NEWSTRAILS & TALES UPDATE NOW AVAILABLE ON BEDROCK
足迹与故事更新现已在基岩版上发布
The Trails & Tales Update brings your stories to life! Ride a camel with a companion to find archeological sites or a cherry grove. Hatch a sniffer egg to bring it back from extinction. Create playable mob sounds, craft with bamboo, trim your armor, and hang your signs. Write and store your books in the chiseled bookshelf, because every story matters!
足迹与故事更新为您的生活增添故事!和伙伴一起,在驼背上发现考古胜地或樱花树林。孵化濒临灭绝的嗅探兽的蛋。创作您的生物音效,用竹制材料进行建造,装饰您的盔甲,悬挂您的告示牌。将您的大著保存在雕纹书架中,这就是您的故事!
Huge thanks to everyone for playing and for reporting your feedback during development! Your thoughts on the update continue to be important so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at aka.ms/TrailsTalesFeedback .
我们对每一位在开发期间参与试玩和报告问题的玩家表示诚挚的谢意!您对于更新的想法将一直都会是我们的首要考虑因素,所以请继续在bugs.mojang.com 上提交和表决漏洞并将您的反馈提交至 aka.ms/TrailsTalesFeedback。
Let’s jump into the update!
让我们来看看本次更新的内容吧!
CHROMEBOOK
Chromebook 版本
Minecraft is now available for Chromebook on the Google Play Store, including cross-device play with friends, access to Minecraft Marketplace, and the ability to play on Realms.
Minecraft 现已在 Chromebook 的 Google Play Store 中可用,可与朋友跨平台游玩,访问 Minecraft Marketplace,并在 Realms 中游玩。
Learn more at aka.ms/Minecraft-Chromebook
在 aka.ms/Minecraft-Chromebook 了解更多
NEW FEATURES
新特性
Archaeology
考古
Added a craftable Brush item添加了可合成的刷子Added Suspicious Sand and Suspicious Gravel添加了可疑的沙子和可疑的沙砾
Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins可疑的沙子可在沙漠神殿、沙漠枯井以及暖水海底废墟中觅得Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins可疑的沙砾可在冷水海底废墟以及古迹废墟中觅得These fragile blocks are hard to spot and easy to destroy, so be careful!这些方块难寻且易碎,请温柔一些!Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago用刷子刷可疑的沙子或可疑的沙砾会使得掩埋其中的旧时遗物重见天日
Added the Trail Ruins, a buried structure from a lost culture加入了古迹废墟,埋藏于地底的失落文明遗迹
Four types of Armor Trim Templates can be found here这里可以找到四种不同的盔甲纹饰模板Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles古迹废墟可在针叶林、积雪针叶林、原始森林群系及丛林中觅得A new music disc can be found by brushing suspicious blocks in this structure刷这里的可疑方块可以获得一盘新的唱片
When put in a Jukebox, "Relic" by Aaron Cherof is played使用唱片机播放它,会播放 Aaron Cherof 创作的《Relic(遗物)》
Added Pottery Sherds加入了纹样陶片
Pottery Sherds have pictures on them纹样陶片上有图案A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins共 20 种纹样陶片被埋藏在了以下五种考古地点中:沙漠枯井、沙漠神殿、冷水海底废墟、暖水海底废墟以及古迹废墟They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel它们无法合成,仅可在可疑的沙子或可疑的沙砾中觅得
Decorated Pots
饰纹陶罐
Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side可以使用四片纹样陶片合成一个饰纹陶罐,它每面都有一个图案Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe砖可以在饰纹陶罐的合成过程中代替纹样陶片
The sides that were made from Brick items will not have pictures使用砖制造的一面没有图案
Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back使用任何破坏方块工具破坏饰纹陶罐都会损坏它并且掉落纹样陶片
Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead使用空手、精准采集工具或任何其它物品击打饰纹陶罐都会使其完整掉落
Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients有图案的饰纹陶罐会在物品栏中显示其陶片原料的种类
Cherry Groves
樱花树林
Added a new Cherry Grove biome, with pretty cherry blossom trees加入了新的樱花树林群系和樱花树,太美丽辣
The biome can be found in the mountains, in similar places as Meadows该群系可在山中草甸上觅得
Added a new Cherry wood set, with all the corresponding wooden things you can craft from it加入了樱花木套组以及可以合成的相关木制品Pink particles fall from beneath Cherry Leaves粉红色的落花会从樱花树叶上落下Added a new Pink Petals block with lots of pink flowers on the ground加入了粉红色花簇方块,会在地上形成粉色花丛的效果
Each Pink Petal block can contain up to 4 petals每个花簇最多可容纳四朵花Using Bone Meal on it increases the number of petals在其上使用骨粉可以增加花朵的数量Placing a Pink Petal into an already placed block increases the number of petals在一个已经放置了粉红色花簇的方块上再放置一个可以增加花朵的数量Drops the number of petals in the block when mined被挖掘时会减少花朵的数量Updated the seed picker with a Cherry Grove biome option在世界生成选项中加入了樱花树林群系
Bamboo Wood Set
竹木套组
Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it加入了竹木套组以及可以合成的相关木制品Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs竹块可由九个竹子合成,且可像其他圆木一样被去皮Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs使用竹块合成竹板时,不同于一般木板可获得 4 个,竹板仅可获得 2 个Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic加入了竹木特有的「马赛克」(镶嵌方式拼接而成的细致装饰)变种,称作竹马赛克
It can be crafted with 1x2 Bamboo Slabs in a vertical strip可由 1x2 的竹台阶以竖直的摆放合成You can craft Stair and Slab variants of Bamboo Mosaic您可以合成竹马赛克的台阶和楼梯变种Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel竹马赛克不可用于大部分木制方块可用的合成配方,不过可以作为燃料
Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks加入了竹筏和运输竹筏,可以用竹筏像其它船一样合成
They function the same as ordinary boats, but have a unique look to them它们的功能与船相同,不过有独特的外观
Hanging Signs
悬挂式告示牌
Hanging Signs are a more expensive version of normal Signs悬挂式告示牌的造价比普通告示牌更加昂贵
Crafted with 2 chains and 6 stripped logs of your preferred wood type可用铁链和 6 个任意树种的去皮原木合成Crafting results in 6 Hanging Signs该合成配方可合成 6 个悬挂式告示牌
Can be hung up in the following ways:可在以下位置悬挂:
Underneath a block that can provide support in the center, like a full block or a fence中间不镂空的方块的底部,如完整方块或栅栏Attached to the solid side of a block附于一个方块的完整侧边Attached to the side or underneath another Hanging Sign附于或悬挂于另一个悬挂式告示牌的侧边或下方
Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above与普通告示牌不同,它们只能悬挂或附着,无法直接放在地上
However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed不过,悬挂式告示牌在其支持方块被破坏时不会掉落
Sign Improvements
告示牌的改进
Sign text can now be edited after being placed in the world现在告示牌放置后其上的文字可以编辑
This can be done by interacting with the Sign与告示牌互动即可Signs with non-text chat components can not be edited使用了非文字成分的告示牌无法编辑
Both sides of the Sign can now have separate text and colors, allowing for further customization options告示牌的两边现在可以有不同的文字和颜色,允许更深度的自定义
By default, a Sign will prompt you to input the front side's text when placed默认情况下,告示牌被放置时会自动编辑正面的文字To apply text to the back-side, you must walk to the other side and interact with that face to edit it要为背面添加文字,您必须走到告示牌的背面并与之互动
Signs can now also be waxed with Honeycomb, preventing any further edits to its text告示牌现在也可用蜜脾上蜡,以使其不可编辑It is no longer possible to use Ink Sac, Glow Ink Sac, or Dyes if the Sign text is empty (MCPE-133778)如果告示牌没有内容,则不再可对其使用墨囊、发光墨囊或染料(MCPE-133778)
Sniffer
嗅探兽
The Sniffer is the mob vote winner of Minecraft Live 2022嗅探兽是 Minecraft Live 2022 生物投票的赢家Sniffers are passive, friendly mobs嗅探兽是被动,友好的生物Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item嗅探兽会在空气中嗅闻,有时会在地面上挖种子,可能会挖出火把花种子或瓶子草荚果Sniffers can only dig grass and dirt-like blocks嗅探兽只能挖草或泥土类方块Sniffers can be tempted by, and bred with Torchflower Seeds嗅探兽可用火把花种子引诱和繁殖
Sniffer Egg
嗅探兽蛋
Can be found by brushing the Suspicious Sand of Warm Ocean Ruins可以在暖水海底废墟的可疑的沙子中觅得When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped两只嗅探兽繁殖时不会立刻生出小嗅探兽,它们会生出嗅探兽蛋When placed in the world, the Sniffer Egg will hatch after some time被放置在世界中一段时间后,它会孵化
When placed on Moss, the Egg will hatch in approximately 10 minutes放置在苔藓上时,它的孵化周期约 10 分钟On all other blocks, it will hatch in approximately 20 minutes在其它方块上,孵化周期约 20 分钟
Torchflowers
火把花
The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers嗅探兽有时会挖出火把花种子,它可用于繁殖两只嗅探兽The Torchflower seed can be planted on Farmland and grows into a Torchflower火把花种子可以种在耕地上并长成火把花The full-grown flower can be harvested and replanted长成的火把花可被收割并重新种植The Torchflower can be crafted into Orange Dye火把花可用于制作橙色染料
