我的世界Java版 1.19 发布

FEATURES
特性

  • Added Mangrove Swamp biome
  • 加入了红树林沼泽群系
  • Added Mangrove Trees
  • 加入了红树
  • Added Mangrove Blocks
  • 加入了红树木方块
  • Added Mud and Mud Brick Blocks
  • 加入了泥土和泥砖方块
  • Added Clay renewability
  • 添加了粘土的可再生性
  • Added Frogs and Tadpoles
  • 加入了青蛙和蝌蚪
  • Added the Deep Dark biome
  • 加入了深暗之域群系
  • Added Ancient Cities
  • 加入了远古城市
  • Added Darkness mob effect
  • 加入了黑暗效果
  • Added Disc Fragment and Music Disc 5
  • 加入了唱片残片和 5 号唱片
  • Added Echo Shard and Recovery Compass
  • 加入了回声碎片和追溯指针
  • Added the Swift Sneak enchantment
  • 加入了迅捷潜行附魔
  • Added Sculk, Sculk Veins, Sculk Shrieker, and Sculk Catalyst Blocks
  • 加入了幽匿块、幽匿脉络、幽匿尖啸器和幽匿催发器方块
  • Added Warden mob
  • 加入了监守者生物
  • Added Allay mob
  • 加入了悦灵生物
  • Added Boat with Chest
  • 加入了运输船
  • Added Goat Horns
  • 加入了山羊角
  • Added new music
  • 加入了新音乐
  • Leaves are now waterloggable
  • 树叶现在可以充水了
  • The main menu background now shows a Wild Update panorama
  • 主菜单现在会显示一个荒野更新全景图
  • Minor changes to Minecart with Chest/Furnace/TNT/Hopper
  • 小幅度调整了运输矿车、动力矿车、TNT 矿车、漏斗矿车的一些特性
  • Improved the predictability a number of gamplay elements
  • 改进了一些游戏元素的可预测性
  • Explosions caused by player-ignited TNT now cause experience to drop from broken blocks (such as ore and sculk blocks)
  • 玩家点燃的 TNT 炸毁的方块现在会掉落经验了(比如矿石和幽匿方块)
    • We will be keeping an eye on feedback for this change, it might change in a future update
    • 这个更改我们正在密切关注,可能还会调整
  • Added sound option for 3D Directional Audio simulation
  • 加入了 3D 定向音效模拟音频选项
    • This option is best experienced with headphones
    • 带耳机体验更佳
  • Replaced Realms subtle selected world highlight with a clear green checkmark
  • 把 Realm 世界选择界面的暗色高亮提示为清晰的绿色标记

MANGROVE SWAMP
红树林沼泽

Muddy! Murky! Magnificent! Welcome to Minecraft’s newest biome – the Mangrove Swamp
泥泞,暗糊,壮丽!欢迎来到 Minecraft 的全新群系——红树林沼泽

  • Located in warmer, more humid places where you’d normally find Swamp biomes in Minecraft
  • 位于温暖潮湿的地方,一般在这种地方会有沼泽生物群系
  • Here you can find Bees and Warm Frogs
  • 在这里有蜜蜂和橙色青蛙
  • The floor of this biome is coated with a thick layer of Mud
  • 这个生物群系的地面覆盖着一层厚厚的泥巴
  • Have a nice boat ride under and around the larger-than-life roots of Mangrove trees
  • 坐上小船,在庞大的红树林根系中穿梭
  • Mud generates all the way from the surface down to Stone
  • 泥巴从地表一路生成到岩层
  • Tall Mangroves are far more common than Short Mangroves
  • 高红树多,矮红树少

MANGROVE TREES
红树

Introducing a new type of water-adapted trees that spawn propped up on roots
加入了新的水生树种,会有撑起来的根系

  • Have a chance of spawning a Bee Nest
  • 有几率生成蜂巢
  • Grows from Mangrove Propagules
  • 由红树胎生苗生长而来
  • Moss Carpet generates on top of the tree’s roots
  • 树根上覆盖有苔藓地毯

MANGROVE WOOD BLOCKS
红树木方块

Added a new type of wood: Mangrove!
加入了新的木头种类:红树!

  • Mangrove Log and Stripped Mangrove Log
  • 红树原木和去皮红树原木
  • Mangrove Wood and Stripped Mangrove Wood
  • 红树木头和去皮红树木头
  • Mangrove Roots and Muddy Mangrove Roots
  • 红树根和沾泥的红树根
  • Mangrove Boat, Button, Pressure Plate, Door, Trapdoor, Sign, Slab, Fence, Fence Gate, and Stairs
  • 红树船、按钮、压力板、门、活板门、告示牌、台阶、栅栏、栅栏门、楼梯

MANGROVE LEAVES AND PROPAGULES
红树叶和红树胎生苗

  • Mangrove Propagule is a type of sapling that grows from the bottom of Mangrove Leaves
  • 红树胎生苗是在红树叶下方成长的树苗
  • Bonemealing Mangrove Leaves will cause a new Propagule to start growing beneath it
  • 给红树叶施骨粉会让新的树苗开始在下方生长
  • Propagules grow through 4 stages, and growth can be accelerated by bonemealing
  • 胎生苗会经过 4 个生长阶段,可以被骨粉加速
  • You can break off a fully grown Propagule and plant it like a sapling
  • 你可以破坏一个成熟了的胎生苗然后像树苗一样种它
  • Propagules can be placed and grow on all normal blocks normal saplings support, plus Mud and Clay
  • 胎生苗可以被放在任何一般树苗能够放在的方块上,除此外还加上泥巴和粘土
  • Propagules can be grown underwater
  • 胎生苗可以在水下生长
  • The Wandering Trader will now sometimes offer Propagules for sale
  • 流浪商人有时候卖胎生苗

MUD
泥巴

  • Mud is a block that will generate in the upcoming Mangrove biome
  • 泥巴是在接下来的红树林群系中会生成的方块
  • When walking on Mud, entities slightly sink down into it like Soul Sand
  • 在泥巴上走的时候,实体会陷进去一点点,就像灵魂沙一样
    • Unlike Soul Sand, no slowdown effect will be applied
    • 不像灵魂沙的是,没有减速效果
  • Mud can be created by using a water bottle on dirt, by hand or with a Dispenser
  • 泥巴可以通过在泥土上使用水瓶来制造,手工或者发射器都可以
  • Packed Mud can be crafted from Mud
  • 泥坯块可以用泥巴来制作

MUD BRICKS
泥巴系列方块

  • Mud Bricks are a building block that can be crafted from Packed Mud
  • 泥砖是可以用泥胚块来制作的建筑方块
  • Mud Bricks can be crafted into Mud Brick Stairs, Walls, and Slabs using a Crafting Table or Stonecutter
  • 泥砖可以用工作台或者切石机制作成泥砖楼梯、墙和台阶

