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Minecraft Java版 1.19.3 发布

cutemiku 2022-12-8 12:36:36 版本资讯 阅读 812

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Minecraft Java 版
  • Minecraft Java 版是指运行在 Windows、macOS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
  • 正式版包含所有特性且安全稳定,所有玩家都可以尽情畅享。
  • 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






NEWS
MINECRAFT JAVA EDITION 1.19.3
MINECRAFT JAVA版 1.19.3

Minecraft Java 1.19.3 Released
Minecraft Java版 1.19.3 发布


We're now releasing 1.19.3 for Minecraft: Java Edition. This release gives the Vex a brand new look as well as containing technical improvements and bug fixes.
我们现发布 Minecraft 1.19.3。此版本为恼鬼带来了全新外观,同时包含了一些技术性改进和漏洞修复。

NEW FEATURES IN 1.19.3
1.19.3 的新增特性

  • Some experimental features are now available through built-in experimental datapacks
  • 部分实验性特性现可通过内置实验性数据包可用
  • Added a new "Panorama Scroll Speed" accessibility option
  • 添加了新的 "主界面全景图滚动速度" 无障碍选项
  • Added new default skins for offline players
  • 为离线玩家添加了新的默认皮肤
  • New wood sounds
  • 新的木材音效


SOUNDS
音效

  • Various wood types now have unique sounds when placed, broken, or walked on
  • 各类木材在被放置、破坏和在其上行走时有了独有的音效
    • There are three sets of unique sounds: Overworld wood types, Nether wood types, and Bamboo (when enabled)
    • 现有三种独有音效: 主世界木材类型、下界木材类型和竹子 (若启用实验性游戏特性)
  • Step sounds can now be heard when walking on Carpets, Lily Pads and Small Amethyst Buds
  • 在地毯、睡莲和小型紫晶芽上行走时可听到脚步声了
  • Step sounds can now be heard when walking through Nether sprouts, Glow lichen, Crimson Roots and Warped Roots
  • 在下界苗、发光地衣、绯红菌索和诡异菌索上行走时可听到脚步声了

CHANGES IN 1.19.3
1.19.3 的修改内容

  • Reworked the Creative Inventory tabs
  • 重制了创造模式背包选项卡
  • Added Operator Items Tab option in the Controls menu which is off by default
  • 在“控制”菜单中添加了默认关闭的“管理员物品”选项
  • The Vex now has a new look
  • 恼鬼拥有了新的外观
  • In the Nether dimension Endermen, Skeletons and Wither Skeletons now only spawn at light level 7 and below (instead of 11 and below)
  • 在下界维度,末影人、骷髅和凋灵骷髅现在仅会在亮度 7 及以下生成 (而非亮度 11 及以下)
  • Changes to block support
  • 修改了方块支撑
  • Spawner block changes
  • 修改了刷怪笼
  • Changes to chat
  • 修改了聊天
  • Added Draft Player Reports
  • 添加了玩家举报草稿
  • Improvements to the Open to LAN screen
  • 改进了“对局域网开放”页面
  • The Realms News button will now show a confirmation screen before opening the link
  • Realms 新闻按钮在打开一个连接前会展示一个确认界面
  • Stronghold placement code has been changed to be more efficient, causing stronghold positions to shift
  • 增加了要塞位置代码的运行效率,现在要塞的位置有所更改
    • They are still placed in concentric rings, but their positions in the rings may change by a few degrees
    • 依然在同心圆里,但位置可能会改变几度
  • "Teleport to Team Member" option in spectator menu now only shows up for teams with viable target players
  • 旁观者选项中的“传送到队友处” 选项现在只展示给有可行目标玩家的团队
  • Changes to tooltips
  • 修改了工具提示
  • The Wild update music has been tweaked to be slightly less loud
  • 调低了荒野更新音乐的音量


CREATIVE INVENTORY
创造模式背包

The ordering of tabs and the contents in the Creative Inventory have been tweaked to make the experience of finding relevant blocks and items easier.
创造模式背包选项卡的顺序和位置有所调整,现在可以更容易的找到某个物品。

