Minecraft Java 版 25w03a 发布
本帖最后由 世界重构 于 2025-1-19 10:37 编辑|Minecraft Java 版是指 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|每周快照是 Minecraft Java 版的测试机制,主要用于下一个正式版的特性预览。
|然而,每周快照主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。在快照中打开存档前请务必进行备份。适用于正式版的 Mod 不兼容快照,且大多数 Mod 都不对每周快照提供支持。
|Minecraft Java 版 1.21.5 仍未发布,25w03a 为其第 2 个预览版。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。
https://www.minecraft.net/content/dam/minecraftnet/games/minecraft/screenshots/25w03a%201170x500.jpg
NEWS
Minecraft Snapshot 25w03aMinecraft 快照版 25w03a
A Minecraft Java Snapshot一个 Minecraft Java 版快照
This week's snapshot comes with a huge update to game tests! The game tests system is now accessible through data packs with the new test command. You can now run block based tests with the new test block or set up even more versatile test from code in mods.
本周的快照对游戏测试进行了巨大更新!现在可以通过数据包和新的测试命令访问游戏测试系统。您现在可以使用新的测试方块运行基于方块的测试,或者从模组中的代码设置更通用的测试。
Happy testing!
测试愉快!
CHANGES
改动
[*]Leaf Litter can be used in the Composter
[*]枯叶可用于堆肥桶
[*]Saddles equipped onto Pigs or Striders will now maintain properties such as custom name when dropped
[*]装备在猪或炽足兽身上的鞍现在将在掉落时保持自定义名称等属性
TECHNICAL CHANGES
技术改动
[*]The Data Pack version is now 63
[*]数据包版本现在是 63
[*]The Resource Pack version is now 48
[*]资源包版本现在是 48
[*]New entry point net.minecraft.gametest.Main is present in the server jar
[*]新的入口点 net.minecraft.gametest.Main 加入服务端核心文件
[*]Automatically starts a server and runs all available game tests
[*]自动启动服务器并运行所有可用的游戏测试
GAME TEST MAIN
主要游戏测试
This new entry point automatically starts a server, runs all available game tests and then exits.
这个新的入口点会自动启动服务器,运行所有可用的游戏测试,然后退出。
Options:
选项:
[*]--help - Shows usage information
[*]--help - 显示使用信息
[*]--packs <path> - Set a folder of datapacks to include in the world
[*]--packs <path> - 设置要包含在世界中的数据包文件夹
[*]Any zip file or folder with a pack.mcmeta file is included
[*]包含任何带有 pack.mcmeta 文件的 zip 文件或文件夹
[*]--report <path> - Exports results in a junit-like XML report at the given path
[*]--report <path> - 将结果导出到给定路径的类似 junit 的 XML 报告中
[*]--tests <selection> - Specify which tests to run with a selection - a wildcard expression matching namespace test instance IDs
[*]--tests <selection> - S指定要使用选择运行的测试 - 与命名空间测试实例 ID 匹配的通配符表达式
[*]If omitted, or used with an empty ID, runs all tests
[*]如果省略或与空 ID 一起使用,则运行所有测试
[*]--universe <path> - The path to where the test server world will be created
[*]--universe <path> - 将创建测试服务器世界的路径
[*]Any existing folder will be replaced
[*]任何现有文件夹都将被替换
[*]Default: gametestserver
[*]默认: gametestserver
[*]--verify <boolean> - Enables test verification
[*]--verify <boolean> - 启用测试验证
[*]Runs the tests specified with test or testNamespace 100 times for each 90 degree rotation step
[*]对于每个 90 度旋转步骤,运行 test 或 testNamespace 指定的测试 100 次
[*]Default: false
[*]默认: false
Example usage: java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
用法示例: java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
DATA PACK VERSIONS 63
数据包版本 63
[*]The Game Tests system is now accessible through data packs and for mods
[*]游戏测试系统现在可以通过数据包和模组访问
[*]Entity variants are now set and queried with components
[*]现在可以使用组件设置和查询实体变量
[*]Added saddle equipment slot, driven by the equippable component - Only mobs that normally support saddles will support riding and rendering of the saddle - Items in the saddle slot can apply attribute modifiers as with other equipment
[*]添加了鞍 装备槽,由可装备组件驱动 - 只有通常支持鞍的生物才会支持鞍的骑行和渲染 -鞍槽中的物品可以像其他设备一样应用属性修饰符
GAME TESTS
游戏测试
The Game Tests system is a new integrated system for testing aspects of the game. Each test is an asset defining some parameters for how the test gets executed, combined with a saved structure file containing a base setup.