CLAY RENEWABILITY
黏土的可再生性

  • Placing Mud above a block that has pointed Dripstone underneath will eventually turn the Mud Block into Clay
  • 把泥巴放到下面有滴水石锥的方块上会逐渐把泥巴变成黏土

FROGS
青蛙

  • Frogs can spawn in Swamps and Mangrove Swamps on Grass, Mud, Mangrove Roots, and Muddy Mangrove Roots
  • 青蛙能在沼泽和红树林沼泽中的在草方块、泥土、红树根和沾泥的红树根上生成
  • Frogs can croak
  • 青蛙会咕呱叫
  • Frogs can walk on land, swim and jump
  • 青蛙会在走、游、跳
  • Frogs can eat small Slimes, causing a Slime Ball to drop
  • 青蛙会吃小史莱姆,它们会掉落一个史莱姆球
  • Frogs can eat small Magma Cubes, causing a Froglight block to drop
  • 青蛙会吃小岩浆怪,它们会掉落一个蛙明石
  • Each Frog variant drops a specific Froglight Block
  • 每个青蛙的变种都会掉落一个特别的蛙明灯变种
  • Added three Froglight blocks, a type of light source blocks
  • 蛙明灯是光源方块,一共有三种颜色

TADPOLES
蝌蚪

  • Tadpoles can swim in water
  • 蝌蚪会在水里游
  • Tadpoles on land “jump around” like fishes on land, and eventually dies
  • 蝌蚪会在岸上像鱼一样扑腾,最终就死了
  • Tadpoles that grows up turns into a Frog
  • 蝌蚪长大了就变成了青蛙
  • Tadpoles grow into a different type of frog based on the biome they are born in (Cold, Temperate, Warm)
  • 蝌蚪会根据它们的出生地长成不同变种的青蛙(寒带、温带、热带)
  • Tadpoles can be caught in a bucket
  • 蝌蚪可以用水桶装起来

 


A Frog in a Mangrove Swamp.
青蛙在红树林沼泽。
 


Steve next to a house built out of blocks from the Mangrove Swamp.
史蒂夫,旁边是使用红树林沼泽的方块建造的房子。
 


A Mangrove Swamp biome in Minecraft 1.19.
Minecraft 1.19 的红树林沼泽群系。
 


A view from being underwater in a Mangrove Swamp biome.
红树林沼泽群系的水下景观。
 

DEEP DARK BIOME
深暗之域群系

Dig into the depths far underground to uncover the darkest biome in Minecraft – the Deep Dark.
向更深处的地下挖掘,探索 Minecraft 中最黑暗的群系——深暗之域。

  • Dimly lit and eerie, the Deep Dark is sure to strike fear into the hearts of even the most brave player
  • 昏暗而可怖,深暗之域群系能将恐惧敲入任何人的内心中——乃至最为勇敢的玩家
  • Less flooded than surrounding areas
  • 比起周边的洞穴,这里没有那么多水
  • The floor of the Deep Dark is covered in sculk
  • 深暗之域的地板上都是幽匿方块
  • No mobs spawn in the Deep Dark
  • 生物不于此生成

ANCIENT CITY
远古城市

Wander the halls of these long-abandoned structures in the Deep Dark depths to uncover some relics long forgotten.
在深暗之域的深处,有着荒废已久的结构。在这些楼阁间漫步,能寻到已被历史遗忘的圣遗物。

  • Ancient City structures spawn in Deep Dark biomes
  • 远古城市结构出现在深暗之域生物群系
  • In chests, guarded by Sculk Sensors and Sculk Shriekers, you can find the new Swift Sneaking enchantment
  • 幽匿感测体和尖啸器守护着这里的箱子,在其中你能发现迅捷潜行附魔。
  • You can also find a new mysterious block called Reinforced Deepslate here, which cannot be obtained in Survival
  • 在这里还有新的神秘方块:强化深板岩,在生存模式下无法获取
  • Mobs cannot spawn in Ancient Cities
  • 生物不会在远古城市中生成

DARKNESS
黑暗

  • A new mob effect applied to nearby players by the Warden and Sculk Shrieker
  • 一种新的状态效果,仅限监守者和幽匿尖啸器拥有,当你在其附近时,会影响你的视觉
  • Lowers the gamma to an equivalent of “Moody” while having this effect
  • 在该效果生效期间,将会强制降低游戏 Gamma 值到等同于“昏暗”的效果
  • In periodic pulses, will lower the overall brightness of the world so that the darkness creeps up towards light sources
  • 会周期性地降低总体的世界亮度,因此黑暗将会笼罩你的光源
  • The icon for the Darkness effect is only shown in the inventory
  • 黑暗效果的图标仅在物品栏中显示
  • A new Accessibility slider has been added in your Options menu called “Darkness Effect”
  • 在你的设置菜单中,添加了一个新的滑动设置选项,命名为“黑暗效果”
    • Controls strength of the Darkness lighting effect
    • 控制黑暗效果的强度
    • Does not affect the fog distance
    • 不影响迷雾距离

MUSIC DISC 5
5 号唱片

A new music disc has been added to the game
游戏中加入了一个新的音乐唱片

  • Unlike other discs, it can only be obtained by finding and crafting 9 Disc Fragments together
  • 与其他唱片不同,这张唱片只能通过合成 9 块唱片残片的方式获取
  • These Disc Fragments can be found rarely in Ancient City Chests
  • 这些唱片残片偶尔可以在远古城市中找到

RECOVERY COMPASS
回溯指针

A new Recovery Compass can be crafted with Echo Shards, another new item which can only be found in Ancient City Chests
可以用只在深暗古城箱子里出现的回声碎片制作回溯指针

  • Unlike a normal Compass, the Recovery Compass will point to the last place you died
  • 与普通指南针不同的是,回溯指针会指向你上次死亡的地点
  • If you are not in the dimension you last died, or you haven’t died yet in your world, it will spin randomly
  • 如果当前维度不是你死亡的维度,或者你还没在你的世界里死亡过,它就会随机偏转
  • It can be crafted with 1 Compass surrounded by 8 Echo Shards, which can be found in Ancient Cities
  • 制作回溯指针需要用8个回声碎片围绕1个指南针,前者可在深暗古城获得

SWIFT SNEAK
迅捷潜行附魔

Imbue your leggings with this shiny new enchantment to move as fast while crouching as you would normally walk!
给你的护腿附上这个崭新的魔咒,就能让你在潜行时和走路一样快!

  • When applied, it will increase your movement speed while sneaking
  • 这个附魔只会在 远古城市 中出现,能增加潜行时的移动速度
  • Has 3 different levels with different speed increases
  • 一共有三个等级,增加速度分别不同
  • It is the first enchantment unique to leggings equipment!
  • 这是护腿的首个独有魔咒!

