Minecraft 基岩版 1.21.130 发布 [长篇]
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Minecraft 1.21.130 Bedrock Changelog
《我的世界:基岩版》 1.21.130 更新日志
Mounts of Mayhem charges into Minecraft today!
就在今天,群骑纷争小更新终于“闯入”《我的世界》了!
Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean's depths - and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld - mount up and lead the charge in the Mounts of Mayhem drop!
群骑纷争如今大闹《我的世界》,带来了可肆意挥舞的新武器,可驯服的坐骑,更多敌人,以及需要掌握的新技巧!蛰伏在灼热的阳光、夜幕、深海之下的挑战者们——你要针对他们各掌握一种新技巧才行。用矛反击吧,它是拥有不同品质的新武器,可依你的精准度和你深受信赖的坐骑的速度造成伤害。那么,主世界的骑手们——集结起来,乘上骏“骑”、挽起“栓绳”、冲向群骑纷争小更新吧!
NEW FEATURES
新特性
MOUNTS OF MAYHEM
群骑纷争
MOUNT IMPROVEMENTS
坐骑改进
[*]Horses, Zombie Horses, Donkeys, Mules, and Camels no longer sink when ridden by players while swimming
[*]马,僵尸马,驴,骡,以及骆驼不再在玩家将其骑入水中时沉入水下
[*]Added Netherite Horse Armor
[*]加入了下界合金马铠
[*]Can be crafted at a Smithing Table using a Diamond Horse Armor, a Netherite Ingot, and a Netherite Upgrade
[*]可在锻造台中用钻石马铠,下界合金锭和下界合金升级锻造模板合成
[*]Provides 19 armor points
[*]提供19点护甲值
NAUTILUS
鹦鹉螺
[*]New neutral aquatic mob
[*]是新的中立水生生物
[*]Attacks using a Dash attack if provoked
[*]被激怒时冲刺以进攻
[*]Spawns in all ocean biomes
[*]在各海洋生物群系生成
[*]Tamed using Pufferfish or a Bucket of Pufferfish
[*]可用河豚或桶装河豚驯服
[*]Tamed Nautilus can be mounted using a Saddle
[*]可用鞍骑乘驯服的鹦鹉螺
[*]Has a Dash skill similar to Camels, used by pressing Jump button
[*]有与骆驼相似的冲刺技能,骑乘时按跳跃键以冲刺
[*]Occasionally attacks Pufferfish within range using Dash attack
[*]间歇性对一定范围内的河豚冲刺攻击
[*]Adds "Breath of the Nautilus" effect to mounted player
[*]向骑乘其上的玩家添加“鹦鹉螺之息”状态效果
[*]Tamed Nautilus without Saddle has a roaming restriction of 32 blocks
[*]未装备鞍的驯服的鹦鹉螺将在32个方块的范围内徘徊
[*]Tamed Nautilus with Saddle has a roaming restriction of 16 blocks
[*]装备了鞍的驯服的鹦鹉螺将在16个方块的范围内徘徊
[*]Nautilus has a charge attack cooldown of 4 seconds
[*]鹦鹉螺有4秒冷却的蓄力攻击
[*]Takes suffocation damage on land
[*]在陆地上受窒息伤害
[*]A Nautilus can spawn between Y-Level 38 and 58
[*]鹦鹉螺在Y轴38至58的区间生成
NAUTILUS ARMOR
鹦鹉螺铠
[*]Equipable on Nautilus and Zombie Nautilus
[*]鹦鹉螺和僵尸鹦鹉螺均可装备
[*]Comes in Copper, Golden, Iron, Diamond, and Netherite versions
[*]具有铜、金、铁、钻石,和下界合金材质
[*]Using Shears on a Nautilus will first remove its armor, and then its Saddle
[*]对鹦鹉螺使用剪刀将首先去掉它的盔甲,其次是鞍
BREATH OF THE NAUTILUS
鹦鹉螺之息
[*]Effect that affects mounted player
[*]作用于骑乘中的玩家
[*]Pauses player oxygen consumption (but does not replenish oxygen)
[*]可暂停玩家的氧气消耗(但不会回复氧气值)
ZOMBIE NAUTILUS
僵尸鹦鹉螺
[*]New neutral underwater mob
[*]新的中立水下生物
[*]Attacks using a Dash attack
[*]以冲刺方式进攻
[*]Spawns with a Drowned rider wielding a Trident
[*]与骑乘其上的持有三叉戟的溺尸一同生成
[*]Is hostile if the rider is a hostile mob
[*]当骑手是敌对生物时会变得敌对
[*]Neutral without a rider
[*]不存在骑手时则处于中立
[*]Tamed using Pufferfish or a Bucket of Pufferfish
[*]可用河豚或桶装河豚驯服
[*]Tamed Zombie Nautilus can be mounted using a Saddle
[*]对驯服的僵尸鹦鹉螺使用鞍以骑乘
[*]Has a Dash skill similar to Camels, used by pressing Jump button
[*]有与骆驼相似的冲刺技能,骑乘时按跳跃键以冲刺
[*]Occasionally attacks Pufferfish within range using Dash attack
[*]偶尔冲刺撞击一定范围内的河豚
[*]Adds "Breath of the Nautilus" effect to mounted player
[*]向骑乘其上的玩家添加“鹦鹉螺之息”状态效果
[*]Cannot be bred
[*]不可繁殖
[*]Tamed Zombie Nautilus without Saddle has a roaming restriction of 32 blocks
[*]未装备鞍的驯服的僵尸鹦鹉螺将在32个方块的范围内徘徊
[*]Tamed Zombie Nautilus with Saddle has a roaming restriction of 16 blocks
[*]装备了鞍的驯服的僵尸鹦鹉螺将在32个方块的范围内徘徊
[*]Takes suffocation damage on land
[*]在陆地上受窒息伤害
CORAL ZOMBIE NAUTILUS
珊瑚僵尸鹦鹉螺
[*]New Zombie Nautilus variant
[*]新的僵尸鹦鹉螺变种
[*]Spawns in Warm Oceans, replacing the normal Zombie Nautilus
[*]在暖水海洋替换普通僵尸鹦鹉螺生成
[*]Visual variant, functions identically to the normal Zombie Nautilus
[*]仅在视觉上有差异,行为与普通僵尸鹦鹉螺一致
SPEAR
矛
[*]New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond, and Netherite versions
[*]新的可合成为木质,石制,铜制,铁制,金制,钻石材质,下界合金材质的武器
[*]Each material has different stats for timing, influencing how fast they are to use
[*]各材料的举矛间隔不一,影响它们能以多快的速度出击
[*]Has a minimum reach for damage, being too close to a target will yield no damage
[*]有最短攻击距离限制,目标过近则不会造成伤害
[*]Has extended maximum reach compared to other tools and weapons
[*]相较其他工具和武器有更长的作用距离
[*]Zombies and Piglins can spawn with the Spear
[*]僵尸和猪灵在生成时会持有矛
[*]Has two attacks: Jab and Charge
[*]有两种攻击方式:
[*]Animals defeated in one hit by the charge attack of a Spear with the Fire Aspect enchantment will drop cooked food
[*]用火焰附加的矛冲锋攻击动物时会掉落熟肉
CHARGE ATTACK
冲锋攻击
[*]Press and hold secondary action button to use
[*]按住次要动作键(使用键或鼠标右键)以触发
[*]Damage based on Spear material, the player's view angle and velocity of both player and target
[*]伤害由矛的材质,玩家的视角,以及玩家和目标实体的相对速度决定
[*]While holding down button the attack goes through three stages before returning to idle:
[*]在按下按键之后收起矛之前,攻击会经历三个阶段
[*]Engaged: Spear can deal damage, knockback, and dismount mounted enemies if speed is above the required thresholds
[*]发动:如果速度超过阈值,矛可以对目标造成伤害、击退目标,并使目标脱离坐骑
[*]Tired: Indicated by Spear rotating to a vertical position and shaking Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds
[*]疲劳:由矛旋转到垂直位置并晃动开始。如果速度超过阈值,矛可以对目标造成伤害并击退目标,但不能使目标脱离坐骑
[*]Disengaged: Indicated by Spear being lowered, pointing downwards Spear gives damage but not knockback or dismount if the speed is above the required threshold
[*]脱离:由矛继续旋转到指向下方开始。如果速度超过阈值,矛可以对目标造成伤害,但不能击退目标或使目标脱离坐骑
JAB ATTACK
戳刺攻击
[*]Quick press primary action button to use
[*]快速点击主要动作键(攻击键或鼠标左键)以触发
[*]Low damage attack with knockback
[*]附带击退的低额伤害
[*]Cooldown between attacks
[*]攻击后进入冷却
[*]Wood spears have the fastest cooldown; Netherite the slowest
[*]木矛的冷却时间最短;下界合金矛的冷却时间最长
[*]Can hit multiple enemies
[*]可一次攻击多个敌人
[*]Does not destroy blocks
[*]不可破坏方块
LUNGE ENCHANTMENT
突进魔咒
[*]Spear exclusive enchantment
[*]仅适用于矛
[*]Only works with the Jab attack
[*]仅对戳刺攻击有效
[*]When doing a Jab attack with Lunge it propels the player horizontally in the view direction
[*]会将玩家沿视角的水平方向向前推进
[*]View angle needs to be perfectly leveled horizontally to achieve maximum lunge distance
[*]视角需要完美调平才能达到最大突进距离
[*]Using the Lunge attack consumes hunger
[*]突进时会消耗饥饿值
[*]Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 points, and level 3 consumes 3 points
[*]从1至3每增加1魔咒等级多消耗1点饥饿值
[*]Cost of 1 Durability point for using Lunge for all Enchantment levels
[*]附有任意等级突进魔咒的矛都会在突进时减损1耐久度
ZOMBIE HORSE
僵尸马
[*]Spawns naturally at night in Plains and Savanna biomes
[*]夜晚于平(雪)原和热带草原生物群系(及其变种)自然生成
[*]Spawns with a Zombie rider wielding a Spear
[*]与骑乘其上的持有矛的僵尸一同生成
[*]Is hostile if the rider is a hostile mob
[*]被敌对生物骑乘时会变得敌对
[*]Neutral without a rider
[*]未被骑乘时处于中立
[*]Tamed like normal Horses
[*]与普通马的驯服方式相同
[*]Favorite food is Red Mushroom
[*]喜食红色蘑菇(可用其吸引和喂食)
[*]Tamed Zombie Horse can be mounted using a Saddle
[*]用鞍可骑乘驯服的僵尸马
[*]Cannot be bred
[*]不可繁殖
[*]Zombie Horses avoid areas with sunlight
[*]僵尸马会躲避阳光
[*]Zombie Horses can be leashed when they are untamed, but not when mounted by a Zombie
[*]可用拴绳拴住未驯服的僵尸马,但有僵尸骑乘于上时不行
PARCHED
焦骸
[*]New Skeleton variant
[*]新的骷髅变种
[*]Spawns at 0 light level in Deserts, replacing some of the regular Skeletons
[*]在沙漠亮度为0的地方替换普通骷髅生成
[*]Does not burn in sunlight
[*]不会在阳光下燃烧
[*]Shoots Arrows of Weakness
[*]发射虚弱之箭
[*]Has a slower rate of fire compared to normal Skeletons, similar to Bogged
[*]拥有慢于普通骷髅,相似于沼骸的发射速度
[*]Does not spawn in caves, following the Husk's spawning rules
[*]遵循尸壳的生成规则,不会生成于洞穴
[*]Parched have a chance of spawning riding Spiders and Cave Spiders in Deserts, instead of regular Skeletons
[*]在沙漠中有几率生成焦骸蜘蛛骑士,而不是普通的蜘蛛骑士
CAMEL HUSK
骆驼尸壳
[*]New undead Camel variant
[*]新的骆驼亡灵变种
[*]Spawns at 0 light level in Deserts
[*]在沙漠中亮度为0的地方生成
[*]Does not burn in sunlight
[*]不会在阳光下燃烧
[*]Spawns with two riders: A Husk wielding a Spear and a Parched
[*]生成时附带两个骑手:持有矛的尸壳和焦骸
[*]Does not spawn in caves, following the Husk's spawning rules
[*]遵循尸壳的生成规则,不会生成于洞穴
[*]Is hostile if the rider is a hostile mob
[*]被敌对生物骑乘时会变得敌对
[*]Passive without a rider
[*]未被骑乘时则是友好生物
[*]Despawns like other hostile mobs, but becomes persistent when ridden by a player
[*]与其他敌对生物一样自然消失,但被玩家骑乘时不会
[*]Favorite food is Rabbit Foot
[*]喜食兔子脚
[*]Cannot be bred
[*]不可繁殖
[*]As a mount, they work similar to normal Camels
[*]可像普通骆驼一样骑乘
[*]Zombie Husks that spawn riding a Camel Husk have a 50% chance of dropping a Rabbit Foot
[*]尸壳在骑乘骆驼尸壳时有50%的几率掉落兔子脚
[*]The Camel Husk can not be leashed while being ridden by a hostile mob
[*]敌对生物骑乘时不能用拴绳拴住骆驼尸壳
FEATURES AND BUG FIXES
特性和漏洞修复
AUDIO
音频
[*]The swimming sound no longer plays when flying underwater
[*]玩家在水下飞行时不再播放游泳音效
[*]The critical hit sound now correctly plays when a player lands a critical hit
[*]现在玩家成功造成重击时会正确播放重击音效
BLOCKS
方块
[*]Hanging Roots can now be waterlogged (MCPE-128957)
[*]现在垂根可以含水(MCPE-128957)
[*]Crimson Roots and Crimson Fungus now generate in the Warped Forest biome (MCPE-83616)
[*]现在绯红菌根和绯红真菌可在诡异森林生成(MCPE-83616)
CHARACTER CREATOR
角色创建器
[*]Players are no longer prevented from loading into a world due to an Invalid Platform Skin error
[*]玩家不再因无效平台皮肤错误而无法加载世界
[*]Fixed an issue where remote player skins would sometimes change to a default skin when they moved in and out of render range (MCPE-222444)
[*]修复了一个问题:远程玩家皮肤在进出渲染范围时有时会变成默认皮肤(MCPE-222444)
GAMEPLAY
玩法
[*]Hoppers now have a short cooldown after being moved by a Piston that prevents interaction. This fixes a bug with Bundle duplication
[*]漏斗在被活塞移动后有暂停互动的短暂冷却。这修复了一个造成收纳袋复制的漏洞
[*]Fixed a bug preventing players from growing Pink Petals, Wildflowers, or Leaf Litter by targeting the side of a block (MCPE-190684)
[*]修复了阻止玩家堆叠放置位于方块一侧的粉红色花簇、野花簇和枯叶堆的漏洞(MCPE-190684)
[*]Added the Damage Tilt slider to Video settings, controlling how much the screen tilts when the player takes damage, in parity with Java
[*]在视频设置中添加了伤害倾斜滑块,控制玩家受伤时屏幕倾斜的幅度,与JAVA版趋同
[*]Hoppers can no longer stack multiple Bottles in one slot inside a Brewing Stand (MCPE-228374)
[*]漏斗不再能在酿造台的单个槽位堆叠多个玻璃瓶(MCPE-228374)
GENERAL
通用
[*]Fixed a bug where pressing ALT + F4 in-game opened the pause menu instead of closing the game (MCPE-228098)
[*]修复了在游戏中使用ALT + F4快捷键时会呼出暂停界面而不是关闭游戏的漏洞(MCPE-228098)
[*]Resolved an issue on Windows where shared worlds (those available to all players) did not load resource or behavior packs (MCPE-228607)
[*]修复了Windows平台上的共享世界(所有该设备上玩家都可游玩的)无法加载资源包和行为包的问题(MCPE-228607)
[*]Reenabled missing music for several biomes
[*]重新启用了某些生物群系丢失的背景音乐
[*]Fixed an issue where signing in at the exact wrong time would make many online features unable to load for 5 minutes
[*]修复了一个问题:在完全错误的时间登录会导致许多在线功能5分钟内无法加载
[*]Added splash text "One does not simply walk to the Far Lands"Developer's Note: This statement was proven false on October 4, 2025.
