牢冥王 发表于 2025-11-3 01:01:29

Minecraft 基岩版 1.21.120 发布 [长篇]

本帖最后由 冥王大大 于 2025-11-3 23:40 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。
|正式版是 Minecraft 基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多纹理、附加包和 Realms 会逐渐跟进的版本。与此同时 Google Play、Microsoft Store 等官方软件商店也会推送此次更新。
|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。
https://www.minecraft.net/content/dam/minecraftnet/games/minecraft/screenshots/r21_12_1170x500.png

NEWS

Minecraft 1.21.120 Bedrock Changelog
《我的世界:基岩版》1.21.120更新日志

While you've been having mayhem with mounts, we've been squashing bugs and implementing important fixes! Alongside adding animated lantern textures, the copper golem statues will now glow when placed in a glow item frame, and interacting with the copper golem will make it drop whatever its carrying. We've also done some work on older worlds for PlayStation 5 – which will now load in with the correct terrain and structures, as well as some work to make world generation more flexible for creators. Want to know what else we've been up to? Let's dive into this week's changelog!
在你们使用坐骑乱斗的同时,我们一直在修修补补!除了添加灯笼动画纹理外,现在将铜傀儡像放置在荧光物品展示框中时会发光,并且与铜傀儡互动会让它掉落它携带的任何东西。我们还对PlayStation 5的旧版世界做了一些改动——现在将加载正确的地形和结构,以及一些使创作者更灵活地生成世界的改动。想知道我们还在做些什么吗?让我们深入了解本周的更新日志!

Please note: This update will roll out to various platforms as they become available throughout the day. It may take up to 24 hours to appear for everyone - thank you for your patience. Also, please note that Vibrant Visuals enhanced Marketplace content can only be downloaded after updating to the 1.21.120 version on Bedrock. We apologize for the inconvenience!
请注意:此更新将在一天之内可用时向各种平台陆续推出。可能需要长达24小时才能推送给每个人——谢谢您的耐心等待。另外,请注意,灵动视效增强版市场内容只有在基岩版更新到1.21.120版本后才能下载。对于给您带来的不便,我们深表歉意!

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)
[*]蝌蚪现在会生成在青蛙卵下方的水方块中(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当有效方块在水后面时无法继续摧毁它们的问题
[*]Weathered Copper Bars no longer have pixels that look out of place
[*]锈蚀的铜栏杆不再有看起来不合适的像素
[*]Tilling Coarse Dirt no longer sometimes tills the block twice converting it directly to Farmland
[*]耕作砂土时不再偶尔视为将方块耕作两次并将其直接转换为农田
[*]Copper Lantern and Copper Torch have new textures to make them easier to distinguish from regular Lantern and Torch
[*]铜灯笼和铜火把现在有更易区分于普通灯笼和火把的新纹理
[*]Copper Golem Statue item is no longer offset when dropped (MCPE-225213)
[*]铜傀儡像物品掉落物不再偏移(MCPE-225213)
[*]Copper Lantern textures are now animated (MCPE-226142)
[*]铜灯笼现在具有动画纹理(MCPE-226142)
[*]Soul Fire Lantern textures are now animated (MCPE-89643)
[*]灵魂灯笼现在具有动画纹理(MCPE-89643)
[*]Interacting with a Shelf while empty-handed in Creative mode no longer produces a sound effect (MCPE-227586)
[*]创造模式下空手交互展示架时不再发出音效(MCPE-227586)
[*]The Copper Golem Statue now takes the custom name of the Copper Golem it came from (MCPE-227714)
[*]铜傀儡像现在使用其转换自的铜傀儡的自定义名称(MCPE-227714)
[*]Fixed Copper Trapdoor recipe giving an extra Trapdoor (MCPE-227893)
[*]修复了铜活板门配方会合成额外铜活板门的问题(MCPE-227893)
[*]Double Copper Chest textures' diagonal glint direction now match its single chest counterpart
[*]现在大型铜箱子的对角线闪光方向与单个铜箱子的对应方向相匹配
[*]Bolts on single and double Copper Chests are now shaded in the same way
[*]现在单个铜箱子和大型铜箱子的箱闩会以相同的方向进行着色
[*]Double and single Copper Chest now has consistent shading
[*]大型铜箱子和单个铜箱子现在有一致的着色效果
[*]Weathered Double Copper Chest bottom textures are now consistent with other Double Copper Chests
[*]现在锈蚀的大型铜箱子有与其他大型铜箱子一致的底部纹理


SHELF
展示架


[*]Adding or removing Redstone power to or from the Shelf now emits vibrations
[*]对来自或指向展示架的红石充能或减能将发出振动
[*]Anvil and Wall Blocks have been repositioned on the Shelf and Item Frame (MCPE-225309)
[*]改变了铁砧以及墙类方块在展示架和物品展示框中显示的位置(MCPE-225309)
[*]When a Player places/removes/swaps an item on an Unpowered Shelf, a vibration of frequency 3 is emitted
[*]当玩家放置或移除或交换未充能的展示架中的物品时,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
[*]当玩家放置或移除充能的展示架中的物品时,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
[*]当玩家交换充能的展示架中的物品时,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)
[*]修复了在使用damage命令对末地水晶施加伤害时不正确报错的问题(MCPE-191379)
[*]Fixed /locate biome command to no longer direct the player into wrong biome areas (MCPE-159992)
[*]修复了/locate biome命令,使其不再将玩家引导到错误的生物群系区域(MCPE-159992)


GAMEPLAY
玩法


[*]Fixed loading of text for Sign blocks from very old worlds
[*]修复了加载非常旧的世界中告示牌的文本时遇到的问题
[*]Mitigated an issue that the player can get pushed to the void after teleporting from end portal. (REALMS-12993)
[*]改善了玩家从末地跃迁门传送后可能会被推到虚空的问题。(原文的表述不准确)(REALMS-12993)
[*]Fixed the Shield taking damage when mining with it (MCPE-190339)
[*]修复了用盾牌挖掘时会消耗其耐久的问题(MCPE-190339)
[*]Fixed knockback from projectiles applying even when blocking with the Shield (MCPE-220733)
[*]修复了即使盾牌成功格挡,弹射物也会应用击退效果的问题(MCPE-220733)
[*]Fixed a bug where the contents of a Bundle would get deleted if placed in a container above a Hopper with all slots filled (MCPE-226250)
[*]修复了在下有填满所有槽位的漏斗的容器中的收纳袋内容物被清空的漏洞(MCPE-226250)


GENERAL
通用


[*]Starting a world with a missing Marketplace template will now correctly redownload the template and start the world
[*]在创建使用丢失的市场模板的世界时将重修下载模板再启动世界
[*]The first person camera will now offset backwards slightly when facing and climbing blocks such as Ladders and Vines
[*]现在在第一人称视角下面向并攀爬如梯子和藤蔓之类的方块时将轻微向后移动相机点位
[*]Marketplace content can now be searched for using Graphics filters for RTX and Vibrant Visuals
[*]现在可以筛选使用光线追踪和灵动视效的图形模式的市场内容


