|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。
NEWS
Minecraft Bedrock Edition 1.21.80
《我的世界》基岩版 1.21.80
Minecraft: Bedrock Edition 1.21.80 Update
《我的世界》基岩版 1.21.80 更新
Have you ever looked out across the Overworld and just wished it was... flatter? Well, good news! Flat world presets are now available in Bedrock Edition! Whether you prefer to build on a clean slate or have an aversion to pointy landscapes, now you can have your pick of several exciting in-game presets, from Classic Flat to Water World. If that wasn't enough, there's also tons of bug fixes and some exciting features waiting behind the experimental toggle.
不知道你有没有仔细看过主世界,有没有想过让它更……平坦些的想法?那么,好消息!现在基岩版推出了超平坦世界预设!无论你是想在一块干净的空地上还是讨厌尖峭的景观,你现在都可以从经典平坦原文如此到水世界中选择这几个激动人心的内置预设。如果这还不能满足你,在实验性内容后头还有许许多多的漏洞修复和新特性等着你。
FEATURES AND BUG FIXES 特性和漏洞修复
FLAT WORLD PRESETS 超平坦世界预设
In the Advanced tab of the Create New World screen, enable Flat World to access flat world presets
在创建新世界界面的“高级”设置中,启用平坦的世界原文如此以访问超平坦世界预设
Classic Flat
经典平坦
Tunnelers' Dream
挖掘者之梦
Water World
水世界
Overworld
主世界
Snowy Kingdom
冰雪王国
Bottomless Pit
无底洞
Desert
沙漠
Redstone Ready
红石就绪原文如此
ACCESSIBILITY 辅助功能
Fixed an issue where Text To Speech wasn't working on Android Fire Tablet devices
修复了文本转语音功能在 Android Fire Tablet设备上无法正常工作的问题
AUDIO FIXES 音频修复
Fixed an issue where all sound in Windows stops working after 40-41% loading (MCPE-175138)
修复了在 Windows 系统中所有音效在加载 40-41% 后停止工作的问题(MCPE-175138)
Music and sounds will no longer play once the save and exit button is pressed (MCPE-190632)
When a block around any of these smaller non 1x1x1 blocks is broken, the AO computation is correctly applied to the face in the direction of that broken block. Previously the wrong face could be seen getting lightened/darkened.
Added 'music_definition' field to 'minecraft:biome_music' component in client_biome json files to control the music played in the biome. The default music will be determined by the dimension if the biome_music component or music_definition property is left off. An empty string can be used if the biome is intended to be silent
Farm animal spawn eggs used in the Mangrove Swamp biome will now spawn the same variants of Chicken, Cow, and Pig as seen in the Java Edition (MCPE-190750)
Options include a list of regions, or allowing the Realms service to automatically select the best region for the Realm owner or the first player to join the Realm in a given session
Note that this selection is a preference only and due to server capacity, your Realm may be hosted in a different region than selected and in that case, the next closest region to your preference will be selected
Touch Controls: Updated icons for Dismount and Jump buttons (when mounted) to be clearer and consistent between the touch control schemes (MCPE-184403)
Enable the "Drop 2 2025" experimental toggle to test out these new features!
启用“2025 第二次更新”实验性功能子选项来测试这些新内容!
BLOCKS 方块
DRIED GHAST 失水恶魂
Can be found in the Nether in Nether Fossil structures
在下界中作为下界化石的一部分自然生成
Can be crafted with 1 Bone block and 8 Ghast Tears
可由1个骨块和8个恶魂之泪合成
When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob
让失水恶魂含水大概20分钟,经历3个状态之后就可以生成小恶魂
Makes sounds and shows particles depending on state
不同状态下会发出不同的音效和粒子
If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging
如果你挖掉含水状态下的失水恶魂,无论当时处于哪一种状态,它都会退回到“干燥”的状态
Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale
如果你让它离开水和含水时相同的时长,它就会退回到初始的“干燥”状态
MOBS 生物
GHASTLING 小恶魂
Ghastling is a young version of the Happy Ghast mob.
