• 周年纪念勋章活动已圆满结束,如有已购买但仍未申请的用户,可以通过对应勋章的下载链接申请~

更新报告 Minecraft 基岩版 Beta & Preview 1.21.80.25 发布

包含Minecraft Java版与基岩版的更新内容报告。不包含版本预告。
|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10/11、主机(Xbox One、Switch、PlayStation 4/5)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。
|测试版是 Minecraft 基岩版的测试机制,主要用于下一个正式版的特性预览。
|然而,测试版主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。使用测试版打开存档前请务必备份。适用于正式版的领域服务器与测试版不兼容。
|如果在测试版中遇到旧版存档无法使用的问题,测试版将允许你将存档上传以供开发团队查找问题。
|Minecraft 基岩版 1.21.80 仍未发布,Beta & Preview 1.21.80.25 为其第 4 个测试版。
|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

Minecraft Beta & Preview - 1.21.80.25
Minecraft 基岩版 Beta & Preview 1.21.80.25

Information on Minecraft Preview and Beta:
Minecraft 预览版和测试版信息:

  • Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ
  • Minecraft 预览版可在 Xbox、PlayStation、Windows 和 iOS 设备上使用。更多信息请访问 aka.ms/PreviewFAQ
  • The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
  • Beta 版在 Android (Google Play) 设备上可用。要加入或退出测试版,请参阅 aka.ms/JoinMCBeta 了解详细说明
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Are you ready to take your first test flight on a happy ghast? This week's preview and beta just doesn't include the exciting features revealed at Minecraft LIVE – the happy ghast, ghastling, dried ghast and ghast harness, but it also includes the first testing version of Vibrant Visuals! Venture to the Nether to find your first dried ghast, raise it with love (and snowballs) and then soar through the skies atop your happy ghast! What's more, toggle our exciting visual refresh Vibrant Visuals on and you'll be able to see how water glitters and shadows move from way up high!
准备好开启你的首趟快乐恶魂试飞之旅了吗?本周的预览版与测试版不仅包含在 Minecraft LIVE 上揭晓的激动人心内容——快乐恶魂、小恶魂、失水恶魂及恶魂挽具,首次搭载了“Vibrant Visuals”的测试版本!前往下界寻找你的第一只失水恶魂,用爱心(与雪球)培育它成长,最终乘着快乐恶魂翱翔天际!此外,启用我们全新的视觉增强功能“Vibrant Visuals”,你将能在高空俯瞰水流粼光跃动与实时阴影流转的绝美景致!

And as always, we're keen to get your feedback on these new features at feedback.minecraft.net, and you can report any bugs at bugs.mojang.com .
和往常一样,我们非常希望在 feedback.minecraft.net 获得您对这些新功能的反馈,您可以在 bugs.mojang.com 报告任何漏洞。


EXPERIMENTAL FEATURES
实验性特性



GAME DROP 2 2025 EXPERIMENTS
2025 年第二次小更新实验性玩法


  • Enable the "Drop 2 2025" experimental toggle to test out these new features!
  • 启用“Drop 2 2025”(2025 年第二次小更新)实验性玩法来测试这些新功能!

BLOCKS
方块



DRIED GHAST
失水恶魂


  • Can be found in the Nether in Nether Fossil structures
  • 可以在下界的化石结构中找到
  • Can be crafted with 1 bone block and 8 ghast tears
  • 可以用1块骨块和8个恶魂之泪合成
  • When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob
  • 含水时,它将经历 3 种状态,持续大约 20 分钟,最后生成小恶魂
  • Makes sounds and shows particles depending on state
  • 根据状态发出声音并显示粒子
  • If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging
  • 如果在含水时被挖掘破坏,它将恢复到“失水”状态,无论在含水时达到什么状态
  • Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale
  • 不再含水时,将消耗相同时间恢复到初始的“失水”状态

