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Minecraft Java 版快照 25w07a

版本快讯 Minecraft Java 版快照 25w07a

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Minecraft Snapshot 25w07a
Minecraft Java 版快照 25w07a​

原贴请见:https://www.minecraft.net/zh-hans/article/minecraft-snapshot-25w07a

Frogday on a Thursday, who thinks of that?! In this week's snapshot we are updating trades for wandering traders and cartographers. We have also introduced new, biome - based spawn rules for sheep. It's time to go out and explore the world! Mojang's bug - tracker Mojira is migrating to the cloud and during the process bug reporting is unavailable. The new platform will soon be up and running, ready for players to log in, create accounts, and most importantly – report bugs! During the downtime, try to keep the bug alive and report it once Mojira is back!
周四的 “青蛙日”,谁能想到这个呢?!在本周的快照更新中,我们正在更新流浪商人和制图师的交易物品。我们还引入了基于生物群系的绵羊生成新规则。是时候出去探索世界啦!Mojang 的漏洞追踪器 Mojira 正在迁移到云端,在此过程中漏洞报告功能不可用。新平台很快就会上线运行,届时玩家们就可以登录、创建账户,最重要的是 —— 报告漏洞!在停机期间,如果遇到漏洞,先记下来,等 Mojira 恢复后再进行报告!

New Features
新特性

Sheep have different rules for which wool color to have based on biome they spawn in
绵羊根据它们生成的生物群系不同,羊毛颜色也遵循不同规则

Farm Animal variants
农场动物变种

Sheep wool color in warm and cold biomes
温暖和寒冷生物群系中绵羊的羊毛颜色

Sheep have updated rules for which color of wool they have based on which biome they spawn in:
绵羊根据其生成的生物群系来确定羊毛颜色的规则已更新:

Temperate Biomes: (these colors are unchanged from current behavior)
温带生物群系:(这些颜色与当前设定一致,无变化)

Common sheep color is white
常见的绵羊颜色为白色

Uncommon sheep colors are black, gray, light gray and brown
不常见的绵羊颜色有黑色、灰色、浅灰色和棕色

There is a rare chance for a pink Sheep to spawn
有极小概率生成粉色绵羊

Cold biomes:
寒冷生物群系:

Common Sheep color is black
常见的绵羊颜色为黑色

Uncommon Sheep colors are light gray, light blue, blue and cyan
不常见的绵羊颜色有浅灰色、浅蓝色、蓝色和青色

There is a rare chance for a pink Sheep to spawn
有极小概率生成粉色绵羊

Warm Biomes:
温暖生物群系:

Common Sheep color is brown
常见的绵羊颜色为棕色

Uncommon Sheep colors are gray, yellow, orange and red
不常见的绵羊颜色有灰色、黄色、橙色和红色

There is a rare chance for a pink Sheep to spawn
有极小概率生成粉色绵羊

Changes
变更

A Bush only drops when broken with Shears or a Silk Touch tool and is replaceable when building
灌木只有在使用剪刀或带有精准采集附魔的工具破坏时才会掉落物品,并且在建造时可被替换

The look of both Mooshroom variants have been slightly updated to have an extruded snout
两种哞菇变种的外观都有轻微更新,鼻子部分更加突出

Ambient block sounds in Desert, Badlands and Pale Garden which are only used for ambience have been moved from "Blocks" to "Ambient/Environment" category
沙漠、恶地和苍白花园中仅用于营造环境氛围的方块环境音效,已从 “方块” 类别移至 “环境氛围” 类别

Cartographer and Wandering Trader has tweaks to their trades
制图师和流浪商人的交易物品有所调整

Camels now spawn in Deserts
骆驼现在会在沙漠中生成

Bundles can now be found in some of the chests in villages
现在可以在村庄的一些箱子里找到包裹

The breaking sound for grass sound type has been lowered affecting all blocks using this sound
草类音效的破坏声音量降低,这会影响所有使用该音效的方块

Cartographer and Wandering Trader Trade Rebalance
制图师和流浪商人交易物品重新平衡

Cartographer Trades
制图师交易物品

Cartographers now sell 7 new maps each pointing 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 种新地图,每张地图指向不同生物群系中的不同村庄或其他建筑。这些地图可以帮助那些想要快速找到特定地点的玩家

