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Minecraft 基岩版 1.19.80 发布

pixel 2023-5-4 22:42:01 版本资讯 阅读 686

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Minecraft - 1.19.80 (Bedrock)
Minecraft 基岩版 1.19.80


It’s time for a new quality-of-life update containing a variety of changes, fixes, and experimental features! Let’s jump into the highlights:
是时候来一次充满各种更改,修复,以及实验性特性的更新来充实你的游戏生活了!让我们先来看看本次更新的主要亮点:

  • Fixed multiple crashes that could occur during gameplay
  • 修复了多个在游戏过程中发生的崩溃问题
  • Added settings to adjust item enchantment glint strength and speed
  • 增加了能调整附魔物品闪烁光效强度和速度的设置
  • Take an early look at cherry blossom trees, armor trims, and more with experimental features
  • 抢先体验樱花树,盔甲纹饰,以及更多实验性的内容
  • Fixes to over 40 community-reported issues
  • 修复了超过40个由社区报告的问题

Please continue to upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net .
请继续在 bugs.mojang.com 报告任何新的漏洞,并在 feedback.minecraft.net 留下你的反馈。






EXPERIMENTAL FEATURES:
实验性特性:

Even more experimental features are available in this update that are coming in the Trails & Tales update!
将在足迹与故事更新中到来的更多实验性特性,在本次更新中已经可以体验了!


As these features are still incomplete, in development, and considered a work in progress, be sure to backup your worlds before enabling experimental features. The features can be enabled by turning on the “Next Major Update” toggle in world settings.
由于这些特性仍然在开发中未完成,是正在进行的工作,所以别忘了在打开实验性特性之前,备份你的世界。
这些特性可以通过打开设置中 “下一次主要更新” 的开关来体验。




PLAYER SNEAKING
玩家潜行

  • The ability to sneak under 1.5 block gaps is now behind the “Short Sneak” toggle. Enable the toggle to continue to test out the feature while we continue polishing it
  • 玩家在 1.5 格潜行的特性现在当打开 “短暂潜行”* 时可用。请打开此选项设置以帮助我们测试并完善它。
  • Player’s hitbox height now reduces to 1.5 blocks while sneaking
  • 现在玩家碰撞箱的高度在潜行时会减小到1.5个方块。
    • Sneaking will automatically be initiated while stuck in a gap of less than 1.8 blocks
    • 当被困在高度小于1.8个方块的缝隙中时,会自动触发潜行。
    • Sneaking will lower the player camera height respective of these changes
    • 潜行将会根据这些变化而降低玩家镜头视野的高度。
    • Sneaking now requires enough space to stand in order to exit sneaking state
    • 要退出潜行状态,现在需要有足够的站立空间。
    • Players will transition from swimming to sneaking if they are unable to stand up but would be able to sneak
    • 当玩家无法站立但可以潜行时,玩家将从游泳状态转为潜行状态。


    (*游戏设置菜单中原文如此)


CHERRY GROVE
樱花树林

  • Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows
  • 添加了樱花树林生物群系,有着漂亮的樱花树。你可以在山地发现它们,就像发现草甸一样
  • It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye
  • 这个群系的地面上覆有一种新的花,叫作粉红色花簇,它们可以被制成粉色染料
  • Pigs, Rabbits, Sheep, and Bees spawn there
  • 在这个群系可以自然生成猪、兔子、绵羊和蜜蜂
  • Comes with a new wood set for the Cherry Blossom trees
  • 在樱花树林里你可以发现并制作全新的木质套组


ARCHAEOLOGY
考古

  • Added the Trail Ruins, a buried structure from a lost culture
  • 添加了古迹废墟,这是来自失落文明的被掩埋的建筑。
  • Added Suspicious Gravel block, which has the same characteristics as Suspicious Sand
  • 添加了可疑的沙砾,它和可疑的沙子有相同的特征。
  • Added Suspicious Sand to Warm Ocean Ruins
  • 在暖水海底废墟中添加了可疑的沙子。
  • Added Suspicious Gravel to Cold Ocean Ruins
  • 在冷水海底废墟中添加了可疑的沙砾。
  • Added 16 new Pottery Shards (Now 20 Pottery Shards in total)
  • 添加了16种新的陶片。(现在一共有20种陶器碎片了)
    • These have been distributed between the five Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • 它们分布在以下五个考古地点:沙漠水井、沙漠神殿,冷水海底废墟、暖水海底废墟及古迹废墟。



