Caves & Cliffs: Part I out today on Java

A Minecraft Java Release
Minecraft Java版

It’s here. The Cave Update, with a side of cliffs. That’s right, The Caves & Cliffs Update: Part I is launching today!
Now you can finally swim with the glow squid, fight alongside the axolotls, and get rammed off a mountain by a goat. You can also build with new blocks like copper, pointed dripstone, and moss, hang some hanging roots and cave vines, and marvel at the new ore textures. Light up your homes, caves, mineshaft and lives with the glow berry. Build a spyglass and peep your next adventure or just keep track of what that creeper over yonder is doing. Wait, what is it doing? Is it getting closer, or is this spyglass just really good?

Have fun with Part I!.


  • Added Dripstone Block and Pointed Dripstone
  • 添加了滴水石块和滴水石锥
  • Added Block of Amethyst, Budding Amethyst, Amethyst Cluster, and Amethyst Bud
  • 添加了紫水晶块、紫水晶母岩、紫水晶芽和紫水晶簇
  • Added Block of Raw Iron, Copper, and Gold
  • 添加了粗铜块、粗块和粗金块
  • Added Candles
  • 添加了蜡烛
  • Added Copper
  • 添加了铜
  • Added Deepslate
  • 添加了深板岩
  • Added Glow Lichen
  • 添加了发光地衣
  • Added Lava Cauldron
  • 添加了装有熔岩的炼药锅
  • Added Lightning Rod
  • 添加了避雷针
  • Added Lush Caves Block
  • 添加了繁茂洞穴
  • Added Powder Snow
  • 添加了细雪
  • Added Raw Copper, Raw Iron, and Raw Gold items
  • 添加了粗铜、粗铁和粗金物品
  • Added the Axolotl
  • 添加了美西螈
  • Added the Glow Squid
  • 添加了发光鱿鱼
  • Added the Goat
  • 添加了山羊
  • Added Spyglass
  • 添加了望远镜
  • Added Tinted Glass
  • 添加了遮光玻璃
  • A Shulker hitting a Shulker with a Shulker Bullet can make a new Shulker
  • 一个潜影贝使用潜影贝导弹攻击另一个潜影贝会创造一个新的潜影贝
  • Additions to Wandering Trader and Mason trades
  • 为流浪商人和其交易添加了新的内容
  • Bundles and Shulker Box items will drop their contents when destroyed
  • 收纳袋和潜影盒的物品被摧毁时会掉落其中的物品
  • Changed Infested Block destroy times
  • 修改了被虫蚀的方块所需要的开采时间
  • Changes to Shipwreck and Mineshaft loot
  • 修改了沉船和废弃矿洞的战利品
  • Dirt Paths (formerly Grass Path) can now be made by using a Shovel on Dirt, Podzol, Mycelium, or Coarse Dirt (as well as Grass)
  • 土径(也就是之前的草径)现在可以通过用拍击泥土、灰化土、菌丝或砂土获得(也包括草方块)
  • Drowned now has a chance of dropping a Copper Ingot, and they no longer drop Gold Ingots
  • 溺尸现在有几率掉落铜锭,而不是掉落金锭
  • Experience Orbs now sometimes merge when in large quantities to improve performance. This does not change the rate at which the player can absorb them, it simply limits the amount of separate orbs floating around in the world. Orbs that merge will gain the lifetime of the most recently created one.
  • 经验球在数量众多时会合并,以提高游戏性能。这个修改不会改变玩家吸收经验球的速率,只是限制了经验球在主世界中存在的数量。经验球合并时,其生存周期取所有经验球中最长的那一个。
  • Holding down the space bar now increases the scroll speed in the credits
  • 在工作人员名单按下空格可以加快滚动速度
  • Minecarts and Rails work in water
  • 矿车和铁轨现在能在水下使用了
  • Particles now appear when Pistons break blocks
  • 活塞破坏方块时会显示粒子了
  • Reordered some blocks in the Building Blocks Tab in the Creative Menu
  • 重新排列了创造模式菜单里建筑方块选项卡的一些方块
  • Reordered the Redstone Tab in the Creative Menu
  • 重新排列了创造模式菜单里的红石选项卡
  • Simple Firework Rockets with one Gunpowder can now be crafted using the recipe book
  • 现在可以通过配方书用一份火药制作简单的烟花火箭了


  • Added an alternative solid black background color for the Mojang Studios loading screen, toggleable with the “Monochrome Logo” accessibility option
  • 加入了一个可选的全黑 Mojang Studio 加载背景,可在无障碍选项中选择「黑白徽标」启用


  • Added “Whatever Floats Your Goat!” for floating in a boat with a Goat
  • 添加了「羊帆起航!」进度,在你与山羊同乘一艘船时获得
  • Added “Wax on” for applying Honeycomb to a Copper block
  • 添加了「涂蜡」进度,在你为铜块上蜡时获得
  • Added “Wax off” for scraping wax off a Copper block
  • 添加了「脱蜡进度,在你为铜块除蜡时获得
  • Added “The Cutest Predator” for catching an Axolotl in a Bucket
  • 添加了「最萌捕食者」进度,在你将一只美西螈装进桶里时获得
  • Added “The Healing Power of Friendship!” for teaming up with an Axolotl and winning a fight
  • 添加了「友谊的治愈力!进度,在你与一只美西螈共同战斗并获得胜利时获得
  • Added “Glow and Behold” for making a Sign glow
  • 添加了「眼前一亮!进度,在你使一个告示牌发光时获得
  • Added “Light as a Rabbit” for walking on Powder Snow with Leather Boots
  • 添加了「轻功雪上飘」进度,在你穿着皮革靴子在细雪上行走时获得
  • Added “Surge Protector!” for having a lightning strike a Lightning Rod near a Villager without setting the area on fire
  • 添加了「电涌保护器进度,在一个村民旁边让闪电击中避雷针而不让附近着火时获得
  • Added “Is It a Bird?” for looking at a Parrot through a Spyglass
  • 添加了「那是鸟吗?进度,在你用望远镜看向一只鹦鹉时获得
  • Added “Is It a Balloon?” for looking at a Ghast through a Spyglass
  • 添加了「那是气球吗?进度,在你用望远镜看向一只恶魂时获得
  • Added “Is It a Plane?” for looking at the Ender Dragon through a Spyglass
  • 添加了「那是飞机吗?进度,在你用望远镜看向一只末影龙时获得

Amethyst Blocks

  • Amethyst comes in block form inside the Geodes in two ways: Block of Amethyst and Budding Amethyst
  • 紫水晶块有两种方式出现在紫晶洞中:紫水晶块和紫水晶母岩
  • All types of Amethyst blocks (Clusters included) create beautiful sounds when you walk on them, break them, place them, or hit them with a projectile – go make some music!
  • 所有的紫水晶方块(包括紫水晶簇)都会在你走在上面/破坏/放置/使用投掷物击中时,发出动人的音效——去搞点音乐吧!