MOBS
生物



GHASTLING
小恶魂


Ghastling is a young version of the Happy Ghast mob.
小恶魂是快乐恶魂的幼年形态。

  • Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes.
  • 在失水恶魂被连续地含水大约 20 分钟之后生成。
  • After spawning, the Ghastling will try and follow:
  • 生成后,小恶魂会试着跟随:
  1. Players within a 16-block radius or
  2. 16 个方块范围内的玩家
  3. An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius
    If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with).
  4. 16 个方块半径内的一只成年非水生被动生物(和一些中立生物)
    如果附近没有玩家或合适的生物,小恶魂会在离它的原位置(它生成或最后一次互动的地方)32 个方块的范围内游荡。
  • Can be tempted and fed using Snowballs
  • 可以用雪球引诱并喂养
  • Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)
  • 大约 20 分钟后(如果喂雪球的话会更快),它会成长为一只快乐恶魂
  • Can be summoned using the command: "/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby"
  • 可以使用命令生成:/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby

HAPPY GHAST
快乐恶魂


The Happy Ghast is a new flying mount that can carry up to four players.
快乐恶魂是一种新的飞行坐骑,最多可以搭载四名玩家。

  • Spawns from a Ghastling after about 20 minutes (or faster if Ghastling is fed Snowballs)
  • 由小恶魂经历大约 20 分钟后(如果喂雪球的话会更快)生成
  • Can be equipped with a harness and then be mounted by up to 4 players
  • 可以装备一套挽具,然后可以最多由 4 名玩家骑行
  • Tempted by Snowballs and Harness. Harness tempting only works if the Happy Ghast is unharnessed
  • 可以用雪球或挽具吸引。只有在快乐恶魂没有上鞍时,挽具才能吸引它
  • Has no panic behavior when taking damage
  • 受到伤害时不会恐慌
  • Cannot be bred
  • 无法繁殖
  • Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered
  • 缓慢回复生命值,在下雨、下雪或者在云的高度飞行时回复速度会加快
  • The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face
  • 第一个骑上快乐恶魂的玩家坐在快乐恶魂的前面,在它脸的上方,可以控制它
  • When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it now can be controlled
  • 玩家骑乘时,快乐恶魂的护目镜会放下来遮住它的眼睛,表示它现在可以被控制了
  • Other players who mount after the pilot is mounted, are placed in slots on each side of the Happy Ghast, starting clockwise from the "pilot" player
  • 在驾驶员骑乘后,其他骑乘的玩家会骑在快乐恶魂两侧的槽位中,从驾驶员开始顺时针方向排列
  • Pressing crouch button dismounts the player on top of the Happy Ghast
  • 按下潜行按钮脱离骑乘状态,玩家会来到快乐恶魂顶部
  • If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction
  • 如果快乐恶魂发现玩家在它上面,它会停止所有的动作,面向最近的水平方向
  • This happens regardless of it having a harness equipped or not
  • 无论它有没有装备挽具,这种情况都会发生
  • 3rd person camera is moved back when player is mounted on the Happy Ghast
  • 玩家骑在快乐恶魂上时,第三人称摄像机会向后移动
  • When there are no players mounted or walking on the Happy Ghast, the goggles go up and the Happy Ghast starts to roam around the home position
  • 当没有玩家骑在或走在快乐恶魂上时,护目镜升起,快乐恶魂开始原地漫游
  • If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming
  • 如果玩家在半空中取消骑乘,快乐恶魂会在它继续漫游之前下降到地面
  • Cannot enter boats
  • 快乐恶魂不能上船
  • Idles around within 64 blocks from its home position (where it spawned or last was interacted with)
  • 以它的原位置(它生成或最后一次互动的地方)为中心,在 64 个方块范围内游荡
  • If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks).
  • 如果穿着挽具,快乐恶魂会在靠近家的位置(32 个方块范围内)游荡。
  • The Happy Ghast will try to stay close to blocks when roaming on its own
  • 独自游荡时,快乐恶魂会尽量靠近方块
  • Known Issue: The Happy Ghast's health is currently set to 40 when it should be 20. We will be addressing this as soon as possible!
  • 已知问题:快乐恶魂的生命值现在是 40,而它应该是 20。我们将尽快解决这个问题!