GRAPHICAL
图像


[*]Restored Java parity on how ambient occlusion is computed for partial blocks (MCPE-226160)
[*]恢复了在计算不完整方块的环境光遮蔽方面上的Java版趋同性(MCPE-226160)
[*]Added TAA upscaling to weather effects like snow
[*]为雪等天气效果添加了提升时间性抗锯齿效果
[*]Fixed enchantment glint animation still playing when the game was paused (MCPE-190569)
[*]修复了游戏暂停时附魔闪光动画仍在播放的问题(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 PC 和主机上的伽玛值校正质量,并修复了灵动视效中伽玛值校准屏幕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
[*]在靠近或穿过生物时,它们会变得略微透明
[*]Glass blocks and panes will now become slightly transparent if the camera is very close to them
[*]如果摄像机点位非常靠近玻璃方块和玻璃板,它们现在将变得略微透明
[*]Reduced distortion on water surface reflections during the Nausea effect in Vibrant Visuals (MCPE-220700)
[*]降低了灵动视效模式下反胃效果对水面反射的扭曲程度(MCPE-220700)
[*]Fixed an issue that caused water surfaces to appear noisy and jittery when water waves were enabled in Vibrant Visuals (MCPE-221279)
[*]修复了启用灵动视效中的水波功能时,水面会显得杂乱和怪异的问题(MCPE-221279)
[*]The parameter "sampleWidth" was removed from the water configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120
[*]移除了水配置JSON文件中的sampleWidth参数,该文件会因此使用新的格式并升级至1.21.120版本
[*]Fixed an issue where the Copper Golem's eyes did not glow when viewed through water in Vibrant Visuals (MCPE-226550)
[*]修复了在灵动视效下透过水观察铜傀儡的眼睛其不再发光的问题(MCPE-226550)
[*]Adjusted rendering settings in Vibrant Visuals
[*]调整了灵动视效下的渲染设置

[*]Slightly reduced contrast across all biomes
[*]稍微减少了各生物群系间的差异
[*]Reduced the intensity of temperature-based color grading in certain biomes, such as Desert and Mesa biomes
[*]降低了某些生物群系(例如沙漠和恶地生物群系)中基于温度的颜色分级的差异度
[*]Adjusted the sky color in the End dimension
[*]调整了末地维度的天空颜色
[*]Added unique biome settings for the Roofed Forest biomes
[*]为黑森林生物群系添加了独有设置
[*]Fixed a bug that caused lighting to be too bright when the player was underwater in caves in Vibrant Visuals (MCPE-208089)
[*]修复了在灵动视效下,玩家处于洞穴中的水下时,闪电变得过于明亮的漏洞(MCPE-208089)
[*]Fixed a bug with the "biome blending" system in Vibrant Visuals that caused non-surface biomes to be ignored. Biomes will now blend vertically as well as horizontally, meaning that custom rendering configurations for biomes such as Deep Dark and Lush Caves will now function properly
[*]修复了灵动视效下的“生物群系混合”系统导致非地表生物群系被忽略的错误。生物群系现在将垂直和水平混合,这意味着深暗之域和繁茂洞穴等生物群系的自定义渲染配置现在可以正常运行

[*]Note that this issue is only fixed for Atmospherics, Color Grading, Lighting, and Tone Mapping, while Water configurations still suffer from the issue
[*]请注意,仅对大气、颜色分级、光照和颜色分级作出了修复,水配置仍然受此问题影响
[*]Fixed the sky appearing black on certain Android devices (MCPE-222915)
[*]修复了在某些安卓设备上,天空是黑色的问题(MCPE-222915)
[*]Fixed some missing pixels on the body texture of the Drowned mob (MCPE-169440)
[*]修复了溺尸生物的身体纹理丢失某些像素的问题(MCPE-169440)
[*]Fixed the top of the Donkey's ear being the wrong color (MCPE-166776)
[*]修复了驴的耳朵顶部存在错误颜色的问题(MCPE-166776)
[*]Fixed missing pixels on Copper, Iron, Gold, and Diamond Horse Armor textures
[*]修复了铜、铁、金、钻石马铠纹理丢失像素的问题
[*]Inventory empty Chest Armor slot and Brewing Stand empty Bottle background now match the items texture (MCPE-43234)
[*]现在物品栏的胸甲盔甲槽和酿造台的空玻璃瓶槽的背景与对应物品纹理相匹配(MCPE-43234)
[*]Fixed an issue with color grading in Vibrant Visuals that caused the white balance mode to become inverted (MCPE-228283)
[*]修复了在灵动视效下颜色分级导致白平衡模式反转的问题(MCPE-228283)
[*]Updated the mers for the Gray, Light Blue, Light Gray, and Green Dye items (MCPE-226433)
[*]更新了灰色染料、淡蓝色染料、淡灰色染料和绿色染料的MERS(MCPE-226433)
[*]The textures of Chests and Saddles on Llamas, Donkeys, Mules, and Skeleton/Zombie Horses now match between Java and Bedrock (MCPE-154327) (MCPE-165390)
[*]现在基岩版中的骆驼、驴、骡子和骷髅或僵尸马装备的箱子和鞍的纹理与JAVA版匹配(MCPE-154327)(MCPE-165390)
[*]When the Vibrant Visuals renderer is enabled, particles now receive correct ambient lighting regardless of whether or not they have the "minecraft:particle_appearance_lighting" component. Particles can be made to glow in Vibrant Visuals by supplying emissive values via MERS uniforms or textures (MCPE-220830)
[*]启用灵动视效渲染器后,粒子现在会接收正确的环境光照,无论它们是否具有“minecraft:particle_appearance_lighting”组件。可以提供散射值,通过MERS规制或纹理使粒子发光(MCPE-220830)


ITEMS
物品


[*]Suspicious Stew is now present in Creative Mode with effect description (MCPE-51173)
[*]谜之炖菜现在存在于创造模式物品栏,并带有效果描述(MCPE-51173)
[*]Copper Golem Statue now glows when placed in a Glow Item Frame
[*]现在放置在荧光物品展示框中的铜傀儡像会发光
[*]Shields, Decorated Pots, and Maps now glow when placed in a Glow Item Frame (MCPE-147418)
[*]现在放在荧光物品展示框中的盾牌、饰纹陶罐和地图会发亮(MCPE-147418)