  • Blocks and items have been moved into categories that fit them better
  • 方块和物品移动到了更适合他们的分类中
  • Blocks are now ordered by their material as much as possible
  • 方块现在尽量按照他们的材料来进行分类
    • For example, all Oak blocks and variants are now next to each other
    • 例如,所有橡木方块及其变体靠得更近了
  • Some items can now be found in more than one tab
  • 一些物品可在不止一个物品组中找到
  • Various tabs have been renamed or collapsed into others
  • 一些物品组被重命名,或合并至其他选项卡
  • The search tab now lists items sequentially grouped by the other tabs
  • 搜索选项卡现在按照其他物品组的顺序来展示物品
    • For example, items found in Building Blocks will always appear before items in Redstone Blocks
    • 例如,建筑方块中的物品永远会比出现在红石方块中的物品靠前
  • A Colored Blocks tab has been added that contains all blocks with 16 color variants
  • 添加了新的“颜色方块”物品组,包含所有拥有 16 个颜色变体的方块
  • Petrified Oak Slab has been removed from the Creative Inventory
  • 石化橡木台阶已从创造模式背包中移除
    • It can still be accessed through commands
    • 仍可通过指令获取
  • The following missing items have been added to the Creative Inventory:
  • The following missing items have been added to the Creative Inventory:
    • Suspicious Stew
    • 谜之炖菜
      • The tooltip will show the effect of a stew before it's picked up from the Creative Inventory
      • 工具提示将在谜之炖菜从创造模式物品栏中取出之前显示其带来的效果。
      • Only stews with effects available via crafting or Mooshrooms are listed
      • 这里只会列出可能通过合成或蘑菇生产的炖菜效果
    • Dragon Egg
    • 龙蛋
    • Ominous Banner
    • 灾厄旗帜
    • Monster Spawner
    • 刷怪笼
    • All 3 flight durations of Fireworks
    • 所有拥有三种飞行高度的烟花
    • Operator-only blocks and items
    • 仅管理员可用的方块和物品
      • These only appear in the Operator Utilities tab if you have both:
      • 这些物品仅当你满足以下两条件时,才会出现在“管理员工具”物品组中:
        • Operator Items Tab option in Controls menu set to ON
        • 控制菜单中的管理员物品选项被设为 启用
        • The required operator permissions
        • 你拥有所需的管理员权限


  • Tooltips for all items in Creative Menu outside single-category tabs will show categories where this item can be found
  • 创造模式菜单中单个类别选项卡之外的所有物品的工具提示将显示可找到该物品的分类
    • Previously this only happened on the search tab
    • 以前这只出现在搜索选项卡上



VEX
恼鬼

  • Changes to Vex model and textures
  • 修改了恼鬼的模型和纹理
    • The Vex retains its old, now slightly oversized, hitbox to make it easier to fight
    • 恼鬼保留了旧的略大的碰撞箱,更容易与之战斗



BLOCK SUPPORT
方块支撑

  • Fence Gates no longer provide center support beneath them
  • 栅栏门的中心不会为其下方的方块提供支撑
  • When opening, Shulker Boxes will pop off blocks which are attached to opened faces (such as Torches)
  • 当潜影盒打开的时候,它将会破坏开启面的方块(例如火把之类的)
    • Blocks that require support cannot be placed on these open faces while the Shulker Box is open
    • 当潜影盒开启的时候,需要支撑的方块无法被放置在潜影盒的开启面



SPAWNERS
刷怪笼

  • No longer has a default mob spawn type when placed by a player (previously was the Pig)
  • 被玩家放置时,刷怪笼不会拥有一个默认生成的生物类型了 (之前是猪)
  • Will not emit fire particles when a mob spawn type has not been defined
  • 若生成生物类型未定义,不会产生火焰粒子了
  • Renamed to Monster Spawner to match Bedrock, and removed purple text color
  • 重命名为 Monster Spawner 以与基岩版相匹配,并移除了紫色文字颜色
  • Pick-block now works for Spawner blocks
  • 鼠标中键选取方块现在可对刷怪笼方块生效
  • The mob type is now displayed in the hover description of a Spawner item stack
  • 现在生物类型会展示在刷怪笼物品堆上方的悬浮说明中
    • If a mob type has not been defined yet, the hover description will describe how to set it
    • 若生物类型尚未定义,悬浮说明会说明怎样设置