Pitcher Plant
瓶子草
The Sniffer can occasionally sniff up a Pitcher Pod item嗅探兽有时会挖出瓶子草荚果The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop瓶子草荚果可以种在耕地上并长成瓶子草植株The Pitcher Crop has five growth stages瓶子草植株有五个生长阶段Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant长成后,瓶子草植株可被收割,合成为两个方块高的瓶子草The Pitcher Plant can be crafted into Cyan Dye瓶子草可用于制作青色染料
Smithing
锻造
Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications锻造台经过重新设计,现在可用于升级或自定义装备Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template并排的槽位可用于组合装备和材料,同时新增一个槽位,需要放置锻造模板Smithing Templates define what type of upgrade you will be making to a piece of equipment锻造模板决定了你要对装备做出哪种类型的升级
It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade它同时指定你可以升级的物品种类,以及自定义升级需要的材料There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade目前有两类锻造模板:盔甲纹饰和下界合金升级
Smithing Templates are consumed when used to upgrade an item in the Smithing Table在锻造台内使用锻造模板来升级物品时,锻造模板将会被消耗You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template你可以在工作台内使用 7 颗钻石、1 个锻造模板的材质方块以及 1 个锻造模板来复制锻造模板,这会输出 2 个相同的锻造模板
Armor Trims
盔甲纹饰
You can now visually customize your armor with a variety of unique trims at the Smithing Table你现在可以在锻造台上使用多种不同的纹饰来自定义盔甲的外观Armor trims are purely visual with no gameplay benefits盔甲纹饰仅提供视觉效果而没有任何游戏上的增益Armor trims can be applied to Helmets, Chestplates, Leggings and Boots盔甲纹饰只能应用在头盔、胸甲、护腿和靴子上
All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material所有纹饰图案在盔甲物品的图标上看起来相同,但实际颜色会随纹饰材质而变化To check which trim pattern a piece of armor has, you can hover over it in the inventory要想知道盔甲上有哪些纹饰图案,你可以在物品栏内悬停查看
Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:盔甲纹饰锻造模板可以在世界各地觅得,以下所列举的结构都有它能提供的独特的锻造模板:
Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims古迹废墟:向导盔甲纹饰, 牧民盔甲纹饰, 塑造盔甲纹饰, 雇主盔甲纹饰Pillager Outpost: Sentry Armor Trim掠夺者前哨站:哨兵盔甲纹饰Desert Pyramid: Dune Armor Trim沙漠神殿:沙丘盔甲纹饰Shipwreck: Coast Armor Trim沉船:沙滩盔甲纹饰Jungle Temple: Wild Armor Trim丛林神庙:荒野盔甲纹饰Ocean Monument: Tide Armor Trim海底神殿:潮汐盔甲纹饰Ancient City: Ward and Silence Armor Trims远古城市:监守盔甲纹饰、幽静盔甲纹饰Woodland Mansion: Vex Armor Trim林地府邸:恼鬼盔甲纹饰Nether Fortress: Rib Armor Trim下界要塞:肋骨盔甲纹饰Bastion Remnant: Snout Armor Trim堡垒遗迹:猪鼻盔甲纹饰Stronghold: Eye Armor Trim要塞:眼眸盔甲纹饰End City: Spire Armor Trim末地城:尖塔盔甲纹饰
Smithing Templates are found in chests in their respective structure锻造模板可以在对应的结构的箱子内找到
Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel古迹废墟没有箱子,锻造模板通过刷可疑的沙砾获得The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death海底神殿没有箱子,远古守卫者有时候会在死亡时掉落一个锻造模板
Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!一些锻造模板的稀有度较其它的更高,所以和你的伙伴们一起出发寻找它们!An armor trim has two properties: a pattern and a material盔甲纹饰有两个属性:图案和材质
The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim图案取决于你制作纹饰时用到的锻造模板,表现为盔甲上纹饰的图案The material is defined by which ingredient you used to apply the trim, and controls the color of the trim材质取决于你制作纹饰时用到的材料,表现为纹饰的颜色
The viable ingredients you can use to define the color of your armor trim are the following:你可以使用下列材料来决定盔甲纹饰的颜色:
Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz铁、铜、金、青金石、绿宝石、钻石、下界合金、红石、紫水晶及石英
Netherite Equipment
下界合金装备
Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template下界合金装备的合成现在也需要一个升级锻造模板Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests下界合金升级锻造模板现在可以随机在堡垒遗迹的箱子中觅得
Every Treasure Room Bastion Remnant will contain 2 Smithing Templates每个宝藏房中的箱子中必有两个锻造模板
This change was made for a variety of reasons:这项改动基于以下多种目的:
Increase the time players utilize Diamond equipment before Netherite延长钻石装备的使用寿命Make Netherite equipment more significant achievement in the game's progression让下界合金装备成为游戏流程内的一个重要成就Adapt Netherite more naturally into the new Smithing Table crafting system让下界合金升级能在新的锻造台合成系统内更加自然
Camel
骆驼
Camels can be equipped with a Saddle and ridden by two players骆驼可以装备鞍,并且可由两位玩家共同骑乘Camels spawn naturally when Desert Villages generate骆驼会随沙漠村庄自然生成Camels can be tempted by holding Cactus骆驼可以被仙人掌吸引Feed Cactus to Camels to breed them喂食骆驼仙人掌可以繁殖它们Camels are tall骆驼很高
Most hostile mobs will not be able to reach you when you are on a Camel大部分敌对生物在你骑乘骆驼时无法攻击到你They can walk over Fences and Walls它们可以跨越栅栏和墙壁
Camels randomly sit down骆驼有时会趴下
While sitting, it is difficult to convince them to move它们趴下后,要让它们移动会很不容易
Camels can either walk slowly or sprint quickly骆驼既可以慢慢行走也可以快速奔跑They can also dash forward but will lose stamina for a while when doing so它们可以向前冲刺,不过会耗尽精力,需要恢复
Chiseled Bookshelf
雕纹书架
A new, chiseled variation of the Bookshelf书架的一个全新的雕纹变种Crafted with 6 Planks and 3 Wooden Slabs可以用 6 快木板和 3 个木台阶合成Can store Books, Book and Quills, and Enchanted Books可以储存书、书与笔和附魔书
Holds up to 6 Books最多能够储存 6 本书Keeps the stories and lore of your world safe用于保存您世界中的故事和传说Books can be removed and added to specific slots on the Chiseled Bookshelf书可以被放置在雕纹书架中的特定架位
Comparators can detect the last book placed/removed比较器可以检测最近一次放置/移除的书
Perfect for hiding secrets in your spooky library在闹鬼图书馆里隐藏秘密的绝佳选择
Works with Hoppers可以与漏斗联动
Shield Customization
盾牌自定义
A top Vanilla Parity feature request! A Shield can now be combined with a Banner to apply its pattern on it呼声极高的特性同步!现在可将旗帜与盾牌合成以将旗帜的图案画到盾牌上
The banner is consumed on use使用后旗帜会被消耗A Shield can be combined with a Banner only if no pattern was previously applied只有合成前没有图案的盾牌才可与旗帜合成
New Music
新音乐
Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Mesa, and Flower Forest biomes:为樱花树林、沙漠、丛林、山地和繁花森林群系加入了以下几首由 Aaron Cherof 创作的新音乐:
A Familiar Room《A Familiar Room(熟悉的房间)》Bromeliad《Bromeliad(凤梨花)》Crescent Dunes《Crescent Dunes(月牙形的沙丘)》Echo in the Wind《Echo in the Wind(风中的回响)》
Added a new music disc which can be acquired by brushing suspicious blocks in Trail Ruins. When put in a Jukebox, Relic by Aaron Cherof is played加入了一盘可通过刷古迹废墟中的可疑方块获得的唱片,在唱片机中播放时会播放 Aaron Cherof 创作的《Relic(遗物)》
Calibrated Sculk Sensors
校频幽匿感测体
A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level这是一个可以让你根据频率过滤振动信号的幽匿感测体的新变种They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table它们不会自然生成,只能通过合成获得,你可以在工作台中用 1 个幽匿感测体与 3 个紫水晶碎片合成它们One side of the Calibrated Sculk Sensor can receive a redstone signal as input校频幽匿感测体的一侧可以接受红石信号输入
The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to输入红石信号的强度将决定这个感测体单独监听的频率
They have a combined active and cooldown phase that lasts 20 game ticks它们有一个并行的激活和冷却阶段,时长为 20 游戏刻
They output their redstone signal for the first 10 game ticks它们会在前 10 个游戏刻中输出红石信号
They can detect vibrations up to 16 blocks away它们最远可检测到 16 格外的震动
Sculk Sensor Phases
幽匿感测体阶段
Sculk Sensors and Calibrated Sculk Sensors now have three phases: Inactive, Active, and Cooldown幽匿感测体和校频幽匿感测体现在有三个阶段:未激活、激活和冷却The default phase is Inactive默认阶段为未激活
This phase lasts indefinitely until the block receives a vibration此阶段会永久持续直到方块收到震动During this phase, the block is able to listen to nearby vibrations until one has been scheduled在此阶段时,方块可以接收附近的震动,直到听到特定的震动
When a scheduled vibration is received, the block switches to the Active phase当特定的震动被接收,方块会切换到激活阶段
This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors对于幽匿感测体,这个阶段时长 30 游戏刻,对于校频幽匿感测体,这个阶段时长 10 游戏刻During this phase, the block stops listening to nearby vibrations, wiggles its tendrils, and emits a Redstone signal and light在此阶段时,它们会晃动它们的卷须,放出红石信号并发光
