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标题: Minecraft Java版 1.20.3 发布 [打印本页]
作者: pixel 时间: 2024-1-5 22:32
标题: Minecraft Java版 1.20.3 发布
NEWSMINECRAFT JAVA 版 1.20.3
MINECRAFT JAVA EDITION 1.20.3
Minecraft Java 1.20.3 Released
Minecraft Java 版 1.20.3 已发布
We're now releasing 1.20.3 for Minecraft: Java Edition. This release comes with new functionality for Decorated Pots, a new look for the Bat and improvements to Shields.
Minecraft Java 版 1.20.3 现已发布。本次正式版将包含饰纹陶罐的新用途,蝙蝠的外观更新和盾牌机制的调整。
This release also includes new features for map makers and pack creators like Scoreboard Display Names and extensions for the execute and return commands and a new administrative tool: the tick command.
同时也包括对地图创作者和数据包作者有用的一些特性,例如计分板显示名称、/execute 与 /tick 命令的扩展以及全新的调试用 /tick 命令。
The optional Update 1.21 Experiment also shows up in this version as a sneak preview of features for the next major version of Minecraft.
可选的实验性“1.21 更新”数据包也预先展示了下一个 Minecraft 主要版本将推出的部分玩法特性。
CHANGES
更改
- Decorated Pots can now store items, and can be smashed by projectiles
- 饰纹陶罐现在可以储存物品,但会被弹射物破坏
- When a player is blocking with a shield, the arm with the shield now follows the direction the player is looking at, when viewed from third person perspective
- 现在玩家使用盾牌格挡时,持盾的手臂将在第三人称视角下跟随玩家的视角转动
- The Bat now has a new look
- 蝙蝠有了全新的外观
- Added an accessibility option that allows to hide the yellow splash texts in the main menu
- 向辅助功能菜单中添加可隐藏主菜单黄色闪烁文本的选项
- Added a recovery screen for worlds with missing data (for example, if saving failed due to an unexpected shutdown)
- 为缺失数据的世界添加了恢复屏幕(例如那些因意外关闭而没能保存的世界)
- Other minor tweaks
- 其他微小调整
DECORATED POTS
饰纹陶罐
- Decorated Pots now store up to a single stack of items
- 饰纹陶罐现可储存 1 组物品
- Hoppers, Hopper Minecarts and Droppers can now insert and/or extract items from Decorated Pots
- 漏斗、漏斗矿车可以从饰纹陶罐存取物品,投掷器可以向饰纹陶罐存入物品
- Comparators can now read the number of items in Decorated Pots
- 红石比较器可以读取饰纹陶罐内物品的数量
- Players can interact with Decorated Pots to insert items into them
- 玩家可通过与饰纹陶罐交互来存入物品
- Decorated Pots have no GUI, and need to be broken to retrieve or discover their content by players
- 饰纹陶罐没有 GUI,需要被打破才能发现并取出内容物
- Player interactions with Decorated Pots cause the Decorated Pot to wobble and trigger the vibration frequency of 11
- 玩家与饰纹陶罐的互动将导致饰纹陶罐晃动,并发出频率为 11 的振动
- Decorated Pots can be smashed by projectiles which cause them to shatter and drop their content
- 饰纹陶罐可被弹射物摧毁,并会因此变回碎片形式,同时会掉出内容物
- Decorated Pots now stack up to 64
- 饰纹陶罐的最大堆叠数现在为 64
BAT
蝙蝠
- The Bat has an updated model, animations and texture
- 蝙蝠现在拥有全新的模型、动画与纹理
MINOR TWEAKS
小调整
- Monster Spawner now renders their inner faces when looking inside
- 刷怪笼现在能显示其内部面
- Thrown Ender Pearls produce a teleportation sound on impact
- 丢出的末影珍珠会在击中的位置发出声响
- Small tweaks to the Telemetry Data Collection screen
- 对遥测数据收集屏幕做出一些小调整
TECHNICAL CHANGES
技术性更改
- The Data Pack version is now 26
- 数据包版本现在为 26
- The Resource Pack version is now 22
- 资源包版本现在为 22
- A few minor changes to chat component serialization
- 对聊天组件序列化做出一些微小更改
- The name of non-living entities will now be shown if looked at and a CustomName is set, or always displayed if CustomNameVisible is set, similar to living entities
- 若非活体实体存在 CustomName 的 NBT 标签且正在被玩家看向,现在也可以显示出自定义名称,或者在设置了 CustomNameVisible 的情况下始终展示,这将与活体的行为相类似
- Changes to downloaded/world resource pack handling
- 调整了已下载/世界资源包处理的行为
CHAT COMPONENTS
聊天组件
SERIALIZATION
序列化
- Plain-text chat components (text, no sibilings, no stylings) are now always serialized as string instead of {"text': "blah"}
- 纯文本聊天组件(只有文本内容,无并列的组件,无格式)先总会被序列化成为字符串,而不是 {"text': "blah"}
- Chat components now serialize to NBT when sent over network
- 聊天组件在通过网络传输时将会在 NBT 的序列化形式下进行
- Chat components now have an optional type value (allowed values: text, translatable, score, nbt, keybind) to speed up parsing and improve error checking
- 聊天组件现允许有可选的 type 值(允许的值有:text, translatable、score、nbt、keybind)以提升解析与错误检查的速度
- id field in show_entity hoverEvent style now also accepts UUID as an array of 4 ints
- id 字段若采用 show_entity hoverEvent 格式,可接受 4 个整型变量所构成数组形式的UUID
- Numeric and boolean arguments for translate component are no longer converted to string
- translate 组件内的数值与 boolean 类型变量不再被转义成字符串
- The following JSON component representations are no longer accepted:
- 下列 JSON 文本表达式将不再可用:
- Errors in following style fields are no longer silently ignored:
- 以下类型字段中出现错误将不再被静默忽略:
- color
- clickEvent
- hoverEvent
- hoverEvent [action=show_entity].contents.name
- hoverEvent [action=show_item].contents.tag
WORLD RESOURCE PACKS
世界资源包
Changes apply to world resource packs (resources.zip), Realms resource packs and resource packs controlled by dedicated servers.
