|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
Have you ever looked out across the Overworld and just wished it was... flatter? Well, good news! Flat world presets are now available in Bedrock Edition! Whether you prefer to build on a clean slate or have an aversion to pointy landscapes, now you can have your pick of several exciting in-game presets, from Classic Flat to Water World. If that wasn't enough, there's also tons of bug fixes and some exciting features waiting behind the experimental toggle.
不知道你有没有仔细看过主世界,有没有想过让它更……平坦些的想法?那么,好消息!现在基岩版推出了超平坦世界预设!无论你是想在一块干净的空地上还是讨厌尖峭的景观,你现在都可以从经典平坦原文如此到水世界中选择这几个激动人心的内置预设。如果这还不能满足你,在实验性内容后头还有许许多多的漏洞修复和新特性等着你。
FEATURES AND BUG FIXES
特性和漏洞修复
FLAT WORLD PRESETS
超平坦世界预设
ACCESSIBILITY
辅助功能
AUDIO FIXES
音频修复
AMBIENT BLOCK SOUNDS
方块环境音效
BLOCKS
方块
BUNDLES
收纳袋
CHARACTER CREATOR
角色创建器
GAMEPLAY
游戏玩法
GENERAL
常规
ITEMS
物品
MOBS
生物
REALMS
REALMS
RECIPES
配方
STABILITY AND PERFORMANCE
性能与稳定性
USER INTERFACE
用户界面
VANILLA PARITY
原版趋同
GENERAL
常规
ITEMS
物品
MOBS
生物
STRUCTURES
生成结构
WOODLAND MANSION
林地府邸
EXPERIMENTAL FEATURES
实验性内容
GAME DROP 2 2025 EXPERIMENTS
2025 第二次更新
BLOCKS
方块
DRIED GHAST
失水恶魂
MOBS
生物
GHASTLING
小恶魂
Ghastling is a young version of the Happy Ghast mob.
小恶魂是快乐恶魂的幼年形态。
HAPPY GHAST
快乐恶魂
The Happy Ghast is a new flying mount that can carry up to four players.
快乐恶魂是一种能最多承载四位玩家的新的飞行载具。
GHAST
恶魂
ITEMS
物品
HARNESS
挽具
Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it.
新加入物品:挽具,玩家可以将其装备在快乐恶魂上来骑乘快乐恶魂。
COMMANDS
命令
VIBRANT VISUALS
灵动视效暂译
The features, lighting, effects, and assets are still in development, so expect things to change and improve over time as we continue to iterate.
功能、光照、效果和资源仍在开发中,因此随着我们不断迭代,预计情况会随着时间的推移而发生变化和改进。
Supported devices include Xbox Series X|S, Xbox One, PlayStation 4, PlayStation 5, Android, iOS, and PC.
支持的设备包括 Xbox Series X|S、Xbox One、PlayStation 4、PlayStation 5、Android、iOS 和 PC端。
我们的团队正在努力在更多设备上测试充满活力的《我的世界》基岩版的视觉效果,我们希望将来能够更新此支持设备列表。
To use Vibrant Visuals in a World, you must enable the "Vibrant Visuals" toggle in the Experimental tab in the Create New World or Edit World screens. This will expose Vibrant Visuals as an option in the in-game Video settings Graphics Mode dropdown, which can then be selected alongside the other existing rendering modes.
要在世界中使用灵动视效,您必须在创建新世界或编辑世界界面的实验性内容选项卡中启用“灵动视效”子选项。这将在游戏内的视频设置中的图像模式下拉菜单中将灵动视效显示为一个可选项,然后与其他现有渲染模式出现在同一个列表中供您选择。
Presets for choosing between "Favor Visuals" and "Favor Performance" are available in the Video Settings. Specific feature and visual settings can also be adjusted by expanding "Vibrant Visuals Options".
视频设置中会提供“性能优先”和“视觉优先”两种预设,分别偏向于性能体验和视觉效果体验。还可以通过展开“灵动视效选项暂译”来调整特定的功能和视觉设置。
Splitscreen is not supported with Vibrant Visuals and the game will switch to Fancy or Simple rendering if multiple players are joined locally.
灵动视效不支持分屏,如果多个玩家在本地加入,游戏将切换到花式或简约渲染模式。
Marketplace Add-Ons, Skins, and Persona items will work with Vibrant Visuals, however, Worlds and Texture Packs are not compatible with the new mode at this time.
市场中的(无渲染组件的)附加包、皮肤和角色创建器项目可在应用了灵动视效的情况下使用。但是,世界和纹理包目前不与其兼容。
KNOWN ISSUES
已知问题
您可以在bugs.mojang.com上报告任何问题,并将您的反馈发送至aka.ms/mcvibrantvisualsfeedback
LOCATOR BAR
定位栏
开发者注:我们计划在定位栏移出实验性内容(正式应用到游戏中)时开发出一个功能,让玩家可以选择是否启用它。
KNOWN ISSUES
已知问题
TECHNICAL UPDATES
技术性更新
API
脚本 API
@MINECRAFT/SERVER 1.19.0
@MINECRAFT/SERVER 1.19.0
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER-UI 2.0.0-BETA
@MINECRAFT/SERVER-UI 2.0.0-BETA
MOLANG
MOLANG
BIOMES
生物群系
BLOCKS
方块
BLOCK COMPONENTS
方块组件
COMMANDS
命令
COMPONENTS
组件
DOCUMENTATION
文档
EDITOR
基岩版编辑器
We are excited to announce Editor v0.9.5! To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
我们很高兴地宣布推出0.9.5版本的基岩版编辑器!要了解有关编辑器及其丰富多“块”的世界编辑功能的更多信息,请在此处查看官方文档,或在此处了解如何构建编辑器扩展
FEATURE HIGHLIGHTS IN EDITOR V0.9.5
基岩版编辑器0.9.5版本中的亮点
SELECTION UPDATES
选取工具更新
The selection experience in Editor has been completely revamped! Enjoy a new, widget-based system with click-and-drag Marquee selection, undo/redo support, and updated keyboard shortcuts for faster, more precise editing. We've also added two new Trim Actions—Trim and Remove Air—to help refine your selections down to just the blocks you need. Plus, the new Magic Select mode lets you quickly grab non-air blocks above a selected point, making it easier than ever to work with structures. Give these tools a try and level up your building flow!
编辑器中的选取体验已完全改进!享受基于小部件的新系统,该系统具有单击和拖动选区进行选择、撤消或重做支持和更新的键盘快捷键,可实现更快、更精确的编辑。我们还添加了两个新的修剪工具——修剪(Trim)和移除空气(Remove Air),以帮助将选区细化为所需的方块。此外,新的魔法选择模式可让您快速抓取选定点上方的非空气方块,从而比以往任何时候都更容易处理结构。试试这些工具,提升你的建筑流程吧!
NEW TUTORIAL SYSTEM
新的教学系统
We added a new tutorial flow accessible from the Help menu. It's designed to help new users quickly get up to speed with how to use Editor and its core features.
我们添加了一个新的教程流程,可从帮助菜单访问。它旨在帮助新用户快速了解如何使用基岩版编辑器及其核心功能。
FULL EDITOR CHANGELOGS
完整的编辑器更新日志
ENTITY FILTERS
实体过滤器
GENERAL
常规
GOALS
AI 意向
GRAPHICAL
图像
ITEMS
物品
MARKETPLACE
市场
MOBS
生物
MOLANG
MOLANG
NETWORK PROTOCOL
网络协议
STABILITY AND PERFORMANCE
性能与稳定性
STRUCTURES
结构
USER INTERFACE
用户界面
TECHNICAL EXPERIMENTAL UPDATES
技术性实验内容更新
API
API
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER-ADMIN
@MINECRAFT/SERVER-ADMIN
|正式版是 Minecraft 基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多纹理、附加包和 Realms 会逐渐跟进的版本。与此同时 Google Play、Microsoft Store 等官方软件商店也会推送此次更新。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。

NEWS
Minecraft Bedrock Edition 1.21.80
《我的世界》基岩版 1.21.80
Minecraft: Bedrock Edition 1.21.80 Update
《我的世界》基岩版 1.21.80 更新
Have you ever looked out across the Overworld and just wished it was... flatter? Well, good news! Flat world presets are now available in Bedrock Edition! Whether you prefer to build on a clean slate or have an aversion to pointy landscapes, now you can have your pick of several exciting in-game presets, from Classic Flat to Water World. If that wasn't enough, there's also tons of bug fixes and some exciting features waiting behind the experimental toggle.
不知道你有没有仔细看过主世界,有没有想过让它更……平坦些的想法?那么,好消息!现在基岩版推出了超平坦世界预设!无论你是想在一块干净的空地上还是讨厌尖峭的景观,你现在都可以从经典平坦原文如此到水世界中选择这几个激动人心的内置预设。如果这还不能满足你,在实验性内容后头还有许许多多的漏洞修复和新特性等着你。
FEATURES AND BUG FIXES
特性和漏洞修复
FLAT WORLD PRESETS
超平坦世界预设
- In the Advanced tab of the Create New World screen, enable Flat World to access flat world presets
- 在创建新世界界面的“高级”设置中,启用平坦的世界原文如此以访问超平坦世界预设
- Classic Flat
- 经典平坦
- Tunnelers' Dream
- 挖掘者之梦
- Water World
- 水世界
- Overworld
- 主世界
- Snowy Kingdom
- 冰雪王国
- Bottomless Pit
- 无底洞
- Desert
- 沙漠
- Redstone Ready
- 红石就绪原文如此
ACCESSIBILITY
辅助功能
- Fixed an issue where Text To Speech wasn't working on Android Fire Tablet devices
- 修复了文本转语音功能在 Android Fire Tablet设备上无法正常工作的问题
AUDIO FIXES
音频修复
- Fixed an issue where all sound in Windows stops working after 40-41% loading (MCPE-175138)
- 修复了在 Windows 系统中所有音效在加载 40-41% 后停止工作的问题(MCPE-175138)
- Music and sounds will no longer play once the save and exit button is pressed (MCPE-190632)
- 音乐和音效不再在按下保存并退出按钮后播放(MCPE-190632)
- Fixed Wolf spawning sounds not using the appropriate sound variants (MCPE-190576)
- 修复了狼的生成音效没有契合声音变体的问题(MCPE-190576)
- Fixed credits music not playing if entering credits from the settings menu while game is paused. (MCPE-190625)
- 修复了在暂停游戏时从设置界面进入制作人员名单不会播放背景音乐的问题。(MCPE-190625)
AMBIENT BLOCK SOUNDS
方块环境音效
- The ambient sounds for Sand block, Dead Bush block and Terracotta block can now play (MCPE-194677)
- 现在可以播放沙子方块、枯萎的灌木方块和陶瓦方块的环境音效(MCPE-194677)
BLOCKS
方块
- Sapling "age_bit" no longer regresses after an unsuccessful growth attempt, preventing nearby Observers from activating incorrectly (MCPE-190286)
- 树苗的"age_bit"方块状态不再会在尝试生长失败后退化,以防止侦测器错误激活(MCPE-190286)
- Fix ambient occlusion issue for non 1x1x1 blocks
- 修复了非1×1×1大小方块的环境光遮蔽问题
- When a block around any of these smaller non 1x1x1 blocks is broken, the AO computation is correctly applied to the face in the direction of that broken block. Previously the wrong face could be seen getting lightened/darkened.
