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[版本发布] Minecraft 基岩版 Beta & Preview 1.21.70.20 发布

 发表于 2025-1-31 13:03:26 来自手机|显示全部楼层|阅读模式 IP:山西省
本帖最后由 Cat_Anchor 于 2025-1-31 13:19 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 1.21.70 仍未发布,Beta & Preview 1.21.70.20 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 - 1.21.70.20
Minecraft 基岩版 Beta & Preview 1.21.70.20


Information on Minecraft Preview and Beta:
Minecraft 预览版和测试版信息:

  • Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ 
  • Minecraft 预览版可在 Xbox、PlayStation、Windows 和 iOS 设备上使用。更多信息请访问 aka.ms/PreviewFAQ 
    • Please note: The update will take slightly longer to become available on iOS this week. Thank you for your patience!
    • 请注意:本周的更新将需要稍长时间才能在 iOS 上可用。感谢您的耐心!
  • 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

Ah, there you are! I'm writing this changelog on the go because there's no time to waste. Plenty of new features from the next game drop go into testing checks watch right this second! I made us an itinerary so we can get exploring right away:
啊,你来了!我正在匆忙写下这份更新日志,因为时间紧迫,不容浪费。来自下一游戏版本的众多新特性已经准备好(看了下手表),立即进入测试环节!我已经为我们制定了一个行程表,这样我们可以立刻开始探索:

First, I suggest we hike to a chilly biome to befriend the ever-so fluffy cold cow before we trek to the sandy biomes where our auburn warm cow is kicking up dust. There, you better listen out for howling wind and other ambient desert sounds! Oh, and if you like satisfying sounds, let's make a pitstop where there's crunchy leaf litter! Perhaps pick some new wildflowers to bring home too? Then as night falls, we head towards water for the grand finale: the mesmerizing firefly bush with its dancing particles glimmering in the dark. And here I thought nothing could outshine my bug fixes!
首先,我建议我们先徒步前往寒冷的生物群落,去结识那些毛茸茸的寒带牛,然后再跋涉到沙质生物群落,那里我们红棕色的热带牛正在扬起尘土。到了那里,你最好留意聆听呼啸的风声和其他沙漠环境的声音!哦,如果你喜欢令人满足的声音,我们可以稍作停留,那里有脆脆的枯叶!或许还可以采摘一些新的野花簇带回家?当夜幕降临时,我们将前往水域迎接重头戏:那迷人的的萤火虫灌木丛,它舞动的光点在黑暗中闪烁。我还以为没有什么能比我的漏洞修复更耀眼呢!

EXPERIMENTAL FEATURES
实验性特性


BLOCKS
方块

  • Added Leaf Litter block
  • 加入了枯叶
  • Short Grass now generates slightly sparser in Meadows
  • 矮草丛现在生成得更稀疏
  • Added Wildflowers block
  • 加入了野花簇


BUSH
灌木丛

  • The Bush is a new type of decorative block that can be found in small patches in the following biomes:
  • 灌木丛是一种新的装饰性方块,可以在以下生物群系中以斑块形式找到:
    • Plains
    • 平原
    • Windswept Hills
    • 风袭丘陵
    • Windswept Gravelly Hills
    • 风袭沙砾丘陵
    • Windswept Forest
    • 风袭森林
    • River
    • 河流
    • Forest
    • 森林
    • Birch Forest
    • 桦木森林
    • Old Growth Birch Forest
    • 原始桦木森林
  • The Bush can be used in the Composter
  • 灌木丛可用于堆肥
  • Using Bone Meal on a Bush places a neighbouring Bush next to the Bush if possible
  • 对灌木丛使用骨粉会在附近尝试生成新灌木丛


FIREFLY BUSH
萤火虫灌木丛

  • Added the Firefly Bush block
  • 加入了萤火虫灌木丛
    • Spawns Firefly particles that fly around it when the player is near
    • 当玩家靠近时,生成在周围飞动的萤火虫粒子
    • Illuminates the area around it
    • 会照亮它周围的区域
  • Using Bone Meal on a Firefly Bush drops a Firefly Bush block
  • 对萤火虫灌木丛使用骨粉会生成另一个萤火虫灌木丛物品
  • Firefly Bushes are found naturally in clumps next to water in the Overworld
  • 可以在主世界的水源附近找到萤火虫灌木丛
  • In Swamp biomes they can be found anywhere and are twice as likely to be found next to water
  • 在沼泽生物群系中,它们随处可见,在这里发现的可能性是在水边发现的两倍