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, and can only be applied to Helmets, Chestplates, Leggings, and Boots
  • 盔甲纹饰仅提供视觉效果而没有任何游戏上的增益,并且只能应用在头盔、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
  • An Armor Trim has two properties: a pattern and a material
  • 盔甲纹饰有两种属性: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 what ingredient you used to apply the trim, and represents 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
    • 青金石
    • Emerald
    • 绿宝石
    • Diamond
    • 钻石
    • Netherite
    • 下界合金
    • Redstone
    • 红石
    • Amethyst
    • 紫水晶
    • Quartz
    • 下界石英



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
  • 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 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
  • 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 Minecraft 世界各个地方被发现,以下所列举的结构都有它能提供的独特的锻造模板:
    • 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: 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 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
    • Trail Ruins: Wayfinder Armor Trim, Raiser Armor Trim, Shaper Armor Trim, Host Armor Trim
    • 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
    • Ancient City: Silence Armor Trim
    • 远古城市: 幽静盔甲纹饰
  • Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated
  • 盔甲纹饰可以在对应的结构的奖励箱内找到,除了海底神殿的。潮汐盔甲纹饰不是由箱子内找到,而是在击败远古守卫者时由其随机掉落
  • 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更稀有,所以和你的伙伴们一起出发寻找它们!
  • 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
  • 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, 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以随机在堡垒遗迹的奖励箱中发现,而在宝藏房的奖励箱内必定会有 2 个
  • This change was made for a variety of reasons:
  • 这项改动基于以下多种原因:
    • Increases 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成就
    • Adapts 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



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. They are not found naturally and can only be crafted
  • 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。它们不会自然生成,只能通过合成获得。
  • They can be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • 你可以在工作台中用一个幽匿感测体与三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。



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


SIGN IMPROVEMENTS
告示牌改动

  • Signs have improved customization options
  • 告示牌现已拥有新的自定义选项
  • Sign text can now be edited after being placed in the world
  • 现在告示牌文字可以在放置后进行再编辑
    • This can be done by interacting with the Sign
    • 只需要与告示牌交互即可实现
  • Both sides of the Sign can now have separate text and colors, allowing for further customization options
  • 告示牌的两面现在可以有单独的文字和颜色,使得更多自定义选项变得可能
    • By default, a Sign will prompt you to input the front side's text when placed
    • 默认情况下,放置告示牌时输入的是正面文字
    • To apply text to the back-side, you must walk to the other side and interact with that face to edit it
    • 你必须要走到告示牌的另一边并对其另一面进行交互才能在背面进行写入
  • Signs can now also be waxed with Honeycomb, preventing any further edits to its text
  • 可以在告示牌上用蜜脾上蜡,来防止其文字遭到更改


VANILLA PARITY
特性同步

  • Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (MCPE-162679)
  • 现在玩家被重命名后的物品或附魔物品杀死时,该物品的名称会在重生屏幕和聊天栏中带有颜色地显示 (MCPE-162679)
  • Weighted Pressure Plates now produce the same sound as in Java Edition (MCPE-164912)
  • 测重压力板现在的音效调整为与 Java 版相同 (MCPE-164912)
  • Removed the character limit for scoreboard objective names and objective display names (MCPE-165064)
  • 移除了记分项名称和记分项显示名称的字符限制 (MCPE-165064)
  • Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots
  • 西瓜和南瓜现在能够在泥巴、灰化土、缠根泥土和沾泥的红树根上生长
  • Nylium blocks are now grouped with Netherrack in the Creative inventory (MCPE-163587)
  • 菌岩现在位于创造模式物品栏中的下界岩物品组中 (MCPE-163587)
  • Armor Stands now vanish with no sound effects when killed with the /kill command (MCPE-159136)
  • 现在使用 /kill 命令杀死盔甲架时,盔甲架直接消失,并且不产生音效 (MCPE-159136)
  • Slightly decreased Panda collision box to match Java Edition
  • 略微减小了熊猫的碰撞箱,从而与 Java 版相同。
  • Slightly increased Polar Bear collision box to match Java Edition
  • 略微增大了北极熊的碰撞箱,从而与 Java 版相同。
  • Shipwreck supply chests are no longer missing Moss Block as loot (MCPE-168376)
  • 沉船战利品箱里现在有苔藓块了 (MCPE-168376)
  • Mobs will once again take damage when standing on an incomplete block next to a Campfire (MCPE-167479)
  • 当生物站在位于营火旁边的不完整方块时,又会受到伤害了 (MCPE-167479)

