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[版本发布] Minecraft 基岩版 1.21.111 发布 [长篇]

 发表于 2025-10-1 20:22:58|显示全部楼层|阅读模式 IP:0
本帖最后由 冥王大大 于 2025-10-4 22:23 编辑

|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10/11、主机(Xbox One、Switch、PlayStation 4/5)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。
|正式版是 Minecraft 基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多纹理、附加包和 Realms 会逐渐跟进的版本。与此同时 Google Play、Microsoft Store 等官方软件商店也会推送此次更新。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址



NEWS


The Copper Age - Minecraft: Bedrock Edition 1.21.111 Changelog

铜器时代 - 《我的世界:基岩版》 1.21.111 更新日志

The Copper Age in Minecraft: Bedrock Edition

《我的世界:基岩版》“铜器时代”更新


Minecraft has entered The Copper Age! Express yourself in every shade of copper as you transform this versatile metal into handy tools, shiny armor, gleaming light sources, oxidizing decor, smart storage, and even lively mechanical companions known as copper golems. Whether scraped or oxidized, this is the start of a new clonking era of creativity! Unearth the power of copper in Minecraft now!
《我的世界》已经进入铜器时代啦!以铜色的万千变化展现自我,将这种多功能金属锻造成实用工具、闪亮铠甲、璀璨光源、氧化装饰、智能储物装置,乃至充满活力的机械伙伴——铜傀儡。无论是除锈还是氧化,这都标志着一个全新、创意满满、响当当的时代的开启!现在就来《我的世界》中发掘铜的无限潜能吧!


FEATURES AND BUG FIXES
特性和漏洞修复


COPPER CHEST
铜箱子

Copper chests are a new block! Summon a copper golem to get your first copper chest, which you can leave to oxidize, or keep pristine with wax. Drop items into a copper chest, and then sit back and relax as your copper golem sorts them into normal chests around your base!
新推出了铜箱子这种方块!你可以在召唤铜傀儡时得到你的第一个铜箱子,你可以就把它搁置在那静静氧化,或者给它涂蜡让它历久弥新。将物品丢入铜箱子,随后便可安心休息,让铜傀儡自行将它们分类至基地周围的普通箱子中!

  • Copper Chest is a new type of chest that has waxed and oxidized variants
  • 铜箱子是带有涂蜡和氧化变种的新型箱子
  • Copper Chests oxidize over time and can be waxed like other Copper blocks
  • 铜箱子会随时间流逝而氧化,也可以像其他铜质方块一样涂蜡
  • Copper Chests can be crafted using a Chest and Copper Ingots
  • 铜箱子可由箱子和铜锭合成


COPPER EQUIPMENT
铜质装备

What comes between stone and iron? Now the answer is: copper! Craft tools, weapons, and armor from copper, giving this early-game ore more uses than ever before. Unlike copper blocks, these items won't oxidize, but like all copper blocks - they will look beautiful!
你知道石头和铁之间有什么吗?我们现在可以回答你:就是铜!用铜来合成工具、武器和盔甲,赋予这个游戏前期的矿物更多前所未有的用途。与铜质方块不同的是,铜质物品不会生锈;但与之相同的是,它们的观感一样好!

  • Copper armor has higher durability than leather but less than iron. Copper armor enchantability sits slightly lower than with iron
  • 铜质盔甲有介于皮革材质和铁质盔甲之间的耐久度。铜质盔甲的附魔能力略低于铁质盔甲
  • Copper equipment turns into Copper Nuggets when smelted
  • 铜装备可炼制为铜粒
  • Hostile Monsters have a chance to spawn with Copper Armor equipped
  • 敌对怪物在生成时有概率穿着铜质盔甲
  • Hostile Monsters can pick up and use Copper Weapons and Armor
  • 敌对怪物可拾起铜质武器和盔甲
  • Added Copper Horse Armor
  • 加入了铜马铠
    • Has the same loot table and chance of generating as Iron Horse Armor
    • 会在包含铁马铠的战利品表中出现,且生成概率与铁马铠相同
    • Armor toughness: 4
    • 提供4点护甲值



COPPER GOLEM
铜傀儡

Copper golems are handy, organization-loving companions that’ll bring your base to life! Summoned with copper and carved pumpkins, the copper golem removes items you leave in copper chests and sorts them based on the item type into chests around your base!
铜傀儡是实用的伙伴也是整理狂,能让你的基地活跃起来!通过铜块和雕刻的南瓜召唤出的铜傀儡,会自动拿走你存放在铜箱子中的物品,并根据物品类型将其分类存入基地周围的箱子!

  • Copper Golem will drop between 1 and 3 Copper Ingots when killed
  • 击杀铜傀儡时掉落1到3个铜锭
  • Copper Golem can help with sorting items into Chests
  • 铜傀儡可以帮忙将物品按类别放入箱子
  • If the Copper Golem has fully oxidized it will turn into a Copper Golem Statue Block
  • 当铜傀儡完全氧化时会转化为铜傀儡像方块
  • When turned into a Copper Golem Statue block, it will freeze in a random pose
  • 它会在转化为铜傀儡像时以随机的姿势定格
  • When turned into a Copper Golem Statue the Copper Golem will drop any item it may be holding
  • 铜傀儡在转化为铜傀儡像时将掉落持有的物品
  • A Copper Golem turned into a Copper Golem Statue will keep its name if named with a Name Tag
  • 如果铜傀儡被命名牌命名过,它在转化为铜傀儡像时会保留它的名字
  • Interacting with the Copper Golem with an empty hand will drop its carried item
  • 空手与铜傀儡交互以拿掉它持有的物品
  • Iron Golems will sometimes plant a decorative flower onto a nearby Copper Golem
  • 铁傀儡将不时在周围的铜傀儡头上放置装饰性花


COPPER GOLEM ITEM SORTING
铜傀儡物品分类

  • If the Copper Golem is not holding an item, it will look for nearby Copper Chests to try to pick up an item
  • 如果铜傀儡没有手持物品,它会寻找周围的铜箱子并试图从中拿取物品
  • The Copper Golem will look in any oxidized and waxed Copper Chest variant to pick up items
  • 铜傀儡对铜箱子的选择与铜箱子的氧化、涂蜡状态无关
  • It can pick up max 16 items in a stack at a time
  • 它一次至多拿起堆叠的16个物品
  • Any item in a Copper Chest can be picked up
  • 它能拿走铜箱子中的任意物品
  • If the Copper Golem is holding an item, it will look for nearby Chests to try to place the item in
  • 若铜傀儡手持物品,它会寻找周围的箱子并试图将物品放入箱子
  • The Copper Golem will look in Chests and Trapped Chests to try to place items
  • 铜傀儡可以在箱子和陷阱箱中放置物品
  • It can place an item in a Chest if it's empty, or if it contains the same type of item it is holding in its hand
  • 它可以在空箱子或内含与手持物品同一类型物品的箱子中放入物品
  • The Copper Golem will visit max 10 Chests or Copper Chests in sequence to try to pick up or place an item
  • 铜傀儡至多在包含10个箱子或铜箱子的队列中存取物品
  • If no matching chest is found the Copper Golem will idle for 7 seconds before trying again
  • 若找不到合适的箱子,铜傀儡会在待机7秒后重新寻找
  • The search area for chests from the Copper Golem's position is horizontally 32 blocks and vertically 8 blocks
  • 搜寻范围为自身位置水平方向32格,垂直方向8格


COPPER GOLEM STATUE BLOCK
铜傀儡像方块

  • Copper Golem Statue Block is a new type of decorative block which has waxed and oxidized variants
  • 铜傀儡像方块是一种新的可涂蜡和氧化的装饰性方块
  • Copper Golem Statue Block oxidizes over time and can be waxed like Copper blocks
  • 铜傀儡像会随时间流逝而氧化,也可以像其他铜质方块一样涂蜡
  • The pose of the block can be changed by interacting with it
  • 交互以改变铜傀儡像的姿势
  • If the Copper Golem Statue Block has no oxidation when interacted with using an Axe, the block will turn into a Copper Golem again
  • 手持斧与未氧化的铜傀儡像交互以将其还原为铜傀儡(维基表述为未氧化且未涂蜡)
  • When connected to a Redstone Comparator, the Copper Golem Statue Block emits a Redstone signal based on its current pose
  • 红石比较器会依据铜傀儡像的姿势发射不同强度的红石信号


COPPER DECORATIONS
铜质装饰性方块

  • Added Copper Torch
  • 加入了铜火把
    • A green variant of the Torch crafted from a Copper Nugget, Coal, and Stick
    • 由铜粒、煤炭和木棍合成的绿色火把变种
    • Functionally identical to the Torch
    • 与火把功能一致
  • Added Copper Bars
  • 加入了铜栅栏
    • Functions like the existing Iron Bars block
    • 与铁栅栏功能一致
    • Made from copper and oxidizes over time
    • 铜制且随时间流逝而氧化
  • Added Copper Chain
  • 加入了铜链
    • Functions like the existing Chain block (now renamed to Iron Chain)
    • 与锁链(已重命名为铁链)功能一致
    • Made from copper and oxidizes over time
    • 铜制且随时间流逝而氧化
  • Added Copper Lantern
  • 加入了铜灯笼
    • Crafted similarly to a regular Lantern but uses Copper and a Copper Torch
    • 与普通灯笼的合成方法相似,换成铜火把即可
    • The lantern itself oxidizes, changing its look as it ages
    • 铜灯笼将会氧化,依据岁月变换容颜
    • Functionally identical to the Lantern
    • 与灯笼功能一致