[*]加入了“One does not simply walk to the Far Lands”闪烁标语。开发者注:该声明于2025年10月4日被证伪。
GRAPHICAL
图像
[*]The first critical hit particle for Arrows is now slightly delayed
[*]箭在发射后的一小段延迟后才会发出重击粒子
[*]The nose of the Copper Golem is now rotated correctly while the Golem is sitting down (MCPE-228256)
[*]在铜傀儡坐下时,它的鼻子会有正确的朝向(MCPE-228256)
[*]Fixed large flipbook textures corrupting other textures
[*]修复了导致其他纹理损坏的大型翻页书纹理
[*]Fixed a bug where the fade command would fade to black instead of the specified color when Vibrant Visuals is enabled. Also fixed certain effects such as fire and the Spyglass overlay rendering in front of the fade effect (MCPE-223049)
[*]修复了在启用灵动视效时/camera fade子命令将屏幕淡入为黑色而不是指定颜色的漏洞。同时修复了如火焰纹理或望远镜筒渲染在淡入效果的前景的问题(MCPE-223049)
[*]Fixed snowflakes flickering during player movement
[*]修复了玩家移动时雪花会闪烁的问题
[*]The partial transparency applied to mobs when close to the camera now also applies to players. (MCPE-227786)
[*]现在视角靠近生物时生物变为半透明的效果也同样应用于玩家(MCPE-227786)
[*]Fixed Mooshroom's mushrooms and armor on mobs not being affected by "Enable Dithering" setting (MCPE-228281) (MCPE-228296)
[*]修复了哞菇身上的蘑菇以及生物身上的盔甲不受“生物抖动处理”设置影响的问题(MCPE-228281)(MCPE-228296)
[*]Fixed a regression where Torches and Lanterns weren't emitting point lights in raytracing-enabled worlds
[*]修正了在支持光线追踪的世界中,火把和灯笼不作为点光源发光的问题
INPUT
用户输入
[*]Automatically selects the Chat screen text field on opening for Windows when using Keyboard and Mouse, enabling text input as soon as screen opens (MCPE-229046)
[*]在Windows平台键鼠模式下打开聊天界面将自动选中文本框,同时启用文本输入(MCPE-229046)
[*]Fixed a bug on Windows where disabling the system setting "Scroll inactive windows when hovering over them" had no effect (MCPE-229088)
[*]修复了禁用“当我悬停在非活动窗口上方时对其进行滚动”系统设置没有效果的漏洞(MCPE-229088)
[*]On-Screen Keyboard will no longer appear over the chat box when docked; Input screens, such as signs, will no longer close when switching between different input modes (MCPE-228584)
[*]屏幕键盘不再会在对接时出现在聊天框上;在不同输入屏幕之间切换时,如告示牌等输入屏幕不再会关闭(MCPE-228584)
[*]Fixed a bug on Windows where the game widgets would interact with the cursor when another window was focused (MCPE-229548)
[*]修复了Windows平台上游戏小部件在选中另一个窗口时与光标交互的漏洞(MCPE-229548)
[*]Fixed an issue where Xbox controllers connected to ROG Xbox Ally did not work while built-in controller was active (MCPE-184251) (MCPE-180470)
[*]修复了内置控制器处于激活状态时连接到ROG Xbox Ally的Xbox控制器无法运作的问题(MCPE-184251)(MCPE-180470)
[*]Fixed a bug on Windows where the mouse cursor moved in the background during gameplay (MCPE-230832)
[*]修复了Windows平台上的鼠标光标能够在游戏过程中在后台移动的漏洞(MCPE-230832)
ITEMS
物品
[*]Gold Horse Armor has been renamed to Golden Horse Armor (MCPE-101388)
[*]将金(质)马铠重命名为金(制)马铠(MCPE-101388)
MOBS
生物
[*]Fixed bug where Camels could not dash when standing in water
[*]修复了骆驼站在水中时不能冲刺的漏洞
[*]Pufferfish can now spawn in the Lukewarm Ocean and Deep Lukewarm Ocean biomes
[*]现在河豚可生成于温水海洋和温水深海生物群系
[*]Pufferfish and Tropical Fish can now be caught when fishing in Jungle biomes
[*]现在在丛林生物群系钓鱼有概率钓到河豚和热带鱼
[*]Drowned attack now knockbacks attacked mob into air when mob is not in water (MCPE-133343)
[*]现在溺尸攻击水面外的生物时会将它向空中击退(MCPE-133343)
[*]Added chance for Zombie Horse Riders to spawn in Savannas and Plains
[*]加入了僵尸马骑士在热带草原和平原生成的概率
[*]Camels now take fall damage starting 4 blocks higher when walking or dashing (MCPE-171996)
[*]现在骆驼在从高于4个方块高的地方行走或冲刺时会受到摔落伤害(MCPE-171996)
[*]Phantoms can no longer drown (MCPE-101541)
[*]幻翼不再会溺水(MCPE-101541)
[*]Wolf shadow and model are now centered (MCPE-176018)
[*]现在狼的模型和影子正确位于中心(MCPE-176018)
[*]Fixed some Goat sounds not being controlled by the Friendly Mobs slider (MCPE-178232)
[*]修复了某些山羊音效不受友好生物音量条控制的问题(MCPE-178232)
[*]Piglins will no longer scream with enthusiasm while admiring gold MCPE-229509
[*]猪灵在端详金子的时候不再大声喊叫 MCPE-229509
[*]They will instead do a courteous grunt of acknowledgement
[*]他们会礼貌地哼一声表示认可
[*]Very polite, just like on Java
[*]和JAVA版中的一样彬彬有礼
[*]Only Baby Zombie jockeys and Baby Husk jockeys can ride the following mobs:
[*]只有幼年僵尸骑手和幼年尸壳骑手能骑乘以下生物:
[*]Adult Chickens
[*]成年鸡
[*]Untamed Ocelots
[*]未驯服的豹猫
[*]Untamed Cats
[*]未驯服的猫
[*]Untamed Wolves
[*]未驯服的狼
[*]Adult Zombies
[*]成年僵尸
[*]Adult Husks
[*]成年尸壳
[*]Adult Zombified Villagers
[*]成年僵尸村民
[*]Adult Zombified Piglins
[*]成年僵尸猪灵
[*]Cows
[*]牛
[*]Adult unsaddled Pigs
[*]未装备鞍的成年猪
[*]Sheep
[*]羊
[*]Adult untamed Horses
[*]未驯服的成年马
[*]Adult untamed Donkeys
[*]未驯服的成年驴
[*]Adult untamed Mules
[*]未驯服的成年骡
[*]Adult Skeleton Horses
[*]成年骷髅马
[*]Adult Zombie Horses
[*]成年僵尸马
[*]Mooshrooms
[*]哞菇
[*]Spiders that were not spawned as jockey mounts
[*]不作为蜘蛛骑士生成的蜘蛛
[*]Cave Spiders that were not spawned as jockey mounts
[*]不作为蜘蛛骑士生成的洞穴蜘蛛
[*]Zombies and Husks that have been spawned as their rider configuration can only ride Zombie Horses and Camel Husks, respectively
[*]已作为骑手生成的僵尸和尸壳只能骑乘各自的僵尸马和骆驼尸壳
[*]Dolphins no longer spawn in the Cold Ocean or Deep Cold Ocean biomes
[*]海豚不再生成于冷水海洋和冷水深海生物群系
[*]It is no longer possible for two mobs to mount each other simultaneously
[*]两个生物不再可以同时互相骑乘对方
PROFILE
用户资料
[*]Removed unexpected Sign Out button on user profile on Windows. Players should sign out via the Xbox app (MCPE-228176)
[*]在Windows平台用户资料中移除了意外的登出按钮。玩家应通过Xbox应用登出(MCPE-228176)
REALMS
REALMS
[*]Fixed Realm server selection behaving unpredictably
[*]修复了Realm服务器选项混乱的问题
[*]Fixed controller focus being cut off for the top of the Realms Timeline Opted-Out members list
[*]修复了控制器焦点被Realms时间线中未退出成员名单的顶端截断的问题
[*]Realms Manage Feed is now located within Realms Stories instead of Realms Settings
[*]Realms管理订阅源现在位于 Realms故事中,而不是Realms设置
[*]Fixed an issue where players could get temporarily stuck when adding members to a newly purchased Realm
[*]修复了玩家在新购买的Realm添加成员时可能暂时卡住的问题
[*]Navigate players back to either the start screen or the settings screen when they confirm the message about not being able to connect to a network
[*]当玩家确认无法连接网络的提示时,引导玩家返回开始画面或设置界面
[*]Present players with the option to play using mobile data or to change their game settings if mobile data is disabled when attempting to join a newly purchased Realm
[*]为玩家提供使用移动数据游玩的选项,或者在尝试加入新购买的Realm时禁用移动数据更改游戏设置
[*]Introducing Realms Saves, a new and improved version of our previous backup system. Keep your Realms worlds safe with a new bank of cloud storage included with your Realms subscription. Realms saves come in two flavors:
[*]向你们介绍Realms存档,这是我们之前备份系统的全新改进版本。订阅中包含的新云存储库,保护你的Realms世界安全。Realms存档有两种类型:
[*]Automatic saves are functionally the same as our previous "backups" system:
[*]与之前“备份”系统功能一致的自动存档:
[*]They are on by default - no need to enable anything to keep your Realm world safe with automatic saves.
[*]默认启用——不需要启用任何设置,自动存档就会保护你的Realm世界
[*]They are taken at the end of every Realms play session when the server shuts down, or every 30 minutes during a play session.
[*]它们会在服务器关闭,或游戏过程中每30分钟一次进行备份。
[*]They are only retained for a limited time, according to our retention policy (which has not changed with this update): How Mojang Saves Backups for Your Minecraft Realm | Minecraft Help
[*]根据我们的保留政策(本次更新未变),这些文件只被保留有限时间:Mojang 如何为你的 Minecraft Realm 保存备份或 Minecraft 帮助页面
[*]They do not count towards your bank of cloud storage.
[*]它们不计入你的云存储容量。
[*]All previous Realms backups will be converted to automatic saves.
[*]所有之前的Realms备份都会被转换为自动存档。
[*]Manual saves are created by the Realm owner and count towards a bank of storage that comes with your Realms subscription.
[*]手动存档由Realm拥有者创建并计入随你Realms订阅的存储容量。
[*]Manual saves are retained as long as your Realm is. They are not automatically deleted by our retention policy*, but Realm owners can delete manual saves if they want to free up storage space.
[*]只要你的领域还在,手动存档就会被保留。它们不会被我们的保留政策自动删除*,但Realm的拥有者如果想腾出存储空间,可以删除手动存档。
[*]Realms Plus subscriptions come with 10GB of manual save storage and Realms core subscriptions come with 5GB.
[*]Realms Plus 订阅包含 10GB 手动存档容量,而 Realms 核心订阅包含 5GB的容量。
[*]Automatic saves can be turned into manual saves by the Realm owner.