FIXES AND CHANGES:
修复与更改


STABILITY AND PERFORMANCE
稳定性和性能

  • Fixed several crashes that could occur during gameplay
  • 修复了游戏过程中可能出现的几个崩溃问题
  • Fixed a bug where invalid Banner Patterns were causing players in render distance to crash (MCPE-164478)
  • 修复无效的旗帜图案会导致所有处于渲染范围内的玩家游戏崩溃的问题 (MCPE-164478)
  • Fixed a bug where Command Blocks could cause actors within a level chunk to freeze (MCPE-162011)
  • 修复了命令方块可能会导致存档区块内的活动对象卡住的问题 (MCPE-162011)
  • Fixed a crash that could occur when opening the My Packs tab with a broken pack (MCPE-165806)
  • 修复了在存在损坏的资源包的情况下打开“我的资源包”界面会崩溃的问题 (MCPE-165806)


GAMEPLAY
玩法

  • Fixed the player moving in the wrong direction after exiting a container screen while using a gamepad (MCPE-121565)
  • 修复玩家在平板设备上退出容器屏幕时移动方向错误的问题 (MCPE-121565)
  • Players can no longer sneak while flying (MCPE-166834)
  • 玩家飞行时不再能潜行 (MCPE-166834)
  • The player’s camera no longer appears inside blocks when sprint and swim are held (MCPE-166565)
  • 在疾跑与游泳时玩家的视角不会再进入方块里了 (MCPE-166565)
  • Fixed animation transition between swimming and walking (MCPE-166769)
  • 修复了游泳与行走之间的动画过渡问题 (MCPE-166769)
  • The Health Boost effect will no longer fully replenish the player's health after the effect runs out (MCPE-165434)
  • 生命提升效果在持续时间结束后不会回满玩家的生命值 (MCPE-165434)
  • Fixed ambient cave sounds to no longer play when the player enters or loads into The End (MCPE-141493)
  • 修复在玩家到达或加载末地的时候播放洞穴音效的问题,现在不再播放 (MCPE-141493)


MOBS
生物

  • Mobs can now enter a Boat only if they are smaller than the Boat itself
  • 现在只有比船小的生物才能乘船
  • Villagers will now generate green particles when a successful trade is completed
  • 现在村民交易成功时会产生绿色粒子效果
  • Mobs no longer play the player eat sound when fed breeding materials
  • 生物被喂养繁殖用食物时不再会发出玩家进食的音效
  • Turtles can now enter Boats and Boats with Chest (MCPE-65719)
  • 海龟现在能够乘坐船或运输船 (MCPE-65719)
  • Hoglins, Polar Bears, and Spiders can no longer enter Boats and Boats with Chest (MCPE-161197)
  • 疣猪兽、北极熊和蜘蛛不再能够乘坐船或运输船 (MCPE-161197)
  • Fixed experience orb position desync after teleport (MCPE-59584)
  • 修复了传送后经验球的位置在客户端和服务端不同步的问题。 (MCPE-59584)
  • Villagers will now wake up in a valid position and will not phase though blocks (MCPE-142544)
  • 村民现在会在有效的位置起床,而不会穿过方块。 (MCPE-142544)


BLOCKS
方块

  • Mangrove, Bamboo, and Polished Blackstone buttons are no longer visible on maps
  • 红树木、竹和磨制黑石按钮现在于地图上不可见
  • Flowers are once again displayed immediately when placed inside a Flower Pot
  • 现在花又能在放入花盆的一瞬间就显示出来了
  • Nether Portals can now replace blocks other than just air when being generated. This includes blocks such as Grass and Snow layers (MCPE-162272)
  • 下界传送门现在能够在生成时替换方块,包括草和雪层等,而不只是空气 (MCPE-162272)
  • Light Blocks can no longer have their light levels changed in Survival or Adventure modes (MCPE-138868)
  • 光源方块的亮度等级不再能被生存模式或冒险模式中的玩家更改 (MCPE-138868)
  • Campfire sounds are now louder and clearer (MCPE-122296)
  • 营火的音效现在更响,更清晰  (MCPE-122296)
  • Sponges no longer emit water drop particles underwater (MCPE-122138)
  • 现在海绵不再会在水下产生水滴粒子 (MCPE-122138)
  • Fixed an issue where colored wool became white wool after been loaded from worlds prior to 1.17 (MCPE-168684)
  • 修复了一个问题,该问题导致加载 1.17 版本前的世界时染色羊毛变成普通羊毛 (MCPE-168684)


ITEMS
物品

  • Potions no longer have an enchantment glint, due to it obscuring the color of the potion contents
  • 取消了药水的附魔光效,因为它干扰药水颜色的判断
  • Cooking Chorus Fruit in a Furnace will now generate experience (MCPE-68127)
  • 烹饪紫颂果现在会给予经验 (MCPE-68127)


