我的世界1.20.81.01国际版,这款备受欢迎的沙盒模拟游戏将引领你进入一个无边界的想象世界。在这里,自由是关键词,每一步探索、每一次创造都源自你内心的渴望。无论是翻越巍峨的山峰、遨游广阔的海洋,还是飞翔于云端之上的天空之城,你都将拥有无限的可能。资源随手可得,无需花费,只需与你的小伙伴携手,用智慧和双手共同构筑那片只属于你们的梦想家园。
我的世界1.20.81.01国际版游戏介绍
我的世界1.20.81.01国际版这是一款拥有超高自由度的沙盒模拟建造冒险手游,在这款游戏中,你就是这个世界的主宰,无论你想建造什么都可以,发挥你的创意和想象,随意自由建造。另外该游戏还有丰富多样地图以及冒险等你挑战,是休闲养生还是冒险挑战,一切由你说了算!
我的世界1.20.81.01国际版游戏特点
1、在这个版本之中又加入了诸多全新的特性,让这个方块的世界更加的多彩。
2、在创造模式之中可以有着更好的创造体验了,根据图纸来建造你的建筑物。
3、最为开放的沙盒世界冒险,在这里探索你甚至无法找到地图的边界。
4、发现村庄与诸多村民们进行交易吧,使用绿宝石来兑换各种珍稀的资源。
5、现在村民们有了职业的划分,在不同村民家中可以使用到不同的工具台。
6、全新的玩法融入其中,安装更多的MOD,以更加新颖的手段来解锁更多皮肤。
我的世界1.20.81.01国际版游戏亮点
1、玩法超自由精彩,没有规则的世界,随你创造冒险;
2、寻找资源利用不同的道具进行创造,打造出不同的建筑物;
3、拿起武器挑战BOSS,还可以联机好友,一起冒险探索在不同的世界。
4、放下恶魔并杀死恶魔以击败怪物,丰富的挑战活动正在等待您参与,击退各种敌人;
5、无限的怪物产生竞争性的游戏玩法,多样化的PK挑战活动,并积极参与以提高战斗力;
6、结识更多的朋友,加入强大的帮派,触手可及的酷炫微操,增强自己的力量。
我的世界1.20.81.01国际版游戏优点
数百种不同的工具可以亲手制造,当然你还需要收集相对应的材料,这可不是简单的事情;
方块的数量超乎你的预料,想要达成全收集估计会非常困难,世界探索永无止境;
还有邪恶的小怪兽会给你制造一些麻烦,你需要快速消灭他们保证自己的安全。
我的世界1.20.81.01国际版游戏说明
第一个:LFY
这个地图出生点附近有一个垂直的矿洞,很适合玩生存的时候去开矿,里面岔路很多,一定要记得路(图片左上角有坐标)
远看的矿洞
近看的矿洞
洞内垂直往下看
洞外垂直往下看
第二个:LFX
这个种子出生点附近有一条大峡谷,里面矿石众多,最关键的是底部还连着地牢,我们可以通过这个峡谷进去地牢,非常适合生存来开矿(坐标也标出来了)
第三个:YAZ
第三个就是开局村庄了,因为站在出生点就能看见村庄,所以坐标就没有标出来
第四个:MC
这个世界是冰原连着小岛,陆地很稀少,全是冰原连着小岛,可以开启创造模式来这里搞建筑,我想会很漂亮
第五个:WANGYINB
还是矿洞由于里面矿洞交错,我找不到出路了,但是各位还是可以通过左上角的坐标来寻找(就在出生点附近)
我的世界1.20.81.01国际版游戏内容
1、通过构建方块,让玩家在旅行时,与朋友小聚时,坐在公园里,创造出杰出的作品,为玩家带来无限可能;
2、增强我们的想象,像我们的老师教会了我们很多,砍树,造房,耕田等等;
3、搭建属于你自己的世界,比起现实中的真实搬砖搭建房屋,我的世界更加理想。
我的世界1.20.81.01国际版游戏更新
NEW FEATURES:
新特性:
ARMADILLO
犰狳
The Armadillo is a new passive mob
犰狳是一种全新的友好生物
Armadillos drop Armadillo Scutes periodically, and when brushed
犰狳会周期性掉落鳞甲,使用刷子刷扫时亦会如此
Armadillos spawn in Savannas and Badlands
犰狳会自然生成在热带草原和恶地生物群系
The Armadillo's favorite food is the Spider Eye
犰狳最喜欢的食物是蜘蛛眼
ARMADILLO ROLLING UP BEHAVIOR
犰狳的蜷缩行为
The Armadillo rolls up when it detects a threat such as:
犰狳在感知到下列威胁时会蜷缩:
A player sprinting, riding a mount, or riding a vehicle
处于疾跑或骑乘状态的玩家
Undead mobs
亡灵生物
A mob or a player it has recently been attacked by
近期攻击过它的生物
The Armadillo does not roll up when:
犰狳在下列情况下不会蜷缩:
Fleeing, in water, in the air, or when on a Lead
逃跑、在水或空气中、被拴绳拴住时
When an Armadillo is rolled up:
当犰狳处于蜷缩状态时:
If no threats are detected for 4 seconds, it will unroll
如果 4 秒内没有侦测到威胁,其会展开
It does not walk, cannot eat, and will not be tempted by food
不会移动及进食,也不会被食物吸引
Its shell will protect it, reducing damage taken, even allowing it to fully resist weak attacks