[*]Realm拥有者可将自动存档转为手动存档。
[*]Realms saves can be found in the Realms settings menu accessed via the "Edit Realm" button rather than the Realms world settings menu that backups used to show up in. While playing on the Realm, saves can also be found in the in-game settings menu for the Realm owner.
[*]Realms存档可在Realms设置菜单点击“编辑Realm”按钮后找到,而不是备份曾处于的Realms世界设置。在Realm游戏中,存档也可以在游戏内的服务器设置菜单中找到。
[*]Realms saves will also now list the world name and the packs that were applied at the time of the save.
[*]Realms存档现在也会列出世界名称和当时应用的包。
SETTINGS
设置
STORAGE
存储
[*]Display "Unlisted Worlds" that cannot be loaded so they can be deleted (MCPE-223708)
[*]显示无法加载的“未列出世界”,以便删除(MCPE-223708)
STABILITY AND PERFORMANCE
性能与稳定性
[*]If syncing world from cloud fails on Xbox, automatically attempt to join the local copy
[*]如果Xbox上从云端同步世界失败,自动尝试加入本地副本
[*]Improved loading times when exiting worlds
[*]改进了退出世界时的加载时间
[*]Improved loading times when using the /reload all command
[*]改进了使用/reload all命令的加载时间
[*]Fixed a crash from using a Data Driven Renderer
[*]修复了使用数据驱动渲染器导致的崩溃
[*]Improved loading times when re-entering similar worlds
[*]改进了重新进入相似世界时的加载时间
[*]Improved loading times when transferring between servers
[*]改进了转入转出服务器时的加载时间
USER INTERFACE
用户界面
[*]Touch Controls: The camera Y-sensitivity for D-Pad controls has been decreased, matching the sensitivity for Joystick controls
[*]触摸控制:方向键控制的相机Y方向灵敏度降低,与摇杆控制的灵敏度相当
[*]Hotbar hotkeys now also work when hovering over output slots of Grindstone and Anvil (MCPE-228276)
[*]现在鼠标悬停在砂轮和铁砧的输出栏时可使用热键栏热键(MCPE-228276)
[*]Touch Controls: There is now an option to increase the size of the top row of buttons in the HUD
[*]触摸控制:现在有选项可以增加HUD顶部按钮的大小
[*]New achievements page: Fixed a bug where some achievements could not be manually removed from the In Progress list
[*]新的成就页面:修复了一个无法手动从“进行中”列表中移除成就的漏洞。
[*]Touch Controls: Customizable controls are now always on
[*]触摸控制:现在自定义控件始终开启
[*]Updated the Add-Ons navigation button to have proper spacing between the icon and the text
[*]更新了附加组件导航按钮,使图标与文本之间的间距正确
[*]Fix issue with rendering custom blocks as "flying items" and with quick move animation (MCPE-180489)
[*]修复了将自定义方块渲染为“漂浮的物品”并存在快速移动动画的问题(MCPE-180489)
[*]Text input in certain inputs such as Book and Quill, will now prevent new lines if it will push text out of the input window
[*]如果某些用户输入操作(如书与笔)的文本输入会将文本推出输入窗口,将阻止新行输入
[*]Fix suggested commands in chat misplaced when resizing window (MCPE-147816)
[*]修复了调整窗口大小后聊天栏命令提示错位的问题(MCPE-147816)
[*]Fixed the social drawer lacking a border when opened in-game (MCPE-227007)
[*]修复了在游戏中打开的社交抽屉式窗格缺少边界的问题(MCPE-227007)
[*]Fixed a bug where the text to speech settings incorrectly auto enabled when starting a world
[*]修复了导致开始世界时文本转语音设置自动启用错误的一个漏洞。
[*]Fixed the Social drawer lacking a border when opened within a world (MCPE-227007)
[*]修复了在世界中打开的社交抽屉式窗格缺少边界的问题(MCPE-227007)
[*]Added a new joystick for touch controls when using the control schemes 'player_relative_strafe' or 'camera_relative_strafe'
[*]为使用“player_relative_strafe”或“camera_relative_strafe”控制方案时的触摸控制加入了新的摇杆模块
[*]The new joystick is only available with "Joystick & tap to interact" and "Joystick & aim crosshair"
[*]新摇杆仅在“摇杆并点击互动”和“摇杆与瞄准准星”模式下可用
[*]Players who are using "D-Pad & tap to interact" when entering into one of the two control schemes will be put into "Joystick & tap to interact" and then returned to "D-Pad & tap to interact" after they stop using one of the two control schemes
[*]使用“方向键并点击互动”的玩家在进入两种控制方案之一时,会默认进入“摇杆并点击互动”模式,停止使用后再回到“方向键并点击互动”
[*]Added missing options to the new Accessibility settings page (MCPE-228101)
[*]向新的可访问性页面加入了丢失的选项(MCPE-228101)
[*]Accessibility option "Enable Open Chat Message" has been renamed to "Chat Instructions on Join"
[*]辅助选项“启用开放聊天消息”已重命名为“加入时聊天说明”
[*]Implemented the same HUD icon for ambient mob effects as Java (like the ones applied by Beacons, Conduits, or Breath of the Nautilus)
[*]实现了和JAVA版相同的HUD图标用于显示环境生物效果(比如信标、潮涌核心或鹦鹉螺之息所用的)。
[*]Fixed ambient mob effects constantly flashing like they are timing out
[*]修复了环境生物效果如时效将尽般不断闪烁的问题
[*]All items now show the Hit attack prompt when aiming at a Mob
[*]现在所有物品在瞄准生物时都会显示“击中攻击”提示
[*]Items with dedicated interaction prompts now show when aiming at a Mob if there is no other special Mob interaction prompt
[*]现在,如果没有其他特殊的生物互动提示,用物品瞄准怪物会显示独有提示
[*]Fixed a bug where holding up on the D-Pad would not continuously scroll in menus (MCPE-226509)
[*]修复了在菜单中按住方向键时不会持续滚动的漏洞(MCPE-226509)
[*]Fixed an issue where the paste button on some screens would paste text twice (MCPE-228233)
[*]修复了某些界面上的粘贴按钮会粘贴两次文本的问题(MCPE-228233)
[*]Title bar of game on PC will now respect Windows dark mode (MCPE-227846)
[*]现在PC游戏标题栏将适应Windows平台的夜间模式(MCPE-227846)
[*]Fixed issue where game icon doesn't show on taskbar and title bar on Windows (MCPE-227849)
[*]已修复Windows平台上游戏图标不显示在任务栏和标题栏的问题(MCPE-227849)
[*]The mob's inventory panel is now hidden for all unchested mobs in the default UI
[*]现在默认用户界面下,所有未装备箱子生物的物品栏面板都处于隐藏状态
[*]Open windows such as inventory, trading, or chat, will now close when you are hurt by a mob
[*]现在在你受到伤害时,打开的(物品栏、交易、聊天栏)窗口将自动关闭
[*]Windows will not close repeatedly if you are attacked multiple times in quick succession
[*]如果你连续多次被攻击,窗口不会反复关闭
ITEMS
物品
[*]Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories:
[*]刷怪蛋现在会根据以下类别在创作模式物品栏中按主题分类:
[*]Overworld
[*]主世界
[*]Farm Animals
[*]畜养动物
[*]Mounts
[*]坐骑
[*]Pets
[*]宠物
[*]Wild Animals
[*]野生动物
[*]Aquatic
[*]水生生物
[*]Miscellaneous
[*]杂项
[*]Golems
[*]傀儡
[*]Villagers
[*]村民
[*]Undead
[*]亡灵
[*]Spiders
[*]蜘蛛
[*]Monsters
[*]怪物
[*]Illagers
[*]刌民
[*]Nether
[*]下界
[*]The End
[*]末地
[*]Tools and weapons now lose durability when used to attack Armor Stands, just like they do when damaging other entities such as Minecarts, Paintings, Boats, or Leash Knots
[*]工具和武器在攻击盔甲架时会像在攻击矿车、画、船或绳结等其他实体时一样损失耐久度
TECHNICAL UPDATES
技术性更新
AI GOALS
AI意向
[*]Made schemas for goals minecraft:behavior.explore_outskirts and minecraft:behavior.investigate_suspicious_location stricter when parsing and will fail to load an entity json that has invalid data in versions 1.21.130 and newer
[*]minecraft:behavior.explore_outskirts 和 minecraft:behavior.investigate_suspicious_location 在解析时的格式更加严格,如果实体json中存在1.21.130及以后版本的无效数据将导致加载失败
[*]Added the "minecraft:behavior.use_kinetic_weapon" AI goal
[*]加入了"minecraft:behavior.use_kinetic_weapon"AI意向
[*]Description:
[*]描述:
[*]Allows a mob to make use of items with a "minecraft:kinetic_weapon" item component
[*]允许生物使用带有"minecraft:kinetic_weapon"物品组件的物品
[*]The mob will approach the target before using the weapon and charging with it
[*]生物在使用该类武器前会接近目标并开始冲刺
[*]If the target gets too close, the mob will retreat and reposition before charging again
[*]如果目标过近,该生物会在下次冲刺前后撤并重新定位目标
[*]Once all "max_duration"s in the item's "minecraft:kinetic_weapon" component have elapsed, the mob goes on cooldown and retreats before approaching again
[*]当冲刺时间超过了手持物品的"minecraft:kinetic_weapon"物品组件中所有"max_duration"字段规定的时长,该生物将进入攻击冷却并在再次靠近前后撤
[*]Fields:
[*]存在以下字段:
[*]"approach_distance": The distance to the target within which the mob begins using its kinetic weapon
[*]"approach_distance":决定生物开始对目标使用动能武器需要的最大距离
[*]"reposition_distance": The distance the mob retreats to once the target is closer than the midpoint of the item's "minecraft:kinetic_weapon" component's minimum and maximum "reach"
[*]"reposition_distance":当目标接近该物品“minecraft:kinetic_weapon”组件中"reach"字段最小值和最大值的中点时,生物撤退的距离
[*]"reposition_speed_multiplier": Multiplier applied to the mob's movement speed while repositioning
[*]"reposition_speed_multiplier":在重新定位时对怪物移动速度施加的乘数
[*]"cooldown_distance": The distance the mob retreats to after all of the item's "minecraft:kinetic_weapon" component's "max_duration" values have elapsed
[*]"cooldown_distance":怪物在所有“minecraft:kinetic_weapon”组件的“max_duration”时长耗尽后退的距离
[*]"cooldown_speed_multiplier": Multiplier applied to the mob's movement speed while on cooldown
[*]"cooldown_speed_multiplier":生物在进攻冷却时应用的移速乘数
[*]"weapon_reach_multiplier": Multiplier applied to the item's "minecraft:kinetic_weapon" component's "reach"
[*]"weapon_reach_multiplier":对所持物品的“minecraft:kinetic_weapon"组件的"reach"字段应用的乘数
[*]"weapon_min_speed_multiplier": Multiplier applied to each "min_speed" and "min_relative_speed" condition in the item's "minecraft:kinetic_weapon" component
[*]"weapon_min_speed_multiplier":对所持物品的"minecraft:kinetic_weapon"组件下所有"min_speed"和"min_relative_speed"条件应用的乘数
[*]"min_path_time": Minimum base time, in seconds, before recalculating a new attack path to the target (before increases are applied)
[*]"min_path_time":以秒为单位,重新计算走向目标的新攻击路径前(应用增益前)的最小基础时间
[*]"max_path_time": Maximum base time, in seconds, before recalculating a new attack path to the target (before increases are applied)
[*]"max_path_time":以秒为单位,重新计算走向目标的新攻击路径前(应用增益前)的最大基础时间
[*]"path_fail_time_increase": Time, in seconds, added to the attack path recalculation interval when the mob cannot move along the current path
[*]"path_fail_time_increase":以秒为单位,生物无法沿着当前路径移动时加入至攻击重新计算间隔的时间
[*]"inner_boundary_time_increase": Time, in seconds, added to the attack path recalculation interval when the target is beyond "path_inner_boundary"
[*]"inner_boundary_time_increase":以秒为单位,目标超出"path_inner_boundary"时加入至攻击重新计算间隔的时间
[*]"outer_boundary_time_increase": Time, in seconds, added to the attack path recalculation interval when the target is beyond "path_outer_boundary"
[*]"outer_boundary_time_increase":以秒为单位,目标超出"path_outer_boundary"时加入至攻击重新计算间隔的时间
[*]"path_inner_boundary": Distance at which to increase attack path recalculation by "inner_boundary_time_increase"
[*]"path_inner_boundary":通过"inner_boundary_time_increase"增加攻击重新计算的距离
[*]"path_outer_boundary": Distance at which to increase attack path recalculation by "outer_boundary_time_increase"
[*]"path_outer_boundary":通过"outer_boundary_time_increase"增加攻击重新计算的距离
[*]"speed_multiplier": Multiplier applied to the mob's movement speed when moving toward its target
[*]"speed_multiplier":生物移向目标时应用于移速的乘数
[*]"require_complete_path": Specifies whether a full navigation path from the mob to the target is required
[*]"require_complete_path":指定是否需要从生物到目标的完整寻路路径
[*]"track_target": Allows the mob to track its target even if it lacks a hard-coded sensing component
[*]"track_target":允许生物追踪其目标,即使其缺失硬编码感知组件也是如此
[*]"cooldown_time": Cooldown time, in seconds, between consecutive attacks
[*]"cooldown_time":以秒为单位,连续攻击之间的冷却时间
[*]"melee_fov": Field of view, in degrees, used by the hard-coded sensing component to detect a valid attack target
[*]"melee_fov":以度为单位,被硬编码感知组件用于检测有效攻击目标的视场角
[*]"x_max_rotation": Maximum rotation, in degrees, on the X-axis while the mob is trying to look at its target
[*]"x_max_rotation":以度为单位,生物尝试看向其目标时X轴上的旋转角度
[*]"y_max_head_rotation": Maximum rotation, in degrees, on the Y-axis while the mob is trying to look at its target
[*]"y_max_head_rotation":以度为单位,生物尝试看向其目标时Y轴上的旋转角度
[*]"random_stop_interval": Defines a 1-in-N chance for the mob to stop its current attack, where N equals "random_stop_interval"
[*]"random_stop_interval":定义生物停止当前攻击的1⁄N概率,其中N等同于"random_stop_interval"(的值)
[*]"attack_once": Allows the mob to perform this melee attack behavior only once during its lifetime
[*]"attack_once":允许生物在其生命周期内仅执行一次此类近战攻击行为