小恶魂是快乐恶魂的幼年形态。
Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes.
从持续浸水约20分钟的失水恶魂方块中生成。
After spawning, the Ghastling will try and follow:
在出生后,小恶魂会尝试跟随以下生物:
Players within a 16-block radius or
16格半径内的玩家 或
An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius
If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with).
If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming
如果玩家在半空中取消骑乘,快乐恶魂将缓缓降落至地面,接着继续游荡
Cannot enter boats
快乐恶魂不能乘船
Idles around within 64 blocks from its home position (where it spawned or last was interacted with)
在距离其起始位置64格内(生成或最后一次互动的地方)待机
If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks).
在装备了挽具的情况下,快乐恶魂会在更近的范围内待机(距起始位置32格内)
The Happy Ghast will try to stay close to blocks when roaming on its own
快乐恶魂独自游荡时会尽量靠近方块
Known Issue: The Happy Ghast's health is currently set to 40 when it should be 20. We will be addressing this as soon as possible!
已知问题:快乐恶魂的目前的生命值为40,而它应该是20。我们将尽快解决这个问题!
GHAST 恶魂
Updated Ghast texture
更新了恶魂的纹理
ITEMS 物品
HARNESS 挽具
Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it.
新加入物品:挽具,玩家可以将其装备在快乐恶魂上来骑乘快乐恶魂。
Crafted out of 3 leather, 2 glass blocks and 1 wool block, the harness will have the same color as the wool block used when crafting
由3个皮革、2个玻璃方块和1个羊毛方块合成,挽具的颜色与制作时使用的羊毛颜色相同
Can be re-dyed
可以(通过使用染料)重新染色
Can only be equipped on a Happy Ghast
仅能在快乐恶魂上装备
Allows up to 4 players to mount the Happy Ghast
允许至多4个玩家骑乘快乐恶魂
Can be removed from the Happy Ghast using Shears but only when no players are mounted
对没有玩家骑乘的快乐恶魂使用剪刀可以卸下它装备的挽具
COMMANDS 命令
Added the Game Rule command locatorBar to enable or disable the Locator Bar feature
添加了/gamerule命令的子选项locatorBar来设置是否启用(替换经验条的)定位栏
VIBRANT VISUALS 灵动视效暂译
The features, lighting, effects, and assets are still in development, so expect things to change and improve over time as we continue to iterate.
功能、光照、效果和资源仍在开发中,因此随着我们不断迭代,预计情况会随着时间的推移而发生变化和改进。
Supported devices include Xbox Series X|S, Xbox One, PlayStation 4, PlayStation 5, Android, iOS, and PC.
支持的设备包括 Xbox Series X|S、Xbox One、PlayStation 4、PlayStation 5、Android、iOS 和 PC端。
Android: Adreno 640, Mali-G68, Mali-G77, or Xclipse 530 or higher
Our team is hard at work testing Vibrant Visuals on even more Minecraft: Bedrock Edition devices, and we hope to be able to update this list of supported devices in the future.
我们的团队正在努力在更多设备上测试充满活力的《我的世界》基岩版的视觉效果,我们希望将来能够更新此支持设备列表。
To use Vibrant Visuals in a World, you must enable the "Vibrant Visuals" toggle in the Experimental tab in the Create New World or Edit World screens. This will expose Vibrant Visuals as an option in the in-game Video settings Graphics Mode dropdown, which can then be selected alongside the other existing rendering modes.
要在世界中使用灵动视效,您必须在创建新世界或编辑世界界面的实验性内容选项卡中启用“灵动视效”子选项。这将在游戏内的视频设置中的图像模式下拉菜单中将灵动视效显示为一个可选项,然后与其他现有渲染模式出现在同一个列表中供您选择。
Presets for choosing between "Favor Visuals" and "Favor Performance" are available in the Video Settings. Specific feature and visual settings can also be adjusted by expanding "Vibrant Visuals Options".