Amethyst Clusters

  • Amethyst Clusters grow from Budding Amethyst, which can be found inside Amethyst Geodes
  • 紫水晶簇从紫水晶母岩上生长,可在紫晶洞中找到
  • Clusters have four growth stages: Small Amethyst Bud, Medium Amethyst Bud, Large Amethyst Bud, and Amethyst Cluster
  • 紫水晶簇有4个生长阶段: 小型紫水晶芽,中型紫水晶芽,大型水晶芽,和紫水晶簇
  • Clusters can only grow when they are placed on Budding Amethyst blocks
  • 紫水晶簇只有放置在紫水晶块上才能生长
  • Fully-grown Amethyst Clusters drop four Amethyst Shards (or more with Fortune) when mined with a Pickaxe, and drop two Amethyst Shards when broken by hand, Piston, or other means
  • 完全生长的紫水晶簇用子开采时,则会掉落4个紫水晶碎片(有时运会更多),但用手,活塞或者其他方式破坏时,只会掉落2个。
  • Clusters can be Silk Touched at any stage
  • 紫水晶簇的任何一个阶段都可以被精准采集镐子采集

Amethyst Geodes

  • These huge geodes can be found anywhere underground in the Overworld
  • 紫晶洞在主世界地下的任何一个地方都能发现
  • Amethyst Geodes have an outer layer of a new stone called Smooth Basalt
  • 紫晶洞有着一个外壳层,材质是一种新的石材,即平滑玄武岩
  • Amethyst Geodes have a second layer of another new block called Calcite
  • 紫晶洞的中层外壳则是一种叫方解石的新方块
  • Amethyst Geodes have an inner layer of various Amethyst blocks
  • 紫晶洞的内层则是各种紫水晶方块

Amethyst Shards

  • Amethyst Clusters drop two Amethyst Shards when broken by hand, Piston, or other means
  • 当你用手、活塞或者其他方式破坏紫水晶簇时,会掉落2个紫水晶碎片
  • Amethyst Clusters drop four Amethyst Shards when mined with a Pickaxe (or more with Fortune)
  • 当你用镐子采集紫水晶簇时,会掉落4个紫水晶碎片(有时运会更多)


  • Amphibious!
  • 水陆两栖!
  • Axolotls spawn in underground water that is in total darkness with Stone, Granite, Diorite, Andesite, Tuff, or Deepslate below
  • 在完全黑暗的地下水域,且下方有石头,花岗岩,安山岩,闪长岩,凝灰岩或深板岩时,美西螈才会生成。
  • Axolotls love tropical fish! Bucket of Tropical Fish can be used to breed Axolotls.
  • 美西螈特别喜欢热带鱼!一桶热带鱼可以可以让美西螈繁殖。
  • Axolotls will swim around with you if you’re holding a Bucket of Tropical Fish in either hand
  • 如果你在主手和副手上都拿着热带鱼桶,美西螈会绕着你游来游去
  • When a player kills a mob that the Axolotl was attacking or being attacked by, the Axolotl will show its appreciation by granting the player temporary Regeneration and removing any Mining Fatigue effects
  • 当玩家杀死一个正在攻击美西螈或者正在被美西螈攻击的生物时,美西螈会通过给予玩家生命恢复效果和消除挖掘疲劳效果来表示感谢。
  • If the player has more than 2 minutes of Regeneration effect left already, the axolotl will not grant additional regeneration
  • 如果玩家已有超过2分钟的生命恢复效果,则美西螈不会再给予玩家生命恢复效果
  • You can pick up your Axolotl in a Water Bucket and carry it around just like a Salmon or a Cod!
  • 你可以用桶装起美西螈,把它们像鳕鱼或者鲑鱼一样带着走!
  • Axolotls will always chase after and attack Squids, Glow Squids, Tropical Fish, Cod, Salmon, Pufferfish, Drowned, Guardians, and Elder Guardians
  • 美西螈会主动攻击鱿鱼、发光鱿鱼、热带鱼、鳕鱼、鲑鱼、河豚、溺尸、守护者和远古守护者
  • Axolotls do not like being out of water, and will dry up and begin taking damage if they are out of water for longer than 5 minutes
  • 美西螈不喜欢离开水,当美西螈离开水超过5分钟时,它会因为脱水而受到持续伤害
  • An Axolotl will not dry up as long as they are in water or rain
  • 美西螈在下雨天不会脱水
  • Sometimes when an Axolotl takes damage while inside water, it will pretend to be dead so that it stops being attacked
  • 当美西螈在水中受到伤害时会装死,这样它就不会被攻击了
  • There are four common varieties and one rare variety (blue) of Axolotl
  • 美西螈有四个常见品种和一个稀有品种(蓝色)
  • Axolotls spawn in underground water sources that are in total darkness and above natural stone blocks
  • 美西螈只会生成在完全黑暗的地下水域,且必须要在自然生成的石类方块上生成
  • Axolotls now have a two-minute cooldown after hunting non-hostile targets: Squids, Glow Squids, Tropical Fish, Cod, Salmon, and Pufferfish
  • 当美西螈猎杀非敌对生物,如鱿鱼、发光鱿鱼、热带鱼、鳕鱼、鲑鱼、河豚后,会进入2分钟的冷却时间
  • Axolotls will prioritize targeting hostile mobs over hunting
  • 美西螈会优先以敌对生物为目标,而非狩猎非敌对生物

Bone Meal


  • A crinkly, crunchy sound plays when Bone Meal is used
  • 当使用骨粉时会有咯吱咯吱的声音

Budding Amethyst

  • On any side of a Budding Amethyst block where there is air or a water source block, a Small Amethyst Bud will eventually grow
  • 在紫水晶母岩的任意一面,只要接触的是水源或者空气方块,最后都会长出一个紫水晶芽
  • Amethyst Buds can only grow when attached to Budding Amethyst, and will grow until they become Amethyst Clusters
  • 紫水晶芽必须附着在紫水晶母岩上才能生长,并且最后会长出一个紫水晶簇

Building Blocks Tab

  • All ores have been reordered to be in the same location in the creative inventory
  • 所有的矿石都被重新排列,并在创造模式物品栏中处于同一位置
  • Compact forms of raw and refined underground materials have been reordered
  • 粗矿和金属锭的组合方块也进行了重排


  • Candles come in all sixteen colors and one uncolored variant
  • 蜡烛的颜色有十六种,也有一种未染色的类型
  • Up to four Candles can be placed in one block
  • 一个方块上最多放置4支蜡烛
  • Waterloggable! (But you cannot light them underwater, silly)
  • 蜡烛是可浸水的!(但你不能在水下点燃它,小笨蛋)
  • Wish anybody a happy birthday with a Cake with a Candle!
  • 如果有人生日了,你可以把蜡烛插在蛋糕上,并祝他生日快乐!
  • Candles can only be placed if there is a solid surface below but will remain even if the surface below is removed
  • 蜡烛只能放置在固体方块上,但即使该方块被移除,蜡烛依然能够保留


  • Cauldrons can now be filled with Lava and Powder Snow Buckets!
  • 炼药锅现在可以用岩浆或者细雪来填满!
  • Cauldrons filled with lava give off a Redstone signal with Strength 3 when used with a comparator
  • 当接入比较器时,装满熔岩的炼药锅会提供强度为 3 的红石信号

Copper blocks

  • Craft nine Copper Ingots into a Copper Block
  • 需要9个铜锭合成一个铜块
  • Craft Cut Copper, Cut Copper Stairs, and Cut Copper Slabs
  • 可以合成切制铜块,切制铜楼梯和切制铜台阶
  • The Stonecutter can be used to craft the different Copper Block variants
  • 切石机可以合成各种铜块变体
  • Use Honeycomb to craft Waxed Copper Blocks
  • 使用蜜脾可以合成涂蜡铜块
  • Right-click with Honeycomb on Copper Blocks to wax them
  • 用蜜脾右键铜块可以给其涂蜡
  • Use Honeycomb in a Dispenser to wax Copper Blocks
  • 用发射器发射蜜脾可以给铜块涂蜡

