诅咒附魔
  • Endermen can now pick up some of the new Nether blocks
  • 末影人现在可以拾起某些新的下界方块
  • Endermen will no longer pick up Netherrack
  • 末影人现在不能再拾起下界岩了
  • Entities now get pushed by flowing lava
  • 实体现在可被流动的熔岩推动
  • Farmer Villagers can now compost seeds
  • 职业为农夫的村民现在会用种子堆肥了
  • Fish now despawn when further than 64 blocks away from the closest player
  • 现在鱼会在距离玩家超过64格时消失
  • Huge fungi will now only grow on its matching type of nylium
  • 巨型蘑菇现在只会在其对应的菌岩上生长
  • Knockback resistance is now a scale instead of a probability
  • 击退抗性现在是一个尺度,而不是概率了
  • Lily pads are now considered junk fishing loot rather than treasure
  • 睡莲现在在钓鱼的战利品表中被视为垃圾,而不是宝藏
  • Patrols no longer spawn when the player is close to a village
  • 当玩家靠近村庄时,灾厄巡逻队不会生成了
  • TNT and campfires will now ignite when hit by any burning projectile
  • TNT和营火现在会被任何燃烧着的投射物点燃
  • The General statistics list is now alphabetically sorted
  • 统计数据现在以字母表顺序排列了
  • Updated logos for Mojang Studios and Minecraft
  • 更新了Mojang Studios和Minecraft的Logo
  • Villagers can now spawn iron golems regardless of their profession status or latest working time
  • 现在铁傀儡的生成不再受村民职业和最后工作时间影响了
  • Walls do not have gaps anymore when stacked vertically
  • 墙竖直摆放时不再有缝隙了
  • Walls will now connect to even more things, such as iron bars, panes, pressure plates, banners, and even pickles
  • 墙现在可以连接到更多东西上,比如铁栏杆,玻璃板,压力板,旗帜,甚至南瓜。
  • When a Villager is struck by lightning, the witch it is converted to will no longer despawn
  • 当村民被闪电击中时,转化为的女巫不再会消失(译注:这里的消失是指区块卸载、玩家距离过远等导致的,游戏难度变化不在此列)
  • When fishing, treasure loot can now only be obtained by fishing in open waters
  • 现在只能在开放的水域中钓鱼才能钓到宝藏了


  • Added ‘Line Spacing’ chat and accessibility option
  • 添加了行间距聊天和辅助功能设置
  • Added ‘Chat Delay’ accessibility option
  • 添加了聊天延迟辅助功能设置


  • Piglins and Hoglins are now required for Monster Hunter and Monsters Hunted
  • 怪物猎人 和 资深怪物猎人 进度需要杀死猪灵和疣猪兽
  • Serious Dedication is now awarded for obtaining a Netherite hoe
  • 终极奉献 进度现在需要获得下界合金锄(译注:原先需要钻石锄)
  • Obtaining blackstone now also counts for the Stone Age advancement
  • 获得黑石也计入 石器时代 进度
  • Breeding Striders now counts for The Parrots and the Bats and is now required for Two by Two
  • 繁育炽足兽也计入 我从哪儿来? 进度,而且 成双成对 进度现在需要这个条件。

New Advancements

  • Bullseye unlocks when hitting the bullseye of a target block from at least 30 meters away
  • 正中靶心 – 从至少30米外射中标靶的靶心
  • Hidden in the Depths unlocks when obtaining ancient debris
  • 深藏不露 – 获得远古残骸
  • Cover Me in Debris unlocks when obtaining full Netherite armor
  • 残骸裹身 – 获得一整套下界合金盔甲
  • Country Lode, Take Me Home unlocks when using a compass on a lodestone
  • 天涯共此石 – 对着磁石使用指南针
  • Who Is Cutting Onions? unlocks when obtaining crying obsidian
  • 谁在切洋葱? – 获得哭泣的黑曜石
  • Not Quite ‘Nine’ Lives unlocks when setting a respawn anchor to the maximum
  • 锚没有九条命 – 为重生锚充满能量
  • This Boat Has Legs unlocks when riding a Strider with a fungus on a stick
  • 画船添足 -手持诡异菌钓竿骑乘炽足兽
  • Hot Tourist Destinations unlocks when visiting all biomes in the Nether
  • 热门景点 – 探索所有下界生物群系
  • Those Were the Days unlocks when entering a bastion
  • 光辉岁月 – 进入堡垒遗迹
  • War Pigs unlocks when looting a chest in a bastion
  • 战猪 – 掠夺堡垒遗迹里的箱子
  • Oh Shiny unlocks when distracting an angry Piglin with gold
  • 金光闪闪 – 用金质物品吸引猪灵

Basalt Deltas
Basalt Deltas can now be found in the Nether!

  • Remnants of volcanic eruptions, this biome sports a high concentration of basalt columns and lava deltas
  • 这个生物群系是火山喷发的遗迹,有高度集中的玄武岩柱和熔岩三角洲
  • Walking through it, you will be surrounded by flowing flakes of white ash
  • 漫步其中,白色的灰烬在空中盘旋,将你包围
  • Magma cubes finally have their own home and spawn very frequently here
  • 岩浆怪有个家了,现在会在这里频繁生成
  • A new block, blackstone, can be found here in large patches
  • 一种新方块,黑石,在这里大堆分布

Bastion Remnants
What’s made of blackstone and full of Piglins and Hoglins? Bastion remnants!

  • Added four separate bastion remnant types: bridge, Hoglin stable, housing units, and treasure room
  • 添加了四种独立的堡垒遗迹类型:桥,疣猪兽棚,居住区和藏宝室
  • You can find these sizable structures in all Nether biomes, except the treacherous ash-dusted regions of Basalt Deltas
  • 你可以在所有下界生物群系中找到这些壮观的结构,除了危机密布、尘埃堆积的玄武岩三角洲
  • Explore, loot, and conquer a bastion remnant to call it your home – but beware! Piglins don’t take kindly to intruders stealing their possessions
  • 探索,掠夺,征服,据为己有——但要当心!猪灵可不会善待偷窃她们属性的入侵者


  • Reduced the maximum distance a bee can wander away from its home hive to ~22 blocks
  • 将蜜蜂离巢游走的最大距离减小到约22个方块

Block Renames
Some blocks have been renamed. Turns out singular fungus in the Nether attempted to falsely present itself as many fungi – so sneaky!
我们重命名了一些方块。下界的单个 Fungus 会企图伪装成 Fungi ——太狡猾了!(译注:Fungi是Fungus的复数形式)

  • Crimson fungi is now called crimson fungus
  • Crimson fungi 重命名为 crimson fungus(译注:绯红菌)
  • Warped fungi is now called warped fungus
  • Warped fungi 重命名为 warped fungus(译注:诡异菌)

Many new blocks have been added, and changes have been made to a few existing ones.

