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Minecraft Java版 23w06a 发布

sky_tianle 2023-2-10 14:21:35 版本资讯 阅读 1090

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Minecraft: Java Edition - Snapshot 23w06a
Minecraft: Java 版 —— 23w06a 快照


Today we are bringing you the damage command and new display entities.
我们今天带来的是 damage 命令和新的展示用实体。

Damage safely!
安全地造成伤害!

CHANGES
更改

  • Jukeboxes now emit a note particle above them while playing a music disc to match Bedrock
  • 唱片机现在会在播放曲目时向上发出音符粒子,以匹配基岩版



ACCESSIBILITY
辅助功能

  • Added a new option in the Accessibility menu called Damage Tilt for controlling the amount of camera shake when being hurt
  • 在辅助功能菜单中添加 Damage Tilt 选项,用于控制收到伤害时镜头倾斜的程度for controlling the amount of camera shake when being hurt
  • Added a tooltip in the Key Binds screen that specifies which keybinds are conflicting
  • 在“按键绑定”屏幕中加入了提示框,用于显示冲突的按键
  • "Notification Display Time" accessibility option was renamed to "Notification Time"
  • “通知显示时长”辅助功能选项的英文名称由“Notification Display Time”改为“Notification Time”。



UPDATED CREATE NEW WORLD SCREEN
更新“创建新的世界”屏幕
  • Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab
  • 现在各标签页可以使用 Ctrl+Tab 和 Ctrl+Shift+Tab 按键以进行切换
  • Specific tabs can also be navigated to by pressing Ctrl+Tab Number
  • 特定的标签页可使用 Ctrl+Tab+数字键 切换
    • For example, Ctrl+2 navigates to the second tab
    • 举例, Ctrl+2 会切换到第二个标签页

  • Added a screen to easily enable/disable experimental features
  • 加入新的屏幕,用于快速启用/禁用实验性功能
    • The screen can always be found under the More-tab
    • 此屏幕总是可以在“更多”标签页中找到
    • In snapshots a shortcut button can be found under the Game-tab
    • 若为快照版本,此屏幕还可在“游戏”标签页中快捷进入





CREATIVE MENU
创造模式物品栏

  • Added painting variants to creative menu
  • 向创造模式物品栏中加入了各种画
  • Paintings with pre-defined variant will now display author and title in description when hovered over
  • 若为预定义的种类,其名称、作者和尺寸会显示在提示框中


TECHNICAL CHANGES
技术性更改

  • Added display entities for flexible display of items, blocks and text
  • 添加展示用实体以灵活展示物品、方块和文本
  • Added a damage command for applying damage to entities
  • 添加 damage 命令用于对实体造成伤害
  • Added --pidFile argument to dedicated server command line for printing process id to file
  • 为专用服务器命令行添加 --pidFile 参数,用于把 进程id 写入到文件里
  • Added the following game events:
  • 添加游戏事件(幽匿感测体的可感测事件)如下:
    • entity_dismount with a vibration frequency of 6
    • entity_dismount 信号强度为 6
    • entity_mount with a vibration frequency of 7
    • entity_mount 信号强度为 7

  • Added a group of entities to display items, blocks and text
  • 添加一系列实体,用于展示物品、方块和文本
  • Added execute summon to allow customization of a newly spawned entity
  • 添加 execute summon 用于自定义新实体生成



DISPLAY ENTITIES
展示用实体

Three new entities have been added for flexible display of items, blocks and text
添加了三个新实体用于灵活展示物品、方块和文本

  • Those entities, similarily to marker, don't tick and have no collisions or physics
  • 这些实体与 marker (标记)类似,不会导致更新,且没有碰撞箱和物理效果
  • Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform
  • 模型在实体所在的位置渲染,并正常绕X轴和Y轴旋转(即可以被传送命令控制旋转角度),但同时也受到任意的模型变换影响



COMMON DATA TYPES
通用数据类型

Tag contents for those entities include some new data types with complex structure.Any form can be used for modifying data, but only one form is used for saving.
上述实体的字段包含一些结构复杂的新数据类型,每种数据类型接受2种形式,但只有其中1个会用于存档。


ROTATION
ROTATION

  • Quaternion form (used for saving): array of 4 numbers, describing components (x, y, z, w)
  • 四元数形式(用于存档):由4个数字组成的数组,分别表示 (x, y, z, w) 4个分量。
  • Axis-angle form: object with following fields:
  • 轴-角度形式:具有以下字段:
    • axis - 3d vector
    • axis - 三维向量
    • angle - in radians
    • angle - 弧度





