本帖最后由 Cat_Anchor 于 2025-10-15 22:26 编辑
|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10/11、主机(Xbox One、Switch、PlayStation 4/5)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。 |测试版是 Minecraft 基岩版的测试机制,主要用于下一个正式版的特性预览。 |然而,测试版主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。使用测试版打开存档前请务必备份。适用于正式版的领域服务器与测试版不兼容。 |如果在测试版中遇到旧版存档无法使用的问题,测试版将允许你将存档上传以供开发团队查找问题。 |Minecraft 基岩版 1.21.130 仍未发布,Beta & Preview 1.21.130.20 为其第 1 个测试版。 |本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。
Minecraft Beta & Preview - 1.21.130.20 Minecraft 基岩版 Beta & Preview 1.21.130.20
POSTED: 14 OCTOBER 2025
发布于:2025 年 10 月 14 日
INFORMATION ON MINECRAFT PREVIEW AND BETA: Minecraft 预览版与测试版信息:
- These work-in-progress versions can be unstable and may not be representative of final version quality
- 这些开发中版本可能不稳定,并不代表最终版本的质量
- Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ
- Minecraft 预览版可在 Xbox、PlayStation、Windows 和 iOS 设备上使用。更多信息请访问 aka.ms/PreviewFAQ
- The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
- Beta 版在 Android (Google Play) 设备上可用。要加入或退出测试版,请参阅 aka.ms/JoinMCBeta 了解详细说明
The first testing release for Mounts of Mayhem brings the spear, new mobs, and tamable mounts! Charge into the fray with the spear, a new weapon with a unique enchantment. Explore the oceans atop your nautilus or claim undead mounts - the zombie horse and zombie nautilus - as your new steeds.
群骑纷争的首个测试版带来了矛、新生物和可驯服的坐骑!用矛冲锋陷阵,这是一种带来独有魔咒的新武器。在鹦鹉螺上探索海洋,或者宣称亡灵坐骑——僵尸马和僵尸鹦鹉螺——是你的新坐骑。
As always, we're keen to get your feedback on these new features at feedback.minecraft.net, and you can report any bugs you find at bugs.mojang.com .
一如既往,我们非常希望在 feedback.minecraft.net 获得您对这些新功能的反馈,您可以在 bugs.mojang.com 报告任何漏洞。
NEW FEATURES 新特性
NAUTILUS 鹦鹉螺
- New neutral aquatic mob
- 鹦鹉螺是新的中立水生生物
- Attacks using a Dash attack if provoked
- 被激怒时会冲刺攻击
- Spawns in all ocean biomes
- 生成于所有海洋生物群系
- Tamed using Pufferfish or a Bucket of Pufferfish
- 可以用河豚或河豚桶驯服
- Tamed Nautilus can be mounted using a Saddle
- 可以用鞍骑乘驯服的鹦鹉螺
- Has a Dash skill similar to Camels, used by pressing Jump button
- 有类似骆驼的冲刺技能,通过按跳跃按钮使用
- Occasionally attacks Pufferfish within range using Dash attack
- 偶尔冲刺攻击位于攻击范围内的河豚
- Adds "Breath of the Nautilus" effect to mounted player
- 会赋予骑乘的玩家“鹦鹉螺之息”效果
- Tamed Nautilus without Saddle has a roaming restriction of 32 blocks
- 驯服的无鞍的鹦鹉螺会在32个方块范围内漫游
- Tamed Nautilus with Saddle has a roaming restriction of 16 blocks
- 驯服的有鞍的鹦鹉螺会在16个方块范围内漫游
- Takes suffocation damage on land
- 在陆地上会受到窒息伤害
NAUTILUS ARMOR 鹦鹉螺铠
- Equipable on Nautilus and Zombie Nautilus
- 可以装备在鹦鹉螺或僵尸鹦鹉螺上
- Comes in Copper, Golden, Iron, Diamond and Netherite versions
- 有铜、金、铁、钻石和下界合金四种变种
BREATH OF THE NAUTILUS 鹦鹉螺之息
- Effect that affects mounted player
- 影响骑乘的玩家的效果
- Pauses player oxygen consumption (but does not replenish oxygen)
- 会暂停玩家氧气消耗(但不会补充氧气)
ZOMBIE NAUTILUS 僵尸鹦鹉螺
- New neutral underwater mob
- 僵尸鹦鹉螺是新的中立水生生物
- Attacks using a Dash attack
- 会冲刺攻击
- Spawns with a Drowned rider wielding a Trident
- 生成时,挥舞着三叉戟的溺尸会骑乘于其上
- Is hostile if the rider is a hostile mob
- 如果骑乘者是敌对生物则敌对