  • Added crying obsidian. It’s sad and cries purple energy
  • 添加了哭泣的黑曜石。它很悲伤,止不住地哭泣出紫色的颗粒
  • Added basalt. Smelt it to create clean and shiny polished basalt
  • 添加了玄武岩。可以制作出干净闪亮的磨制玄武岩
  • Added blackstone, along with its variants: regular, polished, and polished brick

    • Blackstone can be used to craft furnaces and stone tools
  • 添加黑石,及其变种方块:普通的,磨制的,磨制的砖块
    • 黑石可以用于制作熔炉和工具
  • Added gilded blackstone – blackstone which has been imbued with gold and has a chance of dropping gold nuggets when broken
  • 添加了镶金黑石——灌注了金子的黑石,当被破坏时有几率掉落金粒
  • Added chiseled Nether bricks, cracked Nether bricks, and quartz bricks
  • 添加了錾制下界砖块,裂纹下界砖块和石英砖
  • Added two new non-flammable wood-like blocks: crimson stems and warped stems
  • 增加了两种新的不易燃的类木方块:绯红菌柄和诡异菌柄
  • Added crimson and warped hyphae – all-sided ‘stem’ blocks, including stripped variations
  • 添加了绯红和诡异菌核——有所有面的 菌柄 方块,包括其剥皮变种
  • Added new ground surface blocks: crimson nylium and warped nylium
  • 添加了新的地表方块:绯红菌岩和诡异菌岩
  • Added new vegetation: Nether sprouts, crimson roots, and warped roots
  • 添加了新的植物:下界苗,绯红菌索和诡异菌索
  • Added two types of fungi: crimson and warped. Try using bone meal to grow them!

    • You can place crimson and warped roots and fungi into pots
  • 添加了两种真菌:绯红的和诡异的。试试用骨粉催熟!
    • 你可以把绯红、诡异菌索和菌栽到花盆里
  • Added warped wart blocks
  • 添加了诡异疣块
  • Added weeping vines that grow from the bottom of a block downwards
  • 添加了垂泪藤,放置于方块底部时会向下生长
  • Added twisting vines that grow upwards
  • 添加了缠怨藤,向上长
  • Added a new natural light source block: Shroomlights
  • 添加了一种新的自然光源方块:菌光体
  • Added soul soil. Whenever fire burns on soul soil, it burns with a blue flame

    • Soul soil and soul sand can be used to craft soul torches, which in turn can be crafted into soul lanterns
    • The Wither can now be summoned using soul soil as base
  • 添加了灵魂土。在灵魂土上的火焰发出蓝色的焰光
    • 灵魂土和灵魂沙可用于合成灵魂火把,它又可以合成灵魂灯笼
    • 召唤凋灵现在可以用灵魂土
  • Added soul campfires. Warm your buns with the heat of one thousand souls!
  • 添加了灵魂营火。用成千灵魂燃烧的热量烤面包吧!
  • Added chain blocks
  • 添加了锁链方块
  • Nether gold ore can now be found in the Nether – it drops a few gold nuggets and can be mined with any type of pickaxe
  • 现在可以在下界找到下界金矿——可以用任意类型的镐开采,掉落几粒金粒
  • Bone meal can now be used to grow kelp, weeping vines, and twisting vines
  • 骨粉现在可以催熟海带,垂泪藤和缠怨藤
  • Using bone meal on Netherrack can now spread nylium
  • 在下界岩上使用骨粉现在可以传播菌块
  • Nether vegetation blocks (sprouts, roots, vines, fungus, wart and wart blocks) are now compostable
  • 下界植物方块(苗,菌索,藤,真菌,疣,疣块)现在可以堆肥
  • Nether sprouts can be harvested with shears
  • 下界苗可以用剪刀采掘
  • Food can now be placed on unlit campfires
  • 食物现在可以摆放在未点燃的营火上

Creative Mode

  • You can now milk cows and Mooshrooms in creative mode
  • 你现在可以在创造模式中给牛和哞菇挤奶
  • You can now get stew from Mooshrooms in creative mode
  • 你现在可以在创造模式中在蘑菇牛身上获得蘑菇煲
  • When using an empty bucket on water in creative mode, you now get a bucket of water. If you have a bucket of water in your inventory already, no additional water buckets will be added when you use your empty bucket on water
  • 当在创造模式中对水使用空桶时,你现在得到一桶水。如果物品栏中有水桶,不会获得额外的水桶

Crimson Forest
Crimson Forests can now be found in the Nether!

  • Crimson nylium carpets the cave floor with all kinds of strange new vegetation
  • 绯红菌岩和各种奇奇怪怪的新植物覆盖着洞穴的地面
  • Crimson nylium can be bonemealed to get more of this strange new vegetation
  • 可以对绯红菌岩使用骨粉以获得更多的这种奇异植物
  • Huge crimson fungi make up the ‘trees’ of this forest, with Shroomlights lighting up the forest floor
  • 大绯红真菌组成了森林的,菌光体照亮森林地面
  • Nether wart blocks can be cleared quickly using a hoe
  • 下界疣块可以用锄快速清理
  • Weeping vines grow from the cave ceilings and fungi
  • 垂泪藤从洞穴顶部和真菌上长出来
  • Hoglins wander these forests
  • 疣猪兽在森林里游荡
  • Crimson spores swirl through the air
  • 绯红的孢子在空中飞舞


  • Dispensers can now saddle pigs and horses
  • 发射器现在可以给猪和马上鞍
  • Dispensers can now put horse armor on horses
  • 发射器现在可以给马上马甲
  • Dispensers can now put carpets on llamas
  • 发射器现在可以给羊驼挂地毯
  • Dispensers can now put chests on llamas, donkeys and mules
  • 发射器现在可以给羊驼,驴和骡子挂箱子
  • Dispensers can now shear a Mooshroom
  • 发射器现在可以给哞菇剪蘑菇
  • Dispensers can now shear snow golems
  • 发射器现在可以给雪傀儡剪南瓜

F3 + N (Toggle Spectator)
F3 + N(切换旁观者模式)
A small change has been made to this debug combination.

  • By default, using this key would return you to Creative after toggling from Spectator. It now will toggle back to the previous game mode you had
  • 在之前,使用这个组合键会在创造模式和旁观模式之间切换。它现在会切换回你之前的模式
  • As an example, if you were in Survival, then toggled to Spectator and back, you would be set back to Survival
  • 例如,你在生存模式下按F3 + N两次,现在会切换回生存模式


  • Farmers can now put excess seeds in the composter to create bone meal

    • Bone meal is used by the farmers to grow crops
  • 农民现在会把过量的种子送去堆肥
    • 农民会用骨粉种庄稼
  • 农民之间会分享过量的小麦,这样更多的农民可以做面包了

Game Mode Switcher
New F3 debug feature which allows you to switch game modes with traditional ‘tabbing’ functionality.

  • Hold F3 and tap F4 to open the menu
  • 按住F3后按F4打开菜单
  • Tapping F4 will cycle the game mode, or you can use the mouse
  • 按F4选择游戏模式,或直接用鼠标
  • Release F3 to apply
  • 放开F3应用
  • Your last game mode is remembered and will be the first selected option, so you can quickly toggle between two game modes with a single press of F3 + F4!
  • 你的上个游戏模式会被保存并作为下一次初始选择,所以可以用F3 + F4组合键快速在选定的模式间切换!

Hoe Changes
We’ve made some changes to hoes to make them more useful in the Nether.