ACCESSIBILITY
辅助功能

  • A glint strength slider that adjusts how transparent the visual glint is on enchanted items has been added to the Accessibility Settings
  • 在辅助功能设置内添加了一个闪烁强度滑块,用来调整附魔物品光效的透明度
  • A glint speed slider that adjusts how fast the visual glint shimmers across enchanted items has been added to the Accessibility Settings
  • 在辅助功能设置内添加了一个闪烁速度滑块,用来调整附魔物品光效闪烁的速度
  • Focus indicator is now automatically visible on menu items while using a keyboard
  • 现在使用键盘时焦点指示器将自动在菜单栏显示
  • Text-to-speech no longer reads previously selected items after moving to new one
  • 朗读所选项功能现在不会当移动到新选项时朗读前一个选定的选项
  • Text-to-speech no longer gets stuck on reading accessibility tab while the user switches between different tabs
  • 朗读所选项功能现在不会当用户切换不同选项卡时重复阅读辅助功能选项


USER INTERFACE
用户界面

  • Added a header and title for the inventory tab in inventory screen while using Pocket UI
  • 在使用携带版 UI 时,向物品栏屏幕添加了标题
  • Updated look of sign in and sign up screens
  • 更新了登录和注册界面的设计
  • Increased the spacing between headers in the Settings screen to increase readability
  • 增加了设置屏幕中标题与内容之间的间隔来提高可读性
  • Touchpad scrolling now matches the operating system's scroll direction
  • 现在触摸板的滚动会与系统的滚动方向同步
  • Feedback button on the pause menu will now prompt the user with a modal before redirecting to the browser
  • 暂停菜单上的反馈按钮现在会在重定向到浏览器之前弹出弹窗
  • Corrected toggle navigation in Edit World menu while using gamepad or keyboard that were previously skipped
  • 更正了在编辑世界菜单中的切换操作,而之前的游戏手柄或键盘控制被跳过了


GRAPHICAL
图像

  • Halved the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings (MCPE-167814)
  • 将默认的附魔光效强度减半,且现在可以使用辅助功能中的选项调整附魔光效 (MCPE-167814)
  • Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings
  • 减弱了附魔物品光效默认的可见度,并且现在可以在辅助功能设置内调整
  • Fixed an issue where unnecessary black boxes appeared in VR while around partial blocks
  • 修复在 VR 设备内不完整方块周围不必要的黑色方框
  • Fixed the issue where multiple light sources (such as Torches) were incorrectly emitting white light in RTX (MCPE-166947)
  • 修复了在RTX渲染引擎下光源(例如火把)会错误地发出白光的问题 (MCPE-166947)
  • Boots do not z-fight anymore when worn by a player
  • 在玩家穿着时,靴子不再会有深度冲突
  • The "leg" and "belt" parts of Leggings do not z-fight anymore when worn by a player
  • 在玩家穿着时,护腿的"腿"和"腰带"部分不再与玩家有深度冲突
  • Capes no longer flash red when getting damaged (MCPE-105347)
  • 玩家受伤时,披风不再变成红色 (MCPE-105347)
  • Fixed a visible gap in Hopper model (MCPE-55122)
  • 修复漏斗模型内一个明显的间隙 (MCPE-55122)
  • Fixed alignment of the output slot of Crafting Table (MCPE-143255)
  • 修复了工作台输出槽位的对齐问题 (MCPE-143255)
  • Going into lava in third person view no longer causes the camera to turn black (MCPE-166861)
  • 在第三人称视角中进入熔岩不再导致相机视角变黑 (MCPE-166861)


MARKETPLACE
市场

  • A Wishlist has been added to select players for testing so that players can save things to purchase at a later time
  • 为测试需要选择了一部分玩家为他们添加了愿望清单功能,可以保存感兴趣的东西以便以后购买
  • This feature is still in testing and, for now, will only be available for select players
  • 该功能仍在测试,暂时只对一部分选中的玩家可用
  • Look for this icon in Marketplace:
  • 在市场中找一找这个图标:



REALMS
REALMS

  • Fixed an issue that prevented players on PlayStation 5 from purchasing a Realms Plus trial
  • 修复了 PlayStation 5 平台的玩家无法购买 Realms Plus 试用的问题。
  • Added the ability for members to update the Realm server version, meaning that the Realm owner will not need to log on to update
  • 可以让 Realm 服务器的成员更新服务器版本,不再需要 Realm 服主登陆更新。
  • Added D-pad navigation in the Realms feed screen popup
  • 在 Realms 弹出的提要界面增加了 D-pad 导航。
  • Added keyboard navigation in the Realms feed screen popup
  • 在 Realms 弹出的提要界面增加了键盘导航。
  • Fixed a bug where players would be stuck if they added a resource pack to an expired Realm and clicked the exit button
  • 修复了玩家给过期的 Realm 添加了资源包并点击退出按钮后会被卡住的问题。
  • Fixed a bug where content packs applied to a world in a Realm slot were applied to another world in another slot in the same Realm
  • 修复了给 Realm 栏目的一个世界添加的内容包被应用到同一个 Realm 不同栏目的不同世界的问题。
  • Fixed a bug where content packs applied to a world is unintentionally unapplied when joining a world
  • 修复了添加到一个世界的内容包在加入世界时被无意中取消的问题。
  • Fixed an extra Cancel button displaying on mobile file download dialog
  • 修复了手机端的文件下载对话框多出了一个取消按钮。
  • Added a link to Microsoft Privacy Statement in the world upload dialog
  • 在上传世界对话框增加了微软隐私声明的链接。