- 当这些较小的非 1x1x1 大小的方块周围的方块被破坏时,AO 计算将正确地应用于被破环方块方向的面。此前可以看到错误的面变亮或变暗。
- A list of blocks affected: stairs, walls, gates, buttons, cakes, plates, fences, anvil, grindstone, hopper, bell, lectern, eggs, brewing stand
- 受影响的方块列表:楼梯、墙、门、按钮、蛋糕、压力板、栅栏、铁砧、砂轮、漏斗、钟、讲台、(海龟或嗅探兽)蛋、酿造台
- Flowers now have the same random offset range and values as Java
- 花现在具有与 Java 版相同的随机偏移范围和值
- Bamboo, Hanging Roots, Mangrove Propagule, and Nether Sprouts now have the same random offset range and values as Java Edition
- 竹子、垂根和红树胎生苗、下界苗现在具有与 Java 版相同的随机偏移范围和值
- Coral Fans and Coral Plants now have the same random offset range and values as Java Edition
- 珊瑚和珊瑚扇现在具有与 Java 版相同的随机偏移范围和值
- Double tall plants, like sunflowers, now have the same random offset range and values as Java Edition
- 向日葵之类的两格高的植物现在具有与 Java 版相同的随机偏移范围和值
- Pointed Dripstone, Tall Grass, and Dry Grass now have the same random offset range and values as Java Edition
- 滴水石锥、高草丛和枯草丛现在具有与 Java 版相同的随机偏移范围和值
- Basalt can be created if the soul soil is placed last after the lava and blue ice are already in place again (MCPE-194008)
- 现在在蓝冰和熔岩已经再次位于适当的位置后,玄武岩会在最后放置灵魂土时生成(MCPE-194008)
BUNDLES
收纳袋
- Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls
- 现在使用触摸控制点击收纳袋时,空的打开的收纳袋图标会正确渲染
CHARACTER CREATOR
角色创建器
- Fixed an issue that caused the wrong sized player model to show when using custom skins (MCPE-189739)
- 修复了使用自定义皮肤时显示错误大小的玩家模型的问题(MCPE-189739)
GAMEPLAY
游戏玩法
- Players will no longer pass through Blocks placed around x or z coordinates that are a power of 2. (Example 256, 512, 1024 ...) (MCPE-173843)
- 玩家不再会穿过放置在x或z坐标为2的正整数次幂(例如256、512、1024……)位置的方块。(MCPE-173843)
- Removed access to Virtual and Mixed Reality gameplay.
- 删除了对虚拟现实和混合现实游戏的访问权限。
- Fixed server client desync issue during portal travel on Realms (MCPE-188731)
- 修复了在 Realms 中穿越传送门时服务端和客户端不同步的问题(MCPE-188731)
- Added 'music_definition' field to 'minecraft:biome_music' component in client_biome json files to control the music played in the biome. The default music will be determined by the dimension if the biome_music component or music_definition property is left off. An empty string can be used if the biome is intended to be silent
- 为 client_biome JSON 文件中的'minecraft:biome_music'组件加入了'music_definition'字段,以控制生物群系中播放的音乐。若 biome_music 组件或 music_definition 属性未启用,则默认由维度决定。若要令生物群系没有音乐,则可以使用空字符串。
- Fixed an issue where the player would momentarily lay under or beside a Bed when going to sleep
- 修复了玩家入睡时会短暂地躺在床下或床边的问题
- Deepslate Redstone Ore once again lights up after interacting with it (MCPE-191381)
- 深层红石矿石再次能够在玩家交互时亮起(MCPE-191381)
- Deepslate Redstone Ore no longer stays infinitely lit up after interacting with it (MCPE-136864)
- 深层红石矿石不再在交互后无休止地发光(MCPE-136864)
- When respawning from death while gliding or swimming players will now have the correct collision (MCPE-189554)
- 现在处于滑行或游泳状态下的玩家在重生后会拥有正确的碰撞箱(MCPE-189554)
- Fixed a bug that a player can sprint in water faster than swimming
- 修复了玩家在水中疾跑会比游泳速度更快的漏洞
- Changed Elytra so that while gliding, using a firework will only be used as a boost even if placed on a block
- 更改了鞘翅的机制,滑行时在方块上使用烟花火箭也将只用于加快滑行速率(而不是直接放飞它)
- Fixed an issue where using a Firework with Elytra in another block like Sugar Cane would result in rubberbanding (MCPE-191595)
- 修复了在如甘蔗等的另类方块中为鞘翅使用烟花火箭时会来回弹动的问题(MCPE-191595)
- Trail ruins now generate at the same location in Mutated Birch Forests between Java and Bedrock on the same world seed
- 现在在 Java 版和基岩版,应用了相同种子码的世界中,原始桦木森林里的古迹废墟会生成在相同的位置
GENERAL
常规
- Enabled Filter Profanity toggle on PlayStation, Nintendo, and Xbox platforms.
- 在 PlayStation、Nintendo 和 Xbox 平台上启用过滤不雅用语功能。
ITEMS
物品
- Fixed a bug where most usable items could not be used while targeting a Mob Spawner (MCPE-58999)
- 修复了对准刷怪笼时无法使用大多数可使用物品的漏洞(MCPE-58999)
- Mangrove Roots can now be used as fuel in Furnaces (MCPE-155605)
- 红树根现在可以用作熔炉燃料(MCPE-155605)
- Fixed an issue where adding items to a slot in a Chest while it is being updated by a Hopper might remove the items (MCPE-166390)
- 修复了在漏斗更新箱子物品栏时,向其中放入物品会导致物品消失的问题(MCPE-166390)
MOBS
生物
- Fixed a bug where named Slimes and Magma Cubes lose their names when splitting (MCPE-14975)
- 修复了史莱姆和岩浆怪在分裂时会丢失它们名字(通过命名牌命名的customName)的漏洞(MCPE-14975)
- Creakings no longer despawn on world reload (MCPE-190845)
- 嘎枝不再会在重载世界时消失(MCPE-190845)
- Parrots can now imitate Phantoms, Zoglins, Guardians, Ravagers, Pillagers, and Blazes (MCPE-164404)
- 鹦鹉现在可以模仿幻翼、僵尸猪灵、守卫者、劫掠兽、掠夺者和烈焰人(发出相同的声音)(MCPE-164404)
- Wither Skeletons and Zombified Piglins can now walk in lava (MCPE-46806)
- 凋灵骷髅和僵尸猪灵现在可以在熔岩中行走(MCPE-46806)
- Farm animal spawn eggs used in the Mangrove Swamp biome will now spawn the same variants of Chicken, Cow, and Pig as seen in the Java Edition (MCPE-190750)
- 在红树林沼泽生物群系使用畜养动物刷怪蛋,会生成等同于 Java 版中出现的鸡、牛和猪变种(MCPE-190750)
- Mobs no longer have difficulty inflicting recurring hits when very close to non-moving players (MCPE-189535)
- 当生物离不动的玩家很近时,不再难以造成连续攻击(MCPE-189535)
- Camels no longer spawn in spaces that are too small for them (MCPE-190700)
- 骆驼不再在对它们来说太小的空间内生成(MCPE-190700)
- Farmer villagers no longer occasionally get stuck when collecting grown crops (MCPE-166344)
- 职业为农民的村民收集种下的农作物时不再偶尔卡住(MCPE-166344)
- Fixed Evoker legs not moving when walking (MCPE-191193)
- 修复了唤魔者的双腿不在行走时移动的问题(MCPE-191193)
REALMS
REALMS
- Fixed a crash when clicking several times while trying to upload a world to an inactive Realm slot
- 修复了在尝试将世界上传到未激活的 Realm 槽位的情况下多次单击时发生的崩溃问题
- Realms Server Hosting Region Preference Selection:
- Realms Server 托管区域首选项设置:
- Added a new "Advanced" tab to the Realms settings screen where Realm owners can select which datacenter region they would like to host their Realm in
- 在 Realms 设置界面中添加了一个新的“高级”选项卡,Realm 所有者可以在其中选择他们想要托管 Realm 的数据中心区域
- Options include a list of regions, or allowing the Realms service to automatically select the best region for the Realm owner or the first player to join the Realm in a given session
- 选项包括区域列表,或者允许 Realm 服务在给定会话中为 Realm 所有者或第一个加入 Realm 的玩家自动选择最佳区域
- Note that this selection is a preference only and due to server capacity, your Realm may be hosted in a different region than selected and in that case, the next closest region to your preference will be selected
- 请注意,该选择只是一个首选项,并且由于服务器容量的限制,您的 Realm 可能托管在与所选区域不同的区域,在这种情况下,将选择离您首选项最近的其他区域
- Added a message during joining a Realm to indicate which server region your Realm is assigned to for that session
- 在加入 Realm 数据库期间添加了一条消息提示,以指示您的 Realm 数据库被分配到该会话的服务器区域
- For more information on Realms regional server hosting, read this detailed article: Improved Realms Regional Support | Minecraft
- 有关 Realms 区域服务器托管的更多信息,请详见此文章:《我的世界》:改进的 Realms 地区支持
RECIPES
配方
- Fixed a bug where players could still craft unknown recipes when dolimitedcrafting game rule was enabled (MCPE-186699)
- 修复了玩家仍能在启用 dolimitedcrafting 游戏规则时合成未解锁的配方的漏洞(MCPE-186699)
STABILITY AND PERFORMANCE
性能与稳定性
- Fixed a bug that occasionally caused an error when creating a Realm on an empty slot
- 修复了在空的槽位上创建 Realm 时偶尔会出错的漏洞
- Fixed a crash that could sometimes occur when certain foliage textures fail to load
- 修复了某些树叶纹理无法加载时有时可能发生的崩溃
- Fixed an issue that caused a crash while generating chunks
- 修复了在生成区块时导致崩溃的问题
- Fixed bugs causing marketplace addon content to sometimes not load in a world
- 修复了导致市场附加包内容有时无法在世界中加载的错误
USER INTERFACE
用户界面
- Fixed a bug that could prevent Minecraft from loading the main menu, after cancelling a server transfer request from another server. (MCPE-189096)
- 修复了一个错误,该错误可能会阻止游戏在取消来自另一个服务器的服务器转移请求后加载主菜单。(MCPE-189096)
- Potion of Slowness IV (standard, splash, lingering) is no longer separated from other slowness potions in Creative Menu (MCPE-101923)
- 缓慢药水 IV(饮用、喷溅、滞留的版本)不再与创造菜单中的其他缓慢药水分隔开来(MCPE-101923)
- Touch Controls: Updated icons for Dismount and Jump buttons (when mounted) to be clearer and consistent between the touch control schemes (MCPE-184403)
- 触摸控制:更新了取消骑乘和跳跃按钮(在骑乘时)的图标,使其在触摸控制方案之间更加清晰和一致(MCPE-184403)
- Suspending/minimizing the game with Screen Animations disabled no longer resets the world seed in the Create New World screen. (MCPE-188975)
- 在禁用屏幕动画的情况下暂停或最小化游戏不再重置创建新世界界面中的世界种子。(MCPE-188975)
- Touch Controls: Spectators can now also customize controls (MCPE-184704)
- 触摸控制:现在在旁观者模式下也可以自定义控件(MCPE-184704)
- Touch Controls: Fixed a bug that could cause issues when customizing touch controls during the death animation in Hardcore mode (MCPE-186584)
- 触摸控制:修复了在极限模式中,播放死亡动画时,自定义触屏控件可能导致问题的漏洞(MCPE-186584)
- Added modal to handle Not Enough Disc Space error in Edit World screen, Resource Packs tab
- 添加了处理编辑世界界面资源包选项卡中的 Not Enough Disc Space 错误的模块
- Fixed "Download all missing packs" button not working under specific conditions
- 修复了“下载所有缺失的包”按钮在特定条件下不起作用的问题
- Fixed a bug where the bed screen would display the wrong message when sleeping during a thunderstorm (MCPE-190178)
- 修复了在雷暴天气睡觉时入睡界面会显示错误信息的问题(MCPE-190178)
- Stopped main menu background rotation when entering new player flow
- 在进入新玩家流程暂译时停止主菜单全景图的旋转
- Stopped main menu background rotation and logo text movement when the "screen animations" option is disabled.
