RESOURCE PACKS
资源包
- The Resource Pack version is now 12
- 资源包版本现在更新到了 12
- Removed "fixers" for resource packs with versions 3 and 4 (pre-flattening)
- 移除了 3 和 4 版本的资源包 (pre-flattening) “修复工具”
- The game will no longer try to adapt packs with those versions to the current version
- 游戏不会再尝试将这些版本的资源包适配到当前版本
- Game now loads all block models and blockstate definitions in appropriate directories
- 现在游戏会在合适的目录中加载方块模型和方块状态定义
- That means that if a pack has invalid model it will prevent pack from loading, even if this model is unused
- 这意味着若一个材质包中含有无效的模型,即使此模型未被使用,也会阻止资源包被加载
TEXTURE LOADING CHANGES
纹理加载的更改
- Context: When the game loads all textures used by block and item models need to be stitched (merged) into a single image, called the "atlas"
- 上下文背景:游戏加载时,所有用于方块和物品模型的纹理需要合并到单个图像中,称为 “atlas”
- Individual textures that are stitched onto the atlas are called "sprites"
- 合并到 atlas 中的单个纹理被称为 “sprites”
- To improve loading performance, block and item textures are now loaded before they are processed by block and item models
- 为改进加载性能,方块与物品的纹理会在被方块和物品模型处理前加载
- By default, textures not in the textures/item and textures/block directories will no longer be automatically recognized and will fail to load
- 默认地,不在 textures/item 和 textures/block 目录中的纹理不会被自动识别,不会被加载
- Resource packs can now have configuration files, located in atlases directory, that control which images are included in the atlases
- 资源包现在可以拥有配置文件,位于 atlases 目录,控制 atlas 中包含哪些图像
ATLAS CONFIGURATION FILES
ATLAS 配置文件
- New directory atlases is now present for resource packs
- 为纹理包提供了新的目录 atlases。
- This directory contains JSON entries for configuring atlases:
- 这个目录包含用于配置 atlases 的 json 文件:
- blocks - textures used by block and item models
- blocks - 用于方块和物品模型的纹理
- banner_patterns, beds, chests, shield_patterns, shulker_boxes, signs - used to render some special-case models
- banner_patterns, beds, chests, shield_patterns, shulker_boxes, signs - 用于渲染一些特殊的模型
- mob_effects - textures used for effect icons in the UI
- mob_effects - 用于 UI 里效果图标的纹理
- paintings - textures used for paintings
- paintings - 用于画的纹理
- particles - textures used for particles (referenced by the textures field in files within the particles directory)
- particles - 用于粒子效果的纹理 (被 particle 目录里的 texture 引用)
- If multiple packs include those files, they are merged by their order within the pack (same as tags in data packs)
- 若多个资源包中均包含这些配置文件,则根据其在纹理包中的顺序将其合并(与数据包中的标记一样)
- Inside these files is a JSON object with a single list called sources
- 这些文件内是一个 JSON 对象,包含一个名为 sources 的列表。
- Every entry in sources runs in during load, in order of definition, adding or removing new files to the texture list; to be later referenced by block models, particles, etc
- 按照预先定义的顺序, sources 中的每个条目都会在加载时运行,向纹理列表添加或删除新文件,之后会被方块模型、粒子等引用
- Types of sources:
- sources 类型:
- directory - lists all files in a directory and its subdirectories, across all namespaces
- directory - 跨越所有命名空间,列出所有目录及其子目录中的所有文件
- source - directory in pack to be listed (relative to textures directory)
- source - 被列出的包中的目录 (相对于 texture 目录)
- prefix - string to be appended to the sprite name when loaded
- prefix - 加载时附加到 sprite 名称前的字符串
- single - adds a single file
- single - 添加一个单独的文件
- resource - location of a resource within the pack (relative to textures directory, implied .png extension)
- resource - 资源包包中资源的位置(相对于 texture 目录,隐含 .png 扩展名)
- sprite - sprite name (optional, defaults to resource)
- sprite - sprite 的名字(可选, 默认是 resource)
- filter - removes sprites matching the given pattern