ITEMS
物品

  • Added new Spawn Egg items for Ender Dragon, Iron Golem, Snow Golem and Wither mobs to Creative mode
  • 将末影龙、铁傀儡、雪傀儡、凋灵生物刷怪蛋添加到了创造模式
  • Polar Bear Spawn Egg colors have changed to distinguish it from the Ghast Spawn Egg
  • 为了和恶魂刷怪蛋相区分,修改了北极熊刷怪蛋的颜色


CHAT
聊天

  • Removed Chat Preview
  • 移除了聊天预览
  • Chat messages deleted by server moderators will no longer be completely hidden, but rather replaced with text stating "This chat message has been deleted by the server."
  • 被服务器管理员删除的消息不会被彻底隐藏,而是展示一条以“这条消息被此服务器删除”开头的文本
  • Deleted chat messages will now be displayed in the chat window for at least 3 total seconds before being hidden
  • 被删除的消息会在聊天界面中展示至少三秒才会被隐藏
  • The Chat Trust Status indicators have been tweaked:
  • 聊天可信状态指示器的小调整:
    • The 'Modified' tag will no longer display for server-modified messages where only style has been changed
    • ‘已修改’ 标签不会为仅样式被修改的服务器消息展示了
    • The 'Modified' tag icon and indicator is now dark gray
    • ‘已修改’标签图标和指示器为深灰色
    • The 'Not Secure' tag is now light gray and does not have an icon
    • ‘不安全’标签为浅灰色,没有图标
  • Partially filtered chat messages now show the filtered text as gray hashes with a hover text saying that it was filtered
  • 部分被过滤的聊天消息现在会将文本以灰色散列值的方式展示,并有一个悬浮的文本表示这条消息已被过滤
  • The Chat Reporting screen now shows when the player being reported rejoined chat
  • 聊天举报界面现在会展示被举报的玩家何时重新加入聊天


ADDED DRAFT PLAYER REPORTS
添加了玩家举报草稿

Player Reports can now be kept temporarily as a draft while connected to a server.
玩家聊天举报现在可以在连接到服务器时暂时保存为草稿。

  • When exiting the Player Reporting screen, the report can be either discarded or kept as a draft
  • 当离开玩家聊天举报界面时,举报内容可以直接放弃或作为草稿保存
    • The draft will always be kept if the screen was forcefully closed (e.g. player dying)
    • 当举报界面被强制关掉时(例如玩家突然死亡),举报内容默认作为草稿保存
  • Draft reports are kept until the player leaves the current server or world
  • 保存的草稿将一直保存,直到玩家退出服务器或离开这个世界
    • When leaving, the player will be prompted to either discard or finish and send the report
    • 当离开时,会提示是否放弃或提交这个举报。



LAN SCREEN
“局域网”界面

  • The screen now allows selecting the port on which to host the LAN world
  • 现在允许在界面中选择在什么端口上开放局域网联机世界了
  • The game mode and allow cheats buttons are now initialized with the default values of the world
  • 游戏模式和允许作弊按钮初始值现与世界的默认值保持一致


TOOLTIPS
工具提示

  • When tabbing through buttons, tooltips are displayed above or below them
  • 在不同按钮间切换时,工具提示会展示在其上方或下方
  • Tooltips displayed when hovering are displayed next to the cursor
  • 工具提示会在悬停的鼠标指针附近展示
  • Tooltips from focused buttons (focused by pressing tab) take priority over tooltips from hovered buttons
  • 聚焦的按钮(按下 Tab 聚焦)展示工具提示的优先级高于鼠标悬停的按钮