  • Each tier has different speed at which hoes mine blocks they are effective against
  • 每个等级开采方块时的速度不同
  • Hoes can now be enchanted with the following enchantments: Efficiency, Fortune, Silk Touch
  • 锄可以附的魔:效率,时运,精准采集
  • Those enchantments can now be provided through enchanting table
  • 这些附魔可以由附魔台提供
  • Hoes are now the appropriate tool for mining hay, targets, dried kelp blocks, leaves, Shroomlights, Nether wart blocks, warped wart blocks, sponges, and wet sponges.
  • 锄现在是开采干草块,标靶,干海带块,树叶,菌光体,下界疣块,诡异疣块,海绵和湿海绵的有效工具。


  • Hoglins are big aggressive beasts that live in crimson forests in the Nether
  • 疣猪兽是大堆头、侵略性的野兽,生活在下界的绯红森林中
  • They attack players on sight. Be careful – they can easily knock you off a ledge!
  • 它们攻击一切看见的玩家。当心——它们可以很容易地把你从悬崖上撞下去!
  • Hoglins drop pork and sometimes leather, but not willingly
  • 疣猪兽掉落猪肉,有时也掉落皮革,尽管它们很不情愿
  • You can breed Hoglins by feeding them crimson fungi. Do so at your own risk
  • 你可以喂它们绯红菌来繁殖它们。风险自负
  • Hoglins get hunted by Piglins sometimes, but they don’t go down without a fight
  • 疣猪兽有时会被猪灵狩猎,但它们绝不会不战而降
  • Despite this, Hoglins and Piglins aren’t enemies – more like an ecosystem
  • 尽管如此,疣猪兽和猪灵不是敌人——更像是某种生态系统
  • Baby Hoglins like to pretend they are tough – but don’t worry, they’re more bark than bite
  • 小疣猪兽会装作很难对付——但不要怕。叫疣猪兽不咬,咬疣猪兽不叫
  • Want to keep Hoglins off your back? Pro tip: Hoglins hate the smell of warped fungi
  • 想让疣猪兽远离你?小提示:疣猪兽讨厌诡异菌的味道
  • Hoglins that somehow end up in the Overworld become Zoglins fairly quickly – but who would ever bring a Hoglin to the Overworld?
  • 出现在主世界的疣猪兽会很快变成僵尸疣猪兽——但谁会把疣猪兽带到主世界去呢?

A new block that can help you get your bearings!

  • Crafted from a Netherite ingot and chiseled stone bricks
  • 使用下界合金锭和錾制石砖合成
  • Use a compass on a lodestone to create a lodestone compass, which will point to that lodestone
  • 对着磁石使用指南针可以让指南针指向这个磁石


  • Players can no longer mount another entity when the crouch key is held down
  • 按住蹲下键时,玩家不能再骑上另一个实体
  • Added gamerule universalAnger (disabled by default), which makes angered neutral mobs attack any nearby player – not just the player that angered them. Works best if you disable forgiveDeadPlayers
  • 添加了游戏规则 universalAnger(默认禁用),开启时被激怒的中立生物会攻击所有附近的玩家——不只是激怒它们的那个玩家。禁用 forgiveDeadPlayers 效果更好
  • Added gamerule forgiveDeadPlayers (enabled by default), which makes angered neutral mobs stop being angry when the targeted player dies nearby
  • 添加了游戏规则 forgiveDeadPlayers(默认启用),当目标玩家在附近死亡后被激怒的生物回归中立

Forgive dead players

  • If this gamerule is disabled, then angered mobs will stay angry even if the targeted player dies
  • 当这个游戏规则被禁用时,即使目标玩家死亡,被激怒的生物仍然愤怒
  • If both forgiveDeadPlayers and universalAnger are enabled, an angered neutral mob will stop being angry when their target dies. They won’t seek any new targets after that

    • Notable exception: Angered Zombified Piglins continuously spread anger. So even if one Zombified Piglin stops being angry because its target died, other angered Zombified Piglins nearby are likely to make it angry again. The only way to stop the anger is if none of the angered Zombified Piglins see a player for a while
  • 如果 forgiveDeadPlayers 和 universalAnger 都启用了,当目标玩家死亡后,愤怒的生物会回归中立。不会再寻找新的目标
    • 注意例外:被激怒的僵尸猪灵会一直传播愤怒。所以即使一只僵尸猪灵由于它的目标死亡回归中立了,其他被激怒的也会将怒火传播给它。唯一熄灭它们怒火的办法是让它们看不到任何玩家一会。

Neutral mob anger
Updated anger management for most neutral mobs (polar bear, wolf, bee, Enderman, Piglin, Zombified Piglin).

  • When hurt by a player, the neutral mob will target that player and try to kill it
  • 当被玩家伤害时,中立生物会标记玩家,尝试击杀
  • The mob will stay angry until the player is dead or out of sight for a while
  • 除非玩家已死,或脱离视线一会,否则它们的怒火不会平息
  • Anger is persistent, so a player can’t escape by temporarily logging out or switching dimension
  • 愤怒是持久的,所以玩家无法通过暂时登出或切换维度逃脱
  • If a targeted player dies near the angered mob, it will stop being angry (unless forgiveDeadPlayers is disabled)
  • 如果目标玩家在被激怒的生物附近死亡,它会停止怒火(除非 forgiveDeadPlayers 被禁用)
  • Neutral mobs also get angry at other mobs who hurt them. However, that anger is not persistent
  • 中立生物也会在被其他生物伤害时被激怒。然而,这种愤怒并不持久
  • Angered neutral mobs will only attack the offending player, not innocent bystanders

    • Notable exception: If a beehive or nest is broken, the bees will be angry at all nearby players
  • 被激怒的中立生物指挥攻击进犯的玩家,旁边的清白者不会被波及
    • 注意例外:如果蜂巢或蜂箱被毁,蜜蜂会对所有周围的玩家倾泻怒火
  • Some mobs spread anger (wolf, Zombified Piglin, Piglin, bee). If a player attacks one, all nearby mobs of the same type will get angry at that player
  • 一些生物会传播愤怒(狼,僵尸猪灵,猪灵,蜜蜂)。如果玩家攻击一个生物,周围同类的生物都会被玩家激怒

Universal anger
Universal anger is basically guilt by association. A neutral mob attacked by players will be angry at players in general, regardless of who attacked them. More specifically:

  • A neutral mob attacked by a player will target the nearest player, even if that player wasn’t the attacker
  • 中立生物被玩家攻击后会标记最近的玩家,即使那名玩家不是攻击者
  • Every time the neutral mob is hit by a player it will update its attack target to the nearest player
  • 每次中立生物被玩家攻击后,会更新目标玩家为最近的玩家
  • Players can use this to make neutral mobs attack other players. Who would ever do something that devious?
  • 玩家可以利用这点让中立生物攻击其他玩家。谁会干这么邪恶的事?
  • Universal anger does not apply when a neutral mob is attacked by another mob – only when it is attacked by a player
  • 全局愤怒不会应用于被另一个生物攻击的场景——只有在被玩家攻击时才会应用
  • Universal anger is persistent. The angered mob will stay angry even if the player logs out and logs in, or jumps through a portal and back
  • 全局愤怒是持久的。玩家进进出出服务器或者传送门也无济于事
  • Mobs that spread anger will also spread universal anger. So if a player attacks a Zombified Piglin, all other Zombified Piglins within sight will be universally angry and attack their nearest player
  • 会传播愤怒的生物也会传播全局愤怒。所以如果一个玩家攻击了僵尸猪灵,所有视线中的僵尸猪灵都会被激怒、攻击最近的玩家
  • An angered neutral mob will stop being angry if it can’t see any eligible target for a while
  • 被激怒的中立生物在看不见目标玩家一会后就会平息怒火

Zombified Piglins

  • Zombie Pigmen are now known as Zombified Piglins, and they now have ears. Well, at least one ear
  • 曾经是僵尸猪人,现在是僵尸猪灵,而且现在有耳朵了。好吧,至少有一只了
  • Zombified Piglins no longer attack innocent bystanders (unless you enable gamerule universalAnger)
  • 僵尸猪灵不会攻击路过看热闹的清白者(除非启用了游戏规则 universalAnger)
  • Zombified Piglins stop being angry if the targeted player dies nearby (unless you disable gamerule forgiveDeadPlayers)
  • 僵尸猪灵会在目标玩家在附近死亡后息怒(除非仅用了游戏规则 forgiveDeadPlayers)
  • Zombified Piglins continuously spread to other Zombified Piglins, as long as they see their target
  • 僵尸猪灵会持续向周围其他僵尸猪灵散播愤怒,只要它们还能看见目标玩家

Nether Biome Fog

  • Biome fog color smoothly blends between biomes. Smooth!
  • 雾的颜色会在生物群系之间平滑地混合。纵享丝滑!