- 当禁用“屏幕动画”选项时,停止主菜单全景图的旋转和闪烁标语的浮动。
- Worlds are no longer missing from the Storage menu
- 存储菜单中不再缺少“世界”项
- Bundle tooltip no longer sometimes renders as if having a different amount of items
- 收纳袋提示框不再偶尔渲染为具有不同数量的物品
- Adding "Manage Storage" button if download fails due to lack of space with instructions on what needs to be cleared out.
- 加入了由于空间不足而导致下载失败时出现的“管理存储”按钮,包含有关需要清除的内容的说明。
- Adding "Clear Download Cache" button to storage for clearing files that got stuck due to a downloading error.
- 在存储中添加“清除下载缓存”按钮,用于清除由于下载错误而卡住的文件。
- Auto clearing the download cache on startup if it detects that it is running out of space.
- 如果检测到下载缓存空间不足,则在启动时自动清除下载缓存。
- Fixed an issue which prevented the escape keyboard shortcut from working in certain scenarios on the death screen
- 修复了 Esc 键盘快捷键在某些情况下无法在死亡界面上工作的问题
- Bundle slot selection using gamepad right stick no longer skips slots when playing in split screen
- 在分屏中玩游戏时,使用游戏手柄右摇杆选择收纳袋槽位时不再越过槽位
- Stacks are now correctly splitting across slots when moving cursor and holding the left mouse button to split a stack evenly across slots
- 现在,当移动光标并按住鼠标左键在栏位之间均匀分配堆叠的物品时,可以正确地跨栏位分配
- Updated the friends drawer status to tell if a friend is playing in the same world as you
- 更新了好友抽屉式菜单的状态显示,以判断好友是否与您在同一个世界中玩游戏
- Bundle UI now correctly disappears when interacting with Inventory tabs in Pocket UI
- 现在,在携带版 UI 下与物品栏交互时,收纳袋 UI 会正确消失
- Fixed a bug where the game would be unresponsive for a short while after leaving the bed screen.
- 修复了游戏在离开入睡界面后短时间内无响应的错误。
VANILLA PARITY
原版趋同
GENERAL
常规
- Add magic crit particles for enchanted weapons, to better match the Java edition (MCPE-18704)
- 为附魔的武器添加魔法爆击粒子,以更好地匹配 Java 版(MCPE-18704)
ITEMS
物品
- Cut Sandstone Slabs can now be crafted in the Stonecutter using Cut Sandstone (MCPE-42734)
- 现在可以在切石机中使用切制砂岩制作切制砂岩台阶(MCPE-42734)
- Cut Red Sandstone Slabs can now be crafted in the Stonecutter using Cut Red Sandstone (MCPE-42734)
- 现在可以在切石机中使用切制红砂岩制作切制红砂岩台阶(MCPE-42734)
- Totem of Undying now gives the same 45 second regeneration as Java (MCPE-90716)
- 现在不死图腾和在 Java 版中一样,提供45秒的生命恢复(MCPE-90716)
- Shears now consume durability when used on Beehives and Bee Nests with full Honey level (MCPE-63995)
- 现在对达到最大储蜜量的蜂巢和蜂箱使用剪刀时会消耗剪刀的耐久度(MCPE-63995)
- Shields now take durability damage from explosions (MCPE-121484)
- 现在盾牌在吸收爆炸伤害时会损失耐久度(MCPE-121484)
MOBS
生物
- The maximum amount of Raw Rabbits dropped from Rabbits is now increased by 1 for each level of Looting (MCPE-47125)
- 现在击杀兔子的武器每增加一级抢夺,兔子掉落生兔肉的最大数量就会增加1个(MCPE-47125)
STRUCTURES
生成结构
WOODLAND MANSION
林地府邸
- Iron Axe with Efficiency I now always generates in a Chest inside Woodland Mansion's tree-chopping room (MCPE-109048)
- 现在林地府邸的伐木室内的箱子中总会生成带有效率I的铁斧(MCPE-109048)
EXPERIMENTAL FEATURES
实验性内容
GAME DROP 2 2025 EXPERIMENTS
2025 第二次更新
- Enable the "Drop 2 2025" experimental toggle to test out these new features!
- 启用“2025 第二次更新”实验性功能子选项来测试这些新内容!
BLOCKS
方块
DRIED GHAST
失水恶魂
- Can be found in the Nether in Nether Fossil structures
- 在下界中作为下界化石的一部分自然生成
- Can be crafted with 1 Bone block and 8 Ghast Tears
- 可由1个骨块和8个恶魂之泪合成
- When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob
- 让失水恶魂含水大概20分钟,经历3个状态之后就可以生成小恶魂
- Makes sounds and shows particles depending on state
- 不同状态下会发出不同的音效和粒子
- If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging
- 如果你挖掉含水状态下的失水恶魂,无论当时处于哪一种状态,它都会退回到“干燥”的状态
- Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale
- 如果你让它离开水和含水时相同的时长,它就会退回到初始的“干燥”状态
MOBS
生物
GHASTLING
小恶魂
Ghastling is a young version of the Happy Ghast mob.
小恶魂是快乐恶魂的幼年形态。
- Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes.
- 从持续浸水约20分钟的失水恶魂方块中生成。
- After spawning, the Ghastling will try and follow:
- 在出生后,小恶魂会尝试跟随以下生物:
- Players within a 16-block radius or
- 16格半径内的玩家 或
- An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius
If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with). - 在16格半径内的成年非水生友好生物(和一些中立生物)
如果附近没有玩家或合适的生物,恶魂会在距离其起始位置(出生或最后一次互动的地方)32格内待机。
- Can be tempted and fed using Snowballs
- 可用雪球吸引和喂食
- Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)
- 大约20分钟后会成长为快乐恶魂(可通过喂食雪球加速)
- Can be summoned using the command: "/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby"
- 可通过指令:"/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby"来召唤小恶魂
HAPPY GHAST
快乐恶魂
The Happy Ghast is a new flying mount that can carry up to four players.
快乐恶魂是一种能最多承载四位玩家的新的飞行载具。
- Spawns from a Ghastling after about 20 minutes (or faster if Ghastling is fed Snowballs)
- 由小恶魂在(出生)大约20分钟(喂食雪球将缩短时间)后长成
- Can be equipped with a harness and then be mounted by up to 4 players
- 装备挽具后最多可承载四名玩家
- Tempted by Snowballs and Harness. Harness tempting only works if the Happy Ghast is unharnessed
- 可用雪球和挽具吸引快乐恶魂。只有在未装备挽具的情况下才能用挽具吸引它
- Has no panic behavior when taking damage
- 受伤时不会受惊(维基中描述为“尝试逃跑”)
- Cannot be bred
- 无法繁殖快乐恶魂
- Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered
- 会缓慢地自然恢复生命值,降雨、降雪或飞行高度与云层高度相同时会加快恢复速度
- The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face
- 第一个骑上快乐恶魂的玩家将控制它的行动,且就座的位置在其前方,也就是面部上方
- When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it now can be controlled
- 有玩家骑乘时,快乐恶魂头上的护目镜落下,会遮住它的眼睛,这表示现在是玩家在控制其行动
- Other players who mount after the pilot is mounted, are placed in slots on each side of the Happy Ghast, starting clockwise from the "pilot" player
- 在控制快乐恶魂的玩家之后骑上快乐恶魂的玩家将坐在快乐恶魂的其他侧边,以控制快乐恶魂的玩家为起始,按照顺时针排序
- Pressing crouch button dismounts the player on top of the Happy Ghast
- 骑在快乐恶魂头上的玩家可以按潜行键来取消骑乘
- If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction
- 如果快乐恶魂检测到其上方的玩家,它会停止所有移动并对齐到最近的水平坐标方向
- This happens regardless of it having a harness equipped or not
- 无论快乐恶魂是否装备了挽具,该机制都会生效
- 3rd person camera is moved back when player is mounted on the Happy Ghast
- 骑乘快乐恶魂时会拉远玩家的第三人称(背面)的相机位置
- When there are no players mounted or walking on the Happy Ghast, the goggles go up and the Happy Ghast starts to roam around the home position
- 当没有玩家骑乘或走在快乐恶魂的头上时,它的护目镜将会抬起,并且他会在(下文将详细解释的)起始位置附近游荡
- If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming
- 如果玩家在半空中取消骑乘,快乐恶魂将缓缓降落至地面,接着继续游荡
- Cannot enter boats
- 快乐恶魂不能乘船
- Idles around within 64 blocks from its home position (where it spawned or last was interacted with)
- 在距离其起始位置64格内(生成或最后一次互动的地方)待机
- If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks).
- 在装备了挽具的情况下,快乐恶魂会在更近的范围内待机(距起始位置32格内)
- The Happy Ghast will try to stay close to blocks when roaming on its own
- 快乐恶魂独自游荡时会尽量靠近方块
- Known Issue: The Happy Ghast's health is currently set to 40 when it should be 20. We will be addressing this as soon as possible!
- 已知问题:快乐恶魂的目前的生命值为40,而它应该是20。我们将尽快解决这个问题!
GHAST
恶魂
- Updated Ghast texture
- 更新了恶魂的纹理
ITEMS
物品
HARNESS
挽具
Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it.
新加入物品:挽具,玩家可以将其装备在快乐恶魂上来骑乘快乐恶魂。
- Crafted out of 3 leather, 2 glass blocks and 1 wool block, the harness will have the same color as the wool block used when crafting
- 由3个皮革、2个玻璃方块和1个羊毛方块合成,挽具的颜色与制作时使用的羊毛颜色相同
- Can be re-dyed
- 可以(通过使用染料)重新染色
- Can only be equipped on a Happy Ghast
- 仅能在快乐恶魂上装备
- Allows up to 4 players to mount the Happy Ghast
- 允许至多4个玩家骑乘快乐恶魂
- Can be removed from the Happy Ghast using Shears but only when no players are mounted
- 对没有玩家骑乘的快乐恶魂使用剪刀可以卸下它装备的挽具
COMMANDS
命令
- Added the Game Rule command locatorBar to enable or disable the Locator Bar feature
- 添加了/gamerule命令的子选项locatorBar来设置是否启用(替换经验条的)定位栏
VIBRANT VISUALS
灵动视效暂译
The features, lighting, effects, and assets are still in development, so expect things to change and improve over time as we continue to iterate.
功能、光照、效果和资源仍在开发中,因此随着我们不断迭代,预计情况会随着时间的推移而发生变化和改进。
Supported devices include Xbox Series X|S, Xbox One, PlayStation 4, PlayStation 5, Android, iOS, and PC.