Cartographers from different village types will sell a different range of maps and colored banners
不同村庄类型的制图师会出售不同种类的地图和彩色旗帜

Some prices and quantities have also been adjusted
部分价格和数量也进行了调整

1739592504560.webp
Click here for a link to the high-resolution image
点击此处获取高分辨率图像链接 (都翻译了就是)


Wandering Trader Trades
流浪商人交易

The Wandering Trader now has better prices, more trades and a larger amount of stock for many items
流浪商人现在许多物品的价格更实惠,交易选择更多,而且很多物品的库存也更充足。

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础物资,所以即使你不想买任何东西,也可以通过帮他们为下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:
流浪商人会从以下清单中选购两件物品:

Water Bottle
水瓶

Water Bucket
水桶

Milk Bucket
牛奶桶

Fermented Spider Eye
发酵蛛眼

Baked Potato
烤土豆

Hay Bale
干草块

Wandering Traders now have a chance of selling these items (in addition to their previous trades):
流浪商人现在除了之前售卖的物品外,还有机会出售以下物品:

Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak or Cherry)
原木(金合欢木、桦木、深色橡木、丛林木、橡木、云杉木、淡橡木或樱桃木)

Enchanted Iron Pickaxe
附魔铁镐

Potion of Invisibility
隐身药水
1739592737721.webp
Sound for Leaf Litter and Grass
落叶和草的音效

Lowered volume in sound files for Leaf Litter (break, step, place)
降低了落叶音效文件中破坏、行走、放置的音量

Lowered volume in sound files for grass sound type, affecting all blocks using this (dig)
降低了草类音效文件的音量,这会影响所有使用该音效(挖掘音效)的方块

Technical Changes
技术变更

The Data Pack version is now 67
数据包版本现已更新为 67

The Resource Pack version is now 52
资源包版本现已更新为 52

Data Pack Version 67
数据包版本 67

Changed so that stepping_on entity predicate can only evaluate to true if the entity is on ground
进行了更改,现在 “stepping_on” 实体谓词只有在实体位于地面上时才会评估为真

Tags
标签

Block Tags
方块标签

Added #camels_spawnable_on - blocks that Camels can spawn on
添加了 “#camels_spawnable_on” 标签,用于标记骆驼可以生成在上面的方块

Structure Tags
结构标签

Added #on_savanna_village_maps - structures that can appear on Savanna Village Maps
添加了 “#on_savanna_village_maps” 标签,标记可出现在热带稀树草原村庄地图上的结构

Added #on_desert_village_maps - structures that can appear on Desert Village Maps
添加了 “#on_desert_village_maps” 标签,标记可出现在沙漠村庄地图上的结构

Added #on_plains_village_maps - structures that can appear on Plains Village Maps
添加了 “#on_plains_village_maps” 标签,标记可出现在平原村庄地图上的结构

Added #on_taiga_village_maps - structures that can appear on Taiga Village Maps
添加了 “#on_taiga_village_maps” 标签,标记可出现在针叶林村庄地图上的结构

Added #on_snowy_village_maps - structures that can appear on Snowy Village Maps
添加了 “#on_snowy_village_maps” 标签,标记可出现在雪地村庄地图上的结构

Added #on_swamp_explorer_maps - structures that can appear on Swamp Explorer Maps
添加了 “#on_swamp_explorer_maps” 标签,标记可出现在沼泽探索者地图上的结构

Added #on_jungle_explorer_maps - structures that can appear on Jungle Explorer Maps
添加了 “#on_jungle_explorer_maps” 标签,标记可出现在丛林探索者地图上的结构

Entity Data
实体数据

Pos, Motion, and Rotation values without the correct number of components (3, 3, and 2 respectively) will now be fully discarded, instead of only selecting the specified components
位置(Pos)、运动(Motion)和旋转(Rotation)的值如果没有正确数量的分量(分别为 3、3 和 2 ),现在将被完全丢弃,而不是只选择指定的分量

The SleepingX, SleepingY, and SleepingZ fields have been collected into a single sleeping_pos field
“SleepingX”、“SleepingY” 和 “SleepingZ” 字段已合并为单个 “sleeping_pos” 字段
e.g. sleeping_pos: [I;1,2,3]
例如:sleeping_pos: [I;1,2,3]