Copper Ore

  • Copper Ore can be found in ore blobs across the Overworld, similar to Iron and Coal (this is not the final generation for Copper…)
  • 铜块可以在世界的任何一个地方被找到,就像铁和煤一样 (不过这并不是最终的生成机制)
  • Smelt Copper Ore to get a Copper Ingot
  • 熔炼铜矿可以得到一个铜锭
  • Copper Ore drops 2-3 Raw Copper
  • 铜矿可以掉落2-3个粗铜


  • Deepslate can be found in the deepest parts of the underground, and is slightly tougher to mine than normal Stone
  • 深板岩可以在地下的深处找到,并且比普通的石头更难挖掘
  • Deepslate will drop Cobbled Deepslate, similar to how Stone drops Cobblestone
  • 深板岩会掉落深板岩圆石,与石头掉落圆石的机制类似
    • You can still obtain Deepslate with Silk Touch
    • 你依然可以用精准采集获得深板岩
  • Like Cobblestone, Cobbled Deepslate can be used to craft basic tools, Furnaces and Brewing Stands
  • 就像圆石一样,深板岩圆石也可以用于合成石制工具,熔炉和酿造台
  • You can also craft the following blocks with Deepslate:
  • 你还可以用深板岩制作以下方块:
    • Cobbled Deepslate Slab
    • 深板岩圆石台阶
    • Cobbled Deepslate Stairs
    • 深板岩圆石楼梯
    • Cobbled Deepslate Wall
    • 深板岩圆石墙
    • Polished Deepslate
    • 磨制深板岩
    • Polished Deepslate Slab
    • 磨制深板岩台阶
    • Polished Deepslate Stairs
    • 磨制深板岩楼梯
    • Polished Deepslate Wall
    • 磨制深板岩墙
    • Deepslate Bricks
    • 深板岩砖
    • Deepslate Brick Slab
    • 深板岩砖台阶
    • Deepslate Brick Stairs
    • 深板岩砖楼梯
    • Deepslate Brick Wall
    • 深板岩砖墙
    • Deepslate Tiles
    • 深板岩瓦
    • Deepslate Tile Slab
    • 深板岩瓦台阶
    • Deepslate Tile Stairs
    • 深板岩瓦楼梯
    • Deepslate Tile Wall
    • 深板岩瓦墙
    • Chiseled Deepslate
    • 錾制深板岩
    • Cracked Deepslate Bricks
    • 裂纹深板岩砖
    • Cracked Deepslate Tiles
    • 裂纹深板岩瓦
  • There is also an Infested variant of Deepslate found in the underground
  • 你也可以在地下找到被虫蚀的深板岩
  • Cobbled Deepslate can be smelted into Deepslate
  • 深板岩圆石可以被熔炼成深板岩

Deepslate Ores

  • When ore is generated in the same place as Deepslate, Deepslate variants of that ore are now generated instead
  • 有深板岩的地方,就会生成深层矿石而非普通矿石
  • Twice as tough to mine as normal ores
  • 硬度是普通矿石的两倍

Dripstone Block

  • Decorative block
  • 是一个装饰性方块
  • Can be crafted with four Pointed Dripstone
  • 可以用四个滴水石锥合成

Pointed Dripstone

  • Forms a stalactite if placed on the ceiling or a stalagmite if placed on the floor
  • 如果放在天花板上就是钟乳石,而如果放在地面上则是石笋
  • Can be combined to form longer stalactites & stalagmites
  • 可以连接在一起,变成更长的钟乳石或者石笋
  • Stalactites and stalagmites merge if the tips are next to each other unless you press shift while placing
  • 如果钟乳石和石笋的尖端相对,它们就会合并在一起,除非你在放置时同时按下shift键
  • Stalagmites will break if they’re not attached to something below
  • 如果石笋下面没有方块可以附着,则石笋会被破坏
  • Landing or jumping on a stalagmite hurts! They are sharp
  • 落在或跳到石笋上会很疼!因为它们很尖锐
  • Stalactites fall down if not attached to something above
  • 如果钟乳石上面没有方块可以附着,则钟乳石会被破坏
  • Being hit by a falling stalactite hurts! They are sharp
  • 被落下的钟乳石砸到会很疼!因为它们很尖锐
  • Stalactites drip water (or lava if there is lava above the ceiling)
  • 钟乳石会滴水(如果有在熔岩在上面就会滴熔岩)
  • A stalactite with a water source above the ceiling will gradually fill a cauldron below with water
  • 钟乳石在上方有水源方块时,会逐渐往其下方的炼药锅填满水
  • A stalactite with a lava source above the ceiling will fill a cauldron below with lava after a while
  • 钟乳石在上方有熔岩方块时,会逐渐往其下方的炼药锅填满熔岩
  • Thrown Tridents break Pointed Dripstone
  • 向滴水石锥投掷三叉戟会破坏滴水石锥

Dripstone growth

  • If a stalactite is hanging from a Dripstone Block with a water source above, it will slowly grow both the stalactite from above and a stalagmite from below
  • 如果一个钟乳石倒挂在上方有水源的滴水石块上,则其本身和下方的石笋会逐渐生长
  • Growth speed is random but very slow, a single growth step can take several Minecraft days
  • 滴水石锥生长速度是随机的,并且十分缓慢,一个生长阶段可能花费几个游戏内的天数
  • A stalactite will only grow up to seven blocks long
  • 一个钟乳石最多可以生长 7 格
  • A stalactite will only cause stalagmite growth if the floor or stalagmite below is within 10 blocks
  • 钟乳石必须与下方的石笋或者地面距离在 10 格内,才会使石笋生长
  • If the stalactite tip is inside water it won’t drip, and therefore won’t trigger any growth
  • 如果钟乳石的末端在水里,则其不会滴水,自然也不会生长
  • If the stalagmite tip is inside water it won’t receive drops, and therefore won’t be grown by a dripping stalactite. Same thing if there is any fluid between the two tips.
  • 如果石笋的顶端在水里,就算上方有正在滴水的钟乳石,则其也不会生长。只要石笋与钟乳石之间有任何液体,他们就不会生长。
  • A stalagmite or stalactite will never grow into a fluid
  • 钟乳石和石笋都不会长到水体内

Glow Lichen

  • A dim light source that generates in caves
  • 会在洞穴中生成,并发出微弱的光
  • Use Shears to pick it up
  • 用剪刀可以把它们剪下来
  • Use Bone Meal to spread it along block surfaces
  • 使用骨粉可以让其沿着附近的表面扩散