SHELF
展示架

  • The Shelf is a new type of decorative block which comes in the following variants:
  • 展示架是具有以下变种的新型装饰性方块:
    • Oak
    • 橡木
    • Spruce
    • 云杉木
    • Birch
    • 白桦木
    • Jungle
    • 从林木
    • Acacia
    • 金合欢木
    • Dark Oak
    • 深色橡木
    • Mangrove
    • 红树木
    • Cherry
    • 樱花木
    • Pale Oak
    • 苍白橡木
    • Bamboo
    • Crimson
    • 绯红木
    • Warped
    • 诡异木
  • The Shelf can be crafted from six matching blocks of any Stripped Log, Stripped Stem, or Block of Stripped Bamboo, filling the top and bottom row
  • 展示架可由六个相配的任意去皮原木、去皮菌柄,或去皮竹块排满顶部和底部的行合成
    • This recipe produces 6 Shelves
    • 该配方将合成6个展示架
  • The Shelf can store up to 3 item stacks:
  • 展示架可储存至多3个物品堆叠:
    • Interacting with any of the 3 slots on its front swaps the player's main hand item with the content of that slot
    • 玩家与展示架前方中的任意一栏交互将交换主手位的物品和那一栏的物品
    • The Shelf displays all items it contains in front of it, similar to an Item Frame
    • 展示架会显示前方所含的所有物品,类比于物品展示框
  • While a Shelf is powered by Redstone, its front texture changes to reflect that it's powered; when placed next to each other, up to 3 powered Shelves will connect
  • 当展示架处于红石充能状态时,会变为反映它充能状态的纹理;且在相邻放置展示架时,至多三个展示架会连通
    • Interacting with a single powered Shelf swaps all its contents with the 3 rightmost items in the player's hotbar
    • 与单个展示架交互时,其包含的所有物品会与玩家快捷栏最右侧的3个物品交换
    • Interacting with two connected Shelves swaps their contents with the 6 rightmost items in the player's hotbar
    • 与两个相连接的展示架交互时,其包含的所有物品会与玩家快捷栏最右侧的6个物品交换
    • Interacting with three connected Shelves swaps their contents with all items in the player's hotbar
    • 与三个相连接的展示架交互时,其包含的所有物品会与玩家快捷栏的所有物品交换
    • It does not matter which of the connected Shelves the player interacts with
    • 与相连通的展示架交互时,交互的是其中哪一个都不会影响结果
  • Shelf storage affects a Comparator's output signal depending on which slots are occupied (MCPE-225226)
  • 展示架储物将依据栏位的占用情况影响比较器的输出信号(MCPE-225226
    • Each Shelf slot corresponds to 1 bit
    • 各栏位相当于一个二进制位
    • The signal strength is determined by converting the 3 bits of the slots into a decimal value
    • 信号强度由3个二进制栏位转为十进制的值决定
    • All slots empty [000] means a signal strength of 0
    • 所有栏位都为空【000】意味着信号强度为0
    • Only the first slot occupied [100] means a signal strength of 1
    • 只有第一个栏位被占用【100】意味着信号强度为1
    • Only the second slot occupied [010] means a signal strength of 2
    • 只有第二个栏位被占用【010】意味着信号强度为2
    • Only the third slot occupied [001] means a signal strength of 4
    • 只有第三个栏位被占用【001】意味着信号强度为4
    • All slots occupied [111] means a signal strength of 7
    • 所有栏位都被占用【111】意味着信号强度为7



ACCESSIBILITY
可访问性(辅助功能)

  • Dye Colors now have updated icons
  • 更新了染料的图标
    • The goal with these is to enhance visual cohesion across the dye set while maintaining distinct shapes to support colorblind accessibility
    • 我们的目标是在不影响色盲辨识度的情况下实现视觉上的一致
  • Text to Speech support has been added to all Dressing Room pages
  • 所有的更衣室页面都支持语音转文字


BLOCKS
方块

  • Some blocks that could catch fire with Flint and Steel, like the top Stone Slab or Wood Stair, will now also catch fire during fire explosion, such as those from Fireballs (MCPE-78691)
  • 现在像上石半砖、木质楼梯这些能够由打火石点火的方块也能由(如火焰弹引起的)火焰爆炸起火(MCPE-78691
  • Glass Blocks will now catch fire with Flint and Steel or fire explosion (MCPE-78691)
  • 现在草方块能够由打火石或火焰爆炸点火(MCPE-78691
  • Fixed a bug where placing water from a Water Bucket onto a block containing another block (e.g. Button or Lever) would not allow the user to remove that water block afterwards (MCPE-218044)
  • 修复了将水桶中的水倒入包含另一方块的方块(如按钮和拉杆)中后,玩家无法将水移除的漏洞(MCPE-218044
  • Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water
  • 修复了冒险模式中的可挖掘方块位于水后方时无法继续破坏该方块的问题


GAMEPLAY
玩法

  • Entities are no longer placed halfway outside of a Nether portal after traveling through the portal (MCPE-189106, MCPE-157992)
  • 实体在穿过(下界)传送门时不再位于传送门的外侧中间(MCPE-189106, MCPE-157992
  • Fixed an issue where the player sleeping animation would start before the player climbed into bed
  • 修复了玩家在上床前播放入睡动画的问题
  • Camera command no longer leads to crash when using the in_out_back method (MCPE-223147)
  • 使用camera命令的in_out_back过渡方案时不再引发崩溃(MCPE-223147
  • Fixed an issue where players could duplicate Bundle content using a Hopper (MCPE-223261)
  • 修复了玩家可以通过漏斗复制收纳袋的问题(MCPE-223261
  • Rider rotation lock now applies to cameras when using camera relative movement
  • 现在使用与移动有关的相机视角时,骑士朝向锁定功能会应用于相机视角
  • Fixed an issue where equipping armor while aiming at a mob would create a "ghost" cloned item (MCPE-220172)
  • 修复了在瞄准生物时装备盔甲将生成相同的幽灵物品的问题(MCPE-220172
  • Fixed an issue where the control scheme set via control scheme commands would not be retained if a later-activated camera did not support it. The scheme will now persist as intended until explicitly cleared via /controlscheme clear, beginning since base game version 1.21.110
  • 修复了通过/controlscheme命令设置的控制方案在后来激活的相机视角不支持其时不会被保留的问题。自 1.21.110 起,此类方案会按预期持续存在,直到通过 /controlscheme clear 命令清除
  • Fixed stuck progress arrow despite no process in Furnace/Blast Furnace/Smoker (MCPE-63099)
  • 修复了(熔炉)高炉或烟熏炉的进度箭头会在没有烧炼进度时卡住的问题(MCPE-63099
  • The Ender Dragon no longer freezes at the end of its death. It now dies and creates the portal (MCPE-224403)
  • 末影龙现在不会在死亡后定住,而是播放死亡动画然后生成(末地)传送门(MCPE-224403
  • Fixed a bug that caused the facing direction of Command Blocks to differ from all other blocks like Pistons and Dispensers when placed in certain coordinates in the world (MCPE-62252)
  • 修复了将命令方块放置在世界中的某些坐标处时,命令方块的朝向会与活塞和发射器等其他所有方块不同的漏洞(MCPE-62252


GENERAL
通用

  • Fixed grass color in Swamps that was too green (MCPE-223910)
  • 修复了沼泽生物群系的草地颜色过绿的问题(MCPE-223910
  • Fixed Paintings from breaking when joining a multiplayer game in high-latency scenarios (MCPE-181306)
  • 修复了在高延迟情况下加入世界时会破坏画的问题(MCPE-181306
  • Enabling blending for Legacy Chunks. This fixes an issue where blocks were missing from the terrain after loading into the world on some Starter Biomes
  • 启用了旧版区块的混合功能。这修复了加载处于某些初始生物群系的世界后,地形中会缺失方块的问题
  • Improved blending around Frozen River chunks (MCPE-189996)
  • 改进了冻河区块附近的混合效果(MCPE-189996