支持的设备包括 Xbox Series X|S、Xbox One、PlayStation 4、PlayStation 5、Android、iOS 和 PC端。
- Android: Adreno 640, Mali-G68, Mali-G77, or Xclipse 530 or higher
- Android 系统: Adreno 640、 Mali-G68、 Mali-G77、 Xclipse 530 或者更高版本
- iOS: A12 or M1 or higher
- iOS 系统: A12、 M1 或者更高版本
- PC: Running Minecraft on DX12
- PC 端:任意支持 DX12 的图形运算设备
我们的团队正在努力在更多设备上测试充满活力的《我的世界》基岩版的视觉效果,我们希望将来能够更新此支持设备列表。
To use Vibrant Visuals in a World, you must enable the "Vibrant Visuals" toggle in the Experimental tab in the Create New World or Edit World screens. This will expose Vibrant Visuals as an option in the in-game Video settings Graphics Mode dropdown, which can then be selected alongside the other existing rendering modes.
要在世界中使用灵动视效,您必须在创建新世界或编辑世界界面的实验性内容选项卡中启用“灵动视效”子选项。这将在游戏内的视频设置中的图像模式下拉菜单中将灵动视效显示为一个可选项,然后与其他现有渲染模式出现在同一个列表中供您选择。
Presets for choosing between "Favor Visuals" and "Favor Performance" are available in the Video Settings. Specific feature and visual settings can also be adjusted by expanding "Vibrant Visuals Options".
视频设置中会提供“性能优先”和“视觉优先”两种预设,分别偏向于性能体验和视觉效果体验。还可以通过展开“灵动视效选项暂译”来调整特定的功能和视觉设置。
Splitscreen is not supported with Vibrant Visuals and the game will switch to Fancy or Simple rendering if multiple players are joined locally.
灵动视效不支持分屏,如果多个玩家在本地加入,游戏将切换到花式或简约渲染模式。
Marketplace Add-Ons, Skins, and Persona items will work with Vibrant Visuals, however, Worlds and Texture Packs are not compatible with the new mode at this time.
市场中的(无渲染组件的)附加包、皮肤和角色创建器项目可在应用了灵动视效的情况下使用。但是,世界和纹理包目前不与其兼容。
KNOWN ISSUES
已知问题
- Some visual corruptions may exist on certain Android devices, particularly with Mali GPUs
- 某些 Android 设备上可能存在一些视效问题,尤其是使用 Mali GPU 时
- Surfaces deeper than eight blocks underwater are dark
- 潜水超过8格深视野将会变暗
- Light may leak into underground areas or shadows may pop in and out, especially near cave entrances
- 光线可能会穿透到地下区域,或者阴影可能会有出入,尤其是在洞穴入口附近
- Textures may turn pink after suspend and resume, opening Settings, or exiting world
- 纹理在从暂停中回到游戏、打开设置或退出世界后可能会变为粉色
- Metallic surfaces might appear with some visual bugs in certain conditions
- 在某些情况下,金属(应该指的是方块)表面可能会出现一些视觉错误
- Emissive surfaces might not glow or appear white in certain conditions
- 在某些情况下,自发光表面可能不会发光或显示为白色
您可以在bugs.mojang.com上报告任何问题,并将您的反馈发送至aka.ms/mcvibrantvisualsfeedback
LOCATOR BAR
定位栏
- The Locator Bar is a new UI element on the Player HUD that displays the direction of other Players in the World.
- 定位栏是玩家 HUD 上的一个新加入的 UI 元素,用于显示世界中其他玩家的方向。
- When the Locator Bar Experiment is enabled and there are multiple Players in a World, the Locator Bar will appear on-screen for each Player, replacing the Experience Bar. The Player Level number will still be visible as before above the Locator Bar.
- 当启用定位栏实验性内容子选项并且一个世界中有多个玩家时,每个玩家的定位栏将在屏幕上以替换经验条的方式显示。玩家的经验等级数仍将像以前一样显示在定位栏上方。
- The Locator Bar will display colored indicators when the camera is facing within 120 degrees towards another Player. If another Player is 30 degrees above or below the camera's viewport (the screen) an up or down arrow will be displayed.
- 相机视角在120度内朝向其他玩家时,定位栏会显示彩色指示器。其他玩家位于相机视口(屏幕)上方或下方30度时(代表玩家的图标)会显示向上箭头或向下箭头。
- Crouching will hide the Player, preventing their indicator from appearing on the Locator Bar of other Players.
- 玩家将通过潜行隐藏代表自己的指示器图标,防止其他玩家通过定位栏发现他们。
- Players in Spectator Mode are not visible on the Locator Bar.
- 旁观模式中的玩家在定位栏上不可见。
- A Mob Head or a Carved Pumpkin will similarly hide Players from the Locator Bar when worn in the head slot.
- 当玩家在头盔装备槽中穿戴了生物头颅或雕刻南瓜时,同样会在定位栏中隐藏代表他们的指示器图标。
- Using a Potion of Invisibility will also hide players from the Locator Bar.
- 使用隐身药水也可以隐藏玩家在定位栏中代表自己的指示器图标。
开发者注:我们计划在定位栏移出实验性内容(正式应用到游戏中)时开发出一个功能,让玩家可以选择是否启用它。
- Player Dots on the Locator Bar now show correctly regardless of Simulation Distance
- 现在,无论模拟距离如何,定位栏上的玩家点(上文提到的指示器中代表玩家的白色图标)都可以正确显示
- Dots are now shown representing Players in Spectator Mode to other Players also in Spectator Mode on the Locator Bar
- 现在,在定位栏上向旁观模式中的其他玩家显示代表处于旁观模式的玩家的图标
KNOWN ISSUES
已知问题
- The Locator Bar has the following known issue, so we recommend testing it with a Simulation Distance of 4 chunks
- 定位器栏存在以下已知问题,因此我们建议使用4个区块的模拟距离对其进行测试
- If the Simulation Distance is set to greater than 4 chunks then the Locator Bar may not show players in between 4 chunks and the Simulation Distance
- 如果模拟距离设置为大于4个区块,则定位栏可能不会显示4个区块外但在模拟距离内的玩家
TECHNICAL UPDATES
技术性更新
API
脚本 API
- Fixed an issue with BlockPermutation::withState in outdated scripts that prevented some states from being set correctly on a number of blocks
- 修复了过时脚本中 BlockPermutation::withState 的一个问题,该问题导致某些方块状态无法在多个方块上正确设置
- Affected blocks include any which have had their directional or placement states recently changed
- 受影响的方块包括最近更改了方向或放置状态的方块
- Scripts created after these blocks were changed may need to be updated to avoid unintended behavior
- 更改这些方块的状态后创建的脚本可能需要更新以避免意外行为
- Moved the following Player methods from beta to v1.18.0
- 将以下 Player 方法从 beta 移至 版本1.18.0
- setPropertyOverrideForEntity
- setPropertyOverrideForEntity
- removePropertyOverrideForEntity
- removePropertyOverrideForEntity
- clearPropertyOverridesForEntity
- clearPropertyOverridesForEntity
- Moved enum Difficulty from beta to v1.19.0
- 将 Difficulty 枚举从 beta 移至 版本1.19.0
- World
- World 类
- Move getDifficulty(): Difficulty from beta to v1.19.0
- 将 getDifficulty(): Difficulty 从 beta 移至 版本1.19.0
- Move setDifficulty(difficulty: Difficulty): void from beta to v1.19.0
- 将 setDifficulty(游戏难度: Difficulty): void 从 beta 移至 版本1.19.0
- Moved the following Player methods from beta to v1.19.0
- 将以下 Player 方法从 beta 移至 版本1.19.0
- Renamed BoundingBox to BlockBoundingBox and released from beta to v1.19.0 .
- 将 BoundingBox 重命名为 BlockBoundingBox 并将其从 beta 正式发布到 版本1.19.0 。
- Renamed BoundingBoxUtils to BlockBoundingBoxUtils .
- 将 BoundingBoxUtils 重命名为 BlockBoundingBoxUtils 。
- Moved dimension.placeFeature and dimension.placeFeatureRule from beta to v1.19.0
- 将 dimension.placeFeature 和 dimension.placeFeatureRule 从 beta 移至 版本1.19.0
@MINECRAFT/SERVER 1.19.0
@MINECRAFT/SERVER 1.19.0
- Moved methods StructureManager.placeJigsaw and StructureManager.placeJigsawStructure from beta to 1.19.0 .
- 将 StructureManager.placeJigsaw and StructureManager.placeJigsawStructure 方法从 beta 移至 1.19.0 。
- Moved interface JigsawPlaceOptions from beta to 1.19.0 .
- 将 JigsawPlaceOptions 接口从 beta 移至 1.19.0 。
- Moved interface JigsawStructurePlaceOptions from beta to 1.19.0 .
- 将 JigsawStructurePlaceOptions 接口从 beta 移至 1.19.0 。
- Moved error class PlaceJigsawError from beta to 1.19.0 .
- 将 PlaceJigsawError 错误类别从 beta 移至 1.19.0 。
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA
- Coroutines (promises) are now flushed in early execution to allow async imports to interact with early execution APIs like Custom Components and Custom Commands.
- 协程(或者承诺)现在在预执行中被刷新,以允许异步导入与预执行 API(如自定义组件和自定义命令)交互。
- Added support for custom command enums.
- 添加了对自定义命令枚举的支持。
- Added Enum type to CustomCommandParamType
- 向 CustomCommandParamType 添加了枚举类型
- spawnEntity method of Dimension no longer supports using a spawn event inside the identifier parameter. SpawnEntityOptions interface now has an optional string member spawnEvent?: string for specifying a spawn event to be sent to the entity when it is spawned. Please update any existing usages of spawn events inside identifier to instead use this new spawnEvent option. For example: spawnEntity("minecraft:horse<minecraft:ageable_grow_up>", {x:0, y:0, z:0}) should become spawnEntity("minecraft:horse", {x:0, y:0, z:0}, {spawnEvent: 'minecraft:ageable_grow_up'})
- Dimension 类的 spawnEntity 方法不再支持在 identifier 参数中使用生成事件。SpawnEntityOptions 接口现在有一个可选的字符串构件 spawnEvent?: 字符串 ,用以指定在生成该实体时发生的实体事件。请更新 identifier 中生成事件的任何现有用法,以改用这个新的选择 spawnEvent 。例如: spawnEntity("minecraft:horse<minecraft:ageable_grow_up>", {x:0, y:0, z:0}) 应该改成 spawnEntity("minecraft:horse", {x:0, y:0, z:0}, {spawnEvent: 'minecraft:ageable_grow_up'})
- EntityGroundOffsetComponent has been remove.
- 已将 EntityGroundOffsetComponent 删除。
- Block method getComponent will return BlockCustomComponentInstance for custom components registered with BlockComponentRegistry in 2.0.0 .
- Block 类的 getComponent 方法将为在 2.0.0 中注册到 BlockComponentRegistry 的自定义组件返回 BlockCustomComponentInstance 类。
@MINECRAFT/SERVER-UI 2.0.0-BETA
@MINECRAFT/SERVER-UI 2.0.0-BETA
- Class ModalFormResponse
- ModalFormResponse 类
- Changed type for formValues property from (boolean | number | string)[] to (boolean | number | string | undefined)[] .
- 将 formValues 属性的类型从 (boolean | number | string)[] 改为 (boolean | number | string | undefined)[] 。
- New Signature: formValues?: (boolean | number | string | undefined)[] .
- 新签名: formValues?: (布尔值或数字或字符串或 undefined)[] .