其鳞甲会提供保护,减少受到的伤害,甚至完全免疫较弱的攻击
It will continue to scan for threats, occasionally peeking to check the surroundings
其会不断侦测附近的威胁,偶尔伸出头张望
Spiders and Cave Spiders will run away from Armadillos that are not in a rolled up state
蜘蛛及洞穴蜘蛛会主动远离未处于蜷缩状态的犰狳
ARMADILLO SCUTES
犰狳鳞甲
Armadillo Scutes are dropped by Armadillos periodically or when an Armadillo is brushed
犰狳会周期性掉落犰狳鳞甲,使用刷子刷扫亦会如此
Armadillo Scutes can be used to craft Wolf Armor
犰狳鳞甲可用于合成狼铠
Dispensers can be used to brush Armadillo Scutes off Armadillos
装有刷子的发射器可用于刷扫犰狳
WOLF ARMOR
狼铠
The Wolf Armor will protect the wolf from most damage sources until the armor loses all durability and breaks
狼铠会保护狼免受绝大多数的伤害,直至其耐久耗尽并损坏
Wolf Armor shows signs of increased breakage as durability goes down
狼铠会随着耐久度的下降显示开裂纹理
Players can repair the Wolf Armor with Armadillo Scutes while it is equipped on the Wolf, or on an Anvil using Armadillo Scutes
玩家可通过对装备狼铠的狼使用犰狳鳞甲来修复它,铁砧处亦可
Wolf armor can be dyed in similar fashion to Leather Armor
类似皮革盔甲,狼铠也可用染料染色
Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
对已驯服的成年狼使用狼铠会为其装备它
Only a Wolf's owner can put a Wolf Armor on their tamed Wolf, and with this in mind; Dispensers cannot put Wolf Armor on wolves
需要注意的是,只有狼的主人可为其装备狼铠,发射器也不行
Using Shears on a Wolf that is wearing armor will make it drop the armor
对装备狼铠的狼使用剪刀可将其脱下
Only a Wolf's owner can repair a Wolf Armor on a Wolf or shear a Wolf Armor from it, and with this in mind; Dispensers cannot remove Wolf Armor from wolves
需要注意的是,只有狼的主人可为其修复及脱下狼铠,发射器不能为狼脱下狼铠
If a Wolf dies while wearing armor, it will drop the armor
穿戴狼铠的狼死亡时,狼铠会掉落
TAMED WOLVES HEALTH AND DAMAGE
驯服的狼的生命值与伤害值
Tamed Wolves now have 40 health points (20 hearts) instead of 20 health points (10 hearts)
驯服的狼现在拥有 40 点生命值 (20 颗心) 而非 20 点 (10 颗心)
They no longer take half of the damage from most environmental sources like they used to do
因此,其不再会像先前那样减免一半承受伤害值
In most cases, this change will make no difference given the health boost, but they can now withstand more damage from players and arrows
大多数情况下,考虑到生命值的提升,此改动并不会造成太大影响,但驯服的狼现在可以承受来自玩家和箭矢的更多伤害
Feeding a Wolf now heals twice as many health points
喂食狼也会使其恢复两倍于先前的生命值
Adjusted spawning conditions for Wolves, allowing them to spawn on Coarse Dirt and Podzol blocks
调整了狼的生成条件,使其可生成在砂土及灰化土上
WOLF VARIANTS
狼的变种
New Wolf variants have been added. The variant is determined by the biome they spawn in. Read about each one in this paw-some article!