SCULK
幽匿

The rattling tendrils of the Sculk Sensors had to come from somewhere, right? Introducing sculk, a new family of blocks that dwells in the Deep Dark.
幽匿感测体那咯吱作响的卷须一定得有个来源,对吧?让我们介绍一下幽匿,深暗之域群系中的系列方块。

  • Added Sculk Catalyst Block, a mysteriously soul-emitting block that blooms with Sculk patches underneath nearby dying mobs
  • 加入了幽匿催发体方块,它是一种散发着灵魂的神秘方块,如果有生物附近死亡,就会生长幽匿斑簇
    • Mobs that perish in the presence of the Sculk Catalyst will not drop their experience
    • 在有催发器的地方死亡的生物不会掉落经验
  • Added Sculk Blocks
  • 加入了幽匿方块
    • When a mob dies near a Sculk Catalyst, some unknown process seems to consume blocks beneath and turn them into Sculk Blocks
    • 生物在幽匿催发器旁死亡时,一种未知的过程会消耗地下的方块并将它们变成幽匿方块
    • A Sculk charge that spreads has a chance to consume some of its charge to grow a Sculk Sensor or Sculk Shrieker
    • 幽匿火花在扩散时有几率让某些方块扩散,比如在幽匿方块上面的幽匿传感器,火花将会被吸收
    • Sculk Blocks have very low blast resistance
    • 幽匿方块的爆炸抗性极差
  • Added Sculk Vein Blocks
  • 加入了幽匿脉络方块
    • These veins are found on the edge of Sculk patches
    • 位于幽匿斑块的边缘处
    • Similar to Glow Lichen, they can be placed in any orientation
    • 与发光地衣类似,可以在任意朝向放置
    • Spreading of veins causes other blocks to be taken over by the sculk
    • 幽匿脉络可以含水
    • Sculk Vein can spread underwater
    • 幽匿脉络可以在水下扩散
  • Added Sculk Shrieker Block
  • 加入了幽匿尖啸器方块
    • Sculk Shriekers can be found growing rarely from the charge of a Sculk Catalyst
    • 幽匿尖啸器可以罕见地通过幽匿催发器的火花生成
    • Sculk Shrieker can be waterlogged
    • 幽匿尖啸器可以含水
    • Notable for its boney appendages, this block responds to Sculk Sensors detecting vibrations by sending out a warning call to distant Wardens
    • 这个方块有着明显的骨齿,当接收到幽匿感测体因波动而发出的信号时,它就会向远处的监守者发出警告的尖叫
      • Watch out when stepping on them, as they will feel that too and send out a call!
      • 注意不要踩在他们头上,因为他们同样会察觉到并发出警报!
    • Initially it may take some time for a Warden to arrive, but you’ll hear it responding in the distance…
    • 最开始的时候监守者过来会需要一些时间,但是你能听到从远处传来的呼应…
    • Once it’s close enough, a call from the Sculk Shrieker will summon the Warden nearby – be prepared!
    • 如果距离足够近,幽匿尖啸器的呼叫会立刻在附近召唤监守者——请做好准备!
  • Souls from mobs will spread through Sculk Veins and Sculk Blocks in random directions until they find a valid substrate they can feed off of
  • 生物的灵魂会在幽匿脉络和幽匿方块之间以随机方向穿梭,直到发现一个能转化为幽匿方块的基底方块
    • The charge from souls in the Sculk Blocks and Sculk Veins will eventually decay, but it will decay slower within close vicinity of the Sculk Catalyst and faster when further away from its host
    • 在幽匿方块与幽匿脉络之间穿梭的火花会逐渐衰弱,但是在靠近幽匿催发器的时候会衰弱得很慢,而在远离宿主时衰退很快
    • If the charge is dropped outside the range of the Catalyst, it has a chance of growing a Sculk Sensor
    • 如果火花在幽匿催发器范围外的地方掉落,它有几率生长一个幽匿感测体
  • Sculk, Sculk Veins, and Sculk Catalysts require Silk Touch to acquire
  • 幽匿方块、幽匿脉络和幽匿催发器需要精准采集才能获得
    • If mined without Silk Touch, they will drop experience instead
    • 否则只会掉落经验
  • The efficient tool for all Sculk family blocks is the Hoe
  • 幽匿系列方块开采最快的工具是锄

WARDEN
监守者

The horror of the Deep Dark! A creature with no eyes, roughly resembling the Sculk that can be found throughout the Deep Dark, the Warden is an unstoppable force of nature that inhabits this biome. Wardens are powerful creatures, and it is often better to sneak around one that has emerged instead of taking it head on – you have been warned.
深暗之域里的恐怖生物!这个生物没有眼睛,与深暗之域中随处可见的幽匿有些相似。监守者是栖息在这个生物群系中无可阻挡的自然之力。

  • Just like Sculk Sensors, these terrifying creatures use vibrations as a means to navigate their environment
  • 与幽匿感测体一样, 这些可怕的生物使用振动来感受世界。
  • When vibrations aren’t enough, they will also use a sense of smell to track down their prey – you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
  • 如果振动的强度不大,他们也会使用嗅觉来追踪它们的猎物——你会观察到它们探测周围,接近毫无察觉的玩家与生物。
  • If something gets too close, it will be noticed
  • 如果什么东西靠得太近,他也会被注意到
  • In the Deep Dark, Wardens can appear anywhere
  • 深暗之域中,监守者随处都可能出现
    • When enough Sculk Shriekers have been alerted to your presence, a Warden will appear
    • 如果有足够的幽匿催发体发现了你并发出警告,监守者就会破土而出。
  • The more vibrations a Warden detects, the more angry it will get
  • 振动得越激烈,监守者的怒气就会越高。
    • You can hear and see this from how fast the souls in its chest are beating
    • 你可以听见它并看见它胸部的灵魂的跳动
  • Once a mob has pushed beyond the Warden’s anger threshold, it will face its prey and roar before charging
  • 如果有生物让监守者的怒气超过了阈值,它就会面朝猎物,在开始冲撞前发出咆哮
  • Building up high, hiding behind walls or being out of range of their powerful melee attack will cause Wardens to switch to their ranged attack
  • 向高处搭方块,躲在墙后,或者保持在他们强大的近战攻击范围之外,都会导致监守者转而使用远程攻击
    • Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls
    • 它们的胸腔会张开,尖啸着发出远程的冲击波攻击,可以穿透墙壁
    • This attack bypasses protection for armor and shield
    • 这个攻击会穿透护甲和盾牌
  • If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn
  • 不过,如果你能让监守者连续 60 秒都未能察觉到你/产生怒气,那么它就会重回土地消失掉
    • If the Warden is stuck in a liquid, it will despawn instead of digging
    • 如果监守者卡在了流体里,它就会消失掉而不是回土地
  • They have a special interaction with thrown projectiles
  • 监守者对投掷物有特别的互动
    • If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter
    • 如果监守者在 5 秒内连续接受到两个投掷物产生的振动,就会将仇恨转移到发射者身上
    • If the Warden receives a projectile vibration more than 5 seconds from the last projectile, it will not grow angrier at the shooter
    • 如果两个投掷物的振动产生相差超过 5 秒,那么它就不会对发射者产生仇恨
    • This allows you to strategically distract the Warden without it getting angry while you take loot from nearby chests
    • 这可以让你在不惹怒监守者的情况下把它引诱走,然后拿走附近箱子里的战利品
  • Wardens will also disable shields when they hit them with their fists
  • 监守者攻击的时候,被打中的盾牌也会失效
  • They drop a Sculk Catalyst upon death
  • 死亡时会掉落一个幽匿催发体

