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发表于 2026年3月28日 20:36:55
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|Minecraft Java 版是指运行在 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|正式版是 Minecraft Java 版经过一段时间的预览版测试后得到的稳定版本,也是众多纹理、Mod 与服务器插件会逐渐跟进的版本。官方启动器也会第一时间进行推送。
|建议玩家与服主关注其相关服务端、Mod 与插件的更新,迎接新的正式版吧!专注于单人原版游戏的玩家可立即更新,多人游戏玩家请关注您所在服务器的通知。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。

NEWS
Minecraft Java Edition 26.1
Minecraft Java版 26.1
The cutest drop in Minecraft history is here!
Minecraft 史上最可爱的小更新来啦!
Ready or not, here comes the Tiny Takeover drop! New versions of baby mobs have stormed Minecraft, causing cuteness overload across biomes and builds. Listen out for heart-melting sounds, craft name tags for your pets, and keep babies forever young with the golden dandelion. The babies are officially on the loose, so get ready to collect, coo over, and create chaos with these tiny rascals!
准备好了吗,“小鬼当家” 小更新登场啦!全新的幼年生物席卷 Minecraft,在各个生物群系与建筑中带来满屏可爱攻击。留意听那些萌化人心的音效,为你的宠物制作命名牌,还能用金蒲公英让幼年生物们永远保持幼年形态。这些小家伙现已正式登场,准备好去收集、宠爱,并和这些小调皮们一起制造欢乐混乱吧!
NEW FEATURES
新特性
- Added new baby sounds for Wolf, Cat, Pig, Horse, and Chicken
- 为狼、猫、猪、马和鸡添加了新的幼年变种的音效
- Added Golden Dandelion
- 添加了金蒲公英
- Added adult sound variants for the following animals:
- 为以下动物添加了其成年变种的音效变种:
- Cats have one new sound variant
- 猫现在有一种新的音效变种
- Pigs have two new sound variants
- 猪现在有两种新的音效变种
- Cows have one new sound variant
- 牛现在有一种新的音效变种
- Chickens have one new sound variant
- 鸡现在有一种新的音效变种
- The original sounds of each animal are used for the variant called classic
- 每种动物的原始音效都用于名为 classic 的变种
- Every one of these animals will have a random sound variant assigned to it from the new variants and the original one
- 这些动物中的每一个都将从新变种和原始变种中随机分配一个音效变种
- Added a trumpet instrument for when using a Note Block that is placed on a Copper Block
- 为放置在铜块上的音符盒添加了 “小号” 音色
- The sound is different based on the oxidation level of the Copper Block
- 音效会根据铜块的氧化程度而有所不同
GOLDEN DANDELION
金蒲公英
- The Golden Dandelion is a new type of flower that can be used to stop baby mobs from aging
- 金蒲公英是一种新的花,可用于阻止幼年生物成长
- Interacting with a baby mob while holding a Golden Dandelion will stop the mob from aging
- 手持金蒲公英对幼年生物使用会阻止该生物成长
- When aging is stopped, green particles moving downwards will be shown
- 当被阻止成长时,会显示向下移动的绿色粒子
- Interacting with a baby mob that has been stopped from aging while holding a Golden Dandelion will cause it to start aging again
- 手持金蒲公英与被阻止成长的幼年生物使用会使其重新开始成长
- When aging is started again, green particles moving upwards will be shown
- 当重新开始成长时,会显示向上移动的绿色粒子
- It cannot be used on undead baby mobs and baby Villagers
- 它不能用于亡灵幼年生物和幼年村民
- Can be crafted using a Dandelion and Gold Nuggets
- 可以使用蒲公英和金粒合成
CHANGES
改动
- Revamped the visuals of most baby mobs
- 重制了大多数幼年生物的视觉效果
- Name Tags are now craftable and can be crafted with 1 Paper and 1 of any Metal Nugget
- 命名牌现在可以被合成,可以用1张纸和1个任意金属粒合成
- Removed Name Tags from loot chests in Ancient Cities and Woodland Mansions
- 从远古城市和林地府邸的战利品箱中移除了命名牌
- Deepslate can now be directly crafted into its cobbled, polished, brick, and tile variants in the Stonecutter
- 深板岩现在可以在切石机中直接制作成其对应的深板岩圆石、磨制深板岩、深板岩砖和深板岩瓦变种
- Stone can now be directly crafted into cobbled variants in the Stonecutter
- 现在可以在切石机中将石头直接制作成圆石变种
- Updated the Main Menu background panorama
- 更新了主菜单全景图
- Tweaked default JVM options
- 调整了默认 JVM 选项
- The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten
- 将方块光照和天空光照等级映射到屏幕上以显示亮度的算法已被完全重写
- Removed baby Herobrine
- 移除了幼年 Herobrine
BABY MOBS
幼年生物
- Updated the models and textures of the following baby mobs:
- 更新了以下幼年生物的模型和纹理:
- Cow
- 牛
- Mooshroom
- 哞菇
- Sheep
- 羊
- Pig
- 猪
- Cat
- 猫
- Ocelot
- 豹猫
- Wolf
- 狼
- Chicken
- 鸡
- Tweaked the bounding box to align with the new model
- 调整了判定箱以匹配新模型
- Rabbit
- 兔子
- Both adult and baby Rabbits also received new animations
- 成年兔子和幼年兔子也获得了新的动画
- Tweaked the bounding box to align with the new model
- 调整了判定箱以更好地适配新模型
- The programmer art Rabbit textures have been removed following the remodeling of the Rabbit
- 在兔子的模型被重制后,Programmer Art 资源包中的兔子纹理已被移除
- Horse
- 马
- Increased the bounding box of baby Horses to better fit the new model
- 增大了幼年马的判定箱以更好地适配新模型
- Donkey
- 驴
- Mule
- 骡子
- Zombie Horse
- 僵尸马
- Increased the bounding box of baby Zombie Horses to better fit the new model
- 增大了幼年僵尸马的判定箱以更好地适配新模型
- Skeleton Horse
- 骷髅马
- Increased the bounding box of baby Skeleton Horses to better fit the new model
- 增大了幼年骷髅马的判定箱以更好地适配新模型
- Camel
- 骆驼
- Llama
- 羊驼
- Bee
- 蜜蜂
- Fox
- 狐狸
- Goat
- 山羊
- Armadillo
- 犰狳
- Polar Bear
- 北极熊
- Panda
- 熊猫
- Snifflet
- 嗅探兽
- Dolphin
- 海豚
- Squid
- 鱿鱼
- Increased the bounding box of baby Squid to better fit the new model
- 增大了幼年鱿鱼的判定箱以更好地适配新模型
- Glow Squid
- 发光鱿鱼
- Increased the bounding box of baby Glow Squid to better fit the new model
- 增大了幼年发光鱿鱼的判定箱以更好地适配新模型
- Turtle
- 海龟
- Axolotl
- 美西螈
- Increased the bounding box of baby Axolotls to better fit the new model
- 增大了幼年美西螈的判定箱以更好地适配新模型
- Strider
- 炽足兽
- Hoglin
- 疣猪兽
- Zoglin
- 僵尸疣猪兽
- Zombie
- 僵尸
- Increased the bounding box of baby Zombies to better fit the new model
- 增大了幼年僵尸的判定箱以更好地适配新模型
- Husk
- 尸壳
- Increased the bounding box of baby Husks to better fit the new model
- 增大了幼年尸壳的判定箱以更好地适配新模型
- Drowned
- 溺尸
- Increased the bounding box of baby Drowned to better fit the new model
- 增大了幼年溺尸的判定箱以更好地适配新模型
- Piglin
- 猪灵
- Increased the bounding box of baby Piglins to better fit the new model
- 增大了幼年猪灵的判定箱以更好地适配新模型
- Zombified Piglin
- 僵尸猪灵
- Increased the bounding box of baby Zombified Piglins to better fit the new model
- 增大了幼年僵尸猪灵的判定箱以更好地适配新模型
- Villager
- 村民
- Increased the bounding box of baby Villagers to better fit the new model
- 增大了幼年村民的判定箱以更好地适配新模型
- Zombie Villager
- 僵尸村民
- Increased the bounding box of baby Zombie Villagers to better fit the new model
- 增大了幼年僵尸村民的判定箱以更好地适配新模型
- Baby Cats are now scaled up to be the same size as baby Ocelots
- 幼年猫现在被放大到与幼年豹猫相同的尺寸
- Baby Horses are now scaled up slightly
- 幼年马现在略微增大了模型
- Baby Polar Bears no longer attack Foxes
- 幼年北极熊不再攻击狐狸
- Adult Horses' Blackdot markings were updated to be visually closer to the new baby Horse markings
- 成年马的黑色斑点纹理已更新,使其在视觉上更接近新的幼年马纹理
- Small Armor Stands now display correctly by using the adult armor and scaling it down
- 小型盔甲架现在通过使用成年盔甲并缩小尺寸来正确显示
- Armor on baby Wolves will no longer render
- 幼年狼的盔甲不再被渲染
- Saddles on baby Pigs and baby Camels will no longer render
- 幼年猪和幼年骆驼上的鞍不再被渲染
- Camel Husks no longer have a baby model
- 骆驼尸壳不再拥有其幼年变种的模型

TRADES
交易
- The trades that are unlocked by Villager professions are now generated using deterministic random sequences, like loot drops and barter loot
- 由村民职业解锁的交易现在使用确定的随机序列生成,类似于战利品掉落和以物易物
- Re-rolling a Villager's trades still produces a randomized sequence of trades, but that sequence is now determined by the world seed
- 重新刷新村民的交易仍然会生成随机的交易序列,但该序列现在由世界种子决定
- Master Librarians no longer offer Name Tags
- 大师级的图书管理员不再出售命名牌
- Master Librarians now offer Red Candles and Yellow Candles for the price of three Emeralds
- 大师级的图书管理员现在以三颗绿宝石的价格出售红色蜡烛和黄色蜡烛
- Master Librarians now have three available trades to ensure that an Enchanted Book trade is always offered when using the Rebalance experiment
- 在启用“村民交易的平衡性调整”实验性玩法时,大师级的图书管理员现在会提供三个可用交易,确保始终包含一个附魔书交易。
- The Wandering Trader will now offer Name Tags for the price of one Emerald
- 流浪商人现在以一个绿宝石的价格出售命名牌
MINOR TWEAKS TO BLOCKS, ITEMS AND ENTITIES
对方块,物品和实体的小调整
- Striders now correctly inherit the warmth of the Strider they are standing on, matching Bedrock
- 炽足兽现在能正确继承其所骑乘的炽足兽的红色纹理,与基岩版保持一致
- Zombie Horses no longer panic when hurt
- 僵尸马在受伤时不再惊慌
- Updated the dismount speed thresholds for Spears to match Bedrock
- 更新了矛冲锋攻击使受击者脱离骑乘状态的速度阈值以匹配基岩版
- The Tripwire texture is now rendered as alpha cutout instead of transparent
- 绊线的纹理现在以Alpha剪切方式渲染,而非透明渲染
LIGHTMAP ALGORITHM CHANGES
LIGHTMAP 算法改动
- The new algorithm mostly provides the same overall results as before, but:
- 新算法大体上提供了与之前相同的总体结果,但:
- It is simpler and more straightforward, and fixes multiple issues of the previous one, as listed in the Fixed Bugs section below
- 它更简单直接,并修复了先前版本的多个问题,如下方“修复的漏洞”部分所列
- The Darkness effect and world darkening effect of the Wither fight now work the same way in all dimensions
- 凋灵战斗的黑暗效果和世界变暗效果现在在所有维度都以相同的方式工作
- The Night Vision effect now simply adds ambient light instead of scaling the resulting colors
- 夜视效果现在仅影响环境光照,而不再缩放颜色值
- This means that fully dark areas no longer look brighter than areas lit by block or sky light
- 这意味着完全黑暗的区域不再看起来比由方块光照或天空光照来照亮的区域更明亮
- More aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes, as described in the Data Pack section below
- 该算法的更多方面,例如方块漫反射颜色、环境光照颜色和夜视效果颜色,现在通过环境属性实现数据驱动,如下方数据包章节所述
UI
用户界面
- Along with large changes to the world data format in this release, worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World and the Edit World and Re-Create World buttons are disabled until the world has been upgraded
- 在此版本中对世界数据格式进行了重大更改,需要升级的世界现在将显示Upgrade and Play而不是Play Selected World,并且Edit World和Re-Create World按钮将被禁用,直到世界升级完成
- A new screen has been added to show upgrading progress
- 已添加新界面以显示升级进度
- Changes were made to how the chat screen is handled when it's restricted by settings
- 对聊天界面在受聊天设置限制时的处理方式进行了更改
- Input Method Editor (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above the currently edited text field
- 输入法编辑器(IME)候选词现在将在游戏中显示(在支持的平台上,目前为 Windows 和 macOS)于当前编辑的文本字段上方
- The game will try to restore the last IME status when any text field is selected
- 当选择任何文本字段时,游戏将尝试恢复上一次的输入法状态
- If no text input is selected, IME input will be canceled and the status will not be updated
- 如果未选中任何文本输入,IME输入将被取消且状态不会更新
- Added a new display option called "Exclusive Fullscreen" which controls if fullscreen mode should take full control of a monitor
- 新增了一个名为“独占全屏模式”的选项,用于控制全屏模式是否应完全接管显示器
- Defaults to false (i.e. non-exclusive mode)
- 默认为 false(即非独占全屏模式)
- Any change will be applied only after the game restarts
- 任何更改都将在游戏重启后生效
- Warning: exclusive fullscreen mode might prevent use of input methods (IME)
- 警告:独占全屏模式可能会阻止输入法(IME)的使用

DEBUG SCREEN
调试屏幕
- The looking_at_block and looking_at_fluid debug entries no longer show tags
- looking_at_block 和 looking_at_fluid 调试选项不再显示标签
- New debug entries have been added:
- 添加了新的调试选项:
- looking_at_block_tags
- looking_at_block_tags
- looking_at_fluid_tags
- looking_at_fluid_tags
- looking_at_entity_tags
- looking_at_entity_tags
- sound_cache
- sound_cache
- Renamed debug entries:
- 重命名了调试选项:
- looking_at_block -> looking_at_block_state
- looking_at_block -> looking_at_block_state
- looking_at_fluid -> looking_at_fluid_state
- looking_at_fluid -> looking_at_fluid_state
- A day_count debug entry has been split from local_difficulty
- day_count 调试选项已从 local_difficulty 中分离
- Added a new entry detailed_memory with additional information about used memory
- 添加了一个新的调试选项 detailed_memory 以提供关于已使用内存的额外信息
- A new lightmap debug renderer can be enabled using the F3 + 4 keybind
- 可通过 F3 + 4 快捷键启用新的渲染光照贴图纹理调试器
LIGHTMAP DEBUG RENDERER
LIGHTMAP 调试渲染器
- A new debug renderer for the lightmap was added, which can be enabled using the F3 + 4 keybind
- 新增了一个用于 lightmap 的调试渲染器,可通过 F3 + 4 快捷键启用
- It is mutually exclusive with the FPS/TPS and networking charts
- 它与 FPS/TPS 和网络图表互斥
- It shows the lightmap texture in real time in the bottom right corner of the screen
- 它会在屏幕右下角实时显示光照贴图纹理
- The vertical axis of the texture represents sky light levels (0-15 from bottom to top)
- 纹理的垂直轴代表天空光照等级(从下到上为0-15)
- The horizontal axis of the texture represents block light levels (0-15 from left to right)
- 纹理的水平轴代表方块光照等级(从左到右为0-15)
- The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels
- 每个像素的颜色表示将应用于使用相应方块光照和天空光照等级照亮的方块和实体的最终颜色
WORLD OPTIONS
世界选项
- The difficulty button in the pause menu has been replaced with a button leading to a new screen - World Options
- 暂停菜单中的难度按钮已被替换为指向新屏幕——世界选项的按钮
- The World Options screen contains the difficulty button as well as a button for changing Game Rules
- 世界选项屏幕包含难度按钮以及更改游戏规则的按钮
- The Game Rules screen is available for all operators and otherwise disabled
- 游戏规则屏幕仅对所有管理员开放,否则将被禁用
GAME RULES
游戏规则
- A search bar has been added to the top of the Game Rules screen, both in-game and in the world creation menu
- 已在游戏规则界面的顶部添加了搜索栏,无论是在游戏中还是在世界创建菜单中
- The search bar will select Game Rules based on id, name, category, and description
- 搜索栏将根据ID、名称、类别和描述来搜索游戏规则
CHAT
聊天
- The chat screen can now always be opened, even when chatting is restricted by settings
- 现在聊天屏幕始终可以打开,即使聊天功能受到设置限制
- When the chat screen is open, specific actions and message types may still be restricted
- 当聊天屏幕打开时,特定操作和消息类型可能仍然受到限制
- Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open
- 当聊天屏幕打开时,有关限制(如果有的话)的信息会显示在聊天框顶部和输入框上方
- The same information can also be accessed in the World Settings screen
- 相同信息也可在世界设置屏幕中访问
- Chat entries from client actions like taking screenshots will now be displayed even when messages from Players and servers are restricted
- 即使来自玩家和服务器的消息受到限制,来自客户端操作(如截图)的聊天现在也会显示
- Changing chat settings will now hide all messages of restricted types and discard any new ones
- 更改聊天设置现在将隐藏所有受限类型的消息并隐藏任何新消息
- The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings
- 已发布本地服务器上聊天消息的处理现在在聊天设置方面与专用服务器更加一致
CREATIVE MODE
创造模式
- Using Ctrl + Pick input as an operator on Players and Mannequins will now show the same results as executing the /fetchprofile command for this entity would
- 作为管理员对玩家和假人使用 Ctrl + 选取输入内容现在将显示与此实体执行 /fetchprofile 命令相同的结果
DEFAULT JVM OPTIONS
默认 JVM 参数
- The game now allocates 4 GB of RAM by default (up from 2 GB)
- 游戏现在默认分配 4 GB 内存(以前为 2 GB)
- Garbage collection has been changed from G1GC to ZGC for compatible devices
- 对于兼容设备,垃圾回收机制已从 G1GC 更改为 ZGC
Developer's Note: The default memory allocation has been bumped from 2GB to 4GB to make the game run smoother and reduce stutters. Furthermore, with generational ZGC, you should see a more stable framerate – especially when operating memory heavy tasks. If you're running Minecraft on a machine with less than 4GB of RAM – please refer to this help article . If you want to change the garbage collector – please refer to this help article . Third-party launchers may not support these changes.
开发者说明: 默认内存分配已从 2GB 提升至 4GB,以使游戏运行更流畅并减少卡顿。此外,使用分代 ZGC 后,您应该会看到更稳定的帧率——尤其是在执行内存密集型任务时。如果您在 RAM 少于 4GB 的机器上运行 Minecraft——请参考此帮助文章。如果您想更改垃圾回收机制——请参考此帮助文章。第三方启动器可能不支持这些更改。
TECHNICAL CHANGES
技术性改动
- The Data Pack version is now 101.1
- 数据包版本现已更新至 101.1
- The Resource Pack version is now 84
- 资源包版本现已更新至 84
- Game executables are no longer obfuscated - see this Minecraft.net article for more details
- 游戏可执行文件不再进行混淆处理 - 详情请参阅 这篇 Minecraft.net 文章
- If a server's disk space is low, a toast will now be shown to server operators
- 如果服务器的磁盘空间不足,现在会向服务器管理员显示提示信息
- The game now requires Java 25
- 游戏现在需要 Java 25
- The included Java distribution is now the Microsoft build of OpenJDK 25
- 包含的 Java 发行版现在为 Microsoft 构建的 OpenJDK 25
- The report generator for item components has been renamed to "Default Components" and now outputs one file per any element that has default components
- 物品组件的报告生成器已重命名为“默认组件”,现在会为每个拥有默认组件的元素输出一个文件
- The file structure of how worlds and their data are stored has been changed
- 世界及其数据的文件存储结构已更改
- The internals of how chunk geometry data is stored in GPU memory and how they are rendered has been changed
- 区块几何数据在GPU内存中的存储方式及其渲染的内部机制已更改
- The game will now save all data once after the world has finished loading/the server has started up
- 游戏现在会在世界加载完成/服务器启动后保存一次所有数据
Developer's Note: If you experience any visual bugs, performance degradation or crashes, please report it to us on our bug tracker .