- Old Signature: formValues?: (boolean | number | string)[] .
- 旧签名: formValues?: (布尔值或数字或字符串)[] .
- formValues array now contains entries for all the elements provided by the request. It means that labels, headers, and dividers are considered into the response with an undefined value.
- formValues 数组现在包含由请求提供的所有元素的项。这意味着标签、标头和分隔符会被视为 undefined 值。
MOLANG
MOLANG
- query.graphics_mode_is_any no longer requires the Upcoming Creator Features experiment
- query.graphics_mode_is_any 不再需要即将推出的创作者功能实验性内容子选项的支持
BIOMES
生物群系
- Moved Vanilla biome JSON files from an internal folder to the appropriate Vanilla behavior packs
- 将原版生物群系 JSON 文件从内部文件夹移动到相应的原版行为包
- Removed remainder of support for unused "minecraft:consolidated_features" and "minecraft:legacy_world_generation_rules" JSON components
- 删除了对未使用的“minecraft:consolidated_features”和“minecraft:legacy_world_generation_rules”JSON 组件的剩余支持
BLOCKS
方块
- Blocks using the minecraft:block_placer component now can get added as loose items in the creative inventory and recipe book again
- 使用 minecraft:block_placer 组件的方块现在可以再次作为分散的物品添加到创造模式物品栏和配方书中
- From 1.21.80 onward, when using a minecraft:geometry component or minecraft:material_instances component, you must include both
- 从1.21.80(格式版本)开始,当使用 minecraft:geometry 组件或 minecraft:material_instances 组件时,您必须同时使用它们两个
- New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.
- 现可用 minecraft:material_instances 的新增 render_method 类型。它们旨在支持在远距离渲染(如树叶)中方块变为不透明的相同行为,而不是像竹竿一样会在远处消失的行为。
- "render_method": "blend_to_opaque"
- "render_method": "blend_to_opaque"
- "render_method": "alpha_test_to_opaque"
- "render_method": "alpha_test_to_opaque"
- "render_method": "alpha_test_single_sided_to_opaque"
- "render_method": "alpha_test_single_sided_to_opaque"
- The field "tint_method" in the "minecraft:map_color" component no longer requires the "upcoming creator features" toggle
- "minecraft:map_color" 组件中的 "tint_method" 字段不再需要“即将推出的创作者功能”实验子选项的支持
- The field "tint_method" in the "minecraft:destruction_particles" component no longer requires the "upcoming creator features" toggle
- "minecraft:destruction_particles" 组件中的 "tint_method" 字段不再需要“即将推出的创作者功能”实验子选项的支持
- The field "tint_method" in the "minecraft:material_instances" component no longer requires the "upcoming creator features" toggle
- "minecraft:material_instances" 组件中的 "tint_method" 字段不再需要“即将推出的创作者功能”实验子选项的支持
- Block using the minecraft:destruction_particles component will now correctly be sent to player connecting to a host.
- 现在使用 minecraft:destruction_particles 组件的方块会正确地发送给连接到主机的玩家。
BLOCK COMPONENTS
方块组件
- Removed UpcomingCreatorFeatures experiment requirement for field "isotropic" in "minecraft:material_instances" component
- "minecraft:material_instances" 组件中的 "isotropic" 字段不再需要即将推出的创作者功能实验性内容子选项的支持
- Fixed isotropic textures in "minecraft:material_instances" being squashed and stretched for non-square faces
- 修复了 "minecraft:material_instances" 中非方形面的的各同向性纹理会被挤压和拉伸的问题
COMMANDS
命令
- Released /place structure and /place jigsaw out of the Data-Driven Jigsaw Structures experiment
- 将 /place structure 和 /place jigsaw 移出了 数据驱动的拼图结构 实验性内容子选项
COMPONENTS
组件
- The "minecraft:rideable" component now has three new additional fields:
- 现在 "minecraft:rideable" 组件有三个新增的附加字段:
- "dismount_mode" defines where riders are placed when dismounting the entity:
- "dismount_mode" 用以定义骑行者在取消骑乘时在哪里落脚:
- "default", riders are placed on a valid ground position around the entity, or at the center of the entity's collision box if none is found
- 值为“default”时,则骑行者将被放置在实体周围的有效地面位置,如果未找到,则位于实体碰撞箱的中心
- "on_top_center", riders are placed at the center of the top of the entity's collision box
- 值为“on_top_center”时,则骑行者被放置在实体碰撞箱顶部的中心位置
- "on_rider_enter_event", defines the event to execute on the owner entity when an entity starts riding it
- "on_rider_enter_event",定义在骑行者开始乘骑该实体时要对骑行者执行的事件(一般这个事件要在骑行者的实体行为文件中定义)
- "on_rider_exit_event", defines the event to execute on the owner entity when an entity stops riding it
- "on_rider_exit_event",定义在骑行者取消骑乘该实体时要对骑行者执行的事件
- Content errors will log missing texture references in the "minecraft:icon" item component
- 内容日志错误现在会记录“minecraft:icon”物品组件中的缺失纹理引用
- The "minecraft:rideable" component's Seat definition now has two additional fields:
- 现在 "minecraft:rideable" 组件的座位定义有两个附加字段:
- "third_person_camera_radius" can be used to set a different camera radius when in third person or third person front camera. The value needs to be in the range [1.0, 64.0]. Value 0.0 is ignored.
- "third_person_camera_radius" 可用于在第三人称或第三人称正面相机视角下设置相机半径。值需要位于[1.0, 64.0]区间内。值0.0将被忽略。
- "camera_relax_distance_smoothing" adds springiness to the camera movement when the camera moves back to its radius after being pushed closer to the player by and obstacle. A higher value means a stiffer spring. The value needs to be in the range [1.0, 32.0]. Value 0.0 is ignored.
- "camera_relax_distance_smoothing" 可在相机被障碍物推近后移回其半径时为相机移动增加弹性。较高的值意味着较强的弹力。值需要位于[1.0, 32.0]区间内。值0.0将被忽略。
- The "minecraft:leashable" component now support multiple presets:
- 现在 "minecraft:leashable" 组件支持多个预设:
- A list of presets can be defined in the new "presets" field
- 可以在新加入的“presets”字段中定义预设列表
- Each preset determines how the entity behaves when leashed to another entity
- 每个预设都决定了实体在被拴到另一个实体时的行为
- A preset is selected when the entity is leashed and remains active until it is leashed to something else
- 实体被拴住时会选择一个预设,并保持活跃状态,直到被拴在其他物体上
- The first preset whose "filter" conditions are met will be applied
- 满足“filter”条件的首个预设会被应用
- If no presets match, a default configuration is used instead
- 若没有匹配的预设,则使用默认配置
- The following fields are now part of each preset:
- 现在下列字段是各个预设的组分:
- "filter": Defines the condition that selects this preset out of all the presets upon leashing
- "filter": 定义拴住时从所有预设中选择此预设的条件
- "soft_distance": Distance at which the spring effect begins
- "soft_distance":定义弹动效果开始的距离
- "hard_distance": Distance at which the leash stiffens
- "hard_distance":定义拴绳变紧的距离
- "max_distance": Distance at which the leash breaks
- "max_distance":定义拴绳断裂的距离
"can_be_stolen": Determines if a player can steal the leashed entity using a Lead"can_be_stolen":确认玩家是否可以使用拴绳拴走已被拴住的实体
- Added validation for block asset references in components
- 为组件中的方块资产引用加入了验证
- Content errors will log missing block references for the following components:
- 内容日志错误会记录下列组件缺失的方块引用:
- item component "minecraft:digger"
- "minecraft:digger" 物品组件
- item component "minecraft:entity_placer"
- "minecraft:entity_placer" 物品组件
- item component "minecraft:block_placer"
- "minecraft:block_placer" 物品组件
- spawn rules component "minecraft:spawns_on_block_filter"
- "minecraft:spawns_on_block_filter" 生成规则组件
- spawn rules component "minecraft:spawns_on_block_prevented_filter"
- "minecraft:spawns_on_block_prevented_filter" 生成规则组件
- spawn rules component "minecraft:spawns_above_block_filter"
- "minecraft:spawns_above_block_filter" 生成规则组件
- "can_be_stolen" has been moved from "presets" back to being a direct sub-field of the "minecraft:leashable" component
- 已将 "can_be_stolen" 移出 "presets" 字段,以使其变回 "minecraft:leashable" 组件的直接子字段
- Content errors will log missing entity references in the "minecraft:entity_placer" and "minecraft:projectile" item components
- 内容日志错误会记录 "minecraft:entity_placer" 和 "minecraft:projectile" 物品组件缺失的实体引用
DOCUMENTATION
文档
- Include biome and client_biome JSON files in generated documentation
- 现在已生成的文档包含 biome 和 client_biome JSON 文件
- Fixed a bug where incorrect Json errors would appear for valid item texture references
- 修复了有效物品纹理引用会出现不正确 Json 错误的漏洞
- Introduced a "drop_item_y_offset" parameter to the "minecraft:interact" component
- 为“minecraft:interact”组件引入了“drop_item_y_offset”参数
- Defines a custom y-axis offset for when an item is dropped
- 定义丢出物品时的自定义 y 轴偏移量
- Requires "drop_item_slot" to be specified
- 需要指定“drop_item_slot”的值
- The "minecraft:leashable" component's "on_unleash" trigger triggers on the leash breaking with format version 1.21.80 and later
- 在格式版本 1.21.80 及更高版本中,“minecraft:leashable”组件的“on_unleash”触发器将在拴绳断裂时触发
- The old behavior is still available to opt in to by setting "on_unleash_interact_only" to true
- 仍然可以通过将“on_unleash_interact_only”的值设置为 true 来使用旧版的拴绳行为
EDITOR
基岩版编辑器
We are excited to announce Editor v0.9.5! To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
我们很高兴地宣布推出0.9.5版本的基岩版编辑器!要了解有关编辑器及其丰富多“块”的世界编辑功能的更多信息,请在此处查看官方文档,或在此处了解如何构建编辑器扩展
FEATURE HIGHLIGHTS IN EDITOR V0.9.5
基岩版编辑器0.9.5版本中的亮点
SELECTION UPDATES
选取工具更新
The selection experience in Editor has been completely revamped! Enjoy a new, widget-based system with click-and-drag Marquee selection, undo/redo support, and updated keyboard shortcuts for faster, more precise editing. We've also added two new Trim Actions—Trim and Remove Air—to help refine your selections down to just the blocks you need. Plus, the new Magic Select mode lets you quickly grab non-air blocks above a selected point, making it easier than ever to work with structures. Give these tools a try and level up your building flow!
编辑器中的选取体验已完全改进!享受基于小部件的新系统,该系统具有单击和拖动选区进行选择、撤消或重做支持和更新的键盘快捷键,可实现更快、更精确的编辑。我们还添加了两个新的修剪工具——修剪(Trim)和移除空气(Remove Air),以帮助将选区细化为所需的方块。此外,新的魔法选择模式可让您快速抓取选定点上方的非空气方块,从而比以往任何时候都更容易处理结构。试试这些工具,提升你的建筑流程吧!
NEW TUTORIAL SYSTEM
新的教学系统
We added a new tutorial flow accessible from the Help menu. It's designed to help new users quickly get up to speed with how to use Editor and its core features.
