我的世界Java版 21w38a 发布 对矿石分布情况进行了修复

The second Caves & Cliffs: Part II snapshot is here! This snapshot mostly contains tweaks and bug fixes, but there are also some new technical additions such as a separate simulation distance slider and an increased thread count (no I’m not talking about the fancy sheets you’re thinking about buying).
这是第二个洞穴与山崖第二部分快照!这个快照主要进行了一些调整和漏洞修复,但除此之外,我们还进行了一些技术性改动,比如独立模拟距离和多线程。

Oh, and you also seemed to enjoy Strongholds quite a lot, so we decided to add them back into the game. Enjoy!
哦对了,听说你们还很喜欢要塞,所以我们重新把它加入了游戏,好好享受!

Known issues in 21w38a
21w38a的已知问题

  • This snapshot is still not compatible with older worlds – to play in this snapshot, you will have to create a new world
  • 该快照依旧不支持旧版本的世界,所以如果你想游玩该快照,请重新创建一个新世界
  • World saving can sometimes take a very long time – if you see the world stop moving for a time, this is why
  • 保存世界时有的时候时间会长的离谱,如果遇到了类似情况,别觉得奇怪

Changes in 21w38a
21w38a 的修改内容

  • Sprinting is no longer reduced to walking when gently brushing your sleeve against a wall
  • 现在稍稍触碰到墙壁不会导致你的疾跑变为行走了
  • Fixes for the distribution of ores
  • 对矿石分布情况进行了修复

Ore distribution
矿石分布

  • Copper ore generates up to y 95 (as originally designed)
  • 铜矿石的最高生成高度调整为Y=95(回归到了最初设计)
  • Increased the amount of copper
  • 增加了铜矿石的生成数量
  • Lapis lazuli generates in blobs, like other ores (instead of spread out)
  • 青金石现在生成时会和其他矿石一样呈团簇状(而不是散在四处的)

Sprinting
疾跑

  • Previously, any collision with a block would reduce sprinting to walking. Now, for very minor angles of collision with a block, players retain their sprint. For larger angles of collision, the old behavior is retained.
  • 在之前,只要触碰到方块,就会导致疾跑变为行走。而现在,如果玩家只是以一个很小的角度触碰到方块,则依然可以保持疾跑。如果是大角度碰到方块,那你还是走着吧。

Technical changes in 21w38a
21w38a 的技术性修改

  • A new setting has been added: “Simulation distance”
  • 添加了新的设置: “模拟距离”
  • Maximum amount of background threads increased
  • 增加了后台线程的最大数量
  • Added telemetry for world loading
  • 为世界加载添加了遥测技术

Simulation distance setting
模拟距离设置

  • Entities will not be updated outside of simulation distance.
  • 在模拟距离之外的生物将不会再被更新
  • Allows higher render distance with less CPU load.
  • 可以用更少的CPU负载来使用更大的渲染距离
  • A new slider in video settings on the client.
  • 有一个新的滑块被添加进了现在在客户端的视频设置中
  • A new simulation-distance property in dedicated server properties.
  • 新的sumulation-distance参数设置被添加进了专用服务器的配置文件中
  • We will continue working on it with a goal of simulation distance also affecting block and fluid ticking.
  • 接下来我们会继续努力让模拟距离之外的方块和流体也不再更新

Maximum amount of background threads increased
后台线程最大数量提升

Various background tasks including worldgen are executed on a background thread pool. Its size equals the amount of available CPU threads minus one, but there was an upper limit of 7. Now this upper limit is 255. This should help higher-end machines with world-gen performance.
现在包括世界生成之类的后台任务统一在一个后台线程池中运行。原来线程池的大小为你的可用CPU线程数减一,并且有一个上限为7,但现在此上限已被调整为255。这样如果你的机子本身就很强,那性能应该会比以前更好。

The upper limit can be overridden by max.bg.threads Java system property, for example when running multiple servers on a single machine.
注:此上限会被Java系统属性max.bg.threads所覆盖,比如你在一台机器上运行了多个服务器。

Telemetry
遥测技术

In this release, we are re-introducing diagnostic tracking, which was part of Minecraft: Java Edition until 2018. We are bringing it back to better understand our players and to improve their experience. Specifically, we hope to ensure stronger performance for the extremely heavy world generation in the second part of the Caves & Cliffs update later this year.
在此版本中,我们重新引进了诊断跟踪系统,在2018年之前,该系统一直存在与Minecraft Java版中。这是为了更了解我们的玩家,并且提升玩家体验。说的具体点,就是我们希望该系统能在今年晚些时候的洞穴与山崖第二部分中极其厚重的世界生成器提供更好的性能。