  • A new high-level material found in the Nether. Use it to upgrade your diamond gear!
  • 一种新的高级材料,可以在下界找到。用它升级你的钻石装备!

How to make Netherite

  • Mine ancient debris in the lower depths of the Nether. At your own risk though. No insurance coverage for that
  • 在下界深处挖一些远古残骸。风险自负。意外险不含此类事故
  • Combine four Netherite scrap with four gold ingots in a crafting table to make a Netherite ingot
  • 在工作台上组合四块下界合金碎片和四块金锭合成下界合金锭
  • Refine it into Netherite scrap in a furnace or blast furnace
  • 在熔炉或高炉中熔炼为下界合金碎片
  • Use a smithing table to fuse the Netherite ingot with your diamond weapon, tool, or armor
  • 在锻造台上将你的钻石武器,工具或护甲升级为下界合金版的

Netherite effects

  • Netherite items float in lava – just so you don’t lose all your gear after that unplanned lava bath
  • 下界合金物品漂浮在岩浆上——不用担心洗了岩浆澡后装备木大木大
  • Netherite items have higher enchantment value than diamond (but not as high as gold)
  • 下界合金物品可以有比钻石装备等级更高的附魔(但是不如金装备高)
  • Netherite tools work faster and last longer than diamond
  • 下界合金工具比钻石工具更快更持久
  • Netherite weapons do more damage than diamond
  • 下界合金武器比钻石武器造成更多的伤害
  • Netherite armor have higher toughness and durability than diamond
  • 下界合金护甲比钻石护甲更具保护效力,耐久也更高
  • Netherite armor gives you knockback resistance, so you barely get knocked back at all when hit by arrows and such
  • 下界合金装备给你击退抗性,这样当你被箭矢之类的东西击中后,几乎不会被击退
  • Netherite blocks can be used as the base of a beacon and Netherite ingots can be used as the fuel for a beacon. Weird flex but ok
  • 下界合金方块可以用作信标的基座,下界合金锭可以用作信标的燃料。很疯狂,但没毛病
  • …and it looks cool!
  • …而且看起来很酷!


  • Changed ambient block lighting in the Nether for parity with Bedrock edition
  • 修改了下界的环境方块光照,以与基岩版一致。


  • Parrots imitate hostile mobs less often
  • 鹦鹉不那么经常模仿敌对生物了
  • Parrots do not randomly imitate hostile mobs when gamemode is on peaceful
  • 鹦鹉在和平模式下不会随机地模仿敌对生物了


  • Piglins are an aggressive civilization that lives in the Nether
  • 猪灵是居住在下界的侵略性文明
  • They mostly hang around in Crimson Forests, but you might find some in the Nether Wastes too
  • 它们大多经常泡在绯红森林,但你可能也会在下界的荒地上发现几个
  • They think of players as target practice and will attack on sight
  • 它们把玩家当训练目标,会攻击视野范围内的玩家
  • However, if you dress appropriately, they will see you as a respectable figure. Or tolerable at least
  • 然而,如果你穿着适当,它们就会把你视作值得尊敬的大人物。至少能容忍你了
  • Piglins are suspicious of strangers. If they see you opening a chest or other container, they will assume that you’re stealing and will treat you accordingly
  • 猪灵对陌生人疑心很重。如果它们看到你打开箱子或其它什么容器,它们会认为你在偷窃,并采取措施
  • If Piglins hear you break a chest or a block of gold (or similar), they will also assume you are stealing
  • 如果猪灵听到你破坏箱子或金块(或之类的什么东西),它们也会认为你在偷窃
  • Piglins LOVE gold and get very distracted by gold items
  • 猪人爱死金子了,会被金制物品支开注意力
  • Gold ingots are currency to Piglins. Throw ingots at them, or right-click them with an ingot, to barter for various goods
  • 金锭是猪灵的硬通货。朝他们丢金锭,或拿着金锭右键点它们,可以交换各种各样的商品
  • Piglins sometimes get hungry and hunt Hoglins for food. Or they try at least. They results… vary.
  • 猪灵有时会饿,饿了就打几个疣猪兽吃。或至少试着打几个疣猪兽吃。最后谁吃谁就不好说了。
  • Piglins prefer to hunt and fight in groups. When a fight is happening, everyone wants in
  • 猪灵更倾向于组队狩猎或战斗。当战斗发生时,所有猪灵都想加入
  • Piglins that somehow end up in the Overworld become zombified fairly quickly
  • 误入主世界的猪灵会迅速僵尸化
  • Piglins are creeped out by soul fire and Zombified Piglins, and will avoid them if possible
  • 猪灵会害怕灵魂火和僵尸猪灵,并尽可能地避开它们
  • Wither skeletons and Withers are historic enemies of the Piglins and will be attacked on sight
  • 凋灵骷髅和凋灵和猪灵有世仇,一见面就会打起来
  • Baby Piglins are not as dangerous, but they can be mischievous, so watch your back

    • …and they like to play with Baby Hoglins
  • 小猪灵不那么危险,但它们很调皮,所以也要注意安全
    • …而且它们喜欢和小疣猪兽玩
  • Added a Piglin banner pattern that can be found in bastion remnants
  • 添加了一种猪灵样式的旗帜,可以在堡垒遗迹发现

The blockstate, rendering, and behavior of redstone wire are more in line with each other. Redstone will provide power to blocks on all sides it shows a visual connection to, and not do so on those sides without a visual connection.

  • A dot of redstone will not power its surrounding blocks
  • 点状红石不会对其周围的方块充能
  • A single redstone wire is now represented as a cross
  • 单条红石线现在显示为一个十字
  • A wire on top of a block, which is redirected from below, will now power the sides it is redirected to. E.g. a fence gate above the redirecting wire will be powered
  • 从下引到方块顶上的红石线会充能其被引导到的方向。例如,在被引出的红石线上方的栅栏门会被充能
  • Wires that redirect upwards to wires on non-conductive blocks used to only be redirected visually. Now, this redirection applies to their behavior as well
  • 过去,在不可充能方块上向上引出的红石线只在视觉上向上引出。现在,这种引出和它们的行为一致了
  • A wire that is redirected to go over a block will now always provide power to the block. This is most noticeable when the wire has signal strength 1
  • 被引过某个方块的红石线现在总是会充能其下的方块。在红石线信号强度为1时非常值得注意
  • When right-clicking a single piece of redstone, it will toggle between a the cross and the dot
  • 当右键点击单个红石粉时,会在十字和点之间切换

Target block

  • The target block now conducts redstone signals
  • 标靶方块传导红石信号

Ruined Portals
Shattered remains of ancient Nether portals. Wonder who built them?