- Neutral without a rider
- 没有骑乘者时中立
- Tamed using Pufferfish or a Bucket of Pufferfish
- 可以用河豚或河豚桶驯服
- Tamed Zombie Nautilus can be mounted using a Saddle
- 可以用鞍骑乘驯服的僵尸鹦鹉螺
- Has a Dash skill similar to Camels, used by pressing Jump button
- 有类似骆驼的冲刺技能,通过按跳跃按钮使用
- Occasionally attacks Pufferfish within range using Dash attack
- 偶尔冲刺攻击位于攻击范围内的河豚
- Adds "Breath of the Nautilus" effect to mounted player
- 会赋予骑乘的玩家“鹦鹉螺之息”效果
- Cannot be bred
- 无法繁殖
- Tamed Zombie Nautilus without Saddle has a roaming restriction of 32 blocks
- 驯服的无鞍的僵尸鹦鹉螺会在32个方块范围内漫游
- Tamed Zombie Nautilus with Saddle has a roaming restriction of 16 blocks
- 驯服的有鞍的僵尸鹦鹉螺会在16个方块范围内漫游
- Takes suffocation damage on land
- 在陆地上会受到窒息伤害
SPEAR 矛
- New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions
- 可以用木、石、铜、铁、金、钻石和下界合金制作的新武器
- Each material has different stats for timing, influencing how fast they are to use
- 每种材料都有不同的计时属性,影响它们的使用速度
- Has a minimum reach for damage, being too close to a target will yield no damage
- 有最小伤害范围,离目标太近不会造成伤害
- Has extended maximum reach compared to other tools and weapons
- 与其他工具和武器相比,扩展了最大伤害范围
- Zombies and Piglins can spawn with the Spear
- 僵尸和猪灵可以带着矛生成
- Has two attacks: Jab and Charge
- 有两种攻击:戳刺和冲击[暂译]
CHARGE ATTACK 冲击攻击[暂译]
- Press and hold secondary action button to use
- 按住使用按钮使用
- Damage based on Spear material, the player's view angle and velocity of both player and target
- 伤害基于矛的材料、玩家的视角以及玩家与目标的速度
- While holding down button the attack goes through three stages before returning to idle:
- 按住按钮时,攻击会经历三个阶段,然后返回空闲状态:
- Engaged: Spear can deal damage, knockback and dismount mounted enemies if speed is above the required thresholds
- 就绪阶段:速度达到阈值时,矛可以造成伤害与击退,也可以击落马上敌人
- 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
- 疲损阶段:矛转为垂直方向并颤动,此时若速度达标仍可造成伤害与击退,但无法击落马上敌人
- Disengaged: Indicated by Spear being lowered, pointing downwards Spear gives damage but not knockback or dismount if the speed is above the required threshold
- 收势阶段:矛下沉指地,此时速度达标仅可造成伤害,无法产生击退或落马效果
JAB ATTACK 戳刺攻击
- Quick press primary action button to use
- 快速按下攻击按钮使用
- Low damage attack with knockback
- 攻击伤害低且带有击退
- Cooldown between attacks
- 攻击后需要冷却
- Wood spears have the fastest cooldown; Netherite the slowest
- 木矛冷却速度最快,下界合金矛最慢
- Can hit multiple enemies
- 可以击中多个敌人
- Does not destroy blocks
- 不会破坏方块
LUNGE ENCHANTMENT 突进魔咒
- Spear exclusive enchantment
- 矛的专属魔咒
- Only works with the Jab attack
- 仅适用于戳刺攻击
- When doing a Jab attack with Lunge it propels the player horizontally in the view direction
- 使用带有突进的矛戳刺攻击时,会在视角方向上水平推进玩家
- View angle needs to be perfectly leveled horizontally to achieve maximum lunge distance
- 视角需要完全水平才能获得最大的突进距离
- Does significant durability damage to the Spear
- 对矛造成显著的耐久消耗
ZOMBIE HORSE 僵尸马
- Spawns naturally at night in Plains and Savanna biomes
- 夜间自然生成于平原和热带草原生物群系中
- Spawns with a Zombie rider wielding a Spear
- 生成时,挥舞着矛的僵尸会骑乘于其上
- Is hostile if the rider is a hostile mob
- 如果骑乘者是敌对生物则敌对
- Neutral without a rider
- 没有骑乘者时中立
- Tamed like normal Horses
- 可以像普通的马一样驯服
- Favorite food is Red Mushroom
- 最喜欢吃红色蘑菇