视频设置中会提供“性能优先”和“视觉优先”两种预设,分别偏向于性能体验和视觉效果体验。还可以通过展开“灵动视效选项暂译”来调整特定的功能和视觉设置。
Splitscreen is not supported with Vibrant Visuals and the game will switch to Fancy or Simple rendering if multiple players are joined locally.
灵动视效不支持分屏,如果多个玩家在本地加入,游戏将切换到花式或简约渲染模式。
Marketplace Add-Ons, Skins, and Persona items will work with Vibrant Visuals, however, Worlds and Texture Packs are not compatible with the new mode at this time.
市场中的(无渲染组件的)附加包、皮肤和角色创建器项目可在应用了灵动视效的情况下使用。但是,世界和纹理包目前不与其兼容。
KNOWN ISSUES 已知问题
Some visual corruptions may exist on certain Android devices, particularly with Mali GPUs
某些 Android 设备上可能存在一些视效问题,尤其是使用 Mali GPU 时
Surfaces deeper than eight blocks underwater are dark
潜水超过8格深视野将会变暗
Light may leak into underground areas or shadows may pop in and out, especially near cave entrances
光线可能会穿透到地下区域,或者阴影可能会有出入,尤其是在洞穴入口附近
Textures may turn pink after suspend and resume, opening Settings, or exiting world
纹理在从暂停中回到游戏、打开设置或退出世界后可能会变为粉色
Metallic surfaces might appear with some visual bugs in certain conditions
在某些情况下,金属(应该指的是方块)表面可能会出现一些视觉错误
Emissive surfaces might not glow or appear white in certain conditions
The Locator Bar is a new UI element on the Player HUD that displays the direction of other Players in the World.
定位栏是玩家 HUD 上的一个新加入的 UI 元素,用于显示世界中其他玩家的方向。
When the Locator Bar Experiment is enabled and there are multiple Players in a World, the Locator Bar will appear on-screen for each Player, replacing the Experience Bar. The Player Level number will still be visible as before above the Locator Bar.
The Locator Bar will display colored indicators when the camera is facing within 120 degrees towards another Player. If another Player is 30 degrees above or below the camera's viewport (the screen) an up or down arrow will be displayed.
Crouching will hide the Player, preventing their indicator from appearing on the Locator Bar of other Players.
玩家将通过潜行隐藏代表自己的指示器图标,防止其他玩家通过定位栏发现他们。
Players in Spectator Mode are not visible on the Locator Bar.
旁观模式中的玩家在定位栏上不可见。
A Mob Head or a Carved Pumpkin will similarly hide Players from the Locator Bar when worn in the head slot.
当玩家在头盔装备槽中穿戴了生物头颅或雕刻南瓜时,同样会在定位栏中隐藏代表他们的指示器图标。
Using a Potion of Invisibility will also hide players from the Locator Bar.
使用隐身药水也可以隐藏玩家在定位栏中代表自己的指示器图标。
Developer's note: When the Locator Bar moves out of experimental, we plan on making it a feature that Players can toggle on and off. 开发者注:我们计划在定位栏移出实验性内容(正式应用到游戏中)时开发出一个功能,让玩家可以选择是否启用它。
Player Dots on the Locator Bar now show correctly regardless of Simulation Distance
现在,无论模拟距离如何,定位栏上的玩家点(上文提到的指示器中代表玩家的白色图标)都可以正确显示
Dots are now shown representing Players in Spectator Mode to other Players also in Spectator Mode on the Locator Bar
现在,在定位栏上向旁观模式中的其他玩家显示代表处于旁观模式的玩家的图标
KNOWN ISSUES 已知问题
The Locator Bar has the following known issue, so we recommend testing it with a Simulation Distance of 4 chunks
定位器栏存在以下已知问题,因此我们建议使用4个区块的模拟距离对其进行测试
If the Simulation Distance is set to greater than 4 chunks then the Locator Bar may not show players in between 4 chunks and the Simulation Distance
如果模拟距离设置为大于4个区块,则定位栏可能不会显示4个区块外但在模拟距离内的玩家
TECHNICAL UPDATES 技术性更新
API 脚本 API
Fixed an issue with BlockPermutation::withState in outdated scripts that prevented some states from being set correctly on a number of blocks
Coroutines (promises) are now flushed in early execution to allow async imports to interact with early execution APIs like Custom Components and Custom Commands.