- filter - 移除与所给模式匹配的 sprites
- namespace, path - patterns (regular expressions, regex) of ids to be removed (only works for entries already in the list)
- namespace, path - 要删除 ID 的模式(正则表达式,只适用于列表中存在的条目)
- If omitted, any value will be matched
- 若省略,则匹配任意值
- unstitch - copies rectangular regions from other images
- unstitch - 从其他的图像复制矩形区域
- resource - location of a resource within the pack (relative to textures directory, implied .png extension)
- resource - 资源包中资源的位置(相对于 texture 目录,隐含 .png 扩展名)
- divisor_x, divisor_y - used for determining the units used by regions
- divisor_x, divisor_y - 用于确定 regions 所用的单位
- regions - list of regions to copy from the source image
- regions - 从 source 图片复制的区域的列表
- sprite - sprite name
- sprite - sprite 的名字
- x, y - coordinates of the top-left corner of the region
- x, y - 区域左上角的坐标
- width, height - size of the region
- width, height - 区域大小
- Values such as x are transformed to real image coordinates via dividing by their divisor, and then multiplying by the real image size
- x 这种值通过除以除数,然后再乘以真实的图像的大小,就可转换为真实的图像的坐标
- Example: if a pack has a file named assets/test/textures/fancy/iridium.png and source is {"type": "directory", "source": "fancy", "prefix": "custom/"}, the texture will be available in models as test:custom/iridium
- 例:若某资源包有一个文件命名为 assets/test/textures/fancy/iridium.png ,且其 source 是 {"type": "directory", "source": "fancy", "prefix": "custom/"},此纹理可在模型中通过 test:custom/iridium 的形式使用
CUSTOM PLAYER HEAD NOTE BLOCK SOUNDS
自定义玩家头颅音符盒音效
- Player Heads can now contain a note_block_sound field
- 玩家头颅现可包含一个 note_block_sound 字段
- When present, this determines the sound a note block makes when the head is placed on top of it
- 此字段存在时,将会决定头放在音符盒顶端时后者发出的声音
NEW ENTITY SUB-PREDICATE TYPES
新的实体子谓词类型
- Added new entity sub-predicates for some entity types with variants:
- 为一些带有变体的实体类型添加了新的实体子谓词:
- axolotl
- axolotl
- variant - values: lucy, wild, gold, cyan, blue
- variant - 值: lucy, wild, gold, cyan, blue
- boat
- boat
- Works for boats, chest boats and rafts
- 对船、运输船和竹筏均生效
- variant - values: oak, spruce, birch, jungle, acacia, dark_oak, mangrove, bamboo
- variant - 值: oak, spruce, birch, jungle, acacia, dark_oak, mangrove, bamboo
- fox
- fox
- variant - values: red, snow
- variant - 值: red, snow
- mooshroom
- mooshroom
- variant - values: red, brown
- variant - 值: red, brown
- painting
- painting
- variant - values: see painting_variant registry
- variant - 值: 见 painting_variant 注册项
- rabbit
- rabbit
- variant - values: brown, white, black, white_splotched, gold, salt, evil
- variant - 值: brown, white, black, white_splotched, gold, salt, evil
- horse
- horse
- variant - values: white, creamy, chestnut, brown, black, gray, dark_brown
- variant - 值: white, creamy, chestnut, brown, black, gray, dark_brown
- Markings are separate value and not matched
- 毛色花纹是单独的值,不作匹配
- llama
- llama
- variant - values: creamy, white, brown, gray
- variant - 值: creamy, white, brown, gray
- villager
- villager
- variant - values: see villager_type registry
- variant - 值: 见 villager_type 注册项
- Also works for Zombie Villagers
- 对僵尸村民也生效
- Profession and level are separate values and not matched
- 职业和等级是单独的值,不作匹配
- parrot
- parrot
- variant - values: red_blue, blue, green, yellow_blue, gray
- variant - 值: red_blue, blue, green, yellow_blue, gray
- tropical_fish
- tropical_fish
- variant - values: kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfish
- variant - 值: kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfish
NETWORK PROTOCOL
网络协议
- The network protocol now supports adding player entities to the world without being added to the 'tab' player list
- 现在网络协议支持将玩家型实体添加到世界中而不需要添加在玩家列表选项卡中了
- Servers can now lazily distribute players' profile public keys along with their first chat packet
- 服务器现在可跟随玩家的第一个聊天网络数据包一并分发他们的个人资料公钥
- Message 'headers' within the Secure Chat protocol no longer need to be distributed when private messages are sent
- 发送私信时,安全聊天的消息头不需要被分发了
- Contextual message references are now deduplicated for efficiency within the Secure Chat network protocol
- 在安全聊天协议中,上下文消息索引会被删除以提高效率
- Servers can now lazily distribute players' profile public keys along with their first chat packet
- 服务器现在可跟随玩家的第一个聊天网络数据包一并分发他们的个人资料公钥
- Profile public keys will now be refreshed without reconnecting
- 配置文件公钥无需重新连接即可刷新
- Clients now reset their chat session on receiving a login packet
- 客户端在收到登录网络数据包时将会重置聊天会话
EXPERIMENTAL FEATURES IN 1.19.3
1.19.3 的实验性特性
- Some experimental features now need to be enabled to appear in worlds
- 现可启用部分实验性特性以在游戏中展示
- Such features are enabled by adding a built-in datapack when creating a world
- 若启用这些特性,在创建世界时,会以内置数据包形式添加进世界
- Feature toggles are meant to hide unfinished or experimental features, to make sure your existing worlds remain unaffected
- 特性切换开关意在隐藏未完成的和实验性特性,确保原有的世界不受影响
- Worlds that are using experimental features will be marked as "Experimental" in world selection list
- 使用了实验性游戏特性的世界将在世界选择列表中展示为 “实验性”
- Experimental features cannot be toggled for existing worlds
- 实验性特性开关无法在已有世界中启用
BUNDLES
组合包
- Bundles are now available as an experimental feature
- 组合包现作为实验性特性可用
ADDED CAMEL
添加了骆驼
Camels are now available when Update 1.20 experimental features are enabled.
若启用 1.20 实验性特性,骆驼现已可用,可以出现在游戏里了。
- Camels can be equipped with a saddle and ridden by two players
- 骆驼可装备鞍,由两名玩家骑乘
- Camels spawn naturally in Desert Villages
- 骆驼会在沙漠村庄中自然生成
- Camels are tall
- 骆驼很高
- Most hostile mobs will not be able to reach you when you are on a Camel
- 若你骑在骆驼上,绝大多数敌对生物无法攻击到你
- They can walk over fences without a sweat
- 骆驼可毫不费力地跨过栅栏
- Camels are very graceful, but grumpy mobs
- 骆驼是一种非常优雅,但脾气暴躁的生物
- They randomly sit down
- 他们会随时坐下
- While sitting, it is difficult to convince them to move
- 若他们已经坐下,你很难让它们动起来
- Camels can either walk slowly or sprint quickly
- 骆驼走的很慢,冲刺很快
- They can also dash forward but will lose stamina for a while when doing so
- 他们也可以向前冲刺,但会失去一段耐力。
BAMBOO WOOD SET
竹木套件
A new set of Bamboo wood blocks are now available when Update 1.20 experimental features are enabled.
若启用 1.20 实验性特性,一套全新的竹木方块现已可用,可以出现在游戏里了。
- New wood blocks
- 新木质方块
- Bamboo Planks
- 竹木板
- Bamboo Door
- 竹门
- Bamboo Trapdoor
- 竹陷阱门
- Bamboo Sign
- 竹木告示牌
- Bamboo Stairs
- 竹木楼梯
- Bamboo Slab
- 竹台阶
- Bamboo Fence
- 竹栅栏
- Bamboo Fence Gate
- 竹栅栏门
- Bamboo Button
- 竹按钮
- Bamboo Pressure Plate
- 竹压力板
- Bamboo Planks can be crafted with 2x2 Bamboo items
- 竹木板可通过 2x2 的竹子物品合成
- Added a new “Mosaic” plank variant that is unique to Bamboo called Bamboo Mosaic
- 添加了一个竹子专有的新的 “马赛克” 木板变体,叫做 Bamboo Mosaic
- It can be crafted with 1x2 Bamboo Slabs in a vertical strip
- 可通过 1x2 的竹木台阶竖直排列来合成
- You can craft Stair and Slab variants of Bamboo Mosaic
- 你可以合成楼梯和台阶的 Bamboo Mosaic 变体
- Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
- 添加了可像正常船一样,但必须使用竹木板来合成的竹筏
- They function the same as ordinary boats, but have a unique look to them
- 功能和普通船无异,但外观特殊
CHISELED BOOKSHELF
雕纹书架
A new, chiseled variation of the Bookshelf is now available when Update 1.20 experimental features are enabled.