  • They can be found in any Overworld or Nether biome
  • 可以在主世界或下界的任何生物群系中发现
  • Some are hidden underground, under the sea, or buried in sand
  • 一些被埋藏在地下,淹没在水下,或掩埋在黄沙之下

Soul Speed
Never suffer again drudging through Soul Sand Valleys – Soul Speed has you covered!

  • Shine your boots of choice with this soul-sucking enchantment to speed around on soul sand and soul soil
  • 选择这个能吸取灵魂的附魔,让你的靴子闪闪发光,在灵魂沙和魂灵土上风驰电掣
  • However, there’s a downside: enchantments will slowly degrade your boots each soul block you walk on
  • 然而,不利因素是:你每在灵魂方块上走一步,耐久就会降低一些
  • Can only be obtained by bartering with those pesky Piglins
  • 只有和那些讨厌的猪灵交易才能获得

Soulsand Valley
Soulsand Valleys can now be found in the Nether!

  • An open space made mostly of soul sand and soul soil
  • 一片主要由灵魂沙和灵魂土组成的开阔空间
  • Basalt pillars span from floor to ceiling
  • 玄武岩柱从地面一直延伸到顶部
  • Fossile remains of unknown creatures from the past litter the valley
  • 山谷里布满过去未知生物的化石遗迹
  • Ash falls through the air
  • 灰从天空飘落
  • A light blue glow envelopes the valley
  • 淡蓝色光芒笼罩着整个山谷
  • Beware of skeletons here
  • 当心这儿的骷髅


  • Ghasts sounds are now heard at shorter range
  • 缩短了恶魂的音效传播距离
  • Updated block sounds for bone blocks, Netherrack, soul sand, Nether wart, Nether bricks, and quartz ore
  • 更新了骨块,下界岩,灵魂沙,下界疣,下界砖和石英矿的方块音效
  • New ambient sounds for the Nether biomes
  • 下界生物群系新的环境音效
  • New mood detection algorithm for cave sounds
  • 洞穴音效的新情绪检测算法
  • Added a new music disc titled ‘Pigstep’ by Lena Raine, which can only be found in bastion remnants
  • 添加了Lena Raine制作的、名为Pigstep的新唱片,只能在堡垒遗迹发现。

A new mob living the lava lakes of the Nether.

  • Strides on top of the surface of lava
  • 炽足兽生活在熔岩表面
  • Can be saddled, but has a will of its own
  • 可被乘骑,但有自我意志
  • Really likes the smell of warped fungi – might even be convinced to follow it
  • 十分喜欢诡异菌的味道——甚至会追着它跑

Target Block
Because let’s face it, your aim could use some practice!

  • The closer you hit to the center, the larger the redstone signal
  • 你击中得越靠近中心,红石信号越强
  • Test your skills with a variety of projectiles, including eggs, snowballs, tridents, and more
  • 用鸡蛋,雪球,三叉戟和各种各样的东西测测你的准头吧!
  • You will need one hay block and four redstone for this recipe
  • 需要一个干草块和四个红石以合成

Villager Workstation Logic

  • Villagers no longer try to work at the same workstation
  • 多个村民不会再试图在同一工作站工作了
  • The most experienced nearby villager for the profession corresponding to the workstation you add will get the workstation
  • 附近对应职业最有经验的村民会得到你添加的工作站的工作
  • Villagers now have to walk to and reach the workstation before they can acquire the profession and/or work there
  • 村民现在必须到达工作站,才能获得职业和/或在那里工作
  • Villagers can no longer claim workstations or professions during raids or night time
  • 村民不再可以在夜间或袭击期间绑定工作站或职业
  • Villagers will check and make sure their workstation is valid at all times of day as long as they are within 16 blocks of their workstation
  • 村民只要在工作站的16个方块范围内,就会随时检查并确保其工作站有效性

Warped Forest
Warped Forests can now be found in the Nether!

  • Warped nylium carpets the cave floor with all kinds of strange new vegetation
  • 诡异菌岩和各种奇奇怪怪的新植物覆盖着洞穴的地面
  • Warped nylium can be bonemealed to get more of the strange new vegetation
  • 可以对诡异菌岩使用骨粉以获得更多的这种奇异植物
  • Huge warped fungi make up the ‘trees’ of this forest, with Shroomlights lighting up the forest floor
  • 大诡异真菌组成了森林的,菌光体照亮森林地面
  • Warped wart blocks can be cleared quickly using a hoe
  • 诡异疣块可以用锄快速清理
  • A dark blue fog covers the forest
  • 深蓝色的雾笼罩着这些森林
  • Warped spores swirl through the air
  • 诡异的孢子在空中飞舞
  • The Warped Forests are strange, but also the least hostile place in the Nether
  • 诡异森林很诡异,但也是下界最和平的地方

Weeping Vines

  • Weeping vines are now climbable!
  • 你可以爬!

World Generation

  • The old Nether biome is now called Nether Wastes
  • 旧的下界生物群系现在叫做下界荒地
  • Shipwrecks and ocean ruins are now a bit less common, so you get more excited when you find one!
  • 沉船和海底废墟现在更少见了,找到一个的时候你就会更兴奋了!
  • Patches of blackstone and gravel now generate in all Nether biomes, and patches of soul sand now generate in Soul Sand Valleys
  • 大堆的黑石和沙砾会在所有下界生物群系生成,大堆的灵魂沙现在会在灵魂沙峡谷生成


  • Zoglins are zombified Hoglins – the result of bringing a Hoglin into the Overworld
  • 僵尸疣猪兽是僵尸化的疣猪兽——把疣猪兽带进主世界就会这样
  • Unlike Hoglins, they can’t be bred or fed, and they don’t care about warped fungus
  • 不像疣猪兽,它们不能被喂养,也不在乎诡异菌
  • Beware – these beasts are raving mad and attack just about everything they see!
  • 当心——这些野兽会疯狂地攻击他们所看到的一切