TRANSFORMATION
TRANSFORMATION

Arbitrary affine transform
任意仿射变换

  • Matrix form: array of 16 numbers, describing row-major matrix
  • 矩阵形式: array of 16 numbers, describing row-major matrix
  • Decomposed form (used for saving): object with following fields:
  • 分解形式(用于存档):具有以下字段:
    • translation - 3d vector
    • translation - 三维向量
    • left_rotation,right_rotation - rotation
    • left_rotation,right_rotation - rotation
    • scale - 3d vector
    • scale - 三维向量
    • Transforms are composed in order translation,left_rotation,scale,right_rotation
    • 变换将按 translation,left_rotation,scale,right_rotation 顺序进行





INTERPOLATION
插值

Some properties of display entites can be interpolated. That means that clients will see gradual changes over time instead of instantenous jumps.
展示用实体的部分属性可使用插值。用来在客户端营造渐变效果,而非跳跃式的突变。

Display entities keep track of current and previous values of interpolated values:
这些实体会记录当前值和插值前的先前值:

  • All properties marked as "interpolated" are part of a single interpolation set
  • 以下所有被标记为“可插值”的属性都是单个插值集的一部分
  • Any update to interpolated property will cause all values of interpolation set to be saved as "current"
  • 任何对可插值的属性的更新都会导致插值集里面的所有值被保存为“当前值”
    • Data command executions that do not change value of property (even if it's present in NBT) do not count as updates
    • 没有改变属性值的 data 命令执行(即使存在于 NBT)不视为更新 do not count as updates
    • Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as single update
    • 每个刻同步到客户端的更新最多只有一次,即命令内的多次更新依然算作一次

  • Previous current values are saved as "previous"
  • 先前的当前值会被保存为“先前值”
  • If interpolation is enabled, entity will transition between "previous" and "current" values over time
  • 启用插值时,实体将随时间在“先前值”和“当前值”间过渡
  • Start of interpolation (entity fully in "previous" state) is defined by field interpolation_start(game time, in ticks)
  • 插值的开始(实体完全处于“先前值”的状态)由字段 interpolation_start(游戏时间,单位为刻)定义
    • Set to -1 to load current game time instead)
    • 设为 -1 会加载当前游戏时间

  • End of interpolation (entity fully in "current" state) is defined as interpolation_start+interpolation_duration(in ticks)
  • 插值的结束 (实体完全处于“当前值”的状态)由字段 interpolation_start+interpolation_duration(游戏时间,单位为刻)定义



COMMON PROPERTIES
通用属性

Every entity in family has the following fields:
此类型的每一个实体都有如下所示的字段:

  • transformation - transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated
  • transformation - 应用于模型的 transformation(在正常的实体旋转后)。默认为单位矩阵。可插值
  • billboard - option to control if entity should pivot to face player when rendered:
  • billboard - 用于控制这些实体是否应该在渲染时旋转并面向玩家:
    • fixed - no rotation (default)
    • fixed - 不旋转 (默认)
    • vertical - entity can pivot around vertical axis
    • vertical - 实体可绕垂直轴旋转
    • horizontal - entity can pivot around horizontal axis
    • horizontal - 实体可绕水平轴旋转
    • center - entity can pivot around center point
    • center - 实体可绕中心点旋转entity can pivot around center point

  • brightness - if present, overrides light values used for rendering. Omited by default (which means rendering uses values from entity position). Object has two fields:
  • brightness - 若存在,覆盖渲染所用的亮度值。默认省略(即渲染时会使用实体所在的地方的光照)。该复合标签有两个字段:
    • sky - value of skylight, 0..15
    • sky - 天空光照的值,0..15
    • block - value of block light, 0..15
    • block - 方块光照的值,0..15