Block States in the entity data of Arrows, Minecarts, Block Displays, Endermen, Falling Blocks, Primed TNT, or Piston Moving Blocks are no longer allowed to be specified as an empty object
箭、矿车、方块展示实体、末影人、掉落方块、已点燃的 TNT 或活塞推动方块的实体数据中的方块状态,不再允许指定为空对象

The Tags field will no longer be preserved if removed
“Tags” 字段如果被移除,将不再保留

ALLAY
艾莉

Removed redundant CanDuplicate field (controlled by DuplicationCooldown)
移除了冗余的 “CanDuplicate” 字段(由 “DuplicationCooldown” 控制)

CAT


The CollarColor field now defaults to 14 (red) if not specified
“CollarColor” 字段如果未指定,现在默认值为 14(红色)

DOLPHIN
海豚

Removed TreasurePosX, TreasurePosY, TreasurePosZ fields
移除了 “TreasurePosX”、“TreasurePosY”、“TreasurePosZ” 字段

FALLING_BLOCK
掉落方块

The BlockState field can now be air (will despawn immediately) - if otherwise not specified or invalid, defaults to sand
“BlockState” 字段现在可以是空气
FOX
狐狸
The Trusted field now defaults to empty if not specified (and will no longer be merged with the previous state if modified by /data)
“信任(Trusted)” 字段若未指定,现在默认值为空(并且如果通过 /data 命令修改,将不再与之前的状态合并)
ITEM
物品
The Owner and Thrower fields will no longer be preserved when removed
“所有者(Owner)” 和 “投掷者(Thrower)” 字段在被移除时将不再保留
PHANTOM
幻翼
The Size field has been renamed to size
“Size” 字段已重命名为 “size”
The AX, AY, and AZ fields have been collected into a single anchor_pos field
“AX”、“AY” 和 “AZ” 字段已合并为单个 “anchor_pos” 字段
PLAYER
玩家
The SpawnX, SpawnY, SpawnZ, SpawnAngle, SpawnDimension, and SpawnForced fields have been collected into a single respawn field
“生成 X(SpawnX)”、“生成 Y(SpawnY)”、“生成 Z(SpawnZ)”、“生成角度(SpawnAngle)”、“生成维度(SpawnDimension)” 和 “强制生成(SpawnForced)” 字段已合并为单个 “重生(respawn)” 字段
Format: object with fields
格式:包含以下字段的对象
pos - block position to spawn at
pos - 生成的方块位置
angle - float, angle to spawn with (default: 0.0)
angle - 浮点数,生成时的角度(默认值:0.0)
dimension - dimension id to spawn in (default minecraft:overworld)
dimension - 生成所在的维度 ID(默认值为 minecraft:overworld,即主世界)
forced - boolean, true if this spawn was set through commands (default: false)
forced - 布尔值,如果通过命令设置生成,则为 true(默认值:false)
The enteredNetherPosition field has been renamed to entered_nether_pos, and is now formatted as a list of doubles
“进入下界位置(enteredNetherPosition)” 字段已重命名为 “entered_nether_pos”,现在格式为双精度浮点数列表
e.g. entered_nether_pos: [1.0, 2.0, 3.0]
例如:entered_nether_pos: [1.0, 2.0, 3.0]
PRIMED_TNT
已点燃的 TNT
The block_state field now defaults to tnt if not specified
“方块状态(block_state)” 字段若未指定,现在默认值为 “tnt”
SHULKER_BULLET
潜影贝子弹
The Dir and Target fields will no longer be preserved when removed
“方向(Dir)” 和 “目标(Target)” 字段在被移除时将不再保留
TURTLE
海龟
The HomePosX, HomePosY, and HomePosZ fields have been collected into a single home_pos field
“家的 X 坐标(HomePosX)”、“家的 Y 坐标(HomePosY)” 和 “家的 Z 坐标(HomePosZ)” 字段已合并为单个 “家的位置(home_pos)” 字段
Removed TravelPosX, TravelPosY, and TravelPosZ fields
移除了 “旅行 X 坐标(TravelPosX)”、“旅行 Y 坐标(TravelPosY)” 和 “旅行 Z 坐标(TravelPosZ)” 字段
The HasEgg field has been renamed to has_egg
“有蛋(HasEgg)” 字段已重命名为 “has_egg”
VEX
恼鬼
The LifeTicks field has been renamed to life_ticks
“生命刻数(LifeTicks)” 字段已重命名为 “life_ticks”
The BoundX, BoundY, and BoundZ fields have been collected into a single bound_pos field
“边界 X 坐标(BoundX)”、“边界 Y 坐标(BoundY)” 和 “边界 Z 坐标(BoundZ)” 字段已合并为单个 “边界位置(bound_pos)” 字段
VILLAGER
村民
The Gossips field will no longer be preserved when removed
“流言(Gossips)” 字段在被移除时将不再保留
WANDERING_TRADER
流浪商人
The wander_target field will no longer be preserved when removed
“流浪目标(wander_target)” 字段在被移除时将不再保留
WOLF