- Tamed Zombie Horse can be mounted using a Saddle
- 可以用鞍骑乘驯服的僵尸马
- Cannot be bred
- 无法繁殖
FEATURES AND BUG FIXES 特性和漏洞修复
AUDIO 音频
- The swimming sound no longer plays when flying underwater
- 水下飞行时不再会播放游泳声音
BIOMES 生物群系
- Fixed an issue where the replacement biomes were not read for client-side chunk generation
- 修复了客户端区块生成不读取替换的生物群系的问题
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
- 现在,漏斗被活塞移动后会短暂冷却,期间无法交互。这修复了复制收纳袋的漏洞
GENERAL 通用
- Fixed a bug where pressing ALT + F4 in-game opens the pause menu instead of closing the game on latest Windows Preview (MCPE-228098)
- 修复了在最新的 Windows 预览版中,在游戏中按 ALT + F4 会打开暂停菜单,而不会关闭游戏的漏洞 (MCPE-228098)
GRAPHICAL 图像
- The first critical hit particle for Arrows is now slightly delayed
- 稍微延迟了箭的首个暴击粒子
- The nose of the Copper Golem is now rotated correctly while the Golem is sitting down (MCPE-228256)
- 现在,坐着的铜傀儡的鼻子的旋转角度是正确的 (MCPE-228256)
- Fixed large flipbook textures corrupting other textures
- 修复了大尺寸的翻页书纹理会损坏其他纹理的问题
译注:翻页书纹理,Flipbook Textures,主要用于方块动画纹理。
INPUT 输入
- Fixed an issue with input delay for mouse and keyboard on PC builds (MCPE-227833)
- 修复了 PC 版本中鼠标和键盘输入延迟的问题 (MCPE-227833)
- Fixed a bug on Windows where the cursor is positioned at the center after camera movement and reopening the GUI (MCPE-227904)
- 修复了在 Windows 上,在相机移动并重新打开 GUI 后,光标位于中心的漏洞 (MCPE-227904)
- Fixed a bug where input was partially lost when shifting focus during world load (MCPE-228288)
- 修复了加载世界时转移焦点会使输入部分丢失的漏洞 (MCPE-228288)
ITEMS 物品
- Gold Horse Armor has been renamed to Golden Horse Armor (MCPE-101388)
- 将金马铠的英文名称 Gold Horse Armor 重命名为 Golden Horse Armor (MCPE-101388)
MOBS 生物
- Fixed bug where Camels could not dash when standing in water
- 修复了站在水中的骆驼不能冲刺的漏洞
- Pufferfish can now spawn in the Lukewarm Ocean and Deep Lukewarm Ocean biomes
- 河豚现在可以在温水海洋和温水深海生物群系中生成(生物群系译名仅供参考)
- Pufferfish and Tropical Fish can now be caught when fishing in Jungle biomes
- 现在可以在丛林生物群系中钓到河豚和热带鱼
- Drowned attack now knockbacks attacked mob into air when mob is not in water (MCPE-133343)
- 溺尸的攻击现在可以将不在水中的生物击退到空中 (MCPE-133343)
- Added chance for Zombie Horse Riders to spawn in Savannas and Plains
- 现在僵尸马骑士可以生成于热带草原和平原
REALMS REALMS
- Fixed Realm server selection behaving unpredictably
- 修复了 Realm 服务器选择的行为不可预测的问题
SETTINGS 设置
STORAGE 存储
- Display "Unlisted Worlds" that cannot be loaded so they can be deleted (MCPE-223708)
- 现在会显示无法加载的“未列出的世界”,以便删除它们 (MCPE-223708)
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:降低了十字键控制的相机 Y 灵敏度,使其与摇杆控制的灵敏度匹配
- 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槽上时,快捷栏热键也可以起效 (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:加入了可以增加 HUD 最上面一行按钮大小的选项。
- New achievements page: Fixed a bug where some achievements could not be manually removed from the In Progress list
- 新成就页面:修复了不能手动删除一些“进行中”列表中的成就的漏洞
- Touch Controls: Customizable controls are now always on
- 触摸控制:现在总是允许自定义控制方案
- Updated the Add-Ons navigation button to have proper spacing between the icon and the text
- 更新了附加包导航按钮,使图标和文本之间有适当的间距
VANILLA PARITY 原版趋同
SOUNDS 声音