加入了狼的新变种。变种的类型取决于它们生成时所在的生物群系。读一读 这篇文章 ,深入了解它们吧!
Pale Wolf - The familiar Wolf variant that now spawns in the Taiga biome, with a default pack size of 4
苍狼 - 最令人熟悉的狼变种!现在会在针叶林生物群系中以4只为一群生成
Woods Wolf - A variant that spawns in the Forest biome. This will be the dominant Wolf variant that you will be able to find in the Overworld, since the Forest biome is very common
森林狼 - 在森林生物群系中生成的变种。 由于森林十分常见,这将会是你在主世界发现的最主要的种类
Ashen Wolf - A variant that spawns in the Snowy Taiga biome
灰狼 - 在积雪针叶林生物群系中生成的变种
Black Wolf - A variant that spawns in the Old Growth Pine Taiga biome, in smaller packs of 2 to 4
黑狼 - 在原始松木针叶林生物群系中以 2-4 只为一群生成的变种
Chestnut Wolf - A variant that spawns in the Old Growth Spruce Taiga biome, in smaller packs of 2 to 4
栗色狼 - 在原始云杉针叶林生物群系中以 2-4 只为一群生成的变种
Rusty Wolf - A variant that spawns in a new location for wolves - the Sparse Jungle biome, in smaller packs of 2 to 4
赭红狼 - 会在新的生物群系生成的变种——在稀疏丛林中以 2-4 只为一群生成
Spotted Wolf - A variant that spawns in a new location for wolves - the Savanna Plateau biome, in larger packs of 4 to 8
斑点狼 - 会在新的生物群系生成的变种——在热带高原中以较大的 4-8 只为一群生成
Striped Wolf - A variant that spawns in a new location for wolves, the Wooded Badlands biome, in larger packs of 4 to 8
条纹狼 - 会在新的生物群系生成的变种——在疏林恶地中以较大的 4-8 只为一群生成
Snowy Wolf - A variant that spawns in the Grove biome. A rare type, that always walks alone
雪狼 - 会在雪林生物群系中生成的罕见变种,总是单独行动
When summon in other ways (e.g. using the Spawn Egg or using the summon command), the variant selection follows the natural spawning biome rules with the following extensions:
当使用其他方式生成狼时 (例如使用刷怪蛋或 summon 命令),变种的选择会遵循自然生成时的规则,并具有以下扩展:
Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes
赭红狼: 所有的丛林生物群落, 包括丛林和竹林生物群落
Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes
斑点狼: 所有的热带草原生物群落, 包括热带草原和风袭热带草原生物群落
Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes
条纹狼: 所有的恶地生物群落, 包括恶地和风蚀恶地生物群落
REALMS STORIES
REALMS 故事
Introducing Realms Stories, a new social hub for your Realm
引入了 Realms 故事, 您的 Realm 的全新社交中心
The Story Feed – lets you share your greatest gameplay moments with your fellow Realm members
故事种子 – 让您与其他 Realm 成员分享您最精彩的游戏时刻
The Timeline – lets you see when other members are playing on the Realm
时间线 – 让您查看其他成员何时在 Realm 上玩游戏
The Members tab – shows a list of all Realm members and their permission levels
成员选项卡 – 显示所有 Realm 成员及其权限级别的列表
Realm Events – Stories that get posted automatically when certain player actions are taken in the Realm. There are 19 unique Realm Events so far – can you discover all of them?
Realm 事件 – 在 Realm 上进行特定的玩家操作时便会自动发布的故事。到目前为止,总共有 19 个独特的 Realm 事件——您能将其全部发现吗?
Known issues:
已知问题:
We need a little more time to deliver the best possible experience for iOS, and will be rolling out Realms Stories on that platform in the near future.
我们仍需要一点点时间来为 iOS 平台提供最佳体验,该平台上的 Realms 故事将在不久的将来推出。
Xbox-only: If multiple users are signed into an Xbox, then the users might not be able to post to Realms Stories from that Xbox (unless all users besides the primary user log out).