spawnEntity method of Dimension no longer supports using a spawn event inside the identifier parameter. SpawnEntityOptions interface now has an optional string member spawnEvent?: string for specifying a spawn event to be sent to the entity when it is spawned. Please update any existing usages of spawn events inside identifier to instead use this new spawnEvent option. For example: spawnEntity("minecraft:horse<minecraft:ageable_grow_up>", {x:0, y:0, z:0}) should become spawnEntity("minecraft:horse", {x:0, y:0, z:0}, {spawnEvent: 'minecraft:ageable_grow_up'})
Changed type for formValues property from (boolean | number | string)[] to (boolean | number | string | undefined)[] .
将 formValues 属性的类型从 (boolean | number | string)[] 改为 (boolean | number | string | undefined)[] 。
New Signature: formValues?: (boolean | number | string | undefined)[] .
新签名: formValues?: (布尔值或数字或字符串或 undefined)[] .
Old Signature: formValues?: (boolean | number | string)[] .
旧签名: formValues?: (布尔值或数字或字符串)[] .
formValues array now contains entries for all the elements provided by the request. It means that labels, headers, and dividers are considered into the response with an undefined value.
New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.
"on_rider_exit_event", defines the event to execute on the owner entity when an entity stops riding it
"on_rider_exit_event",定义在骑行者取消骑乘该实体时要对骑行者执行的事件
Content errors will log missing texture references in the "minecraft:icon" item component
内容日志错误现在会记录“minecraft:icon”物品组件中的缺失纹理引用
The "minecraft:rideable" component's Seat definition now has two additional fields:
现在 "minecraft:rideable" 组件的座位定义有两个附加字段:
"third_person_camera_radius" can be used to set a different camera radius when in third person or third person front camera. The value needs to be in the range [1.0, 64.0]. Value 0.0 is ignored.
"camera_relax_distance_smoothing" adds springiness to the camera movement when the camera moves back to its radius after being pushed closer to the player by and obstacle. A higher value means a stiffer spring. The value needs to be in the range [1.0, 32.0]. Value 0.0 is ignored.
We are excited to announce Editor v0.9.5! To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
我们很高兴地宣布推出0.9.5版本的基岩版编辑器!要了解有关编辑器及其丰富多“块”的世界编辑功能的更多信息,请在此处查看官方文档,或在此处了解如何构建编辑器扩展
FEATURE HIGHLIGHTS IN EDITOR V0.9.5 基岩版编辑器0.9.5版本中的亮点
SELECTION UPDATES 选取工具更新
The selection experience in Editor has been completely revamped! Enjoy a new, widget-based system with click-and-drag Marquee selection, undo/redo support, and updated keyboard shortcuts for faster, more precise editing. We've also added two new Trim Actions—Trim and Remove Air—to help refine your selections down to just the blocks you need. Plus, the new Magic Select mode lets you quickly grab non-air blocks above a selected point, making it easier than ever to work with structures. Give these tools a try and level up your building flow!
编辑器中的选取体验已完全改进!享受基于小部件的新系统,该系统具有单击和拖动选区进行选择、撤消或重做支持和更新的键盘快捷键,可实现更快、更精确的编辑。我们还添加了两个新的修剪工具——修剪(Trim)和移除空气(Remove Air),以帮助将选区细化为所需的方块。此外,新的魔法选择模式可让您快速抓取选定点上方的非空气方块,从而比以往任何时候都更容易处理结构。试试这些工具,提升你的建筑流程吧!