- The critical hit sound now correctly plays when a player lands a critical hit
- 玩家受到暴击时,暴击声音现在会正确播放
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
- 在 1.21.130 及更高版本中,AI 意向 minecraft:behavior.explore_outskirts 和 minecraft:behavior.investigate_suspicious_location 的模式解析现在更严格,将无法加载包含无效数据的实体 JSON
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 和 Entity.getEntitiesFromViewDirection 无法获取一些实体,例如 minecraft:xp_orb(经验球)、minecraft:item(物品实体)、minecraft:arrow(箭)、minecraft:snowball(雪球)和 minecraft:thrown_trident(三叉戟),的问题
- Released AABB from beta to v2.4.0
- 将 AABB 从 beta 移动到了 v2.4.0
- Released Entity.getAABB from beta to v2.4.0
- 将 Entity.getAABB 从 beta 移动到了 v2.4.0
- Released ControlScheme from beta to v2.4.0
- 将 ControlScheme 从 beta 移动到了 v2.4.0
- Released Player.setControlScheme from beta to v2.4.0
- 将 Player.setControlScheme 从 beta 移动到了 v2.4.0
- Released Player.getControlScheme from beta to v2.4.0
- 将 Player.getControlScheme 从 beta 移动到了 v2.4.0
- Released GetBlocksStandingOnOptions from beta to v2.4.0
- 将 GetBlocksStandingOnOptions 从 beta 移动到了 v2.4.0
- Released Entity.getBlockStandingOn from beta to v2.4.0
- 将 Entity.getBlockStandingOn 从 beta 移动到了 v2.4.0
- Released Entity.getAllBlocksStandingOn from beta to v2.4.0
- 将 Entity.getAllBlocksStandingOn 从 beta 移动到了 v2.4.0
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
- 从 format_version 为 1.21.130 开始,不再可以将模型文件中的 fit_to_frame 字段设为 false 以渲染大于其边框的方块物品
译注:这里的边框指的是方块物品在物品栏中的边框等边框。
GENERAL 通用
- Fixed disabling of building and mining abilities for players with operator permissions while in Creative mode
- 修复了拥有操作员权限的创造模式玩家不能放置或挖掘方块的问题
COMPONENTS 组件
- Updates to minecraft:dash_action
- 更新了 minecraft:dash_action
- Added new field "can_dash_underwater" that allows entities with this component to dash underwater
- 加入了新字段 can_dash_underwater,允许带有这个组件的实体在水下冲刺
- Disabled by default
- 默认为 false
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,可以创建包含文本、按钮、复选框和图像组件的列表
- Added cubemap controls to the Vibrant Visuals Settings Pane
- 向灵动视效[暂译]设置面板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,现在移动小控件时会自动切换到 Hermite 曲线
译注:Hermite 曲线是通过指定起点、终点以及这两点的切线方向来定义的平滑曲线。
- Updated Jigsaw Tool to automatically import template pools from loaded behavior packs
- 更新了拼图结构工具,现在会自动从加载的行为包中导入模板池
- Fixed a bug that caused Editor scaling to be broken
- 修复了编辑器缩放损坏的漏洞
- Fixed a bug that prevented Summon tool from spawning custom entities
- 修复了召唤工具不能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
- 现在设置数据会跨会话保存,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
- 修复了轴锁定时分离小控件出现在标尺拖动期间的漏洞
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,使实体的身体自动旋转,以与其骑乘的实体对齐
GRAPHICAL 图像
- Fix blocks using "render_method":"blend" always being semi-transparent
- 修复了使用 "render_method": "blend" 的方块总是半透明地渲染的问题
译注:将渲染方法指定为 blend 只是会允许方块有半透明纹理,不应影响实际纹理不透明度。
- 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
- 在编辑器的灵动视效[暂译]设置面板中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
- 加入了数据驱动立方体贴图照明和效果的能力。请参见更新的创建者门户获取更多信息
- The new cubemap configuration files should be placed in the cubemaps directory of a resource pack.