GHAST
恶魂


  • Updated Ghast texture
  • 更新了恶魂的纹理

ITEMS
物品



HARNESS
挽具


Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it.
挽具是一个新物品,可以装备在快乐恶魂上,让玩家骑上它。

  • Crafted out of 3 leather, 2 glass blocks and 1 wool block, the harness will have the same color as the wool block used when crafting
  • 由 3 块皮革、2 块玻璃和 1 块羊毛合成,挽具的颜色与合成时使用的羊毛颜色相同
  • Can be re-dyed
  • 可以重新染色
  • Can only be equipped on a Happy Ghast
  • 只能装备在快乐恶魂上
  • Allows up to 4 players to mount the Happy Ghast
  • 允许最多 4 名玩家骑乘快乐恶魂
  • Can be removed from the Happy Ghast using Shears but only when no players are mounted
  • 没有玩家骑乘时,可以用剪刀为快乐恶魂移除挽具

COMMANDS
命令


  • Added the Game Rule command locatorBar to enable or disable the Locator Bar feature
  • 加入了 locatorBar 游戏规则,控制启用或禁用定位栏功能

VIBRANT VISUALS
Vibrant Visuals


This week in the Minecraft: Bedrock Beta and Preview update we're excited to share the first look at Vibrant Visuals. The features, lighting, effects, and assets are still in development, so expect things to change and improve over time as we continue to iterate. Read more about the update on the blog here: minecraft.net/article/take-a-vibrant-test-flight .
在本周的测试版和预览版更新中,全新视觉系统“Vibrant Visuals”首度亮相!目前光照系统、视觉效果与美术资源仍处于开发阶段,因此随着我们持续优化迭代,各项功能将持续演进升级,敬请期待后续改进!点击这里在博客上阅读更多关于更新的内容:minecraft.net/article/take-a-vibrant-test-flight

Supported devices for this Preview and Beta include Xbox Series X|S, Xbox One, PlayStation 4, PlayStation 5, Android, iOS, and PC.
此预览版和测试版中,支持的设备包括 Xbox Series X|S、Xbox One、PlayStation 4、PlayStation 5、Android、iOS 和 PC。

  • Android: Adreno 640, Mali-G68, Mali-G77, or Xclipse 530 or higher
  • Android:Adreno 640、Mali-G68、Mali-G77、Xclipse 530 或更高版本
  • iOS: A12 or M1 or higher
  • iOS:A12、M1 或更高版本
  • PC: Running Minecraft on DX12
  • PC: 可在 DX12 上运行我的世界的设备
Our team is hard at work testing Vibrant Visuals on even more Minecraft: Bedrock Edition devices, and we hope to be able to update this list of supported devices in the future.
我们的团队正在努力让更多设备可以测试Vibrant Visuals,希望可以在未来支持更多设备。

To use Vibrant Visuals in a World, you must enable the "Vibrant Visuals" toggle in the Experimental tab in the Create New World or Edit World screens. This will expose Vibrant Visuals as an option in the in-game Video settings Graphics Mode dropdown, which can then be selected alongside the other existing rendering modes.
要在存档中使用Vibrant Visuals,请在创建新世界或编辑世界界面的实验性玩法选项卡中启用“Vibrant Visuals”实验性玩法。之后,可以在游戏内的视频设置中的图形模式下拉菜单中选择Vibrant Visuals,像选择其他现有的渲染模式那样。

Presets for choosing between "Favor Visuals" and "Favor Performance" are available in the Video Settings. Specific feature and visual settings can also be adjusted by expanding "Vibrant Visuals Options".
在视频设置中可以选择“视效优先”或“性能优先”的预设。也可以通过Vibrant Visuals的下拉菜单调整特定功能与视觉设置