开发者说明: 如果您遇到任何渲染错误、性能下降或崩溃,请在我们的漏洞追踪器上向我们报告。
WORLD STORAGE
世界存储
- All default dimensions are now stored in the dimensions subfolder
- 所有默认维度现在都存储在 dimensions 子文件夹中
- Data for the Overworld has been moved from the root folder to dimensions/minecraft/overworld
- 主世界的数据从根文件夹移至 dimensions/minecraft/overworld
- This includes the region, entities, and poi folders, as well as related files out of data
- 这包括 region、entities 和 poi 文件夹,以及 data 目录外的相关文件
- Data for the Nether has been moved from DIM-1 to dimensions/minecraft/the_nether
- 下界的数据从 DIM-1 移至 dimensions/minecraft/the_nether
- Data for the End has been moved from DIM1 to dimensions/minecraft/the_end
- 末地的数据从 DIM1 移至 dimensions/minecraft/the_end
- The top level data folder is now only for data shared across dimensions instead of also for the Overworld
- 顶层的data文件夹现在仅用于跨维度共享的数据,而不再同时用于主世界
- Player storage has been moved to the players subdirectory
- 玩家存储移至 players 子目录
- advancements -> players/advancements
- advancements -> players/advancements
- playerdata -> players/data
- playerdata -> players/data
- stats -> players/stats
- stats -> players/stats
- The world resource pack (resources.zip) has been moved to the resourcepacks subdirectory
- 世界资源包 (resources.zip) 移至 resourcepacks 子目录中
- Data saved in the data folder is now namespaced
- 保存在 data 文件夹中的数据现在已命名空间化
- This means that all that data will now be stored in a namespace subfolder in the corresponding data folder
- 这意味着所有这些数据现在都将存储在相应 data 文件夹的命名空间子文件夹中
- All existing vanilla data files have been moved accordingly
- 所有现有的原版数据文件已相应移动
- Example: data/scoreboard.dat -> data/minecraft/scoreboard.dat
- 示例:data/scoreboard.dat -> data/minecraft/scoreboard.dat
- Command storage is now stored in namespace subfolders instead of having a namespace suffix
- 命令存储现在存储在命名空间子文件夹中,而不是使用命名空间后缀
- Example: data/command_storage_foo.dat -> data/foo/command_storage.dat
- 示例:data/command_storage_foo.dat -> data/foo/command_storage.dat
- chunks.dat has been renamed to chunk_tickets.dat
- chunks.dat 重命名为 chunk_tickets.dat
- Data for maps is now stored in the data/minecraft/maps subfolder
- 地图数据现在存储在 data/minecraft/maps 子文件夹中
- Map index files have been renamed to only the number
- 地图索引文件重命名为仅包含数字
- Example: map_1.dat -> 1.dat
- 示例:map_1.dat -> 1.dat
- idcounts.dat has been renamed to last_id.dat
- idcounts.dat 重命名为 last_id.dat
- There is no more raids_end.dat special case
- 不再有 raids_end.dat 特殊情况
- The End now uses raids.dat as well
- 末地现在也使用 raids.dat
- Structures saved by Structure Blocks have been moved from generated/namespace/structures to generated/namespace/structure
- 由结构方块保存的结构已从 generated/namespace/structures 移至 generated/namespace/structure
CHANGES TO LEVEL.DAT
对 LEVEL.DAT 的更改
- The Player tag has been replaced with a singleplayer_uuid tag, referencing the player data file to use
- Player 标签已被替换为 singleplayer_uuid 标签,用于引用要使用的玩家数据文件
- Difficulty-related settings have been moved into a difficulty_settings tag
- 与难度相关的设置已移至 difficulty_settings 标签中
- Difficulty is renamed to difficulty and is now a string instead of an integer
- Difficulty 重命名为 difficulty 并且现在是一个字符串而非整数
- Allowed values:
- 允许的值:
- peaceful
- peaceful
- easy
- easy
- normal
- normal
- hard
- hard
- DifficultyLocked is renamed to locked
- DifficultyLocked 重命名为 locked
- Data for the Ender Dragon fight has been moved out to the data folder
- 有关末影龙战斗的数据移至 data 文件夹
- It can now be found at dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat
- 现在可以在 dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat 找到它
- The Ender Dragon fight can be activated in other dimensions, see the Dimension Types section below
- 末影龙战斗可以在其他维度激活,请参阅下方的维度类型章节
- Data changes:
- 数据变更:
- NeedsStateScanning has been renamed to needs_state_scanning
- NeedsStateScanning 重命名为 needs_state_scanning
- DragonKilled has been renamed to dragon_killed
- DragonKilled 重命名为 dragon_killed
- PreviouslyKilled has been renamed to previously_killed
- PreviouslyKilled 重命名为 previously_killed
- IsRespawning has been replaced by respawn_stage
- IsRespawning 被 respawn_stage 替代
- Allowed values:
- 允许的值:
- start
- start
- preparing_to_summon_pillars
- preparing_to_summon_pillars
- summoning_pillars
- summoning_pillars
- summoning_dragon
- summoning_dragon
- end
- end
- Dragon has been renamed to dragon_uuid
- Dragon 重命名为 dragon_uuid
- ExitPortalLocation has been renamed to exit_portal_location
- ExitPortalLocation 重命名为 exit_portal_location
- Gateways has been renamed to gateways
- Gateways 重命名为 gateways
- Added respawn_time - the time in ticks that has elapsed since the current stage of the respawn sequence started
- 添加了 respawn_time - 自当前重生序列阶段开始以来经过的游戏刻数
- Added respawn_crystals - a list of UUIDs for the End Crystals used to trigger the respawn sequence
- 添加了 respawn_crystals - 一个用于触发重生序列的末地水晶UUID列表
- Wandering Trader data has been moved out to the data folder
- 流浪商人数据移至 data 文件夹
- It can now be found at data/minecraft/wandering_trader.dat
- 现在可以在 data/minecraft/wandering_trader.dat 中找到它
- Data changes:
- 数据变更:
- WanderingTraderId has been removed
- WanderingTraderId 已移除
- WanderingTraderSpawnChance has been renamed to spawn_chance
- WanderingTraderSpawnChance 重命名为 spawn_chance
- WanderingTraderSpawnDelay has been renamed to spawn_delay
- WanderingTraderSpawnDelay 重命名为 spawn_delay
- CustomBossEvents has been moved to the data folder
- CustomBossEvents 移至 data 文件夹
- It can now be found at data/minecraft/custom_boss_events.dat
- 现在可以在 data/minecraft/custom_boss_events.dat 中找到它
- Weather-related data has been moved to the data folder
- 天气相关数据移至 data 文件夹
- It can now be found at data/minecraft/weather.dat
- 现在可以在 data/minecraft/weather.dat 中找到它
- Data changes:
- 数据变更:
- clearWeatherTime has been renamed to clear_weather_time
- clearWeatherTime 重命名为 clear_weather_time
- rainTime has been renamed to rain_time
- rainTime 重命名为 rain_time
- thunderTime has been renamed to thunder_time
- thunderTime 重命名为 thunder_time
- ScheduledEvents has been moved out to the data folder
- ScheduledEvents 移至 data 文件夹
- It can now be found at data/minecraft/scheduled_events.dat
- 现在可以在 data/minecraft/scheduled_events.dat 中找到它
- Data changes:
- 数据变更:
- Name has been renamed to id
- Name 重命名为 id
- TriggerTime has been renamed to trigger_time
- TriggerTime 重命名为 trigger_time
- Callback has been renamed to callback
- Callback 重命名为 callback
- Type has been renamed to type
- Type 重命名为 type
- Name has been renamed to id
- Name 重命名为 id
- game_rules has been moved out to the data folder
- game_rules 移至 data 文件夹
- It can now be found at data/minecraft/game_rules.dat
- 现在可以在 data/minecraft/game_rules.dat 中找到它
- WorldGenSettings has been moved out to the data folder
- WorldGenSettings 移至 data 文件夹
- It can now be found at data/minecraft/world_gen_settings.dat
- 现在可以在 data/minecraft/world_gen_settings.dat 中找到它
- Data changes:
- 数据变更:
- generate_features has been renamed to generate_structures
- generate_features 重命名为 generate_structures
- world_clocks has been moved out to the data folder
- world_clocks 移至 data 文件夹
- It can now be found at data/minecraft/world_clocks.dat
- 现在可以在 data/minecraft/world_clocks.dat 中找到它

DATA PACK VERSIONS 95 THROUGH 101.1
数据包版本从 95 到 101.1
- Added data-driven World Clocks
- 添加了数据驱动的世界时钟
- Added data-driven registry for Villager trades
- 为村民交易添加了数据驱动的注册表
- Added data-driven registry for sound variants for Pig, Cat, Cow, and Chicken
- 为猪、猫、牛和鸡添加了数据驱动的音效变种注册表
- Changed the syntax of some custom recipe fields
- 更改了部分自定义配方字段的语法
- Added new block, fluid, item, entity, enchantment, potion, and configured feature tags
- 添加了新的方块、流体、物品、实体、附魔、药水和已配置的地物标签
WORLD CLOCKS
世界时钟
World Clocks contain an internal time that increases every tick. They can be defined in data packs under the world_clock registry (found under data/<namespace>/world_clock/<id>.json)
世界时钟包含一个内部时间,该时间每游戏刻都会增加。它们可以在数据包中通过 world_clock 注册表定义(位于 data/<namespace>/world_clock/<id>.json 下)
- World Clocks can be paused or resumed, and the time of the clock can be changed or queried from the time command
- 世界时钟可以被暂停或恢复,并且可以通过 time 命令来更改或查询时钟的时间
- Format: object with no fields
- 格式:无字段的对象
TIMELINES
时间线
- Added a clock field: a World Clock ID, specifies which World Clock the timeline is tied to
- 添加了一个 clock 字段:一个世界时钟ID,指定时间线所绑定的世界时钟
- This field is required, but to match previous behavior the minecraft:overworld clock can be used
- 此字段为必填项,但为匹配先前行为,可使用 minecraft:overworld 世界时钟
- Added an optional time_markers field, an optional map between namespaced Time Marker IDs and either an integer or a Time Marker object,
- 添加了一个可选的 time_markers 字段,这是一个在命名空间化的时间标记ID与一个整数或一个时间标记对象之间的可选映射,
- Format:
- 格式:
- Non-negative integer, the tick that the time marker marks
- 非负整数,时间标记器所标记的游戏刻
- Or object with fields:
- 或包含字段的对象:
- ticks - Integer between 0 and period_ticks, the tick that the Time Marker marks
- ticks - 介于 0 和 period_ticks 之间的整数,表示时间标记器所标记的游戏刻
- show_in_commands - optional boolean, specifies whether the Time Marker will show up in command suggestions
- show_in_commands - 可选的布尔值,指定时间标记是否会在命令建议中显示
TIME MARKERS
时间标记
Time Markers assign a particular name to a specific (optionally repeating) point in time for a specific World Clock. Time Markers replace the previously predetermined names that could be used by /time set, for example day or night .
时间标记为特定世界时钟中的特定(可选重复)时间点分配一个特定名称。时间标记取代了之前可由 /time set 使用的预定名称,例如 day 或 night。
Time Markers will exist within the context of a specific World Clock. This means that even though the different Time Markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular World Clock. It also means that two World Clocks can have a Time Marker with the same name.
时间标记将存在于特定的世界时钟上下文中。这意味着即使不同的时间标记由不同的时间线定义,对于一个特定的世界时钟,只能存在一个具有特定ID的时间标记。这也意味着两个世界时钟可以拥有一个同名的的时间标记。
BUILT-IN USES OF TIME MARKERS
时间标记器的内置用途
Some Time Markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in /time commands.
一些时间标记器用于驱动原版游戏行为。通常,它们被配置为不在 /time 命令中显示。
- minecraft:wake_up_from_sleep - the time to advance the dimension's default clock to when Players in that dimension wake up after sleeping
- minecraft:wake_up_from_sleep - 将该维度的默认世界时钟推进至该维度内玩家睡醒后的时间
- minecraft:roll_village_siege - the time of the dimension's default clock at which the random chance for a Zombie Village siege to occur should be evaluated
- minecraft:roll_village_siege - 维度默认世界时钟的时间,在此时间点应判定僵尸村庄围攻事件发生的随机几率
ENVIRONMENT ATTRIBUTES
环境属性
ADDED MINECRAFT:VISUAL/BLOCK_LIGHT_TINT
添加了 MINECRAFT:VISUAL/BLOCK_LIGHT_TINT
Tint of the block light. Block light color starts as dark gray at low light levels, becomes tinted by this attribute at medium levels, and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights cannot be tinted differently.
方块光照的色调。方块光照颜色在低光照等级下起始为深灰色,在中等等级下受此属性影响而着色,并在高等级下变为白色。默认情况下,它提供火把的淡黄色调。明亮的颜色最适合此属性,至少有一个通道达到完全明亮。该色调全局应用于屏幕上可见的所有光源。单个光源无法被单独着色。
- Value type: RGB color
- 值类型:RGB 颜色
- Default value: #FFD88C
- 默认值:#FFD88C
- Modifiers: RGB Color Modifiers
- 修饰符:RGB 颜色修饰符
- Interpolated: yes
- 插值:是
- Resolved at the camera's position
- 在摄像机位置处解析
ADDED MINECRAFT:VISUAL/AMBIENT_LIGHT_COLOR
添加了 MINECRAFT:VISUAL/AMBIENT_LIGHT_COLOR
Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.
定义环境光照的色调与亮度。该光照会应用到光照等级为0的世界中,方块光照与天空光照会在此基础上叠加。
- Value type: RGB color
- 值类型:RGB 颜色
- Default values: #0A0A0A for the Overworld, #302821 for the Nether, #3f473f for the End
- 默认值:#0A0A0A 用于主世界,#302821 用于下界,#3f473f 用于末地
- Modifiers: RGB Color Modifiers
- 修饰符:RGB 颜色修饰符
- Interpolated: yes
- 插值:是
- Resolved at the camera's position
- 在摄像机位置处解析
ADDED MINECRAFT:VISUAL/NIGHT_VISION_COLOR
添加了 MINECRAFT:VISUAL/NIGHT_VISION_COLOR
This color is used similarly to ambient light color. When the Night Vision effect is active, the per-component maximum of minecraft:visual/night_vision_color and minecraft:visual/ambient_light_color is used as the ambient color. Night Vision is not tinted by default.
此颜色与环境光照颜色的使用方式类似。当夜视效果激活时,minecraft:visual/night_vision_color 与 minecraft:visual/ambient_light_color 各通道的最大值将被用作环境颜色。默认情况下,夜视效果不会被着色。
- Value type: RGB color
- 值类型:RGB 颜色
- Default value: #999999
- 默认值:#999999
- Modifiers: RGB Color Modifiers
- 修饰符:RGB 颜色修饰符
- Interpolated: yes
- 插值:是
- Resolved at the camera's position
- 在摄像机位置处解析
CHANGED MINECRAFT:GAMEPLAY/TURTLE_EGG_HATCH_CHANCE
更改了 MINECRAFT:GAMEPLAY/TURTLE_EGG_HATCH_CHANCE
- Now has a default value of 0.002
- 现在的默认值为 0.002
DATA-DRIVEN VILLAGER TRADES
数据驱动的村民交易
Trades offered by Villagers and Wandering Traders are now data-driven and can be customized by data pack developers
村民和流浪商人提供的交易现在由数据驱动,数据包开发者可以对其进行自定义
VILLAGER TRADES
村民交易
- Present in the villager_trade folder, represents a blueprint for trades which is used by Villagers and Wandering Traders to generate actual trades
- 存在于 villager_trade 文件夹中,代表一个交易蓝图,由村民和流浪商人用来生成实际的交易
- Entry Format:
- 条目格式:
- wants - Object, represents an item type and number of them needed to trade
- wants - 对象,表示交易所需的物品类型及其数量
- id - String, the id of the item
- id - 字符串,物品的ID
- count - optional number provider, how many of the item is needed for the trade
- count - 可选,表示交易所需的物品数量
- Defaults to a constant 1
- 默认常量为 1
- components - optional component map, the expected data components on the item
- components - 可选,组件映射,物品上预期的数据组件
- Defaults to an empty map
- 默认为一张空地图
- additional_wants - optional object, an additional item required by the merchant, has the same format as wants
- additional_wants - 可选对象,商人所需的额外物品,其格式与 wants 相同
- gives - Item Stack, the resulting item given by the merchant when trading
- gives - 物品堆叠,交易时村民给予的结果物品
- Uses the existing format for Item Stacks
- 使用物品堆叠的现有格式
- given_item_modifiers - optional list of Item Modifiers, modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values
- given_item_modifiers - 可选的物品修饰器列表,这些修饰器会应用于gives中的物品,例如附魔或药水效果,用于为交易添加修饰,而非硬编码某些特定值
- Uses the existing format for Item Modifiers (also known as loot modifiers, item functions, loot functions...)
- 使用物品修饰器的现有格式(也称为战利品修饰器、物品函数、战利品函数...)