若启用 1.20 实验性特性,一个全新的变体:雕纹书架现已可用,可以出现在游戏里了。
- Crafted with 6 planks and 3 wooden slabs
- 通过 6 个木板和 3 个木制半砖合成
- Can store Books, Book and Quills, Written Books, and Enchanted Books
- 可以存放书、书与笔、成书和附魔书
- Holds up to 6 books
- 最多存放六本书
- Keeps the stories and lore of your world safe
- 能够安全的保存书里的故事和世界的传说
- Comparators can detect the last book placed/removed
- 红石比较器可侦测到最后一本书的放置或移除
- Perfect for hiding secrets in your spooky library
- 非常适合在你的恐怖图书馆里藏点小秘密
- Works with Hoppers
- 可与漏斗交互
HANGING SIGNS
悬挂式告示牌
Ever wanted to hang up your signs? Fetch a few chains, strip some logs, and now you can! Hanging signs are now available when Update 1.20 experimental features are enabled.
想把告示牌挂起来吗?弄点锁链,剥点木头,现在你可以这样做了!若启用 1.20 实验性特性,悬挂式告示牌现已可用,可以出现在游戏里了。
- Hanging Signs are a more expensive version of normal Signs
- 悬挂式告示牌比普通告示牌更昂贵
- Crafted with 2 chains and 6 stripped logs of your preferred wood type
- 由两个锁链和六个剥皮原木制成,木材随意
- Crafting results in 6 Hanging Signs
- 一次合成六个悬挂式告示牌
- Can be hung up in the following ways:
- 可通过以下方式悬挂:
- Underneath a block that can provide support in the center, like a full block or a fence
- 挂在中央可提供支撑的方块下,如充满方块或栅栏
- Attached to the solid side of a block
- 靠在一个方块的固态面
- Attached to the side or underneath another Hanging Sign
- 靠在或悬挂在另一个悬挂式告示牌的侧面/下面
- 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,如果没有顶部或者侧面的支撑,悬挂式告示牌无法直接放置在地面上
- However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed
- 但如果支撑方块被移除,拥有水平支撑的悬挂式告示牌不会变成掉落物
MOB HEADS ON NOTE BLOCKS INTERACTION
生物头颅与音符盒交互
- 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
- 将生物头颅放置在音符盒上方,若由玩家或红石信号驱动发声,音符盒将会播放这种生物的一种环境音效
PIGLIN MOB HEAD
猪灵生物头颅
- Piglins will now drop their heads when killed by a charged Creeper
- 被闪电苦力怕击杀时,猪灵将会掉落其头颅
- Placing the Piglin head on a Noteblock will play one of the Piglin’s ambient sounds
- 将猪灵头颅放置再音符盒上,将会播放猪灵的生物音效
- The Piglin head will flap its ears when powered by redstone, or when worn by a player while walking
- 被红石信号驱动或被玩家佩戴并行走时,猪灵头颅将会拍打耳朵
ADVANCEMENTS
进度
- Breeding Camels now counts for "The Parrots and the Bats" and is now required for "Two by Two"
- 繁殖骆驼会算进 "我从哪儿来?" 里,且完成 "成双成对" 需要此条件
- Hanging Signs now counts for "Glow and Behold"
- 悬挂式告示牌会算进 "眼前一亮!" 里
FIXED BUGS IN 1.19.3
1.19.3 修复的漏洞
Around 200 bugs were fixed in this release. View the list on the issue tracker .
此版本约有 200 个漏洞被修复。请参阅 问题跟踪器上的列表。
【苦力怕553 译自官网 2022 年 12 月 07 日发布的 Minecraft Java Edition 1.19.3;原作者 Mikael Hedberg】
【本文采用了 22w45a(@cutemiku )和 22w43a(@sky_tianle )中的部分译文,在此表示由衷的感谢 】
【本文排版借助了:SPXX v2.4.13】 【转载自MCBBS】
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