Splitscreen is not supported with Vibrant Visuals and the game will switch to Fancy or Simple rendering if multiple players are joined locally.
分屏不支持Vibrant Visuals,如果多个玩家在本地加入,游戏将切换到花式或简单渲染模式。

Marketplace Add-Ons, Skins, and Persona items will work with Vibrant Visuals, however, Worlds and Texture Packs are not compatible with the new mode at this time.
市场中的附加包、皮肤和角色创建器中的物品兼容Vibrant Visuals,但是市场中的世界和纹理包目前不兼容Vibrant Visuals。


KNOWN ISSUES
已知问题


  • Some visual corruptions may exist on certain Android devices, particularly with Mali GPUs
  • 某些 Android 设备上可能存在一些视觉问题,尤其是使用 Mali GPU 的设备
  • Surfaces deeper than eight blocks underwater are dark
  • 在水中,距离水面八个方块以上的方块表面是黑暗的
  • Light may leak into underground areas or shadows may pop in and out, especially near cave entrances
  • 光线可能会漏到地下区域,阴影可能会时隐时现,尤其是在洞穴入口附近
  • Textures may turn pink after suspend and resume, opening Settings, or exiting world
  • 暂停并恢复、打开设置或退出世界后,纹理可能会变成粉红色
  • Metallic surfaces might appear with some visual bugs in certain conditions
  • 在某些情况下,金属表面可能会出现一些视觉漏洞
  • Emissive surfaces might not glow or appear white in certain conditions
  • 在某些情况下,发光表面可能不会发光或呈现白色
  • Custom block icons are not currently rendering, and we are actively working to resolve the issue
  • 自定义方块图标目前不会渲染。我们正在努力解决这个问题
You can report any issues at bugs.mojang.com and please send us your feedback at aka.ms/mcvibrantvisualsfeedback
您可以在 bugs.mojang.com 报告任何漏洞,请将您的反馈发送至 aka.ms/mcvibrantvisualsfeedback


FEATURES AND BUG FIXES
特性和漏洞修复



CHARACTER CREATOR
角色创建器


  • Fixed an issue that caused the wrong sized player model to show when using custom skins (MCPE-189739)
  • 修复了使用自定义皮肤时,玩家模型大小显示异常的漏洞 (MCPE-189739)

BLOCKS
方块


  • Flowers now have the same random offset range and values as Java
  • 花现在有与 Java 版相同的随机偏移范围和距离
  • Bamboo, Hanging Roots, Mangrove Propagule, and Nether Sprouts now have the same random offset range and values as Java Edition
  • 竹子、垂根、红树胎生苗和下界苗现在有与 Java 版相同的随机偏移范围和距离
  • Coral Fans and Coral Plants now have the same random offset range and values as Java Edition
  • 珊瑚扇和珊瑚现在有与 Java 版相同的随机偏移范围和距离
  • Double tall plants, like sunflowers, now have the same random offset range and values as Java Edition
  • 两格高的植物,如向日葵,现在有与 Java 版相同的随机偏移范围和距离
  • Pointed Dripstone, Tall Grass, and Dry Grass now have the same random offset range and values as Java Edition
  • 滴水石锥、高草丛和枯草丛现在有与 Java 版相同的随机偏移范围和距离

EDITOR
编辑器


  • Editing fields for structures in the structure panel allows saving while a field is being edited
  • 在结构面板中编辑结构的字段时,现在可以在字段被编辑后保存了

GAMEPLAY
玩法


  • Fixed a bug that a player can sprint in water faster than swimming
  • 修复了玩家在水中疾跑时比游泳速度更快的漏洞

GENERAL
通用


  • Enable Filter Profanity toggle on Playstation platforms.
  • 在 Playstation 平台上启用了过滤不雅用语开关。