我们添加了一个新的教程流程,可从帮助菜单访问。它旨在帮助新用户快速了解如何使用基岩版编辑器及其核心功能。
FULL EDITOR CHANGELOGS
完整的编辑器更新日志
- Selection system has been completely overhauled and now leverage client widgets
- 选取系统已彻底革新,现在使用客户端小部件
- Selection Marquee now support click and drag to select
- 选区框选现在支持点击并拖动以进行选择
- Selection Marquee still supports opposing corner mode using CTRL key
- 选区框选仍然支持使用 CTRL 键的对角模式
- Marquee and Freehand selection now support undo and redo
- 框选和手绘选区现在支持撤销和重做
- Widgets colors are integrated with the theme manager
- 小部件颜色现在与主题管理器相集成
- Updates to keyboard shortcuts:
- 更新了键盘快捷键:
- Keyboard control for selection volumes now supports keyboard repeat
- 选区体积的键盘控制现在支持重复键盘操作
- (Marquee) SHIFT+Click create multiple volumes
- 框选时,SHIFT+单击以创建多个选区体
- (Freehand) SHIFT+CTRL removes brush voxels from selection
- 手绘时,SHIFT+CTRL 以移除选区中的画笔体素
- (Freehand) SHIFT adds brush voxels to existing selection
- 手绘时,按 SHIFT 键以将画笔体素添加到选区中
- ALT+Arrow keys move the selection volume (Marquee & Freehand)
- ALT+箭头键以移动选区体(在框选和手绘时都适用)
- CTRL+Arrow keys resize the selection volume (Marquee only)
- CTRL+箭头键以调整选区体积的大小(仅在框选时可用)
- ENTER selects a volume
- 按 ENTER 键以选择一个选区体
- SHIFT+ENTER selects an additional volume
- SHIFT+ENTER 以选择一个额外的选区体
- CTRL+S enters selection mode. CTRL+S again (while in selection mode) cycles between Marquee and Freehand
- CTRL+S 以进入选取模式。(在选取模式下)再次点击Ctrl+S会在框选和手绘模式之间循环
- Added a new toggle group for Trim Actions
- 为修剪工具添加了一个新的切换组
- Added 2 new trim actions Trim (shrink the selection bounding volume to include only the specified non-air blocks) and Remove Air(remove all air blocks (and specified blocks) from the selection to create a new selection containing only the specified blocks)
- 添加了 2 个新的修剪工具修剪(缩小选区定界体积以仅包含指定的非空气方块)和移除空气【从选区中删除所有空气方块(和指定的方块)以创建仅包含指定方块的新选区】
- Added "Magic Select" to selection modes. This mode allows users to quickly select non-air blocks at and above a selected block. This is extremely useful when working with structures. The current implementation is prototype and only has an 8-block search radius, upwards from the point of click. Holding SHIFT while clicking will make the selection additive to any existing selections
- 添加了“魔法选择”选择模式。此模式允许用户快速选择所选方块上和上方的非空气方块。这在处理结构时非常有用。当前还在原型测试阶段,只有8格的搜索半径,从点击点开始向上。按住 Shift 键的同时单击将使选区与现有的选区合并
- Added an indicator to the 3D Block Cursor to show the face that the mouse is pointing at
- 为 3D 方块光标添加了一个指示器,以显示鼠标指向的面
- Added a new tutorial flow which can be activated from Help menu.
- 添加了一个新的教程流程,可以在帮助菜单中激活该流程。
- Added a new RelativeVolumeListBlockVolume volume type for Editor use to replace CompoundBlockVolume
- 添加了一个新的 RelativeVolumeListBlockVolume 选区体类型,供编辑器使用来取代 CompoundBlockVolume
- Added a new Client Widget Bounding Box and Volume Outline components
- 添加了新的客户端小部件:边界框和体积轮廓
- Added keyboard repeat to cursor controls
- 添加了重复键盘操作光标控件
- Added visualization to Smart Fill tool
- 为智能填充工具添加了可视化效果
- Added visualization to Extrude tool
- 为挤压工具加入了可视化功能
- Added visualization to Line tool
- 为线条工具加入了可视化功能
- Added fields 'Spawn Position', 'Time of Day' and 'Weather' in a new section of initial play settings.
- 在初始游玩设置的新部分中加入了“生成位置”、“当日时间”和“天气”字段。
- Added feedback UI to show the progress and result.
- 加入了反馈 UI 以显示进程和结果。
- Added a 'Custom Mapping' subpane to the Workbench extension which adds the ability to add mappings for custom block properties
- 为工作台扩展加入了“自定义映射”子窗格,此子窗格加入了为自定义方块属性添加映射的能力
- Added global keybind for activating Workbench
- 为激活的工作台(Workbench)加入了全局键位绑定
- Added a tool mode key shortcut for Reload operation, it will be unbound by default
- 加入了用于重载操作的工具模式快捷键,其在默认情况下是未绑定的
- Added a new editorConstants object to the player context. This provides access to a number of constant values and methods that are commonly used across Editor (both in TypeScript and Native code)
- 新向玩家环境加入了 editorConstants 项目。这会(在 TypeScript 和本机代码中)提供对编辑器中常用的许多常量和方法的访问
- Added game rules to Export: Limited Crafting, Show Death Message, Show Item Tags, Command Block Output, Send Command Feedback, Max Command Chain Length, Fire Damage, Freeze Damage, Fall Damage, Drowning Damage, Insomnia, Show Border Effect, Function Command Limit
- 为导出加入了一些游戏规则:限制合成、显示死亡消息、显示物品标签、命令方块输出、命令方块反馈、最大命令链长度、火焰伤害、冰冻伤害、摔落伤害、溺水伤害、失眠、显示边框效果和函数命令限制
- Added a missing string when there is an empty slot in the Realms Slot dropdown
- 加入了 Realms 槽位下拉菜单中存在空的槽位时的缺失字符串
- Added unbound keybindings for Trim and Remove Air from Selection
- 为选取模式下的修剪和移除空气修剪工具添加了未绑定时的键绑定
- Adding an animation on the viewport and opening the log panel when an error is logged.
- 在视口上加入了一个动画,并且现在会在记录错误时打开日志面板。
- Updated performance on Smart Fill & Extrude
- 提升了智能填充与挤压的性能
- Updated brush shape settings to be local to the modal tool and specific configuration of that tool
- 更新了画笔形状设置,使其位于模态工具的本地位置,以及该工具的特定配置
- Removed registerBrushShape from BrushShapeManager API, only core brushes will be supported for core tools.
- 从 BrushShapeManager API 中删除了 registerBrushShape,现在仅有核心画笔受核心工具支持。
- Updated icon for delete inside the selection tool.
- 更新了选取工具的删除图标。
- Updated naming of color setters and getters in the Widget system to use the same terminology (Outline for borders, Hull for fills, Highlight for specialized borders)
- 更新了小部件系统中颜色设置器和获取器的命名,以使用相同的术语(边框的轮廓、填充的外层、专用边框的高亮)
- Updated the Structure Panel to have the ability to create a new Structure from an existing selection
- 结构面板现在能够从已有选区中创建新结构
- Updated the Structure Panel to allow the editing of the origin field
- 更新了结构面板以允许玩家编辑原点字段
- Updated editing fields for structures in the structure panel to allow saving while a field is being edited
- 更新了结构面板中结构的编辑字段功能,以允许在编辑字段时进行保存
- Updated the brush volume max sizes so that they don't exceed our max voxel count for selection operations
- 更新了笔刷体积最大值,以便它们不会超过选取工具的最大体素量
- Updated core modal tool ordering in the tool rail
- 更新了核心模式工具在工具轨道中的顺序
- Removed deprecated property pane API
- 删除了已弃用的属性面板 API
- Removed CompoundBlockVolume usage in Editor Script APIss
- 删除了编辑器脚本 API 中的 CompoundBlockVolume 用法
- Fixed a bug that prevented theme to be changed to Redstone from UI Settings
- 修复了主题不能由 UI 设置更改为红石的漏洞
- Fixed a bug that caused Keyboard Settings buttons to be misaligned in certain resolutions
- 修复了键盘设置按钮在某些分辨率下未对齐的漏洞
- Fixed a bug where visualizations beyond 100x100x100 in the Repeater tool would appear
- 修复了重复器工具中会出现超出100×100×100的可视化效果的漏洞
- Fixed Crash on exit editor when selection volume is visible
- 修复了在选区体可见的情况下退出编辑器时引发的崩溃
- Fixed the brush visualization reset when jumping from matches to no matches (artifacts of the old match state were left attached to the visualization)
- 修复了由匹配项跳转至无匹配项时的画笔可视化重置问题(旧匹配状态的图像缺陷附着在可视化效果上)
- Fixed Publish to Realms bug by cleaning up local world copy that's created during publish process
- 通过清除发布过程中创建的本地世界副本,修复了发布到 Realms 的漏洞
- Fixed a bug where passing a complex volume with non-contiguous voxels was copying only the contents of the bounding rectangle to the clipboard. Only the specified voxels should have been copied. This now allows us to create structures where air and structure voids are stripped out
- 修复了传递具有非邻接体素的体积时只会将边界矩形的内容复制到剪贴板的漏洞。当前应该仅会复制指定体素。现在允许创建去除空气和结构空位的结构
- Fixed an issue with Freehand select near or outside of dimension bounds that could cause selection to become unusable
- 修复了在尺寸边界附近或外部进行手绘选择时可能导致选择变得不可用的问题
- Fixed issues with selection volumes being able to translate or resize past world bounds. This also fixes using large brush shapes with freehand selection (and magic select) close to a world boundary
- 修复了选择体积能够平移或调整超过世界边界的大小的问题。这还修复了在靠近世界边界的地方使用手绘选择(和魔法选择)的大型画笔形状的问题
- Fixed a bug that caused Extrude Axis options to be incorrect for Pyramid brush shape
- 修复了金字塔画笔形状的拉伸轴选项不正确的漏洞
- Fixed an issue related to files and folders being permanently deleted when deleting structures in the structure panel
- 修复了在结构面板中删除结构时会永久删除文件和文件夹的相关问题
- Fixed a bug where moving a structure to the clipboard while in Paste Preview (with no actual active clipboard) did not update the clipboard client widget
- 修复了在粘贴预览中(实际没有激活剪贴板)将结构移动至剪贴板时不会更新剪贴板客户端小部件的漏洞
- Fixed some bugs around freehand selection with very large volumes
- 修复了在非常大的体积下使用手绘选择时的一些漏洞
- Fixed a bug where a number of script widget errors would fire when entering The Nether as the startup dimension at Editor open
- 修复了在编辑器打开期间将下界作为起始维度而进入时会触发大量脚本小部件错误的漏洞
- Fixed a bug that caused mouse cursor to be released when changing to Crosshair mode
- 修复了鼠标会在切换至十字准星模式时被释放的漏洞
ENTITY FILTERS
实体过滤器
- Added new entity filter "has_equipment_tag", works like "has_equipment" but takes an item tag instead of an item name
- 新加入了 "has_equipment_tag" 实体过滤器,与 "has_equipment" 有相似的运作方式,但是取用物品标签而非物品名称
GENERAL
常规
- Updated the client side biome component 'minecraft:water_appearance' field 'surface_color' to be optional. Added a content error that fires if the component is empty.
- 将“minecraft:water_appearance”客户端生物群系组件的“surface_color”更新为可选的字段。加入了该组件为空时触发的内容日志错误。
GOALS
AI 意向
- minecraft:behavior.float_wander has been updated with new fields:
- minecraft:behavior.float_wander 更新了以下新字段:
- navigate_around_surface: enables the usage of a new algorithm to find random positions to navigate to. The new algorithm aims to find random positions in the vicinity of solid (i.e. non-Air and non-liquid) blocks, and if that fails will fall back to finding a random position in the vicinity of the current dimension's surface level.