  • Added target_hit advancement trigger
  • 添加了 target_hit 进度触发器
  • Added thrown_item_picked_up_by_entity advancement trigger
  • 添加了 thrown_item_picked_up_by_entity 进度触发器
  • Added player_generates_container_loot advancement trigger
  • 添加了 player_generates_container_loot 进度触发器
  • Added item_used_on_block advancement trigger
  • 添加了 item_used_on_block 进度触发器
  • Removed safely_harvest_honey advancement trigger
  • 移除了 safely_harvest_honey 进度触发器
  • Added player check to every trigger (except impossible)
  • 向所有触发器添加了 player 检测(除了 impossible
  • Entity checks in triggers can now use loot table condition syntax
  • 触发器的实体检测现在可以使用战利品表条件表达式
  • Attributes are now added to game registry, similar to items, sound events, etc.
  • 属性现在被添加到了游戏注册表,和物品、声音事件之类一样。
  • Chat component style can now select font.
  • 聊天组件样式现在可以选择字体。
  • Block storage format in chunks slightly changed to speed up various tasks (rendering, pathfinding, world generation, etc).
  • 区块中的方块存储格式有了些微变化,以加速各类任务(渲染,寻路,世界生成等)。
  • Added a locatebiome command
  • 添加了 locatebiome 命令
  • Tab completion for resource location will match any part after an _
  • 资源位置的Tab补全会自动匹配 _ 之后的任何部分
  • The compass now has LodestonePos,LodestoneDimension and LodestoneTrackeddata fields. If LodestoneTracked is zero, the game will skip checking for a Lodestone in the specified position
  • 指南针现在有 LodestonePosLodestoneDimension 和 LodestoneTracked 数据字段。如果 LodestoneTracked 为0,游戏会跳过检测指定位置的磁石
  • Slightly changed datapack loading to prevent custom datapacks from crashing
  • 些微修改了数据包的加载,以防止自定义数据包引起崩溃
  • Both client and server now have shared datapack folder, for use with all worlds
  • 客户端和服务端都有了共享的 datapack 文件夹,用于所有世界
  • Data packs can now be selected on world creation
  • 数据包现在可在世界创造期间选择
  • Added a enable-status option to the server.properties file which if set to false will suppress replies to status requests from clients. This makes the server appear offline in the multiplayer screen
  • 添加了 enable-status 到server.properties,若设置为 false 将阻止对客户端状态请求的回复。这使得服务器在多人联机界面显示为离线
  • Full range of Unicode characters is now supported (some may know what that means 😉)
  • 完整支持Unicode字符(懂我意思吧 😉)
  • Mobs avoid walking on magma blocks and lit campfires
  • 生物会避免走过熔岩块或点燃的营火
  • Cached repeated block type lookups and collisions during pathfinding for increased performance
  • 缓存寻路过程中重复的方块类型查找和碰撞,以提升性能
  • Minor optimizations in collision detection
  • 碰撞检测的小幅优化
  • Top level element in predicate file can now be array (all contents will be ANDed)
  • 谓词文件中的顶层元素现在可以是数组(所有内容将被AND连接)
  • Smithing recipes can now be added or changed through data packs
  • 锻造台配方现在可以通过数据包添加或修改
  • Added control over how much entity data a server sends to clients
  • 添加了服务端向客户端发送多少实体数据的控制
  • Added a JMX MBean to monitor dedicated server tick times
  • 添加了JMX MBean以监控服务器的刻时间
  • Shulkers with ‘NoAI’ can now be summoned with rotation
  • NoAI的潜影贝现在可以在召唤时指定Rotation
  • Added strider_one_cm custom statistics for riding Striders
  • 添加了 strider_one_cm 自定义统计,用于骑行炽足兽
  • Expanded the max size per axis of structure blocks from 32 to 48
  • 将结构方块每个方向的最大尺寸从32扩展到48
  • Region files are now opened in synchronous mode to increase reliability
  • Region文件现在以同步方式打开以增强可靠性
  • Difficulty and game rules can now be changed from ‘Create World’ screen
  • 难度和世界规则现在可以在创造世界界面更改
  • ‘Singleplayer’ button will jump directly to ‘Create World’ screen if there are no worlds to select
  • 单人游戏现在会直接跳到创造世界界面,如果一个世界也没有的话
  • Temporarily removed structure settings from flat level preset strings (workaround: use import/export settings functionality)
  • 暂时一处了超平坦预设字符串中的结构设置(变通方法:使用导入/导出设置功能)

Extended entity checks
Entity checks in triggers can now use loot table condition syntax. Old notation: “`json { ‘trigger’: ‘minecraft:player killed entity’, ‘conditions’: { ‘entity’: { ‘type’: ‘minecraft:blaze’ } } } “` is now equivalent to: “`json { ‘trigger’: ‘minecraft:player killed entity’, ‘conditions’: { ‘entity’: [ { ‘condition’: ‘minecraft:entity_properties’, ‘predicate’: { ‘type’: ‘minecraft:blaze’ }, ‘entity’: ‘this’ } ] } } “`Note 1: Like in loot tables, all conditions in top level array must be met for whole condition to trigger. Note 2: To access new functionality, top level element must be JSON array. JSON object are interpreted as old notation.
Full list of extended triggers:

触发器的实体检测现在可以使用战利品表的结构表达式。旧式: “`json {  trigger minecraft:player killed entity  conditions : {  entity : {  type minecraft:blaze  } } } “` is now equivalent to: “`json {  trigger  minecraft:player killed entity  conditions : {  entity : [ {  condition minecraft:entity_properties  predicate : {  type  minecraft:blaze  }, entity  this  } ] } } “`注1:和战利品表一样,必须满足顶层数组中的所有条件才能触发整个条件。注2:要使用新的功能,顶层元素必须是JSON数组,JSON对象被解释为旧的样式。

  • New field player in every trigger
  • 每个触发器的新 player 字段
  • bred_animals – parent,partner,child
  • bred_animals – parent,partner,child
  • channeled_lightning – victims
  • channeled_lightning – victims
  • cured_zombie_villager – zombie,villager
  • cured_zombie_villager – zombie,villager
  • fishing_rod_hooked – entity
  • fishing_rod_hooked – entity
  • killed_by_crossbow – victims
  • killed_by_crossbow – victims
  • player_killed_entity – entity
  • player_killed_entity – entity
  • entity_killed_player – entity
  • entity_killed_player – entity
  • player_hurt_entity – entity
  • player_hurt_entity – entity
  • summoned_entity – entity
  • summoned_entity – entity
  • tame_animal – entity
  • tame_animal – entity
  • target_hit – projectile
  • target_hit – projectile
  • villager_trade – villager
  • villager_trade – villager

Miscellaneous trigger changes

  • Due to addition of player, existing contents of location,slept_in_bed,hero_of_the_village,voluntary_exile can now be placed in location field instead of top-level object. Old syntax is still supported, but depreciated.
  • 因为添加了 player,现有的 location,slept_in_bed,hero_of_the_village,voluntary_exile 内容可以在 location 字段替代,而不是顶层对象。旧式表达式依旧支持,但被弃用。
  • location got a new property smokey which checks if the location is closely above a campfire
  • location 有一个新属性 smokey ,检测位置是否临近营火
  • entity_properties got new properties vehicle and targetedEntity which match the vehicle or the entity targeted by a mob
  • entity_properties 有了新属性 vehicle 和 targetedEntity ,用于检测载具或目标生物

New trigger

  • target_hit trigger type

    • signal_strength matches the signal strength output from the block on hit
    • projectile matches the projectile entity
    • shooter matches the player who shot or threw the projectile
  • target_hit 触发器格式
    • signal_strength 匹配命中时方块输出的信号强度
    • projectile 匹配投射物实体
    • shooter 匹配射出或丢出投射物的玩家
  • item_used_on_block trigger type

    • item matches the thrown item which was picked up
    • entity matches the entity which picked up the item
  • item_used_on_block 触发器格式(译注:此处疑似应为thrown_item_picked_up_by_entity)
    • item 匹配被捡起的物品
    • entity 匹配捡起物品的实体
  • player_generates_container_loot trigger type

    • loot_table matches the resource location of the generated loot table
  • player_generates_container_loot 触发器格式
    • loot_table 匹配生成的战利品表的资源位置
  • item_used_on_block trigger type

    • location matches the location at the center of the block the item was used on
    • item matches the item used on the block
  • item_used_on_block 触发器格式
    • location 匹配物品用于的方块中心位置
    • item 匹配使用的物品

Attributes have been moved to game registry. That means few changes: Renames:

  • Items and entities will no longer keep unknown attributes
  • 物品和实体不会再保留未知的属性
  • Names of some attributes have been renamed to meet resource location requirements
  • 一些属性已被重命名,以满足资源位置要求
  • generic.maxHealth🡆generic.max_health
  • generic.maxHealth🡆generic.max_health
  • zombie.spawnReinforcements🡆zombie.spawn_reinforcements
  • zombie.spawnReinforcements🡆zombie.spawn_reinforcements
  • horse.jumpStrength🡆horse.jump_strength
  • horse.jumpStrength🡆horse.jump_strength
  • generic.followRange🡆generic.follow_range
  • generic.followRange🡆generic.follow_range
  • generic.knockbackResistance🡆generic.knockback_resistance
  • generic.knockbackResistance🡆generic.knockback_resistance
  • generic.movementSpeed🡆generic.movement_speed
  • generic.movementSpeed🡆generic.movement_speed
  • generic.flyingSpeed🡆generic.flying_speed
  • generic.flyingSpeed🡆generic.flying_speed
  • generic.attackDamage🡆generic.attack_damage
  • generic.attackDamage🡆generic.attack_damage
  • generic.attackKnockback🡆generic.attack_knockback
  • generic.attackKnockback🡆generic.attack_knockback
  • generic.attackSpeed🡆generic.attack_speed
  • generic.attackSpeed🡆generic.attack_speed
  • generic.armorToughness🡆generic.armor_toughness
  • generic.armorToughness🡆generic.armor_toughness

Block placement

  • Ladders and tripwire hooks can now be placed on observers, redstone blocks, and target blocks
  • 现在可以在侦测器,红石块和标靶上放置梯子和绊线钩
  • Doors, rails, buttons, pressure plates, redstone, and more can now be placed on soulsand and full-block of snow layers
  • 门,铁轨,按钮,压力板,红石和更多东西现在可以被放在灵魂沙和形成了整个方块的雪上
  • Soulsand with a rail on top will no longer slow down minecarts
  • 在灵魂沙上铺设铁轨不再减速矿车了

Block storage
BlockStates in Sections elements no longer contain values stretching over multiple 64-bit fields. If number of bits per block is not power of two (i.e. single 64-bit value can’t fill whole number of blockstates) some bits will not be used. For example, if single block state takes 5 bits, highest 4 bits of every 64-bit field will be unused. That also means slight increase in storage size (in case of 5 bits, from 320 to 342 64-bit fields).
Sections 中的 BlockStates 不再包含多个64位字段的值。如果每个方块存储的比特数不是2的整数幂(即单个64位值不能填满整个方块状态的数量),一些位将不会被使用。例如,如果单个方块状态需要5位,那么每一个64位字段中最高的4位将不被使用。这也意味着存储大小略有增加(在上述5位的情况下,从320位到342位的64位字段)。

Block Tags

  • minecraft:climbable is now a block tag that allows datapacks to determine which blocks are, well, climbable
  • minecraft:climbable 这个方块标签允许数据包决定哪些方块是可以爬的
  • minecraft:soul_speed_blocks is any block that the soul speed enchantment increases speed on
  • minecraft:soul_speed_blocks 指定灵魂疾行附魔在其上加速

Chat components
Hover event argument

  • style.hoverEvent parameter now has parameter contents, with contents depending on type:

    • For show_text – chat component
    • For show_item – either item id or object with fields id,count,and tag(with last one being serialized NBT)
    • For show_entity – object with fields:id(UUID),name(chat component),and type(entity type resource location)
  • style.hoverEvent 参数现在有 contents 参数,内容取决于类型:
    • show_text – 聊天组件
    • show_item – 带有 id,count 字段的物品或实体,还有 tag(NBT序列化)
    • show_entity – 带有以下字段的实体:id(UUID),name(聊天组件),和 type(实体类型资源位置)
  • Old style value argument is now deprecated (but still supported)
  • 旧式的 value 参数现已被弃用(仍被支持)

Adds modifies attribute on single entity. Possible syntax: Parameters:

  • attribute get [] – get total value of attribute
  • attribute get [] – 获取属性的总值
  • attribute base set – sets base valye
  • attribute base set – 设定基础值
  • attribute base get [] – get base value
  • attribute base get [] – 获取基础值
  • attribute modifier add add|multiply|multiply_base – adds modifier (fails if modifier is already present)
  • attribute modifier add add|multiply|multiply_base – 添加修正值(若已存在则失败)
  • attribute modifier remove – removes modifier
  • attribute modifier remove – 移除修正值
  • attribute modifier value get [] – get value of modifier
  • attribute modifier value get [] – 获取修正值
  • target – single entity (note: only players, armor stands and mobs have attributes)
  • target – 单个实体(注意:仅玩家,盔甲架和生物有属性)
  • attribute – name of attribute (like minecraft:generic.max_health)
  • attribute – 属性名称(例如 minecraft:generic.max_health
  • name – string (in optional quotes) describing human-readable name of modifier
  • name – 字符串(双引号可选)以人类能理解的方式描述修正值名称
  • value – floating point value (note: certain attributes have limits on final value, so your change might not be noticeable)
  • value – 浮点数(注意:某些属性对最终值有限制,所以你的修改可能不显著)

New command that locates a specified biome. Useful in creative mode when you’re looking for a specific biome and don’t want to fly around randomly searching for it. Syntax:locatebiomeParameters:
用于定位某特定生物群系的命令。如果你在创造模式下寻找某特定生物群系,又不想飞来飞去找,这个命令就有用了。表达式:locatebiome 参数:

  • biome – The id of the biome to find
  • biome – 你要找的生物群系的id

The spawnpoint command now supports being run in any dimension.

Added an optional argument to specify maximum height. New syntax:spreadplayers <center> [under ]
添加了指定最大高度的可选参数。新表达式:spreadplayers <center> [under ]

  • maxHeight – Specifies the maximum height for resulting positions
  • maxHeight – 最终位置的最大高度

UUIDs stored in NBT are now represented as an array of four integers. Example:{UUID:[I;1498693494,1027158888,1898994005,860320107]} Along with that a couple of fields have been renamed:
储存在NBT中的UUID现在以四个整数的数组形式展现出来。例如:{UUID:[I;1498693494,1027158888,1898994005,860320107]} 有一些字段被重命名了:

  • OwnerUUID of tamed animals, area effect clouds, evoker fangs and projectiles is now simply Owner
  • OwnerUUID 改名为 Owner
  • TrustedUUIDs of foxes is now Trusted
  • TrustedUUIDs 改名为 Trusted
  • target_uuid of conduits is now Target
  • target_uuid 改名为 Target

Custom Worlds

  • Added experimental support for new custom worlds
  • 为新的自定义世界添加实验性支持
  • Edit world screen now has an option to export world settings to a JSON file
  • 修改世界屏幕现在有一个导出世界设置为JSON文件的选项
  • During world creation you can import previously exported world settings
  • 在世界创造期间你可以导入之前导出的世界设置
  • A bunch of new parameters are exposed, but marked as experimental, meaning you can play with them, but there is no guarantee that any of them will continue working (even in the next snapshot!)
  • 一堆新参数,都被标记为实验性了,这意味着你可以使用它们,但不保证它们中的随便哪个会继续工作(即使是在下一个快照中!)
  • Flat level preset string lost structure settings (they are now stored in a common format for all worlds), we will restore some form of this functionality soon
  • 超平坦预设字符串失去了结构设置(现在它们存储在所有世界的通用格式中),我们将很快恢复该功能的某些形式
  • Buffet world can no longer be created from server.properties, flat level settings changed a bit; better support for custom world creation on the server is coming soon
  • 不再能从server.properties中创建自定义世界,超平坦设置有一些变化;即将在服务端更好地支持自定义世界创建Data pack selection

    • Data packs can now be selected before world is created
    • 现在可以在创造世界前选择数据包
    • ‘Re-Create’ option will also copy data packs present in source world
    • 重建 选项也会复制源世界的数据包