MOBS
生物


[*]Chicken Jockeys now drop the Lava Chicken music disc when killed by the player or tamed Wolves
[*]现在鸡骑士会在被玩家或其驯服的狼击杀时掉落熔岩烤鸡唱片
[*]Copper Golem now drops its carried item when player interacts while holding an item in offhand, or when player has armor equipped (MCPE-225249)
[*]现在即使玩家在副手或盔甲栏装备了物品,也可以在(主手为空时)与铜傀儡交互,并使之丢出搬运的物品(MCPE-225249)
[*]Copper Golem Statue no longer has cutoff pixels when in the sitting pose (MCPE-225999)
[*]处于坐下姿势的铜傀儡不再截断某些像素(MCPE-225999)
[*]The Lead now attaches to the body of the Copper Golem instead of the top of its Lightning Rod (MCPE-227208)
[*]现在栓绳将拴在铜傀儡的身体,而不是头顶的雷霆之杖上(MCPE-227208)
[*]The hitbox of the Copper Golem Statue block is now in parity with Java (MCPE-225669)
[*]现在铜傀儡像方块的碰撞箱与JAVA版趋同(MCPE-225669)
[*]Copper Golems with a flower on their head now drops a Poppy when becoming a statue
[*]现在头上有花的铜傀儡将在变为铜傀儡像时掉落虞美人
[*]The size of Tadpoles' shadows are now in parity with Java (MCPE-154318)
[*]现在蝌蚪的影子大小与JAVA版趋同(MCPE-154318)
[*]Copper Golem Statue no longer renders incorrectly in the UI (MCPE-225212)
[*]铜傀儡像不再在用户界面中错误地渲染(MCPE-225212)
[*]Wither Skeletons can now pick up Copper Swords
[*]凋零骷髅现在可以捡起铜剑
[*]When interacting with a Copper Golem, Scraping and Waxing particles now appear at the Copper Golem's location instead of at the Block location
[*]与铜傀儡交互时,除锈和涂蜡粒子现在会出现在铜傀儡的位置,而不是其位于的方块的位置
[*]The Copper Golem now takes the custom name of the Copper Golem Statue it came from (MCPE-227714)
[*]铜傀儡现在采用它所转化自的铜傀儡像的自定义名称(MCPE-227714)
[*]Drowned no longer drop Tridents to pick up Nautilus Shells (MCPE-155739)
[*]溺尸不再丢掉三叉戟以捡起鹦鹉螺壳(MCPE-155739)
[*]Drowned can now spawn with enchanted Tridents
[*]现在溺尸在生成时可以持有附魔三叉戟
[*]Parrot imitating hostile mob sounds are now affected by the "Friendly Creatures" volume slider in settings
[*]现在鹦鹉模仿的敌对生物音效将受到设置中“友好生物”音量滑条的控制
[*]Absorption Effect is now cleared immediately when all Golden Hearts are lost from damage (MCPE-55449)
[*]现在伤害吸收药水效果将在金心全部消失之后自动清除(MCPE-55449)
[*]Drowned right arm and overlay layer no longer intersects with chest (MCPE-82082)
[*]溺尸右手臂的表面覆盖层不再与胸部重叠(MCPE-82082)


PLAYSTATION 4
PlayStation 4游戏平台


[*]Shifted download storage to new location. Players may need to redownload Marketplace content
[*]更改了下载存储的位置。玩家可能需要重新下载市场内容


SOUNDS
音效


[*]Copper Chest Opening and Close sounds now use a natural attenuation curve (MCPE-224011)
[*]现在打开和关闭铜箱子的音效遵循自然衰减曲线(MCPE-224011)
[*]Copper Golem Step and Spin sounds now use a natural attenuation curve
[*]现在铜傀儡行走和旋转音效遵循自然衰减曲线
[*]Unique ambient sound effects are now played when the player is underwater (MCPE-79532)
[*]现在玩家处于水下会播放独有的环境音效(MCPE-79532)


STABILITY AND PERFORMANCE
性能与稳定性


[*]Improved stability around Hopper Block destruction
[*]围绕破坏漏斗进行了稳定性提升
[*]Fixed issue that could cause excess critical hit particles to spawn
[*]修复了可能导致生成过多暴击粒子的问题
[*]Fixed a bug that caused some world data saved by previous PlayStation 5 releases to be loaded incorrectly, resulting in missing or altered terrain and structures (MCPE-228500)
[*]修复了一个错误,该错误导致之前PlayStation 5游戏平台保存的某些世界数据加载不正确,导致地形和结构丢失或改变(MCPE-228500)


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)
[*]现在,单击文本框甚至带滚轮的消息框时会将光标放置在正确的位置(MCPE-186409)
[*]Keyboard button on the chat screen is now only visible for touch controls (MCPE-105710)
[*]聊天屏幕上的键盘按钮现在仅在触屏控制模式下可见(MCPE-105710)
[*]Fixed a bug that could cause Armor Trims to appear applied to untrimmed armor in the inventory
[*]修复了一个可能导致盔甲纹饰显示应用于物品栏中未缎以纹饰的盔甲的错误
[*]Updated the text that is shown when more players are required to sleep to skip to dawn (MCPE-183832)
[*]更新了当需要更多玩家睡觉才能跳到黎明时显示的文本(MCPE-183832)
[*]Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals
[*]将灵动视效下的亮度调节选项重命名为调整伽马值(原文如此)
[*]A "Reset to Defaults" button was added to the gamma adjustment screen in Vibrant Visuals
[*]在灵动视效的伽玛调整界面中添加了“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”伽马值的滑块控件显示当前伽马值,滑块的中心对应于默认值
[*]Fixed issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid
[*]修复了以下问题:当本地数据存在但无效时,由 Xbox 云存储支持的世界会显示默认磁贴
[*]Fixed a bug where players could not move items from the Creative inventory to inventory in Pocket UI (MCPE-226829)
[*]修复了在携带版UI下无法将物品从创造模式物品栏移至物品栏的漏洞(MCPE-226829)
[*]The Game Menu has been updated with a new layout and design
[*]游戏菜单已更新为新的布局和设计

[*]Any feedback on this change can be added here
[*]可在这里提交关于此项更改的反馈
[*]Copper Chests are no longer sometimes named "Chest" in the chest UI (MCPE-226332)
[*]铜箱子的开箱界面不再偶尔命名为“箱子”(MCPE-226332)
[*]Fixed a bug preventing the deletion of Miscellaneous content from the storage management screen (MCPE-226999)
[*]修复了无法在存储管理屏幕中删除各种内容的漏洞(MCPE-226999)
[*]Fixed a bug where the death screen could be shown for a short while after using a Bed (MCPE-226081)
[*]修复了在使用床后短暂显示死亡界面的漏洞(MCPE-226081)
[*]Touch Controls: Sneak button now has its proper outline when activating Swap Jump and Sneak. (MCPE-185069)
[*]触摸控制:潜行按钮现在在激活交换跳跃和潜行时具有正确的轮廓。(MCPE-185069)
[*]Accessibility and Language Settings are now updated with a new layout and design
[*]现在可访问性和语言设置有了新的外观设计

[*]We'd love to hear your thoughts on this here
[*]我们希望在这里收到你对它的意见
[*]Text to Speech with Device Settings and Improved Input Response toggles are now available from settings screen on Windows (MCPE-227865)
[*]现在,设备设置文本转语音输出,以及改进的输入响应在Windows平台的设置界面可用(MCPE-227865)
[*]Items can now be transported to hotbar slots using their corresponding hotkeys (MCPE-105889)
[*]现在可以通过使用相应的热键移动热键栏中的物品(MCPE-105889)