Glow Squid

  • Glow Squids are well-lit and can be seen from far distances
  • 发光鱿鱼亮度很高,在很远的地方就能看到
  • When killed, Glow Squids drop Glow Ink Sacs
  • 发光鱿鱼死亡时掉落荧光墨囊
  • Glow Ink Sacs can be used on Signs to make the text super visible, even at night. Works with colors!
  • 荧光墨囊可以用在告示牌上,使上面的文字超级明显,就算是在夜间也是如此。还可以加颜色!
  • Craft a Glow Item Frame by combining a Glow Ink Sac with an Item Frame in a Crafting Table. Any item in a Glow Item Frame is perfectly illuminated, even at night.
  • 在工作台中使用发光墨囊和物品展示框,可以合成一个发光的物品展示框。无论什么物品放在发光的物品展示框上都会使其超级明显,就算是在夜间也是如此
  • Use an Ink Sac on a Sign to remove the glow effect
  • 对告示牌使用墨囊可以移除其发光特效
  • Axolotls will attack any Glow Squids they see, so… be careful
  • 美西螈会攻击在它们视野内的发光鱿鱼,所以…小心点儿!
  • Glow Squids spawn in underground water that is in total darkness with Stone, Granite, Diorite, Andesite, Tuff, or Deepslate below
  • 发光鱿鱼生成在完全黑暗的地下的水中,并且必须有石头、花岗岩、闪长岩、安山岩、凝灰岩或深板岩。


  • Goats spawn in mountains
  • 山羊生成在高山上
  • Goats can scale the sides of mountains with their incredible jumps
  • 山羊拥有惊人的跳跃力,使其可以在山上畅行无阻
  • Goats can be tempted and bred using Wheat
  • 山羊可以使用小麦引诱和繁殖
  • Goats are another source of Milk!
  • 山羊是奶的另一个来源
  • Goats will ram anything that moves… also Armor Stands
  • 山羊会冲撞任何移动的物体…甚至是盔甲架
  • Two in every 100 goats have something very loud to tell you!
  • 每100只山羊中就会有2只尖叫山羊!
  • Goats will avoid walking on Powder Snow
  • 山羊会避免在细雪上行走
  • Screaming Goats will use their ram attack more often than other Goats will
  • 尖叫山羊相比于普通山羊更有攻击性
  • Mobs rammed by Goats do not retaliate
  • 就算生物被山羊冲撞后,它们也不会反击

Infested Blocks


  • Infested Blocks are no longer instantly destroyed, and instead, have half the destroy time of their non-infested counterpart
  • 现在被虫蚀的方块不会被立刻破坏,而是拥有与普通方块相比短一半的摧毁时间

Lightning Rod

  • A Lightning Rod is crafted from three Copper Ingots
  • 避雷针可以用三个铜锭合成
  • Keeps your builds safe (well, as long as the closest area around the Lightning Rod is fireproof) during thunderstorms!
  • 避雷针可以在雷暴期间保护你的建筑(不过要保证避雷针周围的是不可燃的材料)
  • The Lightning Rod will protect an area of 8 * 16 blocks around it from the, sometimes devastating, lightning strikes!
  • 避雷针可以保护8 * 16格区域,使区域内免受雷击
  • Lightning Rods give off a Redstone signal when struck by lightning
  • 避雷针被雷击中后会发出红石信号

Lush Caves blocks

  • Added Moss
  • 添加了苔藓
  • Added Dripleaves
  • 添加了垂滴叶
  • Added Rooted Dirt and Hanging Roots
  • 添加了缠根泥土和垂根
  • Added Spore Blossoms (currently only available in the Creative inventory)
  • 添加了孢子花 (只能在创造模式物品栏中获取)
  • Added Cave Vines and Glow Berries
  • 添加了洞穴藤蔓和发光浆果
  • Added Azalea Bushes
  • 添加了杜鹃灌木

Azalea Bushes

  • Added Azalea Bushes as well as Flowering Azaela Bushes
  • 加入了杜鹃灌木和盛开的杜鹃灌木
  • Bees see Flowering Azalea (and Flowering Azalea Leaves) as flowers
  • 蜜蜂也会把盛开的杜鹃花丛和杜鹃树叶视为一种花
  • Bonemeal Azalea or Flowering Azalea to get an Azalea Tree
  • 对杜鹃花丛或盛开的杜鹃花丛使用骨粉,会得到杜鹃树

Cave Vines and Glow Berries

  • Cave Vines grow down from the ceiling, like Weeping Vines
  • 洞穴藤蔓从洞穴顶部生成,就像垂泪藤那样
  • When they grow they have a chance of producing Glow Berries
  • 当洞穴藤蔓生长时,有几率会产生发光浆果
  • Glow Berries are a natural light source as well as a food source
  • 发光浆果是一种自然的光源,也可以食用
  • Foxes eat Glow Berries
  • 狐狸会食用发光浆果
  • Use Glow Berries to plant new Cave Vines
  • 使用发光浆果可以栽培新的洞穴藤蔓
  • Bonemealing a Cave Vine will create Glow Berries
  • 对洞穴藤蔓使用骨粉可以获得发光浆果

Drip Leaves

  • Small Dripleaf needs moisture, so it grows on Clay or underwater
  • 小型垂滴叶需要湿度,所以会长在黏土上或者水下
  • The facing direction of Small Dripleaf blocks is determined by which direction the player is facing when placing it
  • 小型垂滴叶的朝向有玩家放置时所朝的方向决定
  • The Wandering Trader will sometimes sell Small Dripleaf plants
  • 流浪商人有时候会出售小型垂滴叶
  • Small Dripleaf grows into Big Dripleaf when bonemealed
  • 小型垂滴叶在使用了骨粉后会长成大型垂滴叶
  • Big Dripleaf grows taller when bonemealed
  • 大型垂滴叶使用了骨粉后会长得更高
  • If you stand on a Big Dripleaf, it will tilt after a while, and you will fall off
  • 如果你站在大型垂滴叶上,它过一会后会倾斜,然后你就掉下来了
  • A tilted Big Dripleaf will tilt up again after a while
  • 倾斜的大型垂滴叶过一会会自动复原
  • A Big Dripleaf will tilt when hit by a projectile
  • 大型垂滴叶在被投掷物击中时也会倾斜
  • A Redstone powered Big Dripleaf will not tilt (except when hit by a projectile)
  • 被红石充能的大型垂滴叶不会倾斜(除非被投掷物击中)


  • Two new decorative blocks: Moss Block and Moss Carpet
  • 两个新的装饰性方块:苔藓块和苔藓地毯
  • Moss Carpet can be crafted from Moss Blocks
  • 苔藓地毯可以使用苔藓块合成
  • Moss Blocks can be crafted with Cobblestone or Stone Bricks to make the mossy versions of those blocks
  • 苔藓块可以与圆石或者石砖合成,制作它们的苔藓变种


  • Added Rooted Dirt and Hanging Roots – decorative blocks that will appear in the upcoming Lush Caves biome
  • 添加了缠根泥土和垂根——它们是装饰性方块,生成在后续更新的繁茂洞穴生物群系中
  • Bonemealing Rooted Dirt grows Hanging Roots underneath
  • 缠根泥土下方会长出垂根
  • Tilling Rooted Dirt with a Hoe will convert it into Dirt, and pop out a Hanging Roots item.
  • 用锄头右键缠根泥土会使其变为普通泥土,并且掉落一个垂根物品

Spore Blossoms

  • A beautiful large flower placed on ceilings
  • 一朵天花板上的美丽大花
  • Particles drip from it and will appear in the air around it
  • 孢子将从孢子花身上落下,并且充满整个空间

Minecarts and Rails work in water

  • All Rails can be waterlogged (works with a Dispenser & Water Bucket too)
  • 所有铁轨现在都是可浸水方块(与发射器和水桶兼容)
  • Flowing water doesn’t break Rails
  • 流动的水不会再破坏铁轨
  • Minecarts can pass through water, but get slowed down more than usual
  • 矿车现在可以通过水了,但是速度会比正常情况下慢