游戏测试系统是一个新的集成系统,用于测试游戏的各个方面。每个测试都是一个资源文件,定义了如何执行测试的一些参数,并与包含基本设置的已保存结构文件相结合。
Generally, the test framework expects to run tests in a separate superflat world.
通常,测试框架期望在单独的超平坦世界中运行测试。
TEST INSTANCES
测试实例
Test instances are defined in the registry test_instance . They're small assets defining a test to run.
测试实例在注册表 test_instance中定义。它们是定义要运行的测试的小资源文件。
Fields:
领域:
[*]environment: Namespaced ID of the test environment to run this test as part of
[*]environment:作为一部分运行此测试的测试环境的命名空间 ID
[*]structure: The namespaced ID of the structure to use for the test
[*]structure:用于测试的结构的命名空间 ID
[*]max_ticks: A positive integer representing the maximum number of ticks allowed to pass before the test is considered timed out
[*]max_ticks:一个正整数,表示测试被视为超时之前允许通过的最大刻数
[*]setup_ticks: Optional non-negative integer (default: 0) representing a number of ticks to wait after placing the structure before starting the test
[*]setup_ticks :可选的非负整数(默认值: (default: 0)表示在开始测试之前放置结构后要等待的刻数
[*]required: Optional boolean (default true) - whether the test is considered required to pass for the full test suite to pass
[*]required:可选布尔值(默认 true) - 是否认为测试需要通过才能通过完整的测试套件
[*]rotation: Optional rotation to apply to the test structure
[*]rotation:可选旋转以应用于测试结构
[*]none (default), clockwise_90, 180 and counterclockwise_90
[*]无(默认)、顺时针_90、180和逆时针_90之一
[*]manual_only: Optional boolean (default false), set to true for tests that are not included as part of automated test runs
[*]manual_only:可选布尔值(默认(default false ),对于不包含在自动化测试运行中的测试设置为 true
[*]sky_access: Whether the test needs clear access to the sky
[*]sky_access:测试是否需要清晰地访问天空
[*]By default (false), tests are enclosed in barrier blocks - if set to true, the top is left open
[*]默认情况下 (false),测试包含在屏障方块中 - 如果设置为 true,则顶部保持打开状态
[*]max_attempts: Number of attempts to run the test (default 1)
[*]max_attempts:尝试运行测试的次数(默认 1 )
[*]required_successes: Number of attempts that must succeed for the test to be considered successful (default 1)
[*]required_successes:测试必须成功才能被视为成功的尝试次数(默认 1)
[*]type: The type of test - one of block_based and function
[*]type:测试的类型 - block_based 和 function之一
FUNCTION TESTS
功能测试
Function tests rely on built-in functions to run a test and indicate success or failure. They have one additional field:
功能测试依靠内置函数来运行测试并指示成功或失败。他们还有一个额外的字段:
[*]function: The namespaced ID of the Test Function to run
[*]function:要运行的测试函数的命名空间 ID
See the "Using the Game Test Framework from Code" changelog section for more information.
有关更多信息,请参阅“从代码中使用游戏测试框架”变更日志部分。
BLOCK BASED TESTS
基于方块的测试
Block based tests use Test Blocks in the test structure to run the test and indicate success or failure.
基于方块的测试使用测试结构中的测试方块来运行测试并指示成功或失败。
TEST ENVIRONMENTS
测试环境
Test Environments are a way to group up tests and give them the right preconditions to run. A Test Environment is an asset in the test_environment registry. Each Test Environment definition has a type field that determines its setup:
测试环境是一种对测试进行分组并为它们提供运行的正确先决条件的方法。测试环境是 test_environment 注册表中的资源文件。每个测试环境定义都有一个 type 字段来确定其设置:
[*]all_of definitions apply the setup from several sub-definitions in the definitions field
[*]all_of 定义应用 definitions 字段中多个子定义的设置
[*]function definitions use mcfunction files as setup and teardown
[*]function 定义使用 mcfunction 文件作为安装和拆卸
[*]setup: Optional namespaced ID of the mcfunction to use for setup, if any
[*]setup:用于设置的 mcfunction 的可选命名空间 ID(如果有)
[*]teardown: Optional namespaced ID of the mcfunction to use for teardown, if any
[*]teardown:用于拆卸的 mcfunction 的可选命名空间 ID(如果有)
[*]game_rules: definitions set any number of game rules
[*]game_rules:定义设置任意数量的游戏规则
[*]bool_rules: A list of boolean game rules to set and the value to set
[*]bool_rules:要设置的布尔游戏规则和要设置的值的列表
[*]int_rules: A list of integer game rules to set and the value to set
[*]int_rules:要设置的整数游戏规则和要设置的值的列表
[*]Each rule is an object with two fields:
[*]每个规则都是一个具有两个字段的对象:
[*]rule: The exact name of the rule to set
[*]rule:要设置的规则的确切名称
[*]value: The value to set
[*]value:要设置的值
[*]Game rules are reset to their default values after the test environment has completed
[*]测试环境完成后,游戏规则将重置为默认值
[*]weather definitions sets the weather state
[*]weather 定义设置天气状态
[*]weather: The weather to set - one of clear, rain and thunder
[*]weather:要设置的天气 - clear、 rain
和 thunder 之一
[*]time_of_day definitions set a given time of day
[*]time_of_day 定义设置一天中的给定时间
[*]time: The time of day to set in number of ticks, as a non-negative integer
[*]time:以刻数设置的一天中的时间,作为非负整数
The game provides a single, empty Test Environment by default: minecraft:default .