After the Active phase has finished, the block switches to a Cooldown phase激活阶段结束后,方块会切换到冷却阶段
This phase lasts for 10 game ticks这个阶段时长 10 游戏刻During this phase, the block keeps wiggling its tendrils, but no longer emits a Redstone signal nor light在此阶段时,方块继续晃动它的卷须,但既不放出红石信号也不发光Finally, once this phase is finished, the block will switch back to the Inactive phase最终,当此阶段结束后,方块又会切换回未激活阶段
Previously, these phases had different timings:以前,这些阶段的时长有所不同:
The Active phase lasted 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors激活阶段对于幽匿感测体时长 30 游戏刻,对于校频幽匿感测体时长 10 游戏刻There was no Cooldown phase没有冷却阶段
These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them这样改动是为了避免装置频率过高地激活为其供能的幽匿感测体
Vibration Resonance
同频共振
Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors为放在幽匿感测体旁的紫水晶块添加了新的行为
If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location如果幽匿感测体接收到了振动信号,那么紫水晶块将在其所在地发出一次同样频率的振动
This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally这个新行为被称为同频共振,它的出现将允许玩家将相同频率的振动进行远程传输而无需依赖自然生成
Vibration Frequencies
震动频率
With the addition of Calibrated Sculk Sensors, vibration frequencies have been greatly simplified to prevent unwanted interference校频幽匿感测体加入后,为避免多余的干扰,震动频率已被大大简化The following are category descriptions for each frequency and the expected events that they correspond to:以下是每种频率的分类介绍,以及相关的事件:
Movement in any medium (land, liquid or air)在任何介质中走动(地面、液体或空中)Landing on any surface (land or liquid)在任何表面着陆(地面或液体中)Item interactions物品互动Gliding with an Elytra or unique mob actions (Ravager roaring, Wolf shaking, etc.)用鞘翅滑翔或特殊的生物动作(劫掠兽吼叫、狼甩水等)Equipping gear装备盔甲Interacting with a mob与生物互动Mobs and players getting damaged生物或玩家受到伤害Consuming items (drinking and eating)消耗物品(吃或喝)Blocks 'deactivating' (Door closing, Chest closing, Button unpressing, etc.)方块「取消激活」 (门关上、箱子关上、按钮复位等)Blocks 'activating' (Door opening, Chest opening, Button being pressed, etc.)方块「激活」(门开启、箱子开启、按钮激活等)Blocks changing (Cauldron water level rising, adding food to a Campfire, etc.)方块状态改变(炼药锅水位上升、在营火中添加食物等)Blocks being destroyed方块被破坏Blocks being placed方块被放置Mobs and players spawning生物或玩家生成Mobs and players dying or an explosion生物或玩家死亡或爆炸
Playable Mob Sounds
可播放生物音效
When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone当生物头颅被放置在音符盒上,玩家或红石激活该音符盒时会播放该生物的其中一种环境音效Mob Heads can be placed on top of Note Blocks without sneaking生物头颅不需要潜行就可以放在音符盒上
Piglin Mob Head
猪灵头颅
Piglins will now drop their heads when killed by a charged Creeper猪灵被闪电苦力怕击杀后将会掉落头颅Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds将猪灵头颅放置在音符盒上时会播放其一种环境音效The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking猪灵头颅被红石信号激活或被玩家佩戴时将会拍打耳朵
New Achievements
新成就
Smithing with Style - Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder个性锻造 - 至少一次使用这些锻造模板:尖塔、肋骨、监守、幽静、恼鬼、潮汐、向导Planting the Past - Plant any Sniffer seed朝花夕植 - 种下任意一种嗅探兽植物Careful Restoration - Make a Decorated Pot out of 4 Pottery Sherds
精心修复 - 使用 4 片纹样陶片合成一个饰纹陶罐
KNOWN ISSUES
已知问题
Boats that have been placed before today's update may not function correctly until they have been broken and placed again, and any mobs inside boats may be ejected when loading your world for the first time. We hope to have this issue resolved soon, but you may wish to keep a backup copy of your world just in case - thanks for your patience!
在今天更新之前放置的船只可能需要破坏并再次放置才能正常工作,并且承在船中的生物可能会被挤出船只,我们正在加紧修复这个问题,但以防万一,还是请备份您的存档 - 感谢您的耐心!
FIXES AND CHANGES
修复和改动
General
通用
Splitscreen players are no longer disconnected when one leaves (MCPE-168695)其中一个分屏玩家退出时不会再断连(MCPE-168695)iOS now requests Local Network access in order to find games on the local networkiOS 设备现在会请求授予访问本地网络的权限,用以寻找本地网络上的游戏Added a progress handler when loading into a world that will wait up to a total of 15 seconds for the primary player’s appearance to load为主要用户外观的加载过程加入了进度条,最多需要等待 15 秒Improved the time it takes to start up and load into the start screen改进了游戏从启动到开始屏幕的加载速度Fixed an issue where a locally hosted dedicated server was not found by clients on the same machine修复了客户端无法检测到在相同机器上架设的服务器的问题
Gameplay
玩法
Flying is no longer disabled when flying under Stairs (MCPE-168999)在楼梯下方飞行时,禁用飞行无效(MCPE-168999)Fixed fall damage accumulating when the player jumped on a roofed Soul Sand Bubble Column修复了玩家在灵魂沙产生的上涌气泡柱上跳跃时会累积摔落伤害的问题Players no longer take fall damage when falling through water at high speeds (MCPE-152485)玩家以高速坠入水中时不会再受到摔落伤害(MCPE-152485)After choosing the Main Menu option on the death screen, the player hitbox is now the correct size when returning to that world (MCPE-167045)现在玩家在死亡屏幕上返回主菜单后再次打开世界时,其判定箱会拥有正确的大小(MCPE-167045)Distinct green particles are now emitted by the player under effect of Hero of the Village status effect现在拥有村庄英雄效果的玩家身上会产生明显的绿色粒子
Mobs
生物
Ghasts now shoot fireballs out of their mouth instead of at eye level (MCPE-35202)恶魂现在会在嘴部高度处发射火球,而不是在眼睛高度处(MCPE-35202)Boots and Leggings no longer cause z-fighting when worn by humanoid mobs and Armor Stands人形生物和盔甲架穿戴的护腿的「裤腿」和「腰带」部分不再会产生深度冲突Mobs are now correctly positioned above the surface of Bamboo Rafts when riding them生物乘坐竹筏时现在在正确的位置Bees no longer make the player eating sound when eating (MCPE-169567)蜜蜂进食时不再会发出玩家进食的音效(MCPE-169567)
Sculk Blocks
幽匿方块
Sculk Sensors now power the block below them when active幽匿感测体现在在激活时能够为其下的方块充能Waterlogging a Sculk Shrieker will now silence its shriek sounds (MCPE-169563)现在使幽匿尖啸体含水会使其无法发出尖啸(MCPE-169563)The sounds emitted by players and mobs stepping, falling, jumping, or landing on top of Sculk Sensors are now affected by the "Players" sound slider现在玩家和生物行走、坠落、跳跃和降落在幽匿感测体上的音效由「玩家」音效滑块控制Any item use, like using a Brush or Spyglass or eating an Apple now send item interact events that cause vibrations picked up by Sculk Sensors and Wardens使用任何物品,如使用刷子或望远镜或吃苹果现在都会判定为物品互动事件,会向幽匿感测体和监守者发送震动
Blocks
方块
Wooden Logs generated in Woodland Mansions now have the correct facing (MCPE-168387)现在林地府邸中的原木拥有正确的朝向(MCPE-168387)Removed redundant ‘lava_cauldron’ block that could be placed using commands (MCPE-39974)移除了可被命令放置的 lava_cauldron 方块(MCPE-39974)Sugar Cane and Bamboo can now be placed on Moss Block甘蔗和竹子现在可以放置在苔藓方块上Conduit block now respects the lighting conditions when held in-hand or dropped现在手持或掉落物形式的潮涌核心会遵循光照渲染规则Top and bottom Door textures now rotate correctly when opened and closed for worlds versioned from 1.20 onward (MCPE-152926)现在打开和关闭状态下的门的顶部和底部纹理会正确旋转(MCPE-152926)Sugar Cane no longer generates an air pocket when generated underwater (MCPE-161096)甘蔗生成于水下时不再会生成空气(MCPE-161096)Fixed an issue where a Piston could become invisible in rare cases修复了活塞极小概率可能不可见的问题Woodland Mansion's entrance now uses Cobblestone Slabs (MCPE-169038)将林地府邸入口处的台阶更改为圆石质(MCPE-169038)Iron Bars and Glass Panes now can connect to Pistons (MCPE-64745)现在铁栏杆和玻璃板可以与活塞连接(MCPE-64745)Dead Bushes can now be placed on Grass Blocks and Moss Blocks (MCPE-125931)现在枯萎的灌木可以放置在草方块和苔藓块上(MCPE-125931)The map color for Black Terracotta now matches Java Edition (MCPE-166791)更改了黑色染色陶瓦在地图上的颜色,以匹配 Java 版 (MCPE-166791)Players no longer fall through Farmland Blocks after jumping on them玩家从耕地上起跳后不再会陷入其中Players no longer fall through Mud Blocks or Farmland Blocks if they are standing on the block as it becomes a complete block (MCPE-164677)玩家站在变成完整方块的泥巴和耕地上时不再会陷入其中(MCPE-164677)Fixed an issue where placing blocks while sneaking on an interactable block was not working as intended with client authoritative movement (MCPE-168280)修复了在可交互方块上潜行时无法正常放置方块的问题(MCPE-168280)Fixed an issue where an Armor Stand’s pose would not change when right-clicked while the player had sneak held and flying (MCPE-168548)修复了玩家飞行并按住潜行键时无法右键改变盔甲架姿势的问题(MCPE-168548)Weighted Pressure Plates now update their signal strength immediately when multiple items are placed on top (MCPE-156773)现在测重压力板在上方有多个物品时会立即更新其发出的信号强度(MCPE-156773)
