Minecraft 基岩版 Beta & Preview 1.21.120.20 发布
本帖最后由 M397749490 于 2025-9-28 21:13 编辑|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10/11、主机(Xbox One、Switch、PlayStation 4/5)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。
|测试版是 Minecraft 基岩版的测试机制,主要用于下一个正式版的特性预览。
|然而,测试版主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。使用测试版打开存档前请务必备份。适用于正式版的领域服务器与测试版不兼容。
|如果在测试版中遇到旧版存档无法使用的问题,测试版将允许你将存档上传以供开发团队查找问题。
|Minecraft 基岩版 1.21.120 仍未发布,Beta & Preview 1.21.120.20 为其第 1 个测试版。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。
Minecraft Beta & Preview - 1.21.120.20
Minecraft 基岩版 Beta & Preview 1.21.120.20
POSTED: 3 SEPTEMBER 2025
发布于:2025 年 9 月 3 日
NOTE: This week's Preview version may be delayed on Windows. We apologize for the inconvenience and are working to resolve the issue.
请注意:本周的预览版可能会在 Windows 上延迟发布。对于给您带来的不便,我们深表歉意,并正在努力解决问题。
INFORMATION ON MINECRAFT PREVIEW AND BETA:
Minecraft 预览版与测试版信息:
[*]Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ
[*]Minecraft 预览版可在 Xbox、PlayStation、Windows 和 iOS 设备上使用。更多信息请访问 aka.ms/PreviewFAQ
[*]The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
[*]Beta 版在 Android (Google Play) 设备上可用。要加入或退出测试版,请参阅 aka.ms/JoinMCBeta 了解详细说明
https://feedback.minecraft.net/hc/article_attachments/39262266483853
It's time for another Preview and Beta release! For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at feedback.minecraft.net, and you can report any bugs you find at bugs.mojang.com .
是时候发布新的预览版和测试版了!要查看完整的变更列表,请浏览下面的更新日志。一如既往,我们非常希望在 feedback.minecraft.net 获得您对这些新功能的反馈,您可以在 bugs.mojang.com 报告任何漏洞。
FEATURES AND BUG FIXES
特性和漏洞修复
BLOCKS
方块
[*]Tadpoles now spawn in the water block below the Frogspawn block (MCPE-225997)
[*]蝌蚪现在会在青蛙卵下方的水方块中生成 (MCPE-225997)
[*]Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water
[*]修复了在冒险模式中,无法继续破坏水后方的有效方块的问题
SHELF
展示架
[*]Adding or removing Redstone power to or from the Shelf now emits vibrations
[*]现在为展示架充能或取消充能时会发出振动
[*]Anvil and Wall Blocks have been repositioned on the Shelf and Item Frame (MCPE-225309)
[*]调整了铁砧和墙方块在展示架上和物品展示框中的位置 (MCPE-225309)
[*]When a Player places/removes/swaps an item on an Unpowered Shelf a vibration of frequency 3 is emitted
[*]玩家在未充能的展示架上放置 / 移除 / 交换物品时,会发出频率为 3 的振动
[*]When a Player places/removes an item on a Powered Shelf a vibration of frequency 3 is emitted
[*]玩家在充能的展示架上放置或移除物品时,会发出频率为 3 的振动
[*]When a Player swaps item with one on a Powered Shelf a vibration of frequency 6 is emitted
[*]玩家在充能的展示架上交换物品时,会发出频率为 6 的振动
COMMANDS
命令
[*]Fixed an issue where the Damage Command would incorrectly report failure when applying damage to an Ender Crystal (MCPE-191379)
[*]修复了使用 /damage 命令对末地水晶造成伤害时,命令会错误地报告执行失败的问题 (MCPE-191379)
> 译注:末地水晶的英文是 End Crystal,此处原文的 Ender Crystal 疑似笔误。
[*]Fixed /locate biome command to no longer direct the player into wrong biome areas (MCPE-159992)
[*]修复了 /locate biome 命令,使其引导玩家进入正确的生物群系区域 (MCPE-159992)
GAMEPLAY
玩法
[*]Fixed loading of text for Sign blocks from very old worlds
[*]修复了非常旧的世界中告示牌的文本加载问题
GENERAL
通用
[*]Starting a world with a missing Marketplace template will now correctly redownload the template and start the world
[*]使用缺失的市场模板创建世界现在可以正确地重新下载模板并创建世界
[*]The first person camera will now offset backwards slightly when facing and climbing blocks such as Ladders and Vines
[*]面对或攀爬梯子和藤蔓等方块时,第一人称相机视角现在会稍微向后偏移
GRAPHICAL
图像
[*]Restored Java parity on how ambient occlusion is computed for partial blocks (MCPE-226160)
[*]回退了部分方块的环境光遮蔽的算法,使其再次匹配 Java 版 (MCPE-226160)
[*]Added TAA upscaling to weather effects like snow
[*]为天气效果(例如雪)加入了 TAA 上采样功能
[*]Fixed enchantment glint animation still playing when the game was paused (MCPE-190569)
[*]修复了游戏暂停时附魔光效动画仍然播放的问题 (MCPE-190569)
[*]Fixed snowflakes flickering during player movement
[*]修复了玩家移动时雪花闪烁的问题
[*]Improved quality of gamma correction on PC and Consoles and fixed the brightness of Creeper textures in the gamma calibration screen in Vibrant Visuals
[*]改进了电脑和主机上伽马校准功能的质量,并修复了灵动视效[暂译]中的伽马校准界面中苦力怕纹理的亮度
[*]Mobs will now become slightly transparent when the camera gets too close or passes through them