  • view_range - maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scalling. Default value 1.0 (roughly the same as fireball)
  • view_range - 此实体的最大可视范围。实际距离也取决于客户端的渲染距离和实体渲染距离。默认值为1.0(与[color=var(--theme-link-color)]火球大致相同)
  • shadow_radius - size of shadow. Defaults to 0 (no shadow). Interpolated
  • shadow_radius - 实体阴影的大小。默认为0(无阴影)。可插值
  • shadow_strength - strength of the shadow. Controls the opacity of the shadow as a function of distance to block below. Defaults to 1. Interpolated
  • shadow_strength - 实体阴影的强度。作为随与下方方块的距离而变化的函数,控制阴影的不透明度。默认为1。可插值
  • width,height - describe size of culling bounding box. Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position. If either field is set to 0, culling is disabled. Both default to 0
  • width,height - 描述剔除边界框的大小。边界框自实体位置的所有方向纵向伸展 yy+height ,横向伸展 width/2 。若其中有一个字段设为0,则剔除被禁用。默认都为0
  • glow_color_override - override glow border color. Defaults to 0 (use team color)
  • glow_color_override - 覆盖发光边框的颜色。默认为0(使用队伍颜色)



ITEM_DISPLAY
ITEM_DISPLAY

Displays a single item stack.
展示单个物品堆。

  • Stack can be changed with commands by setting slot inventory.0
  • 使用命令设置 inventory.0 以更改物品堆


Fields:
字段:

  • item - item stack to display. Same format as in inventory (example:{id: "minecraft:dirt", Count: 1})
  • item - 要展示的物品。与物品栏中物品格式相同(举例: {id: "minecraft:dirt", Count: 1}
  • item_display - describes item model transform applied to item (as defined in display section in model JSON)
  • item_display - 描述应用到物品模型的变换(在模型 JSON 的 display 部分定义)
    • Values:none(default),thirdperson_lefthand,thirdperson_righthand,firstperson_lefthand,firstperson_righthand,head,gui,ground,fixed
    • 值: none(默认), thirdperson_lefthand, thirdperson_righthand, firstperson_lefthand, firstperson_righthand, head, gui, ground, fixed





BLOCK_DISPLAY
BLOCK_DISPLAY

Displays a block state.
展示单个方块状态。

  • Does not display block entities, even if they would normally be created on block placement (like chest)
  • 不会展示方块实体,即使它们通常在放置时即创建方块实体(例如箱子)


Fields:
字段:

  • block_state - block state to display. Same format as item held by endermen (example {Name:"minecraft:dirt"})
  • block_state - 要展示的方块状态。与末影人手持物品格式相同(举例: {Name:"minecraft:dirt"}



TEXT_DISPLAY
TEXT_DISPLAY

Displays a text component.
展示文本组件。

Fields:
字段:

  • text - text to display. Components are resolved with the context of the display entity
  • text - 要展示的文本。实体展示时会解析以下组件
  • line_width - line width used to split lines (note: new line can be also addded with \n characters). Defaults to 200
  • line_width - 用于控制换行的宽度(注:也可以使用 \n 字符换行)。默认为200
  • text_opacity - opacity (alpha component) of r endered text. Defaults to 255. Interpolated
  • text_opacity - 被渲染文本的透明度 (alpha 部分)。默认为255。可插值
  • background - color of background. Includes alpha channel. Defaults to 0x40000000. Interpolated
  • background - 背景颜色。包括 alpha 通道。默认为 0x40000000. 可插值
  • default_background - if true, rendering uses default text background color (same as in chat). Defaults to false
  • default_background - 若为 true,则渲染时使用默认的背景颜色(与聊天栏相同)。默认为 false
  • shadow - should text be displayed with shadow. Defaults to false
  • shadow - 文本是否显示阴影。默认为 false
  • see_through - should text be visible through blocks. Defaults to false
  • see_through - 文本是否可以穿透方块显示。默认为 false
  • alignment - how text should be aligned
  • alignment - 文本对齐的方向
    • Values:center(default),left,right
    • 值:center(默认), left, right




Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through
注:文本展示的背景会使用新的着色器类型 rendertype_text_backgroundrendertype_text_background_see_through


DAMAGE TYPES
伤害类型

Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handledby the game. This includes which attributes the damage has as well as which death message is used when an entity diesdue to that type of damage.
伤害类型作为一种新的注册表项,可使用数据包扩充。伤害类型可用于决定游戏如何处理伤害。包括伤害应具有哪些属性以及实体因此类型伤害死亡时将使用哪种死亡消息。

Example:
举例:

01. 02. 03. 04. 05. 06.