NEW TUTORIAL SYSTEM 新的教学系统
We added a new tutorial flow accessible from the Help menu. It's designed to help new users quickly get up to speed with how to use Editor and its core features.
我们添加了一个新的教程流程,可从帮助菜单访问。它旨在帮助新用户快速了解如何使用基岩版编辑器及其核心功能。
FULL EDITOR CHANGELOGS 完整的编辑器更新日志
Selection system has been completely overhauled and now leverage client widgets
选取系统已彻底革新,现在使用客户端小部件
Selection Marquee now support click and drag to select
选区框选现在支持点击并拖动以进行选择
Selection Marquee still supports opposing corner mode using CTRL key
选区框选仍然支持使用 CTRL 键的对角模式
Marquee and Freehand selection now support undo and redo
框选和手绘选区现在支持撤销和重做
Widgets colors are integrated with the theme manager
小部件颜色现在与主题管理器相集成
Updates to keyboard shortcuts:
更新了键盘快捷键:
Keyboard control for selection volumes now supports keyboard repeat
选区体积的键盘控制现在支持重复键盘操作
(Marquee) SHIFT+Click create multiple volumes
框选时,SHIFT+单击以创建多个选区体
(Freehand) SHIFT+CTRL removes brush voxels from selection
手绘时,SHIFT+CTRL 以移除选区中的画笔体素
(Freehand) SHIFT adds brush voxels to existing selection
手绘时,按 SHIFT 键以将画笔体素添加到选区中
ALT+Arrow keys move the selection volume (Marquee & Freehand)
ALT+箭头键以移动选区体(在框选和手绘时都适用)
CTRL+Arrow keys resize the selection volume (Marquee only)
CTRL+箭头键以调整选区体积的大小(仅在框选时可用)
ENTER selects a volume
按 ENTER 键以选择一个选区体
SHIFT+ENTER selects an additional volume
SHIFT+ENTER 以选择一个额外的选区体
CTRL+S enters selection mode. CTRL+S again (while in selection mode) cycles between Marquee and Freehand
CTRL+S 以进入选取模式。(在选取模式下)再次点击Ctrl+S会在框选和手绘模式之间循环
Added a new toggle group for Trim Actions
为修剪工具添加了一个新的切换组
Added 2 new trim actions Trim (shrink the selection bounding volume to include only the specified non-air blocks) and Remove Air(remove all air blocks (and specified blocks) from the selection to create a new selection containing only the specified blocks)
Added "Magic Select" to selection modes. This mode allows users to quickly select non-air blocks at and above a selected block. This is extremely useful when working with structures. The current implementation is prototype and only has an 8-block search radius, upwards from the point of click. Holding SHIFT while clicking will make the selection additive to any existing selections
Added a new Client Widget Bounding Box and Volume Outline components
添加了新的客户端小部件:边界框和体积轮廓
Added keyboard repeat to cursor controls
添加了重复键盘操作光标控件
Added visualization to Smart Fill tool
为智能填充工具添加了可视化效果
Added visualization to Extrude tool
为挤压工具加入了可视化功能
Added visualization to Line tool
为线条工具加入了可视化功能
Added fields 'Spawn Position', 'Time of Day' and 'Weather' in a new section of initial play settings.
在初始游玩设置的新部分中加入了“生成位置”、“当日时间”和“天气”字段。
Added feedback UI to show the progress and result.