[*]Hotbar hotkeys now also work when hovering over output slots (MCPE-228275)
[*]现在对于鼠标悬停的输出插槽也可以使用热键栏热键(MCPE-228275)
[*]Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled
[*]修复了使用游戏手柄或键盘进行无效导航后,即使禁用文本转语音,某些屏幕上也会播放语音的错误
[*]The paper doll on the inventory screen should now look at the cursor (MCPE-227626)
[*]现在物品栏中的纸娃娃也应该看向光标(MCPE-227626)
[*]Added a toggle to the Accessibility menu to enable/disable the dithering effect on mobs
[*]在可访问性菜单中添加了一个开关,以启用或禁用生物的抖动效果(实际上是靠近生物时使之变透明的效果)
[*]Fixed an issue that prevented playersfrom creating a new world from templates inside the Play Screen (MCPE-227855)
[*]修复了阻止玩家在游戏界面从模板创建世界的问题(MCPE-227855)
[*]General Settings have been updated with a new layout and design
[*]通用设置的外观设置已经焕然一新

[*]We'd love to hear your thoughts on these changes at the feedback site
[*]我们希望在反馈站点收到你对这些更改的看法
[*]Items can now be transported onto hovered empty slots from hotbar slots using their corresponding hotkeys (MCPE-228289)
[*]现在若光标悬停在空槽位时使用热键,将移动相应的热键栏中的物品至该槽(MCPE-228289)
[*]Fixed an issue where keyboard input would not register if the game window is unfocused while loading a world (MCPE-227839) (MCPE-228288)
[*]修复了在加载世界时,若游戏窗口未聚焦,则键盘输入不注册的问题(MCPE-227839) (MCPE-228288)


WORLD GENERATION
世界生成


[*]Structures no longer build on top of features (e.g. trees) at chunk borders
[*]处于区块边界的结构不再生成于地物(例如树)之上

TECHNICAL UPDATES
技术性更新


AI GOALS
AI意向


[*]Made the schemas for the minecraft:behavior.dig, minecraft:behavior.drink_milk, minecraft:behavior.avoid_block, and minecraft:behavior.avoid_mob_type stricter when parsing and will fail to load an entity json that has invalid data in versions 1.21.120 and newer
[*]在解析minecraft:behavior.dig、minecraft:behavior.drink_milk、minecraft:behavior.avoid_block,和minecraft:behavior.avoid_mob_type的方案时将更加严格;若实体JSON文件中含有1.21.120及后续版本中无效的数据,将加载失败
[*]Fixed a crash occurring on mobs running the "minecraft:behavior.delayed_attack" AI goal
[*]修复了运行“minecraft:behavior.delayed_attack”AI目标的生物时发生的崩溃问题


API
API


[*]Optionally set version property to "beta" to always choose the latest beta version of the module
[*]可选择将version属性设置为“beta”,以始终选择模块的最新测试版

[*]Example from manifest.json:
[*]manifest.json实例:

"dependencies": [
{
"module_name": "@minecraft/server",
"version": "beta"
}[*]Fixed Player.graphicsMode not returning the correct graphics mode when a player has switched to Vibrant Visuals
[*]修复了当玩家切换到灵动视效模式时,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掠夺的工具
[*]Moved type ScriptBiomeType from beta into 2.3.0
[*]将ScriptBiomeType类别从测试版移至2.3.0
[*]Moved API Dimension.getBiome(location: Vector3) from beta into 2.3.0
[*]将Dimension.getBiome(位置:三维向量)API从测试版移至2.3.0
[*]Released initialRotation member of SpawnEntityOptions to 2.3.0
[*]将SpawnEntityOptions的initialRotation属性发布至2.3.0
[*]Released initialPersistence member of SpawnEntityOptions to 2.3.0
[*]将SpawnEntityOptions的initialPersistence属性发布至2.3.0
[*]Fixed an issue with Players phasing through blocks when using applyImpulse(vector: Vector3): void (MCPE-226702)
[*]修复了玩家在使用“applyImpulse(向量:三维向量):不返回任何值”时逐渐穿过方块的问题(MCPE-226702)
[*]Releasing the light detection API from experimental to stable
[*]将亮度检测API从实验版发布至稳定版
[*]Removed entity override limit on Player method setPropertyOverrideForEntity
[*]删除了Player类方法setPropertyOverrideForEntity上的实体覆盖限制
[*]Fixing some scenarios where the additional context information for error messages was inaccurate after previously catching an exception
[*]修复了某些在之前捕获异常后错误消息的其他背景信息不准确的场景
[*]Released setDynamicProperties method on Entity, ContainerSlot, ItemStack and World to 2.3.0
[*]将Entity、ContainerSlot、ItemStack,和World类的setDynamicProperties方法发布至2.3.0
[*]Dimension
[*]Dimension类

[*]Moved isChunkLoaded(location: Vector3): boolean from beta to V2.3.0
[*]将“isChunkLoaded(位置:三维向量):布尔值”从测试版移至2.3.0版本
[*]ContainerRulesError
[*]ContainerRulesError类

[*]Moved property reason: ContainerRulesErrorReason from beta to v2.3.0
[*]将原因属性:ContainerRulesErrorReason从测试版移至2.3.0版本
[*]Moved enum ContainerRulesErrorReason from beta to v2.3.0
[*]将ContainerRulesErrorReason枚举从测试版移至2.3.0版本
[*]Moved interface ContainerRules from beta to v2.3.0
[*]将ContainerRules接口从测试版移至2.3.0版本
[*]Container
[*]Container类

[*]Moved property readonly containerRules?: ContainerRules from beta to v2.3.0
[*]将只读属性“containerRules(可为空): ContainerRules类”从测试版移至2.3.0版本
[*]Moved property readonly weight: number from beta to v2.3.0
[*]将只读属性“weight: 数字”从测试版移至2.3.0版本
[*]Moved class ItemInventoryComponent from beta to v2.3.0
[*]将ItemInventoryComponent类从测试版移至2.3.0版本


BIOMES
生物群系


[*]Fixed an issue where the replacement biomes were not read for client-side chunk generation
[*]修复了在客户端区块生成时未读取替换生物群落的问题


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
[*]将使用render_method字段定义为有透明度的minecraft:material_instances组件的自定义方块放置在水面上不再不正确地剔除水方块的顶部面
[*]Removed Upcoming Creator Features toggle requirement from the minecraft:redstone_producer component
[*]minecraft:redstone_producer组件不再需要即将到来的创作者功能实验项的支持
[*]Fixed minecraft:grass_block rendering in dark forests (MCPE-228169)
[*]修复了minecraft:grass_block在黑森林的渲染问题(MCPE-228169)
[*]Fixed ambient occlusion for custom blocks displayed in HUD
[*]修复了HUD中显示自定义方块的环境光遮挡
[*]Component minecraft:embedded_visual no longer requires the "Upcoming Creator Features" toggle
[*]minecraft:embedded_visual组件不再需要“即将到来的创作者功能”子选项支持
[*]Component minecraft:flower_pottable no longer requires the "Upcoming Creator Features" toggle
[*]minecraft:flower_pottable组件不再需要“即将到来的创作者功能”子选项支持
[*]Fixed a crash that occurs when selecting Vibrant Visuals panel settings
[*]修复了选择灵动视效面板设置时发生的崩溃问题
[*]Added boolean field "alpha_masked_tint" to materials in "minecraft:material_instances" component
[*]向"minecraft:material_instances"组件中的材料添加了"alpha_masked_tint"布尔值字段