TOUCH CONTROLS
触摸控制

  • Added new touch and hold Stack Splitting for precision selection of the items in a single slot
  • 增加了新的触摸并按住将一组物品分开的交互,从而能对一格内的物品进行精确选择
  • Fixed an issue where items could get stuck in the Crafting Table when using touch input
  • 修复了点击移动工作台中的物品时物品会卡住的问题
  • If the player is underwater and Auto-Jump is enabled, as they approach a block that is 1 level higher than the current level, they will rise. This also allows auto-jumping out of water onto land
  • 玩家在水下时,如果开启了自动跳跃,那么他们在接近高出 1 格方块时自动跳上去,并且它们也可以这样从水中跳上岸

TECHNICAL UPDATES:
技术性更新:


UPDATED ADD-ON TEMPLATE PACKS
更新的附加包模版

  • Updated Add-On templates for 19.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
  • 为 19.80 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

  • For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item's data field, instead use the item's full name, eg. use { "item": "namespace:actor_spawn_egg" } instead of { "item": "spawn_egg", "data": "query.get_actor_info_id('namespace:actor')" }
  • 对于 1.19.80 及以上版本的行为包中,配方不再根据含有物品数据字段的 Molang 查询,而是直接使用物品的全名。例如:使用 { "item": "namespace:actor_spawn_egg" } 而不是 { "item": "spawn_egg", "data": "query.get_actor_info_id('namespace:actor')" }
  • Fixed an issue that caused the InteractComponent to not work correctly while sneaking (MCPE-168449)
  • 修复潜行时 InteractComponent 组件异常的错误 (MCPE-168449)


COMMANDS
命令

  • The /execute command now displays an appropriate error message when there is an error in the second or subsequent subcommand target selector (MCPE-164304)
  • 现在 /execute 命令在第二个及接下来的子命令中的目标选择器出现错误时能够显示正确的错误信息。 (MCPE-164332)
  • Provide auto-complete support for block states
  • 现支持在命令中自动补全方块状态
  • Added two new overloads to the summon command:
  • 为 summon 命令添加两个新的语法:
    • /summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]
    • /summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]
  • Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (MCPE-163705)
  • 修复了命令方块UI中的粘贴按钮会记住之前的无效粘贴的问题 (MCPE-163705)
  • For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. "/give @s namespace:actor_spawn_egg"
  • 现在在1.19.80及以上版本创建的世界中使用命令获取刷怪蛋时不再使用其数据值,而是使用其命名空间ID,例如:/give @s namespace:actor_spawn_egg
  • "fence" block is now split into unique names, "oak_fence", "acacia_fence", "birch_fence", "dark_oak_fence", "jungle_fence", and "spruce_fence"
  • “栅栏”类方块现在被分割为独立的名称:“橡木栅栏”、“金合欢木栅栏”、“白桦木栅栏”、“深色橡木栅栏”、“丛林木栅栏”和“云杉木栅栏”
  • Commands will still work with "fence", but only new fence name will be suggested in the command prompt
  • 命令中仍然可以使用“fence”,但命令提示会只推荐新的栅栏名称
  • Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (MCPE-167959)
  • 现在命令 /fill/setblock/clone 中使用其它可选参数时,blockState 参数不再是必需项 (MCPE-167959)
  • Implemented the "inputpermission" command, which allows for setting the player's camera or movement as enabled or disabled
  • 添加了 inputpermission 命令,用于修改玩家相机视角或移动的权限
    • Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
    • 语法格式: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
  • Implemented the "haspermission" target selector, which allows for selection based on player permission levels
  • 添加了 haspermission 目标选择器,可以基于玩家权限等级进行筛选


GAME EVENTS
游戏事件

  • item_interact_finish game event now has a vibration frequency of 2 instead of 14
  • tem_interact_finish 游戏事件的振动频率现由 14 改为 2
  • item_interact_start is no longer considered a detectable vibration
  • item_interact_start 不再是可以检测的游戏事件
  • Reeling a fishing rod now emits projectile_shoot vibration
  • 现在抛出钓鱼竿浮漂时会触发 projectile_shoot 振动