仅 Xbox 平台: 若多个用户同时登录到 Xbox 中,则用户可能无法从该 Xbox 发布 Realms 故事(除非除主用户之外的所有用户注销)。
Xbox-only: If multiple users are signed into an Xbox, Realm Events will not be posted, but they will be recorded. If all users but the primary user sign out of Xbox, and the primary user returns to the Minecraft play screen, the Realm Events that were recorded before should get posted. However, the Realm Events may be credited to the wrong user.
仅 Xbox 平台: 若多个用户同时登录到 Xbox 中,则 Realm 事件不会发布,但这些事件会被记录。如果除主用户之外的所有用户都注销了 Xbox,并且主要用户返回到 Minecraft 游玩屏幕,则之前记录的 Realm 事件将会发布。但是,这些事件可能会被记入错误的用户下。
If users are in split-screen mode, only the primary user will be able to open Realms Stories.
若用户处于分屏模式下,则只有主用户才能打开 Realms 故事。
If users are in with a guest (user who is not signed into their Microsoft account), and the primary user attempts to make a post, the post may fail, or be credited to the wrong user.
若用户与访客(未登录到 Microsoft 帐户的用户)共同游玩,且主用户尝试发帖,则发布可能会失败,或被记入错误的用户下。
ENHANCEMENTS TO FINDING FRIENDS
寻找好友的功能增强
We’ve improved the way you connect with players in Minecraft! To help you follow & friend players we added multiple features including:
我们改进了您在 Minecraft 中与其他玩家联系的方式!为了让关注及添加好友更加方便,我们加入了以下功能:
Lists of recommended and suggested friends
推荐及建议的朋友列表
Improved search to give partial results while you are typing
改进了搜索功能,可在键入时提示部分结果
Ability to share your profile information through a QR code or a share link
通过二维码或共享链接分享您的个人资料信息的功能
A handy button that copies your Gamertag to the clipboard
一个方便的复制您的玩家代号的按钮
EXPERIMENTAL FEATURES:
实验性特性:
MACE
重锤
A new heavy weapon to smash your enemies!
一种足以粉碎你的敌人的全新重型武器!
Can be crafted with a Breeze Rod and a Heavy Core
可使用旋风棒及沉重核心合成
Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
利用这种新武器的重量,你从越高的地方落下,对目标造成的伤害便会越多
Try it out by jumping down toward your target, and hit them before you hit the ground
尝试从高处跳到目标上方,并在落地前攻击它们
Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
这样成功击中目标后将会抵消所有摔落伤害,和使用风弹类似
Other entities near the struck enemy will be knocked back by the immense force of the Mace
被击中的敌人附近的其他实体也会被重锤的强大冲击力击退
Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an Anvil
就像其他武器那样,使用重锤也会令其损失耐久度,可在铁砧处使用旋风棒进行修复
Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies
玩家还可以将风弹和重锤结合起来,使用风弹跳起后对敌人发动毁灭性的攻击
BREEZE ROD
旋风棒
A new item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace
一种全新物品,由旋风人掉落,可合成为 4 个风弹或与沉重核心结合来合成重锤
HEAVY CORE
沉重核心
A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
一种神秘而致密的方块,可与旋风棒结合合成全新武器 - 重锤
Heavy Cores can be obtained from Vaults
沉重核心可通过解锁宝库获得
NEW ARMOR TRIMS
新的盔甲纹饰
Added Bolt and Flow Armor Trims and Smithing Templates
加入了镶铆和涡流盔甲纹饰及锻造模板
Bolt can be duplicated using a Copper Block or Waxed Copper
可使用铜块/涂蜡铜块复制镶铆锻造模板
Flow can be duplicated using a Breeze Rod
可使用旋风棒复制涡流锻造模板
NEW BANNER PATTERNS
新的旗帜图案
Added Flow and Guster Banner Patterns
加入了涡流和旋风旗帜图案
These new Banner Patterns can be obtained from Vaults
新的旗帜图案可通过解锁宝库获得
NEW POTTERY SHERDS
新的纹样陶片
Added Flow, Guster, and Scrape Pottery Sherds
加入了涡流、旋风和刮削纹样陶片
These can be obtained by breaking Decorated Pots that display them in Trial Chambers
可通过破坏试炼密室中的对应饰纹陶罐来获取
TRIAL CHAMBERS
试炼密室
Struggle no more to locate a Trial Chamber - level up your nearest Cartographer to Journeyman for the opportunity to trade for a Locator Map pointing to a nearby Trial Chamber
再也不用为了定位试炼密室而烦恼了 - 将制图师村民升级为老手即有机会交易到指向最近试炼密室的探险家地图
Added new chambers and variations, with new challenges!