[*]Defaults to false
[*]默认值为假
[*]When true, the alpha channel of the texture will be used to multiply the tint to the albedo of the texture
[*]若设置为真,纹理的阿尔法(透明度)通道将用于将色调倍增至与纹理的反射率相同的数值
[*]Requires "format_version" >= 1.21.120
[*]“format_version”的值需要大于等于1.21.120
[*]Requires "Upcoming Creator Features" toggle
[*]需要“即将到来的创作者功能”子选项支持
[*]Requires "tint_method" other than "none"
[*]需要“none”以外的“tint_method”字段值
[*]Requires "render_method" to be "opaque"
[*]需要"render_method"的值为"opaque"



BLOCK COMPONENTS
方块组件


[*]Added "emissive" field to minecraft:material_instances block component with these requirements
[*]向minecraft:material_instances方块组件添加了"emissive"字段,该字段的必要条件如下:

[*]World must enable Upcoming Creator Features experiment for emissive face materials to work
[*]自发光面材质只能在启用了即将到来的创作者功能实验项的世界中工作
[*]Block format_version must be greater than or equal to 1.21.120
[*]方块的format_version的值必须大于等于1.21.120
[*]Added underwater_addition, underwater_loop, and underwater_mood fields to minecraft:ambient_sounds. They will be played when the audio listener position is inside of water
[*]向minecraft:ambient_sounds添加了underwater_addition、underwater_loop,和underwater_mood字段。它们会向处于水下的玩家播放音效

[*]underwater_addition and addition now take both an asset and chance, the chance determines the chance for the sound to be played
[*]现在“underwater_addition”和“addition”字段各具有“asset”和“chance”属性,“chance”用来决定音效的播放概率
[*]Format versions before 1.21.120 will automatically set the underwater versions to the same as the normal ones, and the chance to the previously hardcoded chance of 0.0111
[*]1.21.120以前的格式版本会自动将水下版本设置为与普通版本相同的版本,并且之前的概率会被硬编码为0.0111概率



BLOCK TEXTURES
方块纹理


[*]Weighted 'variations' block textures no longer require Upcoming Creator Features experiment to work on custom blocks
[*]自定义方块的加权'variations'方块纹理不再需要即将到来的创作者功能实验项的支持


COMMANDS
命令


[*]Fixed an issue where we weren't able to use certain non-alphanumeric characters in the name field of a score raw text object. (MCPE-108989)
[*]修复了我们无法在score(记分板)原始文本对象的名称字段中使用某些非字母数字字符的问题。(MCPE-108989)


COMPONENTS
组件


[*]The "all_slots_empty", "any_slot_empty", "has_equipment" filters now support "main_hand" as an equipment location
[*]现在"all_slots_empty"、"any_slot_empty"、"has_equipment"(条件)过滤器可以使用"main_hand"作为装备的位置


EDITOR
基岩版编辑器


[*]Added confirmation dialog in Keyboard Settings when resetting, restoring or closing the modal without saved changes
[*]在键盘设置中添加了在重置、恢复或关闭模态时的确认对话框,而无需保存更改
[*]Fixed a bug that caused lightning bolts to not despawn when entities are paused
[*]修复了导致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
[*]修复了导致文本转语音旁白错误朗读快捷方式的漏洞
[*]Removed unusable entities from Summon tool list
[*]从召唤工具列表中删除了不可用的实体(定义文件中is_summonable为假的实体)
[*]Fixed a bug that enables to select volumes using Enter key and Shift+Enter key while in Selection's Freehand Brush Mode
[*]修复了能够在选区的手绘画笔模式下使用Enter键和Shift+Enter键来选择体积的漏洞
[*]Added gradient background color on the Color timeline that interpolates between the colors of two adjacent nodes
[*]在颜色时间轴上添加了可在两个相邻节点的颜色之间进行插值的渐变背景颜色
[*]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
[*]在颜色时间轴API(renderGradientBackground)中加入了可选的布尔属性,允许关闭背景颜色的渲染。默认情况下为开
[*]Added a showAlpha flag to color timeline so we can hide picker alpha elements conditionally
[*]为颜色时间轴添加了一个showAlpha旗形图标,以便我们可以有条件地隐藏选择器阿尔法元素
[*]Added IVector2PropertyItem API for property pane
[*]为属性窗格添加了IVector2PropertyItem API
[*]Added IMenuPropertyItem which represents a hamburger menu button that can support nested submenus
[*]加入了IMenuPropertyItem,用于表示可以支持嵌套子菜单的汉堡式菜单
[*]Fixed a bug that caused scrollbar to pop in/out in the AGFX Graph Color component
[*]修复了造成AGFX Graph Color组件中滚动条弹入或弹出的漏洞
[*]Added a preview thumbnail of a structure is added to the structure list item
[*]已添加将结构的预览缩略图添加到结构列表项中
[*]Added undo/redo support for Ruler Tool
[*]现在标尺工具支持撤销和恢复(重做)
[*]Fixed an issue with client hanging when copy/pasting large structures
[*]修复了复制/粘贴大型结构时客户端会挂起的问题
[*]Added an offset and alignment property to the summon tool so that creators can more easily position entities atlocations
[*]在召唤工具中添加了偏移和对齐属性,以便创建者可以更轻松地将实体定位在特定位置
[*]Added support for Double Left Click, so the Color Picker and Editable popup open with DLC on the Graph
[*]加入了对双击左键的支持,因此颜色选取器和可编辑窗口在图表上使用双击左键打开
[*]Added custom icon support for the checkbox variant of IBoolPropertyItem with checkboxIcon optional property
[*]添加了对IBoolPropertyItem的复选框变体的自定义图标支持,其中包含checkboxIcon可选属性
[*]Added a new Scale Tool to resize selection
[*]加入了新的缩放工具,用以调整选区的大小