CHANGES TO VIBRATIONS
对振动的更改

  • Carpets, like Wool Blocks, will now dampen the vibrations caused by their placing, breaking, or dropping as items
  • 地毯,就像羊毛一样,现在会减弱它们放置、破坏或丢弃时产生的振动
  • Carpets now also dampen the vibrations caused by running and jumping over them
  • 地毯也会减弱跳跃和跑过它们时产生的振动
  • item_interact_start and item_interact_finish vibrations are ignored if sneaking
  • 如果你正在潜行,item_interact_start(物品交互开始)和 item_interact_finish(物品交互完成)震动会被忽略

 


An Ancient City in the Deep Dark.
深暗之域中的远古城市。
 


A Warding shooting its Sonic Boom attack.
监守者正在发射音波攻击。
 


A Warden in the Deep Dark.
深暗之域中的一只监守者。
 


A variety of sculk blocks.
很多幽匿方块。
 

ALLAY
悦灵

  • Allays will collect all the surrounding items that match the item they are holding
  • 悦灵会收集与手持物品相匹配的物品
  • Allays will like a player who hands them an item and will bring the items they collect to their liked player
  • 悦灵会信任交给它们物品的玩家,然后把收集来的物品交给玩家
  • If the Allay hears a Note Block play, that Note Block becomes the Allay’s favorite Note Block for 30 seconds
  • 如果悦灵听到音符盒演奏,那么这个音符盒就会成为悦灵的最爱音符盒,持续 30 秒
    • The Allay will stay near that Note Block for that duration and bring its collected items to Note Block instead of to the player
    • 在此期间,这个悦灵会停留在这个音符盒的附近,并且把物品带给这个音符盒而不是带给玩家
  • Interacting with an Allay with an empty hand will remove the item the Allay is holding
  • 空手与悦灵互动会移除它手上的物品
  • Allays can be found at Pillager Outposts and in Woodland Mansions
  • 悦灵生成在掠夺者前哨站和林地府邸里
  • Allays are immune to damage from their liked player
  • 悦灵对它们信任的玩家造成的伤害免疫
  • Allays have a natural health regen of 2 health per second
  • 悦灵每秒回复 2 生命值

BOAT WITH CHEST
运输船

  • Lets you bring more stuff on your boat adventures
  • 让你在航行冒险中携带更多东西
  • If you are in the Boat, press the open inventory key to access the Chest contents
  • 当你在船上,可以通过打开背包来存取箱子里的东西
  • If you are not in the Boat, sneak and use your interact key to access the Chest contents
  • 当你不在船上,可以通过 Shift+右键存取箱子里的东西
  • If you break the Boat the Chest contents will spill out, like with other Chests
  • 破坏箱船会使内容物散落,就和普通箱子一样
  • Also works with Hoppers, Droppers, and other blocks that interact with Chests
  • 对于漏斗、投掷器等会与箱子有互动的方块,也同样会和箱船发生互动
  • Like other Chests, opening a Boat with Chest or breaking the Boat will anger Piglins, since they think all Chests belong to them
  • 和其它箱子一样,打开或者破坏箱船都会激怒猪灵,因为他们认为所有的箱子都是他们的东西

GOAT HORNS
山羊角

  • A Goat Horn drops when a Goat rams a tree or any other hard block that occurs naturally where Goats spawn (Log, Stone, Packed Ice, Iron Ore, Copper Ore, or Emerald Ore)
  • 当山羊冲撞一棵树,或者其它山羊生成地点中自然出现的硬物时,就会掉落山羊角。(硬物包括原木,石头,浮冰,铁矿石,铜矿石和绿宝石矿石)
    • Other solid blocks are unfamiliar to the goat, so it won’t ram them
    • 山羊和别的固体方块不熟,所以不会冲撞它们
  • Use the Goat Horn to play a loud sound that can be heard from afar
  • 使用山羊角可以发出很大的响声,从很远的地方也能听到
  • Each Goat Horn has its own sound based on the Goat it originated from
  • 山羊角有着不同声音,取决于来源的山羊
  • There are 8 Goat Horn variants, 4 of them exclusive to Screaming Goats
  • 山羊角共有 8 种,其中 4 种为尖叫山羊独有
  • Goat Horns can sometimes be found in Pillager Outposts
  • 山羊角有时候也会出现在掠夺者前哨站

ADVANCEMENTS
进度

  • Added “It Spreads” for killing a mob near a Sculk Catalyst
  • 加入了“它蔓延了”,在幽匿催发体附近杀死生物
  • Added “You’ve Got a Friend in Me” for having an Allay deliver items to you
  • 加入了“找到一个好朋友”,让悦灵向你投掷物品
  • Added “Birthday Song” for having an Allay drop a Cake at a Note Block
  • 加入了“生日快乐歌”,让悦灵向音符盒投掷一块蛋糕
  • Added “With our Powers Combined” for having all Froglights in your inventory
  • 加入了“相映生辉!”,在你的物品栏中集齐所有种类的蛙明灯
  • Added “Bukkit Bukkit” for catching a Tadpole in a Bucket
  • 加入了“蚪到桶里来”,用桶捕获一只蝌蚪
  • Added “From Dirt to Mud” for using a Water Bottle on Dirt
  • 加入了“From Dirt to Mud”,对泥土使用水瓶
  • Added “When the Squad Hops into Town” for getting each Frog variant on a Lead
  • 加入了“呱呱队出动”,用拴绳拴住所有种类的青蛙
  • Added “Sneak 100” for sneaking near a Sculk Sensor or Warden to prevent it detecting you
  • 加入了“潜行100级”,在幽匿感测体或监守者附近潜行来防止被它们侦测到
  • Added Darkness effect to the “How Did We Get Here?” advancement
  • 将黑暗效果加入“为什么会变成这样呢?”的达成条件之一

PREDICTABILITY OF RANDOMIZED EVENTS
增加了规律性的随机事件

Some randomized events are now more predictable and no longer have a possibility of extreme behaviors:
部分随机事件更具有规律性,并且不会出现极端情况。

