咨讯息 · 2022年7月2日 0

我的世界英文站:我的世界沉积岩版Beta1.18.0.20正式发布更动了矿物聚合并与Python版相匹配

Ah, Betas. They grow up so fast! What was once a little baby bedrock beta has now blossomed before our very eyes. Why this nostalgic turn, you may ask? It may be a slight case of empty nest syndrome since the Caves & Cliffs features have moved out of the Experimental Features and grown into fully adult defaults. That’s not a tear in my eye, it’s just very dusty after the move! Maybe take a break from flinging wild accusations about and enjoy this week’s update instead, and as always send your feedback to aka.ms/CavesCliffsFeedback and report bugs athttp://云主机bugs.mojang.com. Where are my tissues?!啊!正式版!你很胖啊博蒙阿了啊!曾纯真的正式版那时居然早已在他们此刻盛开出了璀璨的花蕾! Saharanpur,你问为何他们会再次出现此种港式焦虑?这约莫是一类老年综合症,即使那时岩洞与峭壁的优点早已全然去除出了概念性动作游戏!甚么?你问我为何眼中胸丽鱼眼泪?Saharanpur,即使风太大迷眼了( 。也许你那时能暂停你的佯装斥责,歇息呵呵享用那时的正式版!提过在 aka.ms/CavesCliffsFeedback 向他们递交提议或在http://bugs.mojang.com向他们调查报告bug!我毛巾哪去了?!

Once again we would love to hear from you regarding the game’s performance – you can let us know how the game runs in this short survey: aka.ms/MCPerfPoll云主机反正两遍,他们期望听见你对游戏操控性的意见反馈——你能透过核对那个意味深长的进行调查问卷进行调查来让他们晓得那时游戏的运转情形: aka.ms/MCPerfPoll

Reminder:云主机We are still tweaking world generation and features may change, please remembermake regular backup copiesof your favourite worlds!温情提示信息:当今世界聚合和优点仍在修正中!提过即时存储!

Caves & Cliffs云主机岩洞与峭壁

Features related to Caves & Cliffs Part II have been moved from the Experimental Toggle and are now enabled by default那时有关岩洞与峭壁预览第三部份的优点早已全然去除出了概念性动作游戏NOTE:Upon loading your world into this beta,new Caves & Cliffs Part II world generation will automatically be introduced with no default world copy created。You can read more about how new generation will be added below your existing chunks in our FAQ!特别注意:在本正式版中关上你原本的当今世界将在原本的当今世界上直接加载新地形,不会自动存储!你能透过 FAQ 来了解是如何在原有的当今世界之上加载新地形的!New world generation in Caves and Cliffs Part II is currently incompatible with the ‘Creation of Custom Biomes’ experiment. In this beta, expect worlds with custom biome generation to be potentially unstable and for custom biomes to only exist in currently saved out areas of the world那时新的当今世界聚合与自定义生物群系暂时不兼容。预计关上含有自定义生物群系的当今世界将会暂时遇到一些稳定性问题,并且目前自定义生物群系加载后将消失。Changed ore generation rates to be in parity with Java Edition更动了矿物聚合,与Java版相匹配Fixed an issue that prevented large trees from growing below y=0 (MCPE-126254)修复了大型树不能在y0以下聚合的问题 (MCPE-126254)Small Dripleaf now properly generates as part of Lush Caves biome小垂滴叶那时正常在繁茂岩洞生物群系中聚合

Cave Generation云主机岩洞聚合

Old caves can now reach all the way to the surface旧岩洞那时能一直延伸到地表Old cave carver placement is now on parity with Java Edition旧岩洞的聚合那时与Java版一致Floating water no longer generates in caves (MCPE-141424)岩洞中不再聚合浮空水 (MCPE-141424)

Feature Placement云主机地物聚合

Meadow Flowers no longer replace blocks in villages or other structures (MCPE-141378)草地上聚合的花不再取代村庄或其它结构的方块了 (MCPE-141378)Tuff blob features now generate below y=0 (MCPE-141452)凝灰岩那时会在y=0以下聚合 (MCPE-141452)Deepslate patches no longer generate above y=0 (MCPE-141330)深板岩不再成簇在y=0以上聚合 (MCPE-141330)Amethyst Geodes now get placed in the correct y-range during world generation (MCPE-141326)那时紫晶洞会在正确的y范围内聚合 (MCPE-141326)