Items
物品
Fixed a bug where item in Item Frames could be too small in some world templates (MCPE-163399)修复了物品展示框中的物品在某些情况下显得过小的问题(MCPE-163399)Broken and unbroken Elytra now render in-hand, in the world, and in Item Frames with the correct icon (MCPE-19700)已损坏和未损坏的鞘翅现在会在手上、世界中和物品展示框中渲染为正确的图标(MCPE-19700)
Realms
Realms
Changed the text font of the placeholder text in the New Post menu更改了新发布界面中占位符文本的字体Changed the text from "A 10 Player Realm" to "10 Players" in the card for 10 Player Realm in the Settings -> Subscription Tab将设置-订阅一栏中的 10 玩家 Realm 的卡片文本由 A 10 Player Realm 改为了 10 PlayersRealms now appear immediately on the list in the Friends tab after entering an invite code现在输入邀请码后,Realm 现在会在好友列表中立刻出现Fixes an issue that prevented a Realm from being reset修复了阻止 Realm 重置的问题Changed the Realms purple gradient background to be darker将 Realms 的紫色背景变暗了一些Fixed an issue where a Realm would generate structures that local worlds would not修复了 Realm 世界会生成本地存档不会生成的结构的问题Added a focus indicator to FAQ sections when using keyboard and mouse使用键盘和鼠标控制时,在常见问题一栏加入了焦点指示器Hid the ‘Download World’ button when there is no backup available在没有备份可用时隐藏「下载世界」按钮Fixed a bug where the Manage Subscriptions list would not populate when navigated to from a Realm's ‘Manage Realm’ page修复了由 Realm 的「管理 Realm」跳转到管理订阅列表时无法加载的漏洞
Accessibility
无障碍
Added new “Chat Message Duration” accessibility setting to change how long chat messages remain on screen (3 seconds by default)加入了新的「聊天消息留存时间」无障碍选项以更改聊天消息在屏幕上留存的时间(默认为 3 秒)Renamed “Notification Duration” to “Toast Notification Duration” and fixed an issue were the setting had no affect on how long toasts remained on display将「通知留存时间」重命名为「弹出通知留存时间」并修复了该选项无法改变弹出通知留存时间的问题The four Creative Inventory tabs now have their names read out by text-to-speechTTS 现在可朗读创造模式物品栏的四个栏位Screen reader now describes function of "Delete World" button in the Storage menu屏幕阅读器现在会描述存储一栏中的「删除世界」按钮功能Tweaked the contrast of the text inside of header for list of worlds in the Storage Settings menu增强了存储设置菜单中世界列表的标题文本对比度Potions, Tipped Arrows, and mob effects have had their colors adjusted to make them more distinguishable from each other (MCPE-168357)药水、药箭和生物效果的颜色现在有差异,以使其更容易分清(MCPE-168357)
User Interface
用户界面
Added new Trails & Tales splash screen text and loading screen tips加入了新的足迹与故事闪烁标语和加载提示Added new Trails & Tales main menu background加入了新的足迹与故事主菜单背景
View now rotates clockwise and is tilted down unless a global resource pack replaces the cubemap background现在视角会顺时针旋转并倾斜,除非有全局资源包修改了旋转背景
Loading animation for adding friends is now the correct size (MCPE-159261)添加好友的加载动画现在大小正确(MCPE-159261)The block type icon now appears in the Command Block UI screen (MCPE-159970)现在命令方块 UI 中会显示方块类型图标(MCPE-159970)The game no longer shows a retry cloud sync prompt when encountering an out of space error (MCPE-162455)遇到空间不足错误时不再会显示重新尝试云同步的提示(MCPE-162455)Screen UI now always has a focus in control when using a controller现在使用控制器时的屏幕 UI 会始终拥有控制焦点Doubled the resolution of world thumbnail images世界缩略图的分辨率现在提高了一倍Changed the world tag to no longer display "-experimental" on worlds that only use the Holiday Creator Features experiment仅开启「假日创造者功能」子选项的实验性世界不再会显示「实验」标签Button sounds will no longer sometimes occur when clicking a disabled button (MCPE-141124)点击不可用的按钮时不再会偶尔发出按钮音效(MCPE-141124)Added exclamation marks to certain splash texts that were missing to match Java Edition (MCPE-165962)为缺失感叹号的闪烁标语加入了感叹号以匹配 Java 版(MCPE-165962)Fixed capitalization in title of Behavior Pack message modal (MCPE-156331)修复了行为包消息弹窗的标题大小写不正确的问题(MCPE-156331)Fixed a bug where respawning in VR sometimes softlocked players on the death screen修复了在 VR 模式下重生时玩家有时会卡死在新的死亡屏幕中的问题Text shadowboxes now have the correct opacity on interactable block screensText shadowboxes now have the correct opacity on interactable block screensMarketplace and Dressing Room cycle buttons now show navigation chevron when using a controller and controller hints are disabled (MCPE-147711)现在使用控制器且控制器提示被禁用时,市场和更衣室的循环按钮会显示导航栏 V 形图案(MCPE-147711)Fixed that the multiplayer toggle in the Create New World screen sometimes wasn't greyed out even though the setting would have no effect修复了创建新的世界屏幕中的多人游戏选项即使无效也会偶尔不变灰的问题Fixed a graphical issue where a gamepad icon would display over another screen修复了游戏手柄图标会在其他屏幕上显示的问题
Touch Controls
触屏控制
Fixed issues with keyboard navigation on some menu screens on iOS and Android修复了 iOS 和 Android 平台上的部分菜单屏幕上的键盘指引问题
Graphical
图形
Fixed a crash when enabling ray tracing in ray tracing compatible content that was loaded into with ray tracing turned off修复了关闭光线追踪功能并加载与光线追踪兼容的内容后启用光线追踪功能可能导致的崩溃Fixed an issue in RTX where underwater light shafts from the moon would originate from the opposite angle of the moon sprite (MCPE-118898)
修复了 RTX 中的月亮在水下发出的光照来源自月亮缩略图的对角的问题(MCPE-118898)
TECHNICAL UPDATES
技术性更新
Updated Add-On Template Packs
更新的附加包模板包
Updated Add-On templates for 1.20 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks为 1.20 更新了 Add-On(附加包)模版,加入全新的资源、行为,文档可在 aka.ms/MCAddonPacks 下载
General
通用
Fixed "get_equipped_item_name" Molang query not being able to return the old name of some flattened items, eg. red_wool, to wool修复了 get_equipped_item_name Molang 序列无法返回部分物品扁平化前的 ID 的问题Introduced new entity filters "all_slots_empty" and "any_slot_empty" to allow searching for empty item slots in a designated equipment location (MCPE-153909)加入了 all_slots_empty 和 any_slot_empty 实体过滤器用于搜索指定装备位置的空物品槽(MCPE-153909)The minecraft:friction component is no longer ignored when calculating ground frictionminecraft:friction 在计算地面摩擦力时不再会被忽略Added spawn_item_event event to minecraft:spawn_entity component. This event is called when an item is spawned为 minecraft:spawn_entity 加入了 spawn_item_event 事件,生成物品时会调用该事件Attribute "speed_multiplier" in the "minecraft:boostable" component is now being parsed correctly from json file. Old behavior is maintained for "format_version" lower than 1.20 with 1.35 value rather than what the json file specifies (MCPE-164424)现在 minecraft:boostable 中的 speed_multiplier 组件可以在 JSON 文件中正确解析(MCPE-164424)Fixed incorrect content warnings for recipes that used the same blocks but with different data (MCPE-168717)修复了使用相同方块但不同数据值的配方会报出不正确的内容日志错误的问题 (MCPE-168717)Fixed custom textures that override vanilla blocks with aux metadata as a list of textures修复了使用辅助元数据覆盖原版方块作为纹理列表的自定义纹理的问题
Dedicated Server
专用服务器