对世界资源包(resources.zip),Realms资源包和由专用服务器控制的资源包做出更新。
UI
UI
- Download screen has been replaced with a toast
- 替换下载屏幕为一个弹窗
- World resource pack application will start together with chunk loading
- 世界资源包的应用将与区块加载一同进行
LOCAL STORAGE
本地存储
Downloaded packs are now stored in downloads directory (with different file organization than old server-resource-packs)
下载的资源包现在存储在 downloads 文件夹目录(相较于先前的 server-resource-packs 也有了不同的文件组织方式)
- Files in this directory are no longer automatically cleaned (previously only up 10 packs were kept)
- 该文件夹目录的文件不再自动清理(之前最多只会保留10个资源包)
- Additionally, inside this directory there is also log file log.json that stores information about downloaded files for debug purposes
- 此外,出于调试目的,在此目录下还将生成名为 log.json 、用于存储下载文件信息的日志文件
SERVER CONFIG
服务端配置
Downloaded packs now have unique id (GUID/UUID) that can be used to differentiate them
已下载的资源包将可命名为独一无二的 id(GUID/UUID)以示区分
- This value for dedicated server pack can be configured with resource-pack-id option in server.properties
- 对于专用服务器使用的资源包,该值可由 server.properties 中的 resource-pack-id 配置
- If the value is missing, it will be generated based on URL
- 若缺失,则将根据 URL 生成
- If hash of a pack is not set, this pack will be redownloaded before every application
- 若未设置资源包哈希值,则每次应用资源包前都将会重新下载
- Previously, if hash was missing, latest downloaded version of pack was applied
- 之前只会应用最近一次下载的版本
PACKETS
网络包
Some additional options are added for 3rd-party servers software:
向第三方服务端添加了一些额外的选项:
- Client can now accept multiple server resource packs
- 客户端现可同时接收多个服务器资源包
- New packet was added to un-apply server resource packs
- 新包将会被加入到未启用的服务器资源包
- Resource packs are no longer cleaned when entering configuration phase
- 资源包不再于进入配置阶段时被清理
DATA PACK VERSION 19
数据包版本 19 更新内容
TAGS
标签
- Added can_breathe_under_water entity type tag which disables drowning
- 新增 can_breathe_under_water 实体标签,拥有该标签的生物不会溺水
- Added can_break_armor_stands damage type tag for damage types that can incrementally knock down armor stands
- 新增 can_break_armor_stands 伤害类型标签,拥有该标签的伤害类型能一击破坏盔甲架
DATA PACK VERSION 20
数据包版本 20 更新内容
- Changed function command results
- 调整了 function 命令的输出
- Adjusted check for gamerule maxCommandChainLength
- 调整了 maxCommandChainLength 游戏规则的实际检查方式
- Added new gamerule maxCommandForkCount
- 新增游戏规则 maxCommandForkCount
- Reintroduced form of the execute command: execute if function
- 重新加入 execute 命令的子命令格式 execute if function
- Reintroduced form of the return command: return run
- 重新加入 return 命令的子命令格式 return run
- Decorated Pots with cracked state set to true will always shatter when broken
- 若饰纹陶罐的 cracked 方块状态为 true,则它会在被任何方式破坏时变回碎片形式
- Added new dust_plume particle type
- 新增 dust_plume 粒子类型
COMMANDS
命令
FUNCTIONS
函数
- function command has been changed to better accomodate new return command
- function 命令现已做出调整,以适配全新的 return 命令
- Functions no longer have any result unless they use return or there was error during lookup or instantiation
- 函数将不再有输出值,除非函数内使用了 return 命令,或在查找与实例化(暂译,包括后文多处内容) 过程中出现错误
- That means function command will no longer return (or even display) number of commands run during execution
- 这意味着 function 命令将不再返回(甚至显示)执行期间运行的命令数
- Error conditions:
- 错误情况:
- Calling non-existent function
- 调用了不存在的函数
- Calling empty function tag
- 调用了空的函数标签
- Macro instantiation failure
- 宏函数实例化失败
- "Result" in this context means values that would be stored with execute store
- 在本文此处以及前后的“返回值”均指代可通过 execute store 进行储存的值
- The previous behavior where every command in function would perform store if a function was called with execute store ... run function is removed
- 此前若函数被 execute store ... run function 调用,则函数在运行每一条命令都会执行一次 store 子命令
- That means that a single call to function will store at most once (zero times if return was not called)
- 这意味着单次 function 调用将会至多执行 store 子命令一次(在没有调用 return 的情况下是 0 次)
- For function tags with multiple entries, function results will be accumulated, but partial results will be stored at the end of every function
- 对于有多个函数的函数标签,函数返回值会被累计,在每一函数执行完毕时更新一次
Limits
限制
Existing limits for functions have been refined to accomodate new execution rules and prevent wider range of exploits:
现有对函数的限制已被做出改进,从而适应全新的执行规则,同时为了预防更大范围的漏洞:
- Limits apply even if run from command line (so it will now always behave as if they were placed in a function)
- 即使通过命令行执行的函数也将受到限制(现在会表现地与使用 function 时的行为完全相同)
- For example, all functions called by execute as @e run function will count towards same limit
- 举例说明,所有使用 execute as @e run function 调用的函数会共用同一个计数器
- Executions from command blocks still count as separate ones
- 使用命令方块的执行行为仍会被单独考虑
- Limit maxCommandChainLength for functions will now count "operations" like:
- 对函数的 maxCommandChainLength 限制也会对以下类型的“操作”进行计数:
- execution of command for a single context
- 为单个上下文(context)执行的命令
- execution of a stage in execute (no matter how many contexts were modified)
- execute 命令执行的单个阶段(无论有多少上下文被修改)
- invocation of function
- 函数调用
- New limit with game rule maxCommandForkCount now restricts total amount of context that can be created by single state of functions like execute
- 对游戏规则 maxCommandForkCount 限制做出的调整将严格限制单一函数 execute 可以创建的命令上下文数量
- Example: if there are 5 entities in world, execute as @e creates 5 contexts, while execute as @e at @e creates 5*5 = 25 contexts
- 举例说明:若当前世界存在 5 个实体,则 execute as @e 会创建 5 个上下文,而 execute as @e at @e 会创建 5 乘 5 共 25 个上下文
EXECUTE IF FUNCTION
EXECUTE IF FUNCTION
An execute sub-command that runs a function or function tag and matches the return value(s).This is a reintroduction of functionality removed in previous version.If a tag is given, all functions run regardless of the results of prior functions.