COW VARIANTS
牛变种

  • Added two new Cow variants - Warm Cow and Cold Cow!
  • 加入了两个新的牛变种——热带牛和寒带牛!
  • These have their own own unique texture and geometry, but not a separate spawn egg
  • 它们有自己独特的纹理和模型,但没有单独的刷怪蛋
  • They spawn in the same biomes as the Warm, Cold, and Temperate Pigs
  • 它们的生成规则与热带猪、寒带猪和温带猪的相同


LEAF LITTER
枯叶

  • Leaf Litter is a new type of decorative block which can be found in the Forests, Dark Forests and Wooded Badlands
  • 枯叶是一种新的装饰性方块,可以在森林、黑森林和疏林恶地找到
  • Leaf Litter can have different amounts of leaves in one block space
  • 在一个方块中可以有不同数量的枯叶
    • Up to four Leaf Litter pieces can be placed in the same block space
    • 在一个方块中最多可以放置四个枯叶
    • Placing a Leaf Litter into an already placed Leaf Litter block increases the amount of leaves
    • 将枯叶放置在已经放置的枯叶中会增加叶子的数量
  • Leaf Litter can be placed in four orientations
  • 枯叶能以四个方向放置
  • Leaf Litter can be created by smelting any type of Leaves block
  • 枯叶可以通过烧炼任何类型的树叶来获取
  • Leaf Litter can be used as fuel for smelting
  • 枯叶可以用作燃料
  • Leaf Litter has unique block sounds
  • 枯叶有独特的方块声音


WILDFLOWERS
野花簇

  • Wildflowers are a new type of flower which grow in Birch Forests, Old Growth Birch Forests and Meadows
  • 野花簇是一种新的花,自然生成于桦木森林、原始桦木森林和草甸
    • Using Bone Meal on Grass Blocks in these biomes can grow Wildflowers
    • 在这些生物群系的草地上使用骨粉可以生长出野花簇
  • Wildflowers can have different amounts of flowers in one block space
  • 野花簇在一个方块中可以有不同数量的花
    • Up to four Wildflowers can be placed in the same block space
    • 在一个方块中最多可以放置四个野花簇
    • Placing Wildflowers into an already placed Wildflowers block increases the amount of flowers
    • 将野花簇放置在已经放置的野花簇中会增加花的数量
    • Using Bone Meal on Wildflowers will produce more Wildflowers
    • 在野花簇上使用骨粉会产生更多的野花簇
  • Wildflowers can be placed in four orientations
  • 野花簇能以四个方向放置
  • Wildflowers can be crafted into Yellow Dye
  • 野花簇可以制成黄色染料


NEW AMBIENT SOUNDS FOR DESERT AND BADLANDS
沙漠和恶地的新环境音效

  • Sand, Red Sand and Terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away
  • 当沙子、红沙或任意颜色的陶瓦被至少三面、每面8格范围内有它们其中之一包围时,便有机会播放环境音效
    • block.sand.ambient can be played in any biome
    • block.sand.ambient 可以在任何生物群系中播放
    • block.sand.ambient.attached only plays when in Desert or Badlands biomes
    • block.sand.ambient.attached 仅在沙漠或恶地生物群系中播放
  • Dead Bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of Terracotta, Sand or Red Sand blocks in any biome
  • 枯萎的灌木在任意生物群系中,若放置于两块任意颜色的陶瓦、沙子或红沙之上时,便有机会播放环境音效

FEATURES AND BUG FIXES
特性和漏洞修复


BLOCKS
方块

  • Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment causing you to fall into the liquid
  • 在液体中放置一个方块,然后紧挨着第一个方块在液体中放置第二个方块时,第二个方块将不再会被短暂地替换,从而避免玩家掉入液体中
  • Structure Blocks no longer briefly change textures when placed (MCPE-185531)
  • 放置时,结构方块不再短暂地改变纹理 (MCPE-185531)
  • Sea Pickles can now be placed on any block with center support (MCPE-116152)
  • 海泡菜现在可以放在任何有中心支撑的方块上 (MCPE-116152)
  • Barrier blocks will no longer prevent chunks rendering behind them (MCPE-153515)
  • 屏障将不再阻止它们后面的区块渲染 (MCPE-153515)


GAMEPLAY
玩法

  • Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block
  • 修复了连续放置方块时客户端与服务端之间会产生不匹配,导致区分方向的方块有时会变为错误的方块的问题


GENERAL
通用

  • Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview
  • 修复了在 Xbox 平台上转换世界或将世界从正式版导入预览版的过程中按下“取消”时发生的崩溃
  • In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.
  • 在服务端授权移动中,现在玩家接收移动校正时,会使用玩家的速度而非通用的速度,应该会有更好的体验
  • In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.
  • 在服务端授权移动中,现在玩家接收向下移动校正时,会使用重力加速度的值,应该会有更好的体验


MOBS
生物

  • Foxes now take damage from lava, and not only fire (MCPE-56926)
  • 狐狸现在会受到熔岩伤害,而不仅仅是火焰伤害 (MCPE-56926)


REALMS
REALMS

  • Fix Random Tick Speed and Respawn Radius settings resetting to default values (REALMS-11759)
  • 修复了随机刻速度和重生半径会重置为默认值的问题 (REALMS-11759)
  • Fix "Reset Random Tick Speed" button not working when editing an existing world on Realms
  • 修复了在 Realms 上编辑世界时,“重置随机刻速度”没有作用的问题


USER INTERFACE
用户界面

  • Bundle tooltip no longer flickers for players beyond the first when playing in split screen
  • 在分屏模式下,对于第一个玩家之后的其他玩家,收纳袋的工具提示将不再闪烁
  • Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
  • 调整了 Minecoin 购买界面的 UI,去除了显示的孤立像素点,并在 PS4 上修复了重叠问题。
  • Replacing items with the lock_in_inventory component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
  • 使用触摸控制时,将带有 lock_in_inventory 组件的物品替换为来自创造模式物品栏的物品时现在会产生警告消息
  • Align rideable entity inventory transparent background with other screens
    (MCPE-189224)
  • 将可骑乘实体的物品栏透明背景与其他屏幕对齐 (MCPE-189224)
  • Fixed problem with moving items from creative inventory to player inventory on pocket ui. (MCPE-185361)
  • 修复了在携带版 UI 下将物品从创造模式物品栏移动至玩家物品栏时的问题 (MCPE-185361)


VANILLA PARITY
原版趋同

  • Beacon rendering is no longer limited by the player's vertical distance from it (MCPE-25228)
  • 信标渲染不再受限于玩家与信标之间的垂直距离 (MCPE-25228)


BIOMES
生物群系

  • Fixed an issue where Dark Forests were missing trees along their northern borders with other biomes
  • 修复了黑森林与其他生物群系的北部交界处缺失树木的问题
  • Updated the tree composition in Dark Forests to match Java Edition, increasing the number of Dark Oak Trees and reducing the prevalence of other tree types
  • 更改了黑森林中的树木组成以匹配 Java 版,增加了深色橡树的数量,减少了其他树木的普遍程度


MOBS
生物

  • Donkeys now spawn in Savannas
  • 驴现在可以在热带草原生成
  • Donkeys now spawn in Plains in groups of 1-3 instead of 2-6
    (MCPE-118688)
  • 驴现在会在平原以 1-3 只为一组生成,而不是以 4-6 只为一组 (MCPE-118688)

TECHNICAL UPDATES
技术性更新


API - SCRIPTING
脚本 API

  • Unhandled rejected promises in scripting now include callstacks when logged.
  • 脚本中未处理的拒绝的承诺现在在记录时包括调用栈。


@MINECRAFT/SERVER 1.18.0
@MINECRAFT/SERVER 1.18.0

  • Renamed system.scriptEvent to system.sendScriptEvent
  • 将 system.scriptEvent 重命名为 system.sendScriptEvent
  • Moved NamespaceNameErrorReason from beta to @minecraft/server 1.18.0
  • 将 NamespaceNameErrorReason 从 beta 移动到了 @minecraft/server 1.18.0
  • Moved system.sendScriptEvent from beta to @minecraft/server 1.18.0
  • 将 system.sendScriptEvent 从 beta 移动到了 @minecraft/server 1.18.0
  • Moved NamespaceNameError from beta to @minecraft/server 1.18.0
  • 将 NamespaceNameError 从 beta 移动到了 @minecraft/server 1.18.0
  • Released InputInfo.getButtonStateInputButton, and ButtonState to @minecraft/server 1.18.0
  • 将 InputInfo.getButtonState InputButton 和 ButtonState 发布到 @minecraft/server 1.18.0
  • Released InputInfo.getMovementVector to @minecraft/server 1.18.0
  • 将 InputInfo.getMovementVector 发布到 @minecraft/server 1.18.0
  • Released PlayerButtonInputAfterEventAfterEvents.playerButtonInput and InputEventOptions to @minecraft/server 1.18.0
  • 将 PlayerButtonInputAfterEvent AfterEvents.playerButtonInput 和 InputEventOptions 发布到 @minecraft/server 1.18.0
  • Several APIs have been given the Readonly permission, which allows them to now be called inside Before Event callbacks.
  • 一些 API 被赋予了只读权限,这允许它们在 Before 事件回调中被调用
    • All methods for BlockVolume .
    • BlockVolume 的所有方法。
    • All methods for Vector .
    • Vector 的所有方法。
  • Changed spawnEntity method on Dimension to now take a variant of either a string or EntityType .
  • 修改了在 Dimension 类中的 spawnEntity 方法,以允许接受一个字符串或者 EntityType 参数。
  • Added placeFeature and placeFeatureRule APIs to the Dimension class
  • 向 Dimension 类加入了 placeFeature 和 placeFeatureRule API
  • Added isValid property to the Camera class.
  • 向 Camera 类加入了 isValid 属性。


BIOMES
生物群系

  • Fix client_biome loading so grass_appearance and foliage_appearance settings are added if not specified when format_version is lower than 1.21.60 (MCPE-189816)
  • 修复了 client_biome(客户端生物群系定义文件)的加载问题,以便在指定的格式版本低于 1.21.60 时,若未指定,则添加 grass_appearance 和 foliage_appearance 设置 (MCPE-189816)


BLOCKS
方块

  • water and lava no longer will turn into flowing_water or flowing_lava when neighbor updates happen. water and lava now will respond to queued ticks without needing to change into another block
  • 当接收到方块更新时,water(水)和 lava(熔岩)不再会变成 flowing_water(需要流动的水)或 flowing_lava(需要流动的熔岩)。water 和 lava 现在能在不变成其他方块的情况下,直接响应计划刻更新
  • The minecraft:map_color component underwent a schema change
  • 更改了 minecraft:map_color 组件的模式文档
    • It is now a JSON object with two fields "color" and "tint_method".
    • 它现在是一个 JSON 对象,有两个字段 color 和 tint_method。
    • "color" is a required string field expecting an HEX representation of the RGB, prefixed with a # character.
    • color 是一个必需的字符串字段,需要 RGB 颜色的十六进制表示,前缀为 # 字符。
    • "tint_method" is a string field that multiplies the color with a predefined tint. Supported values are "none, "default_foliage", "birch_foliage", "evergreen_foliage", "grass" and "water".
    • tint_method 是一个字符串字段,用于将颜色与预定义的色调相乘。支持的值包括 none default_foliage birch_foliage evergreen_foliage grass 和 water。
    • the old schema format is still supported for convenience.
      Examples:
      1. "minecraft:map_color": {
      2.   "color": "#ABCDEF",
      3.   "tint_method": "grass"
      4. }
      复制代码
      or
      1. "minecraft:map_color": {
      2.   "color": "#ABCDEF"
      3. }
      复制代码
      or
      1. "minecraft:map_color": "#ABCDEF"
      复制代码
    • 为了方便起见,仍然支持旧的格式。
      例如:
      1. "minecraft:map_color": {
      2.   "color": "#ABCDEF",
      3.   "tint_method": "grass"
      4. }
      复制代码
      1. "minecraft:map_color": {
      2.   "color": "#ABCDEF"
      3. }
      复制代码
      1. "minecraft:map_color": "#ABCDEF"
      复制代码




COMPONENTS
组件

  • Added the 'minecraft:replaceable' component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
  • 加入了 minecraft:replaceable 组件,该组件决定了在特定位置上,一个新的方块是否可以替换现有的方块。如果未为方块指定此组件,则认为该方块不能被替换。


COMPONENTS
组件

  • Multiple components that used effect durations can now be set to "infinite" including:
  • 使用了状态效果持续时间字段的多个组件现在可以将时间字段的值设置为 infinite,包括:
    • "minecraft:attack": "effect_duration"
    • "minecraft:attack": "effect_duration"
    • "minecraft:healable": "duration" in the "effects" list
    • "minecraft:healable": "effects" 列表中的 "duration"
    • "minecraft:mob_effect": "effect_time"
    • "minecraft:mob_effect": "effect_time"
    • "minecraft:projectile": "durationeasy", "durationnormal", and "durationhard" can now all use "infinite"
    • "minecraft:projectile": "durationeasy", "durationnormal" 和 "durationhard" 现在都能被设置为 "infinite"
    • "minecraft:food": "duration" in the "effects" list
    • "minecraft:food": "effects" 列表中的 "duration"
    • "minecraft:spell_effects": "duration" in the "add_effects" list
    • "minecraft:spell_effects": "add_effects" 列表中的 "duration"
    • "minecraft:combat_regeneration": "regeneration_duration"
    • "minecraft:combat_regeneration": "regeneration_duration"



EDITOR
编辑器

  • Shulker box's textures are fixed in Block picker and lists
  • 在方块选择器和列表中,修复了潜影盒的纹理
  • Fixed a bug that excluded some blocks from block picker list with partial text search
  • 修复了部分文本搜索时某些方块被排除在方块选择器列表之外的漏洞
  • Block picker search text field will have UI focus when modal opens
  • 当模态框打开时,方块选择器的搜索文本框将获得用户界面焦点
  • Line Tool: Left Click no longer clears the line if two points already exist. Left Click now behaves the same as Shift + Left Click and always adds points to the existing line.
  • 线条工具:如果已存在两个点,左键单击将不再清除线条。现在左键单击的行为与 Shift + 左键相同,总是向现有线条添加点。
  • Added cursor support for selecting invisible blocks when the Show Invisible Blocks setting is enabled
  • 启用“显示不可见方块”设置时,添加了使用光标选择不可见方块的支持
  • Added IPropertyPane.addProgressIndicator API function to display a spinner or a progress bar property item
  • 加入了 IPropertyPane.addProgressIndicator API 功能,以显示一个旋转器或进度条的属性项
  • Added ImageAnimationData API type to represent a sprite sheet animation for images
  • 加入了 ImageAnimationData API 类型以表示图像的精灵表动画
  • Added iconAnimation: ImageAnimationData property to IActionBarItemCreationParams API
  • 在 IActionBarItemCreationParams API 中加入了 iconAnimation: ImageAnimationData 属性
  • Added IPropertyPane.addLink API function to create link buttons in panes.
  • 加入了 IPropertyPane.addLink API 功能,以在窗格中创建链接按钮。
  • Added system.isEditorWorld property into @minecraft/server in beta
  • 在 @minecraft/server 的 beta 中加入了 system.isEditorWorld 属性
  • Now using minecraft/server 2.0.0-beta, see API section for more details on 2.0.0-beta.
  • 现在使用 minecraft/server 2.0.0-beta,关于 2.0.0-beta 的更多细节请见API部分。
    • registerEditorExtension can be called in Early Execution.
    • registerEditorExtension 可以在早期执行中调用。



ENTITIES
实体

  • Fixed issue where No more entities assert failure occurred when flying through biomes during a storm
  • 修复了在雷雨天气中穿越生物群系时出现“No more entities”断言失败的问题


JIGSAW
JIGSAW

  • Fixed world_surface type of heightmap_projection in minecraft:jigsaw to generate on top of water and leaf blocks.
  • 修复了 minecraft:jigsaw 中的 heightmap_projection 的 world_surface 种类以允许在水和树叶上生成。


JSON EVENTS
JSON 事件

  • The parameter "duration" in the "add_mob_effect" event can now be set to "infinite"
  • add_mob_effect 事件中的参数 duration 现在可以设置为 infinite


SOUNDS
音效

  • Added support for entity sound variants
  • 加入了对实体声音变种的支持
    • Entity sounds now have a "variants" field which defines sound variants based on the runtime entity
    • 实体声音现在有一个 variants 字段,它根据运行时实体定义声音变种
    • Variants has a "key" field reading a Molang expression returning a string to select sound variant (eg: querying an enum entity property).
    • 变种有一个 key 字段,读取 Molang 表达式的返回字符串,以选择声音变种(例如:查询实体属性枚举)。
    • Variants has a "map" field which contains key-value pairs of a variant identifier and the sound events it overrides.
    • 变种有一个 map 字段,其中包含一个变种标识符的键值对和它覆盖的声音事件。
    • When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from "defaults".
      Example:
      Given a mob with the following property
    • 当为一个实体播放声音时,我们首先尝试计算其变种,并检查该变种是否覆盖了声音事件。如果没有,我们将播放基础实体的声音。如果这也失败了,我们将回退到从 defaults 字段运行的现有逻辑。
      例如:
      一个生物有下列属性


  1. "minecraft:emotional_state": {
  2.   "type": "enum",
  3.   "values": ["neutral", "angry", "happy", "sad"],
  4.   "default": "neutral",
  5.   "client_sync": true
  6. }
复制代码
Sound variants can be played by querying the property:
可以通过查询属性来播放声音变种:
  1. {
  2.   "entity_sounds": {
  3.     "entities": {
  4.       "test_mob": {
  5.         "volume": 1.0,
  6.         "pitch": 1.0,
  7.         // The base sounds for various events
  8.         // 各种事件的基本声音
  9.         "events": {
  10.           "ambient": "mob.test_mob.ambient",
  11.           "death": "mob.test_mob.death",
  12.           "step": {
  13.             "sound": "mob.test_mob.step",
  14.             "volume": 0.8,
  15.             "pitch": 1.0
  16.           },
  17.           "attack": "mob.test_mob.attack"
  18.         },
  19.         "variants": {
  20.             // Key returning the enum string for variants, can use any Molang expression resulting in a string
  21.             // 为变种的键返回的枚举字符串,可以使用任何返回字符串的 Molang 表达式
  22.             "key": "query.property('minecraft:emotional_state')",
  23.             "map": {
  24.               // If a resulting variant key is not handled here then it will use the base sounds
  25.               // 如果返回的变种键在这里没有被处理,那么它将使用基本声音
  26.               "neutral": {
  27.                 "volume": 1.0,
  28.                 "pitch": 1.0,
  29.                 "events": {
  30.                   // If an event is not handled in a variant then it will use the base sound
  31.                   // 如果事件没有在变种中处理,那么它将使用基本声音
  32.                   "death": "mob.test_mob.death.netural"
  33.                 }
  34.               },
  35.               "angry": {
  36.                 "volume": 1.0,
  37.                 "pitch": 1.0,
  38.                 "events": {
  39.                   // Variants can override different events than other variants
  40.                   // 变种可以覆盖与其他变种不同的事件
  41.                   "death": "mob.test_mob.death.angry",
  42.                   "ambient": "mob.test_mob.ambient.angry"
  43.                 }
  44.               }
  45.             }
  46.           }
  47.         }
  48.       }
  49.     }
  50.   }
  51. }
复制代码
EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新


API - SCRIPTING
脚本 API


@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA

The beta for @minecraft/server has been updated to 2.0.0-beta. This signifies that breaking changes have occurred, largely related to script execution timing. Version 1.X will continue to function as-is.
@minecraft/server 的 beta 测试版已更新至 2.0.0-beta。这表明发生了重大变化,主要与脚本执行时间有关。版本 1.x 将继续按原样运行。

Visit our documentation portal for more information in the near future.
在不久的将来访问文档门户以获得更多信息。

  • Added new privilege EarlyExecution
  • 添加了新权限 EarlyExecution
    • 2.0.0-beta and higher now executes with the early execution privilege, scripting below 2.0.0-beta will continue to execute without early execution
    • 2.0.0-beta 以及更高版本现在以提前执行权限执行,低于 2.0.0-beta 的脚本将不提前执行
    • All after and before event signals subscribe and unsubscribe methods can now be called in early execution
    • 现在可以在早期执行中调用所有 Before 和 After 事件信号的 subscribeunsubscribe 方法