[*]Enabled scaling along X, Y, Z axes individually or uniformly
[*]启用了沿着X、Y、Z轴单独或均匀地缩放的功能(原文有个拼写错误)
[*]Added Fractional scaling with fractional scale factors; maintained structure shapes during enlargement/shrink
[*]加入了带有分数比例因子的分数化缩放功能;在放大或收缩期间会保持结构形状
[*]Added preview visualization showing the scaled size before applying changes
[*]加入了在应用缩放尺寸前的预览可视化
[*]Integrated the tool with undo and redo behaviors
[*]将撤销和重做行为整合到工具中
[*]Disabled scaling if current volume or resulting volume, whichever is larger, exceeds MAX_ALLOWED_BLOCKS (currently 200,000)
[*]若当前体积或结果体积中的较大者超出MAX_ALLOWED_BLOCKS(目前为200,000),则禁用缩放
[*]Added 'orientation' settings which allows the use to decide what orientation the block should be placed
[*]添加了“方向”设置,允许用户决定方块的放置方向
[*]Added keyboard shortcuts and accompanying tooltips to all pencil 'modes' (mode, draw mode, orientation mode)
[*]为所有铅笔“模式”(模式、绘制模式、方向模式)加入了键盘快捷键和附带的提示框
[*]Added error message (log & toast) for when an object cannot be placed to due gameplay rules
[*]加入了对象不能以适当的游戏规则放置时的错误消息(日志和通知)
[*]Updated Pencil functionality to have more polish
[*]更新了铅笔功能以使其更加灵活

[*]Updated the pencil tool, now when you erase, if you're in face selection mode it will switch to block selection (so you can actually erase things) and then will switch back when you go back to draw mode
[*]更新了铅笔工具,现在当你擦除时,如果你处于面选择模式,它将切换到方块选择模式(这样你就可以实际擦除内容),然后当你返回绘图模式时会切换回来
[*]Updated settings/usage to now persists between sessions
[*]更新了设置(或惯例)以使其能够在多个会话之间持续存在
[*]Fixed a bug that caused creating multiple hotbars to error when the hotbar management panel is open
[*]修复了在打开热键栏管理面板情况下创建多个热键栏会出错的漏洞
[*]Fixed a bug that caused dismissing interactive tooltips to not work
[*]修复了导致关闭交互式工具提示不起作用的漏洞
[*]Block picker images' layout is consistent across different window sizes and after exiting a test world
[*]方块选择器图像的布局在不同窗口大小将在退出测试环境后保持一致
[*]Fixed Confirm button in hotbar dialog to immediately turn green when typing begins, providing proper visual feedback
[*]修复了快捷栏对话框中确认按钮的问题,以使其在开始键入时立即变绿,提供合适的视觉反馈
[*]Fixed undo behavior when using 'object' mode
[*]修复了使用“对象”模式时的撤消行为
[*]Added jigsaw support to make the creation of jigsaws less technical and more intuitive
[*]加入了拼图支持,以使创建拼图技术性更低且更加直观
[*]Added curves into the line tool to make more organic shapes. Curves also work with node weights
[*]在线条工具中添加了曲线以制作更有机的形状。曲线也可配合节点权重使用
[*]Fixed outdated terminology in Vibrant Visuals Settings panel. Changed 'Deferred Lighting' to 'Vibrant Visuals' in the error messages
[*]修复了灵动视效设置面板中有过时术语的问题。将错误消息中的“延迟渲染光照”更改为“灵动视效”
[*]Fixed the issue where the background of hover text clips prematurely
[*]修复了悬停文本的背景会被过早裁剪的问题
[*]Fixed a bug where command blocks couldn't use the /structure command in editor projects
[*]修复了在编辑器工程项目中的命令方块无法使用/structure命令的漏洞
[*]Fixed an issue that was preventing manually entering node value in the textbox (in Edit mode - turned on with double left click) for two dimensional graph
[*]修复了无法在二维图形的文本框中手动输入节点值(在编辑模式下,双击左键打开)的问题
[*]Fixed a bug where only one player in a multiplayer Editor session can use the Terrain Tool at a time
[*]修复了多人编辑器会话中一次只有一名玩家可以使用地形工具的漏洞
[*]Fixed a bug where the Terrain Tool was ignoring Mask and Replace filters
[*]修复了地形工具忽略蒙版和替换过滤器的漏洞
[*]Fixed a bug that caused unusable buttons to show up in editor pause menu
[*]修复了导致无法使用的按钮显示在编辑器暂停菜单中的漏洞
[*]The Line tool now has the ability to make curves
[*]线条工具现在能够制作曲线
[*]Add axis locking & nudging support to Ruler Tool
[*]向标尺工具加入了轴锁定和轻推支持


ENTITY COMPONENTS
实体组件


[*]Added apply_knockback_to_blocking_targets property to impact_damage in minecraft:projectile
[*]向minecraft:projectile的impact_damage添加了apply_knockback_to_blocking_targets属性


GDK UPDATE ON WINDOWS
Windows平台上的GDK软件包更新


[*]Minecraft now runs on the latest GDK (Game Development Kit)
[*]《我的世界》现在在最新的GDK(游戏开发工具包)上运行

[*]This update aligns the game with the standard distribution model on Windows platforms
[*]此更新使游戏与Windows平台上的标准发行模式保持一致
[*]File paths have been updated and upon first install load of this version of Minecraft, your existing Minecraft worlds and content will shift to: %APPDATA%\Minecraft Bedrock
[*]文件路径已更新,首次安装加载此版本的《我的世界》时,您现有的游戏世界和内容将转移到:%APPDATA%\Minecraft Bedrock
[*]If you encounter issues, please report them at bugs.mojang.com .
[*]如果你遇到了问题,可以在bugs.mojang.com上报告。
[*]Please note: Vibrant Visuals enhanced Marketplace content can only be downloaded after updating to the 1.21.120 version on Bedrock. We apologize for the inconvenience!
[*]请注意:灵动视效增强版市场内容只能在更新到1.21.120版本的基岩版之后下载。对于给您带来的不便,我们深表歉意!


GRAPHICAL
图像


[*]Fixed an issue for some cases where custom stencil states on entities would cause visual glitches (MCPE-219845)
[*]修复了实体上的自定义图案状态会在某些情况下出现视觉故障的问题(MCPE-219845)


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
[*]具有新minecraft:fire_resistant物品组件的物品被扔进火中时不再在服务端持续存在,而在客户端上视觉上消失,因为该属性现在在两者之间正确同步
[*]Added the new minecraft:swing_duration item component, which defines the duration, in seconds, of the item's swing animation when mining or attacking
[*]加入了新的定义物品在挖掘和攻击时以秒为单位挥动动画时长的minecraft:swing_duration物品组件

[*]The duration is specified in the component's "value" field
[*]由组件的"value"字段指定时长
[*]Affects visuals only and does not impact attack frequency or gameplay mechanics
[*]仅影响视觉效果,不影响攻击频率或游戏机制
[*]The minecraft:fire_resistant item component no longer accepts a direct value assignment and now requires the value to be specified through the "value" field
[*]minecraft:fire_resistant物品组件不再直接接受赋值,现在需要通过“value”字段指定值
[*]Added the emit_vibrations field to the minecraft:use_modifiers item component, which controls whether an item emits vibrations when it starts or stops being used
[*]在minecraft:use_modifiers物品组件中添加了emit_vibrations字段,该字段控制项目在开始或停止使用时是否发出振动


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1.21.110格式版本开始,当自定义物品的menu_category(字段)的category(属性)设置为"none"(或未指定)时,物品也可由指令获得(MCPE-177866)
[*]Fixed issue with rendering custom blocks as "flying items" (MCPE-180489)
[*]修复了将自定义方块渲染为“漂浮的物品”的问题(MCPE-180489)