- If any of these returns an empty item the entire trade will be discarded
- 如果其中任何一个返回空物品,整个交易将被隐藏
- Item Modifier references are not yet supported
- 物品修饰器引用暂不支持
- If the final item has a stored_enchantment component containing an enchantment in the #double_trade_price tag, then the count of wants is doubled
- 如果最终物品具有一个 stored_enchantment 组件,且该组件包含一个位于 #double_trade_price 标签中的附魔,那么 wants 的数量将会翻倍
- max_uses - optional number provider, the maximum number of times a trade may be used
- max_uses - 可选的数值提供器,交易可被使用的最大次数
- Is set to 1 if the number provider returns a lower value
- 如果数值提供器返回的值较低,则设置为 1
- Defaults to a constant 4
- 默认常量为 4
- reputation_discount - number provider, how much factors such as demand, discounts, or penalties affect the cost represented by wants
- reputation_discount - 数值提供器,表示需求、折扣或惩罚等因素对 wants 所代表价格的影响程度
- Is set to 0.0 if the number provider returns a lower value
- 如果数值提供器返回的值较低,则设置为 0.0
- Defaults to a constant 0.0
- 默认常量为 0.0
- xp - optional number provider, the amount of xp a merchant gets when the trade is done
- xp - 可选的数值提供器,交易完成后商人获得的经验值数量
- Is set to 0 if the number provider returns a lower value
- 如果数值提供器返回的值较低,则设置为 0
- Defaults to a constant 1
- 默认常量为 1
- merchant_predicate - Predicate, conditions on the merchant that need to be met for the trade to be offered
- merchant_predicate - 谓词,交易被提供时需要满足的关于商人的条件
- Uses the existing format for Predicates (also known as loot conditions)
- 使用谓词(也称为战利品条件)的现有格式
- Predicate references are not yet supported
- 谓词引用尚未支持
- double_trade_price_enchantments - optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from minecraft:enchant_randomly and minecraft:enchant_with_levels if they have include_additional_cost_component set to true and if the item has one of the provided values in its minecraft:stored_enchantments component
- double_trade_price_enchantments - 可选的附魔ID、命名空间附魔ID列表,或以 # 号前缀的附魔标签,代表那些如果 minecraft:enchant_randomly 和 minecraft:enchant_with_levels 将其 include_additional_cost_component 设置为 true 且物品的 minecraft:stored_enchantments 组件中包含所提供的值之一,则会使来自它们的额外成本翻倍的附魔
An example trade of an Emerald and a Book for an Enchanted Book offered only by Desert Villagers
一个沙漠村民的交易示例,用一颗绿宝石和一本书换取一本附魔书。
- {
- "additional_wants": {
- "id": "minecraft:book"
- },
- "double_trade_price_enchantments": "#minecraft:double_trade_price",
- "given_item_modifiers": [
- {
- "function": "minecraft:enchant_randomly",
- "include_additional_cost_component": true,
- "only_compatible": false,
- "options": "#minecraft:trades/desert_common"
- },
- {
- "function": "minecraft:filtered",
- "item_filter": {
- "items": "minecraft:enchanted_book",
- "predicates": {
- "minecraft:stored_enchantments": [
- {}
- ]
- }
- },
- "on_fail": {
- "function": "minecraft:discard"
- }
- }
- ],
- "gives": {
- "count": 1,
- "id": "minecraft:enchanted_book"
- },
- "max_uses": 12.0,
- "merchant_predicate": {
- "condition": "minecraft:entity_properties",
- "entity": "this",
- "predicate": {
- "predicates": {
- "minecraft:villager/variant": "minecraft:desert"
- }
- }
- },
- "reputation_discount": 0.2,
- "wants": {
- "id": "minecraft:emerald"
- }
- }
[color=rgb(51, 102, 153) !important]复制代码
TRADE SETS
交易集
- Present in the trade_set folder, they're groupings of trades offered by Villagers and Wandering Traders
- 存在于 trade_set 文件夹中,它们是村民和流浪商人提供的交易组合
- We currently only have hardcoded ones available in <profession>/level_<level> for Villagers, as well as wandering_trader/buying, wandering_trader/special, wandering_trader/common for Wandering Traders
- 目前我们只有硬编码的纹理可用于村民的 <profession>/level_<level>,以及用于流浪商人的 wandering_trader/buying、wandering_trader/special、wandering_trader/common
- Entry Format:
- 条目格式:
- trades - Villager trade id, list of namespaced Villager trade IDs, or hash-prefixed Villager trade tag representing the trades that are part of this trade set
- trades - 村民交易ID、命名空间村民交易ID列表,或带 # 号前缀的村民交易标签,代表属于此交易集合的交易
- amount - Number provider, the amount of trades to be generated from this set when used
- amount - 数值提供器,使用此集合时要生成的交易数量
- If the generated number is greater than the number of available trades then it will only generate until all trades have been used once, unless allow_duplicates is set to true
- 如果生成的数字大于可用 trades 的数量,那么它将只会生成直到所有 trades 都被使用过一次为止,除非 allow_duplicates 被设置为 true
- allow_duplicates - Boolean, representing if the trade set can use the same Villager Trade multiple times to generate trades
- allow_duplicates - 布尔值,表示该交易集合是否可以使用同一村民交易多次来生成交易
- Defaults to false
- 默认为 false
- random_sequence - optional named random sequence, determines which trades are generated
- random_sequence - 可选的命名随机序列,决定生成哪些交易
- Defaults to a non-deterministic random sequence
- 默认为非确定性随机序列
An example trade set offering 2 trades from the #minecraft:armorer/level_1 tag, allowing duplicates
一个示例交易集,提供来自 #minecraft:armorer/level_1 标签的2个交易,允许重复
- {
- "amount": 2.0,
- "trades": "#minecraft:armorer/level_1",
- "random_sequence": "minecraft:trade_set/armorer/level_1",
- "allow_duplicates": true
- }
[color=rgb(51, 102, 153) !important]复制代码
MOB VARIANTS
生物变种
CAT SOUND VARIANTS
猫的音效变种
- Cat sound variants can be data-driven by adding entries to data/<namespace>/cat_sound_variant/<id>.json
- 猫的音效变种可以通过向 data/<namespace>/cat_sound_variant/<id>.json 添加条目来实现数据驱动
- The file contains two sound sets defining adult_sounds and baby_sounds
- 该文件包含两个音效集,分别定义了 adult_sounds 和 baby_sounds
- Each sound set contains the following fields which correspond to sound events used for the specific behavior:
- 每个音效集包含以下字段,这些字段对应于用于特定行为的声音事件:
- ambient_sound
- ambient_sound
- stray_ambient_sound
- stray_ambient_sound
- hiss_sound
- hiss_sound
- hurt_sound
- hurt_sound
- death_sound
- death_sound
- eat_sound
- eat_sound
- beg_for_food_sound
- beg_for_food_sound
- purr_sound
- purr_sound
- purreow_sound
- purreow_sound
PIG SOUND VARIANTS
猪的音效变种
- Pig sound variants can be data-driven by adding entries to data/<namespace>/pig_sound_variant/<id>.json
- 猪的音效变种可以通过向 data/<namespace>/pig_sound_variant/<id>.json 添加条目来实现数据驱动
- The file contains two sound sets defining adult_sounds and baby_sounds
- 该文件包含两个音效集,分别定义了 adult_sounds 和 baby_sounds
- Each sound set contains the following fields which correspond to sound events used for the specific behavior:
- 每个音效集包含以下字段,这些字段对应于用于特定行为的音效事件:
- ambient_sound
- ambient_sound
- hurt_sound
- hurt_sound
- death_sound
- death_sound
- step_sound
- step_sound
- eat_sound
- eat_sound
COW SOUND VARIANTS
牛的音效变种
- Cow sound variants can be data-driven by adding entries to data/<namespace>/cow_sound_variant/<id>.json
- 牛的音效变种可以通过向 data/<namespace>/cow_sound_variant/<id>.json 添加条目来实现数据驱动
- Each sound variant contains the following fields which correspond to sound events used for the specific behavior:
- 每个音效集包含以下字段,这些字段对应于用于特定行为的声音事件:
- ambient_sound
- ambient_sound
- hurt_sound
- hurt_sound
- death_sound
- death_sound
- step_sound
- step_sound
CHICKEN SOUND VARIANTS
鸡的音效变种
- Chicken sound variants can be data-driven by adding entries to data/<namespace>/chicken_sound_variant/<id>.json
- 鸡的音效变种可以通过向 data/<namespace>/chicken_sound_variant/<id>.json 添加条目来实现数据驱动
- The file contains two sound sets defining adult_sounds and baby_sounds
- 该文件包含两个音效集,分别定义了 adult_sounds 和 baby_sounds
- Each sound set contains the following fields which correspond to sound events used for the specific behavior:
- 每个音效集包含以下字段,这些字段对应于用于特定行为的声音事件:
- ambient_sound
- ambient_sound
- hurt_sound
- hurt_sound
- death_sound
- death_sound
- step_sound
- step_sound
WOLF SOUND VARIANTS
狼的音效变种
- All sound event fields have been moved into a new object in the field adult_sounds
- 所有音效事件字段都已移至字段 adult_sounds 中的一个新对象内
- Added a new baby_sounds field with the same fields
- 添加了一个具有相同字段的新 baby_sounds 字段
COMMANDS
命令
- Villager and Piglin inventory slots can now only be accessed using mob.inventory.*
- 村民和猪灵的物品栏槽位现在只能通过 mob.inventory.* 访问
- villager.* and piglin.* have been removed
- villager.*和piglin.*已移除
ADDED SWING
添加了 SWING
- New command that enables swinging of entities' arms
- 启用允许实体手臂摆动的新命令
- Not all entities support the swing animation - swing will still succeed for those entities, but clients will only display it when possible
- 并非所有实体都支持摆动动画 - swing 对这些实体仍然会成功执行,但客户端只会在可能时显示它
- For example, this makes it possible to swing Mannequins' arms
- 例如,这使得摆动人体模型的胳膊成为可能
- Returns the amount of entities for which a swing was sent
- 返回发送了摆动动画的实体数量
Syntax: /swing [<target>] [<hand>]
语法:/swing [<target>][<hand>]
Arguments:
参数:
- target - Entity selector, the entity to swing
- target - 实体选择器,要摆动手臂的实体
- If not present, defaults to @s
- 如果未指定,则默认为 @s
- hand - String, which hand to swing, one of mainhand, offhand
- hand - 字符串,指定要摆动的手,取值为 mainhand, offhand 之一
- If not present, defaults to mainhand
- 如果未指定,则默认为 mainhand
CHANGES TO TIME
对 TIME的更改
- The time command is now based on World Clocks
- time 命令现在基于世界时钟
- A clock can be optionally specified as an input for the time command with time of <clock> ...
- 可以为 time 命令可选地指定一个时钟作为输入,使用 time of <clock> ...
- If the clock is not specified (/time ... as before), the default clock for the dimension is used
- 如果未指定时钟(/time ... 如前所述),则使用该维度的默认时钟
- The return value (e.g. from /execute store) from the set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day
- set 和 add 子命令的返回值(例如来自 /execute store)现在为时钟的总流逝游戏刻数,而非当前时间
- A new rate subcommand has additionally been added that can modify the speed at which a World Clock advances
- 此外还新增了一个 rate 子命令,可用于修改世界时钟的推进速度
Syntax:
语法:
- time [of <clock>] set <time> - sets the total elapsed ticks of the clock
- time [of <clock>] set <time> - 设置时钟的总流逝游戏刻数
- time [of <clock>] set <timemarker> - advances the clock forward to the next occurence of the Time Marker
- time [of <clock>] set <timemarker> - 将时钟向前推进到下一个时间标记出现的时间点
- For the minecraft:overworld clock, the available Time Markers are: day, noon, night, and midnight
- 对于 minecraft:overworld 世界时钟,可用的时间标记有:day、noon、night 和 midnight
- time [of <clock>] add <time> - adds ticks to the clock, can be a negative or a positive number
- time [of <clock>] add <time> - 向世界时钟添加游戏刻,可以是负数或正数
- time [of <clock>] pause - pauses the clock
- time [of <clock>] pause - 暂停时钟
- time [of <clock>] resume - resumes the clock
- time [of <clock>] resume - 恢复时钟运行
- time [of <clock>] rate <rate> - sets the rate multiplier at which the clock should advance
- time [of <clock>] rate <rate> - 设置时钟运行的速率乘数
- Note: this only changes the rate at which the World Clock and any Timelines dependent on it advance their internal timers
- 注意:这只会改变世界时钟以及任何依赖它的时间线推进其内部计时器的速率
- For example, in the case of the minecraft:overworld clock, the day/night cycle will pass quicker with a larger value, but actual game simulation will not speed up (as would happen with /tick rate)
- 例如,对于 minecraft:overworld 世界时钟,数值越大,昼夜循环会越快,但实际的游戏模拟并不会加速(这与使用 /tick rate 时发生的情况不同)
- A rate of 1 corresponds to normal speed
- 数值为 1 的 rate 对应正常速度
- rate is a float between 0 (exclusive) and 1000 (inclusive)
- rate 是一个介于 0(不包含)和 1000(包含)之间的浮点数
- time [of <clock>] query <timeline> - displays and returns the current number of ticks within the Timeline's period
- time [of <clock>] query <timeline> - 显示并返回时间线周期内当前的游戏刻数
- time [of <clock>] query <timeline> repetitions - displays and returns the number of times the Timeline's period has repeated
- time [of <clock>] query <timeline> repetitions - 显示并返回时间线周期已重复的次数
- time [of <clock>] query time - displays and returns the total elapsed ticks of the clock
- time [of <clock>] query time - 显示并返回时钟的总流逝游戏刻数
- time query gametime - as before, the total elapsed ticks within the world (unaffected by changes made to clocks using /time)
- time query gametime - 与之前一样,世界内的总流逝游戏刻数(不受使用 /time 命令对时钟所做的更改影响)
CHANGES TO /FETCHPROFILE
更改了 /FETCHPROFILE
- Added a new entity subcommand that will print profile information from an entity in the world
- 新增了一个 entity 子命令,用于打印世界中某个实体的配置文件信息
- Syntax: /fetchprofile entity <single entity selector>
- 语法:/fetchprofile entity <single entity selector>
- If the targeted entity does not have a profile (currently only Players and Mannequins do), this command will fail
- 如果目标实体没有个人资料(目前只有玩家和假人有),此命令将会失败
- Note that the profile is shown as is - no additional resolving is done
- 请注意,配置文件按原样显示 - 不进行额外的解析
GAME TEST ENVIRONMENTS
游戏测试环境
ADDED TIMELINE_ATTRIBUTES DEFINITION
添加了 TIMELINE_ATTRIBUTES 定义
- Allows setting any number of Timelines on the Environment
- 允许在环境上设置任意数量的时间线
Format:
格式:
- timelines - a list of timelines to set
- timelines - 要设置的时间线列表
REPLACED TIME_OF_DAY WITH CLOCK_TIME
将 TIME_OF_DAY 替换为 CLOCK_TIME
- Added a new required field clock - World Clock ID, the clock within which to set time (from the existing time field)
- 新增了一个必填字段 clock - 世界时钟ID,用于设置时间的目标时钟(来自现有的 time 字段)
DATA COMPONENTS
数据组件
ADDED MINECRAFT:ADDITIONAL_TRADE_COST
添加了 MINECRAFT:ADDITIONAL_TRADE_COST
- Transient component used to modify the count needed of the gives item in a Villager trade
- 用于修改村民交易中 gives 物品所需 count 的临时组件
- Is removed after a trade has been generated
- 在交易生成后被移除
- Format: integer
- 格式:整数
ADDED MINECRAFT:DYE
添加了 MINECRAFT:DYE
- Represents a color of dye
- 代表一种染料颜色
- Used in various places that previously required the exact dye item, including mob and block interactions
- 用于先前需要特定染料物品的多种场景,包括生物与方块的交互
- Note: the presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients
- 注意:此组件本身的存在并不会启用功能。物品必须被明确允许用于特定功能,例如通过将其添加到标签中或更改配方原料
- Format: one of white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black
- 格式:为以下之一 white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black
CHANGED MINECRAFT:PROVIDES_BANNER_PATTERNS
更改了 MINECRAFT:PROVIDES_BANNER_PATTERNS
- The component now also accepts an ID or a list of IDs in addition to a tag
- 该组件现在除了标签外,也接受一个ID或ID列表
CHANGED MINECRAFT:BLOCKS_ATTACKS
更改了 MINECRAFT:BLOCKS_ATTACKS
- The field bypassed_by now also accepts an ID or a list of IDs in addition to a tag
- 字段 bypassed_by 现在除了标签外,也接受一个ID或ID列表
CHANGED MINECRAFT:DAMAGE_RESISTANT
更改了 MINECRAFT:DAMAGE_RESISTANT
- The field types now also accepts an ID or a list of IDs in addition to a tag
- 字段 types 现在除了标签外,也接受一个ID或ID列表
ENTITY DATA
实体数据
- The current_explosion_impact_pos and current_impulse_context_reset_grace_time fields from Players have been added to all mobs and the Armor Stand
- 来自玩家的 current_explosion_impact_pos 和 current_impulse_context_reset_grace_time 字段已添加至所有的生物和盔甲架
- The ignore_fall_damage_from_current_explosion field on Players has been removed
- 移除了玩家身上的 ignore_fall_damage_from_current_explosion 字段
BLOCK STATES
方块状态
- rotation property in the default block state of Banners and Signs has been changed from 0 to 8
- rotation 旗帜和告示牌的默认方块状态中的 rotation 属性已从 0 更改为 8
Developer's Note: The default block state is used in very few contexts, most notably /setblock without any properties. This change was done to align the default orientation of those blocks with other ones (like Skulls or Dispensers)
开发者说明:默认方块状态仅在极少数情况下使用,最显著的是不带任何属性的 /setblock 命令。此项更改旨在使这些方块的默认朝向与其他方块(如头颅或发射器)保持一致。
LOOT FUNCTIONS
战利品函数
- Added minecraft:villager_trade loot table type which takes the following parameters:
- 添加了 minecraft:villager_trade 战利品表类型,它接受以下参数:
- this - the entity offering the trade
- this - 提供此交易的实体
- origin - the block position of the entity at its feet
- origin - 实体脚部的方块位置
CHANGED MINECRAFT:FURNACE_SMELT
更改了 MINECRAFT:FURNACE_SMELT
- Added boolean field use_input_count (default: true)
- 添加了布尔字段 use_input_count (默认值: true)
- If set to true, the output of the smelting recipe will be multiplied by the number of input items
- 如果设置为 true,烧炼配方的输出将乘以输入物品的数量
ADDED MINECRAFT:SET_RANDOM_DYES
添加了 MINECRAFT:SET_RANDOM_DYES
- Additively adds dyes to an item's minecraft:dyed_color data component
- 以叠加方式将染料添加至物品的 minecraft:dyed_color 数据组件
Format: object with fields:
格式: 包含字段的对象:
- conditions - list of conditions, conditions for the function to apply
- conditions - 条件列表,函数生效所需的条件
- number_of_dyes - Number provider, the number of random dyes out of sixteen to apply to the item
- number_of_dyes - 数值提供器,表示从十六种染料中随机选取并应用到物品上的染料数量
- The same dye might be selected repeatedly
- 同一种染料可能会被重复选中
ADDED MINECRAFT:SET_RANDOM_POTION
添加了 MINECRAFT:SET_RANDOM_POTION
- Randomly sets the minecraft:potion_contents data component on an item
- 随机设置物品上的 minecraft:potion_contents 数据组件
Format: object with fields:
格式:包含字段的对象:
- conditions - list of conditions, conditions for the function to apply
- conditions - 条件列表,函数生效所需的条件
- options - optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, the possible potions to select from
- options - 可选的药水ID、命名空间药水ID列表或带 # 号前缀的药水标签,表示可供选择的药水
- Defaults to any potion in the potions registry
- 默认为 potions 注册表中的任意药水
CHANGED MINECRAFT:ENCHANT_WITH_LEVELS
更改了 MINECRAFT:ENCHANT_WITH_LEVELS
Now also takes the following field:
现在也接受以下字段:
- include_additional_cost_component - optional boolean, representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment
- include_additional_cost_component - 可选的布尔值,表示是否应根据附魔的成本为物品添加 minecraft:additional_cost_component
- Defaults to false
- 默认为 false
- The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting
- 该值由 levels 数值提供器决定,并且与用于确定附魔时使用何种附魔等级的值相同
CHANGED MINECRAFT:ENCHANT_RANDOMLY
更改了 MINECRAFT:ENCHANT_RANDOMLY
Now also takes the following field:
现在也接受以下字段:
- include_additional_cost_component - optional boolean, representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment
- include_additional_cost_component - 可选的布尔值,表示是否应根据附魔的成本为物品添加一个 minecraft:additional_cost_component
- Defaults to false
- 默认为 false
- The value is determined by the value selected by levels or its default value using the following formula: 2 + random(0, 5 + level * 10) + 3 * level
- 该值由 levels 选定的值或其默认值根据以下公式确定:2 + random(0, 5 + level * 10) + 3 * level
CHANGED MINECRAFT:SET_INSTRUMENT
更改了 MINECRAFT:SET_INSTRUMENT
- The options field now also accepts an ID and a list of IDs in addition to a tag
- options 字段现在除了标签外,也接受一个ID和一个ID列表
PREDICATES
谓词
LOOT PREDICATES
战利品谓词
ADDED MINECRAFT:ENVIRONMENT_ATTRIBUTE_CHECK
添加了 MINECRAFT:ENVIRONMENT_ATTRIBUTE_CHECK
Exactly matches the value of an Environment Attribute at a given position. Note: this predicate requires a context with an origin position set as long as the Environment Attribute can vary positionally.
精确匹配给定位置的环境属性值。注意:只要环境属性可能随位置变化,此提供器就需要一个设置了 origin 位置坐标的上下文。
Format: object with fields:
格式:包含字段的对象:
- attribute - Environment Attribute ID to test
- attribute - 用于测试的环境属性ID
- value - Exact value of the Environment Attribute to match
- value - 要匹配的环境属性的精确值
- e.g. {condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}
- 例如 {condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}
CHANGED MINECRAFT:TIME_CHECK
更改了 MINECRAFT:TIME_CHECK
- Added clock field: a World Clock ID, specifies which World Clock the time check should be done for
- 添加了 clock 字段:一个世界时钟ID,指定时间检查应针对哪个世界时钟进行
ENTITY PREDICATES
实体谓词
PLAYER SUB-PREDICATE
PLAYER 玩家子谓词
- New optional field: food - A Food predicate
- 添加了可选字段:food - 一个食物谓词
- Format: object with fields:
- 格式:包含以下字段的对象:
- level - optional integer, min/max range specifying the required food level
- level - 可选的整数,指定所需饥饿值的最小/最大范围
- saturation - optional float, min/max range specifying the required saturation level
- saturation - 可选的浮点数,指定所需饱和度等级的最小/最大值范围
NUMBER PROVIDERS
数值提供器
ADDED MINECRAFT:SUM
添加了 MINECRAFT:SUM
- Returns the sum of a list of number providers Format:
- 返回数值提供者列表的总和格式:
- summands - a list of number providers
- summands - 一个数值提供者的列表
ADDED MINECRAFT:ENVIRONMENT_ATTRIBUTE
添加了 MINECRAFT:ENVIRONMENT_ATTRIBUTE
Fetches and provides the value of an Environment Attribute (that can be represented as a number). Note: this provider requires a context with an origin position set as long as the Environment Attribute can vary positionally.