  • Copper will oxidize over time
  • 铜会随时间发生氧化
  • There are four stages: Copper, Exposed Copper, Weathered Copper, and Oxidized Copper
  • 铜的氧化有四个阶段: 铜、斑驳的铜、锈蚀的铜和氧化的铜
  • It takes 50-82 Minecraft days (in loaded chunks) for a Copper Block to oxidize one stage
  • 铜块在经过 50-82 个游戏内天数(且需要被加载到区块)后,就会氧化进下一个阶段
  • Waxed Copper Blocks will not oxidize
  • 涂蜡的铜块将不会被氧化
  • You can wax any oxidation stage – how lovely, that means you can keep that pretty Weathered Copper Block in its weathered stage forever!
  • 你可以在铜块被氧化的任何阶段给其涂蜡——这多可爱啊,你可以让你的锈蚀铜块永远保持在锈蚀状态!
  • A lightning strike hitting Copper will clean its oxidation
  • 闪电击中铜会清除其氧化层
  • Waxed Copper Blocks can be crafted into nine Copper Ingots
  • 涂蜡的铜块可以分解为9个铜锭
  • Axes can scrape off wax and oxidation from Copper Blocks
  • 用斧头可以为其除蜡,也可以清除其氧化层

Powder Snow

Snowier snow!

  • Powder Snow is a trap block that causes any entity that walks into it to sink in it
  • 细雪是一个陷阱方块,任何走在它上面的实体都会陷入其中
  • You can pick up and place Powder Snow with a Bucket
  • 你可以用桶来盛装和放置细雪
  • Wear Leather Boots to prevent yourself from sinking into Powder Snow blocks
  • 如果你穿着皮革靴子,再走在细雪上就不会陷下去了
  • Leave a Cauldron outside in falling snow and it will fill with Powder Snow
  • 把炼药锅放在下雪的室外中,炼药锅会逐渐被细雪填满
  • Entities on fire now get extinguished when they collide with Powder Snow. The Powder Snow block is also destroyed
  • 当一个着火的实体与细雪接触时,火会熄灭,细雪也会消失
  • Skeletons now convert to Strays when frozen
  • 骷髅被细雪冻住后,会转变为流浪者
  • Powder Snow is pushable by Pistons and Sticky Pistons
  • 细雪可被活塞或者黏性活塞推动
  • Rabbits, Endermites, Silverfish, and Foxes can walk on top of Powder Snow without falling in
  • 兔子,末影螨、蠹虫和狐狸可以自由行走在细雪上,而不用担心会陷进去


  • Standing in Powder Snow will slowly freeze an entity
  • 一个实体站在细雪中会使其慢慢被冰冻
  • Once frozen, freeze damage is done every few seconds to the frozen entity
  • 一但被冰冻,每隔几秒就会对被冰冻的实体造成冰冻伤害
  • Wearing any piece of Leather Armor prevents freezing entirely
  • 只要穿着任意一件皮革装备就会防止被冰冻
  • Added a freezeDamage game rule that allows players to toggle whether Powder Snow causes freeze damage or not
  • 添加了 freezeDamage 游戏规则,该规则控制当玩家陷入细雪时是否允许对玩家造成冰冻伤害
  • Strays, Polar Bears, and Snow Golems are immune to freezing
  • 流浪者、北极熊和雪傀儡不会受到冰冻伤害
  • Mobs that are fully frozen will shake
  • 生物被完全冰冻时会颤抖
  • Mobs that enjoy the heat (Blazes, Magma Cubes, and Striders) take increased freeze damage
  • 适应于高温的生物 (烈焰人、岩浆怪和炽足兽) 受到的冰冻伤害会增加

Redstone Tab

  • The Redstone Tab has been reordered to prioritize highly-used blocks
  • 红石标签卡已经重新排列,高使用度的方块将被排的更前面
  • Redstone items/blocks have been grouped and ordered in the following way:
  • 红石物品/方块已按以下方式进行分组和排列:
    • Essentials
    • 基本物品
    • Unique activators
    • 特殊激活器
    • Miscellaneous
    • 杂项
    • Common activators
    • 普通激活器
    • Openables
    • 开放式物品
  • Slime Blocks and Honey Blocks have been moved to the Redstone tab
  • 黏液块和蜂蜜块已移动至红石选项卡

Smeltable Ore Drops

  • Ores that are smeltable now drop raw item forms of the ore instead of the ore block, and these can be smelted just like before
  • 可熔炼的矿石方块现在会掉落它的粗制物品,而非其本身矿石方块,这些粗制物品可以像以前一样被熔炼
  • This is to prevent cluttering the inventory, and have consistency with Fortune on all ores
  • 这是为了防止背包太过混乱,这样无论是普通矿石还是深层矿石其掉落物都可以叠加在一起
  • Just like other ore materials, you can craft a compact version with raw ore items in order to save inventory space
  • 就像其他的矿石材料一样,你也可以将粗矿合成为组合方块的形式,以节省背包空间

Smooth Basalt

  • Smelt Basalt to obtain Smooth Basalt
  • 熔炼玄武岩就可以获得平滑玄武岩


  • You can use a Spyglass to see faraway things
  • 你可以用望远镜看到更远的事物
  • Pretend to be a sea captain, or catch your neighbor in the act as they dye your Sheep lime green
  • 拿着望远镜,你就像乘风破浪的船长!如果你的邻居敢偷偷把你的羊染成灰绿色的,你就可以好好的教训他!
  • The Spyglass is crafted from two Copper Ingots and one Amethyst Shard
  • 望远镜由两个铜锭与一个紫水晶碎片合成

Tinted Glass

  • Tinted Glass is a type of glass that does not allow light to pass through
  • 遮光玻璃虽然也是玻璃的一种,但它不会让任何光通过
  • Tinted Glass is crafted by putting a Glass Block in the middle of four Amethyst Shards
  • 将一个普通玻璃放在中间,四面放上紫水晶碎片,就可以合成遮光玻璃
  • Tinted Glass can be obtained without Silk Touch; it does not shatter like normal glass
  • 就算你没有精准采集,遮光玻璃也可以被挖掘获得,它不会像普通玻璃一样碎裂

Trade & Loot Table Additions
修改了交易 & 战利品表

  • Added the following trades to Mason:
  • 为石匠添加了以下交易:
    • Will sell 4 Dripstone Blocks for 1 Emerald
    • 有可能会卖4个滴水石块,售价1颗绿宝石
  • Added the following trades to Wandering Trader:
  • 为流浪商人添加了以下交易:
    • Will sell 2 Pointed Dripstones for 1 Emerald
    • 有可能会卖2个滴水石锥,售价1颗绿宝石
    • Will sell 2 Rooted Dirt for 1 Emerald
    • 有可能会卖2个缠根泥土,售价1颗绿宝石
    • Will sell 2 Moss Blocks for 1 Emerald
    • 有可能会卖2个苔藓块,售价1颗绿宝石
  • Moss Blocks can be found in Shipwreck Chests
  • 苔藓块现在可以在沉船宝箱中找到了
  • Glow Berries can be found in Mineshaft Chest Minecarts
  • 发光浆果现在可以在废弃矿井的箱子矿车中找到


  • A new type of stone that can be found in blobs between y0 and y16
  • 一种新的石头,会在y0到y16之间生成