  • {
  •   "exhaustion": 0.1,
  •   "message_id": "arrow",
  •   "scaling": "when_caused_by_living_non_player"
  • }


[color=rgb(51, 102, 153) !important]复制代码

Fields:
字段:

  • message_id: The message id used for deaths caused by this damage type
  • message_id: 用于显示因此伤害类型而死亡的消息id
    • Will be combined with other string fragments to form a translation key
    • 将于其它字符串片段组成完整的翻译字符串Will be combined with other string fragments to form a translation key

  • exhaustion: The amount of hunger exhaustion caused by this damage type
  • exhaustion: 此伤害类型所造成的饥饿等级的提升量
  • scaling: Whether this damage type scales with difficulty levels. Possible values:
  • scaling: 伤害值是否随难度变化,可为以下值:
    • never: Damage is always the same
    • never: 伤害值始终为固定值
    • always: Damage always scales with difficulty
    • always: 伤害值始终随难度变化
    • when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player
    • when_caused_by_living_non_player: 伤害值随难度变化,若来源为非玩家实体

  • effects: Optional field controlling how damage manifests when inflicted on players. Possible values:
  • effects: 可选字段,决定伤害施加于玩家时的表现形式,可为以下值:
    • hurt(default): the default hurt sound
    • hurt(默认): 默认受伤音效
    • thorns: Thorns hurt sound
    • thorns: 荆棘受伤音效
    • drowning: Drowning sound
    • drowning: 溺水音效
    • burning: A single tick of burning sound
    • burning: 1 刻着火音效
    • poking: Berry bush poke sound
    • poking: 甜浆果丛刺伤音效
    • freezing: Freeze tick sound
    • freezing: 冻结音效

  • death_message_type: Optional field that controls if special death message variants are used. Possible values:
  • death_message_type: 可选字段,用于控制是否显示死亡消息的特殊变体,可为以下值:
    • default(default): No special death message logic is applied
    • default(默认): 不使用特殊死亡消息逻辑
    • fall_variants: Show a variant of fall damage death instead of a regular death message, e.g. death.fell.assist.item
    • fall_variants: 改为显示摔伤类死亡消息变种,例如 death.fell.assist.item
    • intentional_game_design: Show the intentional game design message instead of a regular death message
    • intentional_game_design: 改为显示“刻意的游戏设计”




Damage type tags control many aspects of how damage from different sources are interpreted.
伤害类型标签决定了不同来源伤害的处理方式。


COMMANDS
命令


DAMAGE
DAMAGE

New command to apply damage to entities.
新的命令,用于对实体造成伤害。

Syntax:
格式:

  • damage <target> <amount> [<damageType>] [at <location>]
  • damage <target> <amount> [<damageType>] [at <location>]
  • damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]
  • damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]


Parameters:
参数:

  • target: The entity to damage
  • target: 被伤害的实体
  • amount: Amount of damage to inflict
  • amount: 造成的伤害值
  • damageType: The type of damage to inflict
  • damageType: 造成的伤害类型
    • This determines how the damage affects the entity as well as which death message is displayed
    • 决定伤害影响实体的方式,以及要显示出来的死亡消息

  • entity: The entity inflicting the damage
  • entity: 造成伤害的实体
  • cause: The cause of the damage, in the case of indirect damage
  • cause: 造成伤害的来源,在间接伤害的情况下用到
    • Example: When shot by an arrow, the entity is the Arrow projectile while cause might be a Skeleton
    • 举例: 实体被箭矢射中时,  entity 表示投掷物箭, cause 也许表示一只骷髅

  • location: The location the damage originated at (when no entity caused the damage)
  • location: 伤害源位置 (当伤害并非实体引起)
    • For instance,location might represent the location of a Bed exploding in the Nether
    • 例如, location 可用于表示在下界爆炸的床的位置





EXECUTE SUMMON
EXECUTE SUMMON

New execute sub-command for summoning new entity and binding context (@s) to it. Meant to simplify entity setup and reduce need for raw NBT editing.
execute 的新子命令可用于生成新实体,并将命令执行者 (@s) 设置为它。用于简化实体设置过程
,并减少对原始 NBT 编辑的需求。

  • execute summon <entity id>
  • execute summon <entity id>



PREDICATES
谓词


DAMAGE TYPE PREDICATES
伤害类型(谓词)
The following fields have been removed from damage type predicates:is_projectile,is_explosion,bypasses_armor,bypasses_invulnerability,bypasses_magic,is_fire,is_magic,is_lightning .
移除伤害类型的下列字段
谓词:is_projectile,is_explosion,bypasses_armor,bypasses_invulnerability,bypasses_magic,is_fire,is_magic,is_lightning