全新的 execute 子命令,可运行函数或函数标签控制的一组函数,并匹配返回值。这一子命令在先前的版本中被移除,但现在被重新加入。若使用函数标签,则每一个函数都会被执行,与上一个返回值无关。
Syntax:execute if|unless function <function> <continuation>
格式:execute if|unless function <function> <continuation>
Parameters:
参数:
- function: The function or tag to run
- function:要运行的函数或函数标签
Matching
匹配值
The matching of the result value of the function(s) that run:
所运行函数的输出值将按以下规则匹配:
- At least one of the functions must succeed for the match to succeed
- 要让匹配的结果为成功,则至少一个函数要成功运行
- A succeessful call is defined as a function that:
- 函数的成功调用必须满足:
- Uses the return command to return a value
- 使用了 return 命令来返回一个值
- The return value is not 0
- 返回值不为 0
- If no functions exited with return, neither if or unless will run
- 若没有函数使用了 return,则 if 或 unless 都不会通过
RETURN RUN
RETURN RUN
A form of the return command is now available, return run .This is a reintroduction of functionality removed in previous version.
在 return 命令中现在可以使用 return run 的子命令格式。这一子命令在先前的版本中被移除,但现在被重新加入。
Syntax:return run <command>
命令格式:return run <command>
This takes the result value from running the specified command and returns that as the return value of the function.
该命令将会运行由 command 参数所指定的命令,并获取其输出的 result 值,然后作为函数的返回值输出。
- If command did not return any value (like, for example, call to a function without return), return will not execute and function will continue execution
- 若该命令没有返回值(例如使用 function 调用了函数,但函数内没有 return 命令), return 命令将不会被执行,但函数仍会继续执行
- If the given command fails, the return value is 0
- 若命令执行失败,则返回值为 0
- In all other aspects, it works like return with a specified return value
- 在其他情况下,它与 return 并无区别,也会有特定的返回值
- In case of fork (for example return run execute as @e run some_command) the first execution of the command will return
- 如果命令存在分支情况(例如 return run execute as @e run <特定命令>),则只会按命令的第一次执行输出返回值
- If there are no executions (for example in return run execute if @e [something_impossible] run some_command) function will not return and will continue execution
- 若命令没有被执行(例如 return run execute if @e [<不会被通过的选择器>] run <特定命令>) ,则函数不会有输出值,但仍会继续执行
DATA PACK VERSION 21
数据包版本 21 更新内容
- Introduced Jigsaw structure pool aliases, which can be used to rewire pool selection
- 添加拼图池别名,可用于选择被替换的拼图池
- Added field block_state to tnt entity to allow replacement of rendered block model
- 在实体 tnt 中添加 block_state 字段,可用于替换渲染的方块模型
- Renamed field Fuse to fuse on tnt entity
- 重命名 tnt 的 Fuse 字段为 fuse
- Added playersNetherPortalDefaultDelay and playersNetherPortalCreativeDelay gamerules to control time (in ticks) that a player needs to stand in a Nether portal before changing dimensions
- 添加 playersNetherPortalDefaultDelay 和 playersNetherPortalCreativeDelay 游戏规则来控制玩家在切换维度前需要在下界传送门内停留的时间(单位为刻)
- Added new gamerule projectilesCanBreakBlocks to control whether impact projectiles will destroy blocks that are destructible by them, i.e. Chorus Flowers, Pointed Dripstone and Decorated Pots
- 添加游戏规则 projectilesCanBreakBlocks 来控制 #impact_projectiles 弹射物能否破坏包括紫颂花、饰纹陶罐和滴水石锥(通过三叉戟)在内的可被弹射物破坏的物品
- Added white_smoke particle type
- 添加 white_smoke 粒子类型
JIGSAW POOL ALIASES
拼图池别名
- Added optional pool_aliases list to Jigsaw structures
- 向拼图结构里添加了可选的 pool_aliases 列表
- Aliases represent the possibility to rewire Jigsaw pool connections by redirecting pool references on individual structure instances
- 拼图池别名代表可被替换的结构之间的联系,可以将拼图池重定向到另一结构实例
- Alias variants are represented in type and is one of:
- 别名类型由 type 指定,可以是:
- direct 1:1 mapping from an alias to a new pool
- direct 建立一个别名到一个新拼图池的 1:1 映射
- alias pool to replace
- alias 要替换的拼图池别名
- target pool to replace with
- target 替换后的拼图池
- random 1:n mapping where a pool from n is randomly selected for the structure instance
- random 建立一个别名到若干个新拼图池的 1:n 映射, n 代表的结构实例将会随机指定
- alias pool to replace
- alias 要替换的拼图池别名
- targets randomized list of candidate pools to replace alias with
- targets 一系列拼图池组成的随机列表,用来替换 alias
- random_group
- random_group
- groups each group is a randomized list of above alias types
- groups 每个组都是一个随机列表
- only one group is selected per structure instance
- 对于每一个结构实例,只会在一个组里随机
- this enables modelling selections such as "if pool X is replaced with X1, also replace pool Y with Y1"
- 这可以用于实现“若 X 拼图池被 X1替换,则 Y 也被 Y1替换”
DATA PACK VERSION 22
数据包版本 22 更新内容
- Added tick command
- 添加了 tick 命令
- Added two new input fields for Selection Priority and Placement Priority in the Jigsaw block edit screen
- 为拼图方块编辑界面中的选择优先级与放置优先级添加了两个新的输入字段
- Added item to minecraft:arrow and minecraft:spectral_arrow, this is the item that will be picked up
- 将 item 添加到 minecraft:arrow 与 minecraft:spectral_arrow, 这是将被拾起的物品
- Renamed Trident to item in minecraft:trident
- 在 minecraft:trident 实体数据格式中将 Trident 重命名为 item
TICK COMMAND
tick 命令
Added a new tick command. This is an adminstative and debugging command that allowsto control the ticking flow and measure the performance of the game.The command requires elevated permissions (admins and above) and so it is not by default available in command blocks and datapacks.