The CollarColor field now defaults to 14 (red) if not specified
“项圈颜色(CollarColor)” 字段若未指定,现在默认值为 14(红色)
DOLPHIN
海豚
Removed TreasurePosX, TreasurePosY, TreasurePosZ fields
移除了 “宝藏位置 X(TreasurePosX)”、“宝藏位置 Y(TreasurePosY)”、“宝藏位置 Z(TreasurePosZ)” 字段
FALLING_BLOCK
掉落方块
The BlockState field can now be air (will despawn immediately) - if otherwise not specified or invalid, defaults to sand
“方块状态(BlockState)” 字段现在可以是空气(此时会立即消失)—— 如果未指定或无效,则默认为沙子
FOX
狐狸
The Trusted field now defaults to empty if not specified (and will no longer be merged with the previous state if modified by /data)
“信任(Trusted)” 字段若未指定,现在默认值为空(并且如果通过 /data 命令修改,将不再与之前的状态合并)
ITEM
物品
The Owner and Thrower fields will no longer be preserved when removed
“所有者(Owner)” 和 “投掷者(Thrower)” 字段在被移除时将不再保留
PHANTOM
幻翼
The Size field has been renamed to size
“Size” 字段已重命名为 “size”
The AX, AY, and AZ fields have been collected into a single anchor_pos field
“AX”、“AY” 和 “AZ” 字段已合并为单个 “锚点位置(anchor_pos)” 字段
PLAYER
玩家
The SpawnX, SpawnY, SpawnZ, SpawnAngle, SpawnDimension, and SpawnForced fields have been collected into a single respawn field
“生成 X(SpawnX)”、“生成 Y(SpawnY)”、“生成 Z(SpawnZ)”、“生成角度(SpawnAngle)”、“生成维度(SpawnDimension)” 和 “强制生成(SpawnForced)” 字段已合并为单个 “重生(respawn)” 字段
Format: object with fields
格式:包含以下字段的对象
pos - block position to spawn at
pos - 生成的方块位置
angle - float, angle to spawn with (default: 0.0)
angle - 浮点数,生成时的角度(默认值:0.0)
dimension - dimension id to spawn in (default minecraft:overworld)
dimension - 生成所在的维度 ID(默认值为 minecraft:overworld,即主世界)
forced - boolean, true if this spawn was set through commands (default: false)
forced - 布尔值,如果通过命令设置生成,则为 true(默认值:false)
The enteredNetherPosition field has been renamed to entered_nether_pos, and is now formatted as a list of doubles
“进入下界位置(enteredNetherPosition)” 字段已重命名为 “entered_nether_pos”,现在格式为双精度浮点数列表
e.g. entered_nether_pos: [1.0, 2.0, 3.0]
例如:entered_nether_pos: [1.0, 2.0, 3.0]
PRIMED_TNT
已点燃的 TNT
The block_state field now defaults to tnt if not specified
“方块状态(block_state)” 字段若未指定,现在默认值为 “tnt”
SHULKER_BULLET
潜影贝子弹
The Dir and Target fields will no longer be preserved when removed
“方向(Dir)” 和 “目标(Target)” 字段在被移除时将不再保留
TURTLE
海龟
The HomePosX, HomePosY, and HomePosZ fields have been collected into a single home_pos field
“家的 X 坐标(HomePosX)”、“家的 Y 坐标(HomePosY)” 和 “家的 Z 坐标(HomePosZ)” 字段已合并为单个 “家的位置(home_pos)” 字段
Removed TravelPosX, TravelPosY, and TravelPosZ fields
移除了 “旅行 X 坐标(TravelPosX)”、“旅行 Y 坐标(TravelPosY)” 和 “旅行 Z 坐标(TravelPosZ)” 字段
The HasEgg field has been renamed to has_egg
“有蛋(HasEgg)” 字段已重命名为 “has_egg”
VEX
恼鬼
The LifeTicks field has been renamed to life_ticks
“生命刻数(LifeTicks)” 字段已重命名为 “life_ticks”
The BoundX, BoundY, and BoundZ fields have been collected into a single bound_pos field
“边界 X 坐标(BoundX)”、“边界 Y 坐标(BoundY)” 和 “边界 Z 坐标(BoundZ)” 字段已合并为单个 “边界位置(
VILLAGER
村民
The Gossips field will no longer be preserved when removed
“流言” 字段在被移除时将不再保留