加入了新的密室及变体,还有全新的挑战!
Remade chamber_9, and renamed it to “slanted”
对 chamber_9 进行了重制,并重命名为 “slanted”
Remade chamber_3, and renamed it to “pedestal”
对 chamber_3 进行了重制,并重命名为 “pedestal”
Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
试炼密室内的饰纹陶罐上会随机附有涡流,旋风和刮削陶片
Trial Spawners will now appear more frequently in the corridors
试炼刷怪笼会在走廊更加频繁地生成
Changed the layout of blocks around the Vaults
更改了宝库周围方块的布局
The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
更新了试炼密室内宝库的战利品列表以解决一些物品栏管理方面的问题
You will now get no more than 1 unstackable item per Vault
每个宝库不再会弹出 1 个以上不可堆叠的物品
You will more often get rewards which can stack together
宝库更常出现可堆叠的奖励
Horse Armor and Saddles have been removed from the loot table
从宝库战利品表移除了马铠和鞍
Vaults in Trial Chambers can now eject:
试炼密室内的宝库现在可以喷出:
Wind Charges
风弹
Bolt Armor Trim Smithing Template
镶铆盔甲纹饰锻造模板
Flow Armor Trim Smithing Template
涡流盔甲纹饰锻造模板
Flow Banner Pattern
涡流旗帜图案
Guster Banner Pattern
旋风旗帜图案
Heavy Core
沉重核心
FIXES AND CHANGES:
修复与改动:
GENERAL
通用
Fixed an issue preventing iOS devices from auto-locking and going to sleep when idle after the player left any world (MCPE-179214)
修复了玩家离开世界后,iOS 设备不会自动锁屏、在长时间未被使用时进入休眠模式的问题 (MCPE-179214)
GAMEPLAY
玩法
Holding the jump button while swimming underwater no longer results in a player drowning while appearing to be swimming at water’s surface (MCPE-170969)
在水下游泳时按住跳跃键的情况下,玩家不再会出现看似在水面上游泳实则溺水的情况 (MCPE-170969)
Holding the jump button while swimming horizontally (not upwards) at or near water’s surface will keep the player swimming at the surface at a height where breathing is possible (MCPE-170969)
现在在水面或水面附近水平地(而非向上)游泳时按住跳跃键的情况下,玩家会保持位于在水面上游泳时可以呼吸的高度 (MCPE-170969)
Players no longer crawl after sneaking onto a Bed with a 1.5 block gap above it (MCPE-178370)
玩家在床上进入 1.5 格高的空隙时不会再爬行 (MCPE-178370)
Trail Ruins now generate correctly on 32 bit-devices (MCPE-178549)
古迹废墟现在会在32位设备上正确生成 (MCPE-178549)
Fixed a bug where guest players could not add trims to custom armor (MCPE-170317)
修复了访客玩家无法给自定义盔甲添加纹饰的漏洞 (MCPE-170317)
Buckets can once again pick up liquids immediately after being placed (MCPE-176634)
现在铁桶放置液体后再一次可以立即收集液体 (MCPE-176634)
MOBS
生物
Wolves’ tails are now correctly positioned when sitting (MCPE-31121)
现在狼坐下时其尾巴会位于正确位置 (MCPE-31121)
Wolves now correctly leap at their targets (MCPE-19740)
狼现在会正确地跳跃攻击目标 (MCPE-19740)
Fixed vertical position of tamed mobs from the clients/guests perspective after they teleport to their owner (MCPE-139168)
修复了驯服的生物传送至它的主人旁后,该生物的垂直位置在其他玩家视角中不会正确显示的问题 (MCPE-139168)
Horses and Boats no longer slide to unexpected previous locations upon mounting or dismounting
马和船在骑乘和取消骑乘时不再会错误移动至先前位置
Rabbits are now more likely to spawn in Groves than before
兔子现在更常生成于雪林
Foxes are now less likely to spawn in Groves than before
狐狸现在更少生成于雪林
BLOCKS
方块
Fixed occasional double placement of blocks when bridging (MCPE-123455)
修复了“搭桥”式放置方块时偶尔会重复放置方块的问题 (MCPE-123455)
Sweet Berry Bush now drops up to 6 Sweet Berries when mined using a Fortune enchanted tool (MCPE-172622)
现在使用带有时运魔咒的工具挖掘甜浆果丛时最多会掉落6个甜浆果 (MCPE-172622)
Fully grown Cocoa Pods now consistently drop 3 Cocoa Beans
现在完全成熟的可可果总会掉落3个可可豆
Fixed an issue causing Beds placed across chunk borders to sometimes break or turn invisible (MCPE-31389)
修复了跨区块边界放置的床有时会被破坏或变得不可见的问题 (MCPE-31389)
ITEMS
物品
Shields can now partially block damage dealt by Guardians and Elder Guardians’ laser attack
盾牌现在可以格挡守卫者和远古守卫者激光攻击造成的部分伤害
GRAPHICAL
图像
Increased maximum render distance to 36 for Xbox Series consoles
将 Xbox Series 主机的最大渲染距离提升至 36 个区块
Updated the missing tile texture to a dirt block with brown question mark
将数据丢失方块的纹理变为带有棕色问号的泥土
The Lead item now renders correctly when the “Hide Hand” option is selected
现在开启“隐藏手”选项后,拴绳物品会被正确渲染
USER INTERFACE
用户界面
The updated “You Died!” screen is no longer experimental. Thank you for all of the feedback you have sent in about this updated feature!
