• 「7周年限定勋章」正式上线!4/5/6周年的纪念勋章也限时返场了噢~【点我去看看】

更新报告 Minecraft Java版 1.21.2 - 勇气之袋 发布

  • 主题发起人 主题发起人 DHDCC
  • 开始时间 开始时间
包含Minecraft Java版与基岩版的更新内容报告。不包含版本预告。
|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


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Minecraft: Java Edition 1.21.2 - Bundles of Bravery
Minecraft:Java 版 1.21.2 - 勇气之袋

BUNDLES OF BRAVERY OUT NOW FOR JAVA
勇气之袋更新 现已推出 Java 版


我们现在发布了 Java 版的 勇气之袋更新 ,其中包含节省空间的收纳袋,并为 Realms 添加了极限模式!
This game drop is all about embarking on a new adventure, collecting everything you can along the way, and definitely not dying. Together with these additions, we've also added baby variants of Dolphins and Squids, given Redstone Torches an updated look, optimized the game, and fixed over 300 bugs! To top it off, there's also a heap of technical changes, bringing even more control to creators.
这个游戏更新是关于开始新的冒险,沿途收集你能收集的一切,而且绝对不会死。除了这些新增功能外,我们还添加了海豚和鱿鱼的变体,更新了红石火把的外观,优化了游戏,并修复了 300 多个错误!最重要的是,还有一大堆技术变化,为创作者带来了更多的控制权。

Goodness, that was a lot, wasn't it? Perhaps we should've stuffed it all into a Bundle?
天哪,那可是很多,不是吗?也许我们应该把它们都塞进一个 收纳袋 里?​

:本文所有图片来自官网

NEW FEATURES
新特性


  • Added Bundles
  • 添加收纳袋
1729847791703.png
各种不同染色的捆扎躺在森林的草地上。

BUNDLES
收纳袋


  • A Bundle is an item that can pack different items together into the same stack
  • 收纳袋 (Bundle) 是一种可以将不同物品打包到同一堆栈中的物品
  • A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
  • 一个收纳袋只能容纳一组(通常为 64 件物品),但它可以是许多不同物品类型的混合
  • You can insert items into a Bundle directly in the inventory
  • 您可以直接将物品插入到物品栏中的收纳袋中
  • Bundles have a tooltip that shows the items inside
  • 收纳袋有一个工具提示,显示其中的物品
    • If a Bundle has less than 12 item types inside, the tooltip will show all of them
    • 如果收纳袋内的物品类型少于 12 种,工具提示将显示所有物品类型
    • Otherwise, the tooltip will show the top three rows of items (at least 8 item types) and the others will be hidden below
    • 否则,工具提示将显示前三行项目(至少 8 个项目类型),其他项目将隐藏在下面
  • You can select any of the visible items to pull out of the Bundle
  • 您可以选择任何可见的项目以从 收纳袋 中提取
    • Right-click to take the first item
    • 右键单击以选取第一项
    • Use the scroll wheel to select a different item, then right-click to take it
    • 使用滚轮选择其他项目,然后右键单击以将其选中
  • When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
  • 选择要删除的物品时,收纳袋 图标会显示该物品从 收纳袋中弹出
  • When holding a Bundle in hand, you can empty items onto the ground by right-clicking or holding right-click
  • 当手握 收纳袋 时,您可以通过右键单击或按住右键来清空地上的物品
  • The Bundle is crafted with one String above one Leather
  • 收纳袋由线和皮革合成。
  • The controls have changed from the original prototype:
  • 控件与原始原型不同:
    • Use left-click to put an item into a Bundle
    • 使用左键将物品放入 收纳袋中
    • Use right-click to remove the top item type from a Bundle
    • 右键单击可删除收纳袋中排名靠前的物品类型
    • When the Bundle tooltip is visible, use the mouse wheel to select a different item type, then use right-click to remove it
    • 当收纳袋工具提示可见时,使用鼠标滚轮选择不同的物品类型,然后右键单击将其删除
1729847809250.png
亚历克斯站在一座鹅卵石房子的门廊上,伸出双臂,手里拿着一个粉红色的染色包,把它献给站在屋外碎石路对面的阿里。