MOBS
生物


[*]The Dolphin's bubble particle emissions have been updated and are now emitted through its animation controller
[*]海豚的气泡粒子发射已更新,现在通过其动画控制器定义发射方式


MOLANG
MOLANG


[*]Fixed query.graphics_mode_is_any not being correct when switching to Vibrant Visuals
[*]修复了在灵动视效下query.graphics_mode_is_any不能返回正确值的问题
[*]Added 21 new Molang expressions:
[*]添加了21个新的Molang表达式:

[*]"math.inverse_lerp(start, end, value)", returns the normalized progress between start and end given value
[*]“math.inverse_lerp(起始值, 终止值, 插值因子)”,返回起始值和终止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(起始值, 终止值, 0到1之间的数字)”,输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,接近终止值时加速
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,接近终止值时降速
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,在中间值加速,接近终止值时再次降速
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,猛烈增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)", 输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,猛烈减速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,猛烈增速到中间值,然后再次降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,迅速增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,迅速降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,在中间值迅速增速,然后再次降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,急剧增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,急剧降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,急剧增速到中间值,然后再次降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,平缓增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)”,输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,平缓降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时的速度偏缓,在中间平滑过渡
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,飞跃至终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,逐渐降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)”,输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时的速度偏缓,在中间飞速转折
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏缓,以圆弧轨迹增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始速度偏快,以圆弧轨迹降速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时的速度偏缓,以圆弧轨迹在中间增、降速
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始弹跳波动,直至降到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,以弹跳阻尼振荡趋近终止值
[*]"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(起始值, 终止值, 0到1之间的数字)"输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时弹跳波动,振幅由两端到中间衰减
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,在增速到终止值之前倒回地超出范围
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,在经过一次终止值之后才停在终止值的位置
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时暂时超出范围,在中间平滑过渡
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始弹性波动,随后增速到终止值
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始弹性波动,在抵达终止值之前暂时超出范围
[*]"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(起始值, 终止值, 0到1之间的数字)",输出受给定的0到1之间的数字影响,从起始值到终止值,开始和结束时弹性波动,在中间平稳过渡
[*]Added query.base_swing_duration, which returns the duration of the mob's swing/attack animation, determined by the carried item and unmodified by effects applied on the mob
[*]添加了query.base_swing_duration,返回生物摆臂或攻击动画的持续时间,由携带的物品决定,并且不会被应用于生物的状态效果修改
[*]Added query.modified_swing_duration, which returns the duration of the mob's swing/attack animation, determined by the carried item and modified by effects applied on the mob
[*]添加了query.modified_swing_duration,它返回生物摆臂或攻击动画的持续时间,由携带的物品决定,并由应用于生物的状态效果修改


NETWORK
网络


[*]The following level events now emit particles at the exact specified position instead of at the center of the matching block position:
[*]下列存档事件现在会在确切的指定位置上发射粒子,而不是在匹配的方块位置的中心发射粒子:

[*]WaxOn, WaxOff, Scrape
[*]WaxOn(涂蜡),WaxOff(除蜡),Scrape(除锈)



STRUCTURES
结构


[*]Released Data Driven Jigsaw Structures. They can now be used beyond the experimental context
[*]移除了数据驱动的拼图结构。现在不在实验性环境下也可以使用它们


STRUCTURE BLOCKS
结构方块


[*]Fixed Structure Block preview GUI misplacing opaque custom blocks
[*]修复了结构方块预览GUI中不透明自定义方块的错位问题

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
[*]加入了用以在给定位置定位世界结构(掠夺者前哨,矿井等)的Dimension.getGeneratedStructures(位置:三维向量)方法
[*]Added worldAfterEvents.playerUseNameTag which fires when a Player uses a named NameTag Item on an Entity
[*]加入了在玩家用命名牌命名实体时触发的worldAfterEvents.playerUseNameTag(事件后事件)
[*]Added ControlScheme string enum
[*]加入了ControlScheme字符串枚举
[*]Added method Player.setControlScheme(controlScheme?: string): void; to beta
[*]向测试版加入了Player.setControlScheme(控制方案(可选):字符串):不返回任何值;方法
[*]Added method Player.getControlScheme(): ControlScheme; to beta
[*]向测试版加入了Player.getControlScheme(): ControlScheme类;方法
[*]Added the BlockRedstoneProducerComponent to beta
[*]向测试版加入了BlockRedstoneProducerComponent类

[*]Added power read-only property
[*]加入了只读属性:power
[*]Added getStronglyPoweredFace method
[*]加入了getStronglyPoweredFace方法
[*]Added getConnectedFaces method
[*]加入了getConnectedFaces方法
[*]Dimension
[*]Dimension类

[*]Remove CompoundBlockVolume parameter from fillBlocks in beta
[*]移除了测试版中fillBlocks的参数:CompoundBlockVolume
[*]Loot table discovery API now includes information about Loot Item Conditions
[*]现在战利品表检索API包含战利品掉落条件
[*]Added ControlScheme string enum
[*]加入了ControlScheme字符串枚举

[*]Added method setControlScheme(controlScheme?: string): void; to beta.
[*]向测试版加入了setControlScheme(控制方案(可选):字符串):不返回任何值;方法。
[*]Added method getControlScheme(): ControlScheme; to beta
[*]向测试版加入了getControlScheme(): ControlScheme类;方法
[*]Added Scripting API for BlockPrecipitationInteractions component
[*]在脚本API中加入了BlockPrecipitationInteractions(方块)组件

[*]This API includes a component class for the BlockPrecipitationInteractions component and the two methods (accumulatesSnow and obstructsRain) of said component
[*]该API包含一个关于BlockPrecipitationInteractions组件其拥有的两个方法(accumulatesSnow和obstructsRain)的组件类
[*]Loot table discovery API now includes information about Loot Item Conditions
[*]现在战利品表检索API含有战利品掉落条件的信息

[*]Modified method from setControlScheme(controlScheme?: string): void; to setControlScheme(controlScheme?: ControlScheme): void; in beta
[*]在测试版中,将setControlScheme(控制方案(可选):字符串):不返回任何值;方法改为setControlScheme(控制方案(可选):ControlScheme类):不返回任何值;
[*]Added the BlockComponentBlockBreakEvent Custom Component Event to beta. This event is called when a specific block is broken by either the player or other entity, a block (such as fire or water), or from a script or command that removes or destroys the block.
[*]向测试版加入了BlockComponentBlockBreakEvent自定义组件侦测事件。 该事件将在指定方块被玩家或其他实体、方块(如火或水),或者移除或摧毁该方块的脚本或命令破坏时触发。