添加了一个新的 tick 命令。这是一个管理与调试命令,用于控制游戏刻并衡量游戏性能,只有管理员及以上权限级别才可使用该命令,因此该命令在命令方块与数据包中默认禁用
Syntax:
语法:
tick query - outputs the current target ticking rate, with information about the tick times performance.
tick query —— 输出当前游戏刻及有关游戏刻性能的信息
tick rate <rate> - sets a custom target ticking rate to the specified value. The value must be greater than 1.0and lower than 10000.0. Setting a very low tick rate can cause the game to feel unresponsive andsetting too high tick rate for your system can causethe game to crash as the game now assumes, it is constantly falling behind the ticking target. Please use tick query or <F3> + 2 (Integrated server only) debug screen to measure the performance of the game and adjust the tick rate accordingly.Setting a tick target lower than the default 20.0 will also cause the players to be simulatedat a lower rate (including player movement and input controls), whilesetting a higher tick rate will cause the players to be simulated at the default rate of 20 ticks per second to maintainthe expected responsiveness of the game, but can cause artifacts in entities interpolation.
tick rate <rate> —— 将目标游戏刻速率设定为制定值,该值必须大于1.0且小于10000.0,将游戏刻速率设置的过低将导致您的游戏无响应,而将游戏刻速率设置过高则将导致您的游戏崩溃。理论上游戏刻将永远滞后于设定值。请使用 tick query 或 <F3> + 2 (仅限集成服务端) 调试界面来测量游戏的性能并相应调整游戏刻率。设置低于20.0的默认目标游戏刻率也会导致玩家的运行速度变慢 (包括玩家的移动与控制输入),虽说设置高于20的游戏刻率仍会让玩家以每秒20刻的默认速度运行以保证游戏按预期相应,但这仍可能导致伪影现象出现。
tick freeze - freezes all gameplay elements, except for players and any entity a player is riding.This is useful for debugging and isolating issues with the game allowing the player to move around freely and inspect the world.
tick freeze —— 冻结所有除玩家与玩家骑乘的任何实体外的所有游戏元素。这对调试与排查问题来说非常有用,并允许玩家可以自由移动着检查世界。
tick step <time> - Only works when the game is frozen. It runs the game for the specified number of ticks and then freezes the game again.This allows to step through the game a set amount of ticks at a time.
tick step <time> —— 仅在游戏刻被冻结时生效。它会将游戏运行制定游戏刻的时长后再次冻结游戏。这可以允许玩家在游戏中逐刻运行某些操作。
tick step stop - stops the current stepping process, and re-freezes the game.
tick step stop —— 停止当前的逐刻运行进程并冻结游戏
tick unfreeze - unfreezes the game and resumes all gameplay elements.
tick unfreeze —— 解冻游戏并恢复所有游戏元素的运行
tick sprint <time> - runs the game while ignoring the set ticking target rate (meaning that the game will runas fast as possible) for the specified number of ticks. At the end of the sprint, the game will resumethe previous ticking target and display performance information about the tick times while sprinting. It is especially useful for testing gameplay elements that are time dependent, such as redstone contraptions,or mob behaviour in isolated environments that allow for much faster simulation.
tick sprint <time> —— 运行游戏,并同时忽略指定数量的游戏刻目标速率(这意味着游戏将以尽可能快的速度运行)。在运行结束时,游戏将恢复到之前的游戏刻速率并显示运行时的性能信息。这对按时间测试的游戏元素(如红石机器)来说非常有用,也能允许玩家更快模拟沙盒环境中的生物行为
tick sprint stop - stops the current tick sprint, and resumes the previous ticking target.