TECHNICAL CHANGES IN 1.19.3
1.19.3 的技术性修改

  • Added Feature Flags - world options to enable or disable some experimental or unfinished features (like blocks, entities and items)
  • 添加了功能 - 世界选项来启用或禁用实验性或未完成的游戏特性(如方块、实体、物品等)
  • Command changes
  • 修改了指令
  • Added new Telemetry Events
  • 添加了新的遥测事件
  • Added new Game Rules
  • 添加了新的游戏规则
  • Custom Player Head Note Block sounds
  • 自定义玩家头颅音符盒音效
  • New entity sub-predicate types
  • 新的实体子谓词类型
  • Instances of recipe types that have recipe books now have field category to determine placement
  • 带有合成书籍的合成表类型实例现在有了 category 字段确定其位置
  • Changes to texture loading and stitching
  • 对纹理加载和拼接做出了修改
  • Network protocol changes
  • 修改了网络协议
  • Migrated linear algebra types to Java OpenGL Math Library (JOML)
  • 将线性代数类型迁移到了到 Java OpenGL 数学库 (JOML)
  • Blocks carried by Endermen now use loot tables to generate drops when killed
  • 末影人被击杀时,其持有的方块将使用战利品表来生成掉落物


FEATURE FLAGS
功能标志


GENERAL NOTES
通用注释

  • Feature flags are options that enable or disable certain groups of game elements (like blocks, entities and items), later called "features"
  • 功能标志时用来启用或禁用某些游戏元素 (例如方块、实体和物品), 晚些会被称作 “功能” 的选项
  • Game elements controlled by flags are hardcoded
  • 通过标志来控制的游戏元素均硬编码实现
  • Feature flags are stored in world
  • 功能标志存储在世界中


CONFIGURATION AND DATAPACK CHANGES
配置与数据包变更

  • Feature flags are enabled by datapacks
  • 功能标志会被数据包启用
    • New pack metadata section called features is added, containing enabled feature flags in list named enabled
    • 添加了新的包体元数据部分 features ,含有名为 enabled 的启用的特性标志列表
  • The game now contains built-in datapacks (similar to the "Programmer Art" resource pack) that enable features and provide associated recipes, advancements, loot tables, etc
  • 游戏现在含有内置的数据包 (和 “Programmer Art” 资源包相似),用来启用并提供相关联的合成表、改进内容、战利品表等等。
  • Added new fields to server.properties to allow initial selection of packs (works only during world creation)
  • server.properties 添加了新的字段,允许初始化资源包的某部分(仅在创建世界时运行)
    • initial-enabled-packs - comma-separated list of packs to be enabled (feature packs need to be explicitly enabled)
    • initial-enabled-packs - 需要启用的数据包的列表,以逗号分隔 (功能包需要显式启用)
    • initial-disabled-packs - comma-separated list of packs to not auto-enable
    • initial-disabled-packs - 不自动启用的包的列表,以逗号分隔
  • Datapacks discovered after world creation will be disabled if they require features that are not enabled for loaded world
  • 若世界加载完成后,发现某数据包需要已加载的世界中无法启用的功能,此数据包会被忽略
  • Added new entity sub-predicate types: axolotl, boat, fox, mushroom, painting, rabbit, horse, llama, villager, parrot, tropical_fish
  • 添加了新的实体子谓词类型: axolotl, boat, fox, mushroom, painting, rabbit, horse, llama, villager, parrot, tropical_fish


EFFECTS OF FEATURE FLAGS
功能标志的效果


BLOCKS
方块

  • Disabled block ids are not recognized by commands that can create new blocks
  • 被禁用的方块 ID 无法被可创建新方块的指令识别
  • Block items for disabled blocks are disabled
  • 被禁用方块对应的物品也会被禁用
  • Disabled blocks won’t spawn in structures
  • 被禁用的方块不会生成在结构中
  • Disabled blocks won’t be loaded as part of entities (for example as falling sand or blocks carried by Endermen)
  • 被禁用的方块不会被加载为实体的任何部分 (例如末影人手持的掉落的沙子或沙子方块)
  • Players can’t interact with disabled blocks
  • 玩家无法与被禁用的方块交互