[*]Added entitySource read-only property. This contains the entity that caused the block's destruction
[*]加入了entitySource只读属性。其包含了破坏方块的实体(实体类)
[*]Added blockDestructionSource read-only property. This contains the block that caused the block's destruction
[*]加入了blockDestructionSource只读属性。其包含了破环方块的方块(方块类)
[*]Added brokenBlockPermutation read-only property. This contains the block permutation this custom component exists on
[*]加入了brokenBlockPermutation只读属性。其包含了存在该自定义组件的方块的方块序列
[*]Added the ability for the custom creator camera to move on a spline
[*]添加了自定义创建者摄像机点位在样条上移动的功能

[*]Added method playAnimation(splineType: CatmullRomSpline | LinearSpline, cameraAnimationOptions: AnimationOptions): void to beta to play an animation curve. Only works when used on the minecraft:free camera preset
[*]向测试版加入了“playAnimation(样条类型:CatmullRomSpline类 或 LinearSpline类, 相机动画选项:AnimationOptions类):不返回任何值”方法以播放动画曲线。仅对minecraft:free相机预设有效
[*]Added class CatmullRomSpline to beta to create catmullrom splines for minecraft:free camera preset
[*]向测试版加入了CatmullRomSpline类,以供minecraft:free相机预设创建Catmull-Rom样条
[*]Added class LinearSpline to beta to create linearly interpolated splines for minecraft:free camera preset
[*]向测试版加入了LinearSpline类,以供minecraft:free相机预设创建线性插值样条
[*]Added interface AnimationOptions to beta for creating and playing a spline on the minecraft:free camera preset
[*]向测试版加入了AnimationOptions接口,以供minecraft:free相机预设创建和播放样条
[*]Added interface ProgressKeyFrame to beta for setting progress key frames on a spline
[*]向测试版加入了ProgressKeyFrame接口, 以在样条上设置进度关键帧
[*]Added interface RotationKeyFrame to beta for setting rotation key frames on a spline
[*]向测试版加入了RotationKeyFrame接口,以在样条上设置旋转关键帧
[*]Added interface SplineAnimation to beta for storing spline key frames
[*]向测试版加入了SplineAnimation接口,以存储样条关键帧



COMMANDS
命令


[*]Added attach_to_entity and detach_from_entity camera commands for minecraft:fixed_boom and minecraft:follow_orbit presets
[*]向minecraft:fixed_boom和minecraft:follow_orbit预设添加了“attach_to_entity”和“detach_from_entity”camera命令子选项

[*]Accessible under the Experimental Creator Cameras experimental toggle
[*]开启“创建者照相机的实验性功能”选项后可用



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 Upcoming Creator Features
[*]向即将到来的创作者功能加入了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
[*]这些查询函数只能应用于资源包(客户端),并且不适用于行为包
[*]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('命名空间:生物群系的名字')获取一个生物群系标识符列表,并检查其中是否有实体所处在的指定生物群系
[*]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('标签名称')获取一个生物群系标签列表,并检查实体所处在的生物群系是否匹配其中的任一生物群系标签
[*]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('标签名称')获取一个生物群系标签列表,并检查实体所处在的生物群系是否匹配其中的所有生物群系标签



BLOCKS
方块


[*]Allow items referencing a pottable block in their minecraft:block_placer component to be pottable when replace_block_item is true
[*]允许在minecraft:block_placer(物品)组件中引用可插入花盆方块的物品将replace_block_item设置为真,以在花盆中插入方块
[*]Added minecraft:precipitation_interactions component
[*]加入了minecraft:precipitation_interactions(方块)组件

[*]This component allows creators to determine whether a block should obstruct precipitations or not. And if it does, whether falling snow should accumulate on the block or not
[*]该组件可使创作者决定方块能否阻隔降雨。当方块可阻挡降雨时,也可以决定能否在方块上积雪
[*]Added getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block | undefined method to beta
[*]向测试版加入了“getBlockStandingOn(选项(可选):GetBlocksStandingOnOptions类):方块类 或 未定义”方法
[*]Added getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[]; methods to beta
[*]向测试版加入了getAllBlocksStandingOn(选项(可选):GetBlocksStandingOnOptions类):方块类数组;方法
[*]Added GetBlocksStandingOnOptions interface
[*]加入了GetBlocksStandingOnOptions接口
[*]Added AABB interface which defines an axis-aligned bounding box to beta
[*]向测试版加入了定义轴对齐包围盒的AABB接口

[*]Added parameter center:Vector3 which defines the centerpoint of the box
[*]加入了定义包围盒的中心点的“中心点:三维向量”参数
[*]Added parameter extent:Vector3 which defines the distance from the centerpoint to the edges of the box
[*]加入了定义从中心点到包围盒边缘的距离的“范围:三维向量”参数
[*]Added method Entity.getAABB(): AABB to beta
[*]向测试版加入了“Entity.getAABB():AABB类”方法
[*]Added unbreakable property to ItemDurabilityComponent in beta
[*]在测试版中的ItemDurabilityComponent加入了unbreakable属性
[*]Fixed an issue when inserting items into storage items through the UI. Previously the items inserted could result in gaps in the container stack when it was previously modified through the ItemInventoryComponent API. The storage container now sorts items to remove gaps prior to an item being inserted via the UI
[*]修复了通过 UI 将物品插入物品库存时出现的问题。以前,当之前通过 ItemInventoryComponent API 修改容器堆栈时,插入的物品可能会导致容器堆栈中出现间隙。存储容器现在会对物品进行排序,以在通过 UI 插入物品之前消除间隙
[*](Beta) Player method clearPropertyOverridesForEntity can now take an Entity or Entity ID as valid arguments
[*](测试内容)现在Player类的clearPropertyOverridesForEntity方法可接收实体或实体ID作为有效参数


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 point_lights/global.json,转而使用新文件和架构 local_lighting/local_lighting.json。创建者仍然可以使用point_lights/global.json,但鼓励迁移到新架构

[*]Extended per-block local lighting information to include a light_type which can be either static_light or point_light
[*]扩展了每个方块的本地照明信息,其包含light_type字段,可以赋值为static_light或point_light

[*]A block will only be considered for point lighting if its light_type is set to point_light
[*]仅当方块的light_type设置为point_light 时,才会判定方块为点光源
[*]static_light is currently unused
[*]目前未启用static_light
[*]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。如果未提供,则方块将改用回退光源颜色
[*]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" }
[*]以下是local_lighting.json的范例:"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
[*]在https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization了解更多信息
[*]Updated point light tracking to be able to link to custom blocks. Learn how to apply point lights to custom blocks at https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization
[*]更新了点光源追踪以链接自定义方块。在https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/lightingcustomization了解如何在自定义方块上应用点光源
[*]The RenderDragon Features for Creators experiment now includes a resource pack that will be automatically loaded when entering a world with the experiment enabled (MCPE-227624)
[*]为创建者提供的渲染龙功能实验项现在包括一个资源包,当进入启用该实验项的世界时,该资源包将自动加载(MCPE-227624)


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【冥王大大 译自Jay Wells 2025 年 10 月 28 日发布的 Minecraft 1.21.120 Bedrock Changelog】
【本文排版借助了:SPXXKLP 用户脚本 v3.2.5】



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