  • Placement and velocity of things dropped from Droppers/Dispensers
  • 从投掷器/发射器投出的物品的位置和速度
  • Placement and velocity of items spawned from containers upon destroy
  • 容器破坏时掉出物品的位置和速度
  • Randomized follow_range component attribute for mobs
  • 生物的 follow_range 随机组件属性
  • Velocity of Horses spawned from Skeleton Traps
  • 骷髅陷阱产生的马的速度
  • Blaze random position and randomized speed of Blaze projectiles
  • 火焰弹的随机位置和速度
  • Randomized portion of damage and velocity of Arrows
  • 箭的伤害值里的随机部分
  • Randomized flight pattern of Fireworks
  • 烟花火箭的随机飞行路线
  • Bobbing patterns and time until a Fish appears for Fishing Rods
  • 鱼上钩之前浮漂摆动的路线和时间

FOUR NEW MUSIC TRACKS
四个新音乐

  • The new music tracks are called Ancestry, Aerie, Firebugs, and Labyrinthine
  • 分别为 Ancestry, Aerie, Firebugs, 和 Labyrinthine
  • They play in certain biomes
  • 会在特定生物群系播放

MINECART VARIANTS
矿车变种物品

  • The recipes for minecart with Chest/Furnace/TNT/Hopper are now shapeless
  • 箱子/熔炉/TNT/漏斗等矿车的配方现在是无序的了
  • When broken each Minecart variant drops itself as item, instead of splitting into two items (such as Chest and Minecart)
  • 破坏矿车的变种会掉落对应的物品,而不是两个分开的物品了(例如掉出一个箱子和一个矿车)

MONSTER SPAWNING
怪物生成

  • Endermen, Skeletons, Wither Skeletons and Piglins now spawn in a wider range of light levels in the Nether (from light level 0 to 11)
  • 末影人,骷髅,凋灵骷髅和猪灵现在会在下界中更广的光照强度范围中生成(从光照强度等级0到11)
    • This makes it possible for more types of mobs to spawn inside Nether Portals, which causes them to instantly change dimensions after spawning
    • 这使得更多种类的生物可以在下界传送门内生成,这些生物生成之后会立刻被传送到另一个维度
    • Our intent for the future is to prevent most mobs from spawning in Nether Portals and the one.s that do will not immediately travel through the portal – expect to see these changes in a coming version
    • 我们希望可以在未来阻止大多数怪物在下界传送门中生成,也希望怪物不会在生成的瞬间通过下界传送门传送——可以期待在即将到来的新版本中看到这些变化

 


Alex in a boat with a chest. Click here for a link to the full-size image.
Alex乘坐于一艘运输船中. 点击此处来查看完整大小的图像。
 


An Allay holding a Goat Horn. Click here for a link to the full-size image.
一只悦灵正拿着山羊角. 单击此处来查看完整大小的图像。
 


Alex holding a Goat Horn. Click here for a link to the full-size image.
Alex拿着一个山羊角。

TECHNICAL
技术性变更

  • The data pack format is now 10
  • 数据包格式版本现在是 10
  • The resource pack format is now 9
  • 资源包格式版本现在是 9
  • Added the ability for data and resource packs to selectively hide files from packs below them
  • 添加了 the ability for data and resource packs to selectively hide files from packs below them
  • Added kill_mob_near_sculk_catalyst advancement trigger
  • 添加了 kill_mob_near_sculk_catalyst advancement 触发器
  • Added thrown_item_picked_up_by_player advancement trigger
  • 添加了 thrown_item_picked_up_by_player advancement 触发器
  • Added allay_drop_item_on_block advancement trigger
  • 添加了 allay_drop_item_on_block advancement 触发器
  • Added avoid_vibration advancement trigger
  • 添加了 avoid_vibration advancement 触发器
  • Removed field location from triggers location, slept_in_bed, hero_of_the_village and voluntary_exile – it was handled exactly the same as player.location
  • 从触发器 location, slept_in_bed, hero_of_the_village and voluntary_exile 移除了域 location——现在通过 player.location 进行处理
  • Some mutually exclusive tests in entity predicate (player, fishing_hook, lightning_bolt and catType) have been collapsed to the type_specific field
  • 在实体谓词中的一些相互独立的测试(player, fishing_hook, lightning_bolt 和 catType)现在统一到了 type_specific 域
  • Removed the placefeature command
  • 移除了 placefeature 指令
  • Added the place command
  • 添加了 place 指令
  • The locate command is now moved to locate structure, locatebiome is moved to locate biome
  • locate 指令现在变为 locate structure, locatebiome 指令现在变为 locate biome
  • Added locate poi <type: point_of_interest_type>
  • 添加了 locate poi <type: point_of_interest_type>
  • Added the loot table function set_instrument
  • 添加了战利品表函数 set_instrument
  • The bundled Java runtime has been updated to 17.0.3
  • 内置的 Java 运行时升级为 17.0.3
  • The M1 ARM64 architecture is now supported
  • 现在支持 M1 ARM64 体系结构的系统
  • LWJGL library has been updated to version 3.3.1
  • LWJGL 库升级为 3.3.1 版本
  • Banner patterns available in the Loom can now be controlled with tags (banner_pattern/no_item_required for no pattern item and banner_pattern/pattern_item/* for specific banner pattern items)
  • 织布机中可用的旗帜图案现在可以用标签设定(banner_pattern/no_item_required 用于无图案项目,banner_pattern/pattern_item/* 用于特定横幅图案项目)
  • Added new font glyph provider for spaces
  • 为空格加入了新的字体提供器
  • Added new game events
  • 加入了新的游戏事件
  • Renamed some game events
  • 重命名了部分游戏事件
  • CatType fields on enitites with type minecraft:cat have been replaced with variant, with numeric values being replaced with string ids (so, for example, 5 becomes minecraft:calico)
  • minecraft:cat 类生物的CatType域被替换为了 variant, 数字类型更换为字符串类型 (例如, 5 换成了 minecraft:calico)
  • The type of the field Id in the mob effect structure (for example, in the ActiveEffects list on entities) has been changed from byte to int
  • 生物效果结构(例如实体中的ActiveEffects列表)的字段Id的数据类型由byte类型更换为int
  • Added minecraft:darkness mob effect
  • 添加了生物效果 minecraft:darkness
  • Added sonic_explosion particle
  • 添加了 sonic_explosion 粒子
  • World presets/types and flat world presets in the “Create World” screen can now be controlled by datapacks
  • “新建世界”菜单中的世界生成预设/超平坦世界预设可以被数据包控制了
  • Servers can now enable Chat Preview, which displays a server-controlled preview above the chat edit box
  • 服务器现在可以启用聊天预览,这会在聊天框上显示一个受服务器控制的预览
  • Servers can now define different chat style formats for clients
  • 服务器现在可以为客户端定义不同的聊天风格格式
  • Added server property max-chained-neighbor-updates to limit the amount of consecutive neighbor updates before skipping additional ones
  • 加入了服务器选项 max-chained-neighbor-updates 来限制连锁 NC 更新的数量,超过此数量的连锁 NC 更新会被跳过。
    • Negative values remove the limit
    • 设置为负数值会移除此限制
  • Servers will now also send an additional icon and MOTD packet after a player has connected
  • 服务器现在还将在玩家连接后发送一个额外的图标和MOTD数据包
    • This allows servers with enable-status=false to set an icon and MOTD for players that successfully connect
    • 这允许设置 enable-status=false 的服务器给已上线的玩家设置图标和MOTD