WANDERING_TRADER
流浪商人
The wander_target field will no longer be preserved when removed
“流浪目标” 字段在被移除时将不再保留

WOLF

The CollarColor field now defaults to 14 (red) if not specified
“项圈颜色” 字段若未指定,现在默认值为 14(红色)

ZOMBIE_VILLAGER
僵尸村民
The Gossips field will no longer be preserved when removed
“流言” 字段在被移除时将不再保留

EVOKER_FANGS, AREA_EFFECT_CLOUD, and all projectiles
唤魔者之牙、区域效果云以及所有投射物
The Owner field will no longer be preserved when removed
“所有者” 字段在被移除时将不再保留

ITEM_FRAME, GLOW_ITEM_FRAME, PAINTING, and LEASH_KNOT
物品展示框、发光物品展示框、画和拴绳结
The TileX, TileY, and TileZ fields have been collected into a single block_pos field
“TileX”、“TileY” 和 “TileZ” 字段已合并为单个 “方块位置(block_pos)” 字段

ARROW, SPECTRAL_ARROW, TRIDENT
箭、光谱箭、三叉戟
The inBlockState and SoundEvent fields will no longer be preserved when removed
“在方块内状态(inBlockState)” 和 “音效事件(SoundEvent)” 字段在被移除时将不再保留

MINECART, *_MINECART
矿车、各种类型的矿车
The CustomDisplayTile field has been removed
“自定义显示方块(CustomDisplayTile)” 字段已被移除
DisplayState will now always override the default displayed block state if specified
如果指定了 “显示状态(DisplayState)”,它现在将始终覆盖默认显示的方块状态
DisplayOffset may now be specified to override the default offset even without a custom display block state set
现在即使未设置自定义显示方块状态,也可以指定 “显示偏移(DisplayOffset)” 来覆盖默认偏移量

BLOCK_DISPLAY, ITEM_DISPLAY, and TEXT_DISPLAY
方块展示、物品展示和文本展示
The glow_color_override field will no longer be preserved when removed
“发光颜色覆盖(glow_color_override)” 字段在被移除时将不再保留

WITCH, RAVAGER, PILLAGER, ILLUSIONER, EVOKER, and VINDICATOR
女巫、劫掠兽、掠夺者、幻术师、唤魔者和卫道士
The patrol_target field will no longer be preserved when removed
“巡逻目标(patrol_target)” 字段在被移除时将不再保留

Block Entity Data
方块实体数据
The CustomName field will no longer be preserved when removed
“自定义名称(CustomName)” 字段在被移除时将不再保留
The LootTable field will no longer be preserved when removed
“战利品表(LootTable)” 字段在被移除时将不再保留

END_GATEWAY
末地传送门方块
The exit_portal field will no longer be preserved when removed
“出口传送门(exit_portal)” 字段在被移除时将不再保留

FURNACE, SMOKER, BLAST_FURNACE
熔炉、烟熏炉、高炉
The RecipesUsed field will no longer be preserved when removed
“已使用配方(RecipesUsed)” 字段在被移除时将不再保留