CHANGES
改动


  • Enabled hardcore mode for Realms
  • 为 Realms 启用了极限模式
  • Updated the world creation screen for Realms
  • 更新了 Realms 的世界创建界面
  • Trial Chambers have been updated with new variations
  • Trial Chambers 已更新为新型号
  • Added baby versions of Dolphins, Squids, and Glow Squids
  • 添加了海豚、鱿鱼和发光鱿鱼的小版本
  • Added Salmon variants
  • 添加了鲑鱼变体
  • Sneaking while bouncing on a Slime Block will no longer cause fall damage
  • 在史莱姆块上弹跳时潜行不再造成掉落伤害
1729848206456.png
Zuri 正在偷偷摸摸地爬上一排粘液块,而 Efe 则落在更远一点的另一排粘液块上,因为它们没有偷偷摸摸地弹跳。在石块下面有一个熔岩和岩浆块池。
  • Tweaks to existing Blocks, Items and Entities
  • 调整现有块、项目和实体
  • Thrown Ender Pearls now load and tick chunks
  • 投掷的末影珍珠现在可以加载和更新区块
  • Banner Pattern items have new names and icons
  • 横幅图案项目具有新名称和图标
  • Redstone Torches have been given a new look to give them a unique and distinctive identity
  • 红石火把被赋予了新的外观,赋予了它们独特而鲜明的身份
1729848224255.png
Zuri 和 Efe 正在看着一台奇特的机器,推动不同颜色的混凝土粉末。在前景中,新的红色石制火把模型在机器启动时亮起
  • Added two new Banner Patterns: Field Masoned, and Bordure Indented
  • 添加了两个新的横幅图案:Field Masoned 和 Bordure Indented
  • The distance that Bees fly as well as the cooldowns between Bee behaviors have been tweaked
  • 调整了蜜蜂的飞行距离以及蜜蜂行为之间的冷却时间
  • Raider spawn logic has been updated
  • 掠夺者生成逻辑已更新
  • Smithing Template items are now named after their template type instead of the generic "Smithing Template" name
  • 锻造模板项目现在以其模板类型命名,而不是通用的“锻造模板”名称
    • They instead specify that they are a Smithing Template through a subtitle in the hover text
    • 相反,它们通过悬停文本中的副标题指定它们是锻造模板
  • Equipping a Carved Pumpkin on your head now removes the player marker from other players' maps
  • 现在在头上装备雕刻南瓜会从其他玩家的地图上移除玩家标记
  • Various items and blocks have had their assigned rarities changed
  • 各种物品和方块的稀有度都发生了变化
  • Introduced new accessibility features
  • 引入了新的辅助功能
  • The game will now limit the maximum frame rate when it is minimized or when the player is AFK
  • 游戏现在将在最大帧速率最小化或玩家挂机时限制最大帧速率
    • A new video setting is introduced to configure this behavior
    • 引入了新的视频设置来配置此行为
  • Improvements to the game's performance
  • 游戏性能的改进
  • Added language support for Tzotzil, Belarusian (Latin), and High Norwegian
  • 添加了对 Tzotzil、白俄罗斯语(拉丁语)和高地挪威语的语言支持
  • Throwing items out of your inventory very quickly in creative mode is now throttled
  • 在创造模式下快速从物品栏中扔出物品现在会受到限制

REALMS
REALMS


  • Now uses the normal, fully-featured world creation screen
  • 现在使用正常的、功能齐全的世界创建界面
    • Enables game rule customization
    • 启用游戏规则自定义
    • Enables data pack customization
    • 启用数据包自定义
  • The game mode for the last active world on a Realm will now be visible on the main Realms screen if applicable
  • Realm 上最后一个活动世界的游戏模式现在将在 Realms 主屏幕上可见(如果适用)

HARDCORE MODE
极限模式


  • Hardcore mode is now available in Realms
  • 极限模式现已在 Realms 中推出
  • It is accessible when creating a new world or recreating an existing one
  • 创建新世界或重新创建现有世界时可以访问它
1729848329706.png
玩家在平原村庄前被僵尸图书管理员袭击。

TWEAKS TO BLOCKS, ITEMS AND ENTITIES

对 block、items 和 entities 的调整​

  • Wolves can now also be fed Cod, Cooked Cod, Salmon, Cooked Salmon, Tropical Fish, Pufferfish and Rabbit Stew
  • 狼现在也可以喂食鳕鱼、熟鳕鱼、鲑鱼、熟鲑鱼、热带鱼、河豚和炖兔子
  • Bats can now spawn at any height, not just below sea level, as long as it is dark enough and there is a solid block to spawn on
  • 蝙蝠现在可以在任何高度生成,而不仅仅是低于海平面,只要它足够暗并且有固体方块可以生成
  • Breeze no longer have a minimum distance required to attack a target
  • 旋风人不再有攻击目标所需的最小距离
  • The portal cooldowns of vehicles and projectiles have been tweaked
  • 调整了载具和飞行物的传送门冷却时间
    • After using a Nether Portal, Minecarts and Boats now only need to leave the portal for 0.5 seconds to use a portal again (down from previous 15 seconds)
    • 使用下界传送门后,矿车和船现在只需要离开传送门 0.5 秒即可再次使用传送门(之前为 15 秒)
    • After using a Nether Portal, projectiles such as Ender Pearls and Arrows now only need to leave the portal for 2 ticks to use a portal again (down from previous 15 seconds)
    • 使用下界传送门后,诸如末影珍珠和箭之类的射弹现在只需要离开传送门 2 刻即可再次使用传送门(之前为 15 秒)
  • Projectiles such as Arrows, Tridents and Fishing Bobbers now bounce off the world border if hit
  • 射弹(如箭、三叉戟和钓鱼浮标)现在会被击中时从世界边界反弹
  • Being killed by a Mace smash attack now shows a new death message
  • 被重锤砸击杀死现在会显示新的死亡讯息
  • Added unique block sounds to the Monster Spawner block
  • 为刷怪笼添加了独特的块音效
  • Enchanted Shields now have the same reduced glint as enchanted armor
  • 附魔盾现在和附魔盔甲一样降低闪光
  • Items that convert to another item after consumption will no longer do so in creative mode
  • 使用后转化为其他物品的物品在创造模式中将不再如此
    • For example, a Honey Bottle will no longer add a Glass Bottle to your inventory when consumed in creative mode
    • 例如,在创造模式下使用蜂蜜瓶时,玻璃瓶不再会添加到你的物品栏中
  • Suspicious Stew recipes are now shown in the Recipe Book
  • 迷之炖菜食谱现在会显示在食谱书中
  • Shulker Box coloring recipes are now shown in the Recipe Book
  • 潜影盒着色配方现在会显示在配方书中
  • Shulker Box and Bundle coloring recipes no longer work when trying to apply a Dye to an item of the same color
  • 潜影盒和链束着色配方在尝试将染料应用于相同颜色的物品时不再有效