- 新的立方体贴图配置文件应该放在资源包的 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示例:
{
"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:包含 1.21.130 的必需字段
- minecraft:cubemap_settings: Required field
- minecraft:cubemap_settings:必需字段
- 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:必需字段。如果 ID 为 minecraft:default_cubemap,它将默认在所有生物群系中使用。否则,通过在相应生物群系的 .client_biome.json 文件中提供相同的 ID,可以将立方体贴图配置应用于该生物群系。路径为 biomes/river.client_biome.json 的生物群系配置文件示例:
{
"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:必需字段。lighting 中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:包含成对的数字,其中第一个数字应该介于 0.0 和 1.0 之间(一天中的时间),第二个数字应该介于 0.0 和 100000.0 之间(环境光)。一天中所有时间的默认值都是 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:天空光的影响因子。应该介于 0.0 和 1.0 之间。默认为 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:平行光的影响因子。应该介于 0.0 和 1.0 之间。默认为 0.0
- 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,控制应用到立方体贴图的大气散射效果的状态。默认为 false
- 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,控制应用到立方体贴图的体积散射效果的状态。默认为 true
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
- 可以覆盖玩家发出的挥舞声音
- Fields:
- 字段:
- "attack_miss": sound played when an attack misses or deals no damage due to invulnerability
- attack_miss:攻击因实体无敌而未造成伤害或未命中时播放的声音
- "attack_hit": sound played when an attack hits
- attack_hit:攻击命中时播放的声音
- "attack_critical_hit": sound played when an attack hits and deals critical damage
- attack_critical_hit:攻击命中并造成暴击伤害时播放的声音
- At least one field needs to be specified
- 至少需要指定一个字段
- 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
- 允许物品在使用时的每刻对用户视野范围内的直线上的所有无障碍目标造成伤害和其他效果
- 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图向量上的速度(通过点积)
译注:设向量 𝑎,向量 𝑏,则向量 𝑎 与向量 𝑏 的点积(又称数量积,内积)为向量 𝑎 的模乘以向量 𝑏 的模乘以向量 𝑎 与向量 𝑏 的夹角的余弦值。其中,某个向量的模即这个向量的长度。 在空间直角坐标系中,设向量 𝑐 = (𝒙₁, 𝒚₁, 𝒛₁),向量 𝑑 = (𝒙₂, 𝒚₂, 𝒛₂),则向量 𝑐 与向量 𝑑 的点积为 𝒙₁ 𝒙₂ + 𝒚₁ 𝒚₂ + 𝒛₁ * 𝒛₂。 请自行查阅投影向量等更多知识。
- The more the user and target move toward each other and align with the view vector, the higher the damage
- 用户和目标越靠近对方,越与视野向量对齐,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 后,产生的伤害会被降低到最接近的整数
- Fields:
- 字段:
- "delay": Ticks to wait before applying damage and effects
- delay:应用伤害和效果前等待的时间
- "reach": Range along the view vector where entities can be hit
- reach:沿着视图向量的可以击中实体的范围
- "hitbox_size": Extra tolerance on the raycast to detect entities
- hitbox_size:用于检测实体的射线的额外公差
- "damage_multiplier": Multiplies the sum of the projected velocities
- damage_multiplier:投影速度的乘积和的因数
- "damage_modifier": Adds to the multiplied sum of the projected velocities
- damage_modifier:投影速度的乘积和的加数
- "damage_conditions": Conditions that need to be satisfied for damage to be applied
- damage_conditions:应用伤害需要满足的条件
- "knockback_conditions": Conditions that need to be satisfied for knockback to be applied
- knockback_conditions:应用击退需要满足的条件
- "dismount_conditions": Conditions that need to be satisfied for riders to be dismounted
- dismount_conditions:击落骑乘者需要满足的条件
- "damage_conditions", "knockback_conditions" and "dismount_conditions" fields:
- damage_conditions knockback_conditions 和 dismount_conditions 字段:
- "max_duration": Time, in ticks, during which the effect can be applied after "delay" elapses
- max_duration:经过 delay 后可以应用效果的时间(以刻为单位)
- "min_speed": Minimum user's speed (projected onto the view vector via a dot product) required for the effect to be applied
- min_speed:应用效果所需的(通过点积投影到视图向量上的)最小用户速度
- "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:应用效果所需的用户相对于目标(通过点积投影到视图向量上的)最小相对速度
- If omitted, the corresponding effect does not apply
- 如果省略,则相应的效果不会应用
- Requirements:
- 需求:
- Requires the "minecraft:use_modifiers" item component on the same item
- 需要物品有 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
- 允许物品对沿用户视线方向的直线上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
- 带有此组件的物品不能破坏方块,因为无论用户看向什么,攻击动作总是优先的
- Fields:
- 字段:
- "reach": Range along the view vector where entities can be hit
- reach:沿着视图向量的可以击中实体的范围
- "hitbox_size": Extra tolerance on the raycast to detect entities
- hitbox_size:用于检测实体的射线的额外公差
- Requirements:
- 需求:
- The "minecraft:cooldown" item component now supports a "type" field
- minecraft:cooldown 物品组件现在支持 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
- 以互斥的方式定义冷却所适用的动作,因此一个动作类型的冷却不会影响另一个动作类型
- Values:
- 值:
- "use": puts the item on cooldown when used, preventing further use until it expires, but still allowing attacks, mining, and interaction
- use:物品使用时冷却,防止在冷却完成前继续使用,但仍允许攻击、挖掘和交互
- "attack": puts the item on cooldown when attacking, preventing further attacks until it expires, but still allowing use, mining, and interaction
- attack:物品攻击时冷却,防止在冷却完成前继续攻击,但仍然允许使用、挖掘和交互
- "use" is the default value, preserving the component's original behavior
- use 是默认值,保留了组件的原始行为
MOLANG MOLANG
- Added four new Molang queries pertaining to the minecraft:on_use_kinetic_damage item component:
- 加入了四个关于 minecraft:on_use_kinetic_damage 物品组件的新 Molang 查询:
- 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:从主手物品的 minecraft:on_use_kinetic_damage 组件返回 delay 值,如果该组件不存在,则返回 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:从主手物品的 minecraft:on_use_kinetic_damage 组件返回 damage_duration 值,如果该组件不存在,则返回 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:从主手物品的 minecraft:on_use_kinetic_damage 组件返回 knockback_duration 值,如果该组件不存在,则返回 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:从主手物品的 minecraft:on_use_kinetic_damage 组件返回 dismount_duration 值,如果该组件不存在,则返回 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,从主手物品的 minecraft:kinetic_weapon 组件中返回 delay 值,如果该组件不存在,则返回 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,从主手物品的 minecraft:kinetic_weapon 组件中的 damage_conditions 返回 max_duration 值,如果该组件不存在,则返回 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,从主手物品的 minecraft:kinetic_weapon 组件中的 knockback_conditions 返回 max_duration 值,如果该组件不存在,则返回 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,从主手物品的 minecraft:kinetic_weapon 组件中的 dismount_conditions 返回 max_duration 值,如果该组件不存在,则返回 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,返回用户在使用带 minecraft:kinetic_weapon 组件的武器时最后一次击中某物后经过的刻数
- Returns -1.0 if no kinetic weapon is being used or if nothing has been hit yet