更新的“你死了!”屏幕不再为实验性功能。感谢您为此功能更新所发送的所有反馈!
The feedback button has been moved from Main Menu to the Settings screen under the General tab with label “Help Center”
将反馈按钮由主菜单移至设置屏幕下的通用选项卡,并带有“帮助中心”标签
Increased the time interval for showing a standard loading tip
延长了显示标准加载提示的时间间隔
Increased range for the “move up” button, such that you can now slide off slowly to the near buttons without stopping the movement (MCPE-178399)
增加了“向前移动”按钮的交互范围,以使玩家无需停止移动即可滑动至附近的按钮 (MCPE-178399)
On touch devices, when items are swapped, the icons now move in the correct direction
现在在触控设备上切换物品时,物品的图标会以正确方向移动
On touch devices, the selected item now has a blue background on all screens
现在触控设备上的所选物品会在所有屏幕中显示蓝色背景
Flying item animation is no longer missing on touch-screen versions of Beacon, Cartography, and Smithing Table screens
触屏版本中的信标、制图台和锻造台界面中不再会缺失移动物品动画
Reduced frame stutter when encountering a Character Creator skin in-game
减少了游戏中遇到角色创建器皮肤时出现的卡帧
Fixed a bug that prevented recipes without unlock criteria from showing up in the recipe book
修复了会导致无解锁条件的配方无法显示在配方书中的漏洞
On touch devices, item transfer animation is now rendered above static items
现在触控设备上的转移物品动画会渲染在静止的物品上方
Resolved an issue where “Signing in…” text might not have appeared on the main menu while sign in was actually in progress
修复了实际上正在进行登录时,“登录中…”文本可能不会显示在主菜单上的问题
TECHNICAL UPDATES
技术性更新
UPDATED ADD-ON TEMPLATE PACKS
更新的附加包模板
Updated Add-On templates for 1.20.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
为 1.20.80 版本更新了附加包模板,其中包含新的资源、行为和文档,可在 aka.ms/MCAddonPacks 下载
GENERAL
通用
Fixed an issue where should_update_bones_and_effects_offscreen and should_update_effects_offscreen were being ignored
修复了 should_update_bones_and_effects_offscreen 及 should_update_effects_offscreen 会被忽略的问题
Fixed an issue where the primary user login was not resolved before launching the world when performing a protocol launch using connect?localLevelId= or connect?localWorld= (MCL-24096)
修复了使用 connect?localLevelId= 或 connect?localWorld= 执行协议启动时,主用户登录在启动世界前不会得到解决的问题 (MCL-24096)
Fixed a bug that prevented custom features in behavior packs from loading
修复了无法加载行为包中的自定义地物的漏洞
Fixed a crash during the load process of localization strings
修复了加载本地化字符串的过程中发生的崩溃
Removed FilterTextPacket
移除了 FilterTextPacket
API
API
Dynamic imports (e.g., import("/my-module.js")) should be functional again
动态导入 (例如 import("/my-module.js")) 现在再次可用
BlockTypes will now return valid types for flattened or refactored block names
BlockTypes 现在会为扁平化或已重构的方块名称返回有效值
EntityMountTamingComponent
EntityMountTamingComponent
Renamed EntityMountTamingComponent to EntityTameMountComponent
将 EntityMountTamingComponent 重命名为 EntityTameMountComponent
Renamed setTamed to tame
将 setTamed 重命名为 tame
Released BlockComponentTypes from beta to 1.10.0
发布了 BlockComponentTypes 的 1.10.0 版本以取代 beta
Released EntityComponentTypes from beta to 1.10.0
发布了 EntityComponentTypes 的 1.10.0 版本以取代 beta
Released ItemComponentTypes from beta to 1.10.0
发布了 ItemComponentTypes 的 1.10.0 版本以取代 beta
Removed filters as they currently have no backing implementation
移除了 filters ,因其目前并无后续实现
Fixing some component isValid methods where they didn’t properly return false in cases where the component had been removed from the Entity
修复了某些组件的 isValid 方法,在组件已从实体中删除的情况下,它们未正确返回 false