加入了反馈 UI 以显示进程和结果。
Added a 'Custom Mapping' subpane to the Workbench extension which adds the ability to add mappings for custom block properties
为工作台扩展加入了“自定义映射”子窗格,此子窗格加入了为自定义方块属性添加映射的能力
Added global keybind for activating Workbench
为激活的工作台(Workbench)加入了全局键位绑定
Added a tool mode key shortcut for Reload operation, it will be unbound by default
加入了用于重载操作的工具模式快捷键,其在默认情况下是未绑定的
Added a new editorConstants object to the player context. This provides access to a number of constant values and methods that are commonly used across Editor (both in TypeScript and Native code)
Added game rules to Export: Limited Crafting, Show Death Message, Show Item Tags, Command Block Output, Send Command Feedback, Max Command Chain Length, Fire Damage, Freeze Damage, Fall Damage, Drowning Damage, Insomnia, Show Border Effect, Function Command Limit
Added a missing string when there is an empty slot in the Realms Slot dropdown
加入了 Realms 槽位下拉菜单中存在空的槽位时的缺失字符串
Added unbound keybindings for Trim and Remove Air from Selection
为选取模式下的修剪和移除空气修剪工具添加了未绑定时的键绑定
Adding an animation on the viewport and opening the log panel when an error is logged.
在视口上加入了一个动画,并且现在会在记录错误时打开日志面板。
Updated performance on Smart Fill & Extrude
提升了智能填充与挤压的性能
Updated brush shape settings to be local to the modal tool and specific configuration of that tool
更新了画笔形状设置,使其位于模态工具的本地位置,以及该工具的特定配置
Removed registerBrushShape from BrushShapeManager API, only core brushes will be supported for core tools.
从 BrushShapeManager API 中删除了 registerBrushShape,现在仅有核心画笔受核心工具支持。
Updated icon for delete inside the selection tool.
更新了选取工具的删除图标。
Updated naming of color setters and getters in the Widget system to use the same terminology (Outline for borders, Hull for fills, Highlight for specialized borders)
Updated the Structure Panel to have the ability to create a new Structure from an existing selection
结构面板现在能够从已有选区中创建新结构
Updated the Structure Panel to allow the editing of the origin field
更新了结构面板以允许玩家编辑原点字段
Updated editing fields for structures in the structure panel to allow saving while a field is being edited
更新了结构面板中结构的编辑字段功能,以允许在编辑字段时进行保存
Updated the brush volume max sizes so that they don't exceed our max voxel count for selection operations
更新了笔刷体积最大值,以便它们不会超过选取工具的最大体素量
Updated core modal tool ordering in the tool rail
更新了核心模式工具在工具轨道中的顺序
Removed deprecated property pane API
删除了已弃用的属性面板 API
Removed CompoundBlockVolume usage in Editor Script APIss
删除了编辑器脚本 API 中的 CompoundBlockVolume 用法
Fixed a bug that prevented theme to be changed to Redstone from UI Settings
修复了主题不能由 UI 设置更改为红石的漏洞
Fixed a bug that caused Keyboard Settings buttons to be misaligned in certain resolutions
修复了键盘设置按钮在某些分辨率下未对齐的漏洞
Fixed a bug where visualizations beyond 100x100x100 in the Repeater tool would appear
修复了重复器工具中会出现超出100×100×100的可视化效果的漏洞
Fixed Crash on exit editor when selection volume is visible
修复了在选区体可见的情况下退出编辑器时引发的崩溃
Fixed the brush visualization reset when jumping from matches to no matches (artifacts of the old match state were left attached to the visualization)
修复了由匹配项跳转至无匹配项时的画笔可视化重置问题(旧匹配状态的图像缺陷附着在可视化效果上)
Fixed Publish to Realms bug by cleaning up local world copy that's created during publish process
通过清除发布过程中创建的本地世界副本,修复了发布到 Realms 的漏洞
Fixed a bug where passing a complex volume with non-contiguous voxels was copying only the contents of the bounding rectangle to the clipboard. Only the specified voxels should have been copied. This now allows us to create structures where air and structure voids are stripped out
Fixed an issue with Freehand select near or outside of dimension bounds that could cause selection to become unusable
修复了在尺寸边界附近或外部进行手绘选择时可能导致选择变得不可用的问题