MOBS
生物


  • Farmer villagers no longer occasionally get stuck when collecting grown crops (MCPE-166344)
  • 农民收集成熟的农作物时不再偶尔卡住 (MCPE-166344)

MUSIC
音乐


  • Fixed credits music not playing if entering credits from the settings menu while game is paused. (MCPE-190625)
  • 修复了游戏暂停时,从设置菜单进入鸣谢名单时不会播放鸣谢名单音乐的漏洞。(MCPE-190625)

RECIPES
配方


  • Fixed a bug where players could still craft unknown recipes when dolimitedcrafting gamerule was on (MCPE-186699)
  • 修复了开启 dolimitedcrafting 游戏规则后,玩家仍然可以合成未知配方的漏洞 (MCPE-186699)

VANILLA PARITY
原版趋同



ITEMS
物品


  • Shields now take durability damage from explosions (MCPE-121484)
  • 抵挡爆炸现在会减少盾牌的耐久 (MCPE-121484)

TECHNICAL UPDATES
技术性更新



API
API


  • Moved enum Difficulty from beta to v1.19.0
  • enum Difficultybeta 移动到了 v1.19.0
  • World
  • World
    • Move getDifficulty(): Difficulty from beta to v1.19.0
    • getDifficulty(): Difficultybeta 移动到了 v1.19.0
    • Move setDifficulty(difficulty: Difficulty): void from beta to v1.19.0
    • setDifficulty(difficulty: Difficulty): voidbeta 移动到了 v1.19.0
  • Moved the following Player methods from beta to v1.19.0
  • 将以下 Player 类的方法从 beta 移动到了 v1.19.0
  • Renamed BoundingBox to BlockBoundingBox and released from beta to v1.19.0 .
  • BoundingBox 重命名为 BlockBoundingBox 并将其从 beta 移动到了 v1.19.0
  • Renamed BoundingBoxUtils to BlockBoundingBoxUtils .
  • BoundingBoxUtils 重命名为 BlockBoundingBoxUtils
  • Moved dimension.placeFeature and dimension.placeFeatureRule from beta to v1.19.0
  • dimension.placeFeaturedimension.placeFeatureRulebeta 移动到了 v1.19.0

BIOMES
生物群系


  • Removed remainder of support for unused "minecraft:consolidated_features" and "minecraft:legacy_world_generation_rules" JSON components
  • 移除了对未使用的 minecraft:consolidated_features 和 minecraft:legacy_world_generation_rules JSON 组件的剩余支持

BLOCKS
方块


  • New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.
  • 加入了可用于 minecraft:material_instances 组件的新的 render_method 类型,旨在支持类似于树叶的行为——方块在远距离渲染时变得不透明,而不是像竹子一样消失。
    • "render_method": "blend_to_opaque"
    • "render_method": "blend_to_opaque"
    • "render_method": "alpha_test_to_opaque"
    • "render_method": "alpha_test_to_opaque"
    • "render_method": "alpha_test_single_sided_to_opaque"
    • "render_method": "alpha_test_single_sided_to_opaque"
  • The field "tint_method" in the "minecraft:map_color" component no longer requires the "upcoming creator features" toggle
  • minecraft:map_color 组件中的 tint_method 字段不再需要“即将到来的创作者功能”实验性玩法
  • The field "tint_method" in the "minecraft:destruction_particles" component no longer requires the "upcoming creator features" toggle
  • minecraft:destruction_particles 组件中的 tint_method 字段不再需要“即将到来的创作者功能”实验性玩法
  • The field "tint_method" in the "minecraft:material_instances" component no longer requires the "upcoming creator features" toggle
  • minecraft:material_instances 组件中的 tint_method 字段不再需要“即将到来的创作者功能”实验性玩法