Added PaletteColor enum to beta for use with ItemColorComponent/ItemColor2Component
在beta中加入了PaletteColor枚举以配合ItemColorComponent/ItemColor2Component使用
Added ItemColor2Component to beta for reading minecraft:color2
在beta中加入了ItemColor2Component,用于读取minecraft:color2
Setting a dynamic property with a key larger than 32kb now will result in an exception
现在设置带有大于32KB的密钥的动态属性时会导致异常
Moved EntityType and EntityTypes from beta to 1.11.0
将 EntityType and EntityTypes 由 beta 移动至 1.11.0
Released playMusic,Player.queueMusic, Player.stopMusic from beta to 1.11.0
发布了 playMusic,Player.queueMusic, Player.stopMusic 的 1.10.0 版本以取代 beta
Removed BlockAreaSize from beta and replaced usages with Vector3
从 beta 移除了 BlockAreaSize ,其用法被 Vector3 取代
Renamed parameter itemCategory in getItemCooldown and player.startItemCooldown to cooldownCategory
将getItemCooldown和player.startItemCooldown中的itemCategory参数重命名为cooldownCategory
Changed type to only EnchantmentType to follow API guidelines
将type更改为仅限EnchantmentType以遵循 API 规范
Added EnchantmentSlot and slots to beta for determining the enchantable slots of an item
在beta中加入了EnchantmentSlot和slots ,用于确定物品的可附魔槽位
Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag
在 Beta APIs 功能旗标下加入了minecraft:custom_components方块组件
MOBS
生物
Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional
为基岩版加入了生成分类,其将在未来用于生物生成。目前已在行为包的实体文件中启用,但尚未生效
BLOCKS
方块
Blocks using custom tags in the “crafting_tags” field of their custom blocks with a “minecraft:crafting_table” component now support custom unlockable recipes (MCPE-175555)
现在在带有minecraft:crafting_table组件的自定义方块的crafting_tags字段中使用自定义标签的方块支持自定义可解锁配方 (MCPE-175555)
This fixed a bug where some recipes did not show up when recipe unlocking was on
这修复了配方解锁时不会显示部分配方的漏洞
“sapling” block is now split into unique instances: “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” and “dark_oak_sapling”
“sapling” 方块现在被拆分为独立的: “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” 和 “dark_oak_sapling” 实例
“coral_fan” block is now split into unique instances: “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” and “horn_coral_fan”
“coral_fan” 方块现在被拆分为独立的: “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” 和 “horn_coral_fan” 实例
“coral_fan_dead” block is now split into unique instances: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” and “dead_horn_coral_fan”
“coral_fan_dead” 方块现在被拆分为独立的: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” 和 “dead_horn_coral_fan” 实例
“red_flower” block is now split into unique instances: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, and “lily_of_the_valley”
“red_flower” 方块现在被拆分为独立的: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, 和 “lily_of_the_valley” 实例
CAMERAS
相机
Added the “extend_player_rendering” camera component which allows for players (and any entities they are connected to through riding and leashes) to be rendered even if they are beyond the max entity render distance
加入了extend_player_rendering相机视角组件,允许玩家(以及通过骑乘和拴绳相连接的生物)即使已超出实体最大渲染距离也可以被渲染
Added “extend_player_rendering” component to the “minecraft:free” camera
为minecraft:free相机视角加入了extend_player_rendering组件
This component is intended to be an enhancement and improvement to current functionality and as such will be “set to true” by default.