World Generation当今世界聚合

云主机、VPS、挂机宝、游戏服务器上永恒云

Updated feature placement of Granite, Andesite, Diorite, Dirt, and Gravel to match Java Edition预览了花岗岩、闪长岩、安山岩、泥土、砂砾在地下聚合的位置来与Java版相匹配Tweaked peaks to make small mountains look more like proper jagged mountain peaks instead of flat hilly mounds微调了山峰的形状,让小山那时更像锯齿状山峰而不是更像土丘Improved blending between old and new chunks优化了新旧区块的过渡Mineshaft tunnels can’t replace Bedrock anymore (MCPE-141123)废弃矿洞聚合时不再顶掉沉积岩 (MCPE-141123)

Features and Bug Fixes优点和漏洞修复

Stability and Performance云主机稳定性和操控性

Players are no longer disconnected if server and client have different Runtime Block IDs那时即使服务器和客户端有不同的运转时间方块的ID,玩家也不会被断开连接Optimized the time it takes to place vines in the Overworld优化了在主当今世界中放置藤蔓的时间

Accessibility辅助功能

Added missing screen reader on the Controller lost connection prompt在 控制器失去连接 的提示信息中增加了缺失的屏幕阅读器

Gameplay动作游戏

Corrected Portal locations when the Portal was moved but the location was not updated (MCPE-28765)那时传送门被移动时会正常预览传送门的位置 (MCPE-28765)Breaking a block below fire no longer creates an invisible fire block when the ‘doFireTick’ gamerule is disabled (MCPE-101371)禁用doFireTick 游戏规则时,破坏火下面的方块不再导致一个看不见的火方块产生 (MCPE-101371)

General常规

Players with higher than recommended render distance settings are now prompted to change it to the recommended value渲染距离设置高于推荐值的玩家那时会被提示信息修改为推荐值Render distance default and max settings have been updated for better performance预览了默认和最大的渲染距离,来优化操控性A prompt now warns players that they will be taken back to the main menu if they sign-in while in-game那时会提示信息玩家如果在游戏中登录,将会退回到主菜单。

Graphical图形界面

The Carved Pumpkin enchantment glint now only covers the item instead of the entire slot被附魔的雕刻南瓜发出的附魔光不再覆盖整个物品栏Fixed a bug that could occur on older worlds where looking up in a Minecart would display the inside of the Minecart, blocking the player’s view修复了在旧当今世界中坐在矿车中向上看会显示矿车的内部,阻挡视野的问题Updated item rendering so enchanted are no longer be invisible in the Nether (MCPE-116880)预览了物品的渲染,那时物品的附魔在下界也会正常显示 (MCPE-116880)

Marketplace市场

Store update prompt no longer appears for no internet connection or session start failure在没有网络连接或会话启动失败时不再再次出现商店预览提示信息

Mobs生物

Mobs can now path over Trapdoors生物寻路那时能经过活板门Mobs no longer walk through Campfires (MCPE-142054)生物不再走入营火 (MCPE-142054)Axolotls now animate correctly when airborne (MCPE-131322)美西螈在空中时也会正常显示动画 (MCPE-131322)Sweet Berry Bushes now damage mobs and (MCPE-56142) (MCPE-140012)那时甜浆果丛会正常对生物造成伤害 (MCPE-56142) (MCPE-140012)Mobs no longer try to path through Sweet Berry Bushes生物不再寻路穿过甜浆果丛

User Interface用户界面

Structure Block can now be saved and loaded within current dimension height limits (MCPE-122643)结构方块那时在目前的当今世界高度限制下都能正常保存和加载 (MCPE-122643)Fixed an issue where searching for non-existent content brought up the incorrect 1 result message修复了搜索不存在的内容会显示 1个结果Fixed overlapping text on offerings occurring in 4:3 resolution screens修复了在4:3屏幕上再次出现的文字重叠问题Fixed Java Edition parity while lying in bed in multiplayer game. A message will show how many players are lying in bed while waiting for all players to fall asleep那时在多人游戏中睡觉时给没睡觉的人显示的消息会写那时有多少人在床上等着大家睡觉(与Java版同步)Provide better visual feedback and hints for different render distance settings为不同的渲染距离设置提供更好的视觉意见反馈和提示信息

Vanilla Parity待同步优点

Raid mobs now despawn after a raid ends if the player moves too far away在袭击结束后,劫掠聚合的生物如果离玩家太远就会消失Raid boss bar color changed to red from purple (MCPE-46047)袭击的boss条那时显现为紫色 (MCPE-46047)Vindicators no longer naturally spawn in Illager Patrols卫道士不再在灾厄巡逻队当中自然聚合