tick sprint stop —— 停止当前的冲刺运行并恢复之前的游戏刻目标速率
JIGSAW SELECTION & PLACEMENT PRIORITY
拼图方块的选择与放置优先级
- Selection Priority
- 选择优先级
- When the parent piece is being processed for connections, this controls the order in which this Jigsaw block attempts to connect to its target piece
- 当父级方块处理连接时可控制该拼图方块连接到其目标方块的顺序
- Jigsaws will be processed in descending priority order and randomly within the same priority
- 拼图方块将按照优先级降序处理,同一优先级则将随机处理
- Placement Priority
- 放置优先级
- When this Jigsaw block connects to a piece, this is the order in which that piece is processed for connections in the wider structure
- 当多个拼图方块连接到一起时可在更广的结构中处理该方块进行连接的顺序
- Pieces will be processed in descending priority order with the default insertion order breaking ties within the same priority
- 每一部分都将按照优先级降序处理,同一优先级中则随机处理
- This functionality has been added to support the ability for Jigsaw structures to generate branches in a depth-first order, as well as give finer control over ordering of connections
- 这一功能旨在支持拼图结构按顺序生成分支的能力以更精准的控制连接顺序
- All existing Jigsaw blocks will default their Selection and Placement Priority to 0, resulting in the same behaviour as before these two configurable values were introduced
- 所有现有拼图方块的默认放置优先级均为0,并引入与可配置值更改前相同的行为
DATA PACK VERSION 23
数据包版本 23 更新内容
- Decorated Pots can now utilize loot tables and will read from the LootTable tag key
- 战利品表现可被用于饰纹陶罐并可被 LootTable 标签键正常读取
- Additional changes to command functions
- 对函数命令进行了额外改动
COMMANDS
命令
TICK
TICK
- The <time> parameter in the tick step command is now optional. The default value is 1
- tick step 命令中的 <time>参数现为可选参数。默认值为1
RETURN
RETURN
- return run will now always return
- return run 现在总会发送返回值
- If there are no valid results from returned command, function containing return run will fail (i.e. success=0 and result=0)
- 如果返回命令中没有有效结果(即 success=0 且 result=0),则包含 return run 的函数将执行失败
- return run will now propagate success value together with results value (previously it always set success to 1)
- return run 现在将同时传输成功次数与执行次数(之前的成功次数始终会被设定为 1)
- return run now also allows storing values - that means execute store ... run return run some_command will both store value and return it outside function
- return run 的值现在允许被储存 - 这代表 execute store ... run return run some_command 将能存储它的值并将其退回至上级函数
- New subcommand return fail is added to make whole function fail (i.e. return success=0 and result=0)
- 添加了新的子命令 return fail 以使整个函数执行失败(即 success=0 且 result=0)
FUNCTION
FUNCTION
- If function <function tag> runs multiple functions in combination with return run, execution will stop after first return in any of the functions
- 如果通过function <function tag> 来运行多个含 return run 的函数 ,则该组函数会在任何函数首次运行 return 后终止
- A single call to the function command will always have return when run with return run
- 当使用return run 运行函数时对于 function 的单次调用将始终具有返回值
- For example, return run execute [split context] run function <some function with conditional return> will always return after processing the first context
- 举个例子, return run execute [split context] run function <some function with conditional return> 总会在处理完首个[context]后返回
EXECUTE IF|UNLESS FUNCTION
EXECUTE IF|UNLESS FUNCTION
- execute if|unless function will no longer always fail if all functions had no return
- execute if|unless function 将不会在所有函数都不具有返回值时执行失败
- If there were no returns in called functions, if will fail and unless will pass
- 如果被调用的函数中没有 returns , 则 if 将不被执行而 unless 将被放行
- First return in any of called functions will return (for a single context)
- 任何被调用函数中的首个 return 将产生返回值
DATA PACK VERSION 24
数据包版本 24 更新内容
- Increased maximum value of Jigsaw structure variable size from 7 to 20
- 拼图结构的 size 最大值由 7 向上调整为 20
DATA PACK VERSION 25
数据包版本 25 更新内容
- Added individual display names for scoreboard entries
- 记分板目标现可以有不同的展示名称
COMMANDS
命令
SCOREBOARD
SCOREBOARD
Display names
显示名称- Each entry in a scoreboard can now have a custom display name
- 记分板内的记分项现在可以有自定义的显示名称
- Those values are kept separate per objective and score holder
- 对于记分板追踪的每一实体、每一记分项,显示名称都可以是相互独立的
- If the name is not present, the score holder name is used (i.e. the old behavior)
- 若未指定,则记分项名称仍会显示成当前追踪的实体(即先前的行为)
- If the score is reset or the whole objective is removed, the name is not preserved
- 实体分数被重置或实体不再被追踪时,显示名称将被清除
- Team decorations will still be applied to names as normal
- 队伍颜色仍会生效
- Subcommands for managing names:
- 子命令用于控制显示名称:
- scoreboard players display name <targets> <objective> <text component> - set display name
- scoreboard players display name <目标> <记分项> <文本组件> - 设置显示名称
- scoreboard players display name <targets> <objective> - clear display name
- scoreboard players display name <目标> <记分项> - 清除显示名称
Display name auto-update
显示名称自动更新
- To make display name management easier, objectives can also be configured to auto-update display names on every score update
- 为更便捷的管理显示名称,记分项可被设置为每当分数更新时自动更新显示名称
- This option is disabled by default
- 该选项默认被禁用
- If a score holder has no display name (because it can't be attributed to any currently loaded entity), the current name is preserved
- 如记分项当前无法设置显示名称(例如实体未被加载)则当前显示名称会被保留【该句存疑】
- Command to control auto-update for objective:
- 用于设置记分项自动更新的命令格式如下:
- scoreboard objectives modify <scoreboard> displayautoupdate [true|false]
- scoreboard objectives modify <记分板> displayautoupdate [true|false]
Number formatting
格式化数字- Scores in numeric form can now be formatted
- 数字形式的分数现可以设置样式
- Formats can be set for both objectives and individual scores
- 样式可设置为对整个记分项生效,或对单个实体的分数生效
- Scores with set formats will render the same in all context (sidebar, under player name, etc.)