获取并提供环境属性的值(该值可以表示为数字)。注意:只要环境属性可能随位置变化,此提供器就需要一个设置了origin位置坐标的上下文。
Format: object with fields:
格式:包含以下字段的对象:
- attribute - Environment Attribute ID to fetch
- attribute - 要获取的环境属性ID
- e.g. {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}
- 例如 {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}
RECIPES
配方
- result field should now be more consistent across all recipe types that contain it
- result 字段现在在所有包含它的配方类型中应该更加一致
- It will now accept a short form (e.g. "minecraft:foo", which is equivalent to {"id":"minecraft:foo", "count": 1})
- 现在它将接受简写形式(例如 "minecraft:foo",这等同于 {"id":"minecraft:foo", "count": 1})
- For the recipe types smelting, blasting, smoking, and campfire_cooking this field now also accepts a count field
- 对于配方类型 smelting、blasting、smoking 和 campfire_cooking,此字段现在也接受一个 count 字段
- minecraft:crafting_special_mapcloning recipe type has been removed, the functionality has been absorbed by minecraft:crafting_transmute
- minecraft:crafting_special_mapcloning 配方类型已被移除,其功能已整合至 minecraft:crafting_transmute
- New show_notification fields with the same functionality as the existing one in minecraft:crafting_shaped have been added to the following existing recipe types:
- 新的 show_notification 字段,其功能与 minecraft:crafting_shaped 中现有的字段相同,已被添加到以下现有配方类型中:
- minecraft:crafting_shapeless
- minecraft:crafting_shapeless
- minecraft:crafting_shaped
- minecraft:crafting_shaped
- minecraft:crafting_transmute
- minecraft:crafting_transmute
- minecraft:smelting
- minecraft:smelting
- minecraft:blasting
- minecraft:blasting
- minecraft:smoking
- minecraft:smoking
- minecraft:campfire_cooking
- minecraft:campfire_cooking
- minecraft:stonecutting
- minecraft:stonecutting
- minecraft:smithing_transform
- minecraft:smithing_transform
- minecraft:smithing_trim
- minecraft:smithing_trim
- Removed the unused group field from recipes without a recipe book:
- 从没有配方书的配方中移除了未使用的 group 字段:
- minecraft:stonecutting
- minecraft:stonecutting
- minecraft:smithing_transform
- minecraft:smithing_transform
- minecraft:smithing_trim
- minecraft:smithing_trim
- Renamed the following stonecutter recipes, along with the relevant advancement:
- 重命名了以下切石机配方,以及相关的进度:
- minecraft:chiseled_stone_bricks_stone_from_stonecutting is renamed to minecraft:chiseled_stone_bricks_from_stone_stonecutting
- minecraft:chiseled_stone_bricks_stone_from_stonecutting 重命名为 minecraft:chiseled_stone_bricks_from_stone_stonecutting
- minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting
- minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting 重命名为 minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting
- minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting
- minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting 重命名为 minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting
- minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting
- minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting 重命名为 minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting 重命名为 minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting 重命名为 minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting
- minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting 重命名为 minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting
- minecraft:prismarine_brick_slab_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting
- minecraft:prismarine_brick_slab_from_prismarine_stonecutting 重命名为 minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting
- minecraft:prismarine_brick_stairs_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting
- minecraft:prismarine_brick_stairs_from_prismarine_stonecutting 重命名为 minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting
- minecraft:quartz_slab_from_stonecutting is renamed to minecraft:quartz_slab_from_quartz_block_stonecutting
- minecraft:quartz_slab_from_stonecutting 重命名为 minecraft:quartz_slab_from_quartz_block_stonecutting
- minecraft:stone_brick_walls_from_stone_stonecutting is renamed to minecraft:stone_brick_wall_from_stone_stonecutting
- minecraft:stone_brick_walls_from_stone_stonecutting 重命名为 minecraft:stone_brick_wall_from_stone_stonecutting
Note: several of the recipes below use the term "transmuting" when describing crafting output. This procedure is the same as the one currently used by minecraft:crafting_transmute, i.e:
注意:下方部分配方在描述合成输出时使用了术语“嬗变”。此过程与当前由 minecraft:crafting_transmute 所使用的过程相同,即:
- First, a new item stack is created with the item type and count taken from the result field of the described recipe
- 首先,使用所述配方的 result 字段中的物品类型和数量创建一个新的物品堆叠
- Then, components from a source stack (the actual ingredient depends on the described recipe) are applied to the new stack
- 然后,源堆叠中的组件(实际成分取决于所描述的配方)会被应用到新的堆叠中
- Lastly, components from the result field are applied to the new stack
- 最后,来自 result 字段的组件被应用到新堆叠上
CHANGED MINECRAFT:CRAFTING_TRANSMUTE
更改了 MINECRAFT:CRAFTING_TRANSMUTE
- Recipes with this type can now accept multiple items matched by the material ingredient
- 此类型的合成配方现在可以接受由material材料成分匹配的多个物品
Added fields:
添加了字段:
- material_count - Integer range, the amount of items matched by the material ingredient
- material_count - 整数范围,由 material 材料成分匹配的物品数量
- Must be a subrange of [2,8]
- 必须是 [2,8] 的一个子范围
- Default: [1,1] (i.e. exactly one item)
- 默认值:[1,1](即恰好一个物品)
- add_material_count_to_result - Boolean
- add_material_count_to_result - 布尔值
- Default: false
- 默认值:false
- When true, the amount of slots containing items matched by the material ingredient will be added to the final count of the result
- 当true时,包含与material成分匹配的物品的槽位数量将被添加到结果的最终计数中
ADDED MINECRAFT:CRAFTING_DYE
添加了 MINECRAFT:CRAFTING_DYE
- Replaces minecraft:crafting_special_armordye
- 替换了 minecraft:crafting_special_armordye
- Output:
- 输出:
- This recipe will mix the current value of the minecraft:dyed_color component from the item matched by the target ingredient with the minecraft:dye component values from the items matched by the dye ingredients
- 此配方会将由 target 配料匹配的物品中 minecraft:dyed_color 组件的当前值与由 dye 配料匹配的物品中的 minecraft:dye 组件值进行混合
- The result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of the minecraft:dyed_color component
- 结果将通过将 target 成分匹配的物品嬗变为 result 物品堆叠,然后应用 minecraft:dyed_color 组件的新值来构建
Format: object with fields:
格式:包含字段的对象:
- category - String, crafting book category, one of building, redstone, equipment, misc, default: misc
- category - 字符串,合成书类别,取值为 building、redstone、equipment、misc 之一,默认值:misc
- group - String, used for grouping recipes in the crafting book, default: empty string
- group - 字符串,用于在合成书中对配方进行分组,默认值:空字符串
- show_notification - optional boolean, describing if a popup should be shown when this recipe is unlocked, default: true
- show_notification - 可选的布尔值,描述当此配方解锁时是否应显示弹出通知,默认值:true
- target - Ingredient (was hardcoded to #dyeable tag)
- target - 配方成分(之前被硬编码为 #dyeable 标签)
- dye - Ingredient (was hardcoded to Dye items)
- dye - 合成材料(之前被硬编码为染料物品)
- The minecraft:dye component is required on matching items for the whole recipe to match
- 匹配的物品需要包含 minecraft:dye 组件,整个配方才能匹配
- result - resulting item stack (was always a copy of the item matched by the target ingredient)
- result - 结果物品堆叠(始终是匹配 target 配方的物品的副本)
ADDED MINECRAFT:CRAFTING_IMBUE
添加了 MINECRAFT:CRAFTING_IMBUE
- Replaces minecraft:crafting_special_tippedarrow
- 替换了 minecraft:crafting_special_tippedarrow
- Matches a single source ingredient surrounded by eight material ingredients
- 匹配一个被八个source原料包围的单个material原料
- Output:
- Output:
- This recipe will copy the minecraft:potion_contents component value from the item matched by the source ingredient to the resulting stack
- 此配方会将 minecraft:potion_contents 组件值从由 source 材料匹配的物品复制到结果物品堆中
Format: object with fields:
格式:包含字段的对象:
- category - String, crafting book category, one of building, redstone, equipment, misc, default: misc
- category - 字符串,合成书类别,取值为 building、redstone、equipment、misc 之一,默认值:misc
- group - String, used for grouping recipes in the crafting book, default: empty string
- group - 字符串,用于在合成书中对配方进行分组,默认值:空字符串
- show_notification - Optional boolean, describing if a popup should be shown when this recipe is unlocked, default: true
- show_notification - 可选的布尔值,描述当此配方解锁时是否应显示弹出通知,默认值:true
- source - Ingredient (was hardcoded to minecraft:lingering_potion)
- source - 配方成分(之前被硬编码为 minecraft:lingering_potion)
- material - Ingredient (was hardcoded to minecraft:arrow)
- material - 材料(之前被硬编码为 minecraft:arrow)
- result - resulting item stack (was hardcoded to eight minecraft:tipped_arrow s)
- result - 结果物品堆叠(之前被硬编码为八个 minecraft:tipped_arrow)
CHANGED MINECRAFT:CRAFTING_SPECIAL_BANNERDUPLICATE
更改了 MINECRAFT:CRAFTING_SPECIAL_BANNERDUPLICATE
- Ingredients can now be restrained
- 配方材料现在可以限制
- The output can now be configured
- 输出现在可以配置
- The recipe still only works for Banner items
- 该配方仍然仅对旗帜有效
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- banner - Ingredient, to be used for both source and target items (was hardcoded to any Banner item)
- banner - 配方材料,将同时用于源物品和目标物品(之前被硬编码为任意旗帜物品)
- result - resulting item stack (was always a copy of the Banner item with non-empty pattern)
- result - 结果物品堆叠(始终是带有非空图案的旗帜物品的副本)
- Output:
- 输出:
- The recipe finds the first Banner item matched by the banner ingredient and treats it as the source Banner
- 该配方会找到与 banner 成分匹配的第一个旗帜,并将其视为源旗帜
- The result will be built by transmuting the source Banner into the result item stack
- 结果将通过将源旗帜嬗变为 result 物品堆叠来构建
- The source Banner will be kept in the crafting grid
- 源旗帜将被保留在合成方格中
CHANGED MINECRAFT:CRAFTING_SPECIAL_BOOKCLONING
更改了 MINECRAFT:CRAFTING_SPECIAL_BOOKCLONING
- Ingredients and output can now be configured
- 现在可以配置原料和输出
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- source - Ingredient, to be used as a source book
- source - 原料,用作源书
- The minecraft:written_book_contents component is required on the matching item for the whole recipe to match
- 匹配的物品上需要 minecraft:written_book_contents 组件才能使整个配方匹配
- material - Ingredient, to target the item to be cloned (was hardcoded to #book_cloning_target tag)
- material - 材料,用于指定要复制的物品(之前硬编码为 #book_cloning_target 标签)
- allowed_generations - Integer range, allowed values of the generation field of minecraft:written_book_contents component on the item matched by the material ingredient
- allowed_generations - 整数范围,表示由 material 材料成分匹配的物品上 minecraft:written_book_contents 组件中 generation 字段的允许值
- Must be a subrange of [0,2]
- 必须是 [0,2] 的一个子范围
- Default: [0,1] (i.e. accepting the original and first copies, but not copies of a copy)
- 默认值:[0,1](即接受原始版本和第一份副本,但不接受副本的副本)
- result - resulting item stack (was always a copy of the item matched by the source ingredient)
- result - 结果物品堆叠(始终是匹配 source 配方的物品的副本)
- Output:
- 输出:
- The recipe will first take the value of the minecraft:written_book_contents component in the item matched by the source ingredient
- 该配方将首先获取由 source 材料项匹配的物品中 minecraft:written_book_contents 组件的值
- The field generation in minecraft:written_book_contents will be incremented by one
- minecraft:written_book_contents中的generation字段将增加一
- The recipe will not yield a result if the value of generation is 2 or more
- 如果 generation 的值大于或等于 2,则配方不会产生结果
- The result will be built by transmuting the item matched by the source ingredient to the result item stack and then applying the new value of the minecraft:written_book_contents component
- 结果将通过将 source 成分匹配的物品嬗变为 result 物品堆叠,然后应用 minecraft:written_book_contents 组件的新值来构建
- The number of items matched by the material ingredient beyond the first one will be added to the resulting stack size
- 超出第一个物品后,由material材料成分匹配的物品数量将被添加到最终堆叠大小中
- The original item matched by the source ingredient will be kept in the crafting grid
- 由 source 材料匹配到的源物品将被保留在合成方格中
CHANGED MINECRAFT:CRAFTING_DECORATED_POT
更改了 MINECRAFT:CRAFTING_DECORATED_POT
- Ingredients and result can now be configured
- 现在可以配置原料和结果
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- back, left, right, front - Ingredient (was hardcoded to #decorated_pot_ingredients)
- back, left, right, front - 饰纹陶罐的图案面(之前被硬编码为 #decorated_pot_ingredients)
- result - resulting item stack (was hardcoded to a single minecraft:decorated_pot)
- result - 结果物品堆叠(之前被硬编码为单个 minecraft:decorated_pot)
- Other functionality remains unchanged, i.e. items matched by the ingredients will be added to the matching fields in the minecraft:pot_decorations component of the resulting stack
- 其他功能保持不变,即由配料匹配的物品将被添加到结果堆叠的 minecraft:pot_decorations 组件的对应字段中
CHANGED MINECRAFT:CRAFTING_SPECIAL_FIREWORK_ROCKET
更改了 MINECRAFT:CRAFTING_SPECIAL_FIREWORK_ROCKET
- Ingredients and result can now be configured
- 现在可以配置原料和结果
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- shell - Ingredient (was hardcoded to minecraft:paper)
- shell - 合成材料(之前被硬编码为 minecraft:paper)
- fuel - Ingredient (was hardcoded to minecraft:gunpowder)
- fuel - 配方材料(之前被硬编码为 minecraft:gunpowder)
- star - Ingredient (was hardcoded to minecraft:firework_star)
- star - 合成材料(之前被硬编码为 minecraft:firework_star)
- result - resulting item stack (was hardcoded to three minecraft:firework_rocket s)
- result - 结果物品堆叠(之前被硬编码为三个 minecraft:firework_rocket s)
- Output:
- 输出:
- Exactly one stack matching the shell ingredient must be present
- 必须存在恰好一组与 shell 材料匹配的物品
- The number of stacks matching the fuel ingredient will control the flight_duration field
- 与 fuel 原料匹配的堆叠数量将控制 flight_duration 字段
- The explosions field will be copied from the minecraft:firework_explosion component of the star ingredient (if any)
- explosions 字段将从 star 成分(如果存在)的 minecraft:firework_explosion 组件中复制
CHANGED MINECRAFT:CRAFTING_SPECIAL_FIREWORK_STAR_FADE
更改了 MINECRAFT:CRAFTING_SPECIAL_FIREWORK_STAR_FADE
- Ingredients can now be configured
- 现在可以配置原料
- Removed unused category field
- 移除了未使用的 category 字段
- The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors
- 合成配方现在将使用 minecraft:dye 组件,而不是染料物品到颜色的硬编码映射
- Added fields:
- 添加了字段:
- target - Ingredient (was hardcoded to minecraft:firework_star)
- target - 配方成分(之前被硬编码为 minecraft:firework_star)
- dye - Ingredient (was hardcoded to Dye items)
- dye - 合成材料(之前被硬编码为染料物品)
- The minecraft:dye component is required on matching items for the whole recipe to match
- 匹配的物品需要包含 minecraft:dye 组件才能使整个配方匹配
- result - resulting item stack (was always a copy of the item matched by the target ingredient)
- result - 结果物品堆叠(始终是匹配 target 配方的物品的副本)
- Output:
- 输出:
- This recipe will find the current value of the minecraft:firework_explosion component from the item matched by the target ingredient
- 此配方将从 target 配料匹配的物品中查找 minecraft:firework_explosion 组件的当前值
- The fade_colors field of the minecraft:dye component will be set to the values from the items matched by the dye ingredients
- minecraft:dye 组件的 fade_colors 字段将被设置为由 dye 配料匹配的物品所提供的值
- The result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of minecraft:firework_explosion component
- 结果将通过将 target 成分匹配的物品嬗变为 result 物品堆叠,然后应用 minecraft:firework_explosion 组件的新值来构建
CHANGED MINECRAFT:CRAFTING_SPECIAL_FIREWORK_STAR
更改了 MINECRAFT:CRAFTING_SPECIAL_FIREWORK_STAR
- Ingredients and result can now be configured
- 现在可以配置原料和结果
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- trail - Ingredient (was hardcoded to minecraft:diamond)
- trail - 合成材料(之前被硬编码为 minecraft:diamond)
- twinkle - Ingredient (was hardcoded to minecraft:glowstone_dust)
- twinkle - 合成材料(之前被硬编码为 minecraft:glowstone_dust)
- fuel - Ingredient (was hardcoded to minecraft:gunpowder)
- fuel - 配方材料(之前被硬编码为 minecraft:gunpowder)
- dye - Ingredient (was hardcoded to Dye items)
- dye - 合成材料(之前被硬编码为染料物品)
- The minecraft:dye component is required on matching items for the whole recipe to match
- 匹配的物品需要包含 minecraft:dye 组件,整个配方才能匹配
- shapes - a map of shapes to ingredients
- shapes - 一个将形状映射到配料的映射表
- Allowed keys are the same as the ones for the shape field in the minecraft:firework_explosion component (i.e. small_ball, large_ball, star, creeper, burst)
- 允许的键与 minecraft:firework_explosion 组件中 shape 字段的键相同(即 small_ball, large_ball, star, creeper, burst)
- Was hardcoded to: minecraft:fire_charge (now large_ball), minecraft:feather (now burst), minecraft:gold_nugget (now star), any Skull or Head (now creeper)
- 硬编码为:minecraft:fire_charge(现为large_ball)、minecraft:feather(现为burst)、minecraft:gold_nugget(现为star)、任何头颅或头(现为creeper)
- result - resulting item stack (was hardcoded to three minecraft:firework_star s)
- result - 结果物品堆叠(之前被硬编码为三个 minecraft:firework_star s)
- The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors
- 合成配方现在将使用 minecraft:dye 组件,而不是染料物品到颜色的硬编码映射
- Output:
- 输出:
- Exactly one stack matching the fuel ingredient must be present
- 必须恰好存在一个与 fuel 材料匹配的物品堆叠
- The result will be based on the result field, with the contents of the minecraft:firework_explosion component built with the following values:
- 结果将基于 result 字段,并使用以下值构建的 minecraft:firework_explosion 组件内容:
- The values of the minecraft:dye component of all items matched by the dye ingredient will be added to the colors field
- 由 dye 配方成分匹配的所有物品的 minecraft:dye 组件的值将被添加到 colors 字段中
- If an item matched by the trail ingredient is present, the has_trail field will be set to true
- 如果存在与 trail 成分匹配的物品,则 has_trail 字段将被设置为 true
- If an item matched by the twinkle ingredient is present, the has_twinkle field will be set to true
- 如果存在与 twinkle 成分匹配的物品,则 has_twinkle 字段将被设置为 true
- The shape field will be set based on the item matched by any of the ingredients in the shape field (or small_ball if none is found)
- shape 字段将根据 shape 字段中任意成分匹配到的物品来设置(如果未找到,则设置为 small_ball)
CHANGED MINECRAFT:CRAFTING_SPECIAL_MAPEXTENDING
更改了 MINECRAFT:CRAFTING_SPECIAL_MAPEXTENDING
- Ingredients and output can now be configured
- 现在可以配置原料和结果
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- map - Ingredient (was hardcoded to minecraft:filled_map with a minecraft:map_id component)
- map - 配方材料(之前被硬编码为 minecraft:filled_map 并附带一个 minecraft:map_id 组件)
- The minecraft:map_id component is required on the matching map item for the whole recipe to match
- 匹配的地图物品上需要 minecraft:map_id 组件才能使整个配方匹配
- material - Ingredient (was hardcoded to minecraft:paper)
- material - 材料(之前被硬编码为 minecraft:paper)
- result - resulting item stack (was always a copy of the item matched by the map ingredient)
- result - 结果物品堆叠(始终是 map 配料所匹配物品的副本)
- Output:
- 输出:
- The recipe finds the item matched by the map ingredient with the minecraft:map_id component set
- 该配方会查找与设置了 minecraft:map_id 组件的 map 材料相匹配的物品
- The result will be built by transmuting the source item into the result item stack
- 结果将通过将源物品嬗变为 result 物品堆叠来构建
- The minecraft:map_post_processing component will be set on the result item
- 结果物品上将会设置 minecraft:map_post_processing 组件
- The source item will be kept in the crafting grid
- 源物品将被保留在合成方格中
CHANGED MINECRAFT:CRAFTING_SPECIAL_SHIELDDECORATION
更改了 MINECRAFT:CRAFTING_SPECIAL_SHIELDDECORATION
- Ingredients and output can now be configured
- 现在可以配置原料和结果
- Removed unused category field
- 移除了未使用的 category 字段
- Added fields:
- 添加了字段:
- banner - Ingredient (was hardcoded to any Banner item)
- banner - 合成材料(之前被硬编码为任意旗帜物品)
- Will only match if the item is a Banner
- 仅当物品为旗帜时匹配
- target - Ingredient (was hardcoded to minecraft:shield)
- target - 配方成分(之前被硬编码为 minecraft:shield)
- The minecraft:banner_patterns component must be not set or be empty for the whole recipe to match
- 要使整个配方匹配,minecraft:banner_patterns 组件必须未设置或为空
- result - resulting item stack (was always a copy of the item matched by the target ingredient)
- result - 结果物品堆叠(始终是匹配 target 配方的物品的副本)
- Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the target ingredient:
- 功能保持不变,即此配方将对由 target 成分匹配的物品副本应用以下更改:
- Output:
- 输出:
- The result will be built by transmuting the item matched by the target ingredient into the result item stack and then:
- 结果将通过将 target 成分匹配的物品嬗变为 result 物品堆叠来构建,然后:
- Copying the minecraft:banner_patterns component from the item matched by the banner ingredient
- 从 banner 配料所匹配的物品中复制 minecraft:banner_patterns 组件
- Setting the minecraft:base_color component based on the type of the Banner matched by the banner ingredient
- 根据 banner 配料匹配的旗帜类型来设置 minecraft:base_color 组件
ENCHANTMENTS
附魔
- The post_piercing_attack component no longer only works for a Player if that Player has a certain food level
- post_piercing_attack 组件不再仅在玩家拥有特定饥饿值时对其生效
WORLD GENERATION
世界生成
- Rule-based block state providers (used previously only in the disk feature) have changed
- 基于规则的方块状态提供器(之前仅用于 disk 特性)已更改
- The fallback field is now optional and can be empty
- fallback 字段现在为可选且可以为空
- In such cases that an empty fallback is invoked, features that use them will not place anything
- 当调用空回退时,使用它们的特性将不会放置任何东西
- Has become a type of block state provider called rule_based_state_provider instead of a separate unique type
- 已成为一种名为 rule_based_state_provider 的方块状态提供器类型,而非一个独立的独特类型
- They can now be used in any other feature configurations as a block state provider and are no longer unique to disk
- 它们现在可以在任何其他特性配置中用作方块状态提供器,并且不再是 disk 所独有的
- Format:
- 格式:
- fallback - optional block state provider
- fallback - 可选的方块状态提供器
- rules - list of rules
- rules - 规则列表
- if_true - Block predicate, checks the block position before providing the block
- if_true - 方块谓词,在提供方块前检查方块位置
- then - Block state provider
- then - 方块状态提供器
- forest_rock feature has been renamed to block_blob
- forest_rock 特性重命名为 block_blob
- block_blob feature configuration has changed to support the following parameters:
- block_blob 特性配置已更改,以支持以下参数:
- state - Block state, the block the blob is made out of
- state - 方块状态,构成该地物的方块
- can_place_on - Block predicate, defines which blocks the blob can be placed on
- can_place_on - 方块谓词,定义该粘液块可被放置在哪些方块上
- ice_spike feature has been renamed to spike
- ice_spike 特性重命名为 spike
- spike feature configuration now supports the following parameters:
- spike 冰刺地物配置现在支持以下参数:
- state - Block state, the block the spike is made out of
- state - 方块状态,冰刺由何种方块构成
- can_place_on - Block predicate, defines which blocks the spike can be placed on
- can_place_on - 方块谓词,定义了冰刺可以放置在哪些方块上
- can_replace - Block predicate, defines which blocks the spike can replace
- can_replace - 方块谓词,定义冰刺可以替换哪些方块
- huge_red_mushroom and huge_brown_mushroom feature configurations have a new parameter:
- huge_red_mushroom 和 huge_brown_mushroom 特征配置新增了一个参数:
- can_place_on - Block predicate, defines which blocks the huge mushroom can be placed on
- can_place_on - 方块谓词,定义了巨型蘑菇可以放置在哪些方块上
- alter_ground tree decorator configuration has changed so that provider is now a rule-based block state provider
- alter_ground 树木装饰器配置已更改,现在 provider 是一个基于规则的方块状态提供器
- tree feature configuration has replaced the force_dirt and dirt_provider parameters with a single below_trunk_provider block state provider
- tree 树木特征配置已用单一的 below_trunk_provider 方块状态提供器替换了 force_dirt 和 dirt_provider 参数
- Default value:
- "below_trunk_provider": {
- "type": "minecraft:rule_based_state_provider",
- "rules": [
- {
- "if_true": {
- "type": "minecraft:not",
- "predicate": {
- "type": "minecraft:matching_block_tag",
- "tag": "minecraft:cannot_replace_below_tree_trunk"
- }
- },
- "then": {
- "type": "minecraft:simple_state_provider",
- "state": {
- "Name": "minecraft:dirt"
- }
- }
- }
- ]
- }
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- 默认值:
- "below_trunk_provider": {
- "type": "minecraft:rule_based_state_provider",
- "rules": [
- {
- "if_true": {
- "type": "minecraft:not",
- "predicate": {
- "type": "minecraft:matching_block_tag",
- "tag": "minecraft:cannot_replace_below_tree_trunk"
- }
- },
- "then": {
- "type": "minecraft:simple_state_provider",
- "state": {
- "Name": "minecraft:dirt"
- }
- }
- }
- ]
- }
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- Any trees that previously used force_dirt have a below_trunk_provider that always provides a dirt block instead
- 所有先前使用 force_dirt 的树木现在都有一个 below_trunk_provider,它总是提供一个 dirt 方块作为替代
FLOWER FEATURES
花卉特性
- Features spawned from Bone Meal are no longer restricted to the flower feature type, and instead controlled by the #can_spawn_from_bone_meal Configured Feature Tag
- 由骨粉生成的特性不再局限于 flower 特性类型,而是由 #can_spawn_from_bone_meal 已配置特性标签控制
- The flower, flower_no_bonemeal, and random_patch feature types have been removed
- 移除了 flower、flower_no_bonemeal 和 random_patch 特性类型
- Instead, patches can be expressed as a sequence of count and random_offset placement modifiers
- 相反,补丁可以表示为一系列 count 和 random_offset 放置修饰符
PLACEMENT MODIFIERS
放置修饰符
COUNT PLACEMENT MODIFIER
COUNT 放置数量修饰符
- The count field is now limited to a range of 0 to 4096 instead of the previous 256
- count 字段的取值范围现在被限制在 0 到 4096 之间,而不是之前的 256
DIMENSION TYPES
维度类型
- Added fields:
- 添加了字段:
- default_clock - optional World Clock ID
- default_clock - 可选的世界时钟ID
- Specifies the default clock that will be used for the time command.
- 指定将用于 time 命令的默认世界时钟。
- If not specified, the time command will require an explicit clock argument
- 如果未指定,time 命令将需要一个显式的时钟参数
- Also specifies the clock to which the minecraft:wake_up_from_sleep and minecraft:roll_village_siege Time Markers apply
- 同时指定了 minecraft:wake_up_from_sleep 和 minecraft:roll_village_siege 时间标记所应用的世界时钟
- If not specified, those Time Markers will never apply in that dimension
- 如果未指定,这些时间标记将永远不会在该维度中应用
- has_ender_dragon_fight - Boolean
- has_ender_dragon_fight - 布尔值
- Controls whether it is possible for an Ender Dragon fight to exist in the dimension
- 控制末影龙战斗是否能在该维度中存在
INT PROVIDERS
整数提供器
ADDED TRAPEZOID
添加了 TRAPEZOID
Selects a random value with a trapezoid distribution, similar to the trapezoid Float Provider.
使用梯形分布选择一个随机值,类似于 trapezoid 浮点数提供器。
Format: object with fields:
格式:包含字段的对象:
- min - Integer, the minimum value to generate
- min - 整数,要生成的最小值
- max - Integer, the maximum value to generate
- max - 整数,要生成的最大值
- plateau - Integer, the width of the "plateau" of the distribution in which all values are equally likely to occur
- plateau - 整数,分布中所有值出现概率均等的“平台”区域的宽度
- A value of 0 is equivalent to a triangle distribution
- 值为 0 等同于三角形分布
- A value of max-min is equivalent to a uniform distribution
- 值为 max-min 等同于均匀分布
TAGS
标签
- Added several tags representing groups of Villager trades from which Villagers and Wandering Traders derive their trading pools
- 添加了多个代表村民交易组的标签,村民和流浪商人从这些交易组中获取其交易池
- Villagers have the following tags representing each profession and level of trade in the format: #<profession>/level_<level>, up to level 5
- 村民拥有以下标签,代表每种职业和交易等级,格式为:#<profession>/level_<level>,最高至5级
- Smiths have the #common_smith/level_<level> tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5
- 铁匠拥有 #common_smith/level_<level> 标签,代表盔甲匠、武器匠和工具匠之间共有的交易,最高至5级
- Wandering Traders have the following tags: #wandering_trader/buying, #wandering_trader/special, #wandering_trader/common
- 流浪商人拥有以下标签:#wandering_trader/buying、#wandering_trader/special、#wandering_trader/common
BLOCK TAGS
方块标签
- Added the following tags which determine which blocks a category of vegetation can be placed on and survive
- 添加了以下标签,用于确定一类植被可以放置于哪些方块上并存活
- #supports_vegetation which provides support to the following blocks:
- #supports_vegetation 为以下方块提供支撑:
- Bush
- 灌木丛
- Short Grass
- 矮草丛
- Tall Grass
- 高草丛
- Fern
- 蕨
- Large Fern
- 大型蕨
- Pitcher Plant
- 瓶子草
- Sunflower
- 向日葵
- Lilac
- 丁香
- Rose Bush
- 玫瑰丛
- Peony
- 牡丹
- Eyeblossom
- 眼眸花
- Firefly Bush
- 萤火虫灌木丛
- Pink Petals
- 粉红色花簇
- Wildflowers
- 野花簇
- Dandelion
- 蒲公英
- Torchflower
- 火把花
- Poppy
- 虞美人
- Blue Orchid
- 蓝色兰花
- Allium
- 绒球葱
- Azure Bluet
- 蓝花美耳草
- Red Tulip
- 红色郁金香
- Orange Tulip
- 橙色郁金香
- White Tulip
- 白色郁金香
- Pink Tulip
- 粉红色郁金香
- Oxeye Daisy
- 滨菊
- Cornflower
- 矢车菊
- Sweet Berry Bush
- 甜浆果丛
- Oak Sapling
- 橡树树苗
- Spruce Sapling
- 云杉树苗
- Birch Sapling
- 白桦树苗
- Jungle Sapling
- 丛林树苗
- Acacia Sapling
- 金合欢树苗
- Cherry Sapling
- 樱花树苗
- Dark Oak Sapling
- 深色橡树树苗
- Pale Oak Sapling
- 苍白橡树树苗
- #supports_crops which provides support to the following crops at all growth stages:
- #supports_crops 为以下作物在所有生长阶段提供支撑:
- Wheat
- 小麦
- Carrot
- 胡萝卜
- Potato
- 马铃薯
- Beetroot
- 甜菜根
- Torchflower Crop
- 火把花作物
- Pitcher Plant Crop
- 瓶子草作物
- #supports_stem_crops
- #supports_stem_crops
- #supports_stem_fruit
- #supports_stem_fruit
- #supports_pumpkin_stem
- #supports_pumpkin_stem
- #supports_melon_stem
- #supports_melon_stem
- #supports_pumpkin_stem_fruit
- #supports_pumpkin_stem_fruit
- #supports_melon_stem_fruit
- #supports_melon_stem_fruit
- #supports_sugar_cane
- #supports_sugar_cane
- #supports_sugar_cane_adjacently
- #supports_sugar_cane_adjacently
- Which blocks satisfy adjacency support requirements for Sugar Cane
- 哪些方块满足甘蔗的毗邻要求
- #supports_cactus
- #supports_cactus
- #supports_chorus_plant
- #supports_chorus_plant
- #supports_chorus_flower
- #supports_chorus_flower
- #supports_nether_sprouts
- #supports_nether_sprouts
- #supports_azalea
- #supports_azalea
- #supports_warped_fungus
- #supports_warped_fungus
- #supports_crimson_fungus
- #supports_crimson_fungus
- #supports_mangrove_propagule
- #supports_mangrove_propagule
- #supports_hanging_mangrove_propagule
- #supports_hanging_mangrove_propagule
- #supports_nether_wart
- #supports_nether_wart
- #supports_warped_roots
- #supports_warped_roots
- #supports_crimson_roots
- #supports_crimson_roots
- #supports_wither_rose
- #supports_wither_rose
- #supports_cocoa
- #supports_cocoa
- #supports_lily_pad
- #supports_lily_pad
- #supports_frogspawn
- #supports_frogspawn
- #support_override_cactus_flower
- #support_override_cactus_flower
- Cactus Flowers can be placed on blocks in this tag even if they do not have a sturdy top face
- 即使方块没有完整的上表面,仙人掌花也可以放置在此标签中的方块上
- Added the following tags which determine which blocks are not able to support specific categories of vegetation
- 添加了以下标签,用于确定哪些方块无法支撑特定类别的植被
- #cannot_support_seagrass
- #cannot_support_seagrass
- #cannot_support_kelp
- #cannot_support_kelp
- Renamed the following tags for consistency:
- 为保持一致性,重命名了以下标签:
- #dry_vegetation_may_place_on -> #supports_dry_vegetation
- #dry_vegetation_may_place_on -> #supports_dry_vegetation
- #bamboo_plantable_on -> #supports_bamboo
- #bamboo_plantable_on -> #supports_bamboo
- #small_dripleaf_placeable -> #supports_small_dripleaf
- #small_dripleaf_placeable -> #supports_small_dripleaf
- #big_dripleaf_placeable -> #supports_big_dripleaf
- #big_dripleaf_placeable -> #supports_big_dripleaf
- #mushroom_grow_block -> #overrides_mushroom_light_requirement
- #mushroom_grow_block -> #overrides_mushroom_light_requirement
- Mushrooms cannot survive without a light level below 13 if not in the above tag
- 如果不在上述标签中,蘑菇无法在光照等级高于13的情况下存活
- #snow_layer_can_survive_on -> #support_override_snow_layer
- #snow_layer_can_survive_on -> #support_override_snow_layer
- Snow layers can be placed on blocks in this tag even if they do not have a top full face
- 即使方块没有完整的上表面,雪也可以放置在此标签中的方块上
- #snow_layer_cannot_survive_on -> #cannot_support_snow_layer
- #snow_layer_cannot_survive_on -> #cannot_support_snow_layer
- Added #grows_crops which defines which blocks beneath allow the following crops to grow:
- 添加了 #grows_crops 标签,用于定义下方哪些方块允许以下作物生长:
- Wheat
- 小麦
- Carrot
- 胡萝卜
- Potato
- 马铃薯
- Beetroot
- 甜菜根
- Torchflower Crop
- 火把花作物
- Pitcher Plant Crop
- 瓶子草作物
- Pumpkin Stem
- 南瓜梗
- Melon Stem
- 西瓜茎
- Added the following tags to define which blocks can start particular types of Bubble Columns
- 添加了以下标签以定义哪些方块可以生成特定类型的气泡柱
- #enables_bubble_column_drag_down
- #enables_bubble_column_drag_down
- Magma Block by default
- 默认情况下为岩浆块
- #enables_bubble_column_push_up
- #enables_bubble_column_push_up
- Soul Sand by default
- 默认情况下为灵魂沙
- Split apart #dirt into multiple block tags
- 将 #dirt 拆分为多个方块标签
- #dirt now only contains Dirt, Coarse Dirt, and Rooted Dirt
- #dirt 现在仅包含泥土、粗泥和缠根泥土
- #mud contains Mud and Muddy Mangrove Roots
- #mud 包含泥巴和沾泥的红树根
- #moss_blocks contains Moss Block and Pale Moss Block
- #moss_blocks 包含苔藓块和苍白苔藓块
- #grass_blocks contains Grass Block, Mycelium, and Podzol
- #grass_blocks 包含草方块、菌丝和灰化土
- Added #substrate_overworld which contains #dirt, #mud, #moss_blocks, and #grass_blocks
- 添加了 #substrate_overworld,其中包含 #dirt、#mud、#moss_blocks 和 #grass_blocks
- This is used as a collection for world generation conditions
- 这被用作世界生成条件的集合
- Added the following tags which define which ground blocks beneath an applicable tree or bamboo can be replaced with podzol:
- 添加了以下标签,用于定义适用树木或竹子下方的哪些地面方块可被灰化土替换:
- #beneath_tree_podzol_replaceable
- #beneath_tree_podzol_replaceable
- #beneath_bamboo_podzol_replaceable
- #beneath_bamboo_podzol_replaceable
- Added #cannot_replace_below_tree_trunk which contains #dirt, #mud, #moss_blocks, and podzol
- 添加了 #cannot_replace_below_tree_trunk,其中包含 #dirt、#mud、#moss_blocks 和 podzol
- Added the following tags defining which blocks their feature can be placed on
- 添加了以下标签,用于定义其特性可以放置在哪些方块上
- #forest_rock_can_place_on
- #forest_rock_can_place_on
- #huge_brown_mushroom_can_place_on
- #huge_brown_mushroom_can_place_on
- #huge_red_mushroom_can_place_on
- #huge_red_mushroom_can_place_on
- Added #ice_spike_replaceable defining which blocks an Ice Spike feature can replace
- 添加了 #ice_spike_replaceable 用于定义冰刺地物可以替换哪些方块
- Added #prevents_nearby_leaf_decay which defines what block types prevent leaf blocks from decaying within a taxicab distance of 6 blocks
- 添加了 #prevents_nearby_leaf_decay,它定义了哪些方块类型能阻止曼哈顿距离6格内的树叶方块腐烂。
FLUID TAGS
流体标签
- Added tags to determine which fluids can support the following blocks:
- 添加了用于确定哪些流体可以支撑以下方块的标签:
- #supports_lily_pad
- #supports_lily_pad
- #supports_frogspawn
- #supports_frogspawn
- Added #supports_sugar_cane_adjacently
- 添加了 #supports_sugar_cane_adjacently
- Which fluids satisfy adjacency support requirements for Sugar Cane