- navigate_around_surface:启用新算法来查找要寻路到的随机位置。新算法旨在查找固体(即非空气和非液体)方块附近的随机位置,若失败,则返回到查找当前维度的表层附近的随机位置。
- additional_collision_buffer: makes sure there are no blocks present in an inflated area around the target position.
- additional_collision_buffer:确保目标位置的拓展区域中没有任何方块。
- allow_navigating_through_liquids: allow the mob to have target positions inside liquids
- allow_navigating_through_liquids:允许生物拥有在液体内的目标位置。
- surface_xz_dist: the distance in the horizontal directions to look for nearby surfaces. Only valid when navigate_around_surface is true.
- surface_xz_dist:查找邻近表面的水平方向距离。仅在 navigate_around_surface 的值为 true 时有效。
- surface_y_dist: the distance in the vertical directions to look for nearby surfaces. Only valid when navigate_around_surface is true.
- surface_y_dist:查找邻近表面的垂直方向距离。仅在 navigate_around_surface 的值为 true 时有效。
- minecraft:behavior.follow_mob has been updated with the following new fields
- 更新了 minecraft:behavior.follow_mob,包含下列新字段:
- use_home_position_restriction: If true, the mob will respect the 'minecraft:home' component's 'restriction_radius' field when choosing a target to follow. If false, it will choose target position without considering home restrictions.
- use_home_position_restriction:当它的值为 true 时,生物在选择要跟随的目标时会遵循“minecraft:home”组件的“restriction_radius”字段。当它的值为 false ,则生物会选择目标位置,而不考虑原点位置。
- preferred_actor_type: The type of actor to prefer following. If left unspecified, a random actor among those in range will be chosen.
- preferred_actor_type:倾向于跟随的活动对象类型。若未指定,则会在范围内选择一个活动对象。
- filters: If non-empty, provides criteria for filtering which nearby Mobs can be followed. If empty default criteria will be used, which will exclude Players, Squid variants, Fish variants, Tadpoles, Dolphins, and mobs of the same type as the owner of the Goal.
- filters:若不为空,则提供过滤附近可跟随生物的标准。若为空,则使用默认标准,这会排除玩家、鱿鱼变种、鱼变种、蝌蚪、海豚以及与意向拥有者相同类型的生物。
- Added fields to "minecraft:behavior.tempt" goal
- 向 "minecraft:behavior.tempt" AI 意向加入了一些新字段
- The "stop_distance" field specifies a custom distance for when the tempted mob should stop moving towards the player
- "stop_distance" 字段用于指定被吸引的生物停止向玩家移动的自定义距离
- The "on_start" field specifies the event to trigger when the goal starts
- "on_start" 字段用于指定意向开始时触发的事件
- The "on_end" field specifies the event to trigger when the goal ends
- "on_end" 字段用于指定意向结束时触发的事件
- Added "minecraft:behavior.float_tempt" goal, which allows a tempted mob to move in a line towards the player
- 加入了 "minecraft:behavior.float_tempt" AI 意向,允许被吸引的生物沿直线向玩家移动
- This goal is a variant of the "minecraft:behavior.tempt" goal and shares the same fields
- 该意向为 "minecraft:behavior.tempt" 意向的变体,二者具有相同的子字段
- Requires the mob to be in a floating state (e.g. use the "minecraft:navigation.float" component)
- 要求生物处于悬浮状态(如使用 "minecraft:navigation.float" 组件的实体)
GRAPHICAL
图像
- Added support for multiple locators for use with leashes for rendering multiple ropes between two entities.
- 加入了多个定位器与拴绳配合使用的支持,用于渲染两个实体之间的多个绳索。
- "multi_lead_n":
- "multi_lead_n":
- where n = {1, 2, 3, 4} defines locators when the entity is leashed to a different entity.
- n 的可选值为{1, 2, 3, 4},用于定义实体被拴在不同实体上时的定位器。
- Used if and only if it has a corresponding "multi_lead_hold_n" and the number n is equal on the two entites.
- 当且仅当其拥有对应的 multi_lead_hold_n 且两个实体上 n 代表的数字相等时使用。
- "multi_lead_hold_n"
- "multi_lead_hold_n"
- Where n = {1, 2, 3, 4} defines locators where the entity is leashing a different entity.
- n 的取值范围为{1, 2, 3, 4},用于定义实体拴住不同实体时的定位器。
- Used if and only if it has a corresponding "multi_lead_n" and the number n is equal on the two entites.
- 当且仅当其拥有对应的 multi_lead_n 且两个实体上 n 代表的数字相等时使用。
- "lead"
- "lead"
- is set to origin if it is not defined in the geo.
- 若其在几何模型中未定义,则设置为原点。
- "lead_hold"
- "lead_hold"
- is set to origin if it is not defined in the geo.
- 若其在几何模型中未定义,则设置为原点。
- Re-enabled local exposure on all platforms in Vibrant Visuals mode.
- 在所有平台上重新启用灵动视效模式下的局部曝光。
- Fixed an issue that caused candles, chiseled bookshelves and dried kelp blocks not to use PBR textures in Vibrant Visuals mode and Raytracing mode (MCPE-132021)
- 修复了在灵动视效和光线追踪模式下,蜡烛、雕纹书架和干海带块方块不使用 PBR 材质的问题(MCPE-132021)
- Stained glass now renders with correct colors when using Vibrant Visuals.
- 现在启用灵动视效时,染色玻璃会渲染为正确的颜色。
ITEMS
物品
- Bundles' open icons are now specified via IconItemComponent . This addresses the issue where a missing texture would appear for an opened custom Bundle. Bundle icon paths have also now be separated into unique keys in item_texture.json .
- 收纳袋的打开图标现在通过 IconItemComponent 指定。这解决了打开的自定义收纳袋会显示无效纹理的问题。收纳袋图标路径现已拆分为 item_texture.json 中的唯一键名。
MARKETPLACE
市场
- Upon reading encrypted files on Xbox we would sometimes lose the last byte, causing some files to become invalid and fail to load.
- 现在读取 Xbox 上的加密文件时会因有时丢失最后一个字节而导致部分文件无效并无法加载。
MOBS
生物
- Spawn Eggs from Custom Mobs from Behavior Packs now show up again in the spawn eggs group (MCPE-190620)
- 来自行为包的自定义生物刷怪蛋现在会再次显示在刷怪蛋组中(MCPE-190620)
MOLANG
MOLANG
- Added the "query.leashed_entity_count" Molang query, which allows querying how many entities have the given entity as their leash holder
- 加入了 "query.leashed_entity_count" Molang 查询,允许查询有多少实体将指定实体作为其拴绳牵引者
- Added 'query.has_any_leashed_entity_of_type' which takes a list of entity identities and checks if the actor has any of the listed entities leashed. Available on both the client and the server.
- 添加了“query.has_any_leashed_entity_of_type”,用于获取实体标识的列表,并检查活动对象是否已拴住任何所列出的实体。客户端和服务端上均可使用。
- Usage: "query.has_any_leashed_entity_of_type( 'minecraft:sheep', 'minecraft:creeper' )"
- 用法:"query.has_any_leashed_entity_of_type( 'minecraft:sheep', 'minecraft:creeper' )"
NETWORK PROTOCOL
网络协议
- Added ActorFlags::DOES_SERVER_AUTH_ONLY_DISMOUNT
- 添加了 ActorFlags::DOES_SERVER_AUTH_ONLY_DISMOUNT
STABILITY AND PERFORMANCE
性能与稳定性
- Make friends drawer and play screen more performant using a cached view.
- 现在使用缓存视图以使好友抽屉式菜单按钮和游戏界面性能更佳。
- Fixed a crash caused by buffer overrun in the data driven renderer when multiple values wrote to overlay color
- 修复了将多个值写入覆盖层颜色时数据驱动渲染器中的缓存器溢出导致的崩溃
- Fixed null pointer de-referencing crash in chunk rendering
- 修复了区块渲染中的空指针取消引用崩溃
STRUCTURES
结构
- Fixed mirroring of door blocks when part of a structure that is being placed.
- 修复了放置结构的一部分时门的镜像翻转问题。
- Exposed new fields to data driven jigsaw structures: start_height, dimensional_padding, pool_aliases, max_distance_from_center
- 为数据驱动拼图结构公开了一些新字段:start_height、dimensional_padding、pool_aliases 和 max_distance_from_center
- made height_map_projection optional and changed anchor to start_jigsaw_name
- 将height_map_projection变为可选的,并将锚点更改为start_jigsaw_name
USER INTERFACE
用户界面
- Fixed a bug where worlds set to Creative would be created with cheats turned on
- 修复了开启作弊后设置为创造模式的世界会被创建的漏洞
TECHNICAL EXPERIMENTAL UPDATES
技术性实验内容更新
- Removed unused experimental json field minecraft:nether_surface in the behavior pack biome file
- 删除了行为包生物群系文件中未使用的 minecraft:nether_surface 实验性 json 字段
API
API
- EntityMarkVariantComponent has been changed to read-only in version 2.0 beta
- 在2.0的测试版本中,将 EntityMarkVariantComponent 改为只读对象
@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA
- EntityPushThroughComponent has been changed to read-only.
- 将 EntityPushThroughComponent 改为只读对象。
- resetHudElements method on ScreenDisplay has been renamed to resetHudElementsVisibility .
- 已将 ScreenDisplay 类的 resetHudElements 方法重命名为 resetHudElementsVisibility。
- ItemStack methods getComponent and getComponents will return ItemCustomComponentInstance for custom components registered with ItemComponentRegistry .
- ItemStack 类的 getComponent 和 getComponents 方法将为在 ItemComponentRegistry 中注册了的自定义组件返回 ItemCustomComponentInstance 类。
- ItemStack method hasComponent will return true for custom components registered with ItemComponentRegistry .
- ItemStack 类的 hasComponent 方法将为 ItemComponentRegistry 中注册的自定义组件返回 true。
- EntitySkinIdComponent has been changed to read-only in version 2.0 beta
- 在2.0的测试版本中,已将 EntitySkinIdComponent 改为只读对象
- Added property localizationKey to Entity, Block, and ItemStack which returns the key used for finding the localized names of these objects
- 向 Entity、Block 和 ItemStack 类添加了 localizationKey 属性,该属性返回用于查找这些对象的本地化名称的键值(字符串)
- Added CustomCommandOrigin to custom command script callback.
- 加入了 CustomCommandOrigin,用于自定义命令脚本回调。
- Added CustomCommandSource enum.
- 加入了 CustomCommandSource 枚举。
- Renamed CustomCommandPermissionLevel to CommandPermissionLevel .