GRAPHICAL
图像

  • Updated Volumetric Fog configs for PC to have more consistent steps in performance impact, while also maximizing image quality for cost
  • 更新了电脑端的体积雾配置,使其在性能影响方面具有更一致的步骤,同时还最大限度地提高了图像质量,以节约性能
  • Added support for Subsurface Scattering on particle textures
  • 现在粒子纹理支持次表面散射
  • Fixed rain and snow lighting up far above the light source in Vibrant Visuals
  • 修复了灵动视效(参考译名,下译同)下光源上方远处的雨雪被点亮的问题
  • Fixed the issue where the Nether Portal fullscreen effect appeared black in Vibrant Visuals (MCPE-221341)
  • 修复了传送门全屏效果在灵动视效下一片黑的问题(MCPE-221341
  • Updated max render distance to 28 on PC for Vibrant Visuals
  • 现在电脑端的灵动视效支持28区块的最大渲染距离
  • Fixed lack of illumination in some particles emitted by breaking blocks (MCPE-218184)
  • 修复了破坏方块发出的某些粒子缺乏照明的问题(MCPE-218184
  • Increased thickness on Block Selection wireframe to make it more visible in Vibrant Visuals especially with TAAU enabled
  • 增加了方块选择线框的厚度,在灵动视效下(尤其在启用TAAU时)的可视性更佳
  • Fixed an issue causing Chests to appear desaturated while held in hand in Vibrant Visuals
  • 修复了在灵动视效下,手中的箱子显示不饱和的问题
  • Fixed an issue causing attachables such as Bows to appear desaturated in Vibrant Visuals
  • 修复了在灵动视效下,弓之类的附着物显示不饱和的问题
  • Fixed a bug where Vanilla Mob Flame textures are missing
  • 修复了原版生物火焰纹理缺失的漏洞
  • Progress of Leaves turning white in snow is now correctly set when entering a world, and this color change now works correctly in Custom Biomes
  • 树叶在覆雪状态下变白的过程会在进入世界时正确进行,并且自定义生物群系也是如此
  • Fixed unlit Candles not casting shadows
  • 修复了未点燃的蜡烛不会投射阴影的问题
  • Fixed unlit Cake Candles not casting shadows
  • 修复了插上未点燃蜡烛的蛋糕不会投射阴影的问题
  • Fixed Glass Block depth issues with Candles
  • 修复了玻璃与蜡烛的深度问题
  • Fixed water depth buffer issues with Cake Candles
  • 修复了插有未点燃的蜡烛的蛋糕的水深缓冲器问题
  • Fixed infinite duration blindness effect visuals
  • 修复了无限时长失明效果的视觉问题
  • Colored text on signs no longer appear dark in Vibrant Visuals
  • 灵动视效下的染色文本不再是黑色
  • Fixed an issue that caused certain mobs to display incorrectly when using the Minecraft Classic Texture Pack (MCPE-221572)
  • 修复了使用《我的世界》经典纹理包时固定的一些生物显示不正常的问题(MCPE-221572
  • Added an option to Hide Sky Flashes in the End when playing with Vibrant Visuals
  • 加入了在灵动视效下隐藏(末地)天空闪光的选项


MOBS
生物

  • Wolves no longer start shaking off water if they are already shaking off water
  • 狼在甩水时不会再次甩水
  • Foxes now consider Honey Bottle to be a food item and will prioritize picking it up the same way it does other food items
  • 狐狸现在视蜂蜜瓶为食物,拥有与其他食物一样的拾取优先级
  • It is possible for Zombies and Skeletons to spawn with diamond tier armor again (MCPE-226140)
  • 僵尸和骷髅再次能够再生成时穿戴钻石盔甲(MCPE-226140


REALMS
REALMS

  • Fixed several crashes that could occur
  • 修复了几个可能发生的崩溃
  • Realms invite page no longer loads endlessly on PS4/PS5
  • PS4/PS5 平台的 Realms 邀请页面不再无休止地加载
  • Leaving Realm now removes it from Realms list on Play screen
  • 离开 Realm 现在会将其从游戏屏幕上的 Realms 列表中删除
  • Tooltip text no longer overlaps with loading bar
  • 工具提示文本不再与加载栏重叠
  • Realms Stories settings page now includes accurate instructions for closing/opening a Realm
  • Realms 故事设置页面现在包含关闭/打开 Realm 的准确说明
  • Realms tab 'Settings' button now scales correctly
  • Realms 选项卡的“设置”按钮现在可以正确缩放


SOUNDS
音效

  • When picking up an item to hand that is not hand equippable, mobs no longer play an equip sound (MCPE-223747)
  • 当生物捡起非手持装备的物品时不再播放装备音效(MCPE-223747
  • Music in Forest biome will no longer get stuck to the position it started playing at (MCPE-222113)
  • 丛林生物群系的音乐不再卡在开始播放的位置(MCPE-222113


STABILITY AND PERFORMANCE
性能与稳定性

  • Fixed a crash when downloading packs from a multiplayer world on Xbox
  • 修复了在 Xbox 上从多人游戏世界下载资源包时崩溃的问题
  • Fixed a Realms crash in liquid sensing system
  • 修复了液体传感系统中的 Realms 崩溃


USER INTERFACE
用户界面

  • The RTX and Marketplace Pass icon will no longer show up on the same item
  • RTX 和 Marketplace Pass 图标将不再显示在同一选项上
  • The RTX chevron will now show up correctly on the Marketplace search screen
  • RTX V 形图标现在将正确显示在商城搜索屏幕上
  • Fixed an issue where the Featured Server details would randomly scroll up (MCPE-181924)
  • 修复了精选服务器详情会随机向上滚动的问题(MCPE-181924
  • Recipe Book can no longer show duplicate icons if user has Recipe Book hidden when acquiring new recipes
  • 如果用户在获取新配方时隐藏了配方书,则配方书将不再显示重复的图标
  • Fixed Marketplace pass chevron priority on hero row items
  • 修复了英雄行(头图)项目上的商城通行证 V 形图标的优先级问题
  • Fixed Blade row missing Marketplace Pass chevron
  • 修复了刀锋行(推荐栏)缺少商城通行证 V 形图标的问题
  • Touch Controls: The Invert Y-Axis setting now works correctly for spectators (MCPE-179110)
  • 触摸控制:反转Y轴现在会对旁观模式玩家正确生效(MCPE-179110
  • Touch Controls: The Swap Jump And Sneak option no longer changes the position of the swim/fly up buttons (MCPE-184808)
  • 触摸控制:“交换跳跃和潜行”选项不再更改游泳和向上飞行按钮的位置(MCPE-184808
  • Resized the "Textures & More" button icon to be in line with the other button icons
  • 更改了“材质和混搭包”按钮图标的大小以与其他按钮图标对齐
  • Using the /hud command to hide touch controls now correctly hides all touch buttons (MCPE-184856)
  • 现在使用/hud命令来隐藏触摸控制按钮时会正确隐藏所有触控按钮(MCPE-184856
  • Action bar messages now have a text shadow (MCPE-186346)
  • 动作栏现在拥有文本阴影(MCPE-186346
  • The /hud command to hide the progress bar now also hides the Horse and Camel bars, and also the Locator bar (MCPE-184858)
  • 现在使用/hud命令来隐藏进度条时也会隐藏马和骆驼的蓄力条以及定位栏(MCPE-184858
  • Updated the Marketplace Pass chevron on tiles and the purchase buttons to have the correct scaling
  • 更新了图块和购买按钮上的商城通行证 V 形图标,以实现正确的缩放比例
  • Resized the icons on the Marketplace sidebar to match the icon's proper size
  • 调整了 Marketplace 侧边栏上的图标大小,以匹配图标的适当大小
  • Resized the icons on the Inventory category selection to match the icon's proper size
  • 调整了物品栏分类选择中的图标大小,以匹配图标的适当大小
  • Addded a properly sized My Library button for the top bar to use
  • 添加了一个大小合适的“我的库”按钮供顶部栏使用
  • Changed a couple of locations where the information bulb appears to be the correct resolution
  • 更改了灯泡状信息提示的位置,以提供正确的分辨率
  • Updated the Marketplace error animations to display at the correct resolution
  • 更新了市场错误动画,以正确的分辨率显示
  • Added new icons for the Sale banners to fit the pixelated style of the UI
  • 为促销横幅添加了新图标,以适应 UI 的像素化风格
  • Added a new Minecraft Profile Pic. This icon is a snapshot of your character's appearance. The new Minecraft Profile Pic replaces your Xbox Gamerpic on all screens, including Profile, lists of players, and on Realms.
  • 添加了新的《我的世界》个人资料图片。此图标是角色外观的快照。新的《我的世界》个人资料图片取代了所有屏幕上的 Xbox 玩家图片,包括个人资料、玩家列表和 Realms。


TECHNICAL UPDATES
技术性更新


ADD-ONS AND SCRIPT ENGINE
附加包和脚本引擎

  • Moved the properties "ash", "red_spores", "blue_spores", and "white_ash" from the minecraft:climate biome component to the new client biome component "minecraft:precipitation"
  • 将"ash","red_spores","blue_spores"和"white_ash"属性从 minecraft:climate 生物群系组件移至新的客户端生物群系组件: "minecraft:precipitation"