    ENTITIES
    实体

    • Disabled entity ids are not recognized by commands that can summon new entities
    • 被禁用的实体 ID 无法被可生成新实体的指令识别
    • Disabled entities will not spawn or load
    • 被禁用的实体无法生成或加载
    • Spawn egg items for disabled entities are disabled
    • 被禁用的实体的刷怪蛋物品也会被禁用


    ITEMS
    物品


    • Disabled items are hidden from creative menu
    • 被禁用的物品会在创造模式菜单中隐藏
    • Recipes and loot tables are prevented from creating disabled items
    • 阻止合成表和战利品表创建被禁用的物品
    • Disabled item ids are not recognized by commands that can create new items
    • 被禁用的物品 ID 无法被可创建新物品的指令识别
    • Disabled items can’t be used for interactions or attacking
    • 被禁用的物品无法用于交互或攻击


COMMANDS
命令

  • New command: fillbiome
  • 新命令: fillbiome
  • New execute sub-command: execute if|unless biome
  • 为命令 execute 添加了新的子命令: execute if|unless biome
  • Improvements to the publish command
  • 改进了 publish 命令


FILLBIOME
FILLBIOME

Changes biome entries for an area. Note that biomes are not stored per-block, so affected positions may not match input precisely.
能完整修改整个区域的生物群系,注意:因为生物群系并不是按方块存储的,所以受影响的位置可能与所选的位置匹配不会很准确。

Syntax:
语法:


fillbiome <from> <to> <biome> [replace <filter>]
fillbiome <from> <to> <biome> [replace <filter>]

Parameters:
参数:


  • from: One corner of the area to fill
  • from: 选择的要填充的区域第一个角落
  • to: The other corner of the area to fill
  • to: 选择要填充取余的另一个角落
  • biome: The biome to set
  • biome: 要设置的生物群系
  • filter: A biome or biome tag to replace
  • filter: 要替换的生物群系或生物群系标签


EXECUTE
EXECUTE

Execute commands can now be conditional on biomes.
命令 Execute 现在可以将生物群系用作条件。

Syntax:
语法:


execute if|unless biome <pos> <biome>
execute if|unless biome <pos> <biome>


PUBLISH
PUBLISH

The publish command has new arguments to enable commands and set the default gamemode.
publish 有了可启用指令及设置默认游戏模式的新参数。

Syntax:
语法:


publish [allowCommands] [gamemode] [port]
publish [allowCommands] [gamemode] [port]


TELEMETRY
遥测

This release includes the WorldUnloaded event, a required event, as well as several opt-in events. Diagnostic tracking is a tool that helps us understand what you like about Minecraft, which allows us to make those things better.
此版本包含了 WorldUnloaded 事件,一项必要事件,以及一些可选择加入的事件。诊断工具可以帮助我们了解你喜欢 Minecraft 的哪些内容,这将会允许我们在未来做得更好。

The reason that WorldUnloaded, along with WorldLoaded, is a required event is that the information we’re looking at is, well, required. As a part of Xbox, we all need to follow a standard of practice, you can find a detailed description of it here . The parameters for what data we consider to be critical to our work are set by our team at Mojang Studios in alignment with Xbox.
WorldUnloaded 和 WorldLoaded 是必要事件的原因是,我们正关注的信息需要这些事件。作为 Xbox 的一部分,我们都需要遵循一项实践标准,你可以在 这里 找到一份详细的说明。这些我们认为对我们的工作至关重要的数据的参数由我们在 Mojang Studio 的团队和 Xbox 共同制定。
What we want to find out is how fun you think Minecraft is. There are lots of ways to figure that out, like feedback, playtests, experience, and magic. We want to add data to that mix, which is where WorldLoaded and WorldUnloaded come in. WorldLoaded measures when you boot a session up, and WorldUnloaded measures when you shut it down. Together, they will measure how fun Minecraft is, using metrics such as playtime and the game modes that players choose to play. That’s it. All the data we collect, whether it’s required or opt-in, follows GDPR and CCPA best practices to keep your information safe.
我们想要知道的是,你认为 Minecraft 究竟有多好玩。我们有很多办法来得到这一指标,例如用户反馈、游玩测试、亲身体验,甚至还有魔法。我们想要把数据也加进来,这就是 WorldLoaded 和 WorldUnloaded 所发挥的作用。WorldLoaded 将在会话启动时开始测量,而 WorldUnloaded 会在会话终止时开始测量。把这两项放在一起,就可以通过游玩时间、玩家选择的游戏模式等等测量出 Minecraft 究竟有多么有趣。就是这样了。无论是必要的还是可选的,我们收集到的数据都会遵循 GDPR 和 CCPA 的最佳实践,来保障您的信息安全。