Note for Linux users: Ubuntu 18.04 LTS (Bionic Beaver) will reach End of Standard Support in 2023. Accordingly, the Linux Minecraft Dedicated Server will also raise its minimum target Ubuntu version to 20.04 LTS (Focal Fossa) in a later R20 update (exact release to be determined). Minecraft server operators using Ubuntu are encouraged to prepare for this transition by updating their deployments to 20.04 LTS as soon as possible.对 Linux 用户: Ubuntu 18.04 LTS(Bionic Beaver)会在 2023 年结束支持,届时,Minecraft Linux 专用服务器的最低需求 Ubuntu 版本也将改为 20.04 LTS(Focal Fossa),该更改会在后续的 R20 更新中启用。使用 Ubuntu 的 Minecraft 服务器管理员应尽快将其服务器更新至 20.04 LTS 以适应此更改Content logs now show in dedicated server console window with a configurable log level using these new server properties:现在内容日志会使用如下属性在控制台窗口中显示,且拥有可配置的日志级别:
content-log-level - Sets the minimum level for content logs to output. Allowed values: “verbose”, “info”, “warning”, “error”. Default: infocontent-log-level - 设置最小的日志输出级别,有效值为 verbose、info、warning、error,默认值为 info
Note: This log level also affects content logs written to disk when using content-log-file-enabled=true注意:当 content-log-file-enabled=true 时,该日志级别也会影响写入磁盘中的日志级别
content-log-console-output-enabled - Enables or disables content log output to the console window. Default: infocontent-log-console-output-enabled - 启用或禁用日志的输出,默认值为 info
Commands
命令
Has item command selector now correctly detects whether or not an actor has a filled Map or Firework Star in their inventoryhas item 命令选择器现在可以正确检测活动对象的物品栏中是否有已创建的地图或烟火之星The "inputpermission" command now has a description displayed in the command dialogue preview现在 inputpermission 命令会在命令栏的预览中显示命令描述When typing a slash command, auto-complete no longer suggests block-states that are already part of the typed command (MCPE-168055)现在命令行中的自动补全不再会提示已经输入的方块状态(MCPE-168055)Improved performance when preparing commands, most noticeable when opening the command window for the first time in a world, but also when loading Command Blocks for old command versions提升了加载命令和命令窗口时的整体性能"carpet" block is now flattened into unique variants of 16 colors, namely "white_carpet", "orange_carpet", "magenta_carpet", "light_blue_carpet", "yellow_carpet", "lime_carpet", "pink_carpet", "gray_carpet", "light_gray_carpet", "cyan_carpet", "purple_carpet", "blue_carpet", "brown_carpet", "green_carpet", "red_carpet", "black_carpet"carpet 方块现已被扁平化为 16 中不同的颜色变种,分别为 white_carpet、orange_carpet、magenta_carpet、light_blue_carpet、yellow_carpet、lime_carpet、pink_carpet、gray_carpet、light_gray_carpet、cyan_carpet、purple_carpet、blue_carpet、brown_carpet、green_carpet、red_carpet 以及 black_carpet
Commands will still work with "carpet", but only new carpet name will be suggested in the command prompt使用 carpet 的命令仍有效,但预览中仅会显示建议的名称
"coral" was split into unique instances, namely "tube_coral", "brain_coral", "bubble_coral", "fire_coral", "horn_coral", "dead_tube_coral", "dead_brain_coral", "dead_bubble_coral", "dead_fire_coral" and "dead_horn_coral"coral 被拆分为 tube_coral、brain_coral、bubble_coral、fire_coral、horn_coral、dead_tube_coral、dead_brain_coral、dead_bubble_coral、dead_fire_coral 以及 dead_horn_coral
Commands will still work with "coral", but "coral" won't be suggested in the command prompt, rather the new names will使用 coral 的命令仍有效,但预览中仅会显示建议的名称
Experience Orbs now merge when spawned with the summon command (MCPE-167247)现在使用 summon 命令生成的经验球会合并到一起 (MCPE-167247)
Entities
实体
Custom entities with internal-only components or AI goals will fail to load in gameCustom entities with internal-only components or AI goals will fail to load in gameCustom entities are restricted to overriding Vanilla entities released before 1.20. Invalid entities used in the “identifier” or “runtime_identifier” field will result in content errorsCustom entities are restricted to overriding Vanilla entities released before 1.20. Invalid entities used in the “identifier” or “runtime_identifier” field will result in content errors
Items
物品
Custom items using JSON formats 1.16.100 and formats past 1.17.0 can be loaded without the Holiday Creator Feature toggle if there are no Holiday components used现在使用不含有假日创造者组件的 1.16.100 及 1.17 及以上版本 JSON 格式的自定义项目不需要开启「假日创造者功能」实验性功能开关即可加载Custom items with 'minecraft:record' now show the correct sound description in hover text and on playing in a Jukebox使用 minecraft:record 的自定义物品现在在悬浮提示中和在唱片机播放时会显示正确的声音描述Custom items with 'minecraft:durability' and 'minecraft:repairable' can be combined to repair them without requiring a custom item entry现在有 minecraft:durability 和 minecraft:repairable 的自定义物品可以一并修复而无须自定义物品条目Items with the Entity Placer item component will now successfully create the actor on air blocks if the "dispense_on" field is empty现在当 dispense_on 字段为空时,拥有 minecraft:entity_placer 物品组件的物品会在空气方块上创建一个活动对象Items with the Entity Placer item component can now be used on a Mob Spawner to change the Spawner's actor spawn type. The item must have a format version of at least 1.19.80现在在 1.19.80 及以上版本的 JSON 格式中拥有 minecraft:entity_placer 物品组件的物品可以在刷怪笼上使用以改变其活动对象的生成类型Removed the non-functional 'on_repaired' parameter from the 'minecraft:repairable' item component移除了 minecraft:repairable 物品组件中的 on_repaired 参数Released the “minecraft:display_name” item component out of experimental in json formats 1.20.0 and higher开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:display_name 物品组件Released the “minecraft:durability” item component out of experimental in json formats 1.20.0 and higher开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:durability 物品组件Released the “minecraft:fuel” item component out of experimental in json formats 1.20.0 and higher开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:fuel 物品组件Released the “minecraft:entity_placer” item component out of experimental in json formats 1.20.0 and higher开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:entity_placer 物品组件Released the “minecraft:icon” item component out of experimental in json formats 1.20.0 and higher开放了 1.20.0 及以上版本的实验性 JSON 格式中的 minecraft:icon 物品组件
Add-Ons
行为包
Fixed an issue that prevented custom entity spawn eggs from being supported in trade tables (MCPE-170184)修复了自定义实体的刷怪蛋在交易列表中不受支持的问题(MCPE-170184)
Molang
Molang
Fixed a crash affecting some Marketplace packs preventing them from loading修复了导致市场资源包无法加载的漏洞
There is now a limit on the amount of nested sub-expressions each Molang expression can have
对每个 Molang 表达式所能拥有的嵌套子表达式数量进行了限制
EXPERIMENTAL TECHINCAL FEATURES
实验性技术特性
Camera Command
摄像头命令
Added /camera command as part of the experimental Cameras toggle加入了 /camera 命令作为实验性摄像头控制的一部分
This command can switch to custom camera perspectives or fade the screen这个命令用于修改玩家的相机视角和屏幕的淡入淡出Use /help camera to get a full list of options使用 /help camera 可以获得详细说明
Added a new experimental Cameras toggle to allow for custom camera perspectives加入了实验性的摄像头切换以允许自定义的摄像头角度
Items
物品
Items with the ‘minecraft:throwable’ component now trigger the ‘throw’ sound effect when used现在拥有 minecraft:throwable 组件的物品在使用时会触发 throw 音效
Add-Ons
行为包
Added PlacementDirection and PlacementPosisition BlockTraits加入了 PlacementDirection 和 PlacementPosisition 方块特征
The PlacementDirection trait can enable the "minecraft:cardinal_direction" and/or "minecraft:facing_direction" states on a block.PlacementDirection 特征可启用 minecraft:cardinal_direction 和/或 minecraft:facing_direction 的方块状态