[*]Requirements:
[*]必要条件:
[*]The mob must have an item with the "minecraft:kinetic_weapon" item component
[*]该生物必须持有带"minecraft:kinetic_weapon"物品组件的物品
[*]Must otherwise fulfill the same conditions as other melee attack goals
[*]否则必须满足与其他近战攻击意向相同的条件
[*]"minecraft:behavior.melee_box_attack", "minecraft:behavior.delayed_attack", "minecraft:behavior.melee_attack", and "minecraft:behavior.stomp_attack" now correctly apply their "path_inner_boundary" field
[*]现在"minecraft:behavior.melee_box_attack"、"minecraft:behavior.delayed_attack"、"minecraft:behavior.melee_attack",以及"minecraft:behavior.stomp_attack"将正确应用它们的"path_inner_boundary"字段
[*]Added two new fields to behavior.float to enable more control of floating and how long the vehicle can be underwater before dismounting its passengers
[*]向 behavior.float 添加了两个新字段,以使载具能更好地控制浮力以及在取消骑乘前能在水下停留的时间
[*]chance_per_tick_to_float: The chance per tick to cause an upward impulse
[*]chance_per_tick_to_float:每游戏刻造成向上矢量的机率
[*]time_under_water_to_dismount_passengers: Time in seconds that a floating vehicles head can be underwater before it causes its passengers to dismount
[*]time_under_water_to_dismount_passengers:以秒为单位,漂浮的坐骑在使乘客脱离前其头部可以处于水下的时间
[*]Added a new field to behavior.nearest_attackable_target to enable a probability of target being chosen by behavior.nearest_attackable_target goal
[*]向 behavior.nearest_attackable_target 添加了一个新字段,以使 behavior.nearest_attackable_target 意向可以不同概率选择目标
[*]target_acquisition_probability: Probability (0.0 to 1.0) that a entity will accept a found target
[*]target_acquisition_probability:实体将选中有效目标(从0.0到1.0)的概率
[*]The default value unless specified is 1.0
[*]除非指定,否则默认为1.0
[*]Modified behavior.nearest_attackable_target's attack_interval field to support a range of value instead
[*]修改了 behavior.nearest_attackable_target 的 attack_interval 字段以支持值域
[*]range_min: Minimum time in seconds before the entity searches for a attack target, can now be set to other values than just 0
[*]range_min:实体搜索攻击目标前的最小时间(秒数),现在可以设置为除0以外的其他值
[*]range_max: Maximum time in seconds before the entity searches for a attack target
[*]range_max:实体搜索攻击目标前的最大时间(秒数)
[*]Added the "hijack_mount_navigation" field to the "minecraft:behavior.use_kinetic_weapon" AI goal
[*]向"minecraft:behavior.use_kinetic_weapon"AI意向加入了"hijack_mount_navigation"字段
[*]Allows a mob to override its mount's navigation behavior with the one defined by this goal
[*]允许生物使用此意向定义的行为覆盖其坐骑的寻路行为
[*]Requires the mount to be running the "minecraft:behavior.mount_pathing" goal, whose default behavior will be ignored
[*]需要坐骑运行"minecraft:behavior.mount_pathing"意向,其默认行为会被忽略
API
API
[*]Fixed an issue where Dimension.getEntitiesFromRay and Entity.getEntitiesFromViewDirection stopped working for some entities such as minecraft:xp_orb, ground items, minecraft:arrow, minecraft:snowball and minecraft:thrown_trident
[*]修复了 Dimension.getEntitiesFromRay 以及 Entity.getEntitiesFromViewDirection 方法对某些如 minecraft:xp_orb,掉落的物品,minecraft:arrow,minecraft:snowball 和 minecraft:thrown_trident 之类的实体无效的问题
[*]Released AABB from beta to v2.4.0
[*]将 AABB 从测试版发布至 v2.4.0
[*]Released Entity.getAABB from beta to v2.4.0
[*]将 Entity.getAABB 从测试版发布至 v2.4.0
[*]Released ControlScheme from beta to v2.4.0
[*]将 ControlScheme 从测试版发布至 v2.4.0
[*]Released Player.setControlScheme from beta to v2.4.0
[*]将 Player.setControlScheme 从测试版发布至 v2.4.0
[*]Released Player.getControlScheme from beta to v2.4.0
[*]将 Player.getControlScheme 从测试版发布至 v2.4.0
[*]Released GetBlocksStandingOnOptions from beta to v2.4.0
[*]将 GetBlocksStandingOnOptions 从测试版发布至 v2.4.0
[*]Released Entity.getBlockStandingOn from beta to v2.4.0
[*]将 Entity.getBlockStandingOn 从测试版发布至 v2.4.0
[*]Released Entity.getAllBlocksStandingOn from beta to v2.4.0
[*]将 Entity.getAllBlocksStandingOn 从测试版发布至 v2.4.0
[*]Added new module @minecraft/server-graphics to change graphics and rendering settings. The current set of APIs are associated with Atmospheric Scattering parameters in Vibrant Visuals
[*]新加入了 @minecraft/server-graphics 模块以改变图形和渲染设置。当前的 API 集合与灵动视效中的大气散射参数相关
[*]The /clone command now fires onBreak beta API event for custom blocks overridden at source destination
[*]现在/clone命令会触发被覆盖的源区域自定义方块的onBreak测试版API事件
[*]Moved Loot Table Discovery APIs from beta into 2.4.0
[*]将战利品表检索API集合从测试版移至 2.4.0
[*]Released class BlockRedstoneProducerComponent from beta to v2.4.0
[*]将BlockRedstoneProducerComponent类从测试版发布至2.4.0版本
[*]Released class InvalidBlockComponentError from beta to v2.4.0
[*]将InvalidBlockComponentError类从测试版发布至2.4.0版本
[*]Released LiquidSettings from beta to v2.4.0
[*]将LiquidSettings从测试版发布至2.4.0版本
[*]JigsawPlaceOptions
[*]JigsawPlaceOptions类
[*]Moved liquidSettings?: LiquidSettings from beta to v2.4.0
[*]将liquidSettings(可选):LiquidSettings类从测试版移至2.4.0版本
[*]JigsawStructurePlaceOptions
[*]JigsawStructurePlaceOptions类
[*]Moved liquidSettings?: LiquidSettings from beta to v2.4.0
[*]将liquidSettings(可选):LiquidSettings类从测试版移至2.4.0版本
[*]Fixing an issue in new worlds where calling world.getDimension, before a player has spawned, could result in a different spawn location than intended (MCPE-228041)
[*]修复了在玩家未生成前的新世界调用world.getDimension会返回意外的位置的问题(MCPE-228041)
[*]Released BlockComponentBlockBreakEvent from beta to v2.4.0
[*]将BlockComponentBlockBreakEvent从测试版发布至2.4.0版本
[*]/structure and /place commands and StructureManager API Place function now trigger onBreak beta API event for custom blocks when overridden
[*]现在/structure和/place命令以及StructureManager API的place方法在覆盖源区域的自定义方块时会触发onBreak测试版API事件
[*]Moved class Potions from beta to V2.4.0
[*]将Potions类从测试版移至2.4.0版本
[*]Moved component ItemPotionComponent from beta to V2.4.0
[*]将ItemPotionComponent组件从测试版移至2.4.0版本
[*]Moved class PotionDeliveryType from beta to V2.4.0
[*]将PotionDeliveryType类从测试版移至2.4.0版本
[*]Moved class PotionEffectType from beta to V2.4.0
[*]将PotionEffectType类从测试版移至2.4.0版本
[*]Moved error InvalidPotionDeliveryTypeError from beta to V2.4.0
[*]将InvalidPotionDeliveryTypeError错误类型从测试版移至2.4.0版本
[*]Moved error InvalidPotionEffectTypeError from beta to V2.4.0
[*]将InvalidPotionEffectTypeError错误类型从测试版移至2.4.0版本
[*]Player method clearPropertyOverridesForEntity can now take an Entity or Entity ID as valid arguments in v1.19.0
[*]现在玩家类方法clearPropertyOverridesForEntity在1.19.0版本的服务器API中视实体类和实体标识符为有效参数
BIOMES
生物群系
[*]Fixed an issue where replacement biomes were not read for client-side chunk generation
[*]修复了客户端区块生成时不读取替换生物群系的问题
[*]The client side Molang queries query.entity_biome_has_all_tags, query.entity_biome_has_any_tags, and query.entity_biome_has_any_identifier no longer need the Upcoming Creator Features toggle to be used
[*]客户端Molang查询函数query.entity_biome_has_all_tags、query.entity_biome_has_any_tags,和query.entity_biome_has_any_identifier不再需要即将到来的创作者功能实验项支持
[*]Fixed biome replacement component (MCPE-229476)
[*]修复了生物群系的替换组件(MCPE-229476)
BLOCKS
方块
[*]The "fit_to_frame" option in geometry files can no longer be disabled to render block-items larger than its frame from "format_version" 1.21.130 onward
[*]"format_version"1.21.130及以上的几何体模型文件的"fit_to_frame"选项不再能被禁用来渲染大于其框架的物品
[*]Fixed minecraft:redstone_producer component not properly updating redstone signal for custom blocks on block state change (MCPE-229570)
[*]修复了 minecraft:redstone_producer 组件不能在方块状态更新时正确更新自定义方块的红石信号的问题(MCPE-229570)
[*]Custom blocks will no longer be overly bright when flying between two inventory slots
[*]自定义方块在两个物品槽位之间传输时不再过于明亮
[*]Moved the Block Precipitations Interactions component from experimental to stable
[*]将方块降水交互组件从实验性内容移至稳定版
[*]Fixed "ambient_occlusion" field in "minecraft:material_instances" block component
[*]修复了"minecraft:material_instances"方块组件中的"ambient_occlusion"字段的问题
[*]"minecraft:collision_box" height is extended to 24 when using a format version of 1.21.130 or higher and the Upcoming Creator Features toggle is enabled
[*]"minecraft:collision_box"的最大高度在格式版本1.21.130及以上并启用了即将到来的创作者功能的情况下可达24
[*]"minecraft:collision_box" now supports arrays of boxes when using a format version of 1.21.130 or higher and the Upcoming Creator Features toggle is enabled
[*]现在"minecraft:collision_box"支持在格式版本1.21.130及以上并启用了即将到来的创作者功能的情况下使用一组箱体
BLOCK RENDERING
方块渲染
[*]Fixed custom blocks rendered in Structure Block GUI
[*]修复了自定义方块在结构方块GUI中的渲染问题
COMMANDS
命令
[*]The clone command will no longer clone extra blocks sharing a position with a filtered out block (MCPE-179847)
[*]/clone命令不再克隆与已过滤方块共享位置的额外方块(MCPE-179847)
COMPONENTS
组件
[*]Added is_controlling_passenger_family entity filter to check if the passenger controlling a mount is of the specified family
[*]加入了is_controlling_passenger_family实体过滤器,用于检查控制座骑的乘客是否属于指定族
[*]Added has_item_with_component entity filter to check if the entity has equipped an item with the designated component name
[*]加入了has_item_with_component实体过滤器,用以检查实体所装备的物品是否具有指定名称的组件
[*]Updates to minecraft:dash_action
[*]关于minecraft:dash_action的更新
[*]Added new field "can_dash_underwater" that allows entities with this component to dash underwater
[*]新加入了允许生物在水中冲刺的"can_dash_underwater"字段
[*]Disabled by default
[*]默认禁用
GAMEPLAY
玩法
[*]Legacy tree features now respect biome borders (MCPE-168996)
[*]现在旧版树地物将配合生物群系边界(MCPE-168996)
GENERAL
通用
[*]Fixed disabling of building and mining abilities for players with operator permissions while in Creative mode
[*]修复了禁用具有操作员权限的创造模式玩家的建造和挖掘权限时的问题
EDITOR
编辑器
[*]Added IListPanePropertyItem to pane API to create lists with text, button, checkbox, and image components
[*]向窗格API加入了 IListPanePropertyItem,以创建包含文本、按钮、复选框和图片组件的列表
[*]Added cubemap controls to the Vibrant Visuals Settings Pane
[*]为灵动视效设置窗格加入了立方体贴图控件
[*]Updated Line Tool's middle selector to now change to Hermite curve automatically when moving the gizmo
[*]更新了线条工具的中间选择器,现在会在移动小工具时自动更改为Hermite曲线
[*]Updated Jigsaw Tool to automatically import template pools from loaded behavior packs
[*]更新了拼图工具,以自动从已加载的行为包导入模板池
[*]Fixed a bug that caused Editor scaling to be broken
[*]修复了导致编辑器缩放损坏的漏洞
[*]Fixed a bug that prevented Summon tool from spawning custom entities
[*]修复了阻止召唤工具生成自定义实体的漏洞
[*]Updated Settings data to be saved across sessions, users need to manually save the Settings
[*]更新了设置数据以使其跨会话保存,用户需要手动保存设置
[*]Fixed a bug which caused detached gizmo to appear during ruler drag while axis locked
[*]修复了标尺在轴锁定时拖动期间导致出现分离的小工具的漏洞
[*]Fixed a bug that updated the rotation range to (-360~360) for Summon tool and Brush tool
[*]修复了召唤工具和画笔工具的旋转范围会被更新(为-360~360)的漏洞
[*]Updated the settings for UI Settings, Tutorial, Keyboard and Graphics mode, users need to manually save these settings
[*]更新了UI设置、教程、键盘和图形模式的设置,用户需要手动保存这些设置
[*]Added new IModalDialog API to create scripted dialog windows. They can be registered from IModalDialogManager, and then activated like core dialogs
[*]新加入了可创建脚本化对话窗口的 IModalDialog API。这类窗口可以从 IModalDialogManager 注册,然后像核心对话框一样激活
[*]Added new selection tool utility "Quick Move" mode that allows you to easily move the contents of a selection in any one direction. Can also specify a specific destination
[*]加入了新的选择工具实用程序“快速移动”模式,允许轻松地朝任一方向移动选区的内容。还可以指定特定的目的地
[*]Added cursor setting to Farm Generator tool; player can place the farm at a position with the target mode
[*]为农场生成器工具加入了光标设置;玩家可以在使用目标模式的位置上放置农场