A new tags array has been added. Each entry has two fields:
加入 tags 数组。数组内每一项都有以下字段:

  • id: The ID of a damage type tag
  • id: 伤害类型标签的 ID
  • expected: Whether the damage is expected to have or not have the tag for the predicate to match
  • expected: 指定的伤害类型标签是否需要使用谓词进行匹配



GAME RULES
游戏规则

  • Added doVinesSpread game rule, determining if vines will spread to nearby blocks
  • 新增 doVinesSpread 游戏规则, 决定藤蔓是否扩散到附近的方块
    • Defaults to true
    • 默认为 true




FIXED BUGS IN SNAPSHOT 23W06A
23W06A 快照修复的漏洞

  • MC-12729 - Z-fighting can be seen on leggings and boots worn by entities
  • MC-12729 - 实体穿着的护腿和靴子上会出现深度冲突
  • MC-145765 - Both "Text Background" settings strings are overflowing the buttons
  • MC-145765 - 辅助功能选项中的“文本背景”和“文本背景不透明度”两个选项的设置文本会超出按钮范围
  • MC-156443 - In some languages, text is too long and escapes buttons
  • MC-156443 - 在一些语言中,文本会太长并超出按钮范围
  • MC-198874 - Opening a Minecart with Hopper provokes Piglins, even though opening a Hopper doesn't provoke them
  • MC-198874 - 打开漏斗不激怒猪灵,但打开漏斗矿车会
  • MC-209622 - Sculk sensors do not detect item frame / glow item frame interactions
  • MC-209622 - 幽匿感测体不能感测到对物品展示框和荧光物品展示框交互的动作
  • MC-209896 - Sculk sensors are not activated upon placing glowstone into respawn anchors
  • MC-209896 - 向重生锚中放荧石的充能动作不激活幽匿感测体
  • MC-209929 - Sculk sensors are not activated upon filling composters
  • MC-209929 - 填充堆肥桶不激活幽匿感测体
  • MC-210276 - Sculk sensors are not activated upon trampling farmland
  • MC-210276 - 踩踏耕地不激活幽匿感测体
  • MC-210294 - Sculk sensors are not activated upon mounting or dismounting any non-biological entities
  • MC-210294 -  骑乘或脱离非生物实体不激活幽匿感测体
  • MC-210334 - Sculk sensors are not activated upon sheep being dyed
  • MC-210334 - 给绵羊染色不激活幽匿感测体
  • MC-210707 - Sculk sensors are not activated upon closing chest boats, chest rafts, or chest minecarts
  • MC-210707 - 关闭运输船、运输竹筏或运输矿车不激活幽匿感测体
  • MC-210715 - Sculk sensors are not activated upon attaching or removing leads from entities
  • MC-210715 - 为实体上拴绳或下拴绳不激活幽匿感测体
  • MC-212501 - Sculk sensors are not activated upon collecting books from lecterns
  • MC-212501 - 从讲台上取书不激活幽匿感测体
  • MC-213803 - Sculk sensors are not activated upon harvesting glow berries from cave vines
  • MC-213803 - 从洞穴藤蔓上收取发光浆果不激活幽匿感测体
  • MC-215767 - Sculk sensors do not detect turtles laying an egg
  • MC-215767 - 海龟下蛋不激活幽匿感测体
  • MC-233972 - Text can appear outside of buttons in the key binds menu when assigning keys to functions or when multiple functions are assigned to the same key
  • MC-233972 - 按键绑定菜单中,正在给按键分配功能时或一个按键被分配了多个功能时,按钮文本会出现在按钮范围外
  • MC-236988 - Sculk sensors are not activated upon using shears on cave/twisting/weeping vines or kelp
  • MC-236988 - 对洞穴藤蔓、缠怨藤、垂泪藤或海带使用剪刀不激活幽匿感测体
  • MC-237450 - The "Simulation Distance" text can appear outside of its slider
  • MC-237450 - “模拟距离”选项文本可以超出滑块范围
  • MC-237879 - Sculk sensors are not activated upon villagers working with composters
  • MC-237879 - 村民在堆肥桶上工作不激活幽匿感测体
  • MC-249878 - Text can appear outside of the "Device" button within the music and sound options menu
  • MC-249878 - 音乐和声音选项菜单中的“设备”选项的文本可以出现在按钮范围外
  • MC-251917 - No gear equipping sound or subtitle when a shield is placed into the offhand slot