COMPONENTS
组件


  • Fixed a bug where incorrect Json errors would appear for valid item texture references
  • 修复了有效的物品纹理引用仍会导致 JSON 错误出现的漏洞
  • Introduced a "drop_item_y_offset" parameter to the "minecraft:interact" component
  • 在 minecraft:interact 组件中加入了一个 drop_item_y_offset 参数
    • Defines a custom y-axis offset for when an item is dropped
    • 定义掉落物品时的 Y 轴偏移量
    • Requires "drop_item_slot" to be specified
    • 需要指定 drop_item_slot 字段
  • The "minecraft:leashable" component's "on_unleash" trigger triggers on the leash breaking with format version 1.21.80 and later
  • minecraft:leashable 组件的 on_unleash 触发器现在需要格式版本为 1.21.80 或更高
    • The old behavior is still available to opt in to by setting "on_unleash_interact_only" to true
    • 通过将 on_unleash_interact_only 设置为 true,仍然可以使用旧行为

EDITOR
编辑器


  • Added unbound keybindings for Trim and Remove Air from Selection
  • 为“裁切”和“从选区中移除空气”添加了未绑定的快捷键
  • Fixed an issue with Freehand select near or outside of dimension bounds that could cause selection to become unusable
  • 修复了徒手选取在接近或超出维度限制时可能导致选区不可用的漏洞
  • Fixed issues with selection volumes being able to translate or resize past world bounds. This also fixes using large brush shapes with freehand selection (and magic select) close to a world boundary
  • 修复了平移或缩放选区时,选区能超过世界边界的问题,也修复了靠近世界边界时使用大笔刷形状进行徒手选取(或魔棒选取)带来的问题
  • Fixed a bug that caused Extrude Axis options to be incorrect for Pyramid brush shape
  • 修复了导致金字塔笔刷形状的挤压轴向选项不正确的漏洞
  • Fixed an issue related to files and folders being permanently deleted when deleting structures in the structure panel
  • 修复了在结构面板中删除结构时,文件和文件夹被永久删除的漏洞

ENTITY FILTERS
实体过滤器


  • Added new entity filter "has_equipment_tag", works like "has_equipment" but takes an item tag instead of an item name
  • 加入了新的实体过滤器 has_equipment_tag,类似于 has_equipment,但需要物品标签而不是物品名称

GRAPHICAL
图像


  • Added support for multiple locators for use with leashes for rendering multiple ropes between two entities.
  • 加入了对多个定位器的支持,用于在两个实体之间渲染多条栓绳。
    • "multi_lead_n":
    • multi_lead_n
      • where n = {1, 2, 3, 4} defines locators when the entity is leashed to a different entity.
      • 其中 n = {1, 2, 3, 4},指定实体被不同实体拴住时栓绳的位置。
      • Used if and only if it has a corresponding "multi_lead_hold_n" and the number n is equal on the two entites.
      • 当且仅当有相应的 multi_lead_hold_n 并且两个实体上的数量 n 相等时使用。
    • "multi_lead_hold_n"
    • multi_lead_hold_n
      • Where n = {1, 2, 3, 4} defines locators where the entity is leashing a different entity.
      • 其中 n = {1, 2, 3, 4},指定实体拴住不同实体时栓绳的位置。
      • Used if and only if it has a corresponding "multi_lead_n" and the number n is equal on the two entites.
      • 当且仅当有相应的 multi_lead_n 并且两个实体上的数量 n 相等时使用。
    • "lead"
    • lead
      • is set to origin if it is not defined in the geo.
      • 如果未在模型文件中定义,则设置为原点。
    • "lead_hold"
    • lead_hold
      • is set to origin if it is not defined in the geo.
      • 如果未在模型文件中定义,则设置为原点。

ITEMS
物品


  • Bundles' open icons are now specified via IconItemComponent . This addresses the issue where a missing texture would appear for an opened custom Bundle. Bundle icon paths have also now be separated into unique keys in item_texture.json .
  • 现在需要通过 IconItemComponent 指定打开的收纳袋的纹理,解决了打开自定义收纳袋时会出现缺失纹理的漏洞。在 item_texture.json 中,收纳袋图标的路径现在也被分成了独立的键。