- 将 CustomCommandPermissionLevel 重命名为 CommandPermissionLevel。
- Renamed CustomCommandParamType.Position to CustomCommandParamType.Location
- 将 CustomCommandParamType.Position 重命名为 CustomCommandParamType.Location
- BlockCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
- 现在 BlockCustomComponent 会取用自定义组件 V2 实验性内容中的可选的 CustomComponentParameters 对象,作为 2.0.0-beta 中事件回调的第二个参数
- CustomComponentParameters added to 2.0.0-beta
- 向 2.0.0-beta 添加了 CustomComponentParameters
- params property added to CustomComponentparameters to 2.0.0-beta
- 向 2.0.0-beta 中的 CustomComponentparameters 添加了 params 属性
- ItemCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
- ItemCustomComponent 现在会取用自定义组件 V2 实验性内容中的可选的 CustomComponentParameters 对象,作为 2.0.0-beta 中事件回调的第二个参数
- EntityFrictionModifierComponent has been changed to read-only in version 2.0.0-beta
- 已在 2.0.0-beta 版本将 EntityFrictionModifierComponent 改为只读对象
@MINECRAFT/SERVER-ADMIN
@MINECRAFT/SERVER-ADMIN
- Added AsyncPlayerJoinBeforeEvent
- 加入了 AsyncPlayerJoinBeforeEvent
- Added beforeEvents.asyncPlayerJoin, AsyncPlayerJoinBeforeEvent, and AsyncPlayerJoinBeforeEventSignal to allow creators to delay players joining the world.
- 加入了 beforeEvents.asyncPlayerJoin、AsyncPlayerJoinBeforeEvent 和 AsyncPlayerJoinBeforeEventSignal,以允许创作者延迟玩家进入世界。
- AsyncPlayerJoinBeforeEventSignal.subscribe is different than other events because the callback it accepts returns a promise. Once the promise is resolved, the player will join the world, or if the promise is rejected the player will be disconnected without joining the server. The player will be at the loading screen while the promise is pending.
- AsyncPlayerJoinBeforeEventSignal.subscribe 与其他事件不同,因为其接受的回调会返回一个承诺。承诺解决时,玩家会加入世界;若承诺被拒绝,则玩家会断开连接而不加入世界。承诺待处理时,玩家会位于加载界面。
@MINECRAFT/SERVER-UI 2.0.0-BETA
@MINECRAFT/SERVER-UI 2.0.0-BETA
- Class ModalFormData .
- ModalFormData 类。
- Changed function dropdown .
- 修改了 dropdown 函数(方法)。
- Removed parameter defaultValueIndex?: number .
- 移除了 defaultValueIndex?: 数字 参数。
- Added parameter dropdownOptions?: ModalFormDataDropdownOptions .
- 加入了 dropdownOptions?: ModalFormDataDropdownOptions 参数。
- Changed function slider .
- 更改了 slider 函数。
- Removed parameter valueStep: number, .
- 移除了 valueStep: 数字 参数。
- Removed parameter defaultValue?: number .
- 移除了 defaultValue?: 数字 参数。
- Added parameter sliderOptions?: ModalFormDataSliderOptions .
- 加入了 sliderOptions?: ModalFormDataSliderOptions 参数。
- Changed function textField .
- 修改了 textField 函数。
- Removed parameter defaultValue?: minecraftserver.RawMessage | string .
- 移除了 defaultValue?: minecraftserver.RawMessage 或字符串 参数。
- Added parameter textFieldOptions?: ModalFormDataTextFieldOptions .
- 加入了 textFieldOptions?: ModalFormDataTextFieldOptions 参数。
- Changed function toggle .
- 修改了 toggle 函数。
- Removed parameter defaultValue?: boolean .
- 移除了 defaultValue?: 布尔值 参数。
- Added parameter toggleOptions?: ModalFormDataToggleOptions .
- 加入了 toggleOptions?: ModalFormDataToggleOptions 参数。
- Added interface ModalFormDataDropdownOptions:
- 加入了 ModalFormDataDropdownOptions 接口:
代码:export interface ModalFormDataDropdownOptions { defaultValueIndex?: 数字; tooltip?: minecraftserver.RawMessage 或字符串; }
- Added interface ModalFormDataSliderOptions:
- 加入了 ModalFormDataSliderOptions 接口:
代码:export interface ModalFormDataSliderOptions { defaultValue?: 数字; tooltip?: minecraftserver.RawMessage(这是指minecraft/@server的原始文本对象)或字符串; valueStep?: 数字; }
- Added interface ModalFormDataTextFieldOptions:
- 加入了 ModalFormDataTextFieldOptions 接口:
代码:export interface ModalFormDataTextFieldOptions { defaultValue?: 字符串; tooltip?: minecraftserver.RawMessage 或字符串; }
- Added interface ModalFormDataToggleOptions:
- 加入了 ModalFormDataToggleOptions 接口:
代码:export interface ModalFormDataToggleOptions { defaultValue?: 布尔值; tooltip?: minecraftserver.RawMessage 或字符串; }
ADDED NEW CONTAINER APIS:
新加入了这些 CONTAINER API:
- contains(ItemStack): Attempts to find an instance of an item inside the container
- contains(ItemStack):尝试在容器内查找物品的实例
- firstEmptySlot(): Finds the index of the first empty slot inside the container
- firstEmptySlot():查找容器内首个空槽位的索引
- firstItem(): Finds the index of the first item inside the container
- firstItem():查找容器内首个物品的索引
- find(ItemStack): Find the index of the first instance of an item inside the container
- find(ItemStack):查找容器内物品的首个实例的索引
- reverseFind(ItemStack): Find the index of the last instance of an item inside the container
- reverseFind(ItemStack):查找容器内物品的最后一个实例的索引
CUSTOM COMMANDS
自定义命令
Added support for custom commands authored in script. The new CustomCommandRegistry is provided when listening to ModuleStartupEvent . More APIs in the area will come in the coming weeks.
加入了在脚本中编写自定义命令的支持。监听 ModuleStartupEvent 时会提供新的 CustomCommandRegistry。接下来几周这里会出现更多 API。
Additional types added:
添加了如下附加类型:
- CustomCommandRegistry
- CustomCommandRegistry
- CustomCommandPermissionLevel
- CustomCommandPermissionLevel
- CustomCommandParamType
- CustomCommandParamType
- CustomCommandResult and CustomCommandStatus
- CustomCommandResult and CustomCommandStatus
- CustomCommandParameter
- CustomCommandParameter
BLOCKS
方块
- Always add a missing Destruction Particles component to blocks that have a Material Instances component, using the "down" material as reference
- 现在始终会将缺失的粒子破坏组件添加到拥有材质实例组件的方块,使用“down”材质作为引用
- The "texture" field in "minecraft:destruction_particles" is now optional; if not provided or empty, it will be populated from the Material Instances component
- “minecraft:destruction_particles”中的“texture”字段现在是可选的;若未提供或为空,则其会从材质实例组件中填充
- When Custom Components V2 experiment is enabled, minecraft:custom_components component is deprecated in 1.21.80 and higher format versions
- 启用自定义组件 V2 实验后,minecraft:custom_components 组件在1.21.80以及更高的格式版本中弃用
- When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:
- 启用自定义组件 V2 选项时,自定义组件将与其他组件内联拼合,并允许使用1.21.80和更高格式版本中的参数。例如:
代码:"components": { "example_namespace:example_component": { "someParam": 3, "anotherParam": "test" } }
- New field "condition" added to the culling rules schema. It provides more control over which neighbor blocks will trigger a face or part to be culled.
- 为剔除规则模式新加入了“condition”字段。其会提供对将要触发面或部分被剔除的方块的更多控制。
- The supported values are "default", "same_culling_layer", "same_block" and "same_block_permutation".
- 支持的值有“default”、“same_culling_layer”、“same_block”和“same_block_permutation”。
- "default" will pass the condition if the neighbor block is full and opaque
- 若相邻方块为完整方块且不透明,则“default”条件判定通过
- All conditions are an extension of "default", meaning a full and opaque neighbor will always be a passing condition, before the extended "same_*" condition is checked
- 所有条件均为“default”的扩展,这意味在检查扩展的“same_*”条件前,完整且不透明的方块始终会被判定为通过
- "same_culling_layer" will pass the condition if the neighbor block shares the same "culling_layer" as the block being occluded, defined in the geometry component
- 若在几何组件中定义,相邻方块与被遮挡的方块共享相同的“culling_layer”,则“same_culling_layer”条件判定通过
- If either of the culling layers being compared is "minecraft:culling_layer.undefined", the condition will never pass
- 若所比较的剔除层中有一个为“minecraft:culling_layer.undefined”,则条件永远不会被判定为通过
- "same_block" will pass the condition if the neighbor block has the same identifier
- 若相邻方块拥有相同的标识符,则“same_block”条件判定通过
- "same_block_permutation" will pass the condition if the neighbor block has the same identifier and is the exact same permutation
- 若相邻方块拥有相同的标识符且排列方式完全相同,则“same_block_permutation”条件判定通过
- Additionally, the feature is currently only usable behind the "upcoming creator features" toggle.
- 另外,此功能仅在开启“即将推出的创作者功能”子选项后可用。
- New field "culling_layer" added to the block's geometry component. It allows different blocks to be grouped together when using the "same_culling_layer" condition in a culling rules file.
- 为方块的几何组件新加入了“culling_layer”字段。其允许在剔除规则文件中使用“same_culling_layer”条件时将不同方块分组在一起。
- When using the minecraft namespace, the only allowed culling layer identifiers are : "minecraft:culling_layer.undefined" or "minecraft:culling_layer.leaves".
- 使用 minecraft 命名空间时,允许的值只有:“minecraft:culling_layer.undefined”或“minecraft:culling_layer.leaves”。
- Additionally, the feature is currently only usable behind the "upcoming creator features" toggle.
- 另外,此功能仅在开启“即将推出的创作者功能”子选项后可用。
BUG
漏洞
- Fixed rotation of Jigsaw sections when Data-Driven Jigsaw Structures is enabled.
- 修复了启用数据驱动拼图结构时拼图部分的旋转问题。
CAMERAS
相机视角
- Changed approach for the easing between moving targets under the Experimental Creator Camera Features toggle
- 更改了开启“创建者照相机的实验性功能”选项后在移动的目标之间缓动的方式
COMMANDS
命令
- Added the /controlscheme command for switching control schemes when the Experimental Creator Camera toggle is enabled
- 添加了 /controlscheme命令,用以在启用“创建者照相机的”实验性功能子选项的情况下切换控制相机移动的方式
EXPERIMENTS
实验性内容
- Added Custom Components V2 experiment
- 加入了自定义组件 V2 实验性内容子选项
GAMEPLAY
游戏玩法
- Added 'minecraft:replace_biomes' component to allow for custom biomes to replace portions of vanilla biomes. To use, add to custom biome files in behavior packs
- 添加了“minecraft:replace_biomes”组件,允许自定义生物群系替换掉原版生物群系的一部分
- Known issues: Mob spawning on custom blocks is not working, removing an add-on with a custom biome will cause issues, a total replacement of all biomes will cause the locate structure command to lag
- 已知问题:在自定义方块上生成的生物不会工作需要更多信息,删除具有自定义生物群系的附加组件会产生问题,完全替换所有生物群系会导致定位结构的命令产生卡顿
ITEMS
物品
- When Custom Components V2 experiment is enabled, minecraft:custom_components component is deprecated in 1.21.80 and higher format versions
- 启用自定义组件 V2 实验后,minecraft:custom_components 组件在1.21.80及更高的格式版本中被弃用
- When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:
- 启用自定义组件 V2 选项时,自定义组件将与其他组件内联拼合,并允许使用1.21.80和更高格式版本中的参数。例如:
代码:"components": { "example_namespace:example_component": { "someParam": 3, "anotherParam": "test" } }
【冥王大大 译自Jay Wells 2025 年 5 月 6 日发布的 Minecraft Bedrock Edition 1.21.80】
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Converted at 2025-05-08 12:42 +0800
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