Fixed issues with selection volumes being able to translate or resize past world bounds. This also fixes using large brush shapes with freehand selection (and magic select) close to a world boundary
Fixed a bug that caused Extrude Axis options to be incorrect for Pyramid brush shape
修复了金字塔画笔形状的拉伸轴选项不正确的漏洞
Fixed an issue related to files and folders being permanently deleted when deleting structures in the structure panel
修复了在结构面板中删除结构时会永久删除文件和文件夹的相关问题
Fixed a bug where moving a structure to the clipboard while in Paste Preview (with no actual active clipboard) did not update the clipboard client widget
修复了在粘贴预览中(实际没有激活剪贴板)将结构移动至剪贴板时不会更新剪贴板客户端小部件的漏洞
Fixed some bugs around freehand selection with very large volumes
修复了在非常大的体积下使用手绘选择时的一些漏洞
Fixed a bug where a number of script widget errors would fire when entering The Nether as the startup dimension at Editor open
修复了在编辑器打开期间将下界作为起始维度而进入时会触发大量脚本小部件错误的漏洞
Fixed a bug that caused mouse cursor to be released when changing to Crosshair mode
修复了鼠标会在切换至十字准星模式时被释放的漏洞
ENTITY FILTERS 实体过滤器
Added new entity filter "has_equipment_tag", works like "has_equipment" but takes an item tag instead of an item name
Updated the client side biome component 'minecraft:water_appearance' field 'surface_color' to be optional. Added a content error that fires if the component is empty.
minecraft:behavior.float_wander has been updated with new fields:
minecraft:behavior.float_wander 更新了以下新字段:
navigate_around_surface: enables the usage of a new algorithm to find random positions to navigate to. The new algorithm aims to find random positions in the vicinity of solid (i.e. non-Air and non-liquid) blocks, and if that fails will fall back to finding a random position in the vicinity of the current dimension's surface level.
minecraft:behavior.follow_mob has been updated with the following new fields
更新了 minecraft:behavior.follow_mob,包含下列新字段:
use_home_position_restriction: If true, the mob will respect the 'minecraft:home' component's 'restriction_radius' field when choosing a target to follow. If false, it will choose target position without considering home restrictions.
filters: If non-empty, provides criteria for filtering which nearby Mobs can be followed. If empty default criteria will be used, which will exclude Players, Squid variants, Fish variants, Tadpoles, Dolphins, and mobs of the same type as the owner of the Goal.
Added support for multiple locators for use with leashes for rendering multiple ropes between two entities.
加入了多个定位器与拴绳配合使用的支持,用于渲染两个实体之间的多个绳索。
"multi_lead_n":
"multi_lead_n":
where n = {1, 2, 3, 4} defines locators when the entity is leashed to a different entity.
n 的可选值为{1, 2, 3, 4},用于定义实体被拴在不同实体上时的定位器。
Used if and only if it has a corresponding "multi_lead_hold_n" and the number n is equal on the two entites.
当且仅当其拥有对应的 multi_lead_hold_n 且两个实体上 n 代表的数字相等时使用。
"multi_lead_hold_n"
"multi_lead_hold_n"
Where n = {1, 2, 3, 4} defines locators where the entity is leashing a different entity.
n 的取值范围为{1, 2, 3, 4},用于定义实体拴住不同实体时的定位器。
Used if and only if it has a corresponding "multi_lead_n" and the number n is equal on the two entites.
当且仅当其拥有对应的 multi_lead_n 且两个实体上 n 代表的数字相等时使用。
"lead"
"lead"
is set to origin if it is not defined in the geo.
若其在几何模型中未定义,则设置为原点。
"lead_hold"
"lead_hold"
is set to origin if it is not defined in the geo.
若其在几何模型中未定义,则设置为原点。
Re-enabled local exposure on all platforms in Vibrant Visuals mode.
在所有平台上重新启用灵动视效模式下的局部曝光。
Fixed an issue that caused candles, chiseled bookshelves and dried kelp blocks not to use PBR textures in Vibrant Visuals mode and Raytracing mode (MCPE-132021)
Stained glass now renders with correct colors when using Vibrant Visuals.