SKULL
骷髅头颅
The note_block_sound field will no longer be preserved when removed
“音符盒音效(note_block_sound)” 字段在被移除时将不再保留
Resource Pack Version 52
资源包版本 52
Small changes in rendering of items in world
世界中物品渲染有小幅度改动
Updated Mooshroom texture and model
更新了哞菇的纹理和模型
The Mooshroom have updated model and texture
哞菇的模型和纹理已更新
Model now has a snout
模型现在有了口鼻部分
Model now has its legs mirrored
模型的腿部现在呈镜像对称
Shaders & Post - process Effects
着色器与后期处理效果
Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
开发者说明:尽管在资源包中可以覆盖核心着色器,但这被视为不受支持的行为,并非资源包的预期功能。这些着色器是游戏内部实现的一部分,因此,随着游戏内部机制的演变,它们可能随时发生变化。我们理解覆盖核心着色器可用于实现非常酷炫的资源包功能,其中许多功能缺乏受支持的替代方案。我们希望未来能提供更好的、受支持的替代方案。
Shader program definitions for core shaders and post - processing effects as JSON files have been removed
核心着色器和后期处理效果的着色器程序定义(以 JSON 文件形式)已被移除
The shader programs themselves are still available and can be overridden
着色器程序本身仍然可用,且可以被覆盖
The post - processing effects are still configurable as JSON
后期处理效果仍然可以通过 JSON 进行配置
Post - process Effect Definitions
后期处理效果定义
The field program was replaced with vertex_shader and fragment_shader
“program” 字段已被 “vertex_shader”(顶点着色器)和 “fragment_shader”(片段着色器)取代
<namespace>:<path> will resolve to assets/<namespace>/shaders/<path>.<vsh|fsh>
< 命名空间 >:< 路径 > 将解析为 assets/< 命名空间 >/shaders/< 路径 >.<vsh(顶点着色器文件后缀)|fsh(片段着色器文件后缀)>
type is now a required field for each uniform
“type”(类型)现在是每个制服(这里可能指着色器中的统一变量,uniform 在着色器编程中有特定含义)的必填字段
Possible values are currently int, ivec3, float, vec2, vec3, vec4, matrix4
目前可能的值为 int(整数)、ivec3(三维整数向量)、float(浮点数)、vec2(二维向量)、vec3(三维向量)、vec4(四维向量)、matrix4(4x4 矩阵)
values in each uniform is now optional
每个制服(统一变量)中的值现在是可选的
Leaving it unset is not recommended and is used for runtime configuration of the blur effect
不建议不设置该值,它用于模糊效果的运行时配置
Leaving a uniform unspecified results in undefined behavior, you must specify each one that will be used by the shaders
不指定某个统一变量会导致未定义行为,你必须指定着色器将使用的每个统一变量
Item rendering
物品渲染
Item Display
物品展示
firstperson_lefthand and thirdperson_lefthand transforms are now rendered the same as when held in hand
第一人称左手和第三人称左手的变换现在渲染效果与手持时相同
Item Entity
物品实体
When on ground, model size is now taken into account when determining hovering motion
当物品在地面上时,现在确定悬浮运动时会考虑模型大小
That means that models should never clip into the block below, no matter what size they are
这意味着无论模型大小如何,它们都不应与下方的方块重叠
Positioning of items in an item stack on ground now depends on model size and model type
现在地面上物品堆叠中物品的位置取决于模型大小和模型类型
If model depth (Z coordinate) is below 1/16th of a block, item is rendered as flat stack of items
如果模型深度(Z 坐标)小于一个方块的 1/16,物品将渲染为扁平的物品堆叠
Otherwise model is rendered as a cluster of items offset in all directions around center
否则,模型将渲染为以中心为原点向各个方向偏移的一组物品
Previously, flat stack rendering happened only for models with builtin/generated parent
以前,扁平堆叠渲染仅适用于具有 builtin/generated 父模型的模型
Fixed bugs in 25w07a
25w07a 版本中修复的漏洞
Developer's Note: Since our bugtracker is currently down due to the migration at the time of publishing this article, the links to bugs will not work temporarily.
开发者说明:由于在发布本文时我们的漏洞追踪器因迁移而暂时无法使用,漏洞链接暂时无法访问。
Fixed bugs in 25w07a
25w07a 版本中修复的漏洞
Developer's Note: Since our bugtracker is currently down due to the migration at the time of publishing this article, the links to bugs will not work temporarily.
开发者说明:由于在发布本文时,我们的漏洞追踪器因迁移而暂时不可用,因此漏洞链接暂时无法使用。