- 哪些流体满足甘蔗的毗邻要求
- Added #bubble_columns_can_occupy fluid tag to define which fluids a bubble column can occupy with water as default
- 添加了 #bubble_columns_can_occupy 流体标签,用于定义气泡柱可以占据哪些流体,默认值为 water
ITEM TAGS
物品标签
- Added #metal_nuggets - Copper, Iron, and Gold Nuggets
- 添加了 #metal_nuggets - 铜粒、铁粒和金粒
- Added #dyes - helper tag containing vanilla dyes
- 添加了 #dyes - 包含原版染料的辅助标签
- Added #loom_dyes - items that are allowed in the Loom screen to set pattern colors
- 添加了 #loom_dyes - 可在织布机界面中用于设置图案颜色的物品
- The Loom screen also requires the minecraft:dye component to be present on item stacks
- 织布机界面还要求物品堆叠上存在 minecraft:dye 组件
- Added #loom_patterns - items that are allowed in the Loom screen to unlock patterns
- 添加了 #loom_patterns - 可在织布机界面中用于解锁图案的物品
- The Loom screen also requires the minecraft:provides_banner_patterns component to be present on item stacks
- 织布机界面还需要物品堆上存在 minecraft:provides_banner_patterns 组件
- Added #cat_collar_dyes - items that can be used to dye a pet Cat's collar
- 添加了 #cat_collar_dyes - 可用于为猫的项圈染色的物品
- The color will be taken from the minecraft:dye component of the used item stack
- 颜色将从所用物品堆叠的 minecraft:dye 组件中获取
- Added #wolf_collar_dyes - items that can be used to dye a pet Wolf's collar
- 添加了 #wolf_collar_dyes - 可用于染色的狼项圈的物品
- The color will be taken from the minecraft:dye component of the used item stack
- 颜色将从所用物品堆栈的 minecraft:dye 组件中获取
- Added #cauldron_can_remove_dye - items that can be used on water-filled Cauldron to remove the minecraft:dyed_color component
- 添加了 #cauldron_can_remove_dye - 可用于盛水的炼药锅以移除 minecraft:dyed_color 组件的物品
- Removed #dyeable tag
- 移除了 #dyeable 标签
- Added the following tags which mirror their block tag contents:
- 添加了以下标签,这些标签与其方块标签内容相对应:
- #mud
- #mud
- #moss_blocks
- #moss_blocks
- #grass_blocks
- #grass_blocks
ENTITY TYPE TAGS
实体类型标签
- Added #cannot_be_age_locked - which baby mobs that age cannot have their aging stopped using a Golden Dandelion
- 添加了 #cannot_be_age_locked - 带有此标签的幼年生物无法通过使用金蒲公英来停止其成长
ENCHANTMENT TAGS
附魔标签
- Removed the following tags:
- 移除了以下标签:
- trades/desert_special
- trades/desert_special
- trades/jungle_special
- trades/jungle_special
- trades/plains_special
- trades/plains_special
- trades/savanna_special
- trades/savanna_special
- trades/snow_special
- trades/snow_special
- trades/swamp_special
- trades/swamp_special
- trades/taiga_special
- trades/taiga_special
POTION TAGS
药水标签
- Added #tradeable - all potion effects that can appear in Villager trades
- 添加了 #tradeable - 所有可能出现在村民交易中的药水效果
CONFIGURED FEATURE TAGS
已配置的地物标签
- Added #can_spawn_from_bone_meal - features that, when added in a biome, can be spawned when using Bone Meal in that biome
- 添加了 #can_spawn_from_bone_meal - 当在生物群系中添加此标签时,在该生物群系中使用骨粉可以生成这些地物
PARTICLES
粒子效果
- Added pause_mob_growth - particles showing on a baby mob which has had its aging stopped using a Golden Dandelion
- 添加了 pause_mob_growth - 在使用金蒲公英停止其成长的幼年生物上显示的粒子效果
- Added reset_mob_growth - particles showing on a baby mob which has had its aging reset and started using a Golden Dandelion
- 添加了 reset_mob_growth - 显示在已重置成长年龄并使用金蒲公英的幼年生物上的粒子效果
TEXT COMPONENTS
文本组件
MINECRAFT:SELECTOR
MINECRAFT:SELECTOR
- The selector field no longer accepts trailing data after a selector
- selector 字段不再接受选择器后的尾随数据
MINECRAFT:NBT
MINECRAFT:NBT
- Tags resolved with the minecraft:nbt text component when the interpret field is set to false are now pretty-printed instead of being flattened into a single text component
- 当 interpret 字段设置为 false 时,由 minecraft:nbt 文本组件解析的标签现在会进行美化输出,而不是被扁平化为单个 text 组件
- Contents of the nbt and block fields are no longer silently rejected when parsing fails
- 当解析失败时,nbt 和 block 字段的内容不再被静默拒绝
- The entity field no longer accepts trailing data after a selector
- entity 字段不再接受选择器后的尾随数据
- A new option called plain has been added to remove styling from pretty-printed text
- 添加了一个名为 plain 的选项,用于移除美化打印文本的样式
- The plain and interpret options can't both be enabled at the same time
- plain 和 interpret 选项不能同时启用
MINECRAFT:OBJECT
MINECRAFT:OBJECT
- Added a new optional field named fallback that contains a text component to be used when the object component itself can't be displayed (for example when printing messages in server logs or during narration)
- 添加了一个名为 fallback 的可选字段,其中包含一个文本组件,用于在对象组件本身无法显示时使用(例如在服务器日志中打印消息或进行旁白时)
- Objects of type player (player heads) can no longer be used in server status messages (MotD)
- 类型为 player 的对象(玩家头颅)不能再用于服务器状态消息(MotD)中
- All components of that type will be replaced by a fallback text
- 该类型的所有组件将被替换为回退文本
- Components nested more than 16 times will be discarded and replaced with an ellipsis
- 嵌套超过16次的组件将被丢弃并替换为省略号
RESOURCE PACK VERSIONS 75 THROUGH 84
资源包版本从 75 到 84
- The Tripwire texture is now rendered as alpha cutout instead of transparent
- 绊线纹理现在以Alpha剪切方式渲染,而非透明渲染
- The glow particles emitted by Glow Squids, Lightning Rods, blocks being waxed, unwaxed, and scraped are now rendered as opaque, since they never actually used translucency
- 发光鱿鱼、避雷针、正在涂蜡、脱蜡的方块所发出的发光粒子现在被渲染为不透明的,因为它们实际上从未使用过半透明效果
- Removed demo_background.png in favor of the popup/background.png sprite
- 移除了 demo_background.png 转而使用 popup/background.png 精灵图纹理
- The item model format now supports transformation for individual sub-models
- 物品模型格式现在支持对单个子模型进行变换
BLOCK STATE RENDERING
方块状态渲染
- Some changes have been made to the way block states render in places like Enderman-held blocks, Block Display entities, etc. (but not falling blocks or Pistons)
- 对方块状态在诸如末影人手持方块、方块展示实体等位置(但不包括下落的方块或活塞)的渲染方式进行了一些更改。
- The Enchanting Table will now show a closed book on the top of the block
- 附魔台现在会在方块顶部显示一本合上的书
- Blocks that use special renderers (like Chests, Banners, Skulls) should now respect block state properties:
- 使用特殊渲染器的方块(如箱子、旗帜、头颅)现在应遵循方块状态属性:
- Rendering now respects the rotation and facing properties (where applicable)
- 渲染现在会遵循 rotation 和 facing 属性(在适用的情况下)
- Beds now only render one half of the model, depending on the part property
- 床现在只渲染模型的一半,具体取决于 part 属性
- Copper Golem Statues will now respect the copper_golem_pose property
- 铜傀儡像现在会遵循 copper_golem_pose 属性
- Walls and freestanding Signs, Hanging Signs, Banners, and Skulls/Heads will now have separate models
- 墙壁和告示牌、悬挂式告示牌、旗帜以及头颅/头颅物品现在拥有独立的模型
- Chests now respect part properties (where applicable)
- 箱子现在会遵循 part 属性(在适用的情况下)
- Note: in general, all block states should look the same when rendered on a Block Display as they look when placed in world, except fluids
- 注意:一般来说,所有方块状态在方块展示实体上渲染时,应与放置在世界中时看起来相同,流体除外
BLOCK MODEL FORMAT
方块模型格式
- Any block model can now support cutout or translucent (partially transparent pixels) textures
- 现在任何方块模型都可以支持镂空或半透明(部分透明)纹理
- Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite
- 一个四边形是在镂空还是半透明渲染通道中渲染,取决于其分配精灵图的内容
- Any sprite with translucent (partially transparent) pixels will be assigned to the "translucent" pass
- 任何具有半透明(部分透明)像素的精灵图将被分配到"translucent"通道
- Any sprite with fully transparent pixels will be assigned to the "cutout" pass
- 任何具有完全透明像素的精灵图将被分配到"cutout"通道
- All other sprites are assigned to the "solid" pass
- 所有其他精灵图都被分配到"solid"通道
- Note: the assigned render pass also implies rendering order: all solid geometry is rendered before all cutout geometry, which is rendered before all translucent geometry
- 注意:指定的渲染通道也意味着渲染顺序:所有实体几何体在所有镂空几何体之前渲染,而镂空几何体又在所有半透明几何体之前渲染
- The format of the textures map has been updated:
- textures 纹理映射的格式已更新:
- Non-string entries will now be rejected, instead of interpreted as strings
- 非字符串条目现在将被拒绝,而不是被解释为字符串
- Alongside the previous inline sprite ID form, entries can now be defined as an object with fields:
- 除了之前的行内精灵图ID形式外,条目现在可以定义为包含字段的对象:
- sprite - the sprite ID
- sprite - 精灵图ID
- force_translucent - optional boolean, true if any geometry with this texture should be forced into the "translucent" pass
- force_translucent - 可选的布尔值,若为 true 则表示任何使用此纹理的几何体需强制进入 "translucent" 通道
- This is useful for example for blocks that don't have any translucent pixels, but use the mean mipmap strategy
- 例如,这对于没有任何半透明像素但使用mean mipmap 策略的方块很有用
- Default: false
- 默认值:false
ITEM MODELS
物品模型
- The minecraft:model, minecraft:special, minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition item model types now have a transformation field
- minecraft:model、minecraft:special、minecraft:range_dispatch、minecraft:composite、minecraft:select、minecraft:condition 物品模型类型现在拥有一个 transformation 字段
- That field has the same format as the transformation field on the minecraft:display entity, i.e. either an array of 16 numbers representing a matrix or a structure with decomposed translation, scale, and rotation info
- 该字段的格式与 minecraft:display 实体上的 transformation 字段相同,即要么是一个由16个数字组成的表示矩阵的数组,要么是一个包含分解后的平移、缩放和旋转信息的结构体
- For types with children (minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition), the transformation will be composed with the transformation of the children, except for minecraft:bundle/selected_item
- 对于具有子项的类型(minecraft:range_dispatch、minecraft:composite、minecraft:select、minecraft:condition),其变换将与子项的变换组合,但 minecraft:bundle/selected_item 除外
- Model transformations will be applied AFTER item display transformations (i.e. the display section in model files)
- 模型变换将在物品显示变换之后应用(即模型文件中的 display 部分)
- The transformations for some special item models (types referenced by the minecraft:special item model) have been extracted to item models itself
- 部分特殊物品模型的变换(由 minecraft:special 物品模型引用的类型)已被提取到物品模型本身
- Affected special model types:
- 受影响的特殊模型类型:
- minecraft:bed
- minecraft:bed
- minecraft:banner
- minecraft:banner
- minecraft:conduit
- minecraft:conduit
- minecraft:copper_golem_statue
- minecraft:copper_golem_statue
- minecraft:head
- minecraft:head
- minecraft:player_head
- minecraft:player_head
- minecraft:shulker_box
- minecraft:shulker_box
- minecraft:shield
- minecraft:shield
- minecraft:trident
- minecraft:trident
- minecraft:standing_sign
- minecraft:standing_sign
- minecraft:hanging_sign
- minecraft:hanging_sign
MINECRAFT:BELL SPECIAL MODEL TYPE
MINECRAFT:BELL 特殊模型类型
- New special model type that renders the animated part of a Bell block
- 用于渲染钟方块动画部分的新的特殊模型类型
- No fields
- 无字段
MINECRAFT:BOOK SPECIAL MODEL TYPE
MINECRAFT:BOOK 特殊模型类型
- New special model type that renders a book that normally is part of the Enchanting Table and Lectern
- 新的特殊模型类型,通常用于渲染属于附魔台和讲台一部分的书
- Fields:
- 字段:
- open_angle - Float, angle (in degrees) between book cover and book centerline (0 means closed, 90 means open flat)
- open_angle - 浮点数,书封面与书中线之间的角度(以度为单位)(0 表示闭合,90 表示完全平摊打开)
- page1, page2 - Float between 0.0 and 1.0, the positions of two pages inside the book
- page1, page2 - 介于 0.0 和 1.0 之间的浮点数,表示书内两页的位置
- 0.0 means the page is in the leftmost position, 1.0 means the page is in the rightmost position
- 0.0 表示页面处于最左侧位置,1.0 表示页面处于最右侧位置
MINECRAFT:BED SPECIAL MODEL TYPE
MINECRAFT:BED特殊模型类型
- The model now renders only one half of the Bed
- 该模型现在仅渲染床的一半
- To render both halves, use a minecraft:composite model
- 要渲染两个部分,请使用 minecraft:composite 模型
- New field:
- 新字段:
- part - String, one of: head, foot
- part - 字符串,取值为以下之一:head, foot
MINECRAFT:BANNER SPECIAL MODEL TYPE
MINECRAFT:BANNER 特殊模型类型
- New field:
- 新字段:
- attachment - optional String, selects a model to be used, one of wall, ground
- attachment - 可选的字符串,用于选择要使用的模型,可选值为 wall, ground
- If not present, defaults to ground
- 如果未指定,则默认为 ground
MINECRAFT:CHEST SPECIAL MODEL TYPE
MINECRAFT:CHEST 特殊模型类型
- New field:
- 新字段:
- chest_type - optional String, selects a model to be used, one of single, left, right
- chest_type - 可选的字符串,用于选择要使用的模型,可选值为 single、left、right
- If not present, defaults to single
- 如果未指定,则默认为 single
MINECRAFT:HANGING_SIGN SPECIAL MODEL TYPE
MINECRAFT:HANGING_SIGN 特殊模型类型
- New field:
- 新字段:
- attachment - optional String, selects a model to be used, one of wall, ceiling, ceiling_middle
- attachment - 可选的字符串,用于选择要使用的模型,可选值为 wall, ceiling, ceiling_middle
- If not present, defaults to ceiling_middle
- 如果未指定,则默认为 ceiling_middle
MINECRAFT:STANDING_SIGN SPECIAL MODEL TYPE
MINECRAFT:STANDING_SIGN 特殊模型类型
- New field:
- 新字段:
- attachment - optional String, selects a model to be used, one of wall, ground
- attachment - 可选的字符串,用于选择要使用的模型,可选值为 wall, ground
- If not present, defaults to ground
- 如果未指定,则默认为 ground
MINECRAFT:SHULKER_BOX SPECIAL MODEL TYPE
MINECRAFT:SHULKER_BOX特殊模型类型
- Removed the orientation field
- 移除了 orientation 字段
MINECRAFT:END_CUBE SPECIAL MODEL TYPE
MINECRAFT:END_CUBE 特殊模型类型
- New special model type that renders a cube with the same texture effects as the End Portal and the End Gateway blocks
- 新的特殊模型类型,可渲染一个具有与末地传送门和末地折跃门方块相同纹理效果的立方体
- Format:
- 格式:
- effect - String, texture effect to apply, one of: portal, gateway
- effect - 字符串,要应用的纹理效果,可选值为:portal, gateway
BLOCK SPRITES
方块精灵图
- Added new block textures:
- 添加了新的方块纹理:
- block/golden_dandelion.png
- block/golden_dandelion.png
UI SPRITES
用户界面精灵图
- Added new UI sprites:
- 添加了新的用户界面精灵图:
- gui/sprites/widget/preedit.png for IME preedit overlay background
- gui/sprites/widget/preedit.png 用于输入法预编辑覆盖层背景
ENTITY TEXTURES
实体纹理
- Added new entity textures:
- 添加了新的生物纹理:
- entity/cat/cat_all_black_baby.png
- entity/cat/cat_all_black_baby.png
- entity/cat/cat_black_baby.png
- entity/cat/cat_black_baby.png
- entity/cat/cat_british_shorthair_baby.png
- entity/cat/cat_british_shorthair_baby.png
- entity/cat/cat_calico_baby.png
- entity/cat/cat_calico_baby.png
- entity/cat/cat_collar_baby.png
- entity/cat/cat_collar_baby.png
- entity/cat/cat_jellie_baby.png
- entity/cat/cat_jellie_baby.png
- entity/cat/ocelot_baby.png
- entity/cat/ocelot_baby.png
- entity/cat/cat_persian_baby.png
- entity/cat/cat_persian_baby.png
- entity/cat/cat_ragdoll_baby.png
- entity/cat/cat_ragdoll_baby.png
- entity/cat/cat_red_baby.png
- entity/cat/cat_red_baby.png
- entity/cat/cat_siamese_baby.png
- entity/cat/cat_siamese_baby.png
- entity/cat/cat_tabby_baby.png
- entity/cat/cat_tabby_baby.png
- entity/cat/cat_white_baby.png
- entity/cat/cat_white_baby.png
- entity/chicken/chicken_cold_baby.png
- entity/chicken/chicken_cold_baby.png
- entity/chicken/chicken_temperate_baby.png
- entity/chicken/chicken_temperate_baby.png
- entity/chicken/chicken_warm_baby.png
- entity/chicken/chicken_warm_baby.png
- entity/cow/cow_cold_baby.png
- entity/cow/cow_cold_baby.png
- entity/cow/cow_temperate_baby.png
- entity/cow/cow_temperate_baby.png
- entity/cow/cow_warm_baby.png
- entity/cow/cow_warm_baby.png
- entity/cow/mooshroom_brown_baby.png
- entity/cow/mooshroom_brown_baby.png
- entity/cow/mooshroom_red_baby.png
- entity/cow/mooshroom_red_baby.png
- entity/horse/donkey_baby.png
- entity/horse/donkey_baby.png
- entity/horse/horse_black_baby.png
- entity/horse/horse_black_baby.png
- entity/horse/horse_brown_baby.png
- entity/horse/horse_brown_baby.png
- entity/horse/horse_chestnut_baby.png
- entity/horse/horse_chestnut_baby.png
- entity/horse/horse_creamy_baby.png
- entity/horse/horse_creamy_baby.png
- entity/horse/horse_darkbrown_baby.png
- entity/horse/horse_darkbrown_baby.png
- entity/horse/horse_gray_baby.png
- entity/horse/horse_gray_baby.png
- entity/horse/horse_blackdots_baby.png
- entity/horse/horse_blackdots_baby.png
- entity/horse/horse_markings_white_baby.png
- entity/horse/horse_markings_white_baby.png
- entity/horse/horse_markings_whitedots_baby.png
- entity/horse/horse_markings_whitedots_baby.png
- entity/horse/horse_markings_whitefield_baby.png
- entity/horse/horse_markings_whitefield_baby.png
- entity/horse/horse_skeleton_baby.png
- entity/horse/horse_skeleton_baby.png
- entity/horse/horse_white_baby.png
- entity/horse/horse_white_baby.png
- entity/horse/horse_zombie_baby.png
- entity/horse/horse_zombie_baby.png
- entity/horse/mule_baby.png
- entity/horse/mule_baby.png
- entity/pig/pig_cold_baby.png
- entity/pig/pig_cold_baby.png
- entity/pig/pig_temperate_baby.png
- entity/pig/pig_temperate_baby.png
- entity/pig/pig_warm_baby.png
- entity/pig/pig_warm_baby.png
- entity/rabbit/rabbit_black.png
- entity/rabbit/rabbit_black.png
- entity/rabbit/rabbit_brown.png
- entity/rabbit/rabbit_brown.png
- entity/rabbit/rabbit_caerbannog.png
- entity/rabbit/rabbit_caerbannog.png
- entity/rabbit/rabbit_gold.png
- entity/rabbit/rabbit_gold.png
- entity/rabbit/rabbit_salt.png
- entity/rabbit/rabbit_salt.png
- entity/rabbit/rabbit_toast.png
- entity/rabbit/rabbit_toast.png
- entity/rabbit/rabbit_white.png
- entity/rabbit/rabbit_white.png
- entity/rabbit/rabbit_white_splotched.png
- entity/rabbit/rabbit_white_splotched.png
- entity/sheep/sheep_baby.png
- entity/sheep/sheep_baby.png
- entity/sheep/sheep_wool_baby.png
- entity/sheep/sheep_wool_baby.png
- entity/wolf/wolf_angry_baby.png
- entity/wolf/wolf_angry_baby.png
- entity/wolf/wolf_ashen_angry_baby.png
- entity/wolf/wolf_ashen_angry_baby.png
- entity/wolf/wolf_ashen_baby.png