  • MC-251917 - 将盾牌放入副手槽时不播放音效,也没有对应的字幕
  • MC-251934 - Sculk sensors are not activated upon frogs laying frogspawn
  • MC-251934 - 青蛙产卵不激活幽匿感测体
  • MC-252434 - Sculk sensors are activated when interacting with fences while holding leads
  • MC-252434 - 手持拴绳时与栅栏交互不激活幽匿感测体
  • MC-257873 - Swapping an armor piece with an armor piece of the same type doesn't play its equipping sound
  • MC-257873 - 手持盔甲与盔甲槽中同种类的盔甲交换位置时不播放音效
  • MC-258156 - The Warden does not deal the same amount of damage to the player and entities in difficult mode
  • MC-258156 - 困难难度下,监守者对玩家与实体造成的伤害不相等
  • MC-258622 - Fire charge isn't in the Ingredients tab in creative inventory
  • MC-258622 - 创造模式物品栏中,火焰弹不属于原材料
  • MC-259193 - The "Notification Display Time" text can appear outside of its slider
  • MC-259193 - “通知显示时长”选项文本可以超出滑块范围
  • MC-259195 - Using /ride on an entity in another dimension causes client/server desync
  • MC-259195 - 对另一个维度中的实体使用 /ride 命令会导致服务端与客户端间的不同步
  • MC-259197 - The damage tilt effect isn't accessible-friendly
  • MC-259197 - 伤害倾斜效果不可通过辅助功能选项控制
  • MC-259221 - Using the "/ride" command on invalid entities teleports players to their position
  • MC-259221 -对无效实体使用 /ride 命令会使玩家传送到此实体的位置上
  • MC-259224 - Blocking attacks with shields causes the damage tilt to play and red damage tint to show
  • MC-259224 - 用盾阻挡攻击会使伤害倾斜动画和受伤的红色效果播放出来
  • MC-259227 - /execute if loaded alone always fails
  • MC-259227 - 单独执行 /execute if 命令总数失败
  • MC-259233 - Argument error messages for low values are inconsistently spelled
  • MC-259233 - 参数值过低的错误消息的英语文本中,各错误消息中的拼写不一致
  • MC-259245 - An enderman ridden with /ride constantly teleports if the player looks at the enderman's eyes
  • MC-259245 - 玩家看着被玩家用 /ride 骑乘的末影人时,末影人会一直传送
  • MC-259247 - The execute on owner sub-command does not select the owner of a horse, donkey, llama, or mule
  • MC-259247 - /execute on owner 子命令不选中马、驴或骡的主人
  • MC-259360 - The "selectWorld.mapFeatures.info" string is missing a comma after the word "Shipwrecks"
  • MC-259360 - The "selectWorld.mapFeatures.info" 字符串的英文文本中,“Shipwrecks”一词前缺少了一个逗号
  • MC-259432 - Single missing pixel in 'chestplate_trim' item texture
  • MC-259432 - 'chestplate_trim' 物品纹理上缺失了几个像素点
  • MC-259442 - Can't shift click items into second anvil slot
  • MC-259442 - 不能按住 shift 键将物品放入铁砧的第二个槽
  • MC-259454 - Loot table for hoglin stable chests uses the loot table for bridge chests instead
  • MC-259454 - 堡垒遗迹中疣猪兽棚战利品箱的战利品表使用的是桥战利品箱的
  • MC-259468 - empty_slot_amethyst_shard does not show in Smithing Table slot
  • MC-259468 - empty_slot_amethyst_shard 纹理不出现在锻造台槽位上
  • MC-259599 - Curse of Binding armor can be removed by swapping armor with right click in hotbar
  • MC-259599 - 手持的盔甲可以交换出已装备的附有绑定诅咒的盔甲
  • MC-259635 - The color palettes for "iron" and "iron_darker" trims are flipped
  • MC-259635 - 用于盔甲纹饰的 "iron" "iron_darker" 调色板被翻转了
  • MC-259640 - The lightest three colors of "iron" and "iron_darker" color palettes are identical
  • MC-259640 - "iron"和 "iron_darker" 两个调色板中最亮的三个像素是一样的







【氘氚人 译自feedback.minecraft.net 2023 年 2 月 9 日发布的 Minecraft: Java Edition - Snapshot 23w06a
【本文来源于MCBBS,原文链接:www.mcbbs.net/thread-1426591-1-1.html

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