The rest of the current telemetry events are opt-in, which means that you can choose whether or not you want to send us additional data. The only players that can’t opt-in are Microsoft child accounts, but everyone can still send in all of their feedback to feedback.minecraft.net .
目前其余的遥测事件均为可选,这意味着你可以选择是否向我们发送这些额外的数据。唯一不能选择是否发送可选择加入数据的玩家是微软儿童账户,但所有人依然可以将反馈发送到 feedback.minecraft.net

Just like all the thoughts and comments we get from you on our feedback site, this is something that greatly helps us improve Minecraft. We want to make a game that you want to play, so we want to know what that game needs. Even if it’s more lava.
正如我们从反馈站点得到你们的想法与评论那样,这将会极大地帮助我们改进 Minecraft。我们想要制作一款你想要游玩的游戏,所以我们想要知道这样的游戏究竟需要什么。就算是更多岩浆也好。

TRANSPARENCY
透明度


  • Added Telemetry Data Collection Screen
  • 添加了遥测数据收集界面
    • This screen displays information about the type of data that is sent
    • 此界面将展示与已发送的数据类型有关的信息
    • The level of data sent can be controlled between “Minimal” and “All”
    • 所发送数据的等级可在 “最少” 和 “全部” 间选择
      • “Minimal” sends only the required data
      • “最少” 仅发送必要数据
      • “All” sends the required data, as well as optional data
      • “所有” 将会发送必要数据和可选数据
    • The default data level is “Minimal” (only the required data)
    • 默认数据等级为 “最少” (仅必要数据)
  • Every telemetry event sent from the client is now logged to disk
  • 每项由客户端发送的遥测事件现在都会记录在磁盘中
    • Old log files are removed after 7 days
    • 旧的日志文件会在 7 天后移除
    • These can be found under the logs/telemetry directory
    • 这些文件可在 logs/telemetry 目录下找到
      • A shortcut to this directory is available via the “Open My Data” button on the Telemetry Data Collection screen
      • 访问此目录的快捷方式是遥测数据收集界面中的 “打开我的数据”



REQUIRED EVENTS
必要事件

  • Added WorldUnloaded event
  • 添加了 WorldUnloaded 事件
  • Removed client Java version from the WorldLoaded event
  • 从 WorldLoaded 事件中移除了客户端 java 版本


WORLDLOADED & WORLDUNLOADED
WORLDLOADED 与 WORLDUNLOADED

Understanding how Minecraft is played allows us to focus game updates and improvements on the areas that are most relevant to players.The data that tells us this includes game mode, client or server modded status, and game version.
了解到玩家如何游玩 Minecraft 有助于我们关注与玩家最相关的游戏更新和改进。把这些告诉我们的数据包含游戏模式,客户端或服务端是否被修改,以及游戏版本等信息

WorldLoaded& WorldUnloaded are two paired events that calculate how long the world session has lasted (in seconds and ticks).Data from WorldLoaded is sent when a world is launched, and data from WorldUnloaded is sent when a world is shut down (quitting to title, disconnecting from a server).
WorldLoaded 和 WorldUnloaded 是一对 (以秒数和时间刻) 计算世界会话持续时长的事件。来自 WorldLoaded 的数据会在游戏世界加载时发送,来自 WorldUnloaded 的数据会在游戏世界被关闭时发送 (退出到主界面,与服务器断开连接)。


OPTIONAL EVENTS
可选事件

  • Added PerformanceMetrics and WorldLoadTimes events
  • 添加了 PerformanceMetrics 和 WorldLoadTimes 事件