[*]现在,相机过于靠近或穿过生物时,生物会变得略微透明
ITEMS
物品
[*]Suspicious Stew is now present in Creative Mode with effect description (MCPE-51173)
[*]谜之炖菜现在会出现在创造模式物品栏中,并带有效果描述 (MCPE-51173)
MOBS
生物
[*]Chicken Jockeys now drop the Lava Chicken music disc when killed by the player or tamed Wolves
[*]现在,小鸡骑士被玩家或驯服的狼杀死时会掉落 Lava Chicken 音乐唱片
[*]Copper Golem now drops its carried item when player interacts while holding an item in offhand, or when player has armor equipped (MCPE-225249)
[*]玩家在副手持有物品或装备了盔甲时与铜傀儡交互现在会让它掉落它携带的物品 (MCPE-225249)
[*]Copper Golem Statue no longer has cutoff pixels when in the sitting pose (MCPE-225999)
[*]处于坐姿的铜傀儡像不再有切断的像素 (MCPE-225999)
SOUNDS
音效
[*]Copper Chest Opening and Close sounds now use a natural attenuation curve (MCPE-224011)
[*]铜箱子的开关声现在使用自然衰减曲线 (MCPE-224011)
[*]Copper Golem Step and Spin sounds now use a natural attenuation curve
[*]铜傀儡的脚步声和旋转声现在使用自然衰减曲线
USER INTERFACE
用户界面
[*]Clicking on text fields now places the cursor in the correct spot even for scrolled message boxes (MCPE-186409)
[*]点击可滚动的消息框中的文本字段现在可以将光标放在正确的位置 (MCPE-186409)
[*]Keyboard button on the chat screen is now only visible for touch controls (MCPE-105710)
[*]现在聊天界面上的键盘按钮仅对触摸控制可见 (MCPE-105710)
[*]Fixed a bug that could cause Armor Trims to appear applied to untrimmed armor in the inventory
[*]修复了物品栏中没有盔甲纹饰的盔甲可能会显示盔甲纹饰的漏洞
[*]Updated the text that is shown when more players are required to sleep to skip to dawn (MCPE-183832)
[*]更新了需要更多玩家睡觉以跳到黎明时显示的文本 (MCPE-183832)
[*]Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals
[*]在灵动视效[暂译]中,将“亮度调整”重命名为“伽马调整”
[*]A "Reset to Defaults" button was added to the gamma adjustment screen in Vibrant Visuals
[*]为灵动视效[暂译]的伽马调整界面加入了“重置为默认值”按钮
[*]The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value
[*]控制灵动视效[暂译]伽马值的滑块小部件会显示当前伽玛值,滑块的中间对应默认值
[*]Fixed issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid
[*]修复了本地数据存在但无效时,Xbox 云存储备份的世界会显示默认磁贴的问题
[*]Fixed a bug where players could not move items from creative inventory to inventory in Pocket UI (MCPE-226829)
[*]修复了玩家不能在携带版 UI 中将物品从创造模式物品栏移动到物品栏的漏洞 (MCPE-226829)
WORLD GENERATION
世界生成
[*]Structures no longer build on top of features (e.g. trees) at chunk borders
[*]结构不再会构建在区块边界的地物(例如树)之上
TECHNICAL UPDATES
技术性更新
API
API
Optionally set version property to "beta" to always choose the latest beta version of the module. Example from manifest.json:
现在可以将 version 属性设置为 beta 以总是选择模块的最新测试版。manifest.json 示例:
"dependencies": [
{
"module_name": "@minecraft/server",
"version": "beta"
}
[*]Fixed Player.graphicsMode not returning the correct graphics mode when a player has switched to Vibrant Visuals
[*]修复了玩家切换到灵动视效[暂译]后,Player.graphicsMode 不会返回正确的图形模式的问题
[*]LootTableManager's loot generation methods now properly recognize tools enchanted with looting
[*]LootTableManager 的战利品生成方法现在可以正确识别附魔抢夺的工具
[*]Moved type ScriptBiomeType from beta into 2.3.0
[*]将类型 ScriptBiomeType 从 beta 移动到了 2.3.0
[*]Moved API Dimension.getBiome(location: Vector3) from beta into 2.3.0
[*]将 API Dimension.getBiome(location: Vector3) 从 beta 移动到了 2.3.0
BLOCKS
方块
[*]Custom blocks using a non-opaque render_method in the minecraft:material_instances component that are placed above water will no longer incorrectly cull the top face of the water block
[*]将在 minecraft:material_instances 组件中使用非 opaque 的 render_method 的自定义方块放置在水面上时,不再会错误地剔除水方块的顶面
COMPONENTS
组件
[*]The "all_slots_empty", "any_slot_empty", "has_equipment" filters now support "main_hand" as an equipment location
[*]all_slots_empty any_slot_empty 和 has_equipment 过滤器现在支持 main_hand 装备槽位
EDITOR
编辑器
[*]Added confirmation dialog in Keyboard Settings when resetting, restoring or closing the modal without saved changes
[*]在键盘设置中,为没有保存更改的情况下重置、恢复或关闭模态框时加入了确认对话框
[*]Fixed a bug that caused lightning bolts to not despawn when entities are paused
[*]修复了实体暂停时闪电不会消失的漏洞
[*]Fixed a bug that caused text to speech narration to read shortcuts incorrectly
[*]修复了文本转语音旁白错误地朗读快捷方式的漏洞
[*]Removed unusable entities from Summon tool list
[*]从召唤工具列表中移除了不可用的实体
[*]Fixed a bug that enables to select volumes using Enter key and Shift+Enter key while in Selection's Freehand Brush Mode