- 设置了样式的分数在各个显示位置(侧边栏、玩家名称下方等)渲染出的效果是相同的
- Subcommands for managing formats:
- 用于设置分数样式的子命令格式如下
- scoreboard objectives modify <objective> numberformat <format> - for setting default format for an objective
- scoreboard objectives modify <记分项> numberformat <样式> - 设置记分项分数的默认样式
- scoreboard objectives modify <objective> numberformat - for clearing default format for an objective
- scoreboard objectives modify <记分项> numberformat - 清除记分项分数的默认样式
- scoreboard players display numberformat <targets> <score> <format> - for setting format for a specific score holder
- scoreboard players display numberformat <目标> <记分项分数> <样式> - 设置单个记分项分数的样式
- scoreboard players display numberformat <targets> <score> - for clearing format for a specific score holder
- scoreboard players display numberformat <目标> <记分项分数> - 清除单个记分项分数的样式
Formats:
<样式>参数允许值:
- styled <style> - score will be displayed with selected style (like {"bold":true})
- styled <样式> - 分数将显示为当前设置的样式(例: {"bold":true})
- fixed <text component> - score will be replaced with text
- fixed <文本组件> - 分数会被替换成文本
- blank - score will not be displayed
- blank - 分数将不被展示
DATA PACK VERSION 26
数据包版本 26 更新内容
- Renamed minecraft:grass block and item to minecraft:short_grass
- 将 minecraft:grass 物品和方块重命名为 minecraft:short_grass
RESOURCE PACK VERSION 19
资源包版本 19 更新内容
- Added block model, item model and block state definitions for crafter
- 添加 crafter 的方块模型、物品模型和方块状态定义
- Added GUI container texture and sprites for crafter
- 添加 crafter 的容器 GUI 纹理和精灵图
- Added white_smoke particle definition
- 添加 white_smoke 粒子定义
RESOURCE PACK VERSION 20
资源包版本 20 更新内容
- bat.png has been updated for the new Bat model
- bat.png 已按全新的蝙蝠模型更新
- Added block models, items models and block state definitions for the following blocks:
- 为下列方块添加了模型、物品栏模型与方块自定义状态:
- chiseled_copper, exposed_chiseled_copper, weathered_chiseled_copper, oxidized_chiseled_copper
- copper_grate, expxosed_copper_grate, weathered_copper_grate, oxidized_copper_grate
- copper_bulb, exposed_copper_bulb, weathered_copper_bulb, oxidized_copper_bulb
- copper_door, exposed_copper_door, weathered_copper_door, oxidized_copper_door
- copper_trapdoor, exposed_copper_trapdoor, weathered_copper_trapdoor, oxidized_copper_trapdoor
- tuff_stairs
- tuff_slab
- tuff_wall
- chiseled_tuff
- polished_tuff
- polished_tuff_stairs
- polished_tuff_slab
- polished_tuff_wall
- tuff_bricks
- tuff_brick_stairs
- tuff_brick_slab
- tuff_brick_wall
- chiseled_tuff_bricks
- Added unique sprites for the following blocks:
- 为下列方块添加了新的精灵图:
- chiseled_copper, exposed_chiseled_copper, weathered_chiseled_copper, oxidized_chiseled_copper
- copper_grate, expxosed_copper_grate, weathered_copper_grate, oxidized_copper_grate
- copper_bulb, exposed_copper_bulb, weathered_copper_bulb, oxidized_copper_bulb
- copper_door, exposed_copper_door, weathered_copper_door, oxidized_copper_door
- copper_trapdoor, exposed_copper_trapdoor, weathered_copper_trapdoor, oxidized_copper_trapdoor
- chiseled_tuff
- polished_tuff
- tuff_bricks
- chiseled_tuff_bricks
RESOURCE PACK VERSION 21
资源包版本 21 更新内容
- The uniform font has been updated to use Unifont 15.1.04 (from 15.0.06)
- The uniform font has been updated to use Unifont 15.1.04 (from 15.0.06)
- The only supported texture format is now .png
- The only supported texture format is now .png
BREEZE MOB
旋风人
- Added entity models and textures for experimental Breeze mob:
- 为实验性的旋风人加入了相关的实体模型与纹理:
- breeze, wind_charge
- breeze, wind_charge
- Added shader:
- 新增着色器:
RESOURCE PACK VERSION 22
资源包版本 22 更新内容
- Renamed minecraft:grass block and item to minecraft:short_grass
- 将 minecraft:grass 方块与物品重命名为 minecraft:short_grass
EXPERIMENTAL FEATURES
实验性特性
CRAFTER
合成器
- The Crafter is a new block that enables the crafting of items and blocks via Redstone
- 合成器是一种全新的方块,可通过红石信号来合成物品或方块
- The Crafter will eject one crafted item at a time when powered by a new Redstone signal / pulse (not a continuous signal)
- 当接收到单个红石信号脉冲时,合成器将进行一次合成并弹出合成后的物品(持续的信号不能使它连续工作)
- Upon receiving this new signal, the Crafter will eject the recipe result from the front face
- 当接收到这个信号时,合成器会从前面弹出按配方合成的结果
- If the output result has multiple type of items all the result items will be ejected together
- 如果输出结果含有多种类型的物品,则所有物品会被一同弹出(例如在合成蛋糕后空桶也会被弹出)
- The Crafter can be oriented in any direction when placed
- 合成器可在摆放时朝向任意方向
CRAFTER UI
合成器 UI
- The Crafter has a 3x3 interactable crafting grid
- 合成器拥有 3x3 且互动的合成窗格
- The Crafter’s crafting grid slots are toggleable, meaning that the player can change the behavior of a slot by clicking or pressing on a slot with an empty hand
- 合成器的合成窗格都是可调整的,玩家可通过在 GUI 空手单击来调整单个格子的行为
- A slot that is ‘toggled’ cannot hold any items, and therefore cannot have items placed into it by other blocks, such as Hoppers and Droppers