ADVANCEMENTS
进度

NEW TRIGGERS
新的触发器

ALLAY_DROP_ITEM_ON_BLOCK
ALLAY_DROP_ITEM_ON_BLOCK

  • Triggered when an Allay drops an item on a block
  • 当悦灵丢弃物品到一个方块上时触发。
  • Conditions:
  • 条件:
    • player – a predicate for the player who gave the Allay the item to collect
    • player – 谓词,为给予悦灵需要收集的物品的玩家
    • location – a predicate for the block that the item was dropped on
    • location – 谓词,物品掉落在的方块
    • item – a predicate for the item that was dropped
    • item – 谓词,掉落的物品

AVOID_VIBRATION
AVOID_VIBRATION

  • Triggered when a vibration event is ignored because the source player is holding the sneak key
  • 当振动事件由于玩家正按着潜行键而被忽略时被触发。
  • Conditions:
  • 条件:
    • player – a player for which this trigger runs
    • player – 运行这个触发器的玩家

KILL_MOB_NEAR_SCULK_CATALYST
KILL_MOB_NEAR_SCULK_CATALYST

  • Triggered when a player kills an entity next to a Sculk Catalyst
  • 当玩家杀死幽匿催发体附近的实体时触发。
  • Conditions:
  • 条件:
    • player – a predicate for the player killing the entity
    • player – 谓词,杀死该实体的玩家
    • entity – a predicate for the entity that was killed
    • entity – 谓词,被杀死的实体
    • killing_blow – a predicate for how the entity was killed
    • killing_blow – 谓词,实体被杀死的方式

THROWN_ITEM_PICKED_UP_BY_PLAYER
THROWN_ITEM_PICKED_UP_BY_PLAYER

  • Triggered when a player picks up an item that was thrown by an entity
  • 当玩家捡起一个被实体扔出的物品时触发。
  • Conditions:
  • 条件:
    • player – a predicate for the player picking up the item
    • player – 谓词,拾取物品的玩家
    • entity – a predicate for the entity that threw the item
    • entity – 谓词,扔出物品的实体
    • item – a predicate for the item
    • item – 谓词,被扔出物品

BLENDING
混合

  • Blending now supports 3D biome blending, which blends the underground biomes as well as the overground biomes
  • 世界生成混合现在支持 3D 群系,可以渲染地表和地下的生物群系
  • Removed blending_data.old_noise, now existence of blending_data in chunk data determines if a chunk is considered old
  • 移除了 blending_data.old_noise,现在使用区块数据中 blending_data 是否存在来确定区块新旧
  • Added blending_data.min_section and blending_data.max_section that determines which section data that will be used for blending
  • 加入了blending_data.min_section 和 blending_data.max_section,用来决定哪些区块数据会用作混合

CHAT PREVIEW
聊天预览

  • Servers can enable Chat Preview by setting previews-chat=true in server.properties
  • 服务器可通过 server.properties 中的 previews-chat=true 启用聊天预览功能
  • Custom servers can enable or disable chat preview for certain clients by sending a new network packet
  • 自定义服务器可向特定的客户端发送一个数据包来启用或禁用聊天预览
  • When enabled, a server-controlled preview appears above the chat edit box, showing how the message will look when sent
  • 当启用时,一个由服务器控制的聊天预览会显示在聊天编辑框上方,会显示消息发送时的外观
    • A preview is also shown for chat-related commands, such as /say and /msg
    • 对于部分聊天相关指令,如 /say 和 /msg 等,也会显示聊天预览
  • This can be used by servers to preview messages with styling applied, such as emojis or chat coloring
  • 此功能可被服务器用于预览 应用了特殊样式的消息,例如表情或彩色聊天
  • Chat Preview sends chat messages to the server as they are typed, even before they’re sent
  • 聊天预览会在你输入聊天消息时,甚至是发送之前将其发送给服务器
    • The server then sends back the styled preview in real time
    • 然后服务器将实时返回带样式的预览
    • This allows servers to apply dynamic message stylings while still allowing chat to be securely signed
    • 这允许服务器使用动态消息样式,同时仍允许对聊天进行安全签名
  • A warning screen is shown on the client when joining a server with Chat Preview, and it can be globally disabled in Chat Settings
  • 当你使用聊天预览进入服务器的时候,客户端上将显示一个警告窗口,但你可以在“聊天设置”中完全禁用这个窗口

CHAT TYPES
聊天类型

  • Different chat style formats can now be controlled by the server through the chat_type registry
  • 服务器现在可以通过数据包chat_type控制不同的聊天风格格式
    • These are synchronized to clients when they join the server
    • 这些设定会在玩家加入服务器时同步到客户端上
    • The translation key or translation format can be defined, like chat.type.text or %s says: “%s”
    • 可以自定义转译关键词或转译格式, 比如chat.type.text或者%s 说: “%s”
      • Chat can be similarly optionally narrated with a custom translation key or format
      • 聊天时也可以使用自定义转译关键词或格式进行表达
    • The entire message can have formatting applied, such as italics or a specific color (but currently not click or hover events)
    • 整个聊天消息现在可以应用格式了,例如斜体字体或特殊字体颜色(但目前不支持单击或悬停事件)

COMMANDS
命令

PLACE
PLACE

New command that replaces placefeature and can place features, jigsaws, structures, and templates at a given location. Syntax:
替换placefeature的新命令,可以在给定位置放置地物、拼图和结构。语法:

  1. place feature <feature> [pos]
  2. place jigsaw <pool> <start> <depth> [pos]
  3. place structure <structure> [pos]
  4. place template <template> [pos] [rotation] [mirror] [integrity] [seed]

复制代码

Parameters:
参数:

  • place feature works like placefeature used to work
  • place feature 的功能类似于 placefeature
  • place jigsaw works like using the generate button in the UI of a Jigsaw Block
  • place jigsaw 的功能类似于拼图方块UI(用户界面)中点击“生成”按钮
  • place template works like using the load button in the UI of a Structure Block
  • place template 的功能类似于结构方块UI中点击“加载”按钮
  • place structure generates a full structure, matching how structures generate during world generation
  • place structure 生成一个完整的结构,相当于世界生成时的结构生成
  • feature: The namespaced id of a configured feature to try to place
  • feature: 要放置的已配置地物的命名空间ID
  • structure: The namespaced id of a structure to try to generate
  • structure: 要生成的结构的命名空间ID
  • template: The namespaced id of a template (“structure block file”) to load and place
  • template: 要被读取和放置的模板(“结构块文件”)的命名空间ID
  • pool: The namespaced id of a template pool to start generating
  • pool: 要生成的模板池的命名空间ID
  • start: The namespaced id name of a jigsaw to use as the starting anchor
  • start: 用作起始点的拼图的命名空间ID
  • depth: The maximum number of jigsaw connections to traverse during placement
  • depth: 放置时拼图的最大的连接数
  • pos: The position to use as the origin for the generation (if omitted, ~ ~ ~ is used)
  • pos: 生成原点的坐标(如果省略,则使用〜〜〜)
  • rotation: The rotation to apply (if omitted, none is used)
  • rotation: 需要应用的旋转角度 (若省略则使用 none)
  • mirror: The mirroring to apply (if omitted, none is used)
  • mirror: 需要应用的结构镜像数学 (若省略则使用 none)
  • integrity: The structure integrity value between 0 and 1
  • integrity: 结构的完整度,介于0和1之间
  • seed: The seed to use for the randomized degradation when integrity is less than 1
  • seed: 当完整度小于1时,用于生成不完整结构的随机种子

DEBUG
调试

  • Added a heap memory allocation metric to the F3 debug screen
  • 在F3调试屏幕中加入了内存堆分配指标
  • Added estimated GPU utilization percentage to performance profiling metrics and the F3 debug screen
  • 在性能分析指标和 F3 调试界面中加入了预计 GPU 占用率
    • This is only available for graphics devices that support GPU timer queries
    • 需要支持 GPU 计时查询的显卡
  • Removed the debug hotkey that cycles the render distance
  • 移除了计算渲染距离周期的调试热键

GAME EVENTS
游戏事件

ADDED EVENTS
添加的事件

  • teleport with a vibration frequency of 5
  • teleport,带有5级震动频率
  • note_block_play with a vibration frequency of 6
  • note_block_play,带有6级震动频率
  • instrument_play with a vibration frequency of 15
  • instrument_play,带有15级震动频率

COMBINED EVENTS
合并的事件

The following events have been collapsed into block_activate and block_deactivate:
以下事件已被合并为block_activateblock_deactivate:

  • block_press
  • block_press
  • block_unpress
  • block_unpress
  • block_switch
  • block_switch
  • block_unswitch
  • block_unswitch

OTHER CHANGES
其他变更

Other miscellaneous changes to game events:
其他杂项的游戏事件变更:

  • ring_bell has been removed and replaced with block_change
  • ring_bell 已被移除,被替换为 block_change
  • Both shulker_open and shulker_close have been removed in favour of using container_open and container_close
  • shulker_open 和 shulker_close 均被移除,建议使用 container_open 和 container_close 替代
  • fishing_rod_cast and fishing_rod_reel_in have been renamed to item_interact_start and item_interact_finish
  • fishing_rod_cast 和 fishing_rod_reel_in 被重命名为 item_interact_start 和 item_interact_finish
  • item_interact_start is not detectable as a vibration to allow more specific actions be detected, like drink or eat, but item_interact_finish is
  • item_interact_start 不能通过震动检测到,这能让更多特定种类的动作能被检测,例如 drink 和 eat,但是 item_interact_finish 依然可被侦测
  • entity_interact should be dispatched more often when interacting with various mobs
  • entity_interact 在与各种生物互动时会更为频繁的触发了
  • Added the dampens_vibrations block tag that that includes all Wool and Wool Carpet blocks, to indicate blocks that will not trigger when placed, broken, or stepped on
  • 包含羊毛和羊毛地毯在内,和增加方块标签 dampens_vibrations,来指示方块在被放置/破坏/踩踏时是否触发震动。
  • Renamed item tag occludes_vibration_signals to dampens_vibrations item tag as well
  • 重命名物品标签 occludes_vibration_signals 为 dampens_vibrations

RENAMED EVENTS
对部分事件进行重命名

Some game events have been renamed, with some of those changes to make them more gramatically consistent:
部分游戏事件已经被重命名,部分修改令事件名称更具有语法一致性:

  • drinking_finish -> drink
  • drinking_finish -> drink
  • entity_killed -> entity_die
  • entity_killed -> entity_die
  • entity_damaged -> entity_damage
  • entity_damaged -> entity_damage
  • elytra_free_fall -> elytra_glide
  • elytra_free_fall -> elytra_glide
  • mob_interact -> entity_interact
  • mob_interact -> entity_interact
  • ravager_roar -> entity_roar
  • ravager_roar -> entity_roar
  • wolf_shaking -> entity_shake
  • wolf_shaking -> entity_shake

GAME RULES
游戏规则

  • Added doWardenSpawning game rule
  • 添加了doWardenSpawning游戏规则

LOOT TABLES
战利品表

NEW FUNCTIONS
新函数

SET_INSTRUMENT
SET_INSTRUMENT

Sets the item tags needed for instrument items to a randomly selected instrument from a tag
Parameters:

将需要instrument项目的物品的标签设置为从标签中选择随机值。
参数:

  • options – a tag reference specifying the instrument options to randomly pick from
  • options – 指定随机选定的instrument的标签

MULTIPLAYER SECURE CHAT SIGNING
多人游戏中的安全聊天签名

  • Chat messages between players are now cryptographically signed
  • 玩家间的聊天信息已使用密码算法进行签名
    • The message arguments to /say/msg/teammsg, and /me commands are all also signed
    • 传递给 /say/msg/teammsg 和 /me 指令的聊天信息也会进行签名
  • Players are given a Mojang provided key-pair on startup
  • 当游戏启动时玩家会收到Mojang提供的键值
  • Servers can require players to have a Mojang-signed public key by setting enforce-secure-profile=true in server.properties
  • 通过设置 server.properties 的 enforce-secure-profile=true,服务器可以强制要求玩家具有Mojan签名的公钥
    • Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting
    • 开启之后,没有Mojang签名公钥的玩家将无法连接到服务器
    • By default this is set to false, allowing players to connect without a Mojang-signed public key
    • 默认值为 false, 使得没有Mojang签名公钥的玩家也能连接
  • Static chat styling can now be controlled by the server through the chat_type registry, or with server resource packs as before
  • 静态聊天渲染可由服务器通过 chat_type 注册值进行控制,或与之前一样使用服务器资源包来进行控制
  • Dynamic chat styling can also be controlled by the server, although this is only signed when Chat Preview is enabled
  • 动态聊天的的样式可以由服务器决定,这只在启用聊天预览启动后才会生效
    • Clients can prefer to always show the original, signed message by enabling “Only Show Secure Chat” in Chat Settings
    • 玩家可以在“聊天设置”中启用“仅显示已签名的聊天”来始终显示原始签名的消息
  • Chat from players still using Mojang Accounts is not signed
  • 依然使用 Mojang 账号登录的玩家,消息不会进行签名
    • Their messages will not show for players with “Only Show Secure Chat” enabled
    • 若启用了“仅显示已签名的聊天”选项,则无法看到这类玩家的消息
    • They may be unable to join server with the enforce-secure-profile option enabled
    • 这类玩家可能无法加入开启了 enforce-secure-profile 选项的服务器