[*]修复了可以在选区的手绘笔刷模式下使用 Enter 键和 Shift + Enter 键选择区域的漏洞
[*]Added gradient background color on the Color timeline that interpolates between the colors of two adjacent nodes
[*]在两个相邻节点的颜色之间插入的颜色时间轴上加入了渐变背景色
[*]Added optional boolean property in Timeline API (renderGradientBackground) that allows the rendering of the background color to be turned off. By default it is ON
[*]在时间轴 API 中加入了可选的布尔属性(renderGradientBackground),允许关闭背景颜色的渲染,默认情况下开启
ITEM COMPONENTS
物品组件
[*]Items with the new "minecraft:fire_resistant" item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both
[*]带有新的 minecraft:fire_resistant 物品组件的物品在扔进火中而持续存在于服务端上时,不再会在客户端消失,因为该属性现在可以在两者之间正确同步
ITEMS
物品
[*]Starting with format version 1.21.110, when a custom item's menu_category's category is set to "none" (or not specified) the item will be usable in commands (MCPE-177866)
[*]从格式版本 1.21.110 开始,将自定义物品的 menu_category 的 category 设为 none(或未指定)时,该物品将可在命令中使用 (MCPE-177866)
[*]Fixed issue with rendering custom blocks as "flying items" (MCPE-180489)
[*]修复了自定义方块无法渲染为“飞行物品”的问题 (MCPE-180489)
> 译注:“飞行物品”是指在物品栏中将一个槽位中的物品快速移动到另一个槽位时出现的动画效果。
MOLANG
MOLANG
[*]Fixed query.graphics_mode_is_any not being correct when switching to Vibrant Visuals
[*]修复了切换到灵动视效[暂译]后,query.graphics_mode_is_any 返回值不正确的问题
[*]Added 21 new Molang expressions:
[*]加入了 21 种新的 Molang 表达式:
> 译注:应为 31 种,而非 21 种。
[*]"math.inverse_lerp(start, end, value)", returns the normalized progress between start and end given value
[*]math.inverse_lerp(start, end, value) 返回给定开始和结束值之间的归一化进度
[*]"math.ease_in_quad(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating toward the end
[*]math.ease_in_quad(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,缓慢开始而向结束加速
[*]"math.ease_out_quad(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating toward the end
[*]math.ease_out_quad(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,快速开始而向结束减速
[*]"math.ease_in_out_quad(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow, accelerating in the middle, then slowing again at the end
[*]math.ease_in_out_quad(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时缓慢,中间加速,最后又慢下来
[*]"math.ease_in_cubic(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating strongly toward the end
[*]math.ease_in_cubic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,很快地向最后加速
[*]"math.ease_out_cubic(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating strongly toward the end
[*]math.ease_out_cubic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,很快地向最后减速
[*]"math.ease_in_out_cubic(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow, accelerating strongly in the middle, then slowing again at the end
[*]math.ease_in_out_cubic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,中间加速很快,最后又慢下来
[*]"math.ease_in_quart(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating rapidly toward the end
[*]math.ease_in_quart(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,向最后迅速加速
[*]"math.ease_out_quart(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating rapidly toward the end
[*]math.ease_out_quart(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,向最后迅速减速
[*]"math.ease_in_out_quart(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow, accelerating rapidly in the middle, then slowing again at the end
[*]math.ease_in_out_quart(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,中间迅速加速,最后又慢下来
[*]"math.ease_in_quint(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating sharply toward the end
[*]math.ease_in_quint(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,到最后急剧加速
[*]"math.ease_out_quint(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating sharply toward the end
[*]math.ease_out_quint(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,到最后急剧减速
[*]"math.ease_in_out_quint(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow, accelerating sharply in the middle, then slowing again at the end
[*]math.ease_in_out_quint(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,中间急剧加速,最后又慢下来