- 被“禁用”的格子不再能放置物品,也不会从其它方块(漏斗和投掷器)接收物品
- Unlike the Crafting Table, the Crafter displays a preview of the crafted item which will be crafted and ejected on the next Redstone pulse but cannot be manually taken out by the player
- 不同于工作台,合成器所展示的合成后物品只会在接受到下一个红石脉冲时被合成且弹出,而不能直接被玩家拿取
- The Crafter UI is shared between all players interacting with the Crafter, meaning that multiple players can interact with the Crafter at the same time, similar to Chests and Hoppers
- 对所有与合成器互动的玩家来说,合成器的 UI 是同步的,这意味着多名玩家可对合成器同时操作,就像箱子和漏斗那样
CRAFTER INTERACTION WITH OTHER BLOCKS
与其它方块互动
- The Comparator signal strength is 0-9, where each non-empty or toggled slot adds 1 strength
- 比较器可以输出 0-9 的信号,每一个非空或禁用的格子都会增加 1 格红石信号强度
- Hoppers can be used to both insert and pull out items from the Crafter
- 漏斗既可输入也可排出物品
- Droppers can be used to insert items into the Crafter
- 投掷器可向合成器输入物品
- Moving items in from another block (ex: Hopper, Dropper) prioritizes filling items into slots following these rules:
- 物品通过其它方块(例:漏斗、投掷器)进入时将按如下的规则填充:
- Prioritize the first empty slot (from left-to-right, top-to-bottom)
- 优先放入第一个空的格子里(从左到右从上到下)
- If there are no empty slots then prioritize the smallest stack of the same item (pick the first if there are multiple)
- 如果没有空的格子则优先放入同一物品堆叠数最少的格子(若有多个符合条件则取第一个)
- If there is a toggled slot it will be skipped. The item will then be moved into the container
- 若格子被禁用则会被跳过。物品随后会进入容器里
- If the item cannot be moved, it will be ejected into the world
- 若物品无法移动,则会被弹出到世界里
COPPER FAMILY
铜方块系列
- The Copper family of blocks has been expanded, including:
- 增加了若干种铜质方块,包括:
- Chiseled Copper
- 雕纹铜块
- Copper Grate
- 铜格栅
- Copper Bulb
- 铜灯
- Copper Door
- 铜门
- Copper Trapdoor
- 铜活板门
- Oxidized and waxed variants of all of the above
- 上述所有方块的氧化与上蜡变种
CHISELED COPPER
雕纹铜块
- Crafted with 2 Cut Copper Slabs of a shared oxidation level
- 使用 2 个相同氧化程度的切制铜台阶合成
- Can be crafted in the Stonecutter
- 也可使用切石机进行合成
COPPER GRATE
铜格栅
- A new type of decorative block unique to the Copper family
- 全新的铜质装饰类方块
- Crafted with 4 Copper Blocks of a shared oxidation level
- 使用 4 个相同氧化程度的铜块进行合成
- Can be crafted in the Stonecutter
- 也可使用切石机进行合成
- Properties:
- 属性:
- Transparent and allows light to pass through
- 透明且允许光线通过
- Mobs cannot suffocate inside them
- 生物不会在该方块中窒息
- Cannot conduct redstone
- 无法传导红石信号
- Hostile mobs cannot naturally spawn on them
- 其上方不会自然生成敌对生物
COPPER BULB
铜灯
- A light-emitting block that can toggle its light emission through redstone pulses
- 可以通过红石脉冲改变发光状态的光源方块
- Oxidizes like other Copper blocks, and emits less light the more oxidized they are
- 和其他铜质方块一样,铜灯也会氧化,其亮度随氧化程度增加而变暗
- Copper Bulb: Light level 15
- 铜灯:亮度等级 15
- Exposed Copper Bulb: Light level 12
- 斑驳的铜灯:亮度等级 12
- Weathered Copper Bulb: Light level 8
- 锈蚀的铜灯:亮度等级 8
- Oxidized Copper Bulb: Light level 4
- 氧化的铜灯:亮度等级 4
- When placed, its light is off by default
- 在被放置时,铜灯的默认状态为关闭
- While the Copper Bulb is unpowered, it will toggle its light on or off when it receives a redstone pulse
- 铜灯未被激活时,若接收到一个红石脉冲,则它将开启或关闭
- Copper Bulb light will stay on even when the redstone source is removed until it receives another redstone pulse to toggle it off
- 此时即使移除了红石信号,铜灯也将继续保持当前的状态,直到接收了下一个红石脉冲
- A redstone crystal will glow in the center of Copper Bulbs while it is powered by a redstone signal
- 当被红石信号激活时,铜灯纹理中间的红石晶体会发光
- Comparators will read a signal strength of 15 if the Copper Bulb's light is on
- 开启的铜灯能使比较器输出 15 等级的信号
- Does not conduct redstone power
- 其本身无法传导红石信号
- Can craft 4 Copper Bulbs with:
- 使用下列物品可合成 4 个铜灯
- 3 Copper Blocks of a shared oxidation level
- 3 个相同氧化程度的铜块
- 1 Blaze Rod
- 1 个烈焰棒
- 1 Redstone Dust
- 1 个红石粉
COPPER DOORS AND TRAPDOORS
铜门与铜活板门
- Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
- 铜门与铜活板门会随时间推移而氧化,也可被涂蜡
- Works like wooden doors in that they can be opened and closed with interaction as well as redstone
- 类似木门,可通过右击或红石信号将其开启或关闭
- Crafted with Copper Blocks of a shared oxidation level
- 可使用相同氧化程度的铜块合成
TUFF FAMILY
凝灰岩方块系列
- Tuff has been expanded to have its own family of blocks, including:
- 新增了凝灰岩系列方块, 其包含:
- Stair, Slab, Wall and Chiseled variants
- 包含楼梯、台阶、墙体与其雕纹变种
- Tuff Bricks with Stair, Slab, Wall and Chiseled variants
- 凝灰岩砖块与其楼梯、台阶、墙体与其雕纹变种
- Polished Tuff with Stair, Slab and Wall variants
- 磨制凝灰岩与其楼梯、台阶、墙体变种
- All Tuff variants can be crafted in the Stonecutter
- 所有的凝灰岩变种方块均可在切石机中被制作
ADDED BREEZE MOB
新增旋风人生物
- The Breeze is a cunning, hostile mob that can spawn via Trial Spawner in some rooms within the Trial Chambers
- 旋风人是一种淘气的敌对生物,可通过试炼厅特定房间的试炼刷怪笼生成
- The Breeze moves primarily by leaping around the target, sometimes jumping quite long distances
- 旋风人主要通过跳跃的方式移动,有时会跳得非常远
- An aggressive adversary, the Breeze shoots volatile wind energy in the form of wind charge projectiles at its target