Underground structure changes

  • Strongholds are mostly encased in Stone
  • 要塞现在大部分会被石头包围
  • Mineshaft corridors are supported by log pillars below or Chains above when needed
  • 废弃矿井的走廊要么用原木柱子支撑,要么用铁链挂在天花板上
  • Cobwebs don’t generate fully floating in the air
  • 蜘蛛网生成时不会完全漂浮在空中了


  • Sky color now varies smoothly when moving between different biomes
  • 现在在不同的生物群系之间移动时,天空的颜色会变换的更加平滑
  • Ores without unique shapes have been given new textures for accessibility reasons, so that each ore is distinguishable by shape alone
  • 为了方便使用,每一种没有独特造型的矿石都获得了一种独特的新材质,现在,只需要根据其造型就可以判断出是哪种矿石
    • Emerald Ore and Lapis Ore have had some small touch-ups
    • 略微修改了绿宝石矿石和青金石矿石
  • Being the most iconic ore, Diamond Ore texture is staying the same to keep that classic feel maintained
  • 作为一种最经典的矿石,钻石矿石的材质将不做改变
  • Blackstone, Polished Blackstone Bricks, and Cracked Polished Blackstone Bricks have had some minor touch-ups
  • 黑石、磨制黑石砖和裂纹磨制黑石砖也做了一点小小的修改
  • Clock and Compass textures have been updated
  • 更新了钟和指南针的材质

World generation

  • Dripstone clusters can be found rarely in normal caves
  • 滴水石群很难在普通洞穴中找到
  • Deepslate blobs can be found from Y0 to y16
  • 深板岩层将生成在y0到y16之间


  • Added /debug function
  • 添加了 /debug function
  • Added /item command
  • 添加了/item 命令
  • Added lightning_bolt sub-predicate
  • 添加了 lightning_bolt 子谓词
  • Added looking_at condition to player sub-predicate
  • 添加了 looking_at 条件到玩家子谓词
  • Added passengerstepping_on and lightning_bolt properties to entity predicate
  • 添加了 passengerstepping_on 和 lightning_bolt 属性到实体谓词
  • Added source condition to effects_changed trigger
  • 添加了 source 条件到 effects_changed 触发器
  • Added started_ridinglightning_strike and using_item advancement triggers
  • 添加了 started_ridinglightning_strike 和 using_item 成就触发器
  • Added a metric cube of light
  • 添加了“光”方块
  • Added a new NBT tag for entities, named “HasVisualFire”, which will cause any entity with this flag to visually appear on fire, even if they are not actually on fire
  • 添加了一个新的NBT标签  HasVisualFire ,这个标签可以让没有着火的实体看起来跟着火了一样
  • Added F3+L shortcut to generate and persist performance metrics from in-game
  • 添加了 F3+L 快捷键以生成和显示游戏内性能测试报告
    • F3+L on single-player worlds will also include reports for the integrated server
    • 在单人模式中使用快捷键也会生成包含服务器的报告
  • Added gamerule playersSleepingPercentage (100 by default), which sets what percentage of players that must sleep in order to skip the night. Setting it to 0 will mean one player is always enough to skip the night. Setting it above 100 will prevent skipping the night.
  • 添加了游戏规则 playersSleepingPercentage (默认设置为100),控制当睡觉的玩家超过百分之多少时跳过夜晚。设置为0则只要有一个玩家睡觉就足以跳过夜晚。设置到100以上则无法跳过夜晚。
  • Added item modifiers, which will reuse loot table functions syntax to describe item modification in /item command
  • 加入了物品修饰器,格式和战利品表的函数相同,用于命令 /item 来对物品进行修改。
  • Added loot table function set_banner_pattern
  • 添加了战利品表函数 set_banner_pattern
  • Added the Marker entity
  • 添加了标记实体
  • Buttons that change value (like Difficulty) can now be controlled with the mouse wheel
  • 修改数值的按钮 (比如 难度) 现在可以用鼠标滚轮调整
  • Clicking on a button that changes the value while holding the shift key changes to the previous value
  • 单击修改数值的按钮同时按下Shift键,会使数值回退至之前的数值
  • Data pack version is now 7
  • 数据包现在更新至第7版
  • “Debug” world type can now be accessed while holding the alt key (was shift)
  •  Debug  世界类型现在通过按住Alt键来使用(原来是Shift键)
  • Entities are now saved separately from terrain chunks
  • 实体现在与地形区块分开保存
  • Expanded block field on block predicate to blocks
  • block 字段将被作为方块谓词扩充为 blocks 字段
  • Expanded item field on item predicate to items
  • item 字段将被作为物品谓词扩充为 items 字段
  • GUI narration now includes position and usage of hovered or focused elements
  • GUI中讲述人的讲述现在包括悬停或者聚焦元素的位置和其用途
  • Loot tables can now access scoreboard values by UUID
  • 战利品表现在可以通过UUID来访问计分板数值
  • OpenGL 3.2 core profile
  • OpenGL 3.2 core profile
  • Perf start/stop command on dedicated servers will now generate and persist server performance metrics
  • 在专用服务器上使用perf start/stop命令将生成并显示服务器性能测试报告
  • Removed /replaceitem
  • 移除了 /replaceitem
  • Removed debug report command (use perf start/stop for server performance measurement)
  • 移除了生成调试报告的命令 (现在使用 perf start/stop 为服务器生成性能测试报告)
  • selector and nbt chat components can now configure separators between elements
  • selector 和 nbt 聊天组件现在可以配置分离器了
  • Servers can also display a custom message on resource pack prompt
  • 服务器现在可以在发送服务器资源包时自定义信息
  • Servers can now require custom resource packs to be accepted
  • 服务器现在可以强制要求接受其服务器资源包
  • The ‘/give’ command can only give up to 100 stacks of items at a time (e.g. 6400 stone or 100 iron swords)
  • ‘/give’ 命令现在最多可以一次性给100组物品了 (比如6400个石头或者100把剑)
  • The default mode of structure blocks is now Load . Data is now hidden (but can be accessed by clicking the mode button while holding the alt key)
  • 现在结构方块的默认模式是 Load 。 Data 模式被影藏了(但是可以通过按住Alt键的同时点击模式按钮来使用该模式)
  • The maximum length of item names in the Anvil UI has been increased from 35 to 50
  • 在铁砧的UI内,物品名称的最大长度由35增加到50。
  • The maximum size that Slimes can be summoned with is now 128
  • 现在可以召唤最大为128尺寸的史莱姆
  • The pack format in version.json has been split into data and resource versions
  • version.json 中的数据包格式现在被分为数据部分和资源部分
  • The Resource pack version is now 7
  • 资源包现在更新至第7版
  • Upgraded to Java 16
  • 更新到了 Java 16
  • Values inside random number generators can now be nested
  • 随机数生成器内的数值现在可以嵌套了

/debug function
/debug 函数

  • New debug subcommand executes a command with the same syntax as function
  • 新的调试子命令将会执行一个与函数语法相同的命令
  • Every executed command, message (even if it would be normally invisible), result, or error is stored to file
  • 每个被执行的命令,信息(即使是不可见的),结果和错误都会被储存至文件中

翻译参见Minecraft Java版 1.17-pre1

Changed predicates

Block predicate

  • block field expended to blocks, which now accepts an array of block types
  • block 字段被扩充为 blocks,现在可以接受方块类型数组