"minecraft:cardinal_direction" is a four value string state ["north", "south", "east", "west"] that describes what cardinal direction the player was facing when they placed the block.minecraft:cardinal_direction 是一个有四个值的字符串状态 ["north", "south", "east", "west"] 能够描述玩家在放置该方块时的基准方向"minecraft:facing_direction" is a six value string state ["down", "up", "north", "south", "east", "west"] that describes what direction the player was facing when they placed the block.minecraft:facing_direction 是一个有六个值的字符串状态 ["down", "up", "north", "south", "east", "west"] 能够描述玩家放置该方块时的方向Values for these states are set when the block is placed.这些状态的值会在方块被放置时设定
The PlacementPosition trait can enable the "minecraft:block_face" and/or "minecraft:vertical_half" states on a block.PlacementPosition 特征可启用 minecraft:block_face 和/或 minecraft:vertical_half 的方块状态
"minecraft:block_face" is a six value string state ["down", "up", "north", "south", "east", "west"] that describes what face the block was placed on.minecraft:block_face 是一个有六个值的字符串状态 ["down", "up", "north", "south", "east", "west"] 能够描述方块放置时的朝向"minecraft:vertical_half" is a two value string state ["bottom", "top"] that describes whether the block was placed in the upper or lower half of a block position.minecraft:vertical_half 是一个有两个值的字符串状态 ["bottom", "top"] 能够描述该方块在一个方块位置内是被放置在上半还是下半部分Values for these states are set when the block is placed.这些状态的值会在方块被放置时设定
Can access all states associated with BlockTraits through the "block_property" Molang queries and "set_block_property" event responses.可以通过 block_property Molang队列和 set_block_property 事件响应来访问所有与方块特征关联的状态Note: Use of BlockTraits in JSON is currently behind the "Upcoming Creator Features" toggle注意:在 JSON 中使用方块特征需要开启「即将到来的创作者功能」开关
Removed "knockback_resistance" item component移除了 knockback_resistance 物品组件Pumpkin blocks use the string type state "minecraft:cardinal_direction" instead of the int type "direction" state现在南瓜方块会使用 minecraft:cardinal_direction 字符串类型状态而不是 direction 整型状态Removed "dye_powder" item component移除了 dye_powder 物品组件Items using the minimum duration for the “minecraft:fuel” component now work in the Blast Furnace and Smoker现在当物品 minecraft:fuel 组件的 duration 属性设为最小值时物品也可以在高炉和烟熏炉中正常使用
Scripting
脚本
System Events系统事件
Further separation of events into distinct before* and after* handling, with some restrictions on the execution of state updates in a before event:进一步将游戏事件拆分为 before* 和 after* 两个类别,before 事件中的状态更新有一些限制:All before events moved from world.events into world.beforeEvents property . The "before" prefix has been removed. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception.所有的 before* 事件从 events 移至 world.beforeEvents 属性中,并将 before 前缀移除。在 before* 事件的回调过程中,会改变世界状态的函数会被禁用,只读方法和属性可以正常使用,同时 set 方法的应用对象会被限制为事件对象本身,使用上述被禁用的方法和属性的行为都会导致报错For example, system.events.beforeWatchdogTerminate is now considered a "before" event. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception例如,system.events.beforeWatchdogTerminate 现在被认为是 before 事件,事件的回调过程中,会改变世界状态的函数会被禁用,只读方法和属性可以正常使用,同时 set 方法的应用对象会被限制为事件对象本身,使用上述被禁用的方法和属性的行为都会导致报错For example, system.events.scriptEventReceived is now considered an "after" event. After event callbacks are executed in a deferred manner. Using /scriptEvent something will queue script to execute at a later point例如,system.events.scriptEventReceived 现在被认为是 after 事件,after 事件的回调现在会延迟运行,使用 /scriptEvent something 会使脚本在队列中稍后的位置运行
Renamed Scripting Events重命名的脚本事件
Before Events renamed to *BeforeEvent and event signals renamed to *BeforeEventSignal将所有 before* 事件重命名为 *BeforeEvent ,对应的事件信号重命名为 *BeforeEventSignal
Example: BeforeItemUseEvent renamed to ItemUseBeforeEvent and BeforeItemUseEventSignal renamed to ItemUseBeforeEventSignal例:BeforeItemUseEvent 被重命名为 ItemUseBeforeEvent 并且 BeforeItemUseEventSignal 被重命名为 ItemUseBeforeEventSignal
Other events renamed to *AfterEvent and event signals renamed to *AfterEventSignal其它事件重命名为 *AfterEvent,对应的事件信号重命名为 *AfterEventSignal
Example: WeatherChangedEvent renamed to WeatherChangedAfterEvent and WeatherChangedEventSignal renamed to WeatherChangedAfterEventSignal例:WeatherChangedEvent 被重命名为 WeatherChangedAfterEvent 并且 WeatherChangedEventSignal 被重命名为 WeatherChangedAfterEventSignal
chat event renamed to chatSendchat 事件被重命名为 chatSend
world.events.beforeChat renamed to world.events.beforeChatSendworld.events.beforeChat 被重命名为 world.events.beforeChatSendworld.events.chat renamed to world.events.chatSendworld.events.chat 被重命名为 world.events.chatSendBeforeChatEvent renamed to ChatSendBeforeEventBeforeChatEvent 被重命名为 ChatSendBeforeEventBeforeChatEventSignal renamed to ChatSendBeforeEventSignalBeforeChatEventSignal 被重命名为 ChatSendBeforeEventSignalChatEvent renamed to ChatSendAfterEventChatEvent 被重命名为 ChatSendAfterEventChatEventSignal renamed to ChatSendAfterEventSignalChatEventSignal 被重命名为 ChatSendAfterEventSignal
Fixed a bug where BlockPermutation.resolve() would fail to resolve custom block properties修复了 BlockPermutation.resolve() 无法解析自定义方块属性的漏洞Renamed Entity.scoreboard to Entity.scoreboardIdentity将 Entity.scoreboard 重命名为 Entity.scoreboardIdentityItem Events物品事件
The ItemStartUseOnEvent now only fires for the first block that is interacted with when performing a build action现在 ItemStartUseOnEvent 事件只会以搭建时第一个交互的方块为对象触发The ItemUseOnEvent now only fires if the item is successfully used on a block现在 ItemUseOnEvent 事件只会在物品对方块成功使用时触发ItemUseOnEvent property blockLocation: Vec3 has been changed to block: Block将 ItemUseOnEvent 的 blockLocation: Vec3 属性修改为 block: BlockItemStartUseOnEvent property blockLocation: Vec3 has been changed to block: Block将 ItemStartUseOnEvent 的 blockLocation: Vec3 属性修改为 block: BlockItemStopUseOnEvent property blockLocation: Vec3 has been changed to block: Block将 ItemStopUseOnEvent 的 blockLocation: Vec3 属性修改为 block: BlockProjectileHitEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block将 ProjectileHitEvent 的 faceLocation: Vec2 属性修改为 faceLocation: Vec3 - 该坐标与方块下方的西北角有关ItemUseOnEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 - This position is relative to the bottom north-west corner of the block将 ItemUseOnEvent 的 faceLocation: Vec2 属性修改为 faceLocation: Vec3 - 该坐标与方块下方的西北角有关
EntityEntity
Added interface teleportOptions {dimension?: Dimension, rotation?: Vector2, keepVelocity?: boolean, facingLocation?: Vector3, checkForBlocks?: boolean}加入了 teleportOptions {dimension?: Dimension, rotation?: Vector2, keepVelocity?: boolean, facingLocation?: Vector3, checkForBlocks?: boolean} 接口Added interface Vector2 {x: number, y: number}加入了 Vector2 {x: number, y: number} 接口Added function tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean - Attempts to teleport the entity and returns false if the entity is unable to teleport safely (blocks surrounding teleport location or unloaded chunk)加入了 tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean 函数 - 用于尝试传送实体,在实体无法被传送时返回 false(目标位置被方块掩埋或是未加载的区块)Changed function teleport to teleport(location: Vector3, teleportOptions?: teleportOptions) : void - Teleports an entity将 teleport 函数修改为 teleport(location: Vector3, teleportOptions?: teleportOptions) : void - 传送一个实体Changed function setRotation to setRotation(rotation: Vector2) : void - Sets the entity's rotation将 setRotation 函数修改为 setRotation(rotation: Vector2) : void - 设定实体的朝向Changed function getRotation to getRotation() : Vector2 - Gets the entity's rotation将 getRotation 函数修改为 getRotation() : Vector2 - 获取实体的朝向Updated function addTag(tag: string): boolean - The tag must be less than 256 characters更新了 addTag(tag: string): boolean 函数 - 标签必须少于 256 个字符Updated method kill to return boolean instead of void. If return value is true, entity can be killed, otherwise false更新 kill 方法,其返回值现在是 boolean 而非void,如果返回值为 true,则实体可以被杀死,否则不可
