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 .
将以下字段从伤害类型谓词中移除:is_projectile,is_explosion,bypasses_armor,bypasses_invulnerability,bypasses_magic,is_fire,is_magic,is_lightning。
A new tags array has been added, with the predicate matching if all entries match. Each entry has two fields:
新增 tags 数组,在所有项目匹配时通过。数组内每一项都有如下字段:
- id: The ID of a damage type tag
- id:伤害类型标签的命名空间 ID
- expected: Whether the damage is expected to have or not have the tag for the predicate to match
- expected: 指定待检测的伤害类型标签是否应当拥有指定 tag
GAME RULES
游戏规则
- Added commandModificationBlockLimit, controlling the maximum number of blocks changed in one execution of clone, fill and fillbiome
- 新增 commandModificationBlockLimit,控制单次执行 clone、 fill 和 fillbiome时可以被替换的最大方块数
- Added doVinesSpread game rule, determining if vines will spread to nearby blocks
- 新增 doVinesSpread 游戏规则,用于决定藤蔓(仅藤蔓,不包括洞穴藤蔓、缠怨藤和垂泪藤)是否能够向周围方块扩散
TEXT COMPONENTS
文本组件
Added an optional fallback field to translate text components.
新增可选的 fallback 字段到 translate 文本组件。
- The new field is a string that will be used in place of translation if it is missing
- 此字段为一字符串,在翻译文本缺失时显示
- If fallback is missing, the old behavior (i.e. using the key itself as the translation) is preserved
- 若无 fallback 字段,则使用旧处理方法(例如:使用原本的本地化键名)
DISPLAY ENTITIES
展示实体
Three new entities have been added for flexible display of items, blocks and text
新增三个展示实体,包括物品展示实体、方块展示实体和文本展示实体
- Those entities, similarily to marker, don't tick and have no collisions or physics
- 这些实体与 marker 类似,不会导致更新,没有实体碰撞,没有物理效果
- 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(即可以被传送类命令控制旋转角度),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 display entities include some new data types with a complex structure.Any form can be used for modifying data, but only one form is used for saving.
加入了 2 种新的数据类型,每种数据类型接受 2 种形式,但只有其中 1 个用于存档。
TRANSFORMATIONS
TRANSFORMATIONS
Arbitrary affine transform.
任意仿射变换。
- Matrix form: array of 16 numbers, describing row-major matrix
- 矩阵形式:由16个数字组成的数组,描述一个按行排列的矩阵
- Decomposed form (used for saving): object with following fields:
- 分解形式(用于存档):是具有以下字段的复合标签:
- translation - 3d vector
- translation - 三维向量
- left_rotation, right_rotation - rotation
- left_rotation, right_rotation - rotation 类型变量
- scale - 3d vector
- scale - 三维向量
- Transforms are composed in order translation, left_rotation, scale, right_rotation
- 按 translation, left_rotation, scale, right_rotation 的顺序进行变换
ROTATIONS
ROTATIONS
- Quaternion form (used for saving): array of 4 numbers, describingcomponents (x, y, z, w)
- 四元数形式(用于存档):由4个数字组成的数组,分别描述 (x, y, z, w) 分量
- Axis-angle form: object with following fields:
- 轴-角度形式:具有以下字段的复合标签
- axis - unit 3d vector
- axis - 三维单位向量
- angle - in radians
- angle - 弧度制的角度
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 y 至 y+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_background 和 rendertype_text_background_see_through
INTERACTION ENTITIES
交互实体
A new type of entity that records attacks ("left clicks") and interactions ("right clicks"). Interactions are invisible and of a custom size.
一种新的实体,可记录攻击("鼠标左击")和交互("鼠标右击")。交互实体不可见,并且可以自定义尺寸。
Fields:
字段:
- width: Width of the entity's bounding box (default 1)
- width: 实体边界箱的宽度(默认为 1)
- height: Height of the entity's bounding box (default 1)
- height: 实体边界箱的高度 (默认为 1)
- attack: Records the last attack action on the entity
- attack: 记录最后一次攻击行为
- interaction: Records the last interaction action on the entity
- interaction: 记录最后一次交互行为
- response: Boolean specifying if interacting should trigger a response (arm swing, sound effects, etc - default false)
- response: 布尔值,用于确定交互是否触发响应(手臂挥动, 音效等 —— 默认为 false)
ACTION FORMAT
ACTION 对象格式
When an action is stored, it always has two fields:
在记录一次行为时,action 对象始终会有两个字段:
- player: The UUID (in standard integer array format) of the player performing the action
- player:执行行为的玩家UUID (以标准整型数组格式)
- timestamp: The timestamp of the game tick when the event happened (stored as a long)
- timestamp:自事件发生开始游戏刻的时间戳 (储存为长整型)
ADVANCEMENT TRIGGERS
进度触发
- Interacting with an Interaction entity triggers player_interacted_with_entity
- 与交互实体交互触发 player_interacted_with_entity
- Attacking an Interaction entity triggers player_hurt_entity
- 攻击交互实体将触发 player_hurt_entity
EXECUTE ON WITH INTERACTIONS
EXECUTE ON 与交互实体的互动
The Interaction entity targets the player who last interacted with it. That makes the following possible:
交互(实体)指向最后与其交互的玩家,使得下列情况变得可能:
- execute on attacker: execute as the last player who attacked the entity
- execute on attacker:将最后攻击实体的玩家作为当前执行实体
- execute on target: execute as the last player who interacted with the entity
- execute on target: 将最后与实体交互的玩家作为当前执行实体
TAGS
标签
BLOCK BEHAVIOR
方块行为
- Fire burns out faster in certain biomes, and this is now controlled by the increased_fire_burnout biome tag
- 火焰在特定生物群系内更快熄灭,并且现在由 increased_fire_burnout 生物群系标签控制
MOB SPAWNING
生物生成
- The only_allows_snow_and_gold_rabbits biome tag has been renamed to spawns_gold_rabbits to match its behavior
- only_allows_snow_and_gold_rabbits 生物群系标签被重命名为 spawns_gold_rabbits,以符合此标签控制的行为
- White Rabbit variants are now controlled by the spawns_white_rabbits biome tag
- 白色兔子生成现在由 spawns_white_rabbits 生物群系标签控制
- Fox variants are now controlled by the spawns_snow_foxes biome tag
- (白色)狐狸生成现在由 spawns_snow_foxes 生物群系标签控制
MOB BEHAVIOR
生物行为
- Snow Golems melting in warm biomes is now controlled by the snow_golem_melts biome tag
- 雪傀儡在炎热生物群系内融化,由 snow_golem_melts 生物群系标签控制
- Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater
- 现在仅含有 dismounts_underwater 实体标签的实体会在没入水中时强制乘客离开
NETWORK PROTOCOL
网络协议
- Clients now reset their Secure Chat session state when receiving the login packet
- 客户端现在会在收到登录数据包时重置其安全聊天会话状态
PACKET BUNDLES
数据包(协议)
- Added new delimiter packet to clientbound game protocol
- 客户端现在可接收一种新的分隔数据包
- All packets between two delimiters are guaranteed to be processed within same tick
- 两个分隔数据包间的所有数据包保证会在同刻处理
- For security reasons this feature is not supported in the serverbound direction
- 出于安全考虑,客户端向服务端发送的数据流不支持此功能
PALETTED PERMUTATIONS
调色板配置
- paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes
- paletted_permutations 图集配置资源,可以通过调色板在内存中动态生成新纹理
- Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack
- 调色板允许直接为纹理上色,而不再需要为资源包内每个纹理变种单独制作纹理
- This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color
- 对盔甲纹饰等物品非常实用,可以直接改变盔甲的部分颜色,而不是为每一种颜色创造一个单独的纹理
- The paletted_permutations source has a set of required parameters:
- paletted_permutations 需要的参数如下:
- textures A list of namespaced locations of base textures
- textures 命名空间地址列表,指定基础纹理
- These textures will be used to generate variants of them that have been modified by color palettes
- 这些纹理将用于生成使用了颜色替换的各个变种
- palette_key A namespaced location of a color palette key file
- palette_key 命名空间地址,指定调色板键文件位置
- A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below
- 调色板键可以用来指定需要被调色板中的颜色替换的像素
- permutations A map of permutations from suffix to a namespaced location of a color palette file
- permutations 将前缀对应到调色板的命名空间地址的排列映射
- The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name
- 前缀位于输出纹理目标地址之前,与基础纹理名称间以 _ 隔开
- The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture
- 调色板是用来替换基础纹理文件中符合调色板键定义像素的纹理文件
- The number of pixels in each color palette must be the same as that of the palette_key defined for this source
- 调色板像素数量必须与 palette_key 的定义相同
- Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette
- 键配对的过程为比较 palette_key 与调色板中像素的 RGB 值
- The alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel
- Alpha 通道会在键配对的过程中被忽略,配对完成后,输出纹理的 Alpha 通道会与调色板的相乘
- Pixels that do not match the palette_key are copied over to the resulting texture as-is
- 不能配对的 palette_key 的像素会被直接复制到输出纹理中
- After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack
- 在定义了 paletted_permutations 后,这些输出的纹理可以被资源包中的其他资源引用
For example, if you have the following paletted_permutations source:
举例,如果定义了以下的 paletted_permutations :
01. 02. 03. 04. 05. 06. 07. 08. 09. 10. 11. 12. 13. 14. 15. 16.
- {
- "type": "paletted_permutations",
- "textures": [
- "minecraft:item/leather_helmet",
- "minecraft:item/leather_chestplate",
- "minecraft:item/leather_leggings",
- "minecraft:item/leather_boots"
- ],
- "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key",
- "permutations": {
- "red": "minecraft:colormap/color_palettes/red",
- "green": "minecraft:colormap/color_palettes/green",
- "blue": "minecraft:colormap/color_palettes/blue"
- }
- }
[color=rgb(51, 102, 153) !important]复制代码
You can then reference the resulting textures in other resources like this:
那么就可以在其他资源中通过下面的方式引用:
01. 02. 03. 04. 05. 06. 07. 08.
- {
- "textures": {
- "layer0": "minecraft:item/leather_helmet_red",
- "layer1": "minecraft:item/leather_chestplate_green",
- "layer2": "minecraft:item/leather_boots_blue"
- }
- }
[color=rgb(51, 102, 153) !important]复制代码
TRIM PATTERNS & MATERIALS
纹样图案和材质
- Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively
- 在服务器内,纹样图案和材质分别通过 trim_pattern 和 trim_material 注册
- As a result, new trim patterns and materials can be added via data packs
- 因此,可使用数据包添加新的纹样图案和材质
- These are synchronized to clients when they join the server
- 玩家加入服务器时,这些内容会同步至他们的客户端
- However, clients must have an accompanying resource pack to see those registered trim patterns and materials
- 但是,客户端必须有配套的资源包才能显示那些新注册的纹样图案和材质
- The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field
- 纹饰纹理的路径将取决于同名的纹饰 json 文件,同时会在相同命名空间下按照纹饰图案的 name 字段内尝试寻找纹理
- The following data is defined by a trim pattern:
- 以下数据值由 trim_pattern 定义:
- asset_id which is a namespaced id used to infer texture locations and localization
- asset_id 是一个命名空间 id ,用来指向纹理的存储位置和定位
- template_item which is the id of the smithing template item used to apply the trim pattern
- template_item 是锻造模板物品的命名空间 id,用来确定在锻造台内提供纹饰图案的物品名称
- description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack
- description 是一个文本组件,用于在悬停时显示盔甲纹饰的名称
- The following data is defined by a trim material:
- 以下数据值由纹饰材质定义:
- asset_name which is a string used as a suffix for armor trim texture locations
- asset_name 是一个字符串,用来确定纹饰纹理的存储位置的后缀
- ingredient which is the id of the ingredient item used to apply the trim material
- ingredient 是一个物品 id,用来确定纹饰材质合成时用到的物品
- item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material
- item_model_index 是一个 float 类型变量,用来确定物品模型覆盖盔甲模型的位置
- override_armor_materials which is an optional map of armor material to overridden color palette
- override_armor_materials 可选,是调色板覆盖盔甲材质时使用的映射表
- Map key is the armor material that this trim material wants to override with a different color palette
- 键名为要被此纹饰材质使用调色板覆盖的盔甲材质
- Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material
- 键值为当纹饰材料被应用于对应材质盔甲时,需要使用的调色板名称
- description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack
- description 文本组件,用于在悬停时显示盔甲纹饰材质名称
- The style defined in this description is applied to the armor trim pattern description as well
- 在这里定义的样式也适用于盔甲纹饰图案的 description
Colorful armor trims! Click here for a link to the full-size image.