Villages村庄

Hero Of The Village村庄英雄

Hero of the Village effect now applies to all players who helped kill a raider once a raid is defeated, and the effect remains on the players, even if they travel outside the village (MCPE-53384)那时所有参与击败袭击的玩家都会获得村庄英雄效果,并且效果会留在玩家身上,玩家即使走出村庄,村庄英雄效果也不会消失 (MCPE-53384)

Technical Updates技术性预览

Commands命令

Order of function calls triggered by ‘/execute’ inside a function are now consistent (MCPE-111849)由函数内的’/execute’触发的函数调用顺序那时一致了 (MCPE-111849)

General常规

Added caching support for subchunk requests and fixed issues with holes in the terrain添加了对子块请求的缓存支持,并修复了地形中再次出现大洞的问题。Fixed a rendering error that could occur when attempting to render a Vanilla mob in a base game version prior to the version that mob was introduced through JSON files修复了试图渲染一个透过JSON文件引入的原版生物时可能发生的渲染错误Most content errors and warnings will now only display once per world (MCPE-135153)大多数内容错误和警告那时只在每个当今世界显示一次 (MCPE-135153)

Item Scripting云主机物品脚本

Implemented first past of Item Script Components执行了第一个物品脚本组件

ItemStacktackExposed interfaces for accessing script-enabled ItemComponents on 物品tack公开了用于访问ItemStack上ItemComponents(支持脚本)的接口hasComponent(componentId: string) —— returns true if the 物品tack has the component [componentId] attached to ithasComponent(componentId: string) – 如果ItemStack上有组件[componentId],返回truegetComponent(componentId: string) —— returns a handle to the component attached to this 物品tack。Returns an undefined handle if the component does not exist or if the component is yet to be exposed to scriptgetComponent(componentId: string) – 返回连接到那个ItemStack的组件的句柄。如果该组件不存在,或者该组件还没有被暴露给脚本,则返回一个未定义的句柄getComponents() —— returns an array of all attached script-enabled components on this 物品tackgetComponents() – 返回那个ItemStack上所有附加的支持脚本的组件的数组。NumberRangeNumberRangeA class to describe a random value between a min and max number一个用来描述最小和最大数字之间的随机值的类Property min —— the minimum value in the range属性min – 该范围内的最小值Property max —— the maximum value in the range属性max–范围内的最大值next() —— returns a random number between min and maxnext() – 返回min和max之间的一个随机数Items Registry物品注册表Added Items registry class to get all Items by name加入了物品注册表类,能透过名称获得所有物品get(itemId: string) —— returns a handle to an ItemType if a type by the given name existsget(itemId: string) – 如果存在一个给定名称的类型,则返回一个ItemType的句柄Script enabled Item components启用脚本的物品组件minecraft:foodminecraft:foodRead-only property nutrition —— number that describes how much nutrition this food item gives the player when eaten只读属性 nutrition – 数字,描述那个食物在吃的时候能给玩家恢复多少饿食度Read-only property saturationModifier —— number that is the saturation modifier used to apply the saturation buff when eaten只读属性 saturationModifier – 用于在吃东西时饱食度修改器修改饱食度Read-only property canAlwaysEat —— if true the player can always eat this item (even when not hungry)只读属性 canAlwaysEat – 如果为真,玩家能一直吃那个物品(即使不饿)Read-only property usingConvertsTo —— string name of the Item this will be converted to when eaten。If empty,the item will not convert to anything else只读属性 usingConvertsTo – 当被吃掉时,那个物品将被转换为的物品的字符串名称。如果为空,那个物品将不会转换为其他东西minecraft:durabilityminecraft:durabilityRead-only property maxDurability —— the number amount of damage this item can take before breaking只读属性 maxDurability – 那个物品在损坏之前的最大耐久度Read-only property damageRange —— a NumberRange describing the chance of the item losing durability只读属性 damageRange – 描述物品失去耐久度的几率的NumberRangeProperty damage —— gets or sets the current damage on the ItemStack属性damage – 获取或设置ItemStack上当前的伤害getDamageChance(unbreaking: number = 0) —— gets the maximum chance that this item would be damaged using the damageRange property if given an unbreaking level。Incoming unbreaking parameter must be greater than 0getDamageChance(unbreaking: number = 0) – 使用damageRange属性获得该物品在给定的耐久附魔等级下被损坏的最大几率。输入的参数必须大于0

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