MOLANG
MOLANG


  • Added 'query.has_any_leashed_entity_of_type' which takes a list of entity identities and checks if the actor has any of the listed entities leashed. Available on both the client and the server.
  • 加入了 query.has_any_leashed_entity_of_type,接受一个实体 ID 的列表,检查实体是否拴着任何列出的实体。在客户端和服务器上都可用。
    • Usage: "query.has_any_leashed_entity_of_type( 'minecraft:sheep', 'minecraft:creeper' )"
    • 用法:query.has_any_leashed_entity_of_type('minecraft:sheep', 'minecraft:creeper')

TECHNICAL EXPERIMENTAL UPDATES
技术性实验性更新



API
API



@MINECRAFT/SERVER 2.0.0-BETA

@MINECRAFT/SERVER 2.0.0-BETA


  • Added CustomCommandOrigin to custom command script callback.
  • 为自定义命令的脚本回调加入了 CustomCommandOrigin
  • Added CustomCommandSource enum.
  • 加入了 CustomCommandSource 枚举。
  • Renamed CustomCommandPermissionLevel to CommandPermissionLevel .
  • CustomCommandPermissionLevel 重命名为 CommandPermissionLevel
  • Renamed CustomCommandParamType.Position to CustomCommandParamType.Location
  • CustomCommandParamType.Position 重命名为 CustomCommandParamType.Location
  • BlockCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
  • 对于自定义组件 V2 实验性玩法,在 2.0.0-beta 中,BlockCustomComponent 现在接受一个可选的 CustomComponentParameters 对象,作为事件回调的第二个参数
  • CustomComponentParameters added to 2.0.0-beta
  • CustomComponentParameters 加入到 2.0.0-beta
    • params property added to CustomComponentparameters to 2.0.0-beta
    • 在 2.0.0-beta 中,将 params 属性加入到 CustomComponentparameters
  • ItemCustomComponent now take an optional CustomComponentParameters object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta
  • 对于自定义组件 V2 实验性玩法,在 2.0.0-beta 中,ItemCustomComponent 现在接受一个可选的 CustomComponentParameters 对象,作为事件回调的第二个参数
  • EntityFrictionModifierComponent has been changed to read-only in version 2.0.0-beta
  • 在 2.0.0-beta 版中,EntityFrictionModifierComponent 已被更改为只读

@Mincraft/SERVER-ADMIN
@Mincraft/SERVER-ADMIN


  • Added AsyncPlayerJoinBeforeEvent
  • 加入了 AsyncPlayerJoinBeforeEvent
    • Added beforeEvents.asyncPlayerJoin, AsyncPlayerJoinBeforeEvent, and AsyncPlayerJoinBeforeEventSignal to allow creators to delay players joining the world.
    • 加入了 beforeEvents.asyncPlayerJoin AsyncPlayerJoinBeforeEventAsyncPlayerJoinBeforeEventSignal,允许创作者延迟玩家加入世界的时间。
    • AsyncPlayerJoinBeforeEventSignal.subscribe is different than other events because the callback it accepts returns a promise. Once the promise is resolved, the player will join the world, or if the promise is rejected the player will be disconnected without joining the server. The player will be at the loading screen while the promise is pending.
    • AsyncPlayerJoinBeforeEventSignal.subscribe 与其他事件不同,因为它接受的回调返回一个承诺(Promise)。一旦承诺(Promise)被解决(Resolved),玩家将加入世界,或者如果承诺(Promise)被拒绝(Rejected),玩家将被断开连接而不加入。玩家将在承诺(Promise)未完成(Pending)时在加载界面等待。