[*]Adds a new EditorTagContainer UI component with accompanying modal for adding tags. Swapped theme color mapping for SecondaryActive and SecondaryDefault
[*]新加入了EditorTagContainer UI组件,带有用于添加标签的伴随模态框。互换了SecondaryActive和SecondaryDefault的主题颜色
[*]Added support for Jigsaw blocks to Block Inspector tool
[*]为方块检查器工具加入了对拼图方块的支持
[*]Editor will attempt to load jigsaw files from Behavior Packs if they do not conflict with an existing Jigsaw collection name
[*]编辑器现在会在拼图文件与现有拼图集合名称不冲突时尝试从行为包加载拼图文件
[*]Fixed a bug that the previews position of repeater tool were displaced from the intended position
[*]修复了重复器工具的预览位置会偏离预期位置的漏洞
[*]Fixed a bug that prevented the action bar selection menu from closing when pressing the Escape key
[*]修复了按下Escape键时无法关闭操作栏选择菜单的漏洞
[*]Moved the brush shapes rotation settings into Rotation sub pane
[*]将画笔形状旋转设置移至旋转子窗格
[*]Added Tag management section in the Structure details panel, where tags can be added and removed
[*]在结构详细信息面板中加入了标签管理部分,可以在其中添加和移除标签
[*]Fixed a bug that caused the default deleted hotbar to be re-added after re-entering a session
[*]修复了重新进入会话后会重新添加默认的已删除快捷栏的漏洞
[*]Fixed a bug that caused some cursor and brush tooltips to show incorrect key bindings
[*]修复了部分光标和画笔提示框会显示不正确的键盘绑定的漏洞
[*]Fixed a bug that auto-save the keyboard binding after reset and reset all to the default
[*]修复了重置后会自动保存键盘绑定以及将所有键盘绑定设置为默认值的漏洞
[*]Fixed a bug that caused mob effects shortcut to not work in crosshair mode
[*]修复了生物效果快捷方式不会在十字准星模式下生效的漏洞
[*]Fixed a bug that caused tutorial message window and dimmer overlay to be misaligned
[*]修复了教程消息窗口和亮度调节器覆盖层不对齐的漏洞
[*]Added shrinkToIcon API property for IButtonPropertyItem creation options
[*]向IButtonPropertyItem创建选项加入了shrinkToIcon API属性
[*]Added maxVisibleEntries API property for IDropdownPropertyItem to modify menu size
[*]向IDropdownPropertyItem加入了maxVisibleEntries API属性,以调节菜单的尺寸
[*]Added enabled API property for IToggleGroupPropertyItemEntry
[*]向IToggleGroupPropertyItemEntry加入了enabled API属性
[*]Changed ButtonPropertyItemVariant API enum to ButtonVariant
[*]将 ButtonPropertyItemVariant API枚举改为 ButtonVariant
[*]Added Generate Manifest button to Selection Tool
[*]为选择工具加入了生成清单文件按钮
[*]Added Deselect and Replace operations to Selection Tool block manifest - allows removing or replacing specific block types from the selection
[*]为选择工具方块清单文件加入了删除和替换操作——允许从选区中移除或替换指定方块类型
[*]Added "Paint" key bind for pencil in keyboard settings
[*]在键盘设置中为铅笔工具加入了“涂色”键位绑定
[*]Added filtering options in the Structure panel. Filtering can be by structure display name or Structure tags
[*]为结构面板加入了筛选选项。筛选可以按结构显示名称或结构标签来进行
[*]Added Jigsaw block editing to the block inspector
[*]为方块检查器加入了拼图方块编辑功能
[*]Added bypass validation warning screen to generate jigsaw workflow
[*]为生成拼图工作流加入了绕过验证警告屏幕
[*]Added localized message and sub message support for logging APIs
[*]为日志API加入了本地化消息和子消息支持
[*]Added new Raise and Lower Elevation modes for Terrain Tool
[*]向地形工具新加入了抬升和降低高度模式
[*]Ability to adjust brush falloff
[*]能够调整画笔衰减程度
[*]Ability to specify how many terrain layers to clone or preserve when raising/lowering
[*]能够指定抬升或降低时要复制或保留的地形层的数量
[*]Ability to adjust the brush radius
[*]能够调整画笔半径
[*]Added ability to hold the SHIFT key to lock the brush XZ coordinates in place while painting
[*]加入了在绘制时按住上档键来锁定画笔XZ坐标的能力
[*]Added Layout Instance baking (bake individual instances and added to export world and playtest) so that layouts are converted from holograms to actual blocks (Only works for Overworld at the moment)
[*]加入了布局实例烘培功能(烘培单独的实例并添加到导出的世界的游玩测试),以便布局由全息图转换为实际的方块(目前仅适用于主世界)
[*]Added Mirror/Rotation to layout templates
[*]为布局模板加入了镜像和旋转功能
[*]Added Mirror/Rotation to layout instances
[*]为布局实例加入了镜像和旋转功能
[*]Added Mirror and Rotation properties to instance Editor
[*]为实例编辑器加入了镜像和旋转功能
[*]Note: Only Overworld is supported for layout baking at the moment. The Nether and End will be supported in a future update
[*]注意:目前只有主世界支持布局烘培。下界和末地将在未来更新中支持
[*]Updated the selection limit for Selection, Paste Preview, Line, Pencil, Brush, Smartfill, Terrain, Workbench, Ruler, Block inspector, Scale, Farm generator tools to match the video render distance setting
[*]更新了选择、暂停预览、线条、铅笔、画笔、智能填充、地形、工作台、标尺、方块检查器、缩放、农场生成器工具的选区限制,以匹配视频渲染距离设置
[*]Updated UI and added multiplayer behaviors in Navigation Pane
[*]更新了UI,并在导航窗格中加入了多人游戏行为
[*]Stored Locations are shared across all creators in the project and synced for new joiners
[*]存储位置现在会对项目中的所有创作者分享,并向新加入者同步
[*]Implemented edit functionality for name, coordinates, and color of Stored Locations
[*]实现了对存储位置的名称、坐标和颜色的编辑功能
[*]Added select/deselect-all and delete option with confirmation modal; deletion affects all users
[*]加入了带有确认对话框的全选或取消全选和删除选项;删除操作会影响所有用户
[*]Introduced a new panel listing all creators in the project with color indicators
[*]引入了一个带有颜色指示器的新面板,会列出项目中的所有创作者
[*]Added teleportation feature to jump to any other creator
[*]加入了跳转到其他任意创作者的传送功能
[*]Updated Quick Move functionality
[*]更新了快速移动功能
[*]Changed switching to Quick Move mode binding from M to N
[*]将切换至快速移动模式的绑定由M键更改为N键
[*]Changed default keybinding for moving with the arrow keys with Alt+Shift+arrow
[*]将使用箭头键移动的默认键位绑定更改为Alt+Shift+箭头键
[*]Both previous changes remove keybinding conflicts with other Selection mode shortcuts
[*]上述两项更改均移除了与其他选区模式快捷方式的冲突
[*]Made it so the gizmo arm won't disappear after you use it
[*]现在小工具臂不会在使用后消失
[*]Made the preview more transparent
[*]现在预览更加透明
[*]You cannot enter quick move now if there is no selection
[*]现在无法在没有选区时进入快速移动模式
[*]Fixed a bug where if you went from quick move to a selection (creation) mode that wasn't the last you used the selection state would get messed up. Now it correctly will clear the selection
[*]修复了从快速移动模式切换至上次未使用的选区(创建)模式时,选区状态会变得混乱的漏洞
[*]Fixed structure panel UI performance for projects containing a large number of structures
[*]修复了项目包含大量结构时的结构面板UI性能问题
[*]Fixed an issue where selecting certain Vibrant Visual settings caused an error
[*]修复了选择部分灵动视效设置会产生错误的漏洞
[*]Fixed brush applying masked blocks incorrectly after switching dimensions
[*]修复了画笔会在切换维度后不正确地应用蒙版方块的漏洞
[*]Fixed unhandled extrude tool error when it's being applied out of world bounds
[*]修复了在世界边界外使用挤出工具时会出现未处理错误的问题
[*]Fixed a critical crash and several logic issues in the Ruler Tool when using axis locks and editing start/end points
[*]修复了在标尺工具中使用轴锁定并编辑起点或终点时发生的严重崩溃以及一些逻辑问题
[*]Fixed an issue where if you tried to move blocks outside of the bounds of the world, it would freeze the Editor.
[*]修复了尝试将方块移出世界的边界时,编辑器会卡死的问题。
ENTITY COMPONENTS
实体组件
[*]Added the minecraft:body_rotation_locked_to_vehicle component, that causes the entity's body to automatically rotate to align with its mounted vehicle
[*]加入了 minecraft:body_rotation_locked_to_vehicle 组件,可令实体的身体转向自动对齐骑乘的坐骑
[*]Added new field protection_slot to minecraft:burns_in_daylight, which allows specifying an equipment slot that should provide protection from burning in daylight. Valid values are "slot.weapon.offhand", "slot.armor.head", "slot.armor.chest", "slot.armor.legs", "slot.armor.feet", and "slot.armor.body". Leaving this field unspecified will default to having the Head armor slot provide protection from burning in daylight
[*]向minecraft:burns_in_daylight加入了新字段protection_slot,该字段允许指定一个阻止生物在白天燃烧的装备槽。可选值为“slot.weapon.offhand”、“slot.armor.head”、“slot.armor.chest”、“slot.armor.legs”、“slot.armor.feet”,或“slot.armor.body”。留空则默认头部盔甲槽可隔绝阳光的灼烧
[*]In the "minecraft:ageable" and "minecraft:breedable" components, the "transform_to_item" field has been renamed to "result_item"
[*]将"minecraft:ageable"和"minecraft:breedable"组件中的"transform_to_item"字段重命名为"result_item"
[*]This field is now defined for each item entry in each component's "items" list, enabling item-specific transformations on use
[*]该字段现在为每个组件“物品”列表中的每个条目定义,支持对实体使用物品时指定转换为的物品
[*]Added "result_item" field to the items in the "minecraft:healable" and "minecraft:tameable" components
[*]向"minecraft:healable"和"minecraft:tameable"实体组件中有关物品的组件加入了"result_item"组件
[*]This field is defined for each item entry in the "items" list
[*]该字段在"items"列表的每个物品输入均可定义
[*]On a successful interaction, the consumed item is replaced with this item
[*]成功交互后,消耗的物品将转化为指定的物品
[*]Upgraded the minecraft:addrider entity component, allowing it to take an array of riders
[*]更新了 minecraft:addrider 实体组件,允许其选择一列骑手
[*]Description:
[*]描述:
[*]Allows a rideable mob to spawn with one or more riders
[*]允许可骑乘生物与一个或更多骑手一同生成
[*]Fields:
[*]包含字段:
[*]"riders": Array of riders to add to the entity, with the mandatory field entity_type and optional field spawn_event
[*]"riders":要加在实体身上的骑手数组,每项包含entity_type必须字段和spawn_event可选字段
[*]riders Fields:
[*]riders包含的字段:
[*]entity_type: The type of mob to spawn
[*]entity_type:生成的生物类型
[*]spawn_event: An optional event to spawn with the mob
[*]spawn_event:可选触发生成生物的实体事件
[*]Requirements:
[*]必要条件:
[*]The mob must have a minecraft:rideable entity component
[*]该生物必须具有minecraft:rideable实体组件
[*]The array of riders must be no longer than minecraft:rideable has seat_count
[*]riders数组的长度必须不超过minecraft:rideable中seat_count的值
[*]Added new boolean field can_dehydrate to minecraft:breathable . The field defaults to false to preserve previous breathable behaviour. When set to true, entities that only breathe water will take dehydration damage when out of water
[*]向minecraft:breathable加入了新的布尔值字段can_dehydrate。该字段默认为假,以保留之前的呼吸性行为。当设置为真时,只能在水中呼吸的实体在离开水时会受到脱水伤害
[*]Renamed the minecraft:body_rotation_locked_to_vehicle component to minecraft:rotation_locked_to_vehicle
[*]将 minecraft:body_rotation_locked_to_vehicle 组件重命名为 minecraft:rotation_locked_to_vehicle
[*]The component now aligns both the entity's body rotation and its overall rotation with that of its mounted vehicle
[*]现在该组件将实体的身体朝向和整体朝向一同对齐它骑乘载具的朝向
[*]Added a lunge field to the minecraft:exhaustion_values component
[*]向minecraft:exhaustion_values 组件加入了 lunge 字段
[*]Defines the amount of exhaustion applied when triggering the lunge enchantment, multiplied by the enchantment level
[*]定义触发突进魔咒时施加的疲劳值,魔咒等级将倍增施加的疲劳值
[*]Added the ambient field to minecraft:mob_effect component
[*]向 minecraft:mob_effect 加入了 ambient 字段
[*]Causes the effect to render with the ambient effect background
[*]使状态效果以环境效果的方式渲染
[*]Causes the effect to not pulse for timing out
[*]将使状态效果不会因为接近时效而闪烁
GAMEPLAY
玩法
[*]Custom items tagged with minecraft::is_shovel now build paths on all blocks the Shovel does
[*]现在具有 minecraft:is_shovel 标签的自定义物品可像原版的锹一样转化方块(原文多打了一个半角冒号)
GENERAL
通用
[*]Added file name to the assertion message for "MERS uniforms is being set more than once" to make future debugging easier
[*]为“MERS统一值被设置了多次”断言消息加入了文件名,以使将来的调试更加容易
GRAPHICAL
图像
[*]Fix blocks using "render_method":"blend" always being semi-transparent
[*]修复了使用"render_method":"blend"的方块总是渲染为半透明的问题
[*]Fix blocks using "render_method":"blend" and "render_method":"alpha_test" not having shaded sides in the inventory
[*]修复了使用"render_method":"blend"和"render_method":"alpha_test"的方块在物品栏中没有阴影面的问题
[*]Added cubemap controls to the Editor's Vibrant Visuals Settings Pane
[*]为编辑器的灵动视效设置窗格加入了立方体贴图控件
[*]Added the ability to data-drive cubemap lighting and effects in Vibrant Visuals. See the updated Creator portal for more information
[*]在灵动视效中加入了数据驱动立方体贴图光照和效果的能力
[*]The new cubemap configuration files should be placed in the cubemaps directory of a resource pack.