In practice, this can mean identifying technical pain points in the game, like how less powerful hardware performs in high-complexity terrain. This information will also help us prioritize various aspects of development, balance game features (by learning, for instance, that the goats are pushing every single player off the cliffs) and lend new Minecrafters a helping hand (after realizing that many of them get stuck at the same points). All data is treated according to GDPR and CCPA best practices and is used to develop a better-performing and generally more enjoyable Minecraft: Java Edition.
实际上,这套系统让我们可以确定游戏中的技术痛点,比如知晓一台硬件性能较差的电脑在这种极具复杂性的地形中的性能表现如何。并且能帮我们理清各向发展中的主次关系,平衡游戏性 (比如我们现在就了解到山羊已经把N个玩家推下悬崖了) 并对新的Minecraft玩家伸出援手 (在我们知道他们大多被卡在哪个点上之后)。所有数据都将按照GDPR和CCPA标准处理,并且只用于开发更好的Minecraft Java版上。

At this point the only implemented event is world load.
仅在世界加载时执行。

World Load event
世界加载事件

  • Sent when loading singleplayer world or connecting to multiplayer server
  • 当加载单人世界或者连接到多人服务器时发送
  • Contains following information:
  • 包含以下信息:
    • launcher identifier
    • 启动器识别码
    • user identitifer (XUID)
    • 用户识别码 (XUID)
    • client session id (changes on restart)
    • 客户端会话id (重启时会被修改)
    • world session id (changes per world load,to be reused for later events)
    • 世界会话id (为了重复使用以后的事件,在每次世界加载时会被修改)
    • game version
    • 游戏版本
    • operating system name and version
    • 操作系统名称以及版本
    • Java runtime version
    • 运行的Java版本
    • if client or server is modded (same information as on crash logs)
    • 该客户端或者服务器是否添加了mod (在崩溃日志中有相同信息)
    • server type (single player,Realms or other)
    • 服务器类型 (单人世界,Realms或者其他)
    • game mode
    • 游戏模式

Fixed bugs in 21w38a
21w38a 修复的漏洞

  • MC-44055 – Game fails to switch the audio output from one device to another after the game has started (from title screen)
  • MC-44055 – 游戏启动时,无法将音频输出切换到另一个设备上(在标题界面内)
  • MC-236611 – No sound for using shears on weeping, twisting, cave vines or kelp
  • MC-236611 – 对垂泪藤、缠怨藤、洞穴藤蔓和海绵使用剪刀时没有声音
  • MC-236618 – Strongholds don’t generate in 21w37a
  • MC-236618 – 21w37a不生成要塞
  • MC-236621 – Liquids sometimes do not propagate
  • MC-236621 – 流体有的时候不流动
  • MC-236633 – Random light level of 0 in sky
  • MC-236633 – 天空中有时会出现亮度为0的情况
  • MC-236656 – Crash when changing render distance / java.lang.ArrayIndexOutOfBoundsException: Index 28084 out of bounds for length 26136
  • MC-236656 – 在修改渲染距离时的崩溃 / java.lang.ArrayIndexOutOfBoundsException: Index 28084 out of bounds for length 26136
  • MC-236665 – Memory leak in 21w37a
  • MC-236665 – 21w37a的内存泄露问题
  • MC-236698 – Big Spruce Trees don’t generate in Groves
  • MC-236698 – 大型云杉木不生成在树林(暂译)之中
  • MC-236711 – Starting and stopping JFR profiling multiple times within the same minute overwrites previous JFR results saved during that minute
  • MC-236711 – 在一分钟内多次启动和停止JFR分析,会覆盖掉这一分钟内之前保存的JFR分析结果
  • MC-236718 – Dripstone caves generate above the ground
  • MC-236718 – 溶洞会生成在地面上
  • MC-236795 – Cannot start with alternate JVM due to JFR requirement
  • MC-236795 – 因为JFR的需求,无法启动备用的JVM
  • MC-236873 – Problems with JFR event metadata
  • MC-236873 – JFR事件元数据的问题
  • MC-236967 – Too many aquifers on biome surfaces at Y=63 and below
  • MC-236967 – 在Y=63及以下的生物群系中,含水层的数量过于多了
  • MC-237109 – Aquifers often generate with harsh straight borders
  • MC-237109 – 含水层的边缘有时会十分平直

来源:我真的按了


已有 0 条评论