Entity predicate

  • passenger – a new sub-predicate for a passenger that is directly riding this vehicle (if present, must match one or more)
  • passenger —— 乘客直接骑乘着的工具的新的子谓词(如果存在,必须匹配一个或多个)
  • stepping_on – a location predicate for a block that an entity is currently standing on
  • stepping_on —— 实体所站着的方块的位置谓词
  • lightning_bolt – a sub-predicate that is valid only for a lightning bolt entity
  • lightning_bolt —— 只对被闪电劈中的实体有效的子谓词

Item predicate

  • item field expended to items, which now accepts an array of item types
  • item 字段被扩充为 items,现在可以接受物品类型数组

Player predicate

  • looking_at – an entity that is currently viewed by a player
  • looking_at —— 玩家正在注视的实体
    • uses same the line-of-sight rules as attacking mobs
    • 对攻击型生物应用同样的视线规则
    • actual detection radius might be changed in future
    • 将来可能会修改确切的检测半径

Changed triggers


  • Added source triggers that match an entity that triggered the change
  • 添加了 source 触发器,检测触发更改的实体
  • Might be empty when:
  • 在以下情况下为空:
    • there is no entity (for example,effect gained from a Beacon)
    • 没有实体(比如从信标中获取增益效果)
    • the effect is self-applied
    • 实体自身应用更改
    • an effect is removed
    • 实体被移除

Lightning Bolt

  • blocks_set_on_fire – a range check for blocks set on fire by this entity
  • blocks_set_on_fire —— 被闪电实体点燃的方块的范围检测
  • entity_struck – a predicate for entities struck by this lightning bolt (if present, must match one or more)
  • entity_struck —— 被闪电击中的实体的谓词(如果存在,必须匹配到一个或多个)

New triggers


  • Triggered when a lightning strike finishes (i.e. entity disappears)
  • 当闪电劈完后执行触发器(也就是实体消失时)
  • Triggers for any player within a certain radius of a lightning strike
  • 对服务器中所有玩家执行触发器
  • Conditions
  • 条件
    • player – a player for which this trigger runs
    • player —— 这个触发器执行时,触发它的玩家
    • lightning -a predicate for a lightning entity
    • lightning —— 闪电实体的谓词
    • bystander – a predicate for one of the entities in a certain area around a strike that is not hurt by it
    • bystander —— 在闪电击中的区域周围但没有被劈到的实体的谓词


  • Triggered when a player starts riding a vehicle or an entity starts riding a vehicle currently ridden by a player
  • 当玩家骑乘一个可乘坐的设施时,或是实体骑乘玩家正在骑乘的设施时会执行触发器
  • Conditions:
  • 条件:
    • player – either a player that has started riding or one of the boat passengers
    • player —— 不管玩家是开始骑乘还是作为船的后座乘客


  • Triggered for every tick of using items (like Crossbows and Spyglasses)
  • 任意游戏刻使用物品时执行触发器(比如用弩、望远镜、钓鱼竿等)
  • Conditions
  • 条件
    • player – a player that uses an item
    • player —— 正在使用物品的玩家
    • item – an item being used
    • item —— 正在使用的物品

Chat component separators

  • Components that prints lists of names, like selector or nbt can now override separator (, by default) with separator element
  • 输出名称列表的组件,如 selector 或者 nbt 现在可以利用 separator 元素(默认为 ,)来使用分离器了
  • Examples:
  • 示例:
    • { selector @e [type=chicken] separator |}
    • { selector @e [type=chicken] separator |}
    • { nbt  CustomName  entity @e [type=chicken] interpret : true, separator : { text * color  red }}
    • { nbt  CustomName  entity @e [type=chicken] interpret : true, separator : { text * color  red }}



Modifies the item or block inventory.
This command has three forms:
Possible sources and targets:
For example, /item replace block ~ ~ ~ container.0 from entity @s enderchest.0 will copy the first item from the player’s Ender Chest to the first slot of a container that the player is currently standing on.

举个例子, /item replace block ~ ~ ~ container.0 from entity @s enderchest.0 会将玩家的末影箱中第一个栏位中的物品复制到玩家所处位置的容器的第一个栏位中

  • /item replace <target> with <item stack> [<count>] – the same as old replaceitem
  • /item replace <target> with <item stack> [<count>] – 与旧的 replaceitem 相同
  • /item replace <target> from <source> [<modifier>] – copies an item for source to target(s), optionally applying a modifier
  • /item replace <target> from <source> [<modifier>] – 从来源复制物品到目标(们)时,可以选择使用修饰器
  • /item modify <target> <modifier> – modifies an item (without copying)
  • /item modify <target> <modifier> – 只修饰物品 (但不复制)
  • entity <selector> <slot>
  • entity <selector> <slot>
  • block <x> <y> <z> <slot>
  • block <x> <y> <z> <slot>

Custom server resource packs

  • A dedicated server can enforce custom resource packs by setting require-resource-pack in server.properties
  • 专用服务器可以设置在 server.properties 文件内的require-resource-pack 选项让玩家强制使用服务器资源包
    • When this option is used,players will be prompted for a response and will be disconnected if they decline the required pack
    • 当该选项启用是,如果玩家拒绝了服务器向其发送所需资源包的请求,则会被断开链接
    • If user has a setting to automatically decline packs,the prompt will still be shown (since the alternative would be automatic disconnection)
    • 即使玩家设置了自动拒绝资源包请求,也会向其发送资源包请求供其选择(因为不接受就会被断开链接)
  • A dedicated server can also configure an additional message to be shown on the resource pack prompt (resource-pack-prompt in server.properties, expects chat component syntax, can contain multiple lines)
  • 专用服务器还可以配置一个选项,使发送资源包请求时显示额外的信息 ( server.properties 文件中的 resource-pack-promp 选项,与聊天组件的语法相同,可以设置多行)
    • This message won’t be shown if user has already declined pack and it’s not required
    • 如果玩家拒绝了服务器发送资源包的请求,且该资源包不是必需资源包,则不会显示该信息

Customized worlds

  • World height related values are now exposed for customized worlds
  • 世界高度的数值现在可以在定制世界中设置

Data Packs

Changes to data packs for version 7:

  • Removal of /replaceitem (replaced with /item replace)
  • 移除了 /replaceitem (由 /item replace 代替)

Entity storage

  • Entities have been extracted from main (terrain) chunks and are now stored in a separate entities directory (similar to POI storage)
  • 实体已从主要(地形)区块中被区分出来,单独储存于 entities 目录中 (就像POI存储)
  • Those new files are still region files with NBT
  • 这些新文件仍是带有NBT的区域文件

Item modifiers

  • The function part of loot tables can now be defined as a separate data pack resource in the item_modifiers directory
  • 战利品表的函数部分现在可以在 item_modifiers 目录下被定义为一个单独的数据包资源
  • This type of file can contain a single function (i.e single JSON object) or an array of functions
  • 这种类型的文件既可以只包含一个单一的函数(即单独的JSON对象),也可以包含一个函数数组

Java 16
Java 16

Minecraft now uses a more recent version of Java. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 16 or above.
Minecraft现在使用更新的Java版本。如果你使用的是默认设置,则正版启动器将自动下载并安装正确的版本。如果你使用的是自定义Java设置或者第三方启动器,则必须确保你安装了Java 16或者更新的版本。