Added interface EntityApplyDamageOptions . Additional options about the source of damage to use as input in Entity.applyDamage加入了 EntityApplyDamageOptions 接口,作为 Entity.applyDamage 的额外伤害来源选项输入值Added interface EntityApplyDamageByProjectileOptions . Additional options about the source of damage to use as input in Entity.applyDamage in case of projectile damage加入了 interface EntityApplyDamageByProjectileOptions 接口,作为 Entity.applyDamage 的额外弹射物伤害来源选项输入值
Updated method applyDamage . Renamed parameter source to options. Parameter type also changed from EntityDamageSource to EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions更新 applyDamage 方法,将 source 参数重命名为 options,参数类型也从 EntityDamageSource 改为 EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions
SimulatedPlayerSimulatedPlayer
Changed function getHeadRotation to getHeadRotation() : Vector2 - Gets the simulated players head rotation将 getHeadRotation 函数改为 getHeadRotation() : Vector2 - 获取模拟玩家的头朝向
TitleDisplayOptions will now accept floating point valuesTitleDisplayOptions 现在可以接受双精度浮点数值Added new WorldSoundOptions and PlayerSoundOptions interface types for use with the world.playSound and player.playSound respectively加入了 WorldSoundOptions 和 PlayerSoundOptions 接口类别以分别利用 world.playSound 和 player.playSound
World.playSound now requires a location argumentWorld.playSound 现在需要 location 参数When calling playMusic and queueMusic, an error will now be thrown if musicOptions.volume is less than 0.0调用 playMusic 和 queueMusic 时,musicOptions.volume 小于 0.0 时会报错When calling playMusic and queueMusic, an error will now be thrown if musicOptions.fade is less than 0.0调用 playMusic 和 queueMusic 时,musicOptions.fade 小于 0.0 时会报错When calling playSound, an error will now be thrown if soundOptions.pitch is less than 0.01调用 playSound 时,soundOptions.pitch 小于 0.01 时会报错When calling playSound, an error will now be thrown if soundOptions.volume is less than 0.0调用 playSound 时,soundOptions.volume 小于 0.0 时会报错
Entity objects now persist across dimension changes and chunk reloading. This means that if you have a reference to an invalid Entity, it will become usable once the Entity has been transferred or reloaded. You can check whether an Entity is loaded or unloaded by reading its lifetimeState property实体会现在会跨维度和在区块重载后继续存在,这代表如果你想查询一个无效实体,它会在被维度传送或重载后可用,您可以通过读取它的 lifetimeState 属性来查询其是否加载Added read-only property lifetimeState - Returns the lifetime state of the Entity. Valid values include "loaded" and unloaded"加入了只读属性 lifetimeState - 用于返回实体的生命状态,有 loaded 和 unloaded 两种返回值ItemDefinitionTriggeredEventItemDefinitionTriggeredEvent
Renamed property item to itemStack将属性 item 重命名为 itemStack
ItemStartUseOnEventItemStartUseOnEvent
Renamed property item to itemStack将属性 item 重命名为 itemStackReplaced function getBlockLocation with read-only property blockLocation: Vector3将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3Removed function getBuildBlockLocation移除了函数 getBuildBlockLocation
ItemStopUseOnEventItemStopUseOnEvent
Renamed property item to itemStack将属性 item 重命名为 itemStackReplaced function getBlockLocation with read-only property blockLocation: Vector3将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3
ItemUseEventItemUseEvent
Renamed property item to itemStack将属性 item 重命名为 itemStack
ItemUseOnEventItemUseOnEvent
Renamed property item to itemStack将属性 item 重命名为 itemStackReplaced function getBlockLocation with read-only property blockLocation: Vector3将函数 getBlockLocation 替换为只读属性 blockLocation: Vector3Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2将属性 faceLocationX 和 faceLocation 替换为只读属性 faceLocation: Vector2
BlockHitInformationBlockHitInformation
Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2将属性 faceLocationX 和 faceLocation 替换为只读属性 faceLocation: Vector2
After Eventsafter 事件
All non-before events have been moved from world.events to world.afterEvents所有非 before 事件都由 world.events 移动到 world.afterEventsevents has been removed from the world objectevents 被从 world 目标中移除After events do not execute immediately, instead they are deferred until a later point in the tick when they are flushed. It is guaranteed that all events fired in a tick are flushed within a tickafter 事件不会马上进行,它们会在触发后延迟运行,所有在该游戏刻内触发的事件都会在该游戏刻内运行
Fixed a bug where modified equipment and container slots were not being synced to clients修复了装备和容器空位没有被同步至客户端的漏洞@minecraft/server@minecraft/server
Renamed BlockProperties to BlockStates将 BlockProperties 重命名为 BlockStatesRenamed BlockPermutation.getAllProperties to BlockPermutation.getAllStates将 BlockPermutation.getAllProperties 重命名为 BlockPermutation.getAllStatesRenamed BlockPermutation.getProperty to BlockPermutation.getState将 BlockPermutation.getProperty 重命名为 BlockPermutation.getState
Added class EffectTypes加入了 EffectTypes 类
Added function get(identifier: string): EffectType - Returns the effect type if it exists加入了 get(identifier: string): EffectType 函数 - 存在时返回效果类别Added function getAll(): EffectType[] - Returns all of the effects加入了 getAll(): EffectType[] 函数 - 返回所有效果
Updated class Effect更新了 Effect 类
Updated duration property. Is the duration of the effect in ticks更新了 duration 属性,是该游戏刻中效果的持续时间Added property typeId . Returns the effect’s type id加入了 typeId 属性,返回效果的类别 id
Added interface EntityEffectOptions { amplifier?: number, showParticles?: boolean }加入了 EntityEffectOptions { amplifier?: number, showParticles?: boolean } 接口Added function Entity.removeEffect(effectType: EffectType | string): boolean - Removes an effect from an Entity. Returns false if the effect is not found or does not exist加入了 Entity.removeEffect(effectType: EffectType | string): boolean 函数 - 移除一个实体的一个效果,如果该效果未找到或不存在则返回 falseUpdated function Entity.getEffect(effectType: EffectType | string): Effect | undefined - Gets the effect if it exists on the entity. Otherwise returns undefined更新了 Entity.getEffect(effectType: EffectType | string): Effect | undefined 函数 - 如果效果存在于实体则获取,否则返回 undefinedUpdated function Entity.addEffect(effectType: EffectType | string, duration: number, options?: EntityEffectOptions): boolean - Adds an effect to the Entity. Returns false if the effect cannot be added (If the effect does not exist, the duration is negative)更新了 Entity.addEffect(effectType: EffectType | string, duration: number, options?: EntityEffectOptions): boolean 函数 - 为实体添加一个效果,如果效果不能被添加则返回 false(如果效果不存在,则持续时间为负数)New APIs moved from beta to stable @minecraft/server 1.2.0:@minecraft/server 1.2.0 中的新 API 由 beta 移动至 stable:
Moving applyDamage(amount: number, options?: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions): boolean to 1.2.0将 applyDamage(amount: number, options?: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions): boolean 移至 1.2.0Moving kill(): boolean to 1.2.0将 kill(): boolean 移至 1.2.0Moving EntityApplyDamageOptions to 1.2.0将 EntityApplyDamageOptions 移至 1.2.0Moving EntityApplyDamageByProjectileOptions to 1.2.0将 EntityApplyDamageByProjectileOptions 移至 1.2.0Moving EntityDamageCause to 1.2.0将 EntityDamageCause 移至 1.2.0Moving addTag(tag: string) to 1.2.0将 addTag(tag: string) 移至 1.2.0Moving removeTag(tag: string) to 1.2.0将 removeTag(tag: string) 移至 1.2.0Moving hasTag(tag: string) to 1.2.0将 hasTag(tag: string) 移至 1.2.0Moving getTags() to 1.2.0将 getTags() 移至 1.2.0Moved Container, BlockInventoryComponent, a nd EntityInventoryComponent to 1.2.0将 Container, BlockInventoryComponent, a nd EntityInventoryComponent to 1.2.0Moved Music APIs from beta to stable将音乐 API 从 beta 移至 stableMoved Sound APIs from beta to stable将音效 API 从 beta 移至 stableMoved ModalFormData, MessageFormData, and ActionFormData to 1.0.0将 ModalFormData、MessageFormData 以及 ActionFormData 移至 1.0.0Fixed bug in response of MessageFormResponse where selection was inverted from which button was selected. button1 now refers to the left button and results in a selection of 0 and button2 now refers to the right button and results in a selection of 1修复了 MessageFormResponse 的响应中按下的按钮和选择相反的漏洞Moved ItemStack constructor and getter APIs to 1.2.0将 ItemStack constructor 和 getter APIs 移至 1.2.0Moved EntityItemComponent, ItemComponent, ItemType, and ItemLockMode to 1.2.0将 EntityItemComponent、ItemComponent、ItemType 以及 ItemLockMode 移至 1.2.0Moving applyImpulse(vector: Vector3): void to 1.2.0将 applyImpulse(vector: Vector3): void 移至 1.2.0Moving applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void to 1.2.0将 applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void 移至 1.2.0Moving clearVelocity(): void to 1.2.0将 clearVelocity(): void 移至 1.2.0Moved runCommand from beta to 1.2.0将 runCommand 从 beta 移至 1.2.0Moving getComponent(componentId: string): EntityComponent | undefined method to 1.2.0将 getComponent(componentId: string): EntityComponent | undefined 方法移至 1.2.0Moving getComponents(): EntityComponent[] method to 1.2.0将 getComponents(): EntityComponent[] 方法移至 1.2.0Moving hasComponent(componentId: string): boolean method to 1.2.0将 hasComponent(componentId: string): boolean 方法移至 1.2.0Moving EntityComponent class to 1.2.0将 EntityComponent 类移至 1.2.0Moving EntityBaseMovementComponent class to 1.2.0:将 EntityBaseMovementComponent 类移至 1.2.0:
Moving readonly maxTurn: number property to 1.2.0将只读的 maxTurn: number 属性移至 1.2.0Moving the following additional EntityBaseMovementComponent subclasses to 1.2.0:将以下附加的 EntityBaseMovementComponent 子类移至 1.2.0:
EntityMovementAmphibiousComponentEntityMovementAmphibiousComponentEntityMovementBasicComponentEntityMovementBasicComponentEntityMovementFlyComponentEntityMovementFlyComponentEntityMovementGenericComponentEntityMovementGenericComponentEntityMovementHoverComponentEntityMovementHoverComponentEntityMovementJumpComponentEntityMovementJumpComponentEntityMovementSkipComponentEntityMovementSkipComponent
Renamed EntityIsDyableComponent class to EntityIsDyeableComponent and moved to 1.2.0重命名 EntityIsDyableComponent 类为 EntityIsDyeableComponent 并移至 1.2.0Moving the following additional EntityComponent subclasses to 1.2.0:将以下附加的 EntityComponent 子类移至 1.2.0:
EntityCanClimbComponentEntityCanClimbComponentEntityCanFlyComponentEntityCanFlyComponentEntityCanPowerJumpComponentEntityCanPowerJumpComponentEntityColorComponentEntityColorComponentEntityFireImmuneComponentEntityFireImmuneComponentEntityFloatsInLiquidComponentEntityFloatsInLiquidComponentEntityFlyingSpeedComponentEntityFlyingSpeedComponentEntityFrictionModifierComponentEntityFrictionModifierComponentEntityGroundOffsetComponentEntityGroundOffsetComponentEntityIsBabyComponentEntityIsBabyComponentEntityIsChargedComponentEntityIsChargedComponentEntityIsChestedComponentEntityIsChestedComponentEntityIsHiddenWhenInvisibleComponentEntityIsHiddenWhenInvisibleComponentEntityIsIgnitedComponentEntityIsIgnitedComponentEntityIsIllagerCaptainComponentEntityIsIllagerCaptainComponentEntityIsSaddledComponentEntityIsSaddledComponentEntityIsShakingComponentEntityIsShakingComponentEntityIsShearedComponentEntityIsShearedComponentEntityIsStackableComponentEntityIsStackableComponentEntityIsStunnedComponentEntityIsStunnedComponentEntityIsTamedComponentEntityIsTamedComponentEntityMarkVariantComponentEntityMarkVariantComponentEntityPushThroughComponentEntityPushThroughComponentEntityScaleComponentEntityScaleComponentEntitySkinIdComponentEntitySkinIdComponentEntityVariantComponentEntityVariantComponentEntityWantsJockeyComponentEntityWantsJockeyComponent
Enchantments附魔
Removed MinecraftEnchantmentTypes class. Use MinecraftEnchantmentTypes from @minecraft/vanilla-data module for minecraft version specific information.移除了 MinecraftEnchantmentTypes 类,使用来自 @minecraft/vanilla-data 模型和 Minecraft 版本信息的 MinecraftEnchantmentTypesAdded support for "strings" in all Enchantment methods for specifying the enchantment type现在附魔类型可以用字符串指定
source on ExplosionBeforeEvent is now an optional property because explosions may not have a source现在 ExplosionBeforeEvent 的 source 为可选项,因为爆炸可能没有来源Tameable ComponentTameable Component
Removed unimplemented tameEvent from TameableComponent移除了 TameableComponent 中的未实现的 tameEvent
Updated API to better handle operations outside of loaded and ticking areas更新了 API 以更好地处理未加载和非常加载区块的操作PositionInUnloadedChunkError: Exception thrown when trying to interact with a Block object that isn't in a loaded and ticking chunk anymore现在与处于未加载和非常加载区块的 Block 物体交互会抛出 PositionInUnloadedChunkError: Exception 错误PositionOutOfWorldBoundariesError: Exception thrown when trying to interact with a position outside of dimension height range现在与维度高度限制之外的区域交互会抛出 PositionInUnloadedChunkError: Exception 错误DimensionDimension
getBlock now returns an optional Block to reflect it might return 'undefined' if asking for a block at an unloaded chunkgetBlock 现在的返回 Block 值现在为可选项,当指定方块处于未加载区块内时会返回 undefined
SignsSigns
Added optional SignSide parameter to functions setText, getText, getRawText, setTextDyeColor, and getTextDyeColor on BlockSignComponent to support getting and setting text and colors on both sides of signs向 BlockSignComponent 中的 setText、getText、getRawText、setTextDyeColor 和 getTextDyeColor 加入了可选的 SignSide 参数以支持获取和设置告示牌两边的文字和文字颜色Added isWaxed property to BlockSignComponent indicating whether players can edit the sign or not向 BlockSignComponent 加入了 isWaxed 属性以表明玩家是否可以编辑告示牌Added setWaxed method to BlockSignComponent to block players from editing the sign向 BlockSignComponent 加入了 setWaxed 方法以禁止玩家编辑告示牌
runCommand and runCommandAsync on Dimension and Entity can now fail with a CommandErrorDimension 和 Entity 的 runCommand 和 runCommandAsync 函数现在可以报错
runCommand can throw a CommandError exceptionrunCommand 会抛出 CommandError 错误runCommandAsync will pass a CommandError into the reject handlerrunCommandAsync 会将 CommandError 移交至 reject 处理器
【希铁石z 译自官网 2023 年 06 月 07 日发布的 Trails & Tales Update Now Available on Bedrock;原作者 Matt Gartzke,部分翻译参考了中文 Minecraft Wiki】
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