      译者注:已修正原文用错 Markdown 导致的显示错误。


    • The following System methods can now be called in early execution
    • 以下 System 方法现在可以在早期执行中调用
      • clearJob
      • clearJob
      • clearRun
      • clearRun
      • run
      • run
      • runInterval
      • runInterval
      • runJob
      • runJob
      • runTimeout
      • runTimeout
      • waitTicks
      • waitTicks
    • BlockComponentRegistry method registerCustomComponent can now be called in early execution
    • BlockComponentRegistry 的方法 registerCustomComponent 现在可以在早期执行中调用
    • ItemComponentRegistry method registerCustomComponent can now be called in early execution
    • ItemComponentRegistry 的方法 registerCustomComponent 现在可以在早期执行中调用
  • Added startup property to SystemBeforeEvents
  • SystemBeforeEvents 加入了 startup 属性
  • Added StartupEvent
  • 加入了 StartupEvent
  • Added StartupEventSignal
  • 加入了 StartupEventSignal
  • WorldAfterEvents renamed property worldInitialize to worldLoad
  • WorldAfterEvents 中,将 worldInitialize 属性重命名为 worldLoad
  • WorldBeforeEvents removed property worldInitialize
  • WorldBeforeEvents 中,移除了 worldInitialize 属性
  • WorldInitializeAfterEvent renamed to WorldLoadAfterEvent
  • WorldInitializeAfterEvent 重命名为 WorldLoadAfterEvent
  • WorldInitializeAfterEventSignal renamed to WorldLoadAfterEventSignal
  • WorldInitializeAfterEventSignal 重命名为 WorldLoadAfterEventSignal
  • Removed WorldInitializeBeforeEvent
  • 移除了 WorldInitializeBeforeEvent
  • Removed WorldInitializeBeforeEventSignal
  • 移除了 WorldInitializeBeforeEventSignal
  • Removed Dimension.runCommandAsync as most commands did not actually run asynchronously. If you are looking to run a function asynchronously, please investigate using Jobs via System.runJob .
  • 由于大多数命令实际上并不是异步运行的,移除了 Dimension.runCommandAsync 如果您希望异步运行一个函数,请通过 System.runJob 实现。
  • EntityComponent.getEntity method throws if the underlying entity is invalid (instead of return undefined previously).
  • 如果基础实体无效,EntityComponent.getEntity 方法将抛出错误(而不是像先前一样返回 undefined)。
  • EntityInventoryComponent.container property throws if the underlying entity is invalid (instead of return undefined previously).
  • 如果基础实体无效,EntityInventoryComponent.container 方法将抛出错误(而不是像先前一样返回 undefined)。
  • isValid methods on various classes have been changed to read only properties
  • 各种类上的 isValid 方法已更改为只读属性
  • getComponentsgetComponent and hasComponent now throw if the Entity is invalid
  • 如果实体无效,getComponents getComponent 和 hasComponent 现在会抛出错误
  • applyKnockback method now takes a VectorXZ parameter for the knockback horizontal force (which includes the strength/magnitude), as well as a vertical strength parameter. To convert from V1, you should normalize your previous direction vector and multiply it by the old horizontal strength value. Vertical strength is the same as before.
  • applyKnockback 方法现在接受一个 VectorXZ 参数来表示击退的水平力(包括强度或大小),以及一个垂直强度参数。要从 V1 版本转换,你应该将之前的方向向量归一化,然后乘以旧的水平强度值。垂直强度的处理方式与之前相同。
  • EffectType
  • EffectType
    • getName method now always returns the minecraft: namespace prefix along with the name
    • getName 方法现在总是返回 minecraft: 命名空间前缀和名称
  • Effect
  • Effect
    • typeId property now always returns the minecraft: namespace prefix along with the name
    • typeId 属性现在总是返回 minecraft: 命名空间前缀和名称
  • minecraft:air item has been removed (it is still a valid block)
  • minecraft:air 物品已被移除(它仍然是一个有效的方块)
  • Promises are now flushed along with after events and system tasks
  • 现在,Promise 将与 After 事件及系统任务一同刷新(执行)
  • system.waitTicks() now can accept an argument bounds of 0 minimum to run this tick
  • 现在,system.waitTicks() 能够接受一个参数范围,最小值为 0,以便在这个游戏刻中运行
  • Added a GraphicsMode enum and Player.graphicsMode to query a player's current graphics mode on the server.
  • 加入了 GraphicsMode 枚举和 Player.graphicsMode 以在服务器上查询玩家当前的图形模式。
  • Added system.isEditorWorld property into @minecraft/server in beta
  • 向 @minecraft/server 的 beta 测试版加入了 system.isEditorWorld 属性
  • BlockLocationIterator
  • BlockLocationIterator
    • Added isValid(): boolean method to beta. This method checks if the iterator as been invalidated by modifying the underlining block volume.
    • 向 beta 测试版加入了 isValid(): boolean 方法。此方法用于检查迭代器是否因为对底层方块体积的修改而变得无效。
  • BlockMapColorComponent API has been added to beta
  • BlockMapColorComponent API 被添加到了 beta 测试版
  • TintMethod enum has been added to beta
  • TintMethod 枚举被添加到了 beta 测试版
  • Early execution changes in version @minecraft/server 2.0.0-beta
  • @minecraft/server 2.0.0-beta 中的早期执行变更
    • The following RegistrationBuilder methods can now be called in early execution
    • 以下 RegistrationBuilder 方法现在可以在早期执行中调用
      • batch
      • batch
      • maxAttempts
      • maxAttempts
      • maxTicks
      • maxTicks
      • padding
      • padding
      • required
      • required
      • requiredSuccessfulAttempts
      • requiredSuccessfulAttempts
      • rotateTest
      • rotateTest
      • setupTicks
      • setupTicks
      • structureName
      • structureName
      • tag
      • tag
    • register function can now be called in early execution
    • register 功能现在可以在早期执行中调用
    • registerAsync function can now be called in early execution
    • registerAsync 功能现在可以在早期执行中调用



