• 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 1.21.70 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。
|正式版是 Minecraft 基岩版经过一段时间的测试版测试之后得到的稳定版本,也是众多纹理、附加包和 Realms 会逐渐跟进的版本。与此同时 Google Play、Microsoft Store 等官方软件商店也会推送此次更新。
|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: Bedrock Edition 1.21.70 - Spring to Life
《我的世界:基岩版》 1.21.70 —— 春意盎然

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The Spring to Life drop brings more reasons to explore both near and far! Warm winds have swept across biomes, bringing new mob variants, ambient sounds, and lush plants for you to discover. Befriend fluffy pigs, marvel at glittering firefly bushes, listen out for whispers of sand, and delight in a blooming Overworld humming with new beginnings. Play the Spring to Life drop in Minecraft now!
春意盎然小更新带来了更多到处探索的理由!暖风席卷了生物群系,带来了新的生物变体、环境声音和繁茂的植物等你来发现。与毛茸茸的猪交朋友,惊叹于闪闪发光的萤火虫灌木丛,聆听沙子的低语,并享受充满绽放和虫鸣的主世界。就来游玩《我的世界》的春意盎然小更新吧!


NEW GAME DROP FEATURES
新的小更新特性


BLOCKS
方块


BUSH
灌木丛

  • The Bush is a new type of decorative block that can be found in small patches in the following biomes:
  • 灌木丛是一种新的装饰性方块,可以在以下生物群系的斑块中找到:
    • Plains
    • 平原
    • Windswept Hills
    • 风袭丘陵
    • Windswept Gravelly Hills
    • 风袭沙砾丘陵
    • Windswept Forest
    • 风袭森林
    • River
    • 河流
    • Forest
    • 森林
    • Birch Forest
    • 桦木森林
    • Old Growth Birch Forest
    • 原始桦木森林
  • The Bush can be used in the Composter
  • 灌木丛可以在堆肥桶中使用
  • Using Bone Meal on a Bush places a new Bush next to the Bush if possible
  • 如果可能的话,在灌木丛上使用骨粉会在灌木丛旁边放置一个新的灌木丛

FIREFLY BUSH
萤火虫灌木丛

  • Added the Firefly Bush block
  • 添加了萤火虫灌木丛方块
    • Spawns Firefly particles that fly around it when in darkness
    • 生成在黑暗中围绕其飞行的萤火虫粒子
    • Illuminates the area around it
    • 照亮周围的区域
  • Using Bone Meal on a Firefly Bush places a new Firefly Bush next to it if possible
  • 如果可能的话,对萤火虫灌木丛使用骨粉会在旁边放置一个新的萤火虫灌木丛
  • Firefly Bushes are found naturally in clumps next to water in the Overworld
  • 萤火虫灌木自然地出现在主世界中的水体旁边
  • In Swamp biomes they can be found anywhere and are twice as likely to be found next to water
  • 可以在沼泽生物群系中的任何地方找到它们,并且出现在水边的几率是其他地方两倍
  • Added ambient sounds to the Firefly Bush that will play at night when the sky is visible
  • 为萤火虫丛添加了环境音效,将在夜晚天空可见时播放

CACTUS FLOWER
仙人掌花

  • Added the Cactus Flower, a new type of flower which has a chance of generating on Cactuses in Deserts and Badlands
  • 添加了仙人掌花,这是一种新型的花,有几率在沙漠和恶地的仙人掌柱上生成
  • Cactus Flower can be placed on Cactus blocks or any block which has center support at the top of the block
  • 仙人掌花可以放置在仙人掌方块或任何在顶部有中心支撑的方块上
  • Cactus Flowers have a chance of growing on Cactus blocks
  • 仙人掌花有几率在生长中的仙人掌方块上生成
    • If a Cactus is 1-2 blocks high the Cactus Flower has a 10% chance to grow instead of the Cactus getting higher
    • 如果仙人掌有 1-2 格高,仙人掌花有 10% 的几率生长,而不是仙人掌变得更高
    • If a Cactus is 3 blocks high the Cactus Flower has a 25% chance to grow instead of the Cactus getting higher
    • 如果仙人掌有 3 格高,仙人掌花有 25% 的几率生长,而不是仙人掌会变得更高
    • Cactus Flowers can only grow if they have empty space on all four sides
    • 仙人掌花只有在四面都无方块的情况下才能生长
  • Cactus Flowers can be used in the Composter
  • 仙人掌花可以在堆肥桶中使用
  • A Cactus Flower can be used to craft 1 Pink Dye
  • 仙人掌花可以用来合成 1 个粉红色染料

LEAF LITTER
枯叶

  • Leaf Litter is a new type of decorative block which can be found in the Forests, Dark Forests and Wooded Badlands
  • 枯叶是一种新型的装饰性方块,可以在森林、黑森林和疏林恶地中找到。
  • Leaf Litter can have different amounts of leaves in one block space
  • 一个枯叶方块可以包含不同数量的树叶
    • Up to four Leaf Litter pieces can be placed in the same block space
    • 在同一个方块内最多可以放置四个枯叶方块
    • Placing a Leaf Litter into an already placed Leaf Litter block increases the amount of leaves
    • 将枯叶放入已经放置的枯叶方块中会增加树叶的数量
  • Leaf Litter can be placed in four orientations
  • 枯叶有四种朝向
  • Leaf Litter can be created by smelting any type of Leaves block
  • 枯叶可以通过烧炼任意类型的树叶方块得到
  • Leaf Litter can be used as fuel for smelting
  • 枯叶可用作烧炼的燃料
  • Leaf Litter has unique block sounds
  • 枯叶具有独特的方块音效

SHORT AND TALL DRY GRASS
(矮)高枯草丛

  • Added two new types of grass: Short Dry Grass and Tall Dry Grass
  • 添加了两种新的草丛类型:矮枯草丛和高枯草丛
  • Both are 1 block high, which makes Tall Dry Grass differ from Tall Grass which is 2 blocks high
  • 两者都是 1 格高,这使得高枯草丛与 2 格高的高草丛不同
  • Both generate in the Desert and Badlands
  • 两者都生成在沙漠和恶地
  • Both can be placed on types of Sand, Terracotta and Dirt blocks like the Dead Bush
  • 两者都可以放置在沙子方块、陶瓦方块和泥土方块上,类比于枯萎的灌木
  • Both can be bone mealed
  • 两者都可以使用骨粉
    • Using Bone Meal on Short Dry Grass grows it into a Tall Dry Grass
    • 对矮枯草丛使用骨粉,其会成长为高枯草丛
    • Using Bone Meal on Tall Dry Grass places a neighbouring Short Dry Grass next to the block if possible
    • 如果可能的话,对高枯草丛使用骨粉会在方块旁边放置一个相邻的矮枯草丛
  • Both can be used in the Composter
  • 两者都可以在堆肥桶中使用
  • Sheep can eat both to regrow its wool
  • 绵羊可以采食两者来重新长出羊毛
  • Both can be used as fuel for smelting
  • 两者都可以用作烧炼的燃料

WILDFLOWERS
野花簇

  • Wildflowers are a new type of flower which grow in Birch Forests, Old Growth Birch Forests and Meadows
  • 野花簇是一种新型的花,生长在桦木森林、原始桦木森林和草甸
    • Using Bone Meal on Grass Blocks in these biomes can grow Wildflowers
    • 在这些生物群系中对草方块使用骨粉可以长出野花簇
  • Wildflowers can have different amounts of flowers in one block space
  • 一个野花簇方块可以包含不同数量的花
    • Up to four Wildflowers can be placed in the same block space
    • 同一方块中最多可以放置四个野花簇
    • Placing Wildflowers into an already placed Wildflowers block increases the amount of flowers
    • 将野花簇放入已经放置的野花簇方块中会增加花的数量
    • Using Bone Meal on Wildflowers will produce more Wildflowers
    • 对野花簇使用骨粉会生产更多的野花簇
  • Wildflowers can be placed in four orientations
  • 野花簇有四种朝向
  • Wildflowers can be crafted into Yellow Dye
  • 野花簇可以合成黄色染料

NEW AMBIENT SOUNDS FOR DESERT AND BADLANDS
新的沙漠和恶地的环境音效

Ambient sounds do not come from the biome settings but are generated by blocks found in the biome, building on the system that we introduced with the Garden Awakens drop.
环境音效不是来自生物群系设置,而是由生物群系中的方块产生的,建立在我们通过苍园觉醒小更新引入的系统之上。

  • Sand, Red Sand and Terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away
  • 沙子、红沙和任意颜色的陶瓦在至少 8 格外的 3 个侧面被其中任何一种包围时都有几率播放环境音效
    • block.sand.ambient can be played in any biome
    • 可在任意生物群系中播放block.sand.ambient
    • block.sand.ambient.attached only plays when in Desert or Badlands biomes
    • 仅能在沙漠或恶地生物群系中播放block.sand.ambient.attached
  • Dead Bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of Terracotta, Sand or Red Sand blocks in any biome
  • 当枯萎的灌木方块放置在任何生物群系中任意颜色的陶瓦、沙子方块或红沙方块上时,有几率播放环境音效

ANIMAL VARIANTS
动物变种

  • Applied the warm and cold animal variant tags to all appropriate biomes, so that animals spawned in these biomes by spawn eggs or commands are an appropriate variant even if they still do not spawn in the biome naturally
  • 将热带和寒带动物变种标签应用于所有适当的生物群系,这样通过刷怪蛋或命令在这些生物群系中生成的动物就是适合的变种,即使它们仍然不是在生物群系中自然生成的
  • Cold Farm Animal Biomes:
  • 寒冷畜养动物生物群系:
    • Deep Frozen Ocean
    • 冰冻深海
    • Frozen Ocean
    • 冻洋
    • Frozen Peaks
    • 冰封山峰
    • Frozen River
    • 冻河
    • Grove
    • 雪林
    • Ice Spikes
    • 冰刺之地
    • Jagged Peaks
    • 尖峭山峰
    • Snowy Beach
    • 积雪沙滩
    • Snowy Plains
    • 雪原
    • Snowy Slopes
    • 积雪山坡
    • Snowy Taiga
    • 积雪针叶林
    • The End
    • 末地
    • Cold Ocean
    • 冷水海洋
    • Deep Cold Ocean
    • 冷水深海
    • Deep Dark
    • 深暗之域
    • Stony Peaks
    • 裸岩山峰
    • Old Growth Pine Taiga
    • 原始松木针叶林
    • Old Growth Spruce Taiga
    • 原始云杉针叶林
    • Taiga
    • 针叶林
    • Windswept Forest
    • 风袭森林
    • Windswept Gravelly Hills
    • 风袭沙砾丘陵
    • Windswept Hills
    • 风袭丘陵
  • Warm Farm Animal Biomes
  • 热带畜养动物生物群系
    • Mangrove Swamp
    • 红树林沼泽
    • Badlands
    • 恶地
    • Bamboo Jungle
    • 竹林
    • Basalt Deltas
    • 玄武岩三角洲
    • Crimson Forest
    • 绯红森林
    • Desert
    • 沙漠
    • Eroded Badlands
    • 风蚀恶地
    • Jungle
    • 丛林
    • Nether Wastes
    • 下界荒地
    • Savanna Plateau
    • 热带高原
    • Savanna
    • 热带草原
    • Soul Sand Valley
    • 灵魂沙峡谷
    • Sparse Jungle
    • 稀疏丛林
    • Warm Ocean
    • 暖水海洋
    • Warped Forest
    • 诡异森林
    • Windswept Savanna
    • 风袭热带草原
    • Wooded Badlands
    • 疏林恶地
    • Deep Lukewarm Ocean
    • 温水深海
    • Lukewarm Ocean
    • 温水海洋
  • Temperate Farm Animal Biomes
  • 温带畜养动物生物群系
    • Swamp
    • 沼泽
    • Beach
    • 沙滩
    • Birch Forest
    • 桦木森林
    • Cherry Grove
    • 樱花树林
    • Dark Forest
    • 黑森林
    • Dripstone Caves
    • 溶洞
    • Flower Forest
    • 繁花森林
    • Forest
    • 森林
    • Lush Caves
    • 繁茂洞穴
    • Meadow
    • 草甸
    • Mushroom Fields
    • 蘑菇岛
    • Ocean
    • 海洋
    • Old Growth Birch Forest
    • 原始桦木森林
    • Plains
    • 平原
    • River
    • 河流
    • Stony Shore
    • 石岸
    • Sunflower Plains
    • 向日葵平原
    • Lukewarm Ocean
    • 温水海洋
    • Pale Garden
    • 苍白之园

CHICKEN VARIANTS
鸡变种

  • Added two new Chicken variants - Warm Chicken and Cold Chicken!
  • 添加了两个新的鸡变种 —— 热带鸡和寒带鸡!
  • These have their own unique texture and geometry, but not a separate spawn egg
  • 它们有自己独特的纹理和模型,但没有单独的刷怪蛋
  • Chickens spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above
  • 鸡生成于与以前相同的生物群系中,但如果该生物群系在上面的列表中被标记为温暖或寒冷,则鸡将变为相应变种
  • Two new Egg items have been added for the Warm and Cold Chicken variants
  • 为热带鸡和寒带鸡变种添加了两个新的鸡蛋物品
    • Blue Egg - The Egg that is laid by and can hatch Cold Chicken variants
    • 蓝色鸡蛋 —— 由寒带鸡变种产下的蛋,可以生成热带鸡变种
    • Brown Egg - The Egg that is laid by and can hatch Warm Chicken variants
    • 棕色鸡蛋 —— 由热带鸡产下的蛋,可以生成热带鸡变种

COW VARIANTS
牛变种

  • Added two new Cow variants - Warm Cow and Cold Cow!
  • 添加了两个新的牛变种 —— 热带牛和寒带牛!
  • These have their own unique texture and geometry, but not a separate spawn egg
  • 它们有自己独特的纹理和模型,但没有单独的刷怪蛋
  • Cows spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above
  • 牛生成在与以前相同的生物群系中,但如果该生物群系在上面的列表中被标记为温暖或寒冷,则牛将变为相应变种

PIG VARIANTS
猪变种

  • Added two new Pig variants - Warm Pig and Cold Pig!
  • 添加了两个新的猪变种 —— 热带猪和寒带猪!
  • These have their own unique texture and geometry, but not a separate spawn egg
  • 它们有自己独特的纹理和模型,但没有单独的刷怪蛋
  • Pigs spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above
  • 猪生成在与以前相同的生物群系中,但如果生物群系在上面的列表中被标记为温暖或寒冷,则猪将变为相应变种

SHEEP WOOL COLOR IN WARM AND COLD BIOMES
羊在热带和寒带生物群系中的羊毛颜色

  • Sheep have updated rules for which color of wool they have based on which biome they spawn in:
  • 羊根据它们生成的生物群系更新了它们身上羊毛颜色的规则:
    • Temperate Biomes: (these colors are unchanged from current behavior)
    • 温带生物群系:(这些颜色与此前的规则相同)
      • Common sheep color is white
      • 常见的羊的颜色是白色
      • Uncommon sheep colors are black, gray, light gray and brown
      • 不常见的羊的颜色是黑色、灰色、浅灰色和棕色
      • There is a rare chance for a pink Sheep to spawn
      • 粉红色的羊有罕见的几率生成
    • Cold biomes:
    • 寒带生物群系:
      • Common Sheep color is black
      • 常见的羊的颜色是黑色
      • Uncommon Sheep colors are white, gray, light gray, and brown
      • 不常见的羊的颜色是白色、灰色、浅灰色和棕色
      • There is a rare chance for a pink Sheep to spawn
      • 粉红色的羊有罕见的几率生成
    • Warm Biomes:
    • 热带生物群系:
      • Common Sheep color is brown
      • 常见的羊的颜色是棕色
      • Uncommon Sheep colors are black, white, gray, and light gray
      • 不常见的羊的颜色是黑色、白色、灰色和浅灰色
      • There is a rare chance for a pink Sheep to spawn
      • 粉红色的羊有罕见的几率生成

SPAWN EGGS
刷怪蛋

  • Overhauled the visuals of each Spawn Egg to improve readability and accessibility
  • 大幅度修改了每个刷怪蛋的视觉效果,以使其更加分明易懂
    • Each Spawn Egg now has their own unique visual which captures the personality and character of the mob it spawns
    • 每个刷怪蛋现在都有自己独特的视觉效果,可以捕捉到它生成的生物的个性和特征
    • Each egg visual varies in shape to reflect the in-world size of the mob it spawns
    • 每个蛋的视觉上的大小都不同,以反映它生成的生物在世界中的大小
      • For example, smaller mobs tend to have a smaller Spawn Egg
      • 例如,较小的生物往往有一个较小的刷怪蛋

UPDATED TRADES
更新的交易


CARTOGRAPHER TRADES
制图师交易项

  • Cartographers now sell 7 new maps which each point to a different village or other structures in a different biome. These maps can help players who want to quickly find a specific location.
  • 制图师现在出售 7 张新地图,每张地图都指向不同生物群系中的不同村庄或其他结构。这些地图可以帮助想要快速找到特定位置的玩家。
  • Cartographers from different village types will sell a different range of maps and colored banners.
  • 来自不同村庄类型的制图师将出售不同范围的地图和彩色旗帜。

WANDERING TRADER TRADES
流浪商人交易项

  • The Wandering Trader now has better prices, more trades and sells larger amounts of many items.
  • 流浪商人现在有更好的价格,更多的交易,并出售更多的物品。
  • They will also now buy basic supplies from players, so it's possible to get some emeralds by helping them prepare for their next journey even if you don't feel like buying anything.
  • 他们现在还会从玩家那里购买基本用品,因此即使您不想购买任何东西,也可以通过帮助他们为下一次旅程做准备来获得一些绿宝石。
  • The Wandering Trader will offer to buy two items from this list:
  • 流浪商人会提供此列表中的两个买入项:
    • Water Bottle
    • 水瓶
    • Water Bucket
    • 水桶
    • Milk Bucket
    • 奶桶
    • Fermented Spider Eye
    • 发酵蛛眼
    • Baked Potatoes
    • 烤马铃薯
    • Hay Bale
    • 干草捆
  • Wandering Traders now have a chance of selling these items (in addition to their previous trades):
  • 流浪商人现在有几率出售这些物品(除了他们之前的交易):
    • Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak, Mangrove or Cherry)
    • (金合欢、白桦、深色橡木、丛林、橡木、云杉、苍白橡木、红树或樱花)原木
    • Enchanted Iron Pickaxe
    • 附魔铁镐
    • Potion of Invisibility
    • 隐身药水

WOLF VARIANT SOUNDS
狼变体音效

  • Added 6 new Wolf audio variants with unique ambient, hurt, death, growl, whine, and pant sounds
  • 添加了 6 个新的狼音效变体,具有独特的环境音效、受伤音效、死亡音效、咆哮音效、哀鸣音效和喘气音效
    • Every Wolf will have a random audio variant assigned to it from the 6 new variants and the original one
    • 每只狼都会从 6 个新变体和原始变体中随机分配一个声音变体
    • The audio variant is not related to the texture variant
    • 声音变体与纹理变种无关

EXPERIMENTAL FEATURES
实验性特性


TRADE REBALANCING EXPERIMENT
交易再平衡实验项

  • Moved the Cartographer and Wandering Trader changes out of the experiment
  • 将制图师和流浪商人更改移出该实验项

FEATURES AND BUG FIXES
特性和漏洞修复


ACHIEVEMENTS WITH ADD-ONS
成就与附加包

  • Enabled earning Achievements while playing in a world with Add-Ons applied.
  • 允许在应用了附加包的世界中游玩时获得成就。

BLOCKS
方块

  • Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment, causing you to fall into the liquid
  • 在液体中放置一个方块,然后在液体中的第一个方块旁边放置另一个方块,在一瞬间不会再替换第二个放置的方块,从而导致你掉入液体中
  • Structure Blocks no longer briefly change textures when placed (MCPE-185531)
  • 结构方块在放置时不再短暂地改变纹理(MCPE-185531
  • Sea Pickles can now be placed on any block with center support (MCPE-116152)
  • 海泡菜现在可以放置在任何有中心支撑的方块上(MCPE-116152
  • Barrier blocks will no longer prevent chunks rendering behind them (MCPE-153515)
  • 屏障方块不再会阻止区块在其后面渲染(MCPE-153515
  • Fixed a crash that would sometimes happen when entities with an excessively large hitbox entered liquid
  • 修复了当碰撞箱过大的实体进入液体时有时会发生的崩溃
  • Fixed blocks using the minecraft:destructible_by_mining component with item_specific_speeds defined flickering during their block breaking animation (MCPE-188401)
  • 修复了使用有item_specific_speeds定义的minecraft:destructible_by_mining组件的方块在方块碎裂的动画中快速移动的错误(MCPE-188401
  • Fixed trigger rate of Redstone powered Droppers and Dispensers (MCPE-189895)
  • 修复了红石充能的投掷器和发射器的触发速率(MCPE-189895
  • Warped and Crimson Fungi no longer z-fight (MCPE-190389)
  • 诡异真菌和绯红真菌的材质不再重叠(MCPE-190389

GAMEPLAY
玩法

  • Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block
  • 修复了持续建造时服务器和客户端之间的不匹配,这会导致对方向敏感的方块有时会更改为错误的方块
  • Using Riptide while standing in shallow water will once again launch the player as if they weren't standing in water. (MCPE-188795)
  • 站在浅水区使用激流会再次将玩家发射出去,就像他们没有站在水中一样。(MCPE-188795
  • Players fall momentum is no longer reset after exiting and re-entering the world (MCPE-188490)
  • 玩家在退出并重新进入世界后不再重置坠落动量(MCPE-188490
  • Fixed an issue where destroying and picking up a Shulker box would make it appear invisible in the inventory until world reload
  • 修复了摧毁和捡起潜影盒会使其在物品栏中不可见直到世界重新加载的问题
  • Fixed a bug where using items with a use duration (fishing rods, food, potions, etc...) and changing slots would force your slot back to the original slot
  • 修复了使用具有使用持续时间的物品(钓鱼竿、食物、药水等)并更改栏位会迫使栏位回到原来的栏位的问题
  • Fixed an issue where attacking a mob while sprint jumping would remove all player momentum (MCPE-189501)
  • 修复了在冲刺跳跃时攻击生物会消除玩家所有动量(MCPE-189501
  • Fixed an issue where laggy players fighting would occasionally not be able to hit each other (MCPE-190552)
  • 修复了延迟状态下的玩家在战斗时偶尔无法互相攻击的问题(MCPE-190552
  • Fixed an issue where Player's collision box would sometimes be incorrect after using a bed (MCPE-190604)
  • 修复了玩家的碰撞箱在使用床后有时不正确的问题(MCPE-190604
  • Bundles no longer become empty after being held by an Armor Stand (MCPE-190093)
  • 收纳袋在被盔甲架手持后不再变为空的(MCPE-190093

GENERAL
通用

  • Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview
  • 修复了在Xbox平台上转换世界或将世界从预览版导入正式版的过程中按下“取消”时发生的崩溃
  • In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.
  • 在服务端授权移动中,现在玩家接收移动校正时,移动校正会使用玩家的速度而非通用速度,这应该会提供更好的体验。
  • In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.
  • 在服务端授权移动中,现在玩家接收向下移动校正时,向下移动校正会使用重力加速度,这应该会提供更好的体验。
  • In Server Authoritative movement, the Player will not constantly bop up and down if flying state change during small loss of connection with the server.
  • 在服务端授权移动中,现在飞行状态在短暂丢失与服务端的连接期间发生变化时,玩家不会不断上下跳动。
  • Removing experimental files cold_taiga, cold_taiga_hills, and cold_taiga_mutated from behavior packs. These files were only loaded with the custom biomes experiment enabled, and this change does not remove the biomes themselves.
  • 从行为包中移出了 cold_taiga, cold_taiga_hills, and cold_taiga_mutated 文件。这些文件仅在启用自定义生物群系实验性内容的情况下加载,并且此更改并不会移除这些生物群系本身。
  • In Server Authoritative movement, when Player is corrected, the movement will not have easing anymore. This is a better feel, as can be seen with upward, repeating, Pistons
  • 在服务端授权移动中,现在当玩家被纠正时,移动不再会有缓冲。这是一种更佳的感觉,如同向上重复拉伸的活塞
  • Fixed typos in music definitions and sound definitions that were causing the wrong music to play for soulsand valley, desert mutated, and jungle mutated biomes.
  • 修复了音乐定义和声音定义中的拼写错误导致灵魂沙峡谷、沙漠湖泊和丛林变种中会播放错误音乐的问题。
  • Fixed an issue where chunks weren't saving properly on older worlds
  • 修复了区块在旧版世界中无法正确保存的问题
  • Enabled Filter Profanity toggle on mobile platforms.
  • 在移动平台上启用不雅词汇过滤器开关。

GRAPHICS
图像

  • Fire overlay will no longer animate while the game is paused (MCPE-188464)
  • 当游戏暂停时,火焰覆盖层将不再具有动画效果(MCPE-188464
  • Blocks will no longer play their animations while the game is paused (MCPE-188459)
  • 当游戏暂停时,方块将不再播放其动画 (MCPE-188459
  • Held items are no longer displayed incorrectly when the game is paused (MCPE-190218)
  • 当游戏暂停时,持有的物品不再显示错误 (MCPE-190218
  • Hand position should remain the same while the game is paused (MCPE-190290)
  • 游戏暂停时,手的位置应保持不变 (MCPE-190290

MOBS
生物

  • Foxes now take damage from lava, and not only fire (MCPE-56926)
  • 狐狸现在会受到熔岩的伤害,而不仅仅是燃烧伤害(MCPE-56926
  • In the 1.21.80.21 Preview changelog we mentioned that mobs related to MCPE-188731 will be unaffected in this release. We have made every effort to make sure of this, but there's a possibility that these mobs may become invisible after the update. If this happens we believe the change will be reversible and the mobs will just be invisible and not lost completely - please keep us updated atbugs.mojang.com.
  • 在 1.21.80.21 预览版更新日志中,我们提到了与 MCPE-188731 相关的生物在此版本中不受影响。我们已经尽一切努力确保这一点,但这些生物有可能在更新后变得不可见。如果发生这种情况,我们相信变化将是可逆的,生物将只是不可见并且不会完全丢失 —— 请在 bugs.mojang.com 上让我们了解最新情况。

REALMS
REALMS

  • In Realms Stories, changed online indicator (green dot in corner of player image) to represent general online status rather than whether the user is playing in that specific Realm. In Members tab, added "Playing on Realm" status for users currently playing in that specific Realm. Added "Online members" filter that shows users playing on Realm.
  • 在 Realms Stories 中,更改了在线指示器(玩家图像一角的绿点)以表示一般在线状态,而不是用户是否在该特定 Realm 中玩游戏。在成员选项卡中,为当前在该特定 Realm 中玩游戏的用户添加了 “Playing on Realm” 状态。添加了 “Online members” 过滤器,用于显示在 Realm 上玩游戏的用户。
  • Fixed Random Tick Speed and Respawn Radius settings resetting to default values (REALMS-11759)
  • 修复了随机刻速度和重生半径设置重置为默认值的问题(REALMS-11759
  • Fixed "Reset Random Tick Speed" button not working when editing an existing world on Realms
  • 修复了在 Realms 上编辑现有世界时“Reset Random Tick Speed”按钮不起作用的问题
  • Fixed ability to remove Realm members that are not friends of the Realm owner
  • 修复了删除不是 Realm 所有者好友的 Realm 成员的功能
  • Fixed ability to rejoin Realm with Hardcore world via invite link
  • 修复了通过邀请链接重新加入极限模式世界下的 Realm 的能力

Pause Feature
暂停功能

We are thrilled to include a highly requested feature: the ability to pause the game in single player. The feature will be rolled slowly to ensure stability. After two weeks, it will be available to everyone.
我们很高兴加入一个呼声很高的功能:在单人游戏中暂停游戏的能力。该功能将缓慢推进以确保稳定性。两周后,它将对所有人开放。

  • Pause when alone: you can pause when you are alone in a local world owned by yourself.
  • 单人时允许暂停:当您独自一人在自己拥有的本地世界中时,您可以暂停。
  • Un-pause when joined: your game will un-pause if someone joins you.
  • 有人加入时取消暂停:如果有人加入您,您的游戏将取消暂停。
  • Join notification: a notification will inform you that someone else has joined and that your game has resumed. The notification includes the option to takes you right back to the game, perfect if you are deep in a menu.
  • 加入通知:通知您其他人已加入,并且您的游戏已恢复。该通知包括将您直接带回游戏的选项,非常适合您停留在暂停菜单中的情况。
    • Note: The game will NOT pause if you are playing on a Realm, server or when playing with a friend on your local server.
    • 注意:如果您在 Realm 数据库、服务器上玩游戏,或者在本地服务器上与朋友一起玩游戏,游戏将不会暂停。

SOUNDS
音效

  • Fixed Block breaking sounds not playing (MCPE-190264)
  • 修复了破坏方块的音效不播放的问题(MCPE-190264)

USER INTERFACE
用户界面

  • Bundle tooltip no longer flickers for players beyond the first when playing in split screen
  • 在分屏中玩游戏时,收纳袋内容栏不再在第一个屏幕内闪烁
  • Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
  • 调整了 Minecoin 购买屏幕 UI,使其不显示杂散像素。修复了 PS4 上的重叠问题。
  • Replacing items with the lock_in_inventory component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
  • 现在,使用触控输入将带有 lock_in_inventory 组件的物品替换为创造物品栏中的物品时,会正常失败,并生成警告消息。
  • Align rideable entity inventory transparent background with other screens (MCPE-189224)
  • 将可骑乘实体物品栏透明背景与其他屏幕对齐 (MCPE-189224
  • Fixed problem with moving items from creative inventory to player inventory on pocket ui. (MCPE-185361)
  • 修复了在 Pocket UI 上将物品从创造模式物品栏移动到玩家物品栏的问题。(MCPE-185361
  • Fixed some typos and inaccuracies in the minecraft Encyclopedia (MCPE-186358)
  • 修复了 Minecraft 百科全书中的一些拼写错误和不准确之处(MCPE-186358
  • Screen Safe Area Settings: Disables Horizontal and Vertical Screen Position sliders if the Safe area is set to 100%
  • 屏幕安全区域设置:如果安全区域设置为 100%,则禁用水平和垂直屏幕位置滑块
  • Stops Screen Position from displaying -0.0 due to a rounding error.
  • 停止了舍入错误造成的 Screen Position 显示 -0.0。
  • Long splash texts on the start screen will break into two lines to be more readable.
  • 开始屏幕上的长闪烁标语将分成两行以提高可读性。
  • The invite button on the pause screen is moved up a bit and now has an icon.
  • 暂停屏幕上的邀请按钮向上移动了一点,并且现在有了一个图标。
  • Scaled and moved the title logo to make room for the friends drawer button.
  • 缩小并移动了标题徽标,为好友抽屉式按钮腾出空间。
  • Added new loading tips for creative mode.
  • 为创造模式添加了新的加载提示。
  • Hand bobbing no longer occurs while the game is paused (MCPE-188457)
  • 游戏暂停时手部不再摆动(MCPE-188457
  • Minecraft logo misaligned on progress screen.
  • Minecraft 徽标在进度屏幕上未对齐。
  • Touch controls: Fixed a bug where a player could stay moving diagonally after opening a menu (MCPE-190308)
  • 触摸控制:修复了玩家在打开菜单后可以保持沿对角线移动的问题(MCPE-190308
  • Keep Inventory is back to being a cheat on all difficulties. (BDS-19921)
  • 保留物品栏又变回了所有难度下的作弊选项。(BDS-19921
  • The "Place" controller tooltip is no longer incorrectly hidden when being able to place additional Pink Petals, Wildflowers, or Leaf Litter. (MCPE-190225)
  • 当能够放置额外的粉红色花瓣、野花簇或枯叶时,“放置”控制器按键不再被错误地隐藏。(MCPE-190225
  • Changes have been made to the Multiplayer tab in create new world and edit world! Player permission icons have been updated to better signal the roles, and on PlayStation and Nintendo consoles now shows a message informing the player that they need to sign in to access multiplayer features. Below the message there's a button that will take the player to respective console sign in flow.
  • 对创建新世界和编辑世界的多人游戏选项卡进行了更改!玩家权限图标已更新,以更好地指示角色,现在在 PlayStation 和 Nintendo 主机上会显示一条消息,通知玩家他们需要登录才能访问多人游戏功能。消息下方有一个按钮,可将玩家带到相应的控制台登录流程。
  • Stacks are now correctly splitting across slots when moving cursor and holding the button to split stack
  • 现在,当移动光标并按住按钮来拆分堆叠时,堆叠可以正确地跨栏位拆分。
  • Fixed a potential crash that could occur when splitting stacks of items in the creative inventory
  • 修复了在创造模式物品栏中拆分堆叠物品时可能发生的崩溃问题
  • Encyclopedia now uses the correct term "Enchanting Table" rather than "Enchantment Table" (MCPE-190418)
  • 百科全书现在使用正确的术语“Enchanting Table”而不是“Enchantment Table”(MCPE-190418
  • Trying to craft a Bundle while holding a Bundle with a Bundle inside of it now correctly crafts a Bundle instead of only consuming ingredients (MCPE-190550)
  • 现在,在手持包含收纳袋的收纳袋并尝试制作收纳袋时,可以正确制作收纳袋,而不仅仅是消耗材料(MCPE-190550
  • Fixed an issue which prevented some users from accessing the Create New World screen in iOS Preview and PlayStation Preview
  • 修复了阻止某些用户访问 iOS 预览和 PlayStation 预览中的创建新世界屏幕的问题
  • Touch controls: Camera perspective can now be changed from a HUD button. Enable this in the touch settings. Peeking over your shoulder has never been easier!
  • 触摸控制:现在可以从 HUD 按钮更改摄像机视角。在触摸设置中启用此选项。绕过你的肩膀偷瞄从未如此简单!
  • Removed the server IP address from the servers tab (MCPE-190747)
  • 从服务器选项卡中删除了服务器 IP 地址 (MCPE-190747

PLAYER PERMISSIONS
玩家权限屏幕

  • The Player Permissions screen has been upgraded to the new Ore UI, bringing a fresh look and a more intuitive and user friendly experience. We've improved the visual design, introduced new icons for permission levels, and simplified the flow for easier navigation. Additionally, players now receive better feedback after each action, and error handling has been improved for a smoother experience. Let us know how you like it, at aka.ms/mcplayerpermissionscreenfeedback
  • 玩家权限屏幕已升级为新的 Ore UI,带来了全新的外观和更直观且用户友好的体验。我们改进了视觉设计,引入了权限级别的新图标,并简化了流程以简化导航。此外,玩家现在在每次作后都会收到更好的反馈,并且错误处理也得到了改进,以获得更流畅的体验。在aka.ms/mcplayerpermissionscreenfeedback上报告,让我们知道你对它的看法

FRIENDS DRAWER IMPROVEMENTS
好友抽屉式按钮的改进

  • Players can now also find the Friends Drawer in the Main Menu and Game Menu, in addition to the Play Screen, in the top right of the screen. We hope this will make it easier to connect and play with your friends! Let us know how you like it, at aka.ms/mcfriendsdrawerfeedback
  • 玩家现在还可以在主菜单和游戏菜单,还有 Play Screen 的屏幕右上角找到好友抽屉式按钮。我们希望这将使您更容易与朋友联系和玩耍!在aka.ms/mcfriendsdrawerfeedback上报告您对它的看法
  • Players can now also find the Friends Drawer in Create New World, Edit World and your profile, in addition to the Play Screen, Main Menu and Game Menu, in the top right of the screen. We hope this will make it easier to connect and play with your friends! Let us know how you like it, at aka.ms/mcfriendsdrawerfeedback
  • 玩家现在还可以在创建新世界、编辑世界和您的个人资料中找到好友抽屉式按钮,此外还可以在 Play Screen、Main Menu 和 Game Menu 屏幕的右上角找到。我们希望这将使您更容易与朋友联系和玩耍!在aka.ms/mcfriendsdrawerfeedback分享你的看法

VANILLA PARITY
原版趋同

  • Beacon rendering is no longer limited by the player's vertical distance from it (MCPE-25228)
  • 信标的渲染不再受玩家与其的垂直距离限制(MCPE-25228

BIOMES
生物群系

  • Fixed an issue where Dark Forests were missing trees along their northern borders with other biomes
  • 修复了黑森林与其他生物群系的北部边界缺少树木的问题
  • Updated the tree composition in Dark Forests to match Java Edition, increasing the number of Dark Oak Trees and reducing the prevalence of other tree types
  • 更新了黑森林中的树木组成以匹配 Java 版,增加了深色橡树的数量并降低了其他树类型的出现频率

MOBS
生物

  • Donkeys now spawn in Savannas
  • 驴现在可以在热带草原中生成
  • Donkeys now spawn in Plains in groups of 1-3 instead of 2-6 (MCPE-118688)
  • 驴现在在平原中以 1-3 个为一组生成,而不是 2-6 个(MCPE-118688
  • Fixed Pufferfish attack and inflate logic (MCPE-149129) (MCPE-69522)
  • 修复了河豚攻击和膨胀的逻辑 (MCPE-149129) (MCPE-69522
    • Pufferfish no longer only trigger inflate/deflate logic against monsters and players. Now triggers inflate/deflate logic against Axolotls, all non-aquatic mobs, and players
    • 河豚不再只针对怪物和玩家触发膨胀或放气逻辑。现在会触发针对美西螈、所有非水生生物和玩家的膨胀/放气逻辑
    • Pufferfish no longer only attack players and monsters. Now they attack Axolotls, all non-aquatic mobs, and players that aren't in creative mode
    • 河豚不再只攻击玩家和怪物。现在它们会攻击美西螈、所有非水生生物和非创造模式的玩家
    • Pufferfish no longer only poison players and monsters. Now they poison Axolotls, all non-aquatic mobs excluding undead monsters, and players that aren't in creative mode
    • 河豚不再只使玩家和怪物中毒。现在他们会使美西螈、除亡灵怪物以外的所有非水生生物,以及未处于创造模式的玩家中毒
  • Fixed Iron Golem cracked texture not appearing at appropriate damage levels
  • 修复了铁傀儡的裂纹纹理不会在适当的伤害水平下显示的问题
  • Camels will naturally spawn in the Desert
  • 骆驼会自然生成在沙漠中

VILLAGE CHEST BUNDLES
村庄战利品箱中的收纳袋

  • Added a 33% chance of finding a Bundle in various Villager chests:
  • 增加了 33% 的几率在各种村民战利品箱中找到一个收纳袋:
    • Cartographer
    • 制图师
    • Tannery
    • 皮匠
    • Weaponsmith
    • 武器匠
    • Desert House
    • 沙漠房间
    • Plains House
    • 平原房间
    • Snowy House
    • 雪地房间
    • Savanna House
    • 热带草原房间
    • Taiga House
    • 针叶林房间

WANDERING TRADER TRADES
流浪商人交易项

  • Wandering Traders' buying trades can now be used twice before they lock instead of only once
  • 流浪交易者的买入交易现在可以在锁定前使用两次,而不是只能使用一次

TECHNICAL UPDATES
技术性更新


API
API

  • Unhandled rejected scripting promises in scripting now include callstacks when logged.
  • 脚本中未处理的被拒绝脚本承诺现在在记录时包括 callstacks。

@MINECRAFT/SERVER 1.18.0

@MINECRAFT/SERVER 1.18.0


  • Moved CameraFixedBoomOptions from beta to stable
  • CameraFixedBoomOptions 从测试版移至稳定版
  • Moved LiquidType enum from beta to stable.
  • LiquidType 枚举从测试版移至稳定版。
  • Moved liquid detection methods in Block from beta to stable.
  • Block 中的液体检测方法从测试版移至稳定版。
  • Moved liquid detection methods in BlockPermutation from beta to stable.
  • BlockPermutation 中的液体检测方法从测试版移至稳定版。
  • Moved method Player.spawnParticle from beta to stable.
  • Player.spawnParticle 方法从测试版移至稳定版。

BIOMES
生物群系


CLIENT BIOME COMPONENTS
客户端生物群系组件

  • Add minecraft:dry_foliage_color component to override color for dry_foliage tint method
  • 添加 minecraft:dry_foliage_color 组件以覆盖 dry_foliage 着色方法的颜色

@MINECRAFT/SERVER 1.18.0
@MINECRAFT/SERVER 1.18.0

  • Renamed system.scriptEvent to system.sendScriptEvent
  • system.scriptEvent 重命名为 system.sendScriptEvent
  • Moved NamespaceNameErrorReason from beta to @minecraft/server 1.18.0
  • NamespaceNameErrorReason 从测试版移至 @minecraft/server 1.18.0
  • Moved system.sendScriptEvent from beta to @minecraft/server 1.18.0
  • system.sendScriptEvent 从测试版移至 @minecraft/server 1.18.0
  • Moved NamespaceNameError from beta to @minecraft/server 1.18.0
  • NamespaceNameError 从测试版移至 @minecraft/server 1.18.0
  • Released InputInfo.getButtonState, InputButton, and ButtonState to @minecraft/server 1.18.0
  • 向 @minecraft/server 1.18.0 开放了 InputInfo.getButtonStateInputButton、和 ButtonState
  • Released InputInfo.getMovementVector to @minecraft/server 1.18.0
  • 向 @minecraft/server 1.18.0 开放了 InputInfo.getMovementVector
  • Released PlayerButtonInputAfterEvent, AfterEvents.playerButtonInput and InputEventOptions to @minecraft/server 1.18.0
  • 向 @minecraft/server 1.18.0 开放了 PlayerButtonInputAfterEventAfterEvents.playerButtonInputInputEventOptions
  • Several APIs have been given the Readonly permission, which allows them to now be called inside Before Event callbacks.
  • 多个 API 已被授予只读权限,这允许它们现在在 Before Event 回调中调用。
    • All methods for BlockVolume .
    • 所有 BlockVolume 的方法
    • All methods for Vector .
    • 所有 Vector 的方法
  • Changed spawnEntity method on Dimension to now take a variant of either a string or EntityType .
  • 更改了 Dimension 上的 spawnEntity 方法,现在采用字符串或 EntityType 的变体。
  • Added placeFeature and placeFeatureRule APIs to the Dimension class
  • Dimension 类添加了 placeFeatureplaceFeatureRule API
  • Added isValid property to the Camera class.
  • 向 Camera 类添加了 isValid 属性。

BIOMES
生物群系

  • Fix client_biome loading so grass_appearance and foliage_appearance settings are added if not specified when format_version is lower than 1.21.60 (MCPE-189816)
  • 修复了当格式版本低于 1.21.60 时,如果添加grass_appearance和foliage_appearance设置但并未指定时,client_biome的加载问题(MCPE-189816

BLOCKS
方块

  • water and lava no longer will turn into flowing_water or flowing_lava when neighbor updates happen. water and lava now will respond to queued ticks without needing to change into another block
  • 当相邻方块状态更新时,waterlava不再会变成flowing_waterflowing_lavawaterlava现在会响应排队的刻,而无需切换到另一个方块
  • "minecraft:material_instances" component has a new experimental boolean field "isotropic" for format version 1.21.70 and higher, this field controls rotating the face UVs randomly based on BlockPos
  • "minecraft:material_instances"组件有一个新的实验性布尔值字段"isotropic",适用于格式版本 1.21.70 及更高版本,该字段控制基于 BlockPos 随机旋转面部 UV
  • Empty Bell blocks no longer crash the game when moved by a sticky piston JIRA: (MCPE-188687)
  • 空的钟方块在被粘性活塞 JIRA 移动时不再会导致游戏崩溃:(MCPE-188687
  • Updated the /fill, /clear and /testforblock Commands
  • 更新了 /fill、/clear 和 /testforblock 命令
    • Fixed a bug where these commands would recognize IDs of some flattened blocks as block group names and affect all variants under those groups
    • 修复了这些命令会将某些扁平化块的 ID 识别为方块组名称并影响这些组下的所有变体的错误
  • Add dry_foliage tint method which uses the textures/colormap/dry_foliage.png color map
  • 添加了dry_foliage 着色方法,该方法使用 textures/colormap/dry_foliage.png 颜色图谱

COMMANDS
命令

  • Fixed commands not executing when command is entered with leading spaces (MCPE-147815)
  • 修复了当输入命令时在前面加上空格导致命令不执行的问题 (MCPE-147815
  • Moved the place feature and place featurerule subcommands out of the Upcoming Creator Features experiment
  • place featureplace featurerule 子命令移出了即将推出的创作者功能实验项
  • Removed set_movement_authority command.
  • 删除了 set_movement_authority 命令。

COMPONENTS
组件

  • Added the 'minecraft:replaceable' component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
  • 添加了 'minecraft:replaceable' 组件,用于确定新方块是否可以替换特定位置的现有方块。如果组件未添加到方块中,则它是不可替换的。
  • Multiple components that used effect durations can now be set to "infinite" including:
  • 使用状态效果持续时间的多个组件现在可以设置为无限时长,包括:
    • "minecraft:attack": "effect_duration"
    • "minecraft:attack" 中的 "effect_duration"
    • "minecraft:healable": "duration" in the "effects" list
    • "minecraft:healable" 中 "effects" 列表下的 "duration"
    • "minecraft:mob_effect": "effect_time"
    • "minecraft:mob_effect" 中的 "effect_time"
    • "minecraft:projectile": "durationeasy", "durationnormal", and "durationhard" can now all use "infinite"
    • "minecraft:projectile" 中的 "durationeasy"、 "durationnormal"、和 "durationhard" 现在可以使用 "infinite" 值
    • "minecraft:food": "duration" in the "effects" list
    • "minecraft:food" 中 "effects" 列表下的 "duration"
    • "minecraft:spell_effects": "duration" in the "add_effects" list
    • "minecraft:spell_effects" 中 "add_effects" 列表下的 "duration"
    • "minecraft:combat_regeneration": "regeneration_duration"
    • "minecraft:combat_regeneration" 中的 "regeneration_duration"
  • Added the "minecraft:is_collidable" component
  • 添加了 "minecraft:is_collidable" 组件
    • This component allows other mobs to have vertical and horizontal collisions with the component's owner
    • 此组件允许其他生物与组件的拥有者发生垂直和水平碰撞
      • For a collision to occur, both mobs must have a "minecraft:collision_box" component
      • 要发生碰撞,两个生物都必须有一个 "minecraft:collision_box" 组件
      • This component can only be used on mobs and enables collisions exclusively between mobs
      • 此组件只能用于生物,并且仅启用生物之间的碰撞
    • Please note that this type of collision is unreliable for moving mobs
    • 请注意,这种类型的碰撞对于移动的生物来说是不可靠的
      • It is recommended to use this component only in scenarios where the mob remains stationary
      • 建议仅在生物保持静止的情况下使用此组件
    • Collidable behavior is closely related to stackable behavior
    • Collidable 行为与 Stackable 行为密切相关
      • While the "minecraft:is_collidable" component governs how other mobs interact with the component's owner, the "minecraft:is_stackable" component describes how an entity interacts with others of its own kind
      • "minecraft:is_collidable"组件控制其他生物如何与组件的所有者交互,而"minecraft:is_stackable"组件则描述实体如何与同类其他生物交互
  • The "entity_sensor" component now has two additional fields:
  • “entity_sensor”组件现在有两个额外的字段:
    • "y_offset", applies a vertical offset to the entity's position when calculating distances to other entities
    • “y_offset”:在计算到其他实体的距离时,将垂直偏移应用于实体的位置
    • "find_players_only", restricts the search to Players only, affecting all subsensors
    • “find_players_only”:将搜索限制为仅玩家,影响所有子传感器
  • Added the "minecraft:body_rotation_axis_aligned" component, that causes the entity's body to automatically rotate to align with the nearest cardinal direction based on its current facing direction
  • 添加了 "minecraft:body_rotation_axis_aligned" 组件,该组件使实体的主体根据其当前朝向自动旋转以与最近的主方向对齐
    • Combining this with the "minecraft:body_rotation_blocked" component will cause the entity to align to the nearest cardinal direction and remain fixed in that orientation, regardless of future changes in its facing direction
    • 将其与 "minecraft:body_rotation_blocked" 组件结合使用将导致实体对齐到最近的主方向并保持在该方向上,而不管其朝向的未来变化如何
  • Added validation for asset references in components
  • 添加了对组件中资产引用的验证
    • Content errors will log missing references for the following fields:
    • 错误日志将记录以下字段的缺失引用:
      • item references
      • 物品引用
      • block reference in item component in "minecraft:block_placer"
      • "minecraft:block_placer"中物品组件中的方块引用
      • loot table reference in block component "minecraft:loot"
      • 方块组件 "minecraft:loot" 中的战利品表引用
  • The "entity_sensor" component's "find_players_only" field now functions correctly, properly restricting searches to Players only and affecting all subsensors
  • “entity_sensor”组件的“find_players_only”字段现在可以正常工作,正确地将搜索限制为仅限玩家并影响所有子传感器
  • Added the "minecraft:input_air_controlled" component, that enables controlling flying rideables
  • 添加了"minecraft:input_air_controlled"组件,可以控制飞行的可乘物
    • Functions similarly to "minecraft:input_ground_controlled", but instead of limiting acceleration to the XZ-plane, this component applies acceleration in the direction the player is looking in three dimensions
    • 功能类似于 "minecraft:input_ground_controlled",但该组件不是将加速度限制在 X-Z 平面上,而是在玩家在三维空间中目视的方向上应用加速度
    • Supports adjustments to strafing and backward movement speeds, allowing entities to fly at equal speeds in all directions or move slower when strafing or reversing
    • 支持调整俯冲和向后移动速度,允许实体以相同的速度向各个方向飞行,或者在俯冲或后退时减慢移动速度
    • This component is experimental and as such requires "use_beta_features" to be enabled
    • 此组件是实验性的,因此需要启用 “use_beta_features”
    • It may undergo significant changes or even be replaced as development progresses
    • 随着开发的进展,它可能会发生重大变化,甚至被替换

CREATOR
创作者

  • ItemTag support in the match_tool loot table condition no longer requires enabling the "Upcoming Creator Features" experiment toggle
  • match_tool战利品表条件中的 ItemTag 支持不再需要启用“即将推出的创作者功能”实验开关

DATA-DRIVEN JIGSAW STRUCTURES
数据驱动拼图结构

  • Fixed placement of Jigsaw structures that contain blocks with minecraft:tick component.
  • 修复了包含带有 minecraft:tick 组件的方块的拼图结构的放置。

DEDICATED SERVER
基岩版专用服务器

  • Exposed two new parameters for dedicated server when in server-auth-with-rewind. These will make the server more strict on player positions. Look in server.properties for more information on what these do.
  • 在 server-auth-with-rewind 中为专用服务器公开了两个新参数。这将使服务器对玩家位置更加严格。查看 server.properties 以获取有关这些功能的更多信息。
    • server-authoritative-movement-strict default to false and can be set to true. Will affect Player position acceptance
    • server-authoritative-movement-strict 默认为 false,并且可以设置为 true。将影响玩家位置接受度
    • server-authoritative-dismount-strict default to false and can be set to true. Will affect Player position when dismounting
    • server-authoritative-dismount-strict 默认为 false,并且可以设置为 true。下马时会影响玩家位置
  • Exposed a new parameter for dedicated server. This will make the server more strict on entity interactions. Look in server.properties for more information on what these do.
  • 公开了专用服务器的新参数。这将使服务器对实体交互更加严格。查看 server.properties 以获取有关这些功能的更多信息。
    • server-authoritative-entity-interactions-strict default to false and can be set to true. Will affect Entity interaction acceptance
    • server-authoritative-entity-interactions-strict 默认为 false,并且可以设置为 true。将影响实体交互接受度
  • Removed server-authoritative-movement parameter. It will now always use server-auth-with-rewind.
  • 删除了 server-authoritative-movement 参数。它现在将始终使用 server-auth-with-rewind。

EDITOR
基岩版编辑器

We are excited to announce Editor v0.9! To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
我们很高兴地宣布推出 Editor v0.9!要了解有关 Editor 及其多块世界编辑功能的更多信息,请在此处查看文档,或在此处了解如何构建编辑器扩展


FEATURE HIGHLIGHTS IN EDITOR V0.9
基岩版编辑器 V0.9 中突出的特性


REALMS INTEGRATION
REALMS 整合

You can now publish your Editor Project directly to Realms, making it simple to play or test your world on any device. Need to tweak something? You can also download your Realms world back into the Editor for further edits. Just make sure you’re signed in with an active Realms subscription.
您现在可以将基岩版编辑器项目直接发布到 Realms,从而在任何设备上轻松播放或测试您的世界。您也可以将 Realms 世界下载回编辑器以进行进一步编辑。只需确保您已使用有效的 Realms 订阅登录即可。


GRID REPEAT
GRID REPEAT

Grid Repeat is a new mode within the Repeater Tool which allows you to effortlessly repeat a selection in the x, y, and z directions, making tasks like adding windows to a building or creating an entire city a breeze. The Grid Repeat feature includes both Uniform and Separate repeat types, allowing you to customize the number of instances repeated in all directions.
Grid Repeat 是 Repeater Tool 中的一种新模式,可让您毫不费力地在 x、y 和 z 方向上重复选择,使为建筑物添加窗户或创建整个城市等任务变得轻而易举。网格重复功能包括 Uniform 和 Separate 重复类型,允许您自定义在所有方向上重复的实例数量。


UPDATED STRUCTURE MANAGEMENT
更新的结构管理

We have updated the Structure feature to provide better management of your structures. You can now rename, delete, and duplicate structures with ease. Additionally, you can rename the file/unique name and change the namespace for more precise organization. Please note that project structures will be exported to the editor/structuredb subdirectory in the world folder.
我们更新了 Structure 功能以提供更好的结构管理。您现在可以轻松地重命名、删除和复制结构。此外,您可以重命名文件/唯一名称并更改命名空间以进行更精确的管理。请注意,编辑器项目中的结构会导出到 world 文件夹下的 editor/structuredb 子目录下。


MULTIBLOCK WORKBENCH
WORKBENCH 的多方块操作

We have updated the Workbench Tool to work with multiple blocks of the same type. Simply select the blocks you want to manipulate and then go to the Workbench Tool.
我们更新了 Workbench 工具来处理多个相同类型的块。只需选择要作的块,然后转到 Workbench 工具。


BLOCK AND ENTITY INSPECTOR
方块和实体检查器

Block and Entity Inspector allow you to view block states and entities and then customize specific properties. This is incredibly useful to fine tune details.
方块和实体检查器允许您查看块状态和实体,然后自定义特定属性。这对于微调细节非常有用。

Full Editor Changelogs
完整基岩版编辑器更新日志

  • Added Realms integration
  • 添加了 Realms 整合
    • Users can now publish their Editor project directly to Realms
    • 用户现在可以将他们的基岩版编辑器项目直接发布到 Realms 中
    • Users can download their Realms world
    • 用户可以下载他们的 Realms 世界
    • NOTE: Users must be signed in and have an active Realms subscription. For Preview builds, they must have a Preview Realms first. This can be created in non-Editor mode of Bedrock on Preview builds.
    • 注意:用户必须登录并拥有有效的 Realms 订阅。对于 Preview 版本,它们必须首先具有 Preview Realms。这可以在基岩版的 Preview 版本的非编辑器模式下创建。
  • Added better management of Structures:
  • 添加了更好的结构管理:
    • Added the ability to rename a structure
    • 添加了重命名结构的功能
    • Added the ability to delete a structure
    • 添加了删除结构的功能
    • Added the ability to duplicate a structure
    • 添加了复制结构的功能
    • Added the ability to rename the file/unique name
    • 添加了重命名文件或唯一名称的功能
    • Added the ability to change the namespace
    • 添加了更改命名空间的功能
    • NOTE: Project structures will be exported to the editor/structuredb subdirectory in the world folder
    • 注意:基岩版编辑器项目中的结构将导出到 world 文件夹中的 editor/structuredb 子目录
  • Added the Grid Repeat feature to the Repeater tool, which includes both Uniform and Separate repeat types
  • 向 Repeater 工具添加了 Grid Repeat 功能,其中包括 Uniform 和 Separate 重复类型
  • Added visualization for the first layer added/removed in the extrude tool.
  • 为在凸出工具中添加或删除的第一个图层添加了可视化效果。
  • Added Terracotta to block picker
  • 将陶瓦添加到方块选择器中
  • Added Workbench support for selections allowing for updated to all blocks of the same type in the selection.
  • 添加了对选择项的 Workbench 支持,允许更新到选择项中相同类型的所有方块。
  • Added cursor support for selecting invisible blocks when the Show Invisible Blocks setting is enabled
  • 添加了光标支持,以便在启用 Show Invisible Blocks 设置时选择不可见的块
  • Added IPropertyPane.addProgressIndicator API function to display a spinner or a progress bar property item
  • 添加了 IPropertyPane.addProgressIndicator API 函数,用以显示指示器或进度条属性项目
  • Added ImageAnimationData API type to represent a sprite sheet animation for images
  • 添加了 ImageAnimationData API 类型,用于表示图像的 Sprite 表动画
  • Added iconAnimation: ImageAnimationData property to IActionBarItemCreationParams API
  • IActionBarItemCreationParams API 添加了 iconAnimation: ImageAnimationData 属性
  • Added IPropertyPane.addLink API function to create link buttons in panes.
  • 添加了 IPropertyPane.addLink API 函数,用于在窗格中创建链接按钮。
  • Added system.isEditorWorld property into @minecraft/server in beta
  • system.isEditorWorld 属性添加到 @minecraft/server 的测试中
  • Added Block Inspector tool which allows you to view block states and permutations of blocks
  • 添加了方块检查器工具,允许您查看区块状态和区块的排列
  • Added Entity Inspector tool which allows you to view and modify entity components
  • 添加了实体检查器工具,允许您查看和修改实体组件
  • Added a new IRootPropertyPane.createModalOverlayPane API function, allowing the creation of IModalOverlayPane to display on top of the pane content. Each pane supports one active modal overlay at a time, but it can own multiple modals. Modal overlays can be managed through the root pane's setActiveModalOverlay function or the overlay pane's show and hide functions
  • 添加了新的 IRootPropertyPane.createModalOverlayPane API 函数,允许创建 IModalOverlayPane 显示在窗格内容的顶部。每个窗格一次支持一个活动的模态叠加层,但它可以拥有多个模态。可以通过根窗格的 setActiveModalOverlay 函数或叠加窗格的 showhide 函数来管理模态叠加
  • Added IButtonPanePropertyItem API for customizing button layouts.
  • 添加了用于自定义按钮布局的 IButtonPanePropertyItem API。
    • IPropertyPane.addButtonPane and IModalControlPane.addButtonPane API methods to create button pane items.
    • 用于创建按钮窗格项的 IPropertyPane.addButtonPaneIModalControlPane.addButtonPane API 方法。
  • Removed End Gateway or Structure Block from block picker
  • 从方块选择器中删除了末地折跃门或结构方块
  • Updated the mouse indicator for various tools to no longer linger after the app is suspended and resumed
  • 更新了各种工具的鼠标指示器,使其在应用程序暂停和恢复后不再抖动
  • Updated the maximum allowed line segments in Line Tool to 40 to address a crash.
  • 将线条工具中允许的最大线段数更新为 40 以解决崩溃问题。
  • Updated to minecraft/server 2.0.0-beta, see API section for more details on 2.0.0-beta.
  • 更新到 minecraft/server 2.0.0-beta,有关 2.0.0-beta 的更多详细信息,请参阅 API 部分。
    • registerEditorExtension can be called in Early Execution.
    • registerEditorExtension 可以在预执行中调用。
  • Updated the Line Tool: Left Click no longer clears the line if two points already exist. Left Click now behaves the same as Shift + Left Click and always adds points to the existing line.
  • 更新了线条工具:如果已存在两个点,则单击鼠标左键不再清除线条。现在,左键单击的行为与 Shift + 左键单击相同,并且始终向现有线条添加点。
  • Updated the Block Picker search text field to have UI focus when the modal opens
  • 更新了方块选择器搜索文本字段,以便在模态框打开时获得 UI 焦点
  • Updated various icons in editor UI for better resolution and functional clarity
  • 更新了编辑器 UI 中的各种图标,以提高分辨率和功能清晰度
  • Updated Flatten Tool to no longer stays active when changing to Crosshair Mode
  • 更新了图案工具,使其在更改为 Crosshair Mode 时不再保持活动状态
  • Updated pyramid brush maximum height to 40 blocks
  • 将金字塔笔刷的最大高度更新为 40 格
  • Updated the default flyspeed to 4.0 while using Editor.
  • 将使用基岩版编辑器时的默认飞行速度更新为 4.0。
  • Updated IPropertyPane.addTable API function to IPropertyPane.addDataTable
  • IPropertyPane.addTable API 函数更新为 IPropertyPane.addDataTable
  • Updated IBlockListPropertyItem and rename ITablePropertyItem to IDataTablePropertyItem APIs
  • 更新了 IBlockListPropertyItem 并将 ITablePropertyItem 重命名为 IDataTablePropertyItem API
  • Fixed an assert encountered on client disconnect from dedicated server and re-entry into a world
  • 修复了在客户端断开与专用服务器的连接并重新进入世界时遇到的中止
    • Fixed block picker UI dialog persisting after a client disconnect from a dedicated server
    • 修复了在客户端断开与专用服务器断开连接后,方块选择器UI 对话框仍然存在的问题
  • Fixed a bug that filtered stain glass blocks from block picker
  • 修复了从方块选择器中过滤掉染色玻璃块的错误
  • Fixed a bug that caused Project Through Water checkbox to be active for Keyboard only cursor control in panes
  • 修复了导致 Project Through Water 复选框在窗格中仅针对键盘光标控件处于活动状态的错误
  • Fixed a bug that caused custom time settings to be disabled for Time of Day pane.
  • 修复了导致 Time of Day 窗格禁用自定义时间设置的错误。
  • Fixed a bug that caused player positions limit to have wrong values in Navigation Panel.
  • 修复了导致玩家位置限制在 Navigation Panel 中具有错误值的错误。
  • Fixed a bug where releasing the scrollbar after dragging outside the dropdown menu closed it.
  • 修复了在下拉菜单外部拖动后释放滚动条会关闭滚动条的错误。
  • Fixed a bug that caused button layout and inner icon size to be incorrect
  • 修复了导致按钮布局和内部图标大小不正确的错误
  • Fixed a render issue related to Banner, Conduit, Creeper Head, Decorated Pot, Dragon Head, Piglin Head, Player Head, Skeleton Skull, Wither Skeleton Skull, and Zombie Head thumbnails
  • 修复了与旗帜、潮涌核心、爬行者头颅、饰纹陶罐、龙首、猪灵头颅、玩家头颅、骷髅头颅、凋灵骷髅头颅和僵尸头颅缩略图相关的渲染问题
  • Fixed an assert/crash due to custom block rendering components in creator packs or addons
  • 修复了由于创作者包或插件中的自定义方块渲染组件而导致的中止或崩溃
  • Fixed Workbench functionality with block that use the minecraft:block_face and minecraft:vertical_half properties.
  • 修复了使用 minecraft:block_faceminecraft:vertical_half 属性的块的Workbench功能。
  • Fixed Shulker box textures in Block picker and lists
  • 修复了方块选择器和列表中的潜影盒纹理
  • Fixed a bug that excluded some blocks from block picker list with partial text search
  • 修复了使用部分文本搜索从方块选择器列表中排除某些方块的错误
  • Fixed missing Air and Sugarcane block images
  • 修复了缺失的空气和甘蔗方块图像
  • Fixed a bug that would sometimes cause the refresh button to crash Editor.
  • 修复了有时会导致刷新按钮使编辑器崩溃的错误。
  • Fixed a bug that caused farms to be placed near unloaded areas
  • 修复了导致农场放置在未加载区域附近的错误
  • Fixed a bug that prevented slider to be visually updated for INumberPropertyItem.updateLimits API function
  • 修复了阻止 INumberPropertyItem.updateLimits API 函数的滑块可视化更新的错误

ENTITIES
实体

  • Fixed issue where No more entities assert failure occurred when flying through biomes during a storm
  • 修复了在雷暴期间飞越生物群系时发生 No more entities 中止失败的问题

ENTITY COMPONENTS
实体组件

  • Added on_spawn trigger to spawn_chance on hit sub-component, triggered on the newly spawned entity with other set to the owning entity
  • 添加了on_spawn触发器,以spawn_chance击中子组件,在新生成的实体上触发,并将other触发器集设置为拥有实体
  • Added particle_item_name map to particle_on_hit on hit sub-component, maps an item name to an actor filter to determine what the name of the item used in the particle should be. Falls back to the name of the entity itself as before.
  • 添加了particle_item_name映射到 particle_on_hit 击中子组件,将项目名称映射到角色过滤器,以确定粒子中使用的项目的名称应该是什么。像以前一样回退到实体本身的名称。

ENTITY EVENT RESPONSES
实体响应事件

  • Added the "stop_movement" entity event response, which stops the entity's movement
  • 添加了 “stop_movement” 实体事件响应,用于停止实体的移动
    • The "stop_vertical_movement" field specifies whether vertical movement should be stopped
    • “stop_vertical_movement”字段指定是否应停止垂直移动
    • The "stop_horizontal_movement" field specifies whether horizontal movement should be stopped
    • “stop_horizontal_movement” 字段指定是否应停止水平移动
    • This response does not stop navigation or prevent future movement
    • 此响应不会停止导航或阻止将来的移动
      • If that's the desired outcome, also remove the components responsible for that
      • 如果这是所需的结果,则还要删除负责该结果的组件
  • Added the "set_home_position" entity event response, which sets the entity's home position to its current position
  • 添加了 “set_home_position” 实体事件响应,该响应将实体的起始位置设置为其当前位置
    • For this to have any effect, the entity must already have a "minecraft:home" component
    • 要使其生效,实体必须已经具有 "minecraft:home" 组件

ENTITY EVENTS
实体事件

  • Added "first_valid" event type, it will evaluate every filter in order and execute the first valid one
  • 新增 first_valid 事件类型,按顺序评估每个过滤器并执行第一个有效的过滤器

ENTITY FILTERS
实体过滤器

  • The "in_clouds" entity filter now succeeds when an entity's bounding box intersects the cloud layer, rather than only when its bottom is within it
  • 现在,当实体的边界框与云层相交时,“in_clouds”实体筛选器会成功通过,而不仅仅是当其底部位于云层内时

GAMEPLAY
玩法

  • CommandBlock hover name now shown in GUI messages generated from commands (MCPE-190606)
  • 命令方块悬停名称现在显示在命令生成的 GUI 消息中(MCPE-190606

GENERAL
通用

  • Fixed issue that occurs when cancelling world resource pack download.
  • 修复了取消世界资源包下载时出现的问题。
  • Fixed crash that occurs when initializing minecraft:decorated_pot renderer.
  • 修复了初始化 minecraft:decorated_pot 渲染器时发生的崩溃。
  • Server Authoritative movement is now turned on by default.
  • 服务器授权移动现在默认处于打开状态。

GOALS
AI 意向

  • "minecraft:behavior.float_wander" AI goal will now restrict mobs to their home position if they have the "minecraft:home" component
  • 如果生物具有“minecraft:home”组件,则“minecraft:behavior.float_wander”AI意向现在会将生物限制在它们的起始位置。
  • Added "use_home_position_restriction" field to "minecraft:behavior.float_wander" AI goal to control whether mobs respect home position restrictions when selecting target positions
  • 在“minecraft:behavior.float_wander”的AI意向中添加了“use_home_position_restriction”字段,以控制生物在选择目标位置时是否遵守起始位置限制。
    • Defaults to false for entities with format version below 1.21.70, and true for 1.21.70 and later
    • 对于格式版本低于 1.21.70 的实体,默认为 false,对于 1.21.70 及更高版本,默认为 true
    • When true, the mob will respect home position restrictions when selecting target positions
    • 如果为 true,则生物在选择目标位置时将遵循起始位置限制

JIGSAW
拼图方块

  • Fixed world_surface type of heightmap_projection in minecraft:jigsaw to generate on top of water and leaf blocks.
  • 修复了 minecraft:jigsawworld_surface类型的heightmap_projection生成在水方块和树叶方块上的问题。
  • Fixed gaps from appearing between data-driven jigsaw structure pieces.
  • 修复了数据驱动的拼图结构之间出现的间隙。

JSON EVENTS
JSON 事件

  • The parameter "duration" in the "add_mob_effect" event can now be set to "infinite"
  • “add_mob_effect”事件中的参数“duration”现在可以设置为 “infinite”

MOBS
生物

  • Added maximum value of 100000000.0 and minimum value of -100000000.0 to "minecraft:collision_box" component
  • “minecraft:collision_box”组件添加了最大值 100000000.0 和最小值 -100000000.0
  • Added aquatic family-type for all aquatic mobs
  • 为所有水生生物添加了水生族类型
  • Normal Minecart is no longer considered a mob
  • 普通矿车不再被视为生物

NETWORK PROTOCOL
网络协议

  • Added ActorFlags::COLLIDABLE
  • 添加了 ActorFlags::COLLIDABLE
  • Added ActorFlags::BODY_ROTATION_AXIS_ALIGNED
  • 添加了 ActorFlags::BODY_ROTATION_AXIS_ALIGNED
  • Added ActorFlags::WASD_AIR_CONTROLLED
  • 添加了 ActorFlags::WASD_AIR_CONTROLLED

PARTICLES
粒子效果

  • Multiple controllers transitioning out of a state at the same time will now properly expire all intended particles instead of just the last one
  • 现在,同时从某个状态过渡的多个控制器将正确地使所有预期的粒子消散,而不仅仅是最后一个粒子

SOUNDS
音效

  • Added support for entity sound variants
  • 添加了对实体声音变体的支持
    • Entity sounds now have a "variants" field which defines sound variants based on the runtime entity
    • 实体声音现在有一个 “variants” 字段,该字段根据运行时实体定义声音变体
    • Variants has a "key" field reading a Molang expression returning a string to select sound variant (eg: querying an enum entity property).
    • Variants 有一个 “key” 字段,读取 Molang 表达式,返回一个字符串来选择声音变体(例如:查询实体属性枚举)。
    • Variants has a "map" field which contains key-value pairs of a variant identifier and the sound events it overrides.
    • Variants 有一个 “map” 字段,其中包含 variant 标识符的键值对及其覆盖的声音事件。
    • When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from "defaults". Example: Given a mob with the following property
    • 在为实体播放声音时,我们首先尝试计算其变体,并查看该变体是否覆盖了声音事件,如果不是,则从基本实体播放声音。如果失败,我们将回退到从 “defaults” 运行的现有逻辑。示例:给定一个具有以下属性的生物
代码:
"minecraft:emotional_state": {
  "type": "enum",
  "values": [ "neutral", "angry", "happy", "sad" ],
  "default": "neutral",
  "client_sync": true
}
Sound variants can be played by querying the property:
可以通过查询属性来播放声音变体:

代码:
{
  "entity_sounds": {
    "entities": {
      "test_mob": {
        "volume": 1.0,
        "pitch": 1.0,
        // 不同声音事件的基础音效
        "events": {
          "ambient": "mob.test_mob.ambient",
          "death": "mob.test_mob.death",
          "step": {
            "sound": "mob.test_mob.step",
            "volume": 0.8,
            "pitch": 1.0
          },
          "attack": "mob.test_mob.attack"
        },
        "variants": {
            // 变体键将返回枚举当中变体的字符串,可用任意生成字符串结果的 Molang 表达式
            "key": "query.property('minecraft:emotional_state')",
            "map": {
              // 若返回的变体键在此处未得到处理,则使用基础音效
              "neutral": {
                "volume": 1.0,
                "pitch": 1.0,
                "events": {
                  // 若声音事件在变体中未得到处理,则使用基础音效
                  "death": "mob.test_mob.death.netural"
                }
              },
              "angry": {
                "volume": 1.0,
                "pitch": 1.0,
                "events": {
                  // 变体可以覆盖不同于其他变体的事件
                  "death": "mob.test_mob.death.angry",
                  "ambient": "mob.test_mob.ambient.angry"
                }
              }
            }
          }
        }
      }
    }
  }
}
  • Sound effects found in animations and animation controllers can now include an optional "locator" field similar to particle effects allowing them to originate from the locator on the entity rather than the origin
  • 动画和动画控制器中的声音效果现在可以包含类似于粒子效果的可选“locator”字段,允许它们源自实体上的定位器,而不是坐标原点

STRUCTURES
结构

  • Fixed mirroring and rotation of crafter blocks when part of a structure that is being placed:
  • 修复了当放置结构的一部分时,其中合成器方块的镜像和旋转问题:

EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新


API
API

  • Added new script module @minecraft/diagnostics version 1.0.0-beta. This module is dedicated server only for now and allows script modules to connect their script packs to Sentry . This enables remote error tracking and monitoring for script packs.
  • 添加了新的脚本模块 @minecraft/diagnostics 版本 1.0.0-beta。此模块目前只是专用服务器,并允许脚本模块将其脚本包连接到 Sentry 。这样可以远程跟踪和监控脚本包。

@MINECRAFT/SERVER
@MINECRAFT/SERVER

  • Component minecraft:fluidContainer has been renamed to minecraft:fluid_container in V2.
  • 在 V2 版本中, minecraft:fluidContainer 已被重命名为 minecraft:fluid_container
  • World
  • World
    • Added getDifficulty(): Difficulty method to beta. This method gets the worlds current game difficulty.
    • getDifficulty(): Difficulty方法添加至测试版。此方法获取世界当前游戏难度。
    • Added setDifficulty(difficulty: Difficulty): void method to beta. This method sets the worlds current game difficulty.
    • setDifficulty(difficulty: Difficulty): void 方法添加至测试版。此方法设置世界当前的游戏难度。
  • BlockMapColorComponent scripting API is now read-only
  • BlockMapColorComponent 脚本 API 现在是只读模式
  • BlockMapColorComponent scripting API fields color and tintMethod are now properties instead of methods
  • BlockMapColorComponent 脚本 API 字段下的颜色和着色方法现在是属性,而不是方法
  • Fixed an issue where native constructors were not properly checking privileges when being called. Constructors now check privileges properly and produce correct errors when being used in Early Execution privilege.
  • 修复了本机构造函数在被调用时无法正确检查权限的问题。现在,构造函数可以正确检查权限,并在预执行权限中使用时生成正确的错误。
  • Deprecated ItemUseOnBeforeEvent in @minecraft/server 2.0.0-beta. Use PlayerInteractWithBlockBeforeEvent instead.
  • @minecraft/server 2.0.0-beta 中废弃了 ItemUseOnBeforeEvent。请改用 PlayerInteractWithBlockBeforeEvent
  • Deprecated ItemUseOnAfterEvent in @minecraft/server 2.0.0-beta. Use PlayerInteractWithBlockAfterEvent instead.
  • @minecraft/server 2.0.0-beta 中弃用了 ItemUseOnAfterEvent。请改用 PlayerInteractWithBlockAfterEvent
  • BlockDestructionParticlesComponent API has been added to @minecraft/server 2.0.0-beta
  • BlockDestructionParticlesComponentAPI 已添加到 @minecraft/server 2.0.0-beta 中
  • EntityScaleComponent has been changed to read-only in version 2.0.0-beta
  • EntityScaleComponent 在版本 2.0.0-beta 中已更改为只读模式
  • Fixed a bug where call methods on Player.inputInfo, Player.inputPermissions, or Player.aimAssist on a player that left and rejoined the world would throw an error.
  • 修复了对离开并重新加入世界的玩家的 Player.inputInfoPlayer.inputPermissionsPlayer.aimAssist 的调用方法会引发错误的错误。

@MINECRAFT/SERVER-NET
@MINECRAFT/SERVER-NET

  • Updated the execution privilege of most APIs to allow them to be called in read-only contexts ("before" events)
  • 更新了大多数 API 的执行权限,以允许在只读上下文(“before”事件)中调用它们
  • Added new error InternalHttpRequestError
  • 添加了新错误类型 InternalHttpRequestError
    • An error thrown when a platform-level HTTP error occurs. Information provided in this class may be useful for diagnostics purposes but will differ from platform to platform.
    • 发生平台级 HTTP 错误时引发的错误。此类中提供的信息可能有助于诊断目的,但因平台而异。
  • Added new error MalformedHttpRequestError
  • 添加了新错误类型 MalformedHttpRequestError
    • An error thrown when a malformed HTTP request is attempted to be sent.
    • 尝试发送格式错误的 HTTP 请求时引发的错误。

@MINECRAFT/SERVER-UI
@MINECRAFT/SERVER-UI

  • ActionFormData
  • ActionFormData
    • Added method divider(): ActionFormData; . It adds a section divider into the form.
    • 添加了方法 divider(): ActionFormData; 。它会在表单中添加一个区域分隔线。
    • Added method header(text: minecraftserver.RawMessage): ActionFormData; . It adds a header into the form.
    • 添加了 header(text: minecraftserver.RawMessage): ActionFormData; 方法。它会在表单中添加一个标题。
    • Added method label(text: minecraftserver.RawMessage): ActionFormData; . It adds a label into the form.
    • 添加了 label(text: minecraftserver.RawMessage): ActionFormData; 方法它会在表单中添加一个标签。
  • ModalFormData
  • ModalFormData
    • Added method divider(): ModalFormData; . It adds a section divider into the form.
    • 添加了 divider(): ModalFormData; 方法。 它会在表单中添加一个区域分隔线。
    • Added method header(text: minecraftserver.RawMessage): ModalFormData; . It adds a header into the form.
    • 添加了 header(text: minecraftserver.RawMessage): ModalFormData; 方法。 它会在表单中添加一个标题。
    • Added method label(text: minecraftserver.RawMessage): ModalFormData; . It adds a label into the form.
    • 添加了 label(text: minecraftserver.RawMessage): ModalFormData; 方法。它会在表单中添加一个标签。

@MINECRAFT/SERVER 2.0.0-BETA
@MINECRAFT/SERVER 2.0.0-BETA

The beta for @minecraft/server has been updated to 2.0.0-beta. This signifies that breaking changes have occurred, largely related to script execution timing. Version 1.X will continue to function as-is.
@minecraft/server 的测试版本已经更新到 2.0.0-beta。这就意味着发生了突破性的变化,很大程度上与脚本执行时机有关。1.X 版本将继续按原样运行。

Visit our documentation portal for more information in the near future.
在不久的将来访问我们的文档门户以获取更多信息。

  • Added new privilege EarlyExecution
  • 添加了新权限 EarlyExecution
    • 2.0.0-beta and higher now executes with the early execution privilege, scripting below 2.0.0-beta will continue to execute without early execution
    • 2.0.0-beta 及更高版本现在使用预执行权限执行,低于 2.0.0-beta 的脚本将继续执行,而无需提前执行
    • All after and before event signals subscribe and unsubscribe methods can now be called in early execution
    • 现在所有事件信号前后都可以在预执行中调用 subscribeunsubscribe 方法
    • The following System methods can now be called in early execution
    • 现在可以在早期执行中调用以下 System 方法
      • clearJob
      • clearJob
      • clearRun
      • clearRun
      • run
      • run
      • runInterval
      • runInterval
      • runJob
      • runJob
      • runTimeout
      • runTimeout
      • waitTicks
      • waitTicks
    • BlockComponentRegistry method registerCustomComponent can now be called in early execution
    • 现在可以在预执行中调用 BlockComponentRegistry 方法 registerCustomComponent
    • ItemComponentRegistry method registerCustomComponent can now be called in early execution
    • ItemComponentRegistry 方法 registerCustomComponent 现在可以在预执行中调用
  • Added startup property to SystemBeforeEvents
  • SystemBeforeEvents 添加了 startup 属性
  • Added StartupEvent
  • 添加了 StartupEvent
  • Added StartupEventSignal
  • 添加了 StartupEventSignal
  • WorldAfterEvents renamed property worldInitialize to worldLoad
  • WorldAfterEvents 将属性 worldInitialize 重命名为 worldLoad
  • WorldBeforeEvents removed property worldInitialize
  • WorldBeforeEvents 移除了 worldInitialize 属性
  • WorldInitializeAfterEvent renamed to WorldLoadAfterEvent
  • WorldInitializeAfterEvent 重命名为 WorldLoadAfterEvent
  • WorldInitializeAfterEventSignal renamed to WorldLoadAfterEventSignal
  • WorldInitializeAfterEventSignal 重命名为 WorldLoadAfterEventSignal
  • Removed WorldInitializeBeforeEvent
  • 移除了 WorldInitializeBeforeEvent
  • Removed WorldInitializeBeforeEventSignal
  • 移除了 WorldInitializeBeforeEventSignal
  • Removed Dimension.runCommandAsync as most commands did not actually run asynchronously. If you are looking to run a function asynchronously, please investigate using Jobs via System.runJob .
  • 删除了 Dimension.runCommandAsync,因为大多数命令实际上并未异步运行。如果您希望异步运行函数,请通过 System.runJob 研究使用 Jobs 。
  • EntityComponent.getEntity method throws if the underlying entity is invalid (instead of return undefined previously).
  • EntityComponent.getEntity 方法如果底层实体无效会报错(而不是之前返回 undefined)。
  • EntityInventoryComponent.container property throws if the underlying entity is invalid (instead of return undefined previously).
  • 如果底层实体无效(而不是之前返回 undefined),则引发 EntityInventoryComponent.container 属性。
  • isValid methods on various classes have been changed to read only properties
  • 各种类上的 isValid 方法已更改为只读属性
  • getComponents, getComponent and hasComponent now throw if the Entity is invalid
  • getComponentsgetComponenthasComponent 现在会在实体无效时引发
  • applyKnockback method now takes a VectorXZ parameter for the knockback horizontal force (which includes the strength/magnitude), as well as a vertical strength parameter. To convert from V1, you should normalize your previous direction vector and multiply it by the old horizontal strength value. Vertical strength is the same as before.
  • applyKnockback 方法现在采用 VectorXZ 参数表示水平击退力(包括强度/大小)以及垂直强度参数。要从 V1 转换,您应该标准化之前的 direction vector 并将其乘以旧的水平强度值。垂直强度与以前相同。
  • EffectType
  • 效果类型
    • getName method now always returns the minecraft: namespace prefix along with the name
    • getName 方法现在总是返回 minecraft: 命名空间前缀以及名称
  • Effect
  • 状态效果
    • typeId property now always returns the minecraft: namespace prefix along with the name
    • typeId 属性现在始终返回 minecraft: 命名空间前缀以及名称
  • minecraft:air item has been removed (it is still a valid block)
  • minecraft:air 物品已被删除(它仍然是一个有效的方块)
  • Promises are now flushed along with after events and system tasks
  • 承诺现在与后发事件和系统任务一起刷新
  • system.waitTicks() now can accept an argument bounds of 0 minimum to run this tick
  • system.waitTicks() 现在可以接受参数 bounds 以 0 为最小值来运行此时钟周期
  • Added a GraphicsMode enum and Player.graphicsMode to query a player's current graphics mode on the server.
  • 添加了 GraphicsMode 枚举和 Player.graphicsMode,用于查询玩家在服务器上的当前图形模式。
  • Added system.isEditorWorld property into @minecraft/server in beta
  • system.isEditorWorld 属性添加到 @minecraft/server 的测试版中
  • BlockLocationIterator
  • BlockLocationIterator
    • Added isValid(): boolean method to beta. This method checks if the iterator as been invalidated by modifying the underlining block volume.
    • 向测试版添加了 isValid(): boolean方法。此方法通过修改划线标出的方块体积来检查迭代器是否已失效。
  • BlockMapColorComponent API has been added to beta
  • 已将 BlockMapColorComponent API 加入测试版
  • TintMethod enum has been added to beta
  • TintMethod 枚举已添加到测试版
  • Early execution changes in version @minecraft/server 2.0.0-beta
  • @minecraft/server 2.0.0-beta 中的预执行更改
    • The following RegistrationBuilder methods can now be called in early execution
    • 现在可以在预执行中调用以下 RegistrationBuilder 方法
      • batch
      • batch
      • maxAttempts
      • maxAttempts
      • maxTicks
      • maxTicks
      • padding
      • padding
      • required
      • required
      • requiredSuccessfulAttempts
      • requiredSuccessfulAttempts
      • rotateTest
      • rotateTest
      • setupTicks
      • setupTicks
      • structureName
      • structureName
      • tag
      • tag
    • register function can now be called in early execution
    • register 函数现在可以在预执行中调用
    • registerAsync function can now be called in early execution
    • registerAsync 函数现在可以在预执行中调用
  • Fixed a bug where the typeid property of the Effect class was being translated based on your language option.
  • 修复了 Effect 类的 typeid 属性根据你的语言选项进行翻译的错误。
  • Raised the limit for Lore Entry length from 50 to 1000 and the number of lines from 20 to 100 when using ItemStack.setLore
  • 将 Lore Entry 的长度限制从 50 提高到 1000,将行数从 20 提高到 100
  • Added three new methods to Player . These Entity Overrides are only applied to the target Player . Changes are not applied until the next tick and will not apply to other players.
  • Player 添加了三个新方法 。这些实体覆盖仅应用于目标 Player 。更改在下一个更新之前不会生效,并且不会应用于其他玩家。
    • setPropertyOverrideForEntity: Overrides an Entity Property on the target Entity to the provided value. This property must be client synced.
    • setPropertyOverrideForEntity:将目标实体上的实体属性覆盖为提供的值。此属性必须与客户端同步。
    • removePropertyOverrideForEntity: Removes the override of the specified Entity Property on the target Entity.
    • removePropertyOverrideForEntity:删除目标实体上指定实体属性的覆盖。
    • clearPropertyOverridesForEntity: Removes all overrides of any Entity Properties on the target Entity.
    • clearPropertyOverridesForEntity:删除目标实体上任何实体属性的所有覆盖。

API - MOLANG
API —— MOLANG

  • Added query.graphics_mode_is_any to Molang which accepts any of the following parameters: simple, fancy, deferred, raytraced . These parameters are all graphics modes that are available in the settings menu.
  • 向 Molang 添加了 query.graphics_mode_is_any,它接受以下任何参数: simplefancydeferredraytraced 。这些参数都是设置菜单中可用的图像模式。

BLOCKS
方块

  • The minecraft:map_color component underwent a schema change
  • minecraft:map_color 组件发生了架构更改
    • It is now a JSON object with two fields "color" and "tint_method".
    • 它现在是一个 JSON 对象,具有两个字段 “color” 和 “tint_method”。
    • "color" is a required string field expecting an HEX representation of the RGB, prefixed with a # character.
    • “color” 是一个必需的字符串字段,需要 RGB 的十六进制表示形式,前缀为 # 字符。
    • "tint_method" is a string field that multiplies the color with a predefined tint. Supported values are "none, "default_foliage", "birch_foliage", "evergreen_foliage", "dry_foliage", "grass" and "water".
    • “tint_method” 是一个字符串字段,它将颜色与预定义的色调相乘。支持的值为“none”、“default_foliage”、“birch_foliage”、“evergreen_foliage”、“dry_foliage”、“grass”和“water”。
    • the old schema format is still supported for convenience. Examples:
      代码:
      "minecraft:map_color": {
        "color": "#ABCDEF",
        "tint_method": "grass"
      }
      or
      代码:
      "minecraft:map_color": {
        "color": "#ABCDEF"
      }
      or
      代码:
      "minecraft:map_color": "#ABCDEF"
    • 为方便起见,仍支持旧的索引格式。下面是例子:
      代码:
      "minecraft:map_color": {
        "color": "#ABCDEF",
        "tint_method": "grass"
      }
      或者
      代码:
      "minecraft:map_color": {
        "color": "#ABCDEF"
      }
      或者
      代码:
      "minecraft:map_color": "#ABCDEF"
    • The minecraft:material_instances component supports an optional "tint_method" field in its instance definitions
    • minecraft:material_instances 组件在其实例定义中支持可选的 “tint_method” 字段
      • "tint_method" is a string field that multiplies a face color with a tint computed with the biome the block is in. Supported values are "none, "default_foliage", "birch_foliage", "evergreen_foliage", "dry_foliage", "grass", and "water".
      • “tint_method” 是一个字符串字段,它将面的颜色乘以用方块所在的生物群系计算的色调。支持的值为“none”、“default_foliage”、“birch_foliage”、“evergreen_foliage”、“dry_foliage”、“grass”和“water”。
      • Held block-items are tinted as if they were in the "plains" biome. Example:
      • 手持的方块物品会被着色为在“平原”生物群系中的样子。例如:
    代码:
      "*": {
              "texture": "minimal",
              "render_method": "opaque",
              "tint_method": "water"
          }
  • Exposed the Block component minecraft:destruction_particles as a JSON object. This represents the particles used when the Block is destroyed
  • 将方块组件 minecraft:destruction_particles 公开为 JSON 对象。这表示方块被摧毁时使用的粒子
    • There is two fields for it:
    • 它含有两个字段:
    • "texture" is a required string field to set the texture used by the particles
    • “texture” 是设置粒子使用的纹理的必需字符串字段
    • "tint_method" is an optional string field that multiplies the texture color with a predefined tint. Default to "none". Supported values are "none", "default_foliage", "birch_foliage", "evergreen_foliage", "dry_foliage", "grass" and "water".
    • “tint_method” 是一个可选的字符串字段,它将纹理颜色与预定义的色调相乘。默认为 “none”。支持的值为 “none”、“default_foliage”、“birch_foliage”、“evergreen_foliage”、“dry_foliage”、“grass” 和 “water”。
    • Block format before 1.21.70 will be upgraded to have the component added using the texture from the "down" or "*" of the minecraft:material_instances component if present and "none" for tint_method. This was the old behavior.
    • 1.21.70 以前格式版本的方块将被升级为使用 minecraft:material_instances 组件的“down”或“*”中的纹理(如果存在)添加组件,tint_method为“none”。这是旧的行为。
    • Block format from 1.21.70 without the component will not be upgraded and uses the invalid texture
      Examples:
      代码:
      "minecraft:destruction_particles": {
        "texture": "my_particles_texture",
        "tint_method": "grass"
       }
      or
      代码:
      "minecraft:destruction_particles": {
       "texture": "my_particles_texture"
      }
    • 1.21.70 格式版本的方块(不包含该组件)将不会升级,并使用无效的纹理
      例子:
      代码:
      "minecraft:destruction_particles": {
        "texture": "my_particles_texture",
        "tint_method": "grass"
       }
      或者
      代码:
      "minecraft:destruction_particles": {
       "texture": "my_particles_texture"
      }

EXPERIMENTAL
实验性内容

  • Removed the Experimental Third Person Cameras toggle and added an Experimental Creator Camera Features toggle for all future experimental cameras
  • 删除了实验性第三人称摄像机切换,并为所有未来的实验性摄像机添加了实验性创作者摄像机功能切换

GENERAL
通用

  • Removed unused experimental json field peaks_factor from minecraft:mountain_parameters in the behavior pack biome file
  • 从行为包生物群系peaks_factor文件中的 minecraft:mountain_parameters 中删除了未使用的实验性 json 字段



【冥王大大 译自feedback.minecraft.net 2025 年 3 月 24 日发布的 Minecraft: Bedrock Edition 1.21.70 - Spring to Life
【本文排版借助了:SPXXMB 用户脚本 v3.2.5】



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