PERFORMANCEMETRICS
PERFORMANCEMETRICS

Knowing the overall performance profile of Minecraft helps us tune and optimize the game for a wide range of machine specifications and operating systems.
通过了解 Minecraft 的整体性能,可以帮助我们针对不同的设备规格和操作系统,来对游戏做出调整和优化。

The periodic performance metrics includes data such as frame-rates, rendering performance, memory usage, operating system, and the modded status of the client and server.
这些周期性收集的性能指标会包含例如帧率、渲染性能、内存使用、操作系统以及客户端/服务端是否被修改等数据。

Game version is included to help us compare the performance profile for new versions of Minecraft.
游戏版本也会包含在内,帮助我们比较与新版本 Minecraft 间的整体性能


WORLDLOADTIMES
WORLDLOADTIMES

It’s important for us to understand how long it takes to join a world, and how that changes over time. For example, when we add new features or do larger technical changes, we need to see what impact that had on load times.
了解进入世界花费多长时间,以及一段时间后加载时间的改变,对我们很重要。例如,当我们添加了新的特性,或作出了巨大的技术性更改,我们需要了解这对加载时间的影响。

This event includes the total time in milliseconds for the world to load, whether this was a new world, as well as game version and platform details.
此事件包含了以毫秒为单位的世界加载总时长,是否为新世界,以及游戏版本和平台等详细信息。


GAME RULES
游戏规则

  • Added blockExplosionDropDecay, mobExplosionDropDecay and tntExplosionDropDecay game rules
  • 添加了 blockExplosionDropDecay, mobExplosionDropDecaytntExplosionDropDecay 游戏规则
    • When set to false, all blocks drop loot
    • 设为 false 时,所有方块都会掉落物品
    • When set to true, blocks drop loot randomly depending on how far from the explosion center
    • 设为 true 时,方块将根据距离爆炸中心的距离随机掉落物品
    • Defaults to false for tnt, true for block and mob
    • 对 TNT 默认设为 false,对其他方块和生物默认设为 true
  • Added snowAccumulationHeight game rule
  • 添加了 snowAccumulationHeight 游戏规则
    • When it is snowing, this game rule determines the maximum number of layers can be accumulated in each block
    • 下雪时,此游戏规则决定了可在每个方块上积累的雪层最大数量
    • Defaults to 1
    • 默认为 1
    • Set to 0 makes no snow form at all
    • 设为 0 时会导致雪根本不会产生
    • Set to 8 or above lets snow form up to the level of a full block
    • 设为 8 或更高会产生完整方块高度大小的雪
  • Added waterSourceConversion and lavaSourceConversion game rules
  • 添加了 waterSourceConversionlavaSourceConversion 游戏规则
    • When set to true, allows new sources of that fluid to form
    • 设为 true 时,允许此种液体的新源头形成
    • Defaults to true for water and false for lava
    • 默认对水设为 true,对熔岩设为 false
  • Added globalSoundEvents game rule, controlling whether certain gameplay moments are heard by all players regardless of location
  • 添加了 globalSoundEvents 游戏规则,控制某些游戏瞬间是否可以无视距离,被所有玩家听到
    • Defaults to true
    • 默认为 true



RECIPES
合成表


CRAFTING BOOK CATEGORIES
合成书的类别

  • Crafting book categories/tabs can now be controlled by recipe definitions
  • 合成书的类别和选项卡现在可以通过合成表定义来控制了
  • Categories available for shaped/shapeless and various special crafting recipes:
  • shaped/shapeless 和众多特殊合成表来说,以下类别现已可用:
    • building
    • building
    • redstone
    • redstone
    • equipment
    • equipment
    • misc (default)
    • misc (default)
  • Categories available for smelting, blasting, smoking, campfire_cooking
  • smelting, blasting, smoking, campfire_cooking 配方来说,以下类别现已可用:
    • food
    • food
    • blocks
    • blocks
    • misc (default)
    • misc (默认)
  • Some crafting books collapse multiple categories into a single tab
  • 部分合成书将多个类别合成为同一个类别
  • The exact mappings might change in the future
  • 精准映射可能会在将来做出修改


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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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回复 · 2022-12-8 12:37:00