BLOCKS
方块


  • When Custom Components V2 experiment is enabled, minecraft:custom_components component is deprecated in 1.21.80 and higher format versions
  • 启用“自定义组件 V2”实验性玩法时,minecraft:custom_components 组件在 1.21.80 和更高的格式版本中被弃用
  • When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:
  • 启用“自定义组件 V2”实验性玩法时,自定义组件被扁平化,与其他组件内联。在 1.21.80 或更高的格式版本中允许传递参数。示例:
代码:
"components": {
  "example_namespace:example_component": {
    "someParam": 3,
    "anotherParam": "test"
  }
}
CAMERAS
相机


  • Changed approach for the easing between moving targets under the Experimental Creator Camera Features toggle
  • 改变了在“创作者相机功能”实验性玩法中,移动的目标之间的缓动方式

EXPERIMENTS
实验性玩法


  • Added Custom Components V2 experiment
  • 加入了“自定义组件 V2”实验性玩法

GRAPHICAL
图像


  • Added a new lighting model for clouds in the Deferred Technical Preview. The lighting parameters can not be configured at this time.
  • 在延迟技术预览中加入了一个新的云光照模型。目前无法配置照明参数。
  • Increased the range of cloud rendering in the Deferred Technical Preview.
  • 在延迟技术预览中增加了云渲染的范围。
  • Added pixelated reflections to the Deferred Technical Preview. This new effect will cause reflections to align to the texel grid of textures in the world.
  • 在延迟技术预览中加入了像素化反射。这个新效果将使反射与世界上的纹理网格对齐。
  • Added pixelated shadows to the Deferred Technical Preview.
    This new effect can be controlled with the new shadows JSON schema, "shadows/global.json". This file adds new settings that control the style of shadows in the game. Available parameters are "shadow_stlye", which can be "soft_shadows" or "blocky_shadows", and "texel_size" . "soft_shadows" are the default style, while "blocky_shadows" results in shadows that are pixelated in appearance. When "blocky_shadows" are enabled, "texel_size" controls the size of the pixelation effect. "texel_size" should be equivalent to the block texture size in order to achieve a one to one mapping between the pixels in a texture and the pixelated effect created by enabling "blocky_shadows", but this is not required. An example version of what "shadows/global.json" could look like is as follows:
  • 在延迟技术预览中加入了像素化阴影。
    这个新效果可以通过新的 shadows JSON 模式文件“shadows/global.json”来控制。这个文件加入了控制游戏中阴影风格的新设置。可用的参数有 shadow_style,可以是 soft_shadowsblocky_shadows;还有 texel_sizesoft_shadows 是默认风格,而 blocky_shadows 产生像素化阴影。blocky_shadows 启用时,texel_size 控制像素化效果的大小。texel_size 应与方块纹理大小相等,以便实现纹理中的像素与启用 blocky_shadows 所创建的像素化效果之间的一对一映射,但是这不是必需的。shadows/global.json 的示例如下:
代码:
{
  "format_version": "1.21.80",
  "minecraft:shadow_settings": {
    "shadow_style": "blocky_shadows",
    "texel_size": 16
  }
}
ITEMS
物品


  • When Custom Components V2 experiment is enabled, minecraft:custom_components component is deprecated in 1.21.80 and higher format versions
  • 启用“自定义组件 V2”实验性玩法时,minecraft:custom_components 组件在 1.21.80 和更高的格式版本中被弃用
  • When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:
  • 启用“自定义组件 V2”实验性玩法时,自定义组件被扁平化,与其他组件内联。在 1.21.80 或更高的格式版本中允许传递参数。示例:
代码:
"components": {
  "example_namespace:example_component": {
    "someParam": 3,
    "anotherParam": "test"
  }
}


【Cat_Anchor 译自feedback.minecraft.net 2025 年 4 月 3 日发布的 Minecraft Beta & Preview - 1.21.80.25
【本文排版借助了:SPXXMB 用户脚本 v3.2.5】



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