DATA-DRIVEN COMPONENTS
数据驱动 组件

  • Added "lose_target" field to projectile data to specify if an entity should unselect its target after shooting the projectile
  • 添加 "lose_target" 字段到弹射物的数据,用来设定实体在弹射物射出后是否取消选择其目标
  • Added a new Transformation component for blocks to support rotation, scaling and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.
  • 添加新的旋转组件(minecraft:transformation),可以设定方块的旋转、缩放和平移。这个组件可以添加到方块或方块组合中,例如:
  • "minecraft:transformation": {
  • "translation": [0.0,0.1,-0.1],
  • "scale": [0.5,1,1.5],
  • "rotation": [90,180,0]
  • }

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



  • Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units
  • 变换后的几何体仍然拥有与未变换的几何体相同的限制。 例如:一个最大尺寸的30/16单元


ADD-ONS AND SCRIPT ENGINE
附加包与脚本引擎

  • Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)
  • 现在 0 可以作为有效的树干和树叶的树木地物JSON文件中的概率相关值 (曾经也可以使用0.0001,但不是 0)
  • Form promises are now rejected using typed errors, vs. strings as used previously
  • 现在表单校验被拒绝时会以类型错误的形式报错,而不是先前的字符串形式


ENTITY FILTERS
实体过滤器

  • Created new entity filter "is_raider" to determine if subject is part of a raid
  • 增加新的实体过滤器 "is_raider" ,用来决定一个实体是否为袭击的一部分


AI GOALS
AI 意向

  • Added "cooldown" field to target descriptors in "minecraft:behavior.nearest_attackable_target" goal
  • 向 minecraft:behavior.nearest_attackable_target 意向的目标描述符中添加了 cooldown 字段


BLOCKS
方块

  • Deprecated minecraft:part_visibility block component
  • 弃用 minecraft:part_visibility 方块组件
  • Added bone_visibility behavior to minecraft:geometry block component
  • 添加 bone_visibility 行为到 minecraft:geometry 方块组件


ITEMSTACK
物品

  • Added function getTags(): string[] - Returns all tags for the item
  • 添加了函数 getTags(): string[] —— 返回物品拥有的全部标签
  • Added function hasTag(tag: string): boolean - Returns true if the item has the specified tag
  • 添加了函数 hasTag(tag: string): boolean —— 当物品拥有指定标签时返回 true


ENTITYEQUIPMENTINVENTORYCOMPONENT
组件 - ENTITYEQUIPMENTINVENTORYCOMPONENT

  • This component is used to manipulate the equipment of mobs and players. To use it, call getComponent('equipment_inventory')
  • 这个组件用来更改生物或玩家的装备。要使用这个组件,调用 getComponent('equipment_inventory')
  • Added function getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined - Returns the item in the given equipment slot
  • 添加了函数 getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined —— 返回指定装备槽的物品
  • Added function getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot - Returns the container slot for the given equipment slot
  • 添加了函数 getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot —— 返回指定装备槽的容器槽位
  • Added function setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void - Sets the item in the given equipment slot
  • 添加了函数 setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void—— 设置指定槽位的物品


ITEMDURABILITYCOMPONENT
组件 - ITEMDURABILITYCOMPONENT

  • The ItemDurabilityComponent now works with all damageable items, not just custom items
  • ItemDurabilityComponent 组件现在对所有拥有耐久的物品起效,而不只是自定义物品
  • Removed property damageRange
  • 移除了 damageRange 属性
  • Setting damage will now throw an exception if it is outside of the range [0, maxDurability]
  • 现在如果超出范围 [0, maxDurability],设置耐久值时会报错


MARKETPLACE
市场

  • In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to
  • 现在“WDW 魔法王国冒险”世界中的巨雷山、白雪公主与七个小矮人、太空山三个园区中的车厢会与其连接至的矿车正确对齐


SERVERS
服务器

  • Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases
  • 现在可以通过 StartGamePacket 中的设置来为方块的网络ID选择一个哈希值,该值与其他方块无关,并会在未来的更新中保持不变


GAMETEST FRAMEWORK
GameTest 框架

  • Updated specific GameTest exceptions to be thrown as GameTestError error objects
  • 更新了特定的 GameTest 错误的报错方式,现在会以 GameTestError error 的形式抛出
  • Added two new commands:
  • 添加了两个新的命令:
    • /gametest stopall - Used to manually stop all tests while they are running
    • /gametest stopall - 用来在测试运行时强制停止所有测试
    • /gametest runsetuntilfail - Used to run a set of tests but will automatically stop if any of the tests fail
    • /gametest runsetuntilfail - 用来运行一组测试,但只要该组测试中有任何一个测试失败了,测试将被自动停止