- 如果没有使用上述武器或者没有击中任何东西,返回 -1.0
- Hits that occur while the user is unloaded are not counted
- 用户卸载时发生的击中不计算在内
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
- LevelSoundEventPacket 的修改:加入了 LevelSoundEvent::SpearAttackHit LevelSoundEvent::SpearAttackMiss LevelSoundEvent::WoodenSpearAttackHit 和 LevelSoundEvent::WoodenSpearAttackMiss
- ActorEventPacket modified: added ActorEvent::KINETIC_DAMAGE_DEALT
- ActorEventPacket 的修改:加入了 ActorEvent::KINETIC_DAMAGE_DEALT
PARTICLES 粒子效果
- Fixed a bug that caused incorrect validation errors for particle texture path (MCPE-220351)
- 修复了粒子纹理路径验证错误的漏洞 (MCPE-220351)
STRUCTURES 结构
- Prevented a crash when trying to export structures in unsupported platforms
- 现在,在不支持的平台中导出结构不会导致崩溃
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 中的调试绘制功能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(location: minecraftserver.DimensionLocation | minecraftserver.Vector3): void 方法
- The location property on DebugShape has been changed to read only (use setLocation above to modify the location)
- 将 DebugShape 的 location 属性更改为只读(使用上面的 setLocation 修改位置)
- 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 DebugShape 的构造函数,改为接受 Vector3 或 DimensionLocation 二者之一
- Fixed triggering of PlayerSwingStartAfterEvent to only happen on the start of a swing
- 修复了 PlayerSwingStartAfterEvent 的触发问题,使其只在玩家开始挥舞时发生
- Fixed issue where onBreak beta API event would not fire if a Piston was the breaking cause
- 修复了破坏原因是 Piston 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 版本 2.4.0
- Added @minecraft/server version 2.5.0-beta
- 加入了 @minecraft/server 版本 2.5.0-beta
API INFRA API 基础架构
- Modernized CommandOutputPacket serialization
- 现代化了 CommandOutputPacket 序列化
- Max number of "Output Messages" set max to 100
- Output Messages 最大数量,将最大值设为 100
- Field "Message Id", set max size to 512 characters
- Message ID 字段,将最大长度设为 512 字符
- Max number of "Parameters" set to 512
- 将 Parameters 的最大值设为 512
- Modernized CommandRequestPacket serialization
- 现代化了 CommandRequestPacket 序列化
- Field "Request ID", set max size to 39 characters
- Request ID 字段,将最大长度设为 39 字符
BLOCKS 方块
- Added component minecraft:support behind the Upcoming Creator Features toggle
- 加入了组件 minecraft:support,需要“即将到来的创作者功能”实验性玩法
Example:
例如:
"minecraft:support": {
"shape": "stair"
// 原文:"fence" is also valid
// 翻译: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
- 加入了新的方块特征,minecraft:connection,以轻易地复刻原版栅栏或玻璃板等方块连接周围其他方块的功能。像下面的示例一样使用此方块特征会获得布尔方块状态 minecraft:connection_north minecraft:connection_east minecraft:connection_south 和 minecraft:connection_west。需要“即将到来的创作者功能”实验性玩法
译注:方块特征,Block Traits,是为附加包创作者提供的快捷获取原版方块状态与方块状态管理的功能,可以用于制作可旋转方块、台阶类方块等。可以搜寻一些附加包教程以获取更多信息。
Example:
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
- 一个已知的问题是,使用 minecraft:connection 的方块不能正确连接栅栏、墙壁、铁栏杆、栅栏门和玻璃板等方块。目前正在解决这个问题
【Cat_Anchor 译自feedback.minecraft.net 2025 年 10 月 10 日发布的 Minecraft Beta & Preview - 1.21.130.20】
【本文排版借助了:SPXXKLP 用户脚本 v3.2.5】
Powered by SPXXKLP 3.2.5 with love
Converted at 2025-10-15 18:40 +0800
|想了解更多游戏资讯? |