现在启用灵动视效时,染色玻璃会渲染为正确的颜色。
ITEMS 物品
Bundles' open icons are now specified via IconItemComponent . This addresses the issue where a missing texture would appear for an opened custom Bundle. Bundle icon paths have also now be separated into unique keys in item_texture.json .
Added 'query.has_any_leashed_entity_of_type' which takes a list of entity identities and checks if the actor has any of the listed entities leashed. Available on both the client and the server.
BlockCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
ItemCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
Added beforeEvents.asyncPlayerJoin, AsyncPlayerJoinBeforeEvent, and AsyncPlayerJoinBeforeEventSignal to allow creators to delay players joining the world.
AsyncPlayerJoinBeforeEventSignal.subscribe is different than other events because the callback it accepts returns a promise. Once the promise is resolved, the player will join the world, or if the promise is rejected the player will be disconnected without joining the server. The player will be at the loading screen while the promise is pending.
contains(ItemStack): Attempts to find an instance of an item inside the container
contains(ItemStack):尝试在容器内查找物品的实例
firstEmptySlot(): Finds the index of the first empty slot inside the container
firstEmptySlot():查找容器内首个空槽位的索引
firstItem(): Finds the index of the first item inside the container
firstItem():查找容器内首个物品的索引
find(ItemStack): Find the index of the first instance of an item inside the container
find(ItemStack):查找容器内物品的首个实例的索引
reverseFind(ItemStack): Find the index of the last instance of an item inside the container
reverseFind(ItemStack):查找容器内物品的最后一个实例的索引
CUSTOM COMMANDS 自定义命令
Added support for custom commands authored in script. The new CustomCommandRegistry is provided when listening to ModuleStartupEvent . More APIs in the area will come in the coming weeks.
加入了在脚本中编写自定义命令的支持。监听 ModuleStartupEvent 时会提供新的 CustomCommandRegistry。接下来几周这里会出现更多 API。
Additional types added:
添加了如下附加类型:
CustomCommandRegistry
CustomCommandRegistry
CustomCommandPermissionLevel
CustomCommandPermissionLevel
CustomCommandParamType
CustomCommandParamType
CustomCommandResult and CustomCommandStatus
CustomCommandResult and CustomCommandStatus
CustomCommandParameter
CustomCommandParameter
BLOCKS 方块
Always add a missing Destruction Particles component to blocks that have a Material Instances component, using the "down" material as reference
现在始终会将缺失的粒子破坏组件添加到拥有材质实例组件的方块,使用“down”材质作为引用
The "texture" field in "minecraft:destruction_particles" is now optional; if not provided or empty, it will be populated from the Material Instances component
When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:
"default" will pass the condition if the neighbor block is full and opaque
若相邻方块为完整方块且不透明,则“default”条件判定通过
All conditions are an extension of "default", meaning a full and opaque neighbor will always be a passing condition, before the extended "same_*" condition is checked
"same_culling_layer" will pass the condition if the neighbor block shares the same "culling_layer" as the block being occluded, defined in the geometry component
Additionally, the feature is currently only usable behind the "upcoming creator features" toggle.
另外,此功能仅在开启“即将推出的创作者功能”子选项后可用。
New field "culling_layer" added to the block's geometry component. It allows different blocks to be grouped together when using the "same_culling_layer" condition in a culling rules file.
When using the minecraft namespace, the only allowed culling layer identifiers are : "minecraft:culling_layer.undefined" or "minecraft:culling_layer.leaves".
Added 'minecraft:replace_biomes' component to allow for custom biomes to replace portions of vanilla biomes. To use, add to custom biome files in behavior packs
Known issues: Mob spawning on custom blocks is not working, removing an add-on with a custom biome will cause issues, a total replacement of all biomes will cause the locate structure command to lag
When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example: