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Minecraft Java版 23w16a 发布

pixel 2023-4-24 20:48:41 版本资讯 阅读 441

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common_45_icon.png 每周快照
  • 每周快照是 Minecraft Java 版的测试机制,用于新特性的展示和反馈收集。
  • 快照有可能导致存档损坏,因此请注意备份,不要直接在你的主存档游玩快照。
  • 转载本贴时须要注明原作者以及本帖地址。本贴来自www.mcbbs.net
  • 部分新特性译名仅供参考,不代表最终结果。






NEWS
MINECRAFT SNAPSHOT 23W16A
Minecraft 快照 23W16A

A Minecraft Java Snapshot
Minecraft Java版 快照


In this weeks Snapshot we're bringing you tweaks to the Trail Ruins, new command functionality, a new advancement trigger, and more!
本周快照我们为你带来了对古迹废墟的调整、新的命令功能、新的进度触发器等等!

Happy mining!
祝你探索愉快!

Edit: We have published a fix for a crash issue in this Snapshot. If you are experiencing crashes, please try closing all instances of the game and restarting the Launcher.
编辑:我们在这个快照里发布了一个关于崩溃的修复。如果你遇见了崩溃的情况,请试试关闭全部游戏实例并重启启动器。

CHANGES
更改

  • All Pottery Shards has been renamed to Pottery Sherds
  • 全部的陶片(Pottery Shards)现在已经被重命名为陶片(Pottery Sherds)[1]
  • If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
  • 如果一次振动计划要被幽匿感测体或者幽匿尖啸体接收,那么这次振动将会在全部邻近区块被加载且被计算(tick)后才传递
    • Prevents vibration resonance setups from breaking when unloading their chunks from a distance
    • 这防止了共振环境在远离其所在的区块时被破坏,因为远处区块会被卸载
  • The game's application icon has been updated
  • 游戏的图标已被更新
    • This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
    • 现在正式版本会使用草方块,快照版本会使用泥土方块


[1] 译者注:中文翻译应该不变,仅变动原文

SNIFFER
嗅探兽

  • Sniffers can now be tempted by Torchflower seeds
  • 嗅探兽现在可以被火把花种子吸引了


TRAIL RUINS
古迹废墟

  • Reworked structures based on community feedback
  • 根据社区反馈重做了结构
  • Added more structure variants
  • 添加了更多的结构变种
  • Sand no longer generates within the structures
  • 沙子现在不会再生成在结构内部了
  • Tweaked the amount of gravel and dirt
  • 调整了沙砾和泥土的数量
  • Tweaked the amount of Suspicious Gravel
  • 调整了可疑的沙砾的数量
  • Split the loot tables for the Suspicious Gravel within the structure. There is now a dedicated loot table for Rare loot items (e.g. Pottery Sherds, Smithing Templates), and a dedicated loot table for more common loot drops (e.g. Tinted Glass Pane, Tools, Candles, etc.)
  • 将结构内可疑的沙砾的战利品表做了分离。现在分别有稀有物品的专用战利品表(比如陶片和锻造模板)和普通物品的专用战利品表 (比如遮光玻璃板、工具、蜡烛等等)
  • Due to these changes you might see errors like Failed to get element ResourceKey [minecraft:worldgen/processor_list / minecraft:trail_ruins_suspicious_sand] in an old snapshot world. These are harmless, but existing Trail Ruin structures that was not previously fully loaded might be missing parts of the structure.
  • 因为上列更改,你可能会在之前的快照世界时看见类似于 Failed to get element ResourceKey [minecraft:worldgen/processor_list / minecraft:trail_ruins_suspicious_sand] 的错误。这是无害的,但是之前没有完全加载的古迹废墟结构可能会丢失其中的一部分结构。

TECHNICAL CHANGES
技术性更改

  • The data pack version is now 14, accounting for item display orientation changes
  • 因为展示物品姿态的更改,数据包版本现在变为 14
  • Added a return command
  • 添加了 return 命令
  • Added recipe_crafted advancement trigger
  • 添加了 recipe_crafted 进度触发器


COMMANDS
命令


RETURN
RETURN

The return command can be used to control execution flow inside functions and change their return value. Effects:
return 命令可以用于控制函数内部的执行流并改变其返回值。效果如下:

  • Remaining separate top-level commands in the currently executing function (if any) are skipped
  • 在当前执行函数剩余的分开的最顶层命令(如果有)会被跳过
  • The result value of the function command that triggered the function is changed from the number of commands executed to value
  • 当使用 function 命令执行函数时,如果触发了这一命令,其返回值将会从已执行命令个数变为该命令指定的返回值 value
  • The result value of the return command is also value
  • return 命令的返回值仍然是 value

Syntax:
格式:

return <value>
return <value>

Parameters:
参数:

  • value: An integer return value
  • value: 指定的整数返回值


ADVANCEMENTS
进度


NEW TRIGGERS
新的触发器


RECIPE_CRAFTED
RECIPE_CRAFTED

  • Triggered when crafting a recipe
  • 当合成物品时触发
  • Conditions:
  • 条件:
    • recipe_id - the resource location of the recipe crafted
    • recipe_id - 配方的资源路径
    • ingredients - an array of predicates for the item stacks used in the recipe
    • ingredients - 配方中使用的对于物品堆的断言数组
      • A single item stack can only be used to fulfill one predicate
      • 单个物品堆只被能用于一个断言
      • Each predicate needs to be fulfilled to trigger the advancement. This allows for seperation between recipes that have same identifier but use different ingredients.
      • 每一个断言都需要满足才能触发进度。这能让你将使用了不同材料却拥有相同标识的这种配方区分开来
      • This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger
      • 这一字段是可选的。如果没有提供或者为空,将只使用 recipe_id 来确定触发器条件是否满足




TAGS
标签

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • 添加了标签 villager_plantable_seeds 来代表村民可以种什么样的种子
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt when placed on top of it
  • 添加了标签 maintains_farmland 来代表什么方块不会在放置时将下方耕地转换为泥土


DISPLAY ENTITY
展示实体


RENDERING CHANGES
渲染的更改

  • item_display items have been rotated 180 degrees around Y axis to better match transformation applied when rendering items on armor stand head and in item frames
  • item_display 的物品现在已绕Y轴旋转180度,这能更好地适配在盔甲架的头部上和物品展示框内渲染物品时的变换
    • For reference, order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)
    • 作为参考,应用于模型的变换顺序(从最内部开始)为 item_transform, 绕Y轴旋转180度, transformation 字段, 实体姿态 (billboard 选项 + Rotation 字段 + Pos 字段)


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