AI GOALS
AI 意向

  • Made the schemas for the following goals stricter when parsing and will fail to load an entity JSON that has invalid data in versions 1.21.110 and newer
  • 在解析时使以下目标的架构更加严格,并且无法加载在版本 1.21.110 及更高版本中具有无效数据的实体 JSON
    • minecraft:behavior.roar
    • minecraft:behavior.roar
    • minecraft:behavior.slime_attack
    • minecraft:behavior.slime_attack
    • minecraft:behavior.slime_float
    • minecraft:behavior.slime_float
    • minecraft:behavior.slime_keep_on_jumping
    • minecraft:behavior.slime_keep_on_jumping
    • minecraft:behavior.slime_random_direction
    • minecraft:behavior.slime_random_direction
    • minecraft:behavior.sniff
    • minecraft:behavior.sniff
    • minecraft:behavior.sonic_boom
    • minecraft:behavior.sonic_boom
    • minecraft:behavior.stay_near_noteblock
    • minecraft:behavior.stay_near_noteblock
    • minecraft:behavior.swim_idle
    • minecraft:behavior.swim_idle
    • minecraft:behavior.swim_up_for_breath
    • minecraft:behavior.swim_up_for_breath
    • minecraft:behavior.swim_wander
    • minecraft:behavior.swim_wander
    • minecraft:behavior.swoop_attack
    • minecraft:behavior.swoop_attack
  • Transport Items Goal
  • 搬运物品意向
    • Mobs with the goal will now queue when players are interacting with their target container if "allow_simultaneous_interaction" is false
    • 如果“allow_simultaneous_interaction”的值为假,则目标生物现在将在玩家与目标容器交互时排队等候
  • The minecraft:behavior.transport_items AI goal now checks that the entity can see the container it tries to interact with. It checks once before starting to queue at the container and once before starting to interact. If it does not see the container, it fails to open it
  • minecraft:behavior.transport_items AI 意向现在检查实体是否可以看到它尝试与之交互的容器。它在开始在容器上排队之前检查一次,在开始交互之前检查一次。如果它没有看到容器,则无法打开容器


API
API


@MINECRAFT/SERVER
@MINECRAFT/SERVER

  • Added @minecraft/server version 2.3.0-beta
  • 加入了 2.3.0-beta 版本的@minecraft/server
  • Added @minecraft/server version 2.2.0
  • 加入了  2.2.0 版本的@minecraft/server
  • Enabled Player.applyImpulse and Player.clearVelocity
  • 启用了 Player.applyImpulsePlayer.clearVelocity
  • class AimAssistRegistry
  • AimAssistRegistry
    • Added readonly property DefaultCategoryId
    • 加入了 DefaultCategoryId 只读属性
  • Updated System.sendScriptEvent to be able to be called in "before" events
  • 更新了 System.sendScriptEvent 以在事件前事件中调用它
  • Change the following methods on Dimension to have the read-only privilege so they can be called in "before" events:
  • 更改了 Dimension 的以下方法,使其拥有只读模式运行权限以在事件前事件中调用
    • getWeather, findClosestBiome, getBlockAbove, getBlockBelow, getTopmostBlock, getLightLevel, getSkyLightLevel
    • getWeather, findClosestBiome, getBlockAbove, getBlockBelow, getTopmostBlock, getLightLevel, getSkyLightLevel
  • Moved ItemBookComponent from beta to V2.2.0
  • ItemBookComponentbeta 移至 V2.2.0
  • Moved BookError from beta to V2.2.0
  • BookErrorbeta 移至 V2.2.0
  • Moved BookPageContentError from beta to V2.2.0
  • BookPageContentErrorbeta 移至 V2.2.0
  • Moved BookErrorReason from beta to V2.2.0
  • BookErrorReasonbeta 移至 V2.2.0
  • Moved InvalidItemStackError from beta to V2.2.0
  • InvalidItemStackErrorbeta 移至 V2.2.0
  • Camera
  • 视角
    • Moved setFov(fovCameraOptions?: CameraFovOptions): void from beta to V2.2.0
    • setFov(fovCameraOptions?: CameraFovOptions类): voidbeta 移至 V2.2.0
      • Moved setLore(loreList?: (RawMessage | string)[]): void from beta to V2.2.0
      • setLore(loreList?: (原始文本 或 字符串)数组): voidbeta 移至 V2.2.0
      • Moved getRawLore(): RawMessage[] from beta to V2.2.0 .
      • getRawLore(): 原始文本数组beta 移至 V2.2.0 .

  • ContainerSlot
  • 容器槽
    • Moved setLore(loreList?: (RawMessage | string)[]): void from beta to V2.2.0
    • setLore(loreList?: (原始文本或字符串)数组): voidbeta 移至 V2.2.0
    • Moved getRawLore(): RawMessage[] from beta to V2.2.0
    • getRawLore(): 原始文本数组beta 移至 V2.2.0



BIOMES
生物群系

  • Custom Biomes are now out of experimental
  • 自定义生物群系不再是实验性的
  • Added content errors in server-side biome components that were missing them to more easily identify issues and how to fix them
  • 在服务器端生物群系组件中添加了缺少的内容错误,以便更轻松地识别问题及了解如何修复它们
  • Added bool for Overworld surface to BiomeDefinitionChunkGenData, which is only relevant for client-side chunk generation
  • 为主世界表面向 BiomeDefinitionChunkGenData 添加了只与客户端区块生成有关的布尔值
  • Pre Caves and Cliffs components, minecraft:overworld_generation_rules and minecraft:multinoise_generation_rules, do nothing with biome generation and will return a content error when used in custom biomes
  • 洞穴和悬崖更新之前的组件 minecraft:overworld_generation_rulesminecraft:multinoise_generation_rules 对生物群系生成不执行任何作,并且在自定义生物群系中使用时会返回内容错误
  • Added underwater_music parameter to minecraft:biome_music client biome component that enables the underwater music for the biome
  • minecraft:biome_music 客户端生物群系组件添加了 underwater_music 参数,用于为生物群系启用水下音乐
  • Fixed an issue where a default surface builder was not chosen leading to bare surfaces in some biomes
  • 修复了未选择默认表面构建器导致某些生物群系中出现裸露表面的问题
  • Fixed a bug where setting the precipitation of a biome to 0 in biome.json files would not stop rain from occurring in the biome
  • 修复了在 biome.json 文件中将生物群落的降水设置为0无法阻止生物群落中发生降雨的错误


BLOCKS
方块

  • Fixed a bug that caused default editor movement speed to initialize incorrectly
  • 修复了导致默认编辑器移动速度初始化不正确的错误
  • Custom block geometry no longer produces a warning when fully contained within the first or last 1/16ths of the unit cube volume in any axis
  • 当自定义方块块几何体完全包含在任何轴上单位立方体体积的第一个或最后 1/16 个区域时,不再产生警告
    • A warning is still produced if the geometry doesn't have at least one corner overlapping the unit cube volume, not counting its boundary
    • 如果几何体没有至少一个角与单位立方体体积重叠,则仍会生成警告,不计算其边界
  • Pick block now works on all variations of LightBlock, light_block_0 through light_block_15 (MCPE-135298)
  • 现在选取方块对所有光源方块变种(从light_block_0到light_block_15)都有效(MCPE-135298
  • Added "oak_planks", "spruce_planks", "birch_planks", "jungle_planks", "acacia_planks", and "dark_oak_planks" definitions to blocks.json (MCPE-177977)
  • 向blocks.json添加了"oak_planks"、"spruce_planks"、"birch_planks"、"jungle_planks"、"acacia_planks",以及"dark_oak_plank"的定义(MCPE-177977
  • Added "mossy_stone_brick_double_slab", "smooth_quartz_double_slab", "normal_stone_double_slab", "cut_sandstone_double_slab", and "cut_red_sandstone_double_slab" definitions to blocks.json
  • 向blocks.json添加了"mossy_stone_brick_double_slab"、"smooth_quartz_double_slab"、"normal_stone_double_slab"、"cut_sandstone_double_slab",以及 "cut_red_sandstone_double_slab"的定义
  • Custom blocks were never intended to support multiple different render_method in the material_instance component. This scenario will now give a content warning to let creators know (MCPE-190430)
  • 自定义方块本不支持在material_instance组件设置多种不同的render_method字段。此方案现在将提供内容警告,以使创作者知晓 (MCPE-190430


CHARACTER CREATOR
角色创建器

  • Fixed a crash when wearing some Character Creator pieces that support custom colorization
  • 修复了佩戴某些支持自定义着色的角色创建器部件时的崩溃问题


COMMANDS
命令

  • Updated /locate biome to support underground biomes
  • 更新了 /locate biome 命令以支持定位地下生物群系
    • Y axis is now more accurate to exactly where the biome is
    • 现在可以更准确地显示生物群系在Y轴方向上的确切位置
  • Fix issue preventing /place from working correctly in flat worlds
  • 修复了阻止 /place 在超平坦世界中正常运行的问题
  • Fixed hidden commands (getlocalplayername and geteduclientinfo) showing into the autocomplete options in the chat (MCPE-136930)
  • 修复了隐藏命令(getlocalplayernamegeteduclientinfo)在聊天栏命令自动填充选项中出现的问题(MCPE-136930
  • Fixed issue where command selector 'c=-1' would not return the furthest matching entity (MCPE-226102)
  • 修复了目标选择器参数'c=-1'不会返回匹配的最远实体的问题(MCPE-226102