API (EXPERIMENTAL)
API (实验)

  • Updated versions to add new APIs to stable:
  • 更新了版本,从而让更多新 API 加入稳定版:
    • Added version 1.1.0 of @minecraft/server
    • 添加了 1.1.0  版 @minecraft/server
    • Added version 1.2.0-beta of @minecraft/server
    • 添加了 1.2.0-beta 版 @minecraft/server
    • Removed version 1.1.0-beta of @minecraft/server
    • 移除了 1.1.0-beta 版 @minecraft/server
    • Moved the following to @minecraft/server stable (1.1.0)
    • 将以下 API 移动到稳定版 @minecraft/server (1.1.0)
      • runTimeout
      • runInterval
      • clearRun
      • currentTick
      • Vector3
      • BlockPermutation(only a subset of functionality)
      • Block
      • getBlock
      • sendMessage
    • Minecraft runtime errors are now fired as JavaScript Error objects instead of strings
    • 现在 Minecraft 运行时错误会以 JavaScript 错误对象的形式抛出,而不是字符串
    • Fixed a number of base class inheritance issues and added several new base classes to certain class types
    • 修复了部分基类的继承问题,并为部分类加入了新的基类
    • /reload works if a script pack references a client resource pack
    • /reload 现在可以对使用了客户端 RP 的脚本包使用
    • Fixed a bug where the BeforeItemUseOnEvent function getBlockLocation would return undefined (MCPE-166945)
    • 修复 BeforeItemUseOnEvent 函数内 getBlockLocation 返回 undefined 的问题 (MCPE-166945)
    • The BeforeItemUseOnEvent class now inherits from ItemUseOnEvent
    • BeforeItemUseOnEvent 类现在会继承 ItemUseOnEvent
    • Moved the following to @minecraft/server stable (1.0)
    • 将下面提到的内容移动到 @minecraft/serverstable (1.0)
    • Fixed a bug where sendMessage would fail when the message contains Unicode quotation marks
    • 修复使用 sendMessage 发送含有 Unicode 引号的消息时运行失败的问题
    • Signs
    • 告示牌相关
      • Added setText to set the text on a sign with a regular string, a RawMessage, or a RawText
      • 添加了 setText ,用来把告示牌文本设定为指定字符串、 RawMessageRawText
      • Added getText to get the string on a sign, will return undefined if setTextwas called with a RawMessage or a RawText
      • 添加了 getText ,用来读取告示牌文本,若使用 setText w将文本设定为 RawMessageRawText ,则返回未定义值
      • Added getRawText to get the RawText on a sign, will return undefined if setText was called with a string
      • 添加了 getRawText ,用来读取告示牌上的 RawText ,若使用 setText 将文本设定为字符串,则返回未定义值
      • Added getTextDyeColor and setTextDyeColor to read/write the dye of the sign text
      • 添加了 getTextDyeColorsetTextDyeColor 来读取/设定告示牌文本颜色
    • Dyes
    • Dyes
      • Added DyeColor enum
      • 添加了 DyeColor 枚举
    • sendMessage
    • sendMessage
      • rawtext is now RawMessage[] instead of (string | RawMessage)[]
      • rawtext 现在使用 RawMessage[] 类型而不是 (string | RawMessage)[]
    • RawMessage
    • RawMessage
      • rawtext property on RawMessage is no longer (string | RawMessage)[] and is instead RawMessage[]
      • rawtextRawMessage 属性不再是 (string | RawMessage)[] 而是 RawMessage[]
    • RawText
    • RawText
      • Added a RawText class for reading RawMessage like on Signs
      • 添加 RawText 类用于读取 RawMessage ,例如告示牌(Signs)
    • Riding
    • Riding
      • Added getRiders to EntityRideableComponent which returns an array of all the entities currently riding this entity
      • 添加 getRidersEntityRideableComponent 组件,返回所有骑乘指定实体的实体的数组
      • Added EntityRidingComponent - this component is only on entities that are currently riding on another entity
      • 添加 EntityRidingComponent —— 这个组件只适用于骑乘在另一实体上的实体
        • Has an entityRidingOn property that returns the entity this entity is currently riding on
        • 拥有 entityRidingOn 属性,可以返回该实体当前骑乘的实体
      • Added function getEntity(id: string): Entity | undefined - Gets an entity. Returns undefined for entities that don't exist or aren't loaded
      • 添加函数 getEntity(id: string): Entity | undefined —— 获取一个实体。若实体不存在或未被加载,则返回 undefined
    • Dimension
    • Dimension
      • getEntities
      • getEntities
        • Modified return type to Entity[]
        • 更改返回值的类型为 Entity[]
        • Modified parameter name getEntities to options
        • 参数 getEntities 更名为 options