[*]"math.ease_in_sine(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating smoothly toward the end
[*]math.ease_in_sine(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,逐渐加速直到结束
[*]"math.ease_out_sine(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating smoothly toward the end
[*]math.ease_out_sine(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,逐渐减速直到结束
[*]"math.ease_in_out_sine(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting and ending slow, with smoother change in the middle
[*]math.ease_in_out_sine(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始和结束缓慢,中间的变化更平滑
[*]"math.ease_in_expo(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating very rapidly toward the end
[*]math.ease_in_expo(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,到最后加速非常快
[*]"math.ease_out_expo(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating gradually toward the end
[*]math.ease_out_expo(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,到最后减速非常慢
[*]"math.ease_in_out_expo(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting and ending slow, with very rapid change in the middle
[*]math.ease_in_out_expo(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始和结束缓慢,中间变化非常快
[*]"math.ease_in_circ(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting slow and accelerating along a circular curve toward the end
[*]math.ease_in_circ(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很慢,然后沿圆形曲线加速到终点
[*]"math.ease_out_circ(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting fast and decelerating along a circular curve toward the end
[*]math.ease_out_circ(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始时很快,然后沿圆形曲线减速到终点
[*]"math.ease_in_out_circ(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting and ending slow, with circular acceleration and deceleration in the middle
[*]math.ease_in_out_circ(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,缓慢开始和结束,中间循环加速和减速
[*]"math.ease_in_bounce(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting with bounce oscillations and settling into the end
[*]math.ease_in_bounce(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,从弹跳振荡开始,一直持续到结束
[*]"math.ease_out_bounce(start, end, 0_to_1)", output goes from start to end via 0_to_1, approaching the end with bounce oscillations that diminish over time
[*]math.ease_out_bounce(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,随着时间的推移弹跳振荡逐渐减弱
[*]"math.ease_in_out_bounce(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting and ending with bounce oscillations, smoother in the middle
[*]math.ease_in_out_bounce(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,以弹跳振荡开始和结束,中间更平滑
[*]"math.ease_in_back(start, end, 0_to_1)", output goes from start to end via 0_to_1, overshooting backward before accelerating into the end
[*]math.ease_in_back(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,加速到终点之前向后移动
[*]"math.ease_out_back(start, end, 0_to_1)", output goes from start to end via 0_to_1, overshooting past the end before settling into it
[*]math.ease_out_back(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,在进入终点之前超过终点
[*]"math.ease_in_out_back(start, end, 0_to_1)", output goes from start to end via 0_to_1, overshooting at both start and end, with smoother change in the middle
[*]math.ease_in_out_back(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,在开始和结束时都超出范围,中间的变化更平滑
[*]"math.ease_in_elastic(start, end, 0_to_1)", output goes from start to end via 0_to_1, starting with elastic oscillations before accelerating into the end
[*]math.ease_in_elastic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,从弹性振荡开始,直到加速结束
[*]"math.ease_out_elastic(start, end, 0_to_1)", output goes from start to end via 0_to_1, overshooting the end with elastic oscillations before settling
[*]math.ease_out_elastic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,在稳定之前,通过弹性振荡超出终点
[*]"math.ease_in_out_elastic(start, end, 0_to_1)", output goes from start to end via 0_to_1, oscillating elastically at both start and end, with stable change in the middle
[*]math.ease_in_out_elastic(start, end, 0_to_1) 输出值通过 0_to_1 从 start 到 end,开始和结束时弹性振荡,中间稳定变化
EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新
API
API
[*]Added Dimension.getGeneratedStructures(location: Vector3) which can be used to locate the Structures (Pillager Outpost, Mineshaft, etc.) of a given location
[*]加入了 Dimension.getGeneratedStructures(location: Vector3),可以用来定位给定位置的建筑(掠夺者前哨站、废弃矿井等)
[*]Added worldAfterEvents.playerUseNameTag which fires when a Player uses a named NameTag Item on an Entity
[*]加入了 worldAfterEvents.playerUseNameTag,会在玩家对实体使用命名的命名牌物品时触发
[*]Added ControlScheme string enum
[*]加入了 ControlScheme 字符串枚举
[*]Added method Player.setControlScheme(controlScheme?: string): void; to beta
[*]向 beta 加入了方法 Player.setControlScheme(controlScheme?: string): void;
[*]Added method Player.getControlScheme(): ControlScheme; to beta
[*]向 beta 加入了方法 Player.getControlScheme(): ControlScheme;
BIOMES
生物群系
MOLANG
MOLANG
[*]Added 'query.entity_biome_has_any_identifier', 'query.entity_biome_has_any_tags', and 'query.entity_biome_has_all_tags' molang query functions to UpcomingCreatorFeatures
[*]向“即将到来的创作者功能”实验性玩法加入了 query.entity_biome_has_any_identifier query.entity_biome_has_any_tags 和 query.entity_biome_has_all_tags Molang 查询函数
[*]These queries only work in resource packs(client-side), and are not supported in behavior packs
[*]这些查询函数仅在资源包(客户端)中有效,在行为包中不受支持
[*]"entity_biome_has_any_identifier('namespace:biome_name')" takes a list of biome identifiers and checks if any are the specified biome the entity is in
[*]entity_biome_has_any_identifier('namespace:biome_name') 接受生物群系 ID 列表,并检查实体是否处于指定生物群系中
[*]"entity_biome_has_any_tags('my_tag_name')" takes a list of biome tags and checks if the biome the entity is in matches any
[*]entity_biome_has_any_tags('my_tag_name') 接受生物群系标签列表,并检查实体所在的生物群系是否有任意指定标签
[*]"entity_biome_has_all_tags('my_tag_name')" takes a list of biome tags and checks if the biome the entity is in matches all
[*]"entity_biome_has_all_tags('my_tag_name')" 接受生物群系标签列表,并检查实体所在的生物群系是否有全部指定标签
BLOCKS
方块
[*]Allow items referencing a pottable block in their "minecraft:block_placer" component to be pottable when "replace_block_item" is true
[*]replace_block_item 为 true 时,现在允许在 minecraft:block_placer 组件中引用可放入花盆的方块的物品成为可放入花盆的物品
EDITOR
编辑器
[*]Added an offset and alignment property to the summon tool so that creators can more easily position entities at specific locations
[*]向召唤工具加入了偏移和对齐属性,以便创作者可以更容易地调整实体到指定位置
GRAPHICAL
图像
[*]Deprecated point_lights/global.json in favor of a new file and schema, local_lighting/local_lighting.json. Creators can still make use of point_lights/global.json, but are encouraged to migrate to the new schema
[*]弃用了 point_lights/global.json 以支持新的文件和模式文档,local_lighting/local_lighting.json。创作者仍可使用 point_lights/global.json,但建议迁移到新的模式
[*]Extended per-block local lighting information to include a light_type which can be either static_light or point_light
[*]扩展了方块级局部照明信息,包括 light_type,可以是 static_light 或 point_light
[*]A block will only be considered for point lighting if its light_type is set to point_light
[*]如果方块的 light_type 被设为 point_light,那么此方块将仅被考虑用于点光源
[*]static_light is currently unused
[*]static_light 目前未使用
[*]The light_color property is now optional. If unprovided, the block will use a fallback light color instead
[*]light_color 属性现在是可选的。如果没有提供,方块将使用回退光照颜色代替
[*]A sample local_lighting.json could look like this: "format_version": "1.21.120", "minecraft:local_light_settings": { "minecraft:torch": { "light_color": "#EFE39D", "light_type": "point_light" }
[*]样本 local_lighting.json 可能如下所示:
{
"format_version": "1.21.120",
"minecraft:local_light_settings": {
"minecraft:torch": {
"light_color": "#EFE39D",
"light_type": "point_light"
}
}
}
[*]Learn more at https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization
[*]了解更多信息:https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization
【Cat_Anchor 译自feedback.minecraft.net 2025 年 9 月 2 日发布的 Minecraft Beta & Preview - 1.21.120.20】
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