- 旋风人是一种好斗的敌对生物,会使用迅猛的风弹攻击它们的对手
- Wind charges deal a small amount of damage when colliding directly with an entity
- 风弹与实体碰撞时会破裂,造成少量伤害
- After colliding with an entity or a block, wind charge projectiles produce a wind burst, which knocks back entities in the area by several blocks
- 当与实体或方块碰撞后,风弹将产生一次风爆,并能击退一定范围里的所有实体
- Wind bursts also have the effect of 'activating' certain blocks:
- 风爆还会让特定方块产生类似被“激活”的效果,具体有:
- Non-Iron Doors and Trapdoors are flipped
- 除铁质的门和活板门状态会被翻转
- Fence Gates are flipped
- 栅栏门状态会被翻转
- Buttons are pressed
- 按钮会被按下
- Levers are flipped
- 拉杆状态会被翻转
- Bells are rung and swung
- 铃铛会摇动并发出声响
- Lit Candles (both standalone and on cake) are extinguished
- 点燃的蜡烛(无论是单独放置的还是插在蛋糕上的)会熄灭
- Wind bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal
- 风爆不会对铁门、铁活板门或任何被红石信号激活的方块产生影响
TRIAL SPAWNER
试炼刷怪笼
- Trial Spawner is a new variant of Monster Spawners that ejects rewards upon completion and can have variable levels of challenge in multiplayer
- 试炼刷怪笼是一种全新的刷怪笼,能依据玩家多寡调整挑战等级并以此决定最终奖励的多寡
- The challenge level will increase for each new player a Trial Spawner notices nearby
- 挑战等级将随周围玩家的数量增加而增加
- Challenge level will not decrease until it is reset during a Trial Spawner's cooldown
- 挑战等级不会下降,除非试炼刷怪笼进入冷却阶段
- Unlike normal spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
- 不同于普通的刷怪笼,试炼刷怪笼只会依据当前挑战等级刷出固定数量的生物,同时:
- It can only spawn a mob at positions that are within line of sight
- 生成的生物只会在自身位置可视的方块处出现
- It can spawn a mob regardless of any light level requirement the mob has
- 生成生物时无视该生物所需要的亮度
- Spawned mobs are persistent
- 生成的生物不会自然消失
- Once all mobs are defeated, the Trial Spawner will eject a set of rewards proportional to the current challenge level
- 当所有生物都被击败后,试炼刷怪笼会依据当前挑战等级弹出奖励
- After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes during which it will no longer spawn mobs
- 在所有奖励弹出后,试炼刷怪笼会进入30分钟冷却,在此期间将不再生成新的生物
- Trial Spawners cannot be crafted nor obtained by players in Survival - instead, they can be found naturally placed throughout Trial Chambers
- 试炼刷怪笼无法被生存模式下的玩家合成,也没有获取方式 —— 它们只能在试炼厅内自然生成
- Trial Spawners are extremely slow to mine and resistant to explosions, and will not drop even with Silk Touch
- 试炼刷怪笼的挖掘速度非常慢,且具有较强的爆炸抗性,即便使用精准采集的工具挖掘也不会掉落
- When placed in Creative, Trial Spawners have no mob type set by default
- 创造模式下的试炼刷怪笼默认没有刷出生物类型
- The mob type can be set by interacting with it while holding a Spawn Egg
- 可使用刷怪蛋改变它刷出生物的类型
- Creative and Spectator players cannot be detected or noticed by Trial Spawners
- 试炼刷怪笼会无视周围创造模式和旁观模式的玩家
TRIAL CHAMBERS
试炼厅
- Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges during the mid-game
- 试炼厅是一种在主世界新增的结构,玩家可以在游戏中期前往进行探索与挑战
- Trial Chambers are made out of a variety of Copper and Tuff blocks and can be found in different sizes from large to small
- 试炼厅主要由多种类型的铜质方块和凝灰岩质方块构成,它们的体积也会有所差异
- Trial Chambers are a relatively common find throughout the Deepslate layer of the underground
- 试炼厅更容易在地下的深板岩层出现
- The layout of each Trial Chamber is procedurally generated, and can include traps, reward chests and a variety of combat spaces
- 试炼厅的布局完全由程序自动生成,可能会包含陷阱、奖励箱和一些战斗区域
- Supply chests can be found between different rooms, and give you blocks and items which help you navigate your trials
- 补给箱会在一些房间当中轻易找到,可在里面找到一些有助于完成试炼的方块与物品
- Reward chests are guarded by challenges in each room, and can be a source of many high level enchanted books and equipment
- 奖励箱则需要完成房间内挑战才能解锁,可通过其获得大量高等级的附魔书与附魔装备
- The loot found in reward chests are still being iterated, and are absolutely not final
- 奖励箱内的战利品尚在调整中,并非最终版本
- Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
- 每一试炼厅都将包括若干个试炼刷怪笼,这些刷怪笼可分为近战型、小型近战型和远程型:
- Melee
- 近战型
- Small Melee
- 小型近战型
- Spider
- 蜘蛛
- Cave Spider
- 洞穴蜘蛛
- Baby Zombie
- 幼年僵尸
- Silverfish
- 蠹虫
- Ranged
- 远程型
- Skeleton
- 骷髅
- Stray
- 流浪者
- Skeleton with Poison Tipped Arrows
- 带有剧毒之箭的骷髅
- Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
- 在试炼厅生成的阶段,每一试炼刷怪笼都只在特定类型生物中抽取一个,且同一个试炼厅内同类型刷怪笼刷出的生物是相同的
- For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Slimes, Silverfish and Skeletons
- 例如,某一个试炼厅会只会生成僵尸、洞穴蜘蛛和流浪者、而另外一个试炼厅只会生成史莱姆、蠹虫和骷髅
- The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes
- 例外项是,特定房间的一些试炼刷怪笼始终会刷出旋风人
KNOWN ISSUES
已知问题
- The corridors sometimes end with a dead end
- 长廊生成时偶尔会出现死胡同
- Aquifers, Lush Caves, and Sculk Veins sometimes intersect with the Trial Chamber
- 试炼厅中有时会错误生成含水层、繁茂洞穴和幽匿脉络
TRIAL KEY
试炼钥匙
- An item that can only be obtained from Trial Spawners
- 只能从试炼刷怪笼获得的一种物品
- Trial Keys do not currently have any functionality
- 该物品尚不具有任何作用
FIXED BUGS IN 1.20.3
1.20.3 修复的漏洞
Around 85 bugs were fixed in this release. View the list on the issue tracker .
本次正式版发布前共修复了约 85 个漏洞,可在漏洞追踪器上查看。
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