MC-122840 - "/data remove" cannot delete beam_target tag in End Crystals
MC-122840 - “/data remove” 命令无法删除末地水晶中的 beam_target 标签
MC-152382 - End gateways and end portals don't fade away with render distance fog
MC-152382 - 末地传送门和末地折跃门不会随着渲染距离雾效而消失
MC-153392 - Unable to remove villager gossips using /data remove
MC-153392 - 无法使用 “/data remove” 移除村民的流言
MC-220091 - Summoning falling_block entities with BlockState NBT set to any air block (air, cave_air, void_air) default to sand
MC-220091 - 当使用方块状态 NBT 将掉落方块实体召唤为任何空气方块(空气、洞穴空气、虚空空气)时,默认变为沙子
MC-230445 - End portals and end gateways are not rendered properly with the Blindness or Darkness effects
MC-230445 - 末地传送门和末地折跃门在失明或黑暗效果下无法正确渲染
MC-279196 - Block loot tables cannot be removed with /data remove
MC-279196 - 无法使用 “/data remove” 移除方块的战利品表
MC-279364 - CustomName cannot be removed from block entities
MC-279364 - 无法从方块实体中移除自定义名称
MC-279434 - Standing on powder snow and fire at the same time spams the fire extinguish sound
MC-279434 - 同时站在粉末雪和火上时,会不断发出灭火音效
MC-279472 - Void appears lower & more faded than before
MC-279472 - 虚空看起来比之前更低且更暗淡
MC-279572 - End portals and end gateways aren't affected by water, lava or powder snow fog
MC-279572 - 末地传送门和末地折跃门不受水、熔岩或粉末雪雾的影响
MC-279598 - Parts of test structures sometimes remain after running /test clearall
MC-279598 - 运行 “/test clearall” 后,部分测试结构有时会残留
MC-279637 - Game crashes when /test verify - ing a test instance with max_attempts greater than 1
MC-279637 - 当使用 “/test verify” 验证一个最大尝试次数大于 1 的测试实例时,游戏崩溃
MC-279711 - Test instance block "Entities" flips when closing UI
MC-279711 - 关闭用户界面时,测试实例方块 “Entities” 会翻转
MC-279913 - Mooshroom snout no longer matches cows
MC-279913 - 哞菇的口鼻部分与牛的不再匹配
MC-279921 - The "Light as a Rabbit" advancement is granted even when the player sinks in powder snow
MC-279921 - 即使玩家陷入粉末雪中,也会获得 “轻如野兔” 进度
MC-279934 - block.sand.idle and block.sand.wind are not in the Ambient/Environment sound category
MC-279934 - “block.sand.idle” 和 “block.sand.wind” 不在 “环境氛围” 音效类别中
MC-279936 - The "commands.test.success" raw translation key is displayed when using "/test create..." command
MC-279936 - 使用 “/test create...” 命令时,会显示 “commands.test.success” 原始翻译键
MC-279948 - Cold cow variant's horns are not mirrored
MC-279948 - 寒冷变体牛的角没有镜像对称
MC-279992 - Jumping when wearing leather boots and landing on powder snow from some specific heights can cause the player to get stuck in the powder snow
MC-279992 - 穿着皮革靴子从特定高度跳到粉末雪上时,玩家可能会被困在粉末雪中
MC-280067 - Scaffolding can no longer be placed if the player is intersecting it
MC-280067 - 如果玩家与脚手架相交,则无法放置脚手架
MC-280132 - Leaf litter generation is inconsistently interrupted by non - grass blocks
MC-280132 - 落叶生成会被非草方块不一致地打断
MC-280133 - The world border produces graphical glitches when moving near it
MC-280133 - 靠近世界边界移动时,会产生图形错误
MC-280134 - Sneaking with a Sneaking Speed attribute of 0 causes the game to freeze
MC-280134 - 潜行速度属性为 0 时潜行,会导致游戏冻结
MC-280167 - Profiling with F3+L outputs many errors to log
MC-280167 - 使用 F3 + L 进行性能分析时,会输出许多错误日志
 
真的一年了
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