API - MOLANG
MOLANG API

  • Added query.graphics_mode_is_any to Molang which accepts any of the following parameters: simplefancydeferredraytraced . These parameters are all graphics modes that are available in the settings menu.
  • 向 Molang 加入了 query.graphics_mode_is_any 查询函数,接受以下任何参数:simple fancy deferred raytraced。这些参数都是设置菜单中可用的图形模式。


GRAPHICAL
图像

  • Added a new version (1.21.70) for the lighting JSON schema in the Deferred Technical Preview. This new version adds support for controlling the intensity of sky light, which affects both the contribution of legacy sky lighting as well as sky reflections. See updated documentation on the Learning Portal for more details.
  • 在延迟技术预览中的光照 JSON 中加入了新版本(1.21.70)的模式文档。此新版本添加了控制天空光强度的支持,这不仅影响以前的天空光照,还影响天空反射。详情请参阅学习门户上的更新文档。
    • This object snippet can be added to lighting/global.json under the minecraft:lighting_settings object to control the sky intensity
    • 此对象片段可以添加到 lighting/global.json 中的 minecraft:lighting_settings 对象下以控制天空强度


  1. "sky": {
  2.     "intensity": 1.0 // Float value between [0.1 - 1.0]
  3.     // 在 [0.1 - 1.0] 之间的浮点值
  4. }
复制代码
  • Improved the quality of screen space reflections, specifically cases where holes would appear in reflections at certain angles in the Deferred Technical Preview.
  • 改进了屏幕空间反射的质量,特别是在延迟技术预览中某些角度的反射中会出现孔洞的情况。
  • Fixed a bug with water surface rendering that caused specular highlights to be much lower than they should have been in the Deferred Technical Preview.
  • 修复了在延迟技术预览中,水面渲染时镜面高光远低于正常值的错误。


STABILITY AND PERFORMANCE
性能与稳定性

  • Resolve crash when changing point light shadow settings under Deferred Graphical Settings
  • 修复了在更改延迟图形设置中的点光源阴影设置时导致崩溃的问题





【Cat_Anchor 译自feedback.minecraft.net 2025 年 1 月 29 日发布的 Minecraft Beta & Preview - 1.21.70.20
【本文排版借助了:SPXXKLP 用户脚本 v3.2.5】



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Converted at 2025-01-31 10:47 +0800


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苦力怕论坛,感谢有您~
 发表于 2025-1-31 21:34:42|显示全部楼层 IP:浙江省
怎么现在才加入枯叶啊(
2#2025-1-31 21:34:42收起回复
篝火旁pq2025-2-5 15:44IP:四川省
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现在加了
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 发表于 2025-2-1 17:54:51 来自手机|显示全部楼层 IP:广东省
笑点解析:在25w02a已经加入枯叶、野花簇,基岩版等待加入情况下将近拖了半个月
3#2025-2-1 17:54:51回复收起回复
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 发表于 2025-2-6 17:55:06 来自手机|显示全部楼层 IP:上海
麻酱越来越水了
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 发表于 2025-12-27 17:21:56|显示全部楼层 IP:广东省
高版本要优化的挺多吖
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