PACK FILTERS
包过滤器

  • Data and resource packs can have filter section in pack.mcmeta
  • 数据包和资源包现在在 pack.mcmeta 有了 filter 段落
  • This section has mandatory field block, which is a list of patterns (regular expressions) for namespaces and paths
  • 这个段落有一个必填项 block,是命名空间和路径正则表达式列表
  • If any of the files in packs are added before one with filter, the section will match any pattern inside block, and it will then be filtered out (i.e. treated as if it wasn’t present in the first place)
  • 如果任意文件在具有 filter 段落的文件读取之前被加载,则该段落会匹配 block 段落中的任何格式,然后该包就会被过滤掉 (假装该文件一开始就不存在)
  • filter section does not apply to a pack containing it – only to packs loaded before it
  • filter 段落不会运用于包含该段落的包,只会应用于位于该包之前读取的包
  • Both namespace and path can be omitted
  • namespace 和 path 均可被忽略
    • Missing field matches every value
    • 缺失的字段则匹配所有值
  • For example, adding a pack with this section in pack.mcmeta after the vanilla pack will hide all the recipes and advancements defined by the vanilla pack
  • 举个例子,给数据包的 pack.mcmeta 加入下面这段就会隐藏所有原版数据包定义的配方和成就

EXAMPLE
例子

  1. “filter”: {
  2.     “block”: [
  3.         {
  4.             “namespace”: “minecraft”,
  5.             “path”: “recipes/.*”
  6.         },
  7.         {
  8.             “namespace”: “minecraft”,
  9.             “path”: “advancements/.*”
  10.         }
  11.     ]
  12. }

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PAINTINGS

  • Paintings that are placeable in survival can now be controlled with the painting_variant/placeable tag
  • 在生存模式中可被放置的华,可使用 painting_variant/placeable 标签进行控制
  • Added unused paintings from Bedrock edition (earthwindfirewater)
  • 添加了基岩版中未使用的画 (earthwindfirewater)
    • These paintings are not placeable by default, but can be added through a datapack
    • 这些画默认情况下不可被放置,但是可以通过数据包来放置

POINT OF INTEREST TYPES
兴趣点类型

  • Removed unemployed and nitwit point_of_interest_type s
  • 移除了 unemployed 和 nitwit point_of_interest_type 标签
  • Added tag point_of_interest_type/acquirable_job_site for all job sites seeked by villagers with none profession
  • 为所有没有职业的村民添加了 point_of_interest_type/acquirable_job_site 标签
  • Added tag point_of_interest_type/village for PoI that are part of village
  • 为村庄中的兴趣点添加了 point_of_interest_type/village 标签
  • Added tag point_of_interest_type/bee_home for all PoI targeted by bees
  • 为蜜蜂的兴趣点添加了 point_of_interest_type/bee_home 标签

PREDICATES
谓词

  • The feature field in location predicates is now called structure
  • 位置谓词中的 feature 字段现在称为 structure

ENTITY PREDICATE
实体谓词

  • playerfishing_hooklightning_bolt and catType fields have been replaced with type_specific
  • playerfishing_hooklightning_bolt 和 catType 现在被替换为 type_specific
  • type_specific has field type (one of playerfishing_hooklightning_bolt or cat) and same fields as removed fields
  • type_specific 拥有字段 type (取值为 playerfishing_hooklightning_bolt 或 cat 其中之一),以及其他同类字段
  • catType has been wrapped to match new format and now uses new cat variant names instead of texture names:
  • catType has been wrapped to match new format and now uses new cat variant names instead of texture names:
  • New type_specific options:
  • 新的 type_specific 选项:
    • frog has variant field matching Frog variant (minecraft:warmminecraft:temperate or minecraft:cold)
    • frog 具有 variant 字段,对应青蛙的变种 (minecraft:warmminecraft:temperate 或 minecraft:cold)
    • slime applies for Slimes and Magma Cubes, has size field matching Slime size (smallest is 1)
    • slime 适用于史莱姆和岩浆怪,具有 size 字段来控制史莱姆大小 (最小为 1)

CATTYPE EXAMPLE
CATTYPE 例子

Before:
之前:

  1. “catType”: “minecraft:textures/entity/cat/british_shorthair.png”

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After:
现在:

“type_specific”: {
“type_specific”: {

  1. “type_specific”: {
  2.     “type”: “cat”,
  3.     “variant”: “minecraft:british”
  4. }

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TYPE_SPECIFIC EXAMPLE
TYPE_SPECIFIC 例子

Before:
之前:

  1. “lightning_bolt”: {
  2.    “blocks_set_on_fire”: 0
  3. }

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After:
现在:

  1.   “type_specific”: {
  2.     “type”: “lightning”,
  3.     “blocks_set_on_fire”: 0
  4.   }

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SPACE GLYPH PROVIDER
空格字体提供器

  • The new glyph provider type space is added to allow creation of space-like glyphs
  • 加入了新的字体提供器类型 space,用于制造类似空格的字符
  • The new provider has a single argument called advances which is a map of codepoint to glyph advance (width)
  • 该提供器只有一个参数 advances ,用于将代码值映射为高级字符 (宽度)
  • The rendering of space glyph is no longer hardcoded (needs to be declared manually in font)
  • 空格字符的渲染不再使用硬编码(需要在字体中手动声明)

WORLD PRESETS
世界预设

  • New registry types worldgen/world_preset and worldgen/flat_level_generator_preset have been added to configure data-driven presets (like “Amplified” or “Single Biome”)
  • 加入了新的注册类型 worldgen/world_preset 和 worldgen/flat_level_generator_preset 来使预设(例如“放大化”和“单一生物群系”)变得数据驱动
  • Two tags for world presets have been added (normal and alternative) to control which values show on the “World Type” button in the “Create World” screen
  • 给世界预设加入了两个标签(normal 和 alternative)来控制它们在“创建世界”屏幕的“世界类型”选项中如何显示
  • One tag has been added (visible) for flat world presets to control the order that elements are displayed in the “Configure Flat World” screen
  • 给超平坦世界预设加入了一个标签(visible)来控制它们在“设置超平坦世界”屏幕中显示的顺序
  • World presets can also be used as a value of level-type in server.properties
  • 世界预设也可以用作 server.properties 中 level-type 的值

FIXED BUGS IN 1.19
1.19 修复的漏洞

  • About 150 bugs were fixed in this release. View the entire list on the issue tracker.
  • 大约 150 个漏洞于该版本修复。

来源:AzureZeng


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