        • New signature: getEntities(options?: EntityQueryOptions): Entity[]
        • 新的函数签名: getEntities(options?: EntityQueryOptions): Entity[]
      • getPlayers
      • getPlayers
        • Modified return type to Player[]
        • 更改返回值的类型为 Player[]
        • Modified parameter name getPlayers to options
        • 参数 getPlayers 更名为 options
        • New signature: getPlayers(options?: EntityQueryOptions): Player[];
        • 新的函数签名: getPlayers(options?: EntityQueryOptions): Player[];
      • @minecraft/server-ui
      • @minecraft/server-ui
        • When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
        • 现在创建表单时,所有面向用户的只读字符串(例如:文本标签,下拉菜单选项 等)都可以接受 RawMessage ,这影响以下所列的类:
          • ActionFormData
          • ModalFormData
          • MessageFormData
        • Added function getItemStack(amount?: number, withData?: boolean): ItemStack - Gets an item stack of the block. Returns undefined for blocks that don't have a corresponding item (e.g. air)
        • 添加函数 getItemStack(amount?: number, withData?: boolean): ItemStack - 获取方块的物品堆叠。当方块没有对应物品时返回 undefined(例如:空气)
      • BlockPermutation
      • BlockPermutation
        • Added function getItemStack(amount?: number): ItemStack – Creates an item stack of the block permutation. Returns undefined for blocks that don't have a corresponding item (e.g. air)
        • 添加函数 getItemStack(amount?: number): ItemStack ——  创建指定方块对应的物品堆叠。当方块没有对应物品时返回 undefined(例如:空气)
        • Removed data property
        • 移除 property 数据
      • BlockComponent
      • BlockComponent
        • Added read-only property block - Gets the block that the component is attached to
        • 添加了只读的属性 block —— 获取该组件附着的方块
      • Renamed IEntityComponent to EntityComponent
      • IEntityComponent 重命名为 EntityComponent
      • Container
      • Container
        • Replaced classes
          BlockInventoryComponentContainer, InventoryComponentContainer, and PlayerInventoryComponentContainer with Container
        • 替换类名
          BlockInventoryComponentContainer, InventoryComponentContainerPlayerInventoryComponentContainer 现替换为 Container
        • function addItem now returns the remainder of the added item stack if the container is full, else undefined
        • 函数 addItem 现在当对应容器已满时会返回所添加的物品堆叠的剩余部分,否则返回 undefined
        • function transferItem no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else undefined
        • 函数 transferItem 不再需要指定目标槽位,而是会把物品放在第一个可用的槽位。在对应容器已满时函数会返回所添加的物品堆叠的剩余部分,否则返回 undefined
        • Added function moveItem(fromSlot: number, toSlot: number, toContainer: Container): void - Moves an item from one container to another, replacing any item in the destination slot
        • 添加了新函数 moveItem(fromSlot: number, toSlot: number, toContainer: Container): void - 可以把物品从一个容器替换到另一个,并且会替换目标槽位原本的物品
        • Function swapItems can now swap empty slots
        • 函数 swapItems 现在可用于交换空的物品槽位
        • Removed function clearItem - Please use setItem(undefined) instead
        • 移除 clearItem 函数 —— 现在请使用 use setItem(undefined)
      • Signs
      • 告示牌相关
        • Fixed an issue where text set on Signs using setText wasn't reflected on Signs on the client until the Sign was reloaded
        • 修复了在重新加载告示牌前使用 setText 在告示牌上设置的内容不会在客户端正常显示的问题
        • getComponent('minecraft:sign') now works with Hanging Signs
        • getComponent('minecraft:sign') 现在可在悬挂式告示牌上使用




The following APIs have been moved from beta to stable @minecraft/server (1.1.0):
以下API已从测试版移动到稳定版  @minecraft/server (1.1.0):
  • dimension
  • typeId
  • getVelocity()
  • location
  • getHeadLocation()
  • nameTag
  • id
  • getViewDirection()
  • getEntities
  • getEntitiesAtBlockLocation
  • getPlayers
  • EntityQueryOptions
  • EntityQueryScoreOptions
  • GameType
  • World.getPlayers





















Multiple SPXX Users 译自feedback.minecraft.net 2023 年 4 月 24 日发布的 Minecraft - 1.19.80 (Bedrock)



【本文排版借助了:SPXX Userscript v2.4.14】



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