    Datapack loading

    • If datapack reload fails, changes will not be applied and game will continue using previous data
    • 如果数据包重载失败,不会应用修改,游戏会继续使用之前的数据
    • If existing datapacks prevent world from loading, game will give option to load world in safe mode, which loads only vanilla datapack
    • 如果现有的数据包阻止世界加载,游戏会给你在安全模式下加载世界的选项,在该选项下只加载原版数据包
    • Changes to datapack list are stored only after successful reload
    • 只有在成功重载后才会保存数据包列表的修改
    • Added –safeMode option to server to load only with vanilla datapack
    • 向服务端添加了 –safeMode 选项,该选项下服务端仅加载原版数据包
    • Game will now detect critical datapack issues, like missing required tags and prevent world from being loaded
    • 游戏现在会检测重大数据包错误,比如缺少必要的标签,或者阻止世界加载


    • Increased view distance in lava slightly while having the fire resistance effect
    • 在具有抗火效果时,在熔岩中的视距略微增大了

    Entity Broadcasting
    It is now possible to control at what range the server sends data about entities to clients.

    • Added an entity-broadcast-range-percentage server property controlling how close entities need to be before being sent to clients. Higher values means entities are visible further away from players but cause more network traffic. Specifies percentage of default value, so for example 50 specifies half of the default range
    • 添加了 entity-broadcast-range-percentage 服务器属性,控制实体需要有多近才会向客户端发送其数据。更大的值意味着实体在离玩家更远的地方可见,但会消耗更多的流量。该值指定默认值的百分比,因此比如 50 意味着默认距离的一半


    • Force Unicode option now switches between normal and alternative font (called uniform.json) – no reload needed
    • 强制使用Unicode字符 选项现在会在默认字符和备选字符之间切换(调用 uniform.json)——不需重载

    IO operations
    Synchronous writes
    Region files are now opened in synchronous mode to prevent data loss and corruption after crash. For performance reasons this feature is disabled by default on non-Windows clients. Status of this feature can be manually controlled by following options:

    • For dedicated servers:sync-chunk-writes within server.properties
    • 服务器:sync-chunk-writes ,在 server.properties
    • For clients:syncChunkWrites within options.txt
    • 客户端:syncChunkWrites ,在 options.txt

    World save format

    • Saving level.dat now uses randomly-named temporary files (instead of using level.dat_new every time)
    • 存储中的 level.dat 现在使用随机命名的临时文件(而不是每次都用 level.dat_new )
    • player/*.dat are now saved in a way similar to level.dat(including leaving .dat_old files)
    • player/*.dat 现在以类似于 level.dat 的方式储存(包括留下 .dat_old 文件)

    Item frames
    New tags

    • Invisible – makes item frame invisible (item inside frame remains visible)
    • Invisible – 使展示框不可见(只留下物品)
    • Fixed – prevents item frame from being broken and item inside from being removed
    • Fixed – 防止展示框被破坏,里面的物品被移除

    Jigsaw block

    • Jigsaw now can have one of 12 orientations
    • 现在有12个朝向
    • Added new property Joint type to describe if attached piece can be rotated (rollable) or not (aligned)
    • 添加了新属性 Joint type 以描述连接的部分能否旋转 (rollable)  (aligned)
    • NBT field target_pool has been renamed to pool
    • NBT 字段 target_pool 重命名为 pool
    • attachement_type has been split into name(on parent block) and target(on child block)
    • attachement_type 分割为 name(父方块) and target(子方块)
    • Added a button in the GUI that generates a jigsaw structure starting from the jigsaw block, using given generation depth
    • 在界面中添加了一个按钮以在给定的生成深度从拼图方块开始生成一个拼图结构。

    JMX Monitoring
    It is now possible to monitor the server tick times though JMX. The rationale for this is that JMX is a well known and supported monitoring technology with existing integrations and tools. This enables server admins to hook alerts and graphing tools using ordinary JMX clients and dashboards.

    Enabling JMX Monitoring

    • A new flag enable-jmx-monitoring has been added to the server.properties file which if set to true will expose an MBean with the Object name net.minecraft.server:type=Server and two attributes averageTickTime and tickTimes exposing the tick times in milliseconds
    • 新标志 enable-jmx-monitoring 已添加到server.properties,若设为 true 将暴露一个名为 net.minecraft.server:type=Server 的MBean,添加 averageTickTime 和 tickTimes 两个暴露以毫秒为单位的刻时间的属性
    • In order for enabling JMX on the Java runtime you also need to add a couple of JVM flags to the startup as documented here
    • 要在Java环境中启用JMX,你可能还需要添加几个JVM标志到启动参数里,请参阅这里的文档

    Loot Tables
    Entity Predicate

    • Added fishing_hook sub-predicate
    • 添加了 fishing_hook 子谓词

    Check properties of the fishing hook

    • in_open_water – Matches whether the fishing location is open water fishing or not. A fishing location is considered to be open water if the fishing hook is in water, there are no blocks besides lily pads above water and all water blocks are source blocks with no solid underwater blocks around
    • in_open_water – 匹配是否在开放水域中钓鱼。如果浮标在水里,其上除了睡莲没有其他方块,所有水均为水源,且周围没有固体水下方块,则认为是开放水域。

    Pack selection screen

    • Packs can now be dropped directly on data and resource pack selection screens
    • 现在可以在数据包和资源包选择界面上拖进包。
    • Dropped files and directories will be copied to appropriate places
    • 拖进去的文件和目录会被存储到合适的位置。


    • New particle types: ash, crimson spore, soul fire flame, and warped spore
    • 新粒子类型:ash,crimson spore,soul fire flame,and warped spore
    • New particle types: dripping obsidian tear, falling obsidian tear, and landing obsidian tear
    • 新粒子类型:dripping obsidian tear,falling obsidian tear,and landing obsidiantear
    • New particle type: soul
    • 新粒子类型:soul


    • Nailed Entity shadows to the ground
    • 将实体的影子钉在地上
    • Added an Entity Distance scale option ranging from 50% to 500%
    • 添加了实体距离尺度选项,从 50% 到 500%
    • Added shader support for accessing depth buffer
    • 增加了访问深度缓冲区的着色器支持
    • Added new ‘Fabulous!’ graphics option

      • This uses per-pixel blending layers for some transparent elements
    • 添加了新的Fabulous!画质选项
      • 对某些透明元素使用像素级混合层

    Smithing recipes
    There’s now a smithing recipe type. Recipes of this type are used in the smithing table to upgrade one item type into another type, maintaining tags.
    现在新增了一种 smithing 配方类型。这种配方用于在锻造台升级物品或添加标签。

    • base – Ingredient specifying an item to be upgraded
    • base – 待升级的物品
    • addition – Ingredient specifying valid items to trigger the upgrade
    • addition – 升级的有效原料
    • result – Item specifying the resulting type of the upgraded item
    • result – 升级后的物品

    Text style
    color property can now contain RGB value prefixed by # . For example #55ff55 will result in the same color as green
    color 属性现在可以是 RGB 值,用前缀 # 指定。例如 #55ff55 和 green 等价

    Custom fonts
    Chat component style now supports font property, which is resource location for font in resource pack. No entry is equivalent to minecraft:default
    聊天组件样式现在支持 font 属性,即资源包中的资源位置。无条目等价于 minecraft:default

    Fixed Bugs
    Nearly 500 bugs fixed in this release.

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