该组件用于增强和优化当前功能,因此被默认设置为 true。
Setting this component to false will remove the added rendering capability.
将该组件设置为 false 会移除已添加的渲染功能。
More information on this and other camera capabilities can be found at Camera Command Introduction | Microsoft Learn
更多信息详见 Camera Command Introduction | Microsoft Learn
The server now sends chunks and actors around the camera to the client if that information already exists on the server even when the camera is placed far away from the player
现在若服务端上已存在该信息,即使相机视角位于远离玩家的地方,服务端也会将相机视角附近的方块和活动对象发送给客户端
COMMANDS
命令
Moved the /hud command out of Upcoming Creator Features experimental toggle.
将 /hud 命令移出了即将到来的创作者功能选项卡.
More on the HUD elements included can be found at hud Command | Microsoft Learn
更多 HUD 所包含的元素详见 hud Command | Microsoft Learn
Updated /titleraw and /tellraw to include support for rendering input key glyphs.
更新了 /titleraw 及 /tellraw 命令,以支持渲染输入关键字形
COMPONENTS
组件
The “interact” component’s fields “equip_item_slot” and “drop_item_slot” now support both armor and inventory slots:
interact组件的equip_item_slot和drop_item_slot字段现在支持盔甲和物品栏槽位:
Armor slots are specified as ‘slot.armor.head’, ‘slot.armor.chest’, ‘slot.armor.legs’, and ‘slot.armor.feet’
盔甲槽位可被指定为slot.armor.head、slot.armor.chest、slot.armor.legs和slot.armor.feet
Inventory slots are specified as positive numbers, now expressed as strings
物品栏槽位可指定为正整数,现在用字符串来表示
This change requires a world version of 1.20.80 or higher
此改动要求世界版本为 1.20.80 或更高
Added “repair_entity_item” field to the “interact” component, which allows to repair an item in one of the entity’s inventory or armor slots
为interact组件加入了repair_entity_item字段,允许修复实体物品栏或盔甲槽中的物品
Entities running "behavior.follow_owner" no longer risk getting stuck into each other when teleporting to their owner
执行behavior.follow_owner的实体传送至其主人所在位置时不再会出现互相卡住的情况
Added the “minecraft:body_rotation_blocked” component, which prevents an entity from visually rotating their body to match their own facing direction
加入了minecraft:body_rotation_blocked组件,用于阻止生物在视觉上转身以与自身朝向相匹配
The durations and cooldowns of “behavior.timer_flag_1,” “behavior.timer_flag_2,” and “behavior.timer_flag_3” are now correctly randomized on both start and stop, rather than only on spawn
behavior.timer_flag_1、behavior.timer_flag_2 和 behavior.timer_flag_3 的时长及冷却时长会在开始和停止时正确随机化,而不是只在生成时随机化
ENTITY FILTERS
实体过滤器
Added new entity filter “is_sitting”, which checks if the entity is sitting
加入了新的实体过滤器 “is_sitting”, 用于检查实体是否处于坐下状态
Added new entity filter “has_damaged_equipment”, which checks if the entity has a certain damaged piece of equipment in the specified slot
加入了新的实体过滤器 “has_damaged_equipment”, 用于检查实体的指定槽位中是否存在特定的已损坏装备
MOLANG
MOLANG
Added new query “query.armor_slot_damage”, which returns the damage value of the armor item in the specified slot
加入了新的查询 “query.armor_slot_damage”, 返回指定槽位中的盔甲物品的损耗耐久度
RECIPES
配方
Added assume_symmetry boolean property for Shaped Recipes to allow for symmetrical shaped recipes with different outputs.
为有序配方加入了 assume_symmetry 布尔属性,允许对称的有序配方使用不同的输出方式。
More on this feature and samples can be found at Recipe Documentation -Shaped Recipe | Microsoft Learn
关于此特性的介绍和实例可在 Recipe Documentation -Shaped Recipe | Microsoft Learn 找到
EXPERIMENTAL TECHNICAL UPDATES:
实验性技术性更新:
API
API
API 更新暂略,如有需要请阅读官网原文。
ITEMS
物品
Added ‘minecraft:custom_components’ item component under the Beta APIs feature flag
在 Beta APIs 功能旗标下加入了 ‘minecraft:custom_components’ 物品组件
游戏点评
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