- entity/wolf/wolf_ashen_baby.png
- entity/wolf/wolf_ashen_tame_baby.png
- entity/wolf/wolf_ashen_tame_baby.png
- entity/wolf/wolf_baby.png
- entity/wolf/wolf_baby.png
- entity/wolf/wolf_black_angry_baby.png
- entity/wolf/wolf_black_angry_baby.png
- entity/wolf/wolf_black_baby.png
- entity/wolf/wolf_black_baby.png
- entity/wolf/wolf_black_tame_baby.png
- entity/wolf/wolf_black_tame_baby.png
- entity/wolf/wolf_chestnut_angry_baby.png
- entity/wolf/wolf_chestnut_angry_baby.png
- entity/wolf/wolf_chestnut_baby.png
- entity/wolf/wolf_chestnut_baby.png
- entity/wolf/wolf_chestnut_tame_baby.png
- entity/wolf/wolf_chestnut_tame_baby.png
- entity/wolf/wolf_collar_baby.png
- entity/wolf/wolf_collar_baby.png
- entity/wolf/wolf_rusty_angry_baby.png
- entity/wolf/wolf_rusty_angry_baby.png
- entity/wolf/wolf_rusty_baby.png
- entity/wolf/wolf_rusty_baby.png
- entity/wolf/wolf_rusty_tame_baby.png
- entity/wolf/wolf_rusty_tame_baby.png
- entity/wolf/wolf_snowy_angry_baby.png
- entity/wolf/wolf_snowy_angry_baby.png
- entity/wolf/wolf_snowy_baby.png
- entity/wolf/wolf_snowy_baby.png
- entity/wolf/wolf_snowy_tame_baby.png
- entity/wolf/wolf_snowy_tame_baby.png
- entity/wolf/wolf_spotted_angry_baby.png
- entity/wolf/wolf_spotted_angry_baby.png
- entity/wolf/wolf_spotted_baby.png
- entity/wolf/wolf_spotted_baby.png
- entity/wolf/wolf_spotted_tame_baby.png
- entity/wolf/wolf_spotted_tame_baby.png
- entity/wolf/wolf_striped_angry_baby.png
- entity/wolf/wolf_striped_angry_baby.png
- entity/wolf/wolf_striped_baby.png
- entity/wolf/wolf_striped_baby.png
- entity/wolf/wolf_striped_tame_baby.png
- entity/wolf/wolf_striped_tame_baby.png
- entity/wolf/wolf_tame_baby.png
- entity/wolf/wolf_tame_baby.png
- entity/wolf/wolf_woods_angry_baby.png
- entity/wolf/wolf_woods_angry_baby.png
- entity/wolf/wolf_woods_baby.png
- entity/wolf/wolf_woods_baby.png
- entity/wolf/wolf_woods_tame_baby.png
- entity/wolf/wolf_woods_tame_baby.png
- entity/bee/bee_baby.png
- entity/bee/bee_baby.png
- entity/bee/bee_angry_baby.png
- entity/bee/bee_angry_baby.png
- entity/bee/bee_nectar_baby.png
- entity/bee/bee_nectar_baby.png
- entity/bee/bee_angry_nectar_baby.png
- entity/bee/bee_angry_nectar_baby.png
- entity/fox/fox_baby.png
- entity/fox/fox_baby.png
- entity/fox/fox_snow_baby.png
- entity/fox/fox_snow_baby.png
- entity/fox/fox_sleep_baby.png
- entity/fox/fox_sleep_baby.png
- entity/fox/fox_snow_sleep_baby.png
- entity/fox/fox_snow_sleep_baby.png
- entity/camel/camel_baby.png
- entity/camel/camel_baby.png
- entity/goat/goat_baby.png
- entity/goat/goat_baby.png
- entity/armadillo/armadillo_baby.png
- entity/armadillo/armadillo_baby.png
- entity/bear/polarbear_baby.png
- entity/bear/polarbear_baby.png
- entity/llama/llama_creamy_baby.png
- entity/llama/llama_creamy_baby.png
- entity/llama/llama_white_baby.png
- entity/llama/llama_white_baby.png
- entity/llama/llama_brown_baby.png
- entity/llama/llama_brown_baby.png
- entity/llama/llama_gray_baby.png
- entity/llama/llama_gray_baby.png
- entity/equipment/llama_body/trader_llama_baby.png
- entity/equipment/llama_body/trader_llama_baby.png
- entity/villager/villager_baby.png
- entity/villager/villager_baby.png
- entity/villager/baby/desert.png
- entity/villager/baby/desert.png
- entity/villager/baby/jungle.png
- entity/villager/baby/jungle.png
- entity/villager/baby/plains.png
- entity/villager/baby/plains.png
- entity/villager/baby/savanna.png
- entity/villager/baby/savanna.png
- entity/villager/baby/snow.png
- entity/villager/baby/snow.png
- entity/villager/baby/swamp.png
- entity/villager/baby/swamp.png
- entity/villager/baby/taiga.png
- entity/villager/baby/taiga.png
- entity/zombie/drowned_baby.png
- entity/zombie/drowned_baby.png
- entity/zombie/drowned_outer_layer_baby.png
- entity/zombie/drowned_outer_layer_baby.png
- entity/zombie/husk_baby.png
- entity/zombie/husk_baby.png
- entity/zombie/zombie_baby.png
- entity/zombie/zombie_baby.png
- entity/zombie_villager/zombie_villager_baby.png
- entity/zombie_villager/zombie_villager_baby.png
- entity/zombie_villager/baby/desert.png
- entity/zombie_villager/baby/desert.png
- entity/zombie_villager/baby/jungle.png
- entity/zombie_villager/baby/jungle.png
- entity/zombie_villager/baby/plains.png
- entity/zombie_villager/baby/plains.png
- entity/zombie_villager/baby/savanna.png
- entity/zombie_villager/baby/savanna.png
- entity/zombie_villager/baby/snow.png
- entity/zombie_villager/baby/snow.png
- entity/zombie_villager/baby/swamp.png
- entity/zombie_villager/baby/swamp.png
- entity/zombie_villager/baby/taiga.png
- entity/zombie_villager/baby/taiga.png
- entity/piglin/piglin_baby.png
- entity/piglin/piglin_baby.png
- entity/piglin/zombiefied_piglin_baby.png
- entity/piglin/zombiefied_piglin_baby.png
- entity/equipment/humanoid_baby/chainmail.png
- entity/equipment/humanoid_baby/chainmail.png
- entity/equipment/humanoid_baby/copper.png
- entity/equipment/humanoid_baby/copper.png
- entity/equipment/humanoid_baby/diamond.png
- entity/equipment/humanoid_baby/diamond.png
- entity/equipment/humanoid_baby/gold.png
- entity/equipment/humanoid_baby/gold.png
- entity/equipment/humanoid_baby/iron.png
- entity/equipment/humanoid_baby/iron.png
- entity/equipment/humanoid_baby/leather_overlay.png
- entity/equipment/humanoid_baby/leather_overlay.png
- entity/equipment/humanoid_baby/leather.png
- entity/equipment/humanoid_baby/leather.png
- entity/equipment/humanoid_baby/netherite.png
- entity/equipment/humanoid_baby/netherite.png
- entity/equipment/humanoid_baby/turtle_scute.png
- entity/equipment/humanoid_baby/turtle_scute.png
- entity/hoglin/hoglin_baby.png
- entity/hoglin/hoglin_baby.png
- entity/hoglin/zoglin_baby.png
- entity/hoglin/zoglin_baby.png
- entity/strider/strider_baby.png
- entity/strider/strider_baby.png
- entity/strider/strider_cold_baby.png
- entity/strider/strider_cold_baby.png
- entity/sniffer/snifflet.png
- entity/sniffer/snifflet.png
- entity/panda/aggresive_panda_baby.png
- entity/panda/aggresive_panda_baby.png
- entity/panda/brown_panda_baby.png
- entity/panda/brown_panda_baby.png
- entity/panda/lazy_panda_baby.png
- entity/panda/lazy_panda_baby.png
- entity/panda/playful_panda_baby.png
- entity/panda/playful_panda_baby.png
- entity/panda/weak_panda_baby.png
- entity/panda/weak_panda_baby.png
- entity/panda/worried_panda_baby.png
- entity/panda/worried_panda_baby.png
- entity/panda/panda_baby.png
- entity/panda/panda_baby.png
- Renamed the following entity textures:
- 重命名了以下实体纹理:
- entity/armorstand/wood.png -> entity/armorstand/armorstand.png
- entity/armorstand/wood.png -> entity/armorstand/armorstand.png
- entity/cat/all_black.png -> entity/cat/cat_all_black.png
- entity/cat/all_black.png -> entity/cat/cat_all_black.png
- entity/cat/black.png -> entity/cat/cat_black.png
- entity/cat/black.png -> entity/cat/cat_black.png
- entity/cat/british_shorthair.png -> entity/cat/cat_british_shorthair.png
- entity/cat/british_shorthair.png -> entity/cat/cat_british_shorthair.png
- entity/cat/calico.png -> entity/cat/cat_calico.png
- entity/cat/calico.png -> entity/cat/cat_calico.png
- entity/cat/jellie.png -> entity/cat/cat_jellie.png
- entity/cat/jellie.png -> entity/cat/cat_jellie.png
- entity/cat/persian.png -> entity/cat/cat_persian.png
- entity/cat/persian.png -> entity/cat/cat_persian.png
- entity/cat/ragdoll.png -> entity/cat/cat_ragdoll.png
- entity/cat/ragdoll.png -> entity/cat/cat_ragdoll.png
- entity/cat/red.png -> entity/cat/cat_red.png
- entity/cat/red.png -> entity/cat/cat_red.png
- entity/cat/siamese.png -> entity/cat/cat_siamese.png
- entity/cat/siamese.png -> entity/cat/cat_siamese.png
- entity/cat/tabby.png -> entity/cat/cat_tabby.png
- entity/cat/tabby.png -> entity/cat/cat_tabby.png
- entity/cat/white.png -> entity/cat/cat_white.png
- entity/cat/white.png -> entity/cat/cat_white.png
- entity/chicken/cold_chicken.png -> entity/chicken/chicken_cold.png
- entity/chicken/cold_chicken.png -> entity/chicken/chicken_cold.png
- entity/chicken/temperate_chicken.png -> entity/chicken/chicken_temperate.png
- entity/chicken/temperate_chicken.png -> entity/chicken/chicken_temperate.png
- entity/chicken/warm_chicken.png -> entity/chicken/chicken_warm.png
- entity/chicken/warm_chicken.png -> entity/chicken/chicken_warm.png
- entity/copper_golem/exposed_copper_golem.png -> entity/copper_golem/copper_golem_exposed.png
- entity/copper_golem/exposed_copper_golem.png -> entity/copper_golem/copper_golem_exposed.png
- entity/copper_golem/exposed_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_exposed.png
- entity/copper_golem/exposed_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_exposed.png
- entity/copper_golem/oxidized_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_oxidized.png
- entity/copper_golem/oxidized_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_oxidized.png
- entity/copper_golem/weathered_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_weathered.png
- entity/copper_golem/weathered_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_weathered.png
- entity/copper_golem/oxidized_copper_golem.png -> entity/copper_golem/copper_golem_oxidized.png
- entity/copper_golem/oxidized_copper_golem.png -> entity/copper_golem/copper_golem_oxidized.png
- entity/copper_golem/weathered_copper_golem.png -> entity/copper_golem/copper_golem_weathered.png
- entity/copper_golem/weathered_copper_golem.png -> entity/copper_golem/copper_golem_weathered.png
- entity/cow/cold_cow.png -> entity/cow/cow_cold.png
- entity/cow/cold_cow.png -> entity/cow/cow_cold.png
- entity/cow/temperate_cow.png -> entity/cow/cow_temperate.png
- entity/cow/temperate_cow.png -> entity/cow/cow_temperate.png
- entity/cow/warm_cow.png -> entity/cow/cow_warm.png
- entity/cow/warm_cow.png -> entity/cow/cow_warm.png
- entity/cow/brown_mooshroom.png -> entity/cow/mooshroom_brown.png
- entity/cow/brown_mooshroom.png -> entity/cow/mooshroom_brown.png
- entity/cow/red_mooshroom.png -> entity/cow/mooshroom_red.png
- entity/cow/red_mooshroom.png -> entity/cow/mooshroom_red.png
- entity/fox/snow_fox.png -> entity/fox/fox_snow.png
- entity/fox/snow_fox.png -> entity/fox/fox_snow.png
- entity/fox/snow_fox_sleep.png -> entity/fox/fox_snow_sleep.png
- entity/fox/snow_fox_sleep.png -> entity/fox/fox_snow_sleep.png
- entity/frog/cold_frog.png -> entity/frog/frog_cold.png
- entity/frog/cold_frog.png -> entity/frog/frog_cold.png
- entity/frog/temperate_frog.png -> entity/frog/frog_temperate.png
- entity/frog/temperate_frog.png -> entity/frog/frog_temperate.png
- entity/frog/warm_frog.png -> entity/frog/frog_warm.png
- entity/frog/warm_frog.png -> entity/frog/frog_warm.png
- entity/llama/brown.png -> entity/llama/llama_brown.png
- entity/llama/brown.png -> entity/llama/llama_brown.png
- entity/llama/creamy.png -> entity/llama/llama_creamy.png
- entity/llama/creamy.png -> entity/llama/llama_creamy.png
- entity/llama/gray.png -> entity/llama/llama_gray.png
- entity/llama/gray.png -> entity/llama/llama_gray.png
- entity/llama/spit.png -> entity/llama/llama_spit.png
- entity/llama/spit.png -> entity/llama/llama_spit.png
- entity/llama/white.png -> entity/llama/llama_white.png
- entity/llama/white.png -> entity/llama/llama_white.png
- entity/panda/aggressive_panda.png -> entity/panda/panda_aggressive.png
- entity/panda/aggressive_panda.png -> entity/panda/panda_aggressive.png
- entity/panda/brown_panda.png -> entity/panda/panda_brown.png
- entity/panda/brown_panda.png -> entity/panda/panda_brown.png
- entity/panda/lazy_panda.png -> entity/panda/panda_lazy.png
- entity/panda/lazy_panda.png -> entity/panda/panda_lazy.png
- entity/panda/playful_panda.png -> entity/panda/panda_playful.png
- entity/panda/playful_panda.png -> entity/panda/panda_playful.png
- entity/panda/weak_panda.png -> entity/panda/panda_weak.png
- entity/panda/weak_panda.png -> entity/panda/panda_weak.png
- entity/panda/worried_panda.png -> entity/panda/panda_worried.png
- entity/panda/worried_panda.png -> entity/panda/panda_worried.png
- entity/pig/cold_pig.png -> entity/pig/pig_cold.png
- entity/pig/cold_pig.png -> entity/pig/pig_cold.png
- entity/pig/temperate_pig.png -> entity/pig/pig_temperate.png
- entity/pig/temperate_pig.png -> entity/pig/pig_temperate.png
- entity/pig/warm_pig.png -> entity/pig/pig_warm.png
- entity/pig/warm_pig.png -> entity/pig/pig_warm.png
- entity/projectiles/spectral.png -> entity/projectiles/arrow_spectral.png
- entity/projectiles/spectral.png -> entity/projectiles/arrow_spectral.png
- entity/projectiles/tipped.png -> entity/projectiles/arrow_tipped.png
- entity/projectiles/tipped.png -> entity/projectiles/arrow_tipped.png
- entity/turtle/big_sea_turtle.png -> entity/turtle/turtle.png
- entity/turtle/big_sea_turtle.png -> entity/turtle/turtle.png
- Moved the following entity textures:
- 移动了以下实体纹理:
- entity/armadillo.png -> entity/armadillo/armadillo.png
- entity/armadillo.png -> entity/armadillo/armadillo.png
- entity/banner_base.png -> entity/banner/banner_base.png
- entity/banner_base.png -> entity/banner/banner_base.png
- entity/bat.png -> entity/bat/bat.png
- entity/bat.png -> entity/bat/bat.png
- entity/beacon_beam.png -> entity/beacon/beacon_beam.png
- entity/beacon_beam.png -> entity/beacon/beacon_beam.png
- entity/blaze.png -> entity/blaze/blaze.png
- entity/blaze.png -> entity/blaze/blaze.png
- entity/dolphin.png -> entity/dolphin/dolphin.png
- entity/dolphin.png -> entity/dolphin/dolphin.png
- entity/enchanting_table_book.png -> entity/enchantment/enchanting_table_book.png
- entity/enchanting_table_book.png -> entity/enchantment/enchanting_table_book.png
- entity/end_gateway_beam.png -> entity/end_portal/end_gateway_beam.png
- entity/end_gateway_beam.png -> entity/end_portal/end_gateway_beam.png
- entity/end_portal.png -> entity/end_portal/end_portal.png
- entity/end_portal.png -> entity/end_portal/end_portal.png
- entity/endermite.png -> entity/endermite/endermite.png
- entity/endermite.png -> entity/endermite/endermite.png
- entity/experience_orb.png -> entity/experience/experience_orb.png
- entity/experience_orb.png -> entity/experience/experience_orb.png
- entity/fishing_hook.png -> entity/fishing/fishing_hook.png
- entity/fishing_hook.png -> entity/fishing/fishing_hook.png
- entity/guardian.png -> entity/guardian/guardian.png
- entity/guardian.png -> entity/guardian/guardian.png
- entity/guardian_beam.png -> entity/guardian/guardian_beam.png
- entity/guardian_beam.png -> entity/guardian/guardian_beam.png
- entity/guardian_elder.png -> entity/guardian/guardian_elder.png
- entity/guardian_elder.png -> entity/guardian/guardian_elder.png
- entity/lead_knot.png -> entity/lead_knot/lead_knot.png
- entity/lead_knot.png -> entity/lead_knot/lead_knot.png
- entity/minecart.png -> entity/minecart/minecart.png
- entity/minecart.png -> entity/minecart/minecart.png
- entity/phantom.png -> entity/phantom/phantom.png
- entity/phantom.png -> entity/phantom/phantom.png
- entity/phantom_eyes.png -> entity/phantom/phantom_eyes.png
- entity/phantom_eyes.png -> entity/phantom/phantom_eyes.png
- entity/shield_base.png -> entity/shield/shield_base.png
- entity/shield_base.png -> entity/shield/shield_base.png
- entity/shield_base_nopattern.png -> entity/shield/shield_base_nopattern.png
- entity/shield_base_nopattern.png -> entity/shield/shield_base_nopattern.png
- entity/silverfish.png -> entity/silverfish/silverfish.png
- entity/silverfish.png -> entity/silverfish/silverfish.png
- entity/snow_golem.png -> entity/snow_golem/snow_golem.png
- entity/snow_golem.png -> entity/snow_golem/snow_golem.png
- entity/spider_eyes.png -> entity/spider/spider_eyes.png
- entity/spider_eyes.png -> entity/spider/spider_eyes.png
- entity/trident.png -> entity/trident/trident.png
- entity/trident.png -> entity/trident/trident.png
- entity/trident_riptide.png -> entity/trident/trident_riptide.png
- entity/trident_riptide.png -> entity/trident/trident_riptide.png
- entity/wandering_trader.png -> entity/wandering_trader/wandering_trader.png
- entity/wandering_trader.png -> entity/wandering_trader/wandering_trader.png
- entity/witch.png -> entity/witch/witch.png
- entity/witch.png -> entity/witch/witch.png
SOUNDS
音效
- Added new sound events for the Cat:
- 为猫添加了新的音效事件:
- entity.baby_cat.ambient
- entity.baby_cat.ambient
- entity.baby_cat.hiss
- entity.baby_cat.hiss
- entity.baby_cat.hurt
- entity.baby_cat.hurt
- entity.baby_cat.death
- entity.baby_cat.death
- entity.baby_cat.eat
- entity.baby_cat.eat
- entity.baby_cat.beg_for_food
- entity.baby_cat.beg_for_food
- entity.baby_cat.purr
- entity.baby_cat.purr
- entity.baby_cat.purreow
- entity.baby_cat.purreow
- entity.baby_cat.stray_ambient
- entity.baby_cat.stray_ambient
- entity.cat_royal.ambient
- entity.cat_royal.ambient
- entity.cat_royal.hiss
- entity.cat_royal.hiss
- entity.cat_royal.hurt