[*]立方体贴图配置文件应放在资源包的cubemaps目录中。
[*]Example of a cubemap configuration file with path cubemaps/mycubemap.json:
[*]路径为cubemaps/mycubemap.json的立方体贴图配置文件的示例如下:
{
"format_version": "1.21.130",
"minecraft:cubemap_settings": {
"description": {
"identifier": "mypack:mycubemap"
},
"lighting": {
"ambient_light_illuminance": {
"0.00000": 4.0,
"1.000000": 4.0
},
"sky_light_contribution": 1.0,
"directional_light_contribution": 1.0,
"affected_by_atmospheric_scattering": true,
"affected_by_volumetric_scattering": true
}
}
}
[*]format_version: Required field containing "1.21.130"
[*]format_version:该字段需要设置为"1.21.130"
[*]minecraft:cubemap_settings: Required field
[*]minecraft:cubemap_settings:该字段为必须字段
[*]minecraft:cubemap_settings/description/identifier: Required field. If the identifier is equal to minecraft:default_cubemap, it will be used by default in all biomes. Otherwise, the cubemap configuration can be applied to a biome by supplying the same identifier in the respective .client_biome.json file for that biome. Example of a biome configuration file with path biomes/river.client_biome.json:
[*]minecraft:cubemap_settings/description/identifier:该字段为必须字段。若标识符等同于minecraft:default_cubemap,默认情况下会被所有生物群系使用。否则,立方体贴图配置可以通过在生物群系的相应.client_biome.json文件中提供相同的标识符来应用于该生物群系。路径为biomes/river.client_biome.json的生物群系配置文件的示例如下:
{
"format_version": "1.21.130",
"minecraft:client_biome": {
"description": {
"identifier": "minecraft:river"
},
"components": {
"minecraft:cubemap_identifier": {
"cubemap_identifier": "mypack:mycubemap"
}
}
}
}
[*]minecraft:cubemap_settings/lighting: Required field. Any fields inside lighting are optional
[*]minecraft:cubemap_settings/lighting:该字段为必须字段。lighting内的任何字段都是可选的
[*]minecraft:cubemap_settings/lighting/ambient_light_illuminance: Contains pairs of numbers, where the first number should be between 0.0 and 1.0 (time of day) and the second number should be between 0.0 and 100000.0 (ambient light). Default value is 5.625 for all times of day
[*]minecraft:cubemap_settings/lighting/ambient_light_illuminance:包含一个数字对,其中第一个应介于0.0和1.0之间(当日时间),第二个应介于0.0和100000.0之间(环境光)。当日所有时间的默认值为5.625
[*]minecraft:cubemap_settings/lighting/sky_light_contribution: Contribution of the sky light. It should be between 0.0 and 1.0. Default value is 1.0
[*]minecraft:cubemap_settings/lighting/sky_light_contribution:天空光照对立方体贴图的影响程度。其应介于0.0和1.0之间。默认值为1.0
[*]minecraft:cubemap_settings/lighting/directional_light_contribution: Contribution of the directional light. It should be between 0.0 and 1.0. Default value is 0.0
[*]minecraft:cubemap_settings/lighting/directional_light_contribution:定向光照对立方体贴图的影响程度。其应介于0.0和1.0之间。默认值为1.0
[*]minecraft:cubemap_settings/lighting/affected_by_atmospheric_scattering: Value is a boolean and controls the state of the atmospheric scattering effect applied the cubemap. Default value is false
[*]minecraft:cubemap_settings/lighting/affected_by_atmospheric_scattering:布尔值字段,用于控制已应用立方体贴图的大气散射的状态。默认值为假
[*]minecraft:cubemap_settings/lighting/affected_by_volumetric_scattering: Value is a boolean and controls the state of the volumetric scattering effect applied the cubemap. Default value is true
[*]minecraft:cubemap_settings/lighting/affected_by_volumetric_scattering:布尔值字段,用于控制已应用立方体贴图的体积散射的状态。默认值为真
[*]Fixed black bars appears at the bottom of the screen when launching the game in fullscreen mode (MCPE-227955)
[*]修复了全屏模式下启动游戏时屏幕底部出现黑条的问题(MCPE-227955)
[*]Fixed an issue where blocks moved by Pistons are too dark
[*]修复了活塞移动的方块过黑的问题
[*]Added Kelp Block to the list of blocks affected by dithering when near the player camera
[*]现在海带方块也受“启用方块抖动处理”的控制
[*]Fixed blocks flashing yellow when pushed with a Piston with Vibrant Visuals enabled
[*]修复了在灵动视效下活塞推动的方块闪烁黄色的问题
[*]Reduced flickering and fixed incorrect reflections on low roughness materials with height maps in Vibrant Visuals
[*]缓解了灵动视效下的闪烁,并修正了使用高度图的低粗糙度材质上的错误反射
[*]Fixed damage particles sometimes rendering as black with vanilla renderer
[*]修复了损坏粒子有时会使用原版渲染器渲染为黑色的问题
[*]Fixed archaeology items sometimes rendering as nearly black
[*]修复了考古物品有时会渲染为接近黑色的问题
[*]Light absorption in water has been changed from 2 to 1 units, to match Java Edition
[*]将水下光线吸收从2单位改为1,与JAVA版趋同
[*]Updated supported devices for Vibrant Visuals on iOS and Android including additional support for the Adreno 700 series (MCPE-229154)
[*]更新了iOS和Android平台上支持灵动视效的设备,包括对Adreno 700系列的额外支持(MCPE-229154)
[*]Fixed an issue where Improved Input Latency Response toggle would cause a crash at startup (MCPE-231485 )
[*]修复了“改进输入延迟响应”开关会导致启动时崩溃的问题(MCPE-231485)
ITEMS
物品
[*]Fix issue with rendering custom blocks as "flying items" (MCPE-180489)
[*]修复了自定义方块被渲染为“漂浮的物品”的问题(MCPE-180489)
ITEM COMPONENTS
物品组件
[*]Added the minecraft:swing_sounds item component
[*]加入了minecraft:swing_sounds物品组件
[*]Allows overriding the swing sounds emitted by the user
[*]该组件能够覆盖使用者发出的挥动音效
[*]Fields:
[*]包含字段:
[*]"attack_miss": sound played when an attack misses or deals no damage due to invulnerability
[*]"attack_miss":攻击未命中或因无敌状态而无法造成伤害时播放的音效
[*]"attack_hit": sound played when an attack hits
[*]"attack_hit":攻击命中时播放的音效
[*]"attack_critical_hit": sound played when an attack hits and deals critical damage
[*]"attack_critical_hit":命中且造成重击时播放的音效
[*]At least one field needs to be specified
[*]需要至少指定其中一个字段
[*]Added the minecraft:kinetic_weapon item component
[*]加入了minecraft:kinetic_weapon物品组件
[*]Description:
[*]描述:
[*]Allows an item to deal damage and other effects every tick while in use, to all unobstructed targets found in a straight line from the user's view vector
[*]允许物品在使用时每秒对使用者视线上所有未被遮挡的目标造成伤害和其他效果(例如击退)
[*]Damage is computed based on both the user's and target's velocity projected onto the view vector (via dot product)
[*]伤害的计算基于用户和目标投射到视线矢量上的相对速度(通过点积)
[*]The more the user and target move toward each other and align with the view vector, the higher the damage
[*]使用者和目标的相对速度越大,并与视线的夹角越小,伤害越高
[*]After applying "damage_multiplier" and "damage_modifier", the resulting damage is floored to the nearest lower integer
[*]在应用了“damage_multiplier”和“damage_modifier”的值后,向下取整得到最终造成的伤害
[*]Fields:
[*]包含字段:
[*]"delay": Ticks to wait before applying damage and effects
[*]"delay":在施加伤害和附带效果之前需要等待的游戏刻数
[*]"reach": Range along the view vector where entities can be hit
[*]"reach":在视线上可击中实体的范围
[*]"hitbox_size": Extra tolerance on the raycast to detect entities
[*]"hitbox_size":射线投射检测实体的额外容差
[*]"damage_multiplier": Multiplies the sum of the projected velocities
[*]"damage_multiplier":投影相对速度的调节乘数
[*]"damage_modifier": Adds to the multiplied sum of the projected velocities
[*]"damage_modifier":在投影相对速度乘以调节乘数之后的调节加数
[*]"damage_conditions": Conditions that need to be satisfied for damage to be applied
[*]"damage_conditions":造成伤害所需的条件
[*]"knockback_conditions": Conditions that need to be satisfied for knockback to be applied
[*]"knockback_conditions":造成击退所需的条件
[*]"dismount_conditions": Conditions that need to be satisfied for riders to be dismounted
[*]"dismount_conditions":使受击骑手脱离坐骑所需的条件
[*]"damage_conditions", "knockback_conditions" and "dismount_conditions" fields:
[*]"damage_conditions","knockback_conditions"和"dismount_conditions"所含的字段:
[*]"max_duration": Time, in ticks, during which the effect can be applied after "delay" elapses
[*]"max_duration":以游戏刻为单位,在"delay"规定的时间后可应用该附带效果的时间区间
[*]"min_speed": Minimum user's speed (projected onto the view vector via a dot product) required for the effect to be applied
[*]"min_speed":使用者造成该附带效果所需(通过点积投影到视线上)的最低速度
[*]"min_relative_speed": Minimum relative speed of the user with respect to the target (projected onto the view vector via a dot product) required for the effect to be applied
[*]"min_relative_speed":使用者造成该效果需要相对于目标(通过点积投影到视线上)的最小相对速度
[*]If omitted, the corresponding effect does not apply
[*]若省略,则不产生该附带效果
[*]Requirements:
[*]必要条件:
[*]Requires the "minecraft:use_modifiers" item component on the same item
[*]需要在同一物品上添加“minecraft:use_modifiers”物品组件
[*]Added the "minecraft:piercing_weapon" item component
[*]加入了"minecraft:piercing_weapon"物品组件
[*]Description:
[*]描述:
[*]Allows an item to deal damage to all entities detected in a straight line along the user's view vector
[*]允许物品对沿使用者视线检测到的所有实体造成伤害
[*]Items with this component cannot destroy blocks, as the attack action always takes priority, regardless of what the user is looking at
[*]无论使用者对准的是什么,带有该组件的物品都无法摧毁方块,因为攻击动作始终优先触发
[*]Fields:
[*]包含字段:
[*]"reach": Range along the view vector where entities can be hit
[*]"reach":在视线上可击中实体的范围
[*]"hitbox_size": Extra tolerance on the raycast to detect entities
[*]"hitbox_size":射线投射检测实体的额外容差
[*]Requirements:
[*]必要条件:
[*]The "minecraft:cooldown" item component now supports a "type" field
[*]现在"minecraft:cooldown"物品组件支持"type"字段
[*]Defines the action the cooldown applies to, in a mutually exclusive way, so cooldowns for one action type do not affect the other
[*]定义了冷却时间所适用的操作,彼此独立,因此一种操作类型的冷却不会影响另一种
[*]Values:
[*]可选值:
[*]"use": puts the item on cooldown when used, preventing further use until it expires, but still allowing attacks, mining, and interaction
[*]"use":使用时会让物品进入冷却时间,直到冷却时间结束前无法继续使用(右键),但仍允许攻击、挖掘(左键)和互动【对另一行为体(actor)右键】
[*]"attack": puts the item on cooldown when attacking, preventing further attacks until it expires, but still allowing use, mining, and interaction
[*]"attack":攻击后物品将进入冷却状态,阻止后续攻击直到冷却结束,但仍允许使用、挖掘和互动
[*]"use" is the default value, preserving the component's original behavior
[*]默认值为"use",以保留组件原有的行为
[*]Added the creative_reach field to minecraft:kinetic_weapon item component
[*]向 minecraft:kinetic_weapon 物品组件加入了 creative_reach 字段
[*]Defines the reach used when the user is in Creative Mode
[*]定义当使用者处于创造模式物品所能作用的距离
[*]Defaults to reach if unspecified
[*]如未指定,则使用 reach 的值
[*]Added the creative_reach field to minecraft:piercing_weapon item component
[*]向 minecraft:piercing_weapon 物品组件加入了 creative_reach 字段
[*]Defines the reach used when the user is in Creative Mode
[*]定义当使用者处于创造模式物品所能作用的距离
[*]Defaults to reach if unspecified
[*]如未指定,则使用 reach 的值
[*]Added the start_sound field to the minecraft:use_modifiers item component
[*]向 minecraft:use_modifiers 物品组件加入了 start_sound 字段
[*]Defines the sound to play when starting using the item
[*]定义开始使用物品时播放的音效
MOBS
生物
[*]Fixed content warning that incorrectly occurred for format_version field in entity json in versions before 1.8.0
[*]修复了 format_version 字段为1.8.0之前版本的实体json文件会在内容警告中不正确报错的问题