Light block

  • Op-only (/give), air-like, waterloggable block
  • 仅限OP (/give),状如空气,含水方块
  • Emits light at a level that is determined by block state
  • 根据方块状态确定发射的光照等级的大小
  • Visible and targetable only when an item is held (similar to Barrier Blocks)
  • 只有手持光源方块时,才可观察/选定放置下的光源方块(类似屏障)
  • Right click cycles the light level
  • 右键可以更改光照等级

Loot tables

Changed conditions

Changed functions


  • source parameter can now accept an object with type and additional parameters
  • source 参数现在可以接受一个带有类型和附加参数的对象
  • The old syntax of just writing “target” is present and equivalent to {“type”: “context”, “target”: “<target>”}
  • 只写  target  的旧语法依旧存在,相当于 { type  context  target <target>}
  • New storage provider (example: {“type”: “storage”, <namespaced id>}) can be used to access command storage
  • 新的 storage 提供者 (示例: { type  storage ,<namespaced id>}) 可用于访问命令存储


This function now has add parameter. If true, the change will be relative to the current item count. If false, item count will be replaced with current value (default behaviour)
现在该函数有一个 add 参数。如果为 true,则相对其目前的物品数变化。如果为 false,则物品数将被替换为当前值 (默认行为)


This function now has an add parameter. If true, the change will be relative to the current damage. If false, the damage will be replaced with the current value (default behaviour)
现在该函数有一个 add 参数。如果为 true,则相对其目前的伤害数值变化。如果为 false,则伤害数值将被替换为当前值 (默认行为)

New conditions


Checks range of value.


  • value – see “New value providers” section (currently a combination of random generators and score)
  • value – 查看  新的数值提供者  部分 (目前是随机数值生成器和分数)
  • range – min/max range
  • range – 最小/最大 范围

New functions


Sets tags needed for banner patterns.


  • patterns – list of pattern objects:
  • patterns – 模式对象的列表如下:
    • pattern – the name of the pattern (square_bottom_leftbricks, etc.)
    • pattern – 旗帜的名称 (square_bottom_leftbricks, 等)
    • colour – the name of the colour (light_gray,etc.)
    • colour – 旗帜的颜色 (light_gray,等)
  • append – if true, the new elements will be appended to the existing ones instead of replacing them
  • append – 如果为 true,则新的元素会附加到旧的元素上,而不是覆盖旧的元素


Modifies enchantments on an item.


  • enchantments – map of enchantment id to level value (can be a score or a random number)
  • enchantments – 附魔ID以及其附魔等级数值(可以是分数也可以是随机数)
  • add – if true, the change will be relative to the current level. If false, the level will be replaced with the current value (default behaviour)
  • add – 如果为 true,则相对其目前的附魔等级变化。如果为 false,则附魔等级将会被替换为当前值(默认行为)

New value providers

Note: value providers can be used in same places as random number generators.
小贴士: 数值提供者可以用于与随机数升级器相同的地方。


Returns scaled scoreboard value.


  • score – scoreboard name
  • score – 计分板名称
  • target – see below
  • target – 见下文
  • scale – scaling factor (float)
  • scale – 缩放系数 (浮动值)


  • <target> or {“type”: “context”, “target”: <target>} where <target> can be one of thiskillerdirect_killerkiller_player (not all may be available depending on context)
  • <target> 或者 { type  context  target : <target>} 其中 <target> 可以是 thiskillerdirect_killerkiller_player 其中的一个(根据当时的上下文,可能并不是所有的都可以用)
  • {“type”: “fixed”, “name”: “<scoreboard name>”} for fixed scoreboard name (may be fake player)
  • { type  fixed  name <scoreboard name>} 为固定的计分板名称 (或许是一个虚拟玩家)


Markers are a new type of entity that is meant for custom use cases like map-making and data packs.


  • Only exist on the server-side, and are never sent to clients
  • 只存在服务端,不会发送给客户端
  • They do not do any updates of their own
  • 标记将不会对自己做任何更新
  • They have a data compound field that can contain any data
  • 标记有一个 data 混合字段,可以包含任何数据


Rendering is now using OpenGL 3.2 core profile. All fixed-function rendering has been replaced with shader-based rendering.
游戏目前使用 OpenGL 3.2 核心渲染模式。所有的固定管线渲染都已替换为基于着色器的渲染模式。


Shaders are now included for all supported render states. Any shader, except for the blit shader, can also be replaced in resource packs. For now, replacing these shaders is not officially supported, and the way it works may change in the future.
The current rendering engine uses a system similar to the post-processing shader pipeline. There are some differences between both systems that cater to the slightly different requirements.

添加了支持所有渲染状态的着色器。除去 blit 的所有着色器均可被资源包中的着色器替代。目前,并没有对替换着色器提供官方支持,并且这种工作方式以后可能会改变。


  • Added new particle types called vibration and dust_color_transition
  • 添加了新的粒子类型 vibration 和 dust_color_transition

Performance metrics reporting
翻译参见Minecraft Java版 1.17-pre1

These will be saved to a zip file in debug/profiling/<yyyy-MM-dd_HH.mm.ss- [levelname]- [version]>.zip and could be used for performance regression analysis if included in bug reports.
The exact metrics, output format, and names are susceptible to change between versions. Our plan is to continue iterating on which metrics to capture.

测试的结果将以zip 文件的形式存到  debug/profiling/<yyyy-MM-dd_HH.mm.ss- [levelname]- [version]>.zip 中,如果包含到 bug 报告中,可以用于性能分析。


Client F3+L shortcut

Pressing F3+L while in the game will start a recording for 10 seconds, which captures metrics such as tick durations, used heap sizes, and other more detailed stats.
Pressing F3+L before the 10-second limit will end the recording early.
This shortcut is always available to clients, even on multi-player servers where it will record client-side performance.

在游戏中点击 F3+L 快捷键将会进行 10 秒的测试结果生成,比如游戏刻长度、占用堆内存的大小以及其他细节性的指标。
在 10 秒结束前再次点击 F3+L 将会提前结束测试。

Dedicated Server perf start/stop command
专用服务器使用 perf start/stop 命令

  • perf start will start a recording for 10 seconds, which captures metrics such as tick durations, used heap sizes, and other more detailed stats
  • perf start 会进行 10 秒的测试结果生成,比如游戏刻长度、占用堆内存的大小以及其他细节性的指标。
  • perf stop before the 10-second limit will end the recording early
  • perf stop 将会在10秒内提前结束测试

Resource Packs

Changes to resource packs for version 7:
资源包版本更新至 7:

  • Drowned texture mirroring has changed (see MC-174685)
  • 修改了溺尸的镜像材质 (请查看 MC-174685)
  • The slots for the Game Mode Selector are now 26 pixels instead of 25
  • 游戏模式选择器的格子现在是26像素而非25像素

Server properties

  • Removed max-build-height
  • 移除了 max-build-height


  • The statistic for play time has been renamed to play_time
  • 统计游玩时间的统计数据已被更名为 play_time
  • There is now a statistic for “Time with World Open” (total_world_time) that also includes time when the game was paused
  • 现在有一个新的统计数据  世界开启的时间 ”(暂译) (total_world_time) 该统计数据也会计入游戏处于暂停时过去的时间

Fixed bugs in 1.17
1.17 修复的漏洞

  • More than 300 bugs were fixed in this release. View the entire list on the issue tracker
  • 此次更新有超过300个漏洞被修复。在漏洞追踪器里查看完整列表


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