- entity.cat_royal.hurt
- entity.cat_royal.death
- entity.cat_royal.death
- entity.cat_royal.eat
- entity.cat_royal.eat
- entity.cat_royal.beg_for_food
- entity.cat_royal.beg_for_food
- entity.cat_royal.purr
- entity.cat_royal.purr
- entity.cat_royal.purreow
- entity.cat_royal.purreow
- entity.cat_royal.stray_ambient
- entity.cat_royal.stray_ambient
- Added new sound events for the Pig:
- 为猪添加了新的音效事件:
- entity.baby_pig.ambient
- entity.baby_pig.ambient
- entity.baby_pig.hurt
- entity.baby_pig.hurt
- entity.baby_pig.death
- entity.baby_pig.death
- entity.baby_pig.step
- entity.baby_pig.step
- entity.baby_pig.eat
- entity.baby_pig.eat
- entity.pig_mini.ambient
- entity.pig_mini.ambient
- entity.pig_mini.hurt
- entity.pig_mini.hurt
- entity.pig_mini.death
- entity.pig_mini.death
- entity.pig_mini.eat
- entity.pig_mini.eat
- entity.pig_big.ambient
- entity.pig_big.ambient
- entity.pig_big.hurt
- entity.pig_big.hurt
- entity.pig_big.death
- entity.pig_big.death
- entity.pig_big.eat
- entity.pig_big.eat
- entity.pig.eat
- entity.pig.eat
- Added new sound events for the Wolf:
- 为狼添加了新的音效事件:
- entity.baby_wolf.ambient
- entity.baby_wolf.ambient
- entity.baby_wolf.growl
- entity.baby_wolf.growl
- entity.baby_wolf.death
- entity.baby_wolf.death
- entity.baby_wolf.hurt
- entity.baby_wolf.hurt
- entity.baby_wolf.pant
- entity.baby_wolf.pant
- entity.baby_wolf.whine
- entity.baby_wolf.whine
- entity.baby_wolf.step
- entity.baby_wolf.step
- Added new sound events for the Horse:
- 为马添加了新的音效事件:
- entity.baby_horse.ambient
- entity.baby_horse.ambient
- entity.baby_horse.hurt
- entity.baby_horse.hurt
- entity.baby_horse.death
- entity.baby_horse.death
- entity.baby_horse.angry
- entity.baby_horse.angry
- entity.baby_horse.eat
- entity.baby_horse.eat
- entity.baby_horse.fall
- entity.baby_horse.fall
- entity.baby_horse.land
- entity.baby_horse.land
- entity.baby_horse.step
- entity.baby_horse.step
- entity.baby_horse.breathe
- entity.baby_horse.breathe
- Added new sound events for the Chicken:
- 为鸡添加了新的音效事件:
- entity.baby_chicken.ambient
- entity.baby_chicken.ambient
- entity.baby_chicken.hurt
- entity.baby_chicken.hurt
- entity.baby_chicken.death
- entity.baby_chicken.death
- entity.baby_chicken.step
- entity.baby_chicken.step
- entity.chicken_picky.ambient
- entity.chicken_picky.ambient
- entity.chicken_picky.death
- entity.chicken_picky.death
- entity.chicken_picky.hurt
- entity.chicken_picky.hurt
- entity.chicken_picky.step
- entity.chicken_picky.step
- Added new sound events for the Golden Dandelion:
- 为金蒲公英添加了新的音效事件:
- item.golden_dandelion.use
- item.golden_dandelion.use
- item.golden_dandelion.unuse
- item.golden_dandelion.unuse
- Added new sound events for the Cow:
- 为牛添加了新的音效事件:
- entity.cow_moody.ambient
- entity.cow_moody.ambient
- entity.cow_moody.death
- entity.cow_moody.death
- entity.cow_moody.hurt
- entity.cow_moody.hurt
- entity.cow_moody.step
- entity.cow_moody.step
- Added new sound events for the trumpet instrument:
- 为 “小号” 音色添加了新的音效事件:
- block.note_block.trumpet
- block.note_block.trumpet
- block.note_block.trumpet_exposed
- block.note_block.trumpet_exposed
- block.note_block.trumpet_oxidized
- block.note_block.trumpet_oxidized
- block.note_block.trumpet_weathered
- block.note_block.trumpet_weathered
SHADERS & POST-PROCESS EFFECTS
着色器与后处理管线
Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
开发者说明: 虽然在资源包中可以实现,但覆盖核心着色器被视为不受支持的功能,并非资源包的预期特性。这些着色器作为游戏内部实现的一部分而存在,因此,随着游戏内部结构的演变,它们可能随时发生变化。我们理解覆盖核心着色器被用于实现非常酷的资源包功能,其中许多功能缺乏受支持的替代方案。我们希望在未来提供更好、受支持的替代方案。
- The core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity
- 移除了 core/rendertype_item_entity_translucent_cull 着色器,改用 core/entity
- The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity
- core/rendertype_entity_alpha 和 core/rendertype_entity_decal 着色器已被 core/entity 实现的 DISSOLVE 标志所取代
- Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders
- 物品(在UI中和世界中)的渲染已从 core/entity 分离到新的 core/item 着色器中
- The block.vsh and terrain.vsh shaders no longer receive the Normal vertex attribute
- block.vsh 和 terrain.vsh 着色器不再接收 Normal 顶点属性
- The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block
- 移除了 core/rendertype_translucent_moving_block 着色器,改用 core/block
LIGHTMAP SHADER
LIGHTMAP 着色器
- The lightmap.fsh shader was significantly modified
- lightmap.fsh 着色器被大幅修改
- The LightmapInfo uniform now has two new fields:
- LightmapInfo 现在有两个新字段:
- BlockLightTint
- BlockLightTint
- NightVisionColor
- NightVisionColor
- The AmbientLightFactor field was removed, its value is now premultiplied into AmbientColor
- AmbientLightFactor 字段已移除,其值现已预乘至 AmbientColor 中
- The DarkenWorldFactor was renamed to BossOverlayWorldDarkeningFactor
- DarkenWorldFactor 重命名为 BossOverlayWorldDarkeningFactor
- Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white
- UI中渲染的文本和物品现在使用单独的1x1白色 lightmap 贴图纹理,因此 lightmap 着色器不必始终将15, 15保持为纯白色
FIXED BUGS IN 26.1
26.1 修复的漏洞
- MC-13187 - Water in water cauldrons is not transparent
- MC-13187 - 装有水的炼药锅中的水不是透明的
- MC-64087 - Revengeful zombies / Zombie reinforcements try to attack players in Creative mode
- MC-64087 - 增援僵尸会尝试攻击创造模式下的玩家
- MC-91132 - No cross-platform CJK IME support
- MC-91132 - 缺少跨平台中日韩输入法支持
- MC-98631 - The heights of shields in first person are different depending on what hand you have them held in
- MC-98631 - 盾牌在第一人称视角下的高度会根据手持它的手不同而有所差异
- MC-99647 - The "below_name" scoreboard display slot doesn't work with non-player entities
- MC-99647 - 计分板显示槽位 "below_name" 对非玩家实体无效
- MC-102774 - You can respawn the ender dragon with only two end crystals
- MC-102774 - 仅用两个末影水晶即可重新召唤末影龙
- MC-129886 - Trying to place a block below the bottom of the world does not give an error message
- MC-129886 - 尝试在世界底部的下方放置方块时不会给出错误信息
- MC-131745 - Shipwrecks sometimes generate split into different variants at chunk boundaries
- MC-131745 - 沉船有时会在区块边界处生成并分裂成不同的变种
- MC-134573 - The game freezes while doing a world backup
- MC-134573 - 在进行世界备份时游戏会卡住
- MC-153831 - Trader llamas spawned from breeding can despawn
- MC-153831 - 繁殖生成的商贩羊驼可能会消失
- MC-163978 - Mobs can spawn on moving blocks
- MC-163978 - 生物可以在移动的方块上生成
- MC-178713 - Bone meal can be used on certain plants at build height, but they don't grow
- MC-178713 - 骨粉可以在建筑高度上限处对某些植物使用,但它们不会生长
- MC-179949 - You cannot edit the inventories of piglins by using '/item replace'
- MC-179949 - 无法使用 '/item replace' 编辑猪灵的物品栏
- MC-181169 - Skeleton trapped horses with PersistenceRequired still despawn
- MC-181169 - 带有 PersistenceRequired 的骷髅陷阱马仍然会消失
- MC-184432 - There is no warning when using bone meal on plants that try to grow above or below the world height limits
- MC-184432 - 对试图在世界高度限制之上或之下生长的植物使用骨粉时没有警告
- MC-184433 - When applying bone meal to grass / ferns / nether fungi at the upper build limit, there is no warning, and the taller part of the plant is cut off
- MC-184433 - 在建筑高度上限对草/蕨类植物/下界菌类使用骨粉时,没有警告,且植物的较高部分会被截断
- MC-195237 - End portals and end gateways held by endermen or as block display entities are not rendered, but nether portals are
- MC-195237 - 末影人手持的末地传送门和末地折跃门,或作为方块显示实体时不会被渲染,但下界传送门可以
- MC-197497 - The block light transition from level 1 to 0 is not smooth when there is no sky light and Smooth Lighting is enabled
- MC-197497 - 当没有天空光照且启用平滑光照时,方块光照从等级1到0的过渡不平滑
- MC-199559 - Light appears darker and orange when Night Vision is active
- MC-199559 - 当存在夜视效果时,光线显得更暗且偏橙色
- MC-199975 - Endermen holding bells or bell block display entities only render the bell frame
- MC-199975 - 手持钟或钟方块展示实体的末影人仅渲染钟的框架
- MC-219981 - Leader zombie-type mobs spawn with 20 health despite having an increased maximum health
- MC-219981 - 僵尸首领类生物生成时生命值为20,尽管其最大生命值已提高
- MC-221510 - Dolphin would rather drown than get air when chasing items
- MC-221510 - 海豚在追逐物品时宁愿溺水也不去换气
- MC-222949 - You can use tridents enchanted with Riptide while riding entities
- MC-222949 - 骑乘实体时可以使用附有激流魔咒的三叉戟
- MC-230139 - Typos in stonecutter recipe names
- MC-230139 - 切石机配方名称中的拼写错误
- MC-230746 - Pointed dripstone does not grow with a waterlogged block 2 blocks above it but does fill cauldrons
- MC-230746 - 滴水石锥不会在其上方两格处有含水方块时生长,但仍会填满炼药锅
- MC-231663 - Dragon eggs do not check whether there is a block under their destination when teleporting
- MC-231663 - 龙蛋在传送时不会检查其目标位置下方是否有方块
- MC-233911 - Sleeping in a bed and waking up no longer instantly sets the daytime sky
- MC-233911 - 在床上睡觉并醒来不再立即将天空设置为白天
- MC-248092 - Untamed cats on lead despawn when attached to fence post
- MC-248092 - 未驯服的猫被拴绳拴在栅栏上时会消失
- MC-254785 - Bone meal is consumed when used on a bamboo stalk with a block above it
- MC-254785 - 当上方有方块时,对竹笋使用骨粉仍会消耗骨粉
- MC-257362 - Particles from breaking frogspawn are transparent
- MC-257362 - 破坏青蛙卵产生的粒子是透明的
- MC-259032 - /data produces a positive result for low negative numbers
- MC-259032 - /data 命令对较小的负数产生正数结果
- MC-260148 - show_notification only works for shaped crafting recipes
- MC-260148 - show_notification 仅对有序合成配方生效
- MC-263488 - The item texture of pink petals has a misplaced transparent pixel
- MC-263488 - 粉红色花簇的物品纹理有一个错位的透明像素
- MC-264155 - Bone meal doesn't work on grass blocks beneath cave air or void air
- MC-264155 - 骨粉对洞穴空气或虚空空气下方的草方块无效
- MC-264187 - Spawners with their light limits set to ranges that don't include 15 don't spawn mobs under the night sky
- MC-264187 - 将其光照限制设置为不包含15的范围的刷怪笼不会在夜晚下生成生物
- MC-273228 - Crash when generating water lakes using a custom worldgen datapack
- MC-273228 - 使用自定义世界生成数据包生成湖泊时游戏崩溃
- MC-274238 - Persistent trader llamas can despawn when leashed to wandering traders
- MC-274238 - 被拴在流浪商人身上的持久性行商羊驼可能会消失
- MC-275014 - Weathered and oxidized copper bulbs cast stronger shadows on themselves when lit with smooth lighting enabled
- MC-275014 - 启用平滑光照时,锈蚀和氧化的铜灯在点亮时会在自身投射出更强的阴影
- MC-279187 - The "selectWorld.backupWarning.snapshot" string incorrectly pluralizes the word "corruption"
- MC-279187 - 字符串 "selectWorld.backupWarning.snapshot" 中单词 "corruption" 的复数形式使用不正确
- MC-297536 - Z-fighting occurs on the debug crosshair
- MC-297536 - 调试准星上出现深度冲突
- MC-298136 - The aura of beacon beams now always renders behind block entities
- MC-298136 - 信标光柱的光晕现在总是渲染在方块实体之后
- MC-298745 - Unlocking new recipes or changing dimensions replaces the locator bar with the experience bar temporarily
- MC-298745 - 解锁新配方或切换维度时会暂时用经验条替换定位器指针
- MC-299730 - Dumping textures while using a TTF font crashes the game
- MC-299730 - 在使用TTF字体时转储纹理会导致游戏崩溃
- MC-299992 - Unexpected behavior when giving or testing for an item with certain components manually specified as their default values
- MC-299992 - 当给予或测试一个手动指定了某些组件为其默认值的物品时,出现意外的行为
- MC-300380 - Copper golems do not pathfind down blocks that are in between half a block and a block tall to a chest
- MC-300380 - 铜傀儡无法寻路至高度在半格到一格之间的箱子
- MC-300465 - Maps with the maximum number of markers cannot be placed in item frames
- MC-300465 - 已达到最大标记数量的地图无法放入物品展示框中
- MC-301003 - The bell part of bells worn on copper golems' "saddle" slot is not visible
- MC-301003 - 铜傀儡鞍槽位上佩戴的钟的铃铛部分不可见
- MC-301245 - Copper golem statues are displayed upside down in block displays
- MC-301245 - 铜傀儡像在方块展示框中显示为倒置
- MC-302186 - Ambient lighting in the Nether appears discolored compared to previous versions
- MC-302186 - 与先前版本相比,下界的环境光照看起来颜色异常
- MC-302408 - Inconsistent underwater lighting with the Conduit Power effect applied
- MC-302408 - 应用潮涌核心能量效果时水下光照不一致
- MC-302528 - Low sky & block light look outright broken when cast on the same area
- MC-302528 - 当投射到同一区域时,低天空光与方块光看起来完全损坏
- MC-302635 - Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston
- MC-302635 - 当透过被活塞推动的半透明方块观察时,半透明方块会渲染在固体方块前方
- MC-302734 - Zombie horses constantly move in and out of water and burn to death
- MC-302734 - 僵尸马不断进出水面并被烧死
- MC-303119 - Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should
- MC-303119 - 在生存模式下,当所选物品栏中只有一个物品时,喂食猫或狼无法恢复应有的生命值
- MC-303125 - Creepers can blow up after the player dies
- MC-303125 - 玩家死亡后苦力怕仍会爆炸
- MC-303344 - Tooltips for selected items in dialogs are displayed even when the item isn't being hovered over
- MC-303344 - 对话框中已选中物品的工具提示会在物品未被悬停在其上时显示
- MC-303389 - The ender dragon's velocity can be affected by attacks while perched
- MC-303389 - 末影龙受到击退效果的攻击会影响其速度
- MC-303403 - Hanging sign block displays render dark and above other blocks and mobs
- MC-303403 - 悬挂式告示牌方块的展示渲染过暗且位于其他方块和生物之上
- MC-303684 - Hoglins can despawn when attached to leads
- MC-303684 - 被拴绳拴住的疣猪兽可能会消失
- MC-303685 - Zoglins can despawn when attached to leads
- MC-303685 - 僵尸疣猪兽在被拴绳拴住时可能会消失
- MC-303692 - The debug overlay text has an indent when "Improved Transparency" is disabled
- MC-303692 - 当“改进透明显示”被禁用时,调试叠加层文本存在缩进
- MC-303749 - Dolphins can despawn when attached to leads
- MC-303749 - 海豚被拴绳拴住时可能会消失
- MC-303750 - Squids & glow squids can despawn when attached to leads
- MC-303750 - 鱿鱼和发光鱿鱼在被拴绳拴住时可能会消失
- MC-304023 - Redundant level data fixer files are saved in worlds' "data" folder
- MC-304023 - 冗余的关卡数据修复文件被保存在世界的"data"文件夹中
- MC-304217 - Lunge's hunger requirement applies to post_piercing_attack effects of custom enchantments
- MC-304217 - 突进魔咒的饥饿值要求会应用于自定义附魔的 post_piercing_attack 效果
- MC-304361 - The heads of zombie nautiluses have a massive empty gap on the back
- MC-304361 - 僵尸鹦鹉螺的头部后方存在巨大的空洞
- MC-304446 - Activating a stasis chamber with a sponge deletes the ender pearl
- MC-304446 - 使用海绵触发珍珠滞留室会删除末影珍珠
- MC-304599 - Dolphins don't follow players riding nautiluses like in Bedrock Edition
- MC-304599 - 海豚不会像在基岩版中那样跟随骑着鹦鹉螺的玩家
- MC-304631 - Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures
- MC-304631 - 当存在奇数尺寸的方块纹理时,各向异性过滤设置为 8x 会导致透明与半透明纹理在远处变得透明
- MC-304683 - Wandering traders don't spawn in single biome snowy plains worlds
- MC-304683 - 流浪商人在单一生物群系的雪原生物群系中不会生成
- MC-304705 - The E value in entity_render_stats in the debug overlay doesn't work
- MC-304705 - 调试界面中 entity_render_stats 的 E 值不工作
- MC-304725 - Zombie villagers summoned with default spawn eggs always spawn as their plains variant
- MC-304725 - 使用默认刷怪蛋召唤的僵尸村民总是生成为其平原变种
- MC-304761 - Spears' charge animation takes too long to rotate sideways for slower spears
- MC-304761 - 矛的蓄力动画在转向侧面时对于较慢的矛耗时过长
- MC-304796 - Hovering over a disabled slider shows the pointing hand cursor instead of the forbidden cursor
- MC-304796 - 悬停在禁用的滑块上会显示手形指针光标,而不是禁止光标
- MC-304991 - Clicking on a chest with loot that hasn't been generated in Spectator mode makes the "block.chest.locked" sound
- MC-304991 - 在旁观者模式下点击一个战利品尚未生成的箱子会播放"block.chest.locked"音效
- MC-305012 - The description of the "Universal anger" game rule still uses the old ID of the "Forgive dead players" game rule
- MC-305012 - “Universal anger”游戏规则的描述仍在使用“Forgive dead players”游戏规则的旧ID
- MC-305040 - Nautili spawned as a result of a player breeding two other nautili can despawn
- MC-305040 - 由玩家繁殖另外两只鹦鹉螺而生成的鹦鹉螺可能会消失
- MC-305123 - Curse of Vanishing doesn't work when the item is equipped on an armor stand
- MC-305123 - 当物品被装备在盔甲架上时,消失诅咒不起作用
- MC-305196 - Witches always miss their shots when close to their target
- MC-305196 - 女巫在接近目标时总是无法命中
- MC-305292 - Copper chests use the Christmas present texture
- MC-305292 - 铜箱子使用了圣诞礼物的纹理
- MC-305369 - Trying to attach a leash to a fence outside its reach places a ghost leash knot and plays a sound
- MC-305369 - 尝试将拴绳系到超出其范围的栅栏上会生成一个幽灵拴绳结并播放声音
- MC-305388 - Bees never cease to be angry
- MC-305388 - 蜜蜂会持续保持被激怒状态
- MC-305451 - Tripwire is invisible through translucent blocks if "Improved Transparency" is disabled
- MC-305451 - 如果“改进透明显示”选项被禁用,绊线在透过半透明方块时不可见
- MC-305471 - Cacti appear with seams on the edges and corners when using higher resolution texture packs with mipmaps enabled
- MC-305471 - 当使用启用Mipmap的高清纹理包时,仙人掌的边缘和角落会出现接缝
- MC-305580 - Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs
- MC-305580 - 幼年僵尸马和幼年骷髅马会长大,与其他幼年亡灵生物不同
- MC-305699 - Piglins in groups fail to initiate hoglin hunting behavior
- MC-305699 - 成群的猪灵无法发起狩猎疣猪兽的行为
- MC-305857 - Entity hitboxes now move jaggedly when the game is frozen
- MC-305857 - 当游戏冻结时,实体碰撞箱现在会不平稳地移动
- MC-305888 - Turtle eggs no longer hatch in the Nether or the End
- MC-305888 - 海龟蛋不再在下界或末地孵化
- MC-306123 - Wolves still try to attack players even in Peaceful difficulty
- MC-306123 - 狼在和平难度下仍会试图攻击玩家
- MC-306427 - Certain mobs holding items with empty "kinetic_weapon" components crash the game whenever target acquisition succeeds
- MC-306427 - 某些手持带有空"kinetic_weapon"组件的物品的生物,在目标获取成功时会导致游戏崩溃
- MC-306566 - The totem of undying screen effect now jitters while the game is frozen
- MC-306566 - 游戏冻结时,不死图腾的屏幕效果现在会抖动
- MC-306658 - Dolphins let themselves drown even with ample access to air
- MC-306658 - 海豚即使有充足的空气也会让自己溺水
- MC-306798 - Ender dragons with a DragonDeathTime of 200 or greater never disappear
- MC-306798 - 拥有DragonDeathTime为200或更高的末影龙永远不会消失
【mxy333 译自Java Team 2026 年 3 月 24 日发布的 Minecraft Java Edition 26.1】
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