盔甲纹饰真奇妙!点击这里 查看大图。
A Sniffer and Torchflowers. Click here for a link to the full-size image.
嗅嗅火把花前倒。点击这里 查看大图。
Cherry Wood Boats. Click here for a link to the full-size image.
樱花木船水上漂。点击这里 查看大图。
Ancient decorations for the village? Click here for a link to the full-size image.
远古装饰村庄好?点击这里 查看大图。
Time to decorate the dungeon! Click here for a link to the full-size image.
装饰地牢时间到!点击这里 查看大图。
EXPERIMENTAL FEATURES
实验性特性
The following changes only apply when one or more Experiments is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
下列游戏内容变动仅在一项或多项实验性设置被打开时生效,无论是通过激活相应的实验性数据包,还是通过创建世界时在实验性窗口内激活数据包。
- Added Smithing Template items
- 添加了锻造模板物品
- Redesigned the Smithing Table
- 重新设计了锻造台
- Changed how Netherite equipment is crafted
- 更改了下界合金装备的制作方式
- Added a new armor trimming system to visually customize your armor
- 添加了全新的盔甲纹饰系统,可以从视觉上自定义盔甲
- Added Sniffer mob and Torchflowers
- 添加了嗅探兽生物和火把花
- Added the Cherry Grove biome
- 添加了樱花树林生物群系
- Added Archaeology
- 添加了考古系统
- Mob Heads can now be placed on top of Note Blocks without sneaking
- 生物头颅现在需要潜行也能放在音符盒的上方
SMITHING TEMPLATES
锻造模板
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- 锻造台被重新设计,现在可用于装备的升级与装饰
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
- 一侧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 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 个锻造模板来制作它的复制,这会输出 2 个相同的盔甲纹饰
NETHERITE EQUIPMENT
下界合金装备
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- 现在制作下界合金装备时需要下界合金升级锻造模板
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
- 下界合金升级锻造模板现在可随机在堡垒遗迹的奖励箱内发现,并且在堡垒遗迹藏宝室的奖励箱内至少会生成2个
- This change was made for a variety of reasons:
- 这项改动基于以下原因:
- Increase the time players utilize Diamond equipment before Netherite
- 延长玩家从钻石装备升级到下界合金装备的时间
- Make Netherite equipment a 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里程碑
- 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
ARMOR TRIMS
盔甲纹饰
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- 现在你可以在锻造台上使用一系列独特的纹饰来自定义盔甲的外观
- Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings and Boots
- 盔甲纹饰仅提供视觉效果,不会有游戏内的增益,并且只能够应用在头盔、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
- 不同的盔甲纹饰锻造模板决定纹饰种类,同时不同的锻造原材料决定它 颜色
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- 要确认你的盔甲上已有哪些盔甲纹饰,你可以在物品栏内悬停鼠标并查看
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
- 盔甲纹饰锻造模板可以在世界各个地方找到,以下列举的结构各自拥有独特的锻造模板:
- 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:海岸盔甲纹饰
- 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 Armor Trim
- 远古城市:监守盔甲纹饰
- 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奖励箱内发现
- The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
- 海底神殿内没有奖励箱,因此远古守卫者在被击杀时概率掉落锻造模板
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- 一些锻造模板比其它的稀有,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
- 盔甲纹饰具有两个属性:图案和材料
- 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 what ingredient you used to apply the trim, and represents the color of the trim
- 材料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
- 铁锭(#ECECEC) 、铜锭(#B4684D)、金锭(#DEB12D)、青金石 (#416E97)、绿宝石(#11A036)、钻石(#6EECD2)、下界合金(#625859)、红石粉(#971607)、紫水晶(#9A5CC6)、下界石英(#E3D4C4)
SNIFFER
嗅探兽
- The Sniffer is the mob vote winner of Minecraft Live 2022
- 嗅探兽是 Minecraft Live 2022 中生物投票的获胜者
- Sniffers cannot be tempted or tamed
- 嗅探兽不会被食物吸引,也不能被驯服
- Sniffers are passive, friendly mobs
- 嗅探兽是被动的友好生物
- Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed
- 嗅探兽会嗅探空气,偶尔会挖掘种子,挖掘结束后产生一个火把花种子
- Sniffers can be bred by feeding them Torchflower Seeds
- 嗅探兽可以通过喂食火把花种子的方式繁殖
- The Sniffer is currently only available as a Spawn Egg in the creative inventory
- 目前嗅探兽只能通过创造模式物品栏的刷怪蛋生成
TORCHFLOWERS
火把花
- The Torchflower seed can be planted on farmland and grows into a flower
- 火把花种子可以种植在耕地上,可以长成火把花
- The seed can be used to breed two Sniffers
- 火把花可以用来繁殖嗅探兽
- The full-grown flower can be harvested and replanted but can also be crafted into a dye
- 完全长成的花可以被收获并重新种植,也可以用来制作染料
CHERRY GROVES
樱花树林
- Added a new Cherry Grove biome, with pretty cherry blossom trees
- 添加全新的樱花树林生物群系,长有美丽的樱花树
- The biome can be found in the mountains, in similar places as Meadows
- 这个生物群系可以在山地被发现,会在与草甸类似的位置
- Added a new Cherry wood set, with all the corresponding wooden things you can make from it
- 新增一组全新的樱花木质套件,拥有你能制造的全部木质物品
- Cherry Leaves have pink particles falling underneath
- 樱花树叶会有落下的粉红色粒子
- Added a new Pink Petals block with lots of pink flowers on the ground
- 添加全新的粉红色花簇方块,它看起来像地面上的很多粉红色花朵
- Each pink petal block can contain up to 4 petals
- 每一个粉红色花簇方块可最多由 4 朵花簇组成
- Using bone meal on it increases the number of petals
- 对它使用骨粉,可以增加花簇的数量
- Placing a petal on a block increases the number of petals
- 在粉红色花簇上放置花簇可以增加它的数量
- Mining the block gives you the number of petals in the block
- 破坏它后,可根据数量掉落粉红色花簇
ARCHAEOLOGY
考古系统
THE BRUSH
刷子
- The brush is a craftable item you can use to brush things
- 刷子是一个可制作的物品,可以让你刷扫物品
SUSPICIOUS SAND
可疑的沙子
- Can be found in Desert Temples and Desert Wells
- 可以在沙漠神殿和沙漠水井发现
- This fragile block is hard to spot and easy to destroy, so be careful!
- 这个易碎方块难以分辨,且很容易被破坏,因此请小心!
- Brushing the Suspicious Sand with a Brush will extract objects that were buried long ago
- 使用刷子刷扫可疑的沙子,可以提取很久以前埋藏的物品
POTTERY SHARDS
陶罐碎片
- Pottery Shards have pictures on them
- 陶罐碎片上绘有图案
- They cannot be crafted and are only found by brushing Suspicious Sand
- 它们不可以被制作,只能从可疑的沙子里发现
DECORATED POTS
饰纹陶罐
- Crafting four Pottery Shards together will create a Decorated Pot with a picture on each side
- 将四片饰纹陶罐组合在一起,可以制作四面绘有图案的饰纹陶罐
- Brick items can be used instead of Pottery Shards in the Decorated Pot recipe
- 红砖也可在饰纹陶罐的配方中取代陶罐碎片被使用
- The sides that were made from Brick items will not have pictures
- 使用红砖的一面将不会有图案
- Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back
- 使用任何可以破坏方块的工具都将会打碎它,并返还陶罐碎片
- 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,则会掉落一个完整的陶罐
FIXED BUGS IN 1.19.4
1.19.4 修复的漏洞
Around 150 bugs were fixed in this release. View the list on the issue tracker .
本次正式版共修复了 150 个bug。可以在漏洞追踪器的列表中查看。
(该内容来源为PixelBBS论坛)
(未经授权,拒绝转载)
|