COMPONENTS
组件

  • Content warnings will log missing references in Jigsaw Structure, Processor List, Template Pool, and Structure Sets JSON
  • 内容警告将记录拼图结构、进程表、模板池和结构设置(结构集) JSON 文件中缺少的引用
  • Content warnings will log missing references in Camera Preset, Camera List, Aim Assist Preset, and Aim Assist Categories JSON
  • 内容警告将记录摄像机预设、摄像机列表、瞄准辅助预设和瞄准辅助类别 JSON 文件中缺少的引用
  • Content warnings will log missing item references in Crafting Items Catalog JSON
  • 内容警告将记录在合成物品目录 JSON 文件中缺少的物品引用
  • Changes to 'minecraft:input_air_controlled'
  • 关于'minecraft:input_air_controlled'的更改
    • Renamed to minecraft:free_camera_controlled
    • 将其重命名为minecraft:free_camera_controlled
    • Removed upward movement behaviour when holding the jump action from this component
    • 移除了通过该组件按住跳跃行动键时向上移动的行为
  • Added new component minecraft:vertical_movement_action
  • 加入了新的minecraft:vertical_movement_action组件
    • Adds the functionality of upward or downward movement when holding the jump action
    • 增加按住跳跃行动键时向上或向下移动的功能
    • This component is automatically added to any entity that uses the old minecraft:input_air_controlled with format version 1.21.100 or older
    • 该组件将自动添加到在1.21.100及以上格式版本、含有旧组件minecraft:input_air_controlled的实体中
  • Updates to "minecraft:dash"
  • 关于"minecraft:dash"的更新
    • Renamed to "minecraft:dash_action" to improve clarity
    • 将其重命名为"minecraft:dash_action"以使其表述更清晰
  • Updates to "minecraft:dash_action"
  • 关于"minecraft:dash_action"的更新
    • Added new field "direction" taking either "entity" or "passenger" as its value. Defaults to "entity"
    • 添加了新字段"direction"可选值为"entity"或"passenger"。默认值为"entity"
      • "entity"
      • "entity"
        • Behaves like before
        • 使用未更改前的行为
      • "passenger"
      • "passenger"
        • Momentum applied from the dash action will now instead be applied in the view direction of the passenger entity, using the horizontal_momentum as forward momentum and vertical_momentum as upward momentum in the direction of the passenger. Short of it: looking up with horizontal momentum will launch you upwards.
        • 从冲刺动作应用的动量现在将应用于乘客实体的视图方向,将horizontal_momentum用作前进动量,将vertical_momentum用作乘客方向的向上动量。简而言之:以水平动量向上看会让你向上。
      • Old schemas with format version older than 1.21.110 will automatically receive the "entity" direction
      • 使用1.21.110及以上的格式版本的就方案将使"direction"字段自动赋值为"entity"




EDITOR
基岩版编辑器

We are excited to announce Editor v1.1.0! 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
宣发1.1.0版本的基岩版编辑器真是振奋人心!想了解更多关于编辑器及其多方块世界编辑功能,点击这里查看官方文档,或者在这里了解创建编辑器拓展的方法


FEATURE HIGHLIGHTS IN EDITOR V1.1.0
基岩版编辑器 V1.1.0 中的突出特点


UPDATED FLATTEN TOOL
更新后的展平工具

The Flatten Tool has been redesigned with new functionality and more flexible controls. You’ll now find a new Flatten mode within the Terrain Tool, along with two sub-modes: Flatten Up and Flatten Both, for better control over how terrain is leveled. New properties like FlattenSmoothing, FlattenIntensity, and FloorBlockOverride give you more customization. We’ve also added support for reading Cylinder Brush Shape properties (width, depth, height, radius, isUniform), and included the option to hide rotation controls. The previous version of the Flatten Tool has been removed.
展平工具经过重新设计,具有新功能和更灵活的控制。您现在将在地形工具中找到新的展平模式,以及两个子模式:向上展平和同时展平,以便更好地控制地形的调平方式。FlattenSmoothing、FlattenIntensity 和 FloorBlockOverride 等新属性为您提供更多自定义。我们还添加了对读取圆柱体画笔形状属性(width、depth、height、radius、isUniform)的支持,并包括隐藏旋转控件的选项。之前版本的展平工具已被删除。


LINE NODE WEIGHTS
线条控制点权重

You can now adjust the vertical and horizontal line weight for each node. This provides finer control over the thickness and shape of lines, making it easier to create more customized and organic-looking builds.
您现在可以调整每个控制点的垂直和水平线宽。这可以更精细地控制线条的粗细和形状,从而更轻松地创建更加随心和有机的构建。


FULL EDITOR CHANGELOGS
完整编辑器更新日志

  • Added the ability for the Pencil Tool to place "objects" in the scene.Objects are non-trivial Minecraft elements, like beds, doors, plants, etc.
  • 添加了铅笔工具在场景中放置“对象”的功能。对象是《我的世界》中的要素,如床、门、植物等。
  • Added toast notifications support
  • 支持弹窗通知
    • Added support for toast notifications by introducing a new logChannel property and a subMessage field in the LogMessage class.
    • 通过在 LogMessage 类中引入新的 logChannel 属性和 subMessage 字段,添加了对弹窗通知的支持。
    • Log messages with the Toast channel now appear as popup notifications in the viewport when an error occurs
    • 发生错误时,通过弹窗弹出的日志消息现在在视口中显示为弹出通知(译者注:toast是类似配方解锁时出现的指条状弹窗)
    • The subMessage field allows for additional contextual information to be displayed in the toast
    • 可通过 subMessage 字段在弹窗中显示其他上下文信息
  • Added a new Setting – 'Show Toast Notifications':
  • 加入了新的设置项“显示弹窗通知”:
    • A new checkbox setting, 'Show Toast Notifications', has been added to the Settings panel
    • 此项具体任务在设置面板中加入了一个名为“显示弹窗通知”的新选项
    • When enabled, Info and Warning messages will also be displayed as toast notifications, in addition to Errors
    • 选中此复选框时,信息和警告消息会显示为弹窗消息
  • Added weights to control points on the Line Tool to now linearly transition a Line's thickness from one point to the next
  • 向线条工具加入了控制点的权重,现在可以通过它控制两个控制点直接线条的厚度(宽度)
  • Added a button on the Structure Panel to let you update an existing selected structure with one from the clipboard
  • 在结构面板上添加了一个按钮,允许您使用剪贴板中的结构更新现有选定结构
  • Added clear button for Vector3 input fields
  • 为三维向量输入框添加了清除按钮
  • Added IComboBoxPropertyItemEntry API type for IComboBoxPropertyItem entries. Each entry now can support a localized label
  • IComboBoxPropertyItem 输入加入了 IComboBoxPropertyItemEntry API 类型。现在每个键入值都支持一个本地化标签
  • Added a progress modal when toggling vibrant visuals during the graphics mode change
  • 在图形模式更改期间切换灵动视效时添加了进度模态
  • Added in EditorStructure's missing display name field for Scripting
  • 为脚本加入了EditorStructure缺失的显示名称字段
  • Added support for toast messages display. This specific task adds a new option in the Settings panel called 'Show Toast Notifications'. When this checkbox is checked, the Info and Warning messages will be shown as toast messages.
  • 添加了对弹窗消息显示的支持。此特定任务在“设置”面板中添加了一个名为“显示弹窗通知”的新选项。选中此复选框后,信息和警告消息将显示为快读消息。
  • Added a new value 'ShowToastNotifications' in the enumeration 'GraphicsSettingsProperty'
  • 在“GraphicsSettingsProperty”枚举中添加了新的值“ShowToastNotifications”
  • Added new Flatten Tool functionality
  • 添加了新的展平工具功能
    • Added new Flatten mode to Terrain Tool, and new FlattenSmoothing, FlattenIntensity, and FloorBlockOverride properties
    • 为地形工具添加了新的展平模式,以及新的 FlattenSmoothing、FlattenIntensity 和 FloorBlockOverride 属性
    • Added two new Flatten sub-modes: Flatten Up and Flatten Both
    • 添加了两个新的展平子模式:向上展平和同时展平
    • Added ability to hide rotation controls within Cylinder Brush Shape
    • 添加了在圆柱体画笔形状中隐藏旋转控件的功能
    • Added Cylinder Brush Shape property getters for width, depth, height, radius, and isUniform
    • 添加了width、depth、height、radius 和 isUniform 的圆柱体笔刷形状属性获取器
    • Removed old Flatten Tool, along with its FlattenHeight and FlattenRadius properties
    • 删除了旧的展平工具及其 FlattenHeight 和 FlattenRadius 属性
  • Added a gizmo to the center of freehand and smart tool
  • 在手绘和智能工具的中间添加了一个小工具
  • Added new ProjectAfterEvents API to global editor object for project wide events
  • 向全局对象 editor 为项目延展事件添加了新的 ProjectAfterEvents API
  • Added a new button in export settings that sets the current position in Overworld as world spawn point for the playable world
  • 在导出设置中添加了一个新按钮,用于将主世界中的当前位置设置为可玩世界的世界出生点
  • Updated expand/collapse indicator of drawer panels to be interactive for keyboard only navigation
  • 更新了抽屉面板的展开/折叠指示器,使其具有交互式,仅用于键盘导航
  • Updated tooltip API property of IToggleGroupPropertyItemEntry to take BasicTooltipContent
  • 更新了 IToggleGroupPropertyItemEntry 的API属性 tooltip 以取用 BasicTooltipContent
  • Updated Locate tool to use a combo box for biome selection
  • 更新了定位工具,以使用组合框进行生物群系选择
  • Updated the Copy to Clipboard button in the Detailed Structure Panel to now switch to PastePreview when clicked pressed
  • 更新了详细结构面板中的复制到剪贴板按钮,现在在单击按下时切换到粘贴预览
  • Updated Block Picker to give input focus to the search field when filter mode is Name
  • 更新了方块选择器,以便在筛选模式为“名称”时将输入焦点指定到搜索框
  • Updated summon tool to use Shift + Scroll to rotate the entity
  • 更新了召唤工具,以在按住 Shift 并滑动(鼠标)滚轮时旋转实体
  • Updated messages to show up as notifications
  • 更新了消息通知
  • Updated the brush API to now specify a specific or relative position of the 'front face' of a block.You can also force the brush to apply a specific state to the block after its been placed
  • 更新了画笔 API,现在可以指定方块的“正面”的特定或相对位置。您还可以强制画笔在放置方块后将特定方块状态应用于方块
  • Updated paused entity state to persist through sessions for each project world
  • 更新了暂停的实体状态,使其在每个项目世界的会话中保持暂停
  • Updated Ruler Tool to support click-and-drag. Holding CTRL while clicking will create additional rulers. Rulers will no longer disappear when switching to other tools
  • 更新了标尺工具以支持单击和拖动。按住 CTRL 键并单击将创建其他标尺。切换到其他工具时标尺将不再消失
  • Updated Terrain Tool by consolidating Flatten and Elevation into one tool and improved functionality
  • 更新了地形工具,将展平和拉高合并到一个工具中,并改进了功能
  • Updated Editor Structures to be exported under the /structures folder in the world's directory when an Editor world is exported
  • 更新了编辑器结构,以便在导出编辑器世界时导出到世界目录的 structures 文件夹下
  • Removed PBR Fallout Settings from Vibrant Visuals Settings
  • 从灵动视效设置中移除了 PBR 辐射设置
  • Fixed a bug where the selection highlight used the wrong color after changing the theme
  • 修复了更改主题后选择突出显示使用错误颜色的错误
  • Fixed a bug that caused keybinding text to be narrated incorrectly
  • 修复了导致键绑定文本叙述不正确的错误
  • Fixed a bug that caused text field clear button to overlap with inner contents
  • 修复了导致文本字段清除按钮与内部内容重叠的错误
  • Fixed block inspector failing silently in unloaded areas
  • 修复了方块查看器在未加载区域中静默故障的问题
  • Fixed the issue where entity type names were not localized for summon tool
  • 修复了实体类型名称未针对召唤工具进行本地化的问题
  • Fixed a bug that caused Export pane data to be incorrect when the reset button is pressed
  • 修复了在按下重置按钮时导致导出面板数据不正确的错误
  • Fixed a bug that caused Farm tool settings to reset when another player joins
  • 修复了导致其他玩家加入时农场工具设置重置的错误
  • Fix a bug so origin value set in the Structure Panel is now reflected in Paste Preview
  • 修复了一个错误,现在结构面板中设置的原点值将反映在粘贴预览中
  • Fixed a bug that caused origin and size values set in the Structure Panel not to propagate to the Editor Structure's metadata
  • 修复了导致在结构面板中设置的原点和极端值无法传导至编辑器结构元数据的错误
  • Fixed a bug that caused horizontal sub pane to have broken layout for some property items
  • 修复了导致水平子窗格某些属性项的布局损坏的错误
  • Fixed a bug that caused some paused entities to be deformed
  • 修复了导致某些暂停的实体变形的错误
  • Fixed a bug where the Locate tool failed to find distant biomes
  • 修复了定位工具无法找到远处生物群系的错误
  • Fixed a bug where the line tool failed to fill long lines or lines far from the player
  • 修复了线条工具无法填充长线段或远离玩家的线条的错误
  • Fixed a bug that caused hidden gizmo widget to appear on creation
  • 修复了导致隐藏的小工具控件在创建时出现的错误
  • Fixed a bug that caused selection brush indicator to remain after enabling Vibrant Visuals
  • 修复了导致选择画笔指示器在启用灵动视效后仍然存在的错误
  • Fixed a bug in the Vibrant Visuals Settings pane which caused incorrect filepaths
  • 修复了“灵动视效设置”窗格中导致文件路径不正确的错误
  • Fixed the Line Tool's performance when moving a gizmo with thickness applied to the Line
  • 修复了线条工具在移动将厚度应用于线条的小工具时的性能
  • Fixed issue that prevents dragging nodes to be placed on a desired position
  • 修复了阻止将控制点拖动到所需位置的问题
  • Fixed issue with distance between nodes while dragging. There should be a minimum predefined distance between nodes so two nodes cannot be placed on the sameposition
  • 修复了拖动时控制点之间的距离问题。控制点之间应该有一个最小预定义的距离,这样两个控制点就不能放置在同一个位置上
  • Fixed a bug that caused revert button in Vibrant Visuals panel settings to not function
  • 修复了导致灵动视效面板设置中的“恢复”按钮无法正常工作的错误
  • Fixed Vibrant Visuals settings to have proper formatting after being copied to clipboard
  • 修复了灵动视效设置,使其在复制到剪贴板后具有正确的格式
  • Fixed a bug that caused Paste Preview offset to be incorrect after switching back from another modal tool
  • 修复了从其他模态工具切换回后导致粘贴预览偏移不正确的错误
  • Fixed a bug that caused difficulty setting not applying correctly while exporting a playable world
  • 修复了导致导出可玩世界时难度设置未正确应用的错误
  • Fixed a bug that caused weather setting not applying correctly while exporting a playable world
  • 修复了导致导出可玩世界时天气设置无法正确应用的错误
  • Fixed a bug that caused Smart Fill to highlight air when blocks are replaced with air block
  • 修复了一个错误,该错误导致智能填充在将方块替换为空气方块时突出显示(高亮)空气方块


ENTITY COMPONENTS
实体组件

  • Fixed the documentation of minecraft:on_death claiming the component only works on the Ender Dragon, it works on all entities
  • 修正了官方文档中 minecraft:on_death 只对末影龙有效的说法。它对所有实体都有效
  • Added slot.weapon.mainhand and slot.weapon.offhand as valid slots for minecraft:interact component operations
  • slot.weapon.mainhandslot.weapon.offhand 添加为 minecraft:interact 组件操作的有效槽位
  • Changed the schema for the minecraft:experience_reward entity component so that the on_bred and on_death members no longer accept arrays; only single Molang expressions are now supported for each member
  • 更改了 minecraft:experience_reward 实体组件的方案:on_bredon_death 子项不再接受数组参数;现在每个子项只接受单一molang表达式


ENTITY EVENT RESPONSES
实体事件响应

  • Added the drop_item entity event response, which allows an entity to drop its item in a given slot
  • 加入了 drop_item 实体事件响应,它让实体可以在指定槽位放置物品


GAMEPLAY
玩法

  • Fixed an issue where the player behaved incorrectly with the fixed boom camera when using the locked_player_relative_strafe control scheme. Player movement is now consistent with the free camera in this scenario
  • 修复了在 locked_player_relative_strafe 控制方案下使用 fixed boom 相机导致玩家异常行为的问题。现在该情况下玩家将遵循自由相机的方向移动
  • From 1.21.110 onward, the free camera and fixed boom cameras use Camera Relative Strafe as default scheme
  • 自1.21.110起,自由相机和固定悬挂相机将以 Camera Relative Strafe 为默认方案
  • Camera custom FOV command no longer requires the Experimental Creator Cameras experimental toggle
  • 相机自定义视场角命令不再依赖于创建者照相机的实验性功能实验子选项


GENERAL
通用

  • Models exported via Structure Blocks no longer use the missing texture for all block geometry (MCPE-223559)
  • 通过结构方块导出的3D模型不再对所有方块几何体使用缺失的纹理(MCPE-223559


GRAPHICAL
图像

  • Changed defaults for color grading contrast and saturation fields to 1. Previously the defaults were 1.2 and 1.05, respectively
  • 将颜色分级对比度和饱和度字段的默认值更改为1。此前默认值分别为1.2和1.05


ITEMS
物品

  • Setting the "minecraft:use_modifiers" component's "movement_modifier" field to 1.0 now allows using the item while sprinting, and starting to sprint while using the item
  • 现在当“minecraft:use_modifiers”组件的“movement_modifier”字段设置为1.0将允许在冲刺时使用该物品,以及在使用该物品时开始冲刺
  • "poly_mesh" is no longer treated or documented as an experimental feature
  • “poly_mesh”不再被视为或记录为实验性内容
  • "texture_meshes" is no longer treated or documented as an experimental feature
  • “texture_meshes”不再被视为或记录为实验性内容
  • The "scale" field can now adjust the depth of "texture_meshes", since its value is no longer ignored
  • “scale”字段现在可以调整“texture_meshes”的深度,因为它的值不再被忽略
  • Added the "use_pixel_depth" option to "texture_meshes" to control how geometry depth relates to texture resolution
  • 在“texture_meshes”中添加了“use_pixel_depth”选项,以控制几何体深度与纹理分辨率的关系
    • If set to "true", the geometry will have a depth of one pixel (in entity space, not texture space)
    • 如果设置为“true”,则几何体的深度将(在实体空间中,而不是纹理空间中)为一个像素
      • This causes textures with a resolution different from 16x16 to appear stretched
      • 这会导致分辨率与16×16不同的纹理出现拉伸
    • If set to "false", the geometry will be built from perfectly cubic voxels, regardless of the texture's aspect ratio
    • 如果设置为“false”,则几何体将由完美的立方体素构建,而忽略纹理的纵横比
    • Defaults to "true" to ensure backward compatibility
    • 默认为“true”以确保向后兼容性
  • Added Armor and Armor Toughness values to Armor tooltips (MCPE-152962)
  • 将护甲和护甲韧性值添加到护甲的工具提示(MCPE-152962
  • "poly_mesh" is now documented as a deprecated feature
  • 现在"poly_mesh"被记录为弃用的内容
    • It was already treated as deprecated, but the documentation did not reflect this
    • 它已经被视为已弃用,但官方文档并未反映这一点
  • "texture_meshes" is no longer documented as an experimental feature
  • "texture_meshes"不再被记录为实验性内容
    • It was already treated as non-experimental, but the documentation did not reflect this
    • 它已经被视为非实验性内容,但官方文档并未反映这一点
  • Fixed bug where custom Items' menu_category is_hidden_in_commands value was not sent to client and the items would show up in commands' autocomplete when they shouldn't.
  • 修复了自定义物品的menu_category中的is_hidden_in_commands值未发送到客户端,并且物品会在不应该显示时显示在命令的自动填充中的错误。
  • All items that can be eaten now have the tag minecraft:is_food, except glow_berries
  • 所有可食用的物品都将有 minecraft:is_food 标签,除了 glow_berries(发光浆果)


ITEM COMPONENTS
物品组件

  • Repairing an item using the minecraft:repairable item component no longer fails when a stack larger than strictly needed is used as repair material
  • 当物品堆叠的数量超过物品修复需要的严格材料数时,通过 minecraft:repairable 物品组件修复物品不再修复失败
  • Added the new minecraft:fire_resistant item component, which determines whether an item is immune to burning when dropped in fire or lava
  • 加入了新的物品组件 minecraft:fire_resistant ,它将决定物品是否免疫火焰或熔岩的灼烧


MOBS
生物

  • The minecraft:shareables component now also accepts item entries specifying item tags to name all items tagged as that to become shareable with the given settings
  • 现在 minecraft:shareables 组件还可接受指定项目标签的物品条目,以命名所有标记为该标签的物品,以便通过给定的设置共享
  • Foxes now use the minecraft:is_food tag instead of listing all foods manually, except glow_berries which is still listed manually
  • 狐狸现在使用 minecraft:is_food 标签,而不是手动列出的所有食物。但仍然手动列入的 glow_berries 除外
  • Fixed a bug where the minecraft:shareables component would mix attributes of duplicated entries in its items list. E.g. the priority would be taken from the first duplicated element and the max_amount from the last. Now the first "matching" entry will fully shadow those coming after it. Consider this items list in a minecraft:shareables using the new tag functionality:
    1. "items": [  
    2.   { "item": "minecraft:apple", "priority": 1, "max_amount": 2 },
    3.   { "item": "minecraft:is_food", "priority": 0, "max_amount": 1 }]   
    复制代码

  • 修复了 minecraft:shareables 组件会混合 items 列表中重复的条目的属性的漏洞。例如 priority 将从第一个重复的元素中选择 max_amount 将从最后的元素中选择。现在第一个“匹配的”条目将完全覆盖之后出现的(重复)条目。参照这个 minecraft:shareables 中使用新的 tag 功能的 items 列表:
    1. "items": [  
    2.   { "item": "minecraft:apple", "priority": 1, "max_amount": 2 },
    3.   { "item": "minecraft:is_food", "priority": 0, "max_amount": 1 }]   
    复制代码

  • Previously minecraft:apple would have had priority 1 but max_amount 1 instead of 2. Now it will correctly use all data from that first item apple entry.
  • 之前 minecraft:applepriority 值本该为1但 max_amount 的值为1之外的2。现在它将正确使用第一个苹果物品的属性。


MOLANG
MOLANG

  • Renamed query.is_cooldown_type to query.is_cooldown_category, to better reflect what it does
  • query.is_cooldown_type 重命名为 query.is_cooldown_category,以更好反映它的作用


NETWORK PROTOCOL
网络协议

  • Modified the binary format of PlayerArmorDamagePacket
  • 修改了 PlayerArmorDamagePacket 的二进制格式


EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新


API
API

  • Adds methods setAfterBatchMethod and setBeforeBatchMethod to GameTest, which can be used to add methods that will be run before and after test batches
  • GameTest 添加了 setAfterBatchMethodsetBeforeBatchMethod 方法,可用于添加将在测试批次之前和之后运行的方法
  • Removed PotionModifierType from beta
  • beta 移除了 PotionModifierType
  • Removed PotionOptions from beta
  • beta 移除了 PotionOptions
  • Renamed PotionLiquidType to PotionDeliveryType in beta
  • beta 中将 PotionLiquidType 重命名为 PotionDeliveryType
  • Added InvalidPotionDeliveryTypeError and InvalidPotionEffectTypeError errors to beta
  • beta 添加了 InvalidPotionDeliveryTypeError and InvalidPotionEffectTypeError 错误类型
  • Potions
  • 药水(类)
    • Added resolve(potionEffectType: PotionEffectType | T, potionDeliveryType: PotionDeliveryType | U): ItemStack method to beta . This replaces the createPotion(options: PotionOptions): ItemStack that was removed from ItemStack
    • beta 添加了 resolve(potionEffectType: PotionEffectType类 或 (药水效果字符串枚举), potionDeliveryType: PotionDeliveryType类 或 (药水类型字符串枚举)): ItemStack类(物品堆叠) 方法。用以替换从 ItemStack 移除的 createPotion(options: PotionOptions类): ItemStack类 方法
    • Removed getPotionModifierType(potionModifierId: string): PotionModifierType | undefined from beta
    • beta 移除了 getPotionModifierType(potionModifierId: 字符串): PotionModifierType类 或 未定义 方法
    • Added getAllDeliveryTypes(): PotionDeliveryType[] method to beta . This returns all the potion delivery types
    • beta 添加了 getAllDeliveryTypes(): PotionDeliveryType数组 方法。这将返回所有的药水类型
    • Added getAllEffectTypes(): PotionEffectType[] method to beta . This returns all the potion effect types
    • beta 添加了 getAllEffectTypes(): PotionEffectType数组 方法。这将返回所有的药水效果类型
    • Renamed getPotionEffectType to getEffectType in beta
    • beta 中将 getPotionEffectType 重命名为 getEffectType
    • Renamed getPotionLiquidType to getDeliveryType in beta
    • beta 中将 getPotionLiquidType 重命名为 getDeliveryType
  • ItemPotionComponent
  • 物品药水组件(类)
    • Removed readonly potionLiquidType: PotionLiquidType property in beta
    • beta 中移除了 只读属性 potionLiquidType: PotionLiquidType类
    • Renamed readonly potionLiquidType: PotionLiquidType property to readonly potionDeliveryType: PotionDeliveryType in beta
    • beta 中将 只读属性 potionLiquidType: PotionLiquidType类 重命名为 只读属性 potionDeliveryType: PotionDeliveryType类
  • PotionEffectType
  • 药水效果类型(类)
    • Added readonly durationTicks?: number property to beta . This is the number of ticks the effect will last for. Undefined means the effect does not expire
    • beta 添加了 只读属性 durationTicks(可选): 数字。这是药水效果持续游戏刻的数字表示。返回未定义则表示药水持续时间为无限
    • Removed static createPotion(options: PotionOptions): ItemStack method from beta . This was replaced by Potions.resolve
    • beta 中移除了 静态方法 createPotion(options: PotionOptions): ItemStack类。该方法被 Potions.resolve 代替
  • Added new method isChunkLoaded to Dimension which returns true if a chunk at an area is loaded and ticking
  • Dimension 添加了新方法 isChunkLoaded ,该方法在对加载过的区块和常加载区块都返回真
  • Expanded LootTableManagerbeta functionality, which now allows for loot table discovery via the new getLootTable method
  • 拓展了 LootTableManager测试版功能,目前该功能通过 getLootTable 方法显示战利品表
  • Added enum HeldItemOption to beta for PlayerSwingEventOptions . This specifies options related to the item currently being held at the time of a player swing
    1. export enum HeldItemOption {  
    2.     AnyItem = 'AnyItem',      
    3.     NoItem = 'NoItem'  
    4. }
    复制代码

  • PlayerSwingEventOptionsbeta 加入了 HeldItemOption 枚举。这指定了与玩家摆臂时当前持有的物品相关的选项
    1. export enum HeldItemOption {  
    2.     AnyItem = 'AnyItem',      
    3.     NoItem = 'NoItem'  
    4. }
    复制代码

  • Added interface PlayerSwingEventOptions to beta . Event options/filters for PlayerSwingStartAfterEvent .
    - Field heldItemOption?: HeldItemOption
  • beta 添加了 PlayerSwingEventOptions 接口。为 PlayerSwingStartAfterEvent 的事件选项或过滤器。
    * 包含字段 heldItemOption?: HeldItemOption类
    • Added class PlayerSwingStartAfterEvent to beta . This contains information regarding a player starting to swing their arm
    • beta 添加了 PlayerSwingStartAfterEvent 类。这包含有关玩家开始摆动手臂的信息
      • Field heldItemStack?: ItemStack
      • 字段 heldItemStack?: ItemStack类
      • Field player: Player
      • 字段 player: Player类
    • Added class PlayerSwingStartAfterEventSignal to beta . This event is fired at the start of a player's swing (e.g. attacking, using an item, interacting). It can be subscribed/unsubscribed via world.afterEvents.playerSwingStart and optionally filtered by passing in PlayerSwingEventOptions
    • beta 添加了 PlayerSwingStartAfterEventSignal 类。此事件在玩家摆臂开始时触发(例如攻击、使用物品、互动)。可通过 world.afterEvents.playerSwingStart 来注册或取消注册,并可由 PlayerSwingEventOptions 来过滤触发条件



@MINECRAFT/SERVER
@MINECRAFT/SERVER

  • Fixed an issue where using /reload in the command console throws a Gametest error if using the GameTest.setAfterBatchCallback method
  • 修复了当使用 GameTest.setAfterBatchCallback 方法,在命令控制台中使用 /reload 命令会引发 Gametest 错误的问题
  • Added Dimension.getBiome(location: Vector3) which can be used to locate the Biome of a given location
  • 加入了用以定位给定坐标的生物群系的 Dimension.getBiome(location: 三维向量) 方法
  • Added Entity.getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block | undefined method to beta
  • beta 添加了 Entity.getBlockStandingOn(options?: GetBlocksStandingOnOptions类): 方块类 或 未定义 方法
  • Added Entity.getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[]; methods to beta
  • beta 添加了 Entity.getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions类): 方块类数组; 方法
  • Added GetBlocksStandingOnOptions interface
  • 加入了 GetBlocksStandingOnOptions 接口
    • Optional Parameter blockFilter?: BlockFilter filters the block being returned
    • 可选参数 blockFilter?: BlockFilter类 以筛选返回的方块
    • Optional Parameter ignoreThinBlocks?: boolean determines if blocks of height 0.2 or lower are ignored
    • 可选参数 ignoreThinBlocks?: 布尔值 以设置是否忽略高度为0.2及以下的方块
  • Added method Camera.setCameraWithEase(cameraPreset: string, easeOptions: EaseOptions): void to beta
  • beta 添加了 Camera.setCameraWithEase(cameraPreset: 字符串, easeOptions: EaseOptions类): void 方法
  • Added methods to Block scripting API that allows creators to get the total light level and the sky light level at a specific position
  • 向方块类脚本 API 添加了允许创作者获得指定位置的最大亮度等级和天空亮度等级的方法
  • Added methods to Dimension scripting API that allows creators to get the total light level and the sky light level at a specific position
  • 向维度类脚本 API 添加了允许创作者获得指定位置的最大亮度等级和天空亮度等级的方法


@MINECRAFT/SERVER-GAMETEST
@MINECRAFT/SERVER-GAMETEST

  • GameTest objects will now throw a GameTestCompletedError if accessed after completion for support functions or during clean up for test based functions
  • GameTest 项目现在会在支持功能完成后或基于测试的功能清理期间报告 GameTestCompletedError 类型的错误


@MINECRAFT/DIAGNOSTICS
@MINECRAFT/DIAGNOSTICS

  • Added method captureException to Sentry which allows capturing of exceptions that are gracefully caught with a try/catch block
  • Sentry 添加了 captureException 方法,该方法使由 try/catch 方块有条不紊地捕捉到的捕获异常活动成为可能
  • Renamed enum SentryBreadcrumbLevel to SentryEventLevel
  • 将枚举 SentryBreadcrumbLevel 重命名为 SentryEventLevel
  • Updated methods on Sentry to be callable in all contexts, including read-only (before events)
  • 更新了 Sentry 的方法以使其可在任何情况下调用,包括只读模式(事件前事件)


BIOMES
生物群系

  • Removing support for loading custom biomes for base game versions 1.21.100 and below
  • 移除了 1.21.100 及以下游戏版本的自定义生物群系的加载支持
  • Adding max_puddle_depth_below_sea_level to the surface_builder biome component for the swamp builder type. The component will set the search depth for how far below sea level to search for a surface to add a puddle
  • swamp 构造类型向 surface_builder 生物群系组件加入了 max_puddle_depth_below_sea_level 。该组件将设置搜索深度,以搜索海平面以下多远的可能表面来添加水坑
  • Removing the 1.20.60 format version for server side biome JSON files. All server side biome JSON files should be version 1.21.110 or higher
  • 从服务端生物群系JSON文件中移除了对格式版本 1.20.60 的支持。所有服务端生物群系JSON文件的格式版本都应该在 1.21.110 及以上
  • Updating the server side biome file format version to be 1.21.110
  • 将服务端生物群系文件的格式版本更新至 1.21.110
  • Fix for custom biomes no longer appearing in game
  • 修复了自定义生物群系不会在游戏中出现的问题
  • Fix for biome music component being removed from some biomes
  • 修复了从某些生物群系中删除生物群系音乐组件的问题
  • Adding custom biomes to a world that already has custom biomes is more stable now
  • 现在,将自定义生物群系添加到已经拥有自定义生物群系的世界中将更加稳定


BLOCKS
方块

  • Added component minecraft:redstone_producer behind the Upcoming Creator Features toggle
  • 向即将到来的创作者功能子选项添加了 minecraft:redstone_producer 组件


BLOCK COMPONENTS
方块组件

  • Modified minecraft:material_instances to support weighted variations textures with these requirements
  • 调整了 minecraft:material_instances 以支持有这类需求的加权变化纹理
    • "format_version" must be greater than or equal to 1.21.110
    • "format_version"的值必须大于等于1.21.110
    • World must have Upcoming Creator Features experiment enabled
    • 世界必须启用即将到来的创作者功能实验子选项
  • Added new block component minecraft:flower_pottable
  • 加入了新的 minecraft:flower_pottable 方块组件
    • It is an empty component defined as such: minecraft:flower_pottable: {}
    • 它是如下定义的空组件:minecraft:flower_pottable: {}
    • When the component is present on the block, > a player can interact with an empty flowerpot when holding the block in order to embed it
    • 当方块存在该组件时,玩家可以在手持方块时与空花盆进行交互以嵌入它
    • Similar to other Vanilla pottable blocks, a player can remove the potted block by interacting with the pot with an empty hand
    • 与其他原版可插入花盆的方块相似,玩家可用空手交互花盆将其移除
    • The component requires the Upcoming Creator Features toggle
    • 该组件需要即将到来的创作者功能子选项支持
    • Pottable not potable
    • 可插入的是花盆,不是你的嘴(原文这里玩了一个谐音)
  • Added new block component minecraft:embedded_visual
  • 加入了新的 minecraft:embedded_visual 方块组件
    • The component has two required fields, "geometry" and "material_instances", similarly to minecraft:item_visual
    • 该组件有两个字段:"geometry"和"material_instances",与minecraft:item_visual相似
    • When the component is present on the block, it defines which geometry and material_instances to use when the block is embedded into another block, eg. into a Flowerpot
    • 当组件存在于块上时,它定义了当方块嵌入到另一个方块中时要使用的几何体和material_instances(材料实例),例如放入花盆
      • If the component is not present, embedded blocks fallback to their innate geometry and material_instances
      • 如果组件不存在,则嵌入方块回退到其固有几何形状和material_instances
      • The component cannot be defined in the "permutations" section; only one embedded visual can be achieved per block type
      • 该组件不能在“序列”部分中定义;每种方块类型只能实现一个嵌入后的视觉对象
    • The component requires the Upcoming Creator Features toggle
    • 该组件需要即将到来的创作者功能子选项支持
  • Added new field embedded to the item_display_transforms object
  • item_display_transforms 对象添加了新字段 embedded
    • The field defines the overall transformation this geometry should be subject to when embedded into a block, eg. a Flowerpot
    • 该字段定义了该几何体在嵌入到方块中时应经历的整体变换,例如花盆
    • If the field is not defined, the default transformation is a 0.75x scale, similar to the one applied to most Vanilla flowers
    • 如果未定义该字段,则默认变换为0.75倍比例,类似于应用于大多数原版花的比例



GRAPHICAL
图像

  • Fixed Candles not casting point light shadows
  • 修复了蜡烛不会投射点光源阴影的问题





【冥王大大 译自Jay Wells 2025 年 9 月 30 日发布的 The Copper Age - Minecraft: Bedrock Edition 1.21.111 Changelog

【本文排版借助了:SPXXKLP 用户脚本 v3.2.5】



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苦力怕论坛,感谢有您~
 发表于 2025-10-1 22:38:03 来自手机|显示全部楼层 IP:河北省
什么时候可以免费下载更新?
2#2025-10-1 22:38:03回复收起回复
苦力怕论坛,感谢有您~
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 发表于 2025-10-2 11:10:45 来自手机|显示全部楼层 IP:广东省
也没见到下载那里有啊
3#2025-10-2 11:10:45回复收起回复
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 发表于 2025-10-2 14:08:19 来自手机|显示全部楼层 IP:河南省
所以咱们论坛正式版还更新吗
4#2025-10-2 14:08:19回复收起回复
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 发表于 2025-10-2 18:39:50 来自手机|显示全部楼层 IP:河北省
什么时候能免费下载啊?下载那里还是101版本的😭
5#2025-10-2 18:39:50回复收起回复
苦力怕论坛,感谢有您~
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