[*]Lowered the min_engine_version of the latest zombie_pigman.entity.json slice back to 1.8.0, allowing it to be overridden by existing third-party content (MCPE-229868)
[*]将最新zombie_pigman.entity.json的 min_engine_version 下调回1.8.0,以允许现存的第三方内容覆盖它(MCPE-229868)
MOLANG
MOLANG
[*]Added four new Molang queries pertaining to the minecraft:on_use_kinetic_damage item component:
[*]加入了四个适用于 minecraft:on_use_kinetic_damage 物品组件的Molang查询函数:
[*]query.get_kinetic_item_delay, Returns the delay value from the main-hand item's minecraft:on_use_kinetic_damage component, or 0 if the component is not present
[*]query.get_kinetic_item_delay 将返回主手位物品 minecraft:on_use_kinetic_damage 组件的 delay 的值,或当组件不存在于物品时返回0
[*]query.get_kinetic_item_damage_duration, Returns the damage_duration value from the main-hand item's minecraft:on_use_kinetic_damage component, or 0 if the component is not present
[*]query.get_kinetic_item_damage_duration 将返回主手位物品 minecraft:on_use_kinetic_damage 组件的 damage_duration 的值,或当组件不存在于物品时返回0
[*]query.get_kinetic_item_knockback_duration, Returns the knockback_duration value from the main-hand item's minecraft:on_use_kinetic_damage component, or 0 if the component is not present
[*]query.get_kinetic_item_knockback_duration 将返回主手位物品 minecraft:on_use_kinetic_damage 组件的 knockback_duration 的值,或当组件不存在于物品时返回0
[*]query.get_kinetic_item_dismount_duration, Returns the dismount_duration value from the main-hand item's minecraft:on_use_kinetic_damage component, or 0 if the component is not present
[*]query.get_kinetic_item_dismount_duration 将返回主手位物品 minecraft:on_use_kinetic_damage 组件的 dismount_duration 的值,或当组件不存在于物品时返回0
[*]Added "query.kinetic_weapon_delay", which returns the "delay" value from the main-hand item's "minecraft:kinetic_weapon" component, or 0 if the component is not present
[*]加入了"query.kinetic_weapon_delay",将返回主手位物品"minecraft:kinetic_weapon"组件的"delay"的值,或当组件不存在于物品时返回0
[*]Added "query.kinetic_weapon_damage_duration", which returns the "max_duration" value of "damage_conditions" from the main-hand item's "minecraft:kinetic_weapon" component, or 0 if the component is not present
[*]加入了"query.kinetic_weapon_damage_duration",将返回主手位物品"minecraft:kinetic_weapon"组件中"damage_conditions"的"max_duration"的值,或当组件不存在于物品时返回0
[*]Added "query.kinetic_weapon_knockback_duration", which returns the "max_duration" value of "knockback_conditions" from the main-hand item's "minecraft:kinetic_weapon" component, or 0 if the component is not present
[*]加入了"query.kinetic_weapon_knockback_duration",将返回主手位物品"minecraft:kinetic_weapon"组件中"knockback_conditions"的"max_duration"的值,或当组件不存在于物品时返回0
[*]Added "query.kinetic_weapon_dismount_duration", which returns the "max_duration" value of "dismount_conditions" from the main-hand item's "minecraft:kinetic_weapon" component, or 0 if the component is not present
[*]加入了"query.kinetic_weapon_dismount_duration",将返回主手位物品"minecraft:kinetic_weapon"组件中"dismount_conditions"的"max_duration"的值,或当组件不存在于物品时返回0
[*]Added "query.ticks_since_last_kinetic_weapon_hit", which returns the number of ticks elapsed since the user last hit something while using a kinetic weapon
[*]加入了"query.ticks_since_last_kinetic_weapon_hit",将返回自使用者上一次用动能武器击中后过去的游戏刻数
[*]Returns -1.0 if no kinetic weapon is being used or if nothing has been hit yet
[*]如果未使用过动能武器或未用动能武器击中过,则返回-1.0
[*]Hits that occur while the user is unloaded are not counted
[*]使用者卸载时发生的命中不计入
[*]Added Pack Settings Molang queries
[*]加入了包体设置Molang查询函数
[*]query.get_pack_setting('ns:slider_name') the value of a slider
[*]query.get_pack_setting('命名空间:滑块名称')查询某个滑块的值
[*]query.is_pack_setting_enabled('ns:toggle_name') check if toggle is enabled
[*]query.is_pack_setting_enabled('命名空间:开关名称')检测某个开关的状态
[*]query.is_pack_setting_selected('ns:dropdown_name', 'dropdown_option_name') if a dropdown option is selected
[*]query.is_pack_setting_selected('命名空间:下拉列表名称', '下拉列表选项的名称')确定某个选项是否在下拉列表中选中
NETWORK PROTOCOL
网络协议
[*]Added ActorFlags::BODY_ROTATION_LOCKED_TO_VEHICLE
[*]加入了ActorFlags::BODY_ROTATION_LOCKED_TO_VEHICLE
[*]LevelSoundEventPacket modified: added LevelSoundEvent::SpearAttackHit, LevelSoundEvent::SpearAttackMiss, LevelSoundEvent::WoodenSpearAttackHit and LevelSoundEvent::WoodenSpearAttackMiss
[*]修改了LevelSoundEventPacket:加入了LevelSoundEvent::SpearAttackHit、LevelSoundEvent::SpearAttackMiss、LevelSoundEvent::WoodenSpearAttackHit,和LevelSoundEvent::WoodenSpearAttackMiss
[*]ActorEventPacket modified: added ActorEvent::KINETIC_DAMAGE_DEALT
[*]修改了ActorEventPacket:加入了ActorEvent::KINETIC_DAMAGE_DEALT
[*]Added new Level Sound Event imitate.camel_husk
[*]加入了新的存档声音事件imitate.camel_husk
[*]Added new Level Sound Event imitate.parched
[*]加入了新的存档声音事件imitate.parched
[*]Renamed ActorFlags::BODY_ROTATION_LOCKED_TO_VEHICLE to ActorFlags::ROTATION_LOCKED_TO_VEHICLE
[*]将 ActorFlags::BODY_ROTATION_LOCKED_TO_VEHICLE 重命名为 ActorFlags::ROTATION_LOCKED_TO_VEHICLE
[*]Added Ambient bool field to MobEffectPacket, defines if the effect is considered ambient (like the ones applied by Beacons or Conduits)
[*]向 MobEffectPacket 加入了 Ambient 布尔值字段,用于定义效果是否被视为环境效果(如信标或潮涌核心施加的效果)
[*]LevelSoundEventPacket modified: added LevelSoundEvent::SpearUse and LevelSoundEvent::WoodenSpearUse
[*]修改了LevelSoundEventPacket:加入了LevelSoundEvent::SpearUse和LevelSoundEvent::WoodenSpearUse
PARTICLES
粒子效果
[*]Fixed a bug that caused incorrect validation errors for particle texture path (MCPE-220351)
[*]修复了导致粒子纹理路径验证错误的漏洞(MCPE-220351)
SCRIPTING
脚本
[*]Breakpoints that are checked by MC and considered invalid will appear disabled in VSCode
[*]由《我的世界》检查并判定为无效的断点将在 VSCode 中显示为禁用
[*]Fix bug causing breakpoints to miss under certain conditions
[*]修复了某些情况下导致断点丢失的漏洞
STRUCTURES
结构
[*]Prevented a crash when trying to export structures in unsupported platforms
[*]尝试在不受支持的平台中导出结构时不再会发生崩溃
[*]Fixed rotation and mirroring of Vine blocks during structure placement
[*]修复了结构放置期间藤蔓的旋转和镜像问题
USER INTERFACE
用户界面
[*]String multiplication in UI expressions is now limited exclusively to %.<number>s
[*]UI表达式中的字符串乘法现在仅限于%.<number>s
[*]Added resolve_ancestor_scope boolean to view bindings as a way to bind to an ancestor that matches the source_control_name
[*]为视图绑定加入了resolve_ancestor_scope布尔值,作为绑定到与source_control_name相匹配的起源项的方式
EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新
API
API
[*]Debug drawing tech in @minecraft/debug-utilities now supports rendering shapes in different dimensions:
[*]@minecraft/debug-utilities中的调试绘制现在支持在不同维度中渲染形状:
[*]Added setLocation(location: minecraftserver.DimensionLocation | minecraftserver.Vector3): void method to DebugShape
[*]向DebugShape加入了setLocation(位置: minecraftserver.DimensionLocation类 或 三维向量):不返回任何值方法
[*]The location property on DebugShape has been changed to read only (use setLocation above to modify the location)
[*]将 DebugShape 的 location 属性改为只读属性(可通过上面介绍的setLocation修改)
[*]Added dimension readonly property to DebugShape
[*]向 DebugShape 加入了 dimension 只读属性
[*]Changed the constructors of all the debug shapes to instead take a variant of Vector3 or DimensionLocation
[*]更改了所有调试形状的构造函数,改为采用 Vector3 或 DimensionLocation 的变体
[*]Fixed triggering of PlayerSwingStartAfterEvent to only happen on the start of a swing
[*]修复了 PlayerSwingStartAfterEvent 的触发问题,现在它仅在挥臂开始时触发
[*]Fixed issue where onBreak beta API event would not fire if a Piston was the breaking cause
[*]修复了在活塞破坏方块时不会触发onBreak测试版API事件的问题
[*]Released @minecraft/server version 2.4.0
[*]发布了@minecraft/server的2.4.0版本
[*]Added @minecraft/server version 2.5.0-beta
[*]加入了 @minecraft/server 的 2.5.0-beta 版本
[*]Debug Drawing
[*]调试绘制
[*]Fixed a bug where timeLeft would cause the DebugShape to be removed immediately
[*]修复了 timeLeft 会导致 DebugShape 立即移除的漏洞
[*]Fixed a bug where the arrow head of the DebugArrow would look incorrect at certain rotations
[*]修复了 DebugArrow 的箭头在某些角度下看起来不正确的漏洞
[*]Fixed issue in preview where world.afterEvents.playerBreakBlock was providing an invalid block position (MCPE-229538)
[*]修复了 world.afterEvents.playerBreakBlock 在预览中提供无效方块位置的问题(MCPE-229538)
[*]Sends global dynamic property values to the Minecraft debugger's Live Diagnostics when attached
[*]现在会在连接时将全局动态属性发送至《我的世界》调试器的实时诊断
[*]Added EntitySwingSource for providing context of player swings to beta
[*]向测试版加入了 EntitySwingSource 以提供玩家挥动时的环境(上下文)
[*]Added PlayerSwingStartAfterEvent.swingSource to beta
[*]向测试版加入了PlayerSwingStartAfterEvent.swingSource
[*]Added PlayerSwingEventOptions.swingSource to beta
[*]向测试版加入了PlayerSwingEventOptions.swingSource
[*]Fixed an issue where DebugShape objects were not cleaned up properly after running /reload
[*]修复了运行/reload命令后 DebugShape 对象的属性未清空的问题
[*]Fixed an issue where DebugText would not be affected by the scale property
[*]修复了 DebugText 不受 scale 控制的问题
[*]World
[*]世界类
[*]Added property readonly tickingAreaManager: TickingAreaManager to beta
[*]向测试版加入了只读属性 tickingAreaManager: TickingAreaManager类
[*]Added class TickingAreaManager to beta . This manager is used to add, remove or query temporary ticking areas to a dimension
[*]向测试版加入了TickingAreaManager类。该管理器用于添加,移除或查询维度中的临时常加载区域
[*]These ticking areas are limited by a fixed amount of ticking chunks per pack independent of the command limits
[*]这些常加载区域会受到每个包的常加载区域固定数量的限制,与命令限制无关
[*]Added interface TickingArea to beta . This provides information about a specific ticking area
[*]向测试版加入了 TickingArea 接口。用以提供指定常加载区域的信息
[*]Added interface TickingAreaOptions to beta . Options to create a ticking area using the TickingAreaManager
[*]向测试版加入了 TickingAreaOptions 接口。以设置使用TickingAreaManager创建的常加载区域
[*]Added class TickingAreaError to beta
[*]向测试版加入了TickingAreaError类
[*]Added enum TickingAreaErrorReason to beta
[*]向测试版加入了TickingAreaErrorReason枚举
[*]Enum for the reason that a TickingAreaError was thrown
[*]该枚举列出了 TickingAreaError 报错的原因
[*]Added BlockComponentRedstoneUpdateEvent, which can be subscribed by custom block components
[*]加入了可由自定义方块组件注册的 BlockComponentRedstoneUpdateEvent
[*]Added onRedstoneUpdate custom component subscription in beta with the following conditions
[*]在测试版加入了 onRedstoneUpdate 自定义组件注册项,其带有以下条件:
[*]Block has minecraft:redstone_consumer component, otherwise CONTENT_ERROR is thrown
[*]方块具有 minecraft:redstone_consumer 组件,否则会抛出CONTENT_ERROR
[*]Subscription is not queued if the BlockComponentRedstoneUpdateEvent.powerLevel is less than minecraft:redstone_consumer field min_power Here is an example of a custom component json and the subscription script:
[*]若 BlockComponentRedstoneUpdateEvent.powerLevel 小于 minecraft:redstone_consumer 的 min_power 字段,注册项不会进入队列。自定义组件JSON和订阅脚本示例如下:
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "test:custom_block"
},
"components": {
"minecraft:redstone_consumer": {
"min_power": 10,
"propogates_power": true
},
"test:custom_component": {}
}
}
}
import { system } from '@minecraft/server-wrapper';
system.beforeEvents.startup.subscribe(init => {
init.blockComponentRegistry.registerCustomComponent("test:custom_component", {
onRedstoneUpdate: _ => {
//在此处插入逻辑
}
});
});
API INFRA
API底层逻辑
[*]Modernized CommandOutputPacket serialization
[*]升级了CommandOutputPacket序列
[*]Max number of "Output Messages" set max to 100
[*]将"Output Messages"的最大数量设为100
[*]Field "Message Id", set max size to 512 characters
[*]"Message Id"字段将最多支持512个字符
[*]Max number of "Parameters" set to 512
[*]将"Parameters"的最大数量设为512
[*]Modernized CommandRequestPacket serialization
[*]升级了CommandRequestPacket序列
[*]Field "Request ID", set max size to 39 characters
[*]"Request ID"字段将最多支持39个字符
[*]Modernized AvailableCommandsPacket serialization. Added these constraints:
[*]升级了AvailableCommandsPacket序列。加入了以下限制:
[*]Chained Subcommand Data / Name max size set to 512 characters
[*]将链式子命令数据/名称的最大大小设置为512个字符
[*]Commands / Name max size set to 512 characters
[*]将命令/名称的最大大小设置为512个字符
[*]Commands / Description max size set to 1000 characters
[*]将命令/描述的最大大小设置为1000个字符
[*]Commands / Chained Subcommand Indexes max size set to 250 elements
[*]将命令/链式子命令索引的最大大小设置为250个元素
[*]Commands / Overloads max size set to 250 elements
[*]将命令/重载的最大大小设置为250个元素
[*]Constraints / Constraint Indices max size set to 250 elements
[*]将限制/限制索引的最大大小设置为250个元素
BLOCKS
方块
[*]Added component minecraft:support behind the Upcoming Creator Features toggle Example:
[*]向即将到来的创作者功能实验项加入了 minecraft:support 组件,例如:
"minecraft:support": {
"shape": "stair" //也可以是"fence"
}
[*]Created a new block trait, minecraft:connection, to expose behavior like Fences or Glass Panes from Vanilla where blocks connect to other blocks around them. Using this trait with the example below adds the bool states minecraft:connection_north, minecraft:connection_east, minecraft:connection_south, and minecraft:connection_west . This is only available while the "Upcoming Creator Features" toggle is enabled Example:
[*]创建了新的方块特征 minecraft:connection,以公开类似于原版中的玻璃或栅栏一样的行为,这类方块会与周围的其他方块相连接。下方使用此特征的示例添加了布尔值方块状态 minecraft:connection_north、minecraft:connection_east、minecraft:connection_south,和minecraft:connection_west。这仅在“即将推出的创作者功能”选项启用时可用,例如:
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "test:connection_block",
"traits": {
"minecraft:connection": {
"enabled_states": ["minecraft:cardinal_connections"]
}
}
}
}
}
[*]One known issue with this is that blocks using minecraft:connection don't properly decide connections to blocks like Fences, Walls, Iron Bars, Fence Gates, and Glass Panes. Addressing this issue is currently in development
[*]一个已知问题:使用 minecraft:connection 的方块不会像栅栏,墙,铁栏杆,栅栏门和玻璃板那样在方块间正确地相连。目前正在开发该问题的解决方法
[*]Added component minecraft:connection_rule behind the Upcoming Creator Features toggle which allows custom blocks to define whether other blocks with connection behavior - such as fences, walls, bars, and glass panes - can try to create a connection.
[*]向即将到来的创作者功能实验项加入了 minecraft:connection_rule 组件,可决定是否允许自定义方块与其他方块相连——比如不同栅栏、墙、栏杆,和玻璃板间——能够创建连接的行为。
[*]Added VanillaBlockTag minecraft:has_fence_connections that can be used to identify a custom block as a block that creates connections like a fence; this tag is required to create connections between custom and Vanilla fences. The component and tag can be used along with the minecraft:connection block trait to make a custom fence that creates connections like a Vanilla fence. The following is an example of how they fit into the JSON of a custom fence block:
[*]加入了 minecraft:has_fence_connections VanillaBlockTag类(原版方块标签),用于确认自定义方块可否像栅栏方块一样创建连接;“自定义栅栏”和原版栅栏之间创建连接离不开该标签。minecraft:connection_rule组件和minecraft:has_fence_connections标签可与 minecraft:connection 方块特征一同使用以使自定义方块像原版栅栏那样创建连接。适用于自定义栅栏方块的JSON示例如下:
{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "test:my_fence",
"traits": {
"minecraft:connection": {
"enabled_states": ["minecraft:cardinal_connections"]
}
}
},
"components": {
"tag:minecraft:has_fence_connections": {},
"minecraft:connection_rule": {
"accepts_connections_from": "only_fences"
}
}
}
}
[*]Added new state minecraft:corner_and_cardinal_direction to the minecraft:placement_direction block trait which enables the minecraft:corner with values none, inner_left, inner_right, outer_left, and outer_right to provide similar behavior to how stairs in Vanilla work
[*]向 minecraft:placement_direction 方块特征加入了新的 minecraft:corner_and_cardinal_direction 方块状态,表现为带有 none、inner_left、inner_right、outer_left,和 outer_right 值的 minecraft:corner,可提供类似于原版中栅栏的运作方式的行为
[*]When this is set, you can use the field blocks_to_corner_with to decide the criteria with an array of block descriptors to determine what blocks to form a corner with
[*]设为真时,可以使用 blocks_to_corner_with 字段来决定带有方块描述符数组的条件,以确定可以与之形成拐角的方块
[*]The default behavior for this field is to corner with the same block name
[*]此字段的默认行为是与名称相同的方块形成拐角
[*]This all requires the Beta APIs toggle to be enabled on a world and the use_beta_features flag on your block
[*]需要在世界中启用“测试版 API”选项以及在方块中启用 use_beta_features 旗标
"format_version": "1.21.130",
"use_beta_features": true,
"minecraft:block": {
"description": {
"identifier": "custom:custom_block",
"traits": {
"minecraft:placement_position": {
"enabled_states": ["minecraft:vertical_half"]
"minecraft:placement_direction": {
"enabled_states": ["minecraft:corner_and_cardinal_direction"],
"blocks_to_corner_with": [{"tags": "q.any_tag('minecraft:cornerable_stairs')"}]
}
}
[*]With the Beta APIs toggle on, Vanilla Stairs have the tag minecraft:cornerable_stairs available, and can corner with custom blocks with the same tag if the block also uses minecraft:cardinal_direction block states
[*]现在在启用“测试版 API”选项的情况下,原版楼梯的 minecraft:cornerable_stairs 标签会变得可用,并且会在带有相同标签的自定义方块也使用 minecraft:cardinal_direction 方块状态时与该方块形成拐角
[*]Blocks using minecraft:placement_direction Block Trait with the minecraft:corner_and_cardinal_direction had the inner_left/outer_left and inner_right/outer_right states backwards when a block was facing south or west
[*]现在当一个方块朝向南方或西方时,使用带有 minecraft:corner_and_cardinal_direction 的 minecraft:placement_direction 方块特征的方块会有向后的inner_left或outer_left,以及inner_right或outer_right方块状态
[*]Made blocks that use the minecraft:placement_position block trait with the state minecraft:vertical_half and minecraft:placement_direction with the state minecraft:corner_and_cardinal_direction update the corner state immediately instead of happening a tick later
[*]现在使用带有 minecraft:vertical_half 方块状态的 minecraft:placement_position 方块特征和带有 minecraft:corner_and_cardinal_direction 方块状态的 minecraft:placement_direction 会立即更新拐角状态,而不是在一刻之后更新
[*]We now will mirror the minecraft:corner block state when used within a structure
[*]现在可在结构中镜像翻转使用 minecraft:corner 方块状态的方块
[*]Added minecraft:redstone_consumer component behind the Upcoming Creator Features experiment. A component describing how a block can consume and potentially propogate a redstone signal
[*]向即将推出的创作者功能实验项加入了 minecraft:redstone_consumer 组件。该组件规定了方块以何种方式消耗并可能地传递红石信号
[*]Contains optional field min_power which defines the minimum value for incoming signal stregth. If signal strength is greater than or equal to this value then the onRedstoneUpdate event is sent to Scripts. Defaults to 0 meaning event is always emitted
[*]包含可选字段 min_power ,用于定义传入信号强度的最小值。若信号强度大于或等于此值,则 onRedstoneUpdate 事件会发送给脚本。默认值为0,这意味着始终会发送事件
[*]Contains optional field propogates_power a Boolean to control whether a signal can pass through this block or not, defaults to false
[*]包含可选字段 propogates_power ,为布尔值,用于控制红石信号是否可以穿过此方块,默认为假
[*]This component is currently not available for block permutations
[*]目前该组件不可用于方块序列
[*]Example:{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "test:custom_consumer_block"
},
"components": {
"minecraft:redstone_consumer": {
"min_power": 5,
"propogates_power": true
}
}
}
}
[*]例如:{
"format_version": "1.21.130",
"minecraft:block": {
"description": {
"identifier": "test:custom_consumer_block"
},
"components": {
"minecraft:redstone_consumer": {
"min_power": 5,
"propogates_power": true
}
}
}
}
[*]Modified minecraft:material_instances block component
[*]修改了 minecraft:material_instances 方块组件
[*]Removed redundant experimental field shaded formerly named emissive
[*]移除了之前名为 emissive 的冗余实验性字段shaded
[*]Same effect can be achieved with existing fields, example below
[*]使用现有字段可以实现相同效果,示例如下:
"minecraft:material_instances" : {
"*": {
"texture": "my_texture",
"render_method": "opaque",
"face_dimming": false,
"ambient_occlusion", false
}
}
[*]Added minecraft:leashable block component, which allows custom blocks to receive a lead attachment, including an offset field to change the position of the leash knot. Currently only available with "Upcoming Creator Features" enabled
[*]加入了 minecraft:leashable 方块组件,允许拴绳附着在方块上,包含用于更改拴绳结位置的offset字段。目前仅在启用“即将推出的创作者功能”时可用
EDITOR
编辑器
[*]Initial experimental support for "Prefabs" in the Editor
[*]在编辑器中加入了对“预制件”的初始实验性支持
[*]This feature is highly experimental, has some issues, is guaranteed to change and is not yet documented
[*]此功能是高度实验性的,存在一些问题,我保证会对它进行修改,并且它还未被记录在官方文档中
[*]Do not use in production projects
[*]不要在产品项目(可能指的是提供市场内容的那些人?)中使用
[*]Added a "Prefab Template Manager" to help create, edit and delete prefab templates
[*]加入了“预制件模板管理器”,以帮助创建、编辑和删除预制件模板
[*]Added a "Prefab Instance Editor" to allow placement of prefabs in the scene, and edit the properties of the instance
[*]加入了“预制件实例编辑器”,以允许在场景中放置预制件和编辑实例的属性
GRAPHICAL
图像
[*]Fixed an error where Marketplace content containing local_lighting.json could spam content errors (MCPE-1498487)
[*]修复了包含local_lighting.json的市场内容可能会滥发内容日志错误的漏洞(MCPE-1498487)
https://www.minecraft.net/content/dam/minecraftnet/franchise/author-avatars/Mojavatar-Jay-Wells-100x148.png
【冥王大大 译自Jay Wells 2025 年 12 月 9 日发布的 Minecraft 1.21.130 Bedrock Changelog】
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Converted at 2025-12-10 13:20 +0800
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123网盘的链接失效了 这次的更新和披风有关吧 为什么我看不到新出的那个焦骷髅?那个骷髅是隐身的
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