TRIAL CHAMBERS
试炼大厅


  • Added new variations to the hallways, including "Encounters": Short challenges leading to a larger chamber
  • 为走廊添加了新的变化,包括“相遇”:通往更大房间的简短挑战
  • Beds in intersections now have their colors randomized
  • 交叉路口的床现在具有随机颜色
  • Replaced the empty Chests at the entrance of chamber with a Hopper and Barrel
  • 将房间入口处的空箱子替换为漏斗和桶

NEW MOB VARIATION
新的生物变体


  • Added baby versions of Dolphins, Squids, and Glow Squids
  • 添加了海豚、鱿鱼和发光鱿鱼的婴儿版本
    • Squid Spawn Eggs will only spawn adult Squids
    • 鱿鱼刷怪蛋只会生成成年鱿鱼
    • There is a 5% chance of Squids spawned in groups in the wild to be a baby
    • 在野外成群生成的鱿鱼有 5% 的几率是婴儿
  • Salmon may now spawn as Small, Medium (current size), or Large
  • 鲑鱼现在可以生成为小、中(当前大小)或大
1729848756204.png
从水下,透过峡谷仰望天空,我们可以看到小荧光鱿鱼和小海豚在周围游来游去

ENDER PEARL CHUNK LOADING

末影珍珠区块加载​


  • Ender Pearls now ensure that the chunk they are in or travel into is always loaded and ticking
  • 末影珍珠现在确保它们所在的区块或进入的区块始终处于加载状态并不断更新
    • They also load chunks when crossing to a new dimension
    • 它们还会在穿越到新维度时加载块
    • This ensures that Ender Pearls can always land, and makes cross-dimensional Ender Pearl travelling more predictable
    • 这确保了末影珍珠始终可以降落,并使跨维度末影珍珠的旅行更加可预测
  • Ender Pearls now unload when a player logs out, and reappear whenever that player logs back in, similar to how ridden entities currently behave
  • 末影珍珠现在会在玩家注销时卸载,并在玩家重新登录时重新出现,类似于被骑乘的实体当前的行为方式
1729849010165.png
一股末影珍珠流在下界深红色森林中的两个下界传送门之间飞行。

BANNER PATTERNS
旗帜图案

  • Each Banner Pattern item now includes their pattern type in their name instead of as a subtitle
  • 现在,每个旗帜图案的名称中都包含其图案类型,而不是作为副标题e
    • Unique item textures have been added to better distinguish each pattern type
    • 添加了独特的物品纹理以更好地区分每种图案类型
  • The following Banner Patterns have been added:
  • 添加了以下旗帜图案:
    • Field Masoned
    • Field Masoned
      • Crafted with Paper and Bricks
      • 用纸和砖块制作
    • Bordure Indented
    • Bordure Indented
      • Crafted with Paper and Vines
      • 用纸和藤蔓制作
  • The Bricks and Curved Border patterns in the Loom can no longer be accessed without the above Banner Patterns
  • 如果没有上述横幅图案,则无法再访问 Loom 中的 Bricks 和 Curved Border 图案

BEE BEHAVIOR

蜜蜂​


  • Bees now wander around randomly for less time after exiting a nest/hive
  • 蜜蜂现在在离开蜂巢/蜂巢后随机四处游荡的时间更短
  • A Bee with a known nest or hive will now stay closer to it, reducing the distance it travels and reducing the risk of getting lost
  • 拥有已知巢穴或蜂巢的蜜蜂现在会离它更近,从而减少了它的移动距离并降低了迷路的风险
  • Significantly increased the amount of time a Bee can take to return to a known nest/hive before it gives up trying to return home
  • 显著增加了蜜蜂在放弃尝试返回家园之前返回已知巢穴/蜂巢所需的时间
  • Bees are now a lot less likely to get stuck when on corners or when close to a nest/hive they are trying to return to
  • 蜜蜂现在在角落或靠近它们试图返回的巢穴/蜂巢时卡住的可能性要小得多
  • Bees are also now a lot less likely to try and pathfind to a flower that it cannot reach
  • 蜜蜂现在也不太可能尝试找到它无法触及的花朵

RAIDER SPAWNING

掠夺者生成​


  • A triggered raid will no longer start if the Raiders cannot find a place to spawn within a reasonable distance of the village they are trying to raid
  • 如果掠夺者在他们试图袭击的村庄的合理距离内找不到生成地点,则触发的袭击将不再开始
  • In order for a Raid to start, Raiders must now find a place to spawn no more than 96 blocks vertically above or below the Village center
  • 为了开始袭击,掠夺者现在必须找到一个在村庄中心垂直上方或下方不超过 96 个方块的地方生成
  • It is now much less likely for Raiders to not find a valid place to spawn when raiding
  • 现在,掠夺者在袭击时找不到有效的生成地点的可能性要小得多

USER INTERFACE
用户界面


  • The Recipe Book now repeats the last selected recipe when a "selected" key is pressed (space or either enter key)
  • 现在,当按下“选定”键(空格键或回车键)时,食谱簿会重复上次选择的配方
  • Updated slot highlight in the UI so that the item texture has better visibility
  • 更新了 UI 中的槽位高亮显示,以便物品纹理具有更好的可见性
    • The previous textures have been added to Programmer Art resource pack
    • 之前的纹理已添加到 Programmer Art 资源包中
  • Tweaked air bubbles UI
  • 调整了气泡 UI
    • Added an empty state for air bubbles along with a wobble when the player is drowning
    • 为气泡添加了空状态,并在玩家溺水时出现晃动
    • Added a popping sound when the bubbles pop in the UI
    • 添加了气泡在 UI 中弹出时的爆裂声

RARITY
稀有


  • Rarity is a set of categories which determine the color used to display the name of an item or block
  • 稀有度是一组类别,用于确定用于显示物品或方块名称的颜色
    • It has no gameplay impact, but is used to signal how difficult something is to obtain
    • 它对游戏没有影响,但用于表示获得某样东西的难度
    • By default, unless specified otherwise, all items and blocks have a rarity of Common which displays their name in the color white
    • 默认情况下,除非另有说明,否则所有物品和方块的稀有度均为普通,其名称以白色显示
  • We have re-evaluated the rarity of all items and blocks in the game to more accurately reflect the current challenge of obtaining them, given the following guidelines:
  • 我们重新评估了游戏中所有物品和物块的稀有度,以更准确地反映当前获得它们的挑战,具体准则如下:
    • Items and blocks become more rare depending on the following factors:
    • 物品和物块会变得更加稀有,具体取决于以下因素:
      • The chance of finding it in a loot table, including mob drops
      • 在战利品表上找到它的几率,包括生物掉落
      • The amount of travelling required to obtain it
      • 获得它所需的旅行量
      • The difficulty of any obstacle which must be overcome to obtain it
      • 获得它必须克服的任何障碍的困难
      • The possible amount of that item or block which exists in the world
      • 该物品或方块在世界中的可能数量
    • Any item or block which can be crafted must inherit the highest rarity of its crafting ingredients
    • 任何可以制作的物品或物块都必须继承其制作材料的最高稀有度
      • For example, a Mace has an Epic rarity because one of its ingredients (the Heavy Core) has an Epic rarity
      • 例如,锤子具有史诗稀有度,因为它的其中一种材料(重核)具有史诗稀有度
      • Likewise, any crafted item which has only Common crafting ingredients must also be Common
      • 同样,任何只有普通制作材料的物品也必须是普通
  • The lists below detail the items and blocks which have changed to that rarity category
  • 下面的列表详细说明了已更改为该稀有度类别的物品和块

COMMON
普通


  • End Crystal
  • 末地水晶
  • Golden Apple
  • 金苹果

UNCOMMON

罕见​


列表请前往原帖查看

ACCESSIBILITY
辅助功能


  • Added an accessibility option to make targeted block's outlines more visible
  • 添加了一个辅助功能选项,使目标块的轮廓更加明显

HIGH CONTRAST RESOURCE PACK
高对比度材质包


Added the following high contrast textures:
添加了以下高对比度纹理:

  • Frame and background textures for tooltips
  • 工具提示的框架和背景纹理
  • Slot background and highlight textures for the Bundle tooltip
  • 为 收纳袋提示插入背景和高亮纹理

INACTIVITY FPS LIMIT

挂机 FPS 限制​


  • The game will now limit the maximum frame rate in certain situations
  • 游戏现在将在某些情况下限制最大帧速率
  • These situations are controlled by a new Video Setting: Reduce FPS when
  • 这些情况由新的视频设置控制:Reduce FPS when
  • Possible options are:
  • 可能的选项包括:
    • Mimimize
    • 最小化
      • Limits frame rate to 10 FPS only when the game window is minimized
      • 仅在游戏窗口最小化时将帧速率限制为 10 FPS
    • AFK
    • 挂机
      • Limits frame rate to 30 FPS when the game is not getting any player input for more than a minute
      • 将帧速率限制为 30 FPS,当游戏超过一分钟未收到任何玩家输入
      • Further limits to 10 FPS after 9 more minutes of no input
      • 再无输入时间 9 分钟后,进一步限制为 10 FPS
      • Also limits to 10 FPS when the game window is minimized
      • 当游戏窗口最小化时,也限制为 10 FPS
  • The default is AFK
  • 默认值为 挂机

PERFORMANCE

性能​


  • Frame rate has been improved when using higher render distances
  • 使用更高的渲染距离时,帧速率已得到改进
    • Significantly reduced the performance impact when turning the camera
    • 显著降低了转动摄像机时对性能的影响
  • The performance of the server (tick rate) has been improved when using higher render distances
  • 使用更高的渲染距离时,服务器的性能已得到改进
    • Furthermore, the impact of loading and generating chunks on tick rate has been reduced
    • 此外,还降低了加载和生成区块对 tick 率的影响

PLAYER SAFETY

玩家安全​



SKIN REPORTING

皮肤报告​


  • Added reporting reason "Sexually inappropriate"
  • 添加了新的举报原因
  • Removed reason "Defamation" for skins due to lack of relevance
  • 删除了由于缺乏相关性而对皮肤进行“诽谤”的原因
  • Removed reason "Threat of harm to others" due to already being covered by "Harassment or bullying" reporting reason
  • 删除了“威胁伤害他人”的原因,因为原因已经包含在“骚扰或欺凌”举报原因中

NAME REPORTING

名称报告​


  • Added a text label above the description box to clarify that only the name of the player is subject to the report
  • 在描述框上方添加了一个文本标签,以阐明只有玩家的姓名受举报的约束

TECHNICAL CHANGES
技术性更新


请前往原帖查看

EXPERIMENTAL FEATURES

实验性功能​


The following changes only apply when their respective Experiment is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
以下更改仅在各自的 Experiment 打开时适用,无论是通过激活相应的 Experiment 数据包,还是在创建世界时在 Experiments 屏幕中打开它。

These experiments have no effect unless enabled. You can find more information about Feature Toggles here .
除非启用,否则这些实验不会产生任何效果。您可以在此处找到有关 Feature Toggles 的更多信息


WINTER DROP

冬季小更新


  • Added Pale Garden Biome, Pale Oak tree, Pale Moss block, Pale Moss carpet, Pale Hanging Moss and Pale Oak woodset
  • 添加了苍白花园生物群落、苍白橡树、苍白苔藓块、苍白苔藓地毯、苍白挂苔藓和苍白橡木套
  • Added Creaking mob, Creaking Spawn Egg and Creaking Heart block
  • 加入了嘎枝生物、嘎枝的刷怪蛋和 嘎枝的心 方块

PALE GARDEN

苍白花园​


Pale Garden is a biome variation of Dark Forest. Unique features:
苍白花园是黑暗森林的生物群落变体。独特功能:

  • Pale Oaks generate here
  • 苍白橡树在此处生成
  • Pale Moss blocks/carpet generate on the ground here
  • 苔藓块/地毯会生成在这里的地面上
  • Hanging Pale Moss generate hanging from the foliage of Pale Oaks
  • 悬挂苔藓 (Hanging Pale Moss) 会在苍白橡树的树叶上生成
  • Animal mobs do not spawn naturally in Pale Gardens
  • 动物生物不会在苍白花园中自然生成
  • New biome specific ambient sounds
  • 新的生物群落特定环境声音
  • Creaking Heart block can generate in Pale Oaks
  • 嘎枝的心块可以在苍白橡树中生成

PALE OAK TREE
苍白橡树

  • Pale Oak Leaves drop Pale Oak Saplings that can be planted in a 2x2 configuration to grow Pale Oak trees
  • 苍白橡树会掉落苍白橡树树苗,可以以 2x2 的配置种植来种苍白橡树
  • Pale Oak Logs can be crafted into the Pale Oak woodset:
  • 苍白橡木原木可以制作成苍白橡木具

PALE MOSS BLOCK

苍白苔藓块​


Pale Moss block generates naturally in the Pale Garden biome
苍白苔藓块在苍白花园生物群落中自然生成


浅苔藓地毯​


Pale Moss block generates naturally in the Pale Garden biome. Unique features:
苍白苔藓块在苍白花园生物群系中自然生成。独特功能:

  • When placed, Pale Moss Carpet grows up to two blocks on the solid faces of any block that borders it
  • 放置后,苍白苔藓地毯会在任何与其接壤的物块的实心面上长到两个物块
  • Pale Moss Carpet can be bone mealed to grow to full on all solid faces of any block that borders it
  • 苔藓地毯可以被骨粉粉化,使其在任何与其接壤的物块的所有实心面上长得满满的
PALE HANGING MOSS

苍白悬苔​


Pale Hanging Moss generates naturally in the Pale Garden biome under the foliage of Pale Oaks
苍白吊苔藓在苍白花园生物群落中自然生成,位于苍白橡树的树叶下

  • Pale Hanging Moss does not grow randomly, but can be bone mealed to grow down
  • 苍白悬苔不是随机生长的,但可以用骨粉长下来

CREAKING MOB
嘎枝

The Creaking mob spawns at night in the Pale Garden biome if there is a Creaking Heart block that has been generated in a Pale Oak tree. Gameplay features:
嘎枝生物会在苍白花园生物群系中生成,前提是在苍白橡树上生成了嘎枝的心形物块。游戏特色:

  • Creaking will activate if a surivival or adventure mode player is within 12 blocks of it and looks at it
  • 如果生存模式或冒险模式的玩家在 12 个方块范围内并看着它,嘎枝就会激活
  • Creaking stays active while there is a survival or adventure mode player within 32 blocks of it
  • 嘎枝在其 32 格内有生存或冒险模式玩家时保持激活状态
  • An activated Creaking will not move if a survival or adventure player is looking at it
  • 如果生存或冒险玩家正在看着已激活的嘎枝不会移动
  • Creaking is invulnerable to damage
  • 嘎枝不受伤害
  • Creaking has fire resistance
  • 嘎枝具有耐火性
  • When hit by players, a particle trail is shown between the Creaking and the Creaking Heart block it is connected to
  • 当被玩家击中时,在嘎枝和它所连接的嘎枝心方块之间会显示一条粒子尾迹
  • When the Creaking Heart block that the Creaking is connected to is destroyed, the Creaking is removed
  • 当嘎枝所连接的嘎枝的心方块被摧毁时,嘎枝会被移除
  • Is not affected by light levels but spawns and despawns based on the day/night cycle
  • 不受光照水平的影响,但会根据昼夜循环生成和消失
  • Creaking cannot enter Boats
  • 嘎枝无法进入船只
  • 嘎枝之心生成的嘎枝无法穿过传送门
  • The Creaking Spawn Egg will spawn a Creaking mob that is not connected to a Creaking Heart. This form of Creaking:
  • 嘎枝的刷怪蛋会生成一个没有连接到嘎枝的心的吱吱作响的生物。这种形式的嘎枝:
    • May also be spawned through commands
    • 也可以通过命令生成
    • Will persist through day and night, and loads and saves
    • 将持续到白天和黑夜,并加载和保存
    • Is fire-resistant
    • 抗火
    • Takes damage from attacks and other damage sources
    • 受到来自攻击和其他伤害来源的伤害
    • Has one point of health (half a heart)
    • 拥有 1 点生命值(半颗心)
  • A Creaking summoned from the Creaking Heart cannot be spawned with a spawn egg, nor can it be named with a Name Tag or summoned with commands
  • 从嘎枝之心中召唤的嘎枝不能用刷怪蛋生成,也不能用名称标签命名或用命令召唤
    • It can only exist as a part of the Creaking Heart block
    • 它只能作为嘎枝之心块的一部分存在
  • Players wearing a Carved Pumpkin on their head can look at Creaking without it freezing in place
  • 头上戴着雕刻南瓜的玩家可以看到嘎枝,而不会冻结在原地
1729851276618.png
一个吱吱作响的人站在苍白花园里看着玩家。

CREAKING HEART

嘎枝的心​


A Creaking Heart is a “living” block generating in Pale Oak trees, covered on all sides by Pale Oak wood logs. It can spawn a Creaking mob when it is nighttime, and it is placed between two correctly aligned Pale Oak Logs.
嘎枝的心(A Creaking Heart)是在淡橡树上生成的一个“活的”方块,四面都覆盖着淡橡树原木。它可以在夜间生成嘎枝生物,并放置在两个正确对齐的苍白橡木原木之间。

  • Is active during the night and dormant during the day
  • 夜间活跃,白天休眠
  • Sends a trail of particles towards the connected Creaking when the Creaking gets hit by the player
  • 当嘎枝被玩家击中时,向连接的嘎枝发送粒子尾迹
  • When Creaking Heart block is destroyed, the connected Creaking is removed
  • 当 嘎枝的心方块被摧毁时,连接的嘎枝会被移除
  • Comparators attached to the Creaking Heart block will output a signal strength dependent on the distance to the connected Creaking
  • 当嘎枝的心方块被摧毁时,连接的嘎枝会被移除

NEW SYSTEM FOR PALE GARDEN AMBIENT SOUNDS

苍白花园环境声音的新系统​


Ambient sounds in the Pale Garden biome do not come from the biome settings, but are generated by blocks found in the biome.
苍白花园生物群落中的环境声音并非来自生物群落设置,而是由生物群系中的物块产生。

  • Pale Hanging Moss emits subtle atmospheric sounds when it is attached to Pale Oak Logs and Pale Oak Leaves
  • 苍白吊苔藓 当附着在苍白橡树原木和苍白橡树叶上时,会发出微妙的大气声音
  • Creaking Heart block emits a set of eerie sounds when it is active during the night and surrounded by Logs on all sides
  • 嘎枝的心形块在夜间活动时会发出一组怪异的声音,并且四面都是原木

REDSTONE EXPERIMENTS

红石实验​


Added a new Experiment containing various Redstone-related changes. This can be enabled by selecting "Redstone Experiments" in the Experiments menu when creating a world.
添加了一个包含各种与红石相关的更改的新实验。这可以通过在创建世界时在实验菜单中选择“红石实验”来启用。

Please note that the experimental features behind this toggle are not aimed at any future release at this time.
Instead, this is a place for us to try out changes and gather feedback.
We are excited to hear what you think about these changes: please share your feedback on the feedpack page .

请注意,此切换开关背后的实验性功能目前不针对任何未来版本。
相反,这是我们尝试更改和收集反馈的地方。
我们很高兴听到您对这些更改的看法:请在 Feedpack 页面上分享您的反馈。

REDSTONE WIRE

红石线​


  • The performance impact of Redstone wire (connected blocks of Redstone Dust) has been improved
  • 红石线(相连的红石粉方块)的性能影响已得到改进
  • Redstone wire now only triggers block updates on blocks that may receive power from the wire
  • 红石线现在只触发可能从该线获得能量的方块的方块更新
  • Before a line of wire causes block updates, the new signal strength of all connected wires is set
  • 在一行导线导致块更新之前,会设置所有已连接导线的新信号强度
  • The update order around Redstone wire has been changed
  • 红石线的更新顺序已更改
    • The aim is to make wire work the same, independent of position and global orientation
    • 目的是使线材工作相同,不受位置和全局方向的影响
    • When possible the order is deterministic based on the context the updates are caused in
    • 目的是使线材工作相同,不受位置和全局方向的影响
    • When there is not enough context to fully determine the order, the rest is picked at random
    • 当没有足够的上下文来完全确定顺序时,其余的都是随机选择的
Developer's note: We know that randomness in Redstone is usually unwanted.
We've used it here because we've made things deterministic whenever it makes sense, and sometimes it just doesn't make sense - and we don't want some hidden state (like location-based hashes!) determining the order and making machines work differently at different coordinates or in different orientations.

开发者注:
我们知道 Redstone 中的随机性通常是不需要的。
我们在这里使用它,是因为只要有意义,我们就让事情变得确定性,有时它就是没有意义
我们不希望一些隐藏的状态来确定顺序,并使机器在不同坐标或不同方向上以不同的方式工作。



ORDER IN WHICH A LINE OF WIRE CHANGES

一行导线更改的顺序​


  • When a line of wire turns on, the wires closer to the power source will cause block updates first
  • 当一行线打开时,靠近电源的电线将首先导致块更新
  • When a line of wire turns off, the wires closer to where the power source was, will cause block updates first
  • 当一行线关闭时,靠近电源位置的电线将首先导致块更新
  • When two wires have the same distance to the power source, the one to the left in the direction of travel updates first
  • 当两根电线与电源的距离相同时,行进方向左侧的电线将首先更新
    • If there is not enough context to know the direction of travel (when the wire was powered from above or below), the side to update first is picked at random
    • 如果没有足够的上下文来了解行进方向(当电线从上方或下方供电时),则会随机选择首先更新的一侧
1729851634865.png
Ari 正在测试实验性的红石变化,他站在一台机器的中间,机器由四组两个活塞组成,每个活塞彼此相对。根据两者的动力源,最左边的活塞总是伸展,而与方向无关。

BLOCK UPDATES AROUND A WIRE

阻止线周围的更新​


  • The order in which blocks around the wire update is based on the direction the wire received an update from
  • 导线周围块更新的顺序取决于导线接收更新的方向
  • The order of the updates is: back, front, left, right, down, up
  • 更新的顺序为:后、前、左、右、下、上
  • When the updates are further distributed through solid blocks, the same order is applied there
  • 当更新通过实心块进一步分发时,相同的顺序将应用于

KNOWN ISSUES

已知问题​


As this experiment only changes Redstone wire, interactions with other components may not always act as expected, especially when it comes to update orders.
由于此实验仅更改红石线,因此与其他组件的交互可能并不总是按预期进行,尤其是在更新顺序方面。
The removal of excessive neighbor updates around wire affects behavior of Quasi-Connectivity based contraptions. We plan to address these issues at a later point.
删除线周围的过多邻居更新会影响基于 Quasi-Connectivity 的装置的行为。我们计划在以后解决这些问题。



MINECART IMPROVEMENTS

矿车改进​


Added a new Experiment containing various movement changes to Minecarts. This can be enabled by selecting "Minecart Improvements" in the Experiments menu when creating a world.
添加了一个新的实验,其中包含矿车的各种移动变化。这可以通过在创建世界时在 Experiments 菜单中选择 “Minecart Improvements” 来启用。

Our long term goal is to make vehicle travel, like Minecarts, a viable option for players compared to other late-game options which currently dominate most playstyles. To achieve this, we aim to make riding Minecarts a smooth experience, with consistent and predictable motion and rotation. With this feature toggle we are laying a foundation to build upon in the future. We are aware of that these changes will break some existing contraptions, which is why we want to collaborate with the community to shape the upgrade and future experience of riding Minecarts.
我们的长期目标是让载具旅行(如矿车)成为玩家的可行选择,而不是目前大多数游戏风格的其他后期选择。为了实现这一目标,我们的目标是让 Minecarts 的骑行体验更加流畅,具有一致且可预测的运动和旋转。通过此功能切换,我们正在为将来的构建奠定基础。我们知道这些变化会打破一些现有的装置,这就是为什么我们希望与社区合作来塑造乘坐矿车的升级和未来体验。

Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback.
请注意,此切换开关背后的实验性功能目前不针对任何未来版本。相反,这是我们尝试更改和收集反馈的地方。

We are excited to hear what you think about these changes: please share your feedback on this feedback page .
我们很高兴听到您对这些更改的看法:请在此反馈页面上分享您的反馈。

1729851724308.png
一辆带有箱子的实验性矿车正在一条动力环形铁路上加速,准备发射到水对面的遥远轨道上。

MOVEMENT CHANGES

移动变化​


  • Minecarts will articulate their movement better when going fast, riding on the rail all the time
  • 矿车在快速行驶时会更好地表达自己的运动,并且一直骑在铁轨上
    • Minecarts will now smoothly turn along with the track and are less likely to halt or derail
    • 矿车现在会随着轨道平稳地转弯,并且不太可能停下来或脱轨
  • Minecarts can now jump better
  • 矿车现在可以更好地跳跃
    • They keep their vertical momentum when the track ends with a slope
    • 当轨道以斜坡结束时,它们保持垂直动量
    • Minecarts will tilt to visually articulate while in the air
    • 矿车在空中时会倾斜以在视觉上清晰地表达
    • No rail grinding sound is played when Minecarts are flying through the air
    • 当矿车在空中飞行时,不会播放铁轨研磨声
  • Added a new accessibility setting that makes players follow the rotation of Minecarts they ride
  • 添加了一个新的辅助功能设置,让玩家跟随他们乘坐的矿车的旋转
    • Defaults to off
    • 默认为 off
    • Only has effect when within a world with the experiment enabled
    • 仅在启用实验的世界中有效
  • Added new gamerule minecartMaxSpeed that changes the maximum speed of Minecarts
  • 添加了新的游戏规则 minecartMaxSpeed,可以改变矿车的最大速度
    • 默认为 8,最高可达每秒 1000 个区块。
    • Setting it to a specific value does not guarantee that a minecart will reach that particular max speed - there are built in air resistances and similar effects that the speed added through slopes or powered rails need to overcome
    • 将其设置为特定值并不能保证矿车会达到该特定的最大速度 - 通过斜坡或充能铁轨增加的速度需要克服内置的空气阻力和类似效果
    • This gamerule only exists in worlds with the experiment enabled
    • 此游戏规则仅存在于启用了实验的世界中

MINECART CHANGES

矿车改动​


  • Minecarts can no longer be placed within another Minecart by the player
  • 矿车不再能被玩家放置在另一个矿车中
    • Dispensers can still "stack" Minecarts by placing them on the Rail, even if there is another Minecart already there
    • 发射器仍然可以通过将矿车放置在铁轨上来“堆叠”矿车,即使那里已经有另一辆矿车
  • Minecarts can now consistently be placed next to each other along a track
  • 矿车现在可以在轨道上始终彼此相邻放置
  • Minecarts now pick up mobs more consistently when moving along a track
  • 矿车现在在沿着轨道移动时更稳定地拾取生物
  • Minecarts will no longer phase through blocks on slopes
  • 矿车不再会穿过斜坡上的物块

KNOWN IMPACT

已知影响​


  • We are aware that these changes will affect certain contraptions such as 'piston bolts', which may now not work at all, or have their behavior changed
  • 我们知道这些更改将影响某些装置,例如“活塞螺栓”,这些装置现在可能根本不起作用,或者它们的行为发生了变化
  • Very delicate rail networks will have their timings changed due to slight changes in speeds, movement distance, friction etc.
  • 由于速度、移动距离、摩擦力等的微小变化,非常脆弱的铁路网络的时间会发生变化。
  • Contraptions that rely on Minecarts snapping to rails will no longer work, or have their behavior changed
  • 依赖矿车卡在铁轨上的装置将不再有效,或改变其行为


【DHDCC 译自feedback.minecraft.net 2024 年 10 月 22 日发布的 Minecraft: Java Edition 1.21.2 - Bundles of Bravery
【本文排版借助了:SPXXKLP 用户脚本 v3.2.4】


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