游戏默认提供一个空的测试环境: minecraft:default。
TEST BLOCKS
测试方块
The Test Block is a block used for implementing a block-based tests. It has four modes:
The Test Block is a block used for implementing a block-based tests。It has four modes:
[*]start: Triggers a redstone pulse when the test starts
[*]start:测试开始时触发红石脉冲
[*]log: Logs a message to the log file when powered by redstone
[*]log:由红石供电时将消息记录到日志文件中
[*]fail: Fails the test when powered by redstone
[*]fail:红石供电时测试失败
[*]accept: Completes the test when powered by redstone
[*]accept:由红石供电时完成测试
Block-based tests are required to have at least one start block and one accept block in the structure.
基于方块的测试要求结构中至少有一个 start 方块和一个 accept 方块。
THE TEST COMMAND
测试命令
The test command is a new command used to create and run tests.
test 命令是用于创建和运行测试的新命令。
Syntax:
句法:
test clearall [<radius>]
test clearthat
test clearthese
test create <test> [<width>] [<height> <depth>]
test locate <selector>
test resetclosest
test reseetthese
test resetthat
test pos [<variable>]
test run <selector> [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
test runclosest [<numberOfTimes>] [<untilFailed>]
test runfailed [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
test runmultiple <selector> [<amount>]
test runthat [<numberOfTimes>] [<untilFailed>]
test runthese [<numberOfTimes>] [<untilFailed>]
test stop
test verify <tests>
Parameters:
参数:
[*]radius: The radius to clear tests within
[*]radius : 清除测试的半径
[*]test: The namespaced ID of a test
[*]test:测试的命名空间 ID
[*]selector: A wildcard-enabled selector for test IDs
[*]selector:测试 ID 的启用通配符的选择器
[*]Supports * and ? for matching namespaced IDs
[*]支持 * 和 ? 用于匹配命名空间 ID
[*]If namespace is not supplied, defaults to minecraft
[*]如果未提供命名空间,则默认为 minecraft
[*]Examples:
[*]示例:
[*]*:* - matches all IDs
[*]*:*- 匹配所有 ID
[*]* - matches everything in the minecraft namespace
[*]*- 匹配 minecraft命名空间中的所有内容
[*]custom:folder/*_test_? - matches IDs in the folder folder of the custom namespace, with a prefix followed by _test_ followed by a single valid character
[*]custom:folder/*_test_? - 匹配 folder 命名空间的 custom 夹中的 ID,前缀后跟 _test_ ,后跟单个有效字符
[*]width: The width of the test structure - if omitted, 5 is used
[*]width :测试结构的宽度 - 如果省略,则使用 5
[*]height: The height of the test structure - if omitted, the width is used
[*]height :测试结构的高度 - 如果省略,则使用宽度
[*]depth: The depth of the test structure - if omitted, the width is used
[*]depth :测试结构的深度 - 如果省略,则使用宽度
[*]variable: The variable name to include in the copied code snippet
[*]variable :要包含在复制的代码片段中的变量名称
[*]numberOfTimes: The number of times to repeat each test - if omitted, 1 is used
[*]numberOfTimes :重复每个测试的次数 - 如果省略,则使用1
[*]untilFailed: Boolean (default false) noting that the test should be stopped as soon as one iteration fails
[*]untilFailed :布尔值(默认 (default false)),指出一次迭代失败后应立即停止测试
[*]rotationSteps: Number of extra 90 degree steps to apply to the test - if omitted, 0 is used
[*]rotationSteps :应用于测试的额外 90 度步骤数 - 如果省略,则使用 0
[*]testsPerRow: Number of tests to place per row in a grid layout - if omitted, 8 is used
[*]testsPerRow :网格布局中每行放置的测试数 - 如果省略,则使用8
TEST CLEAR*
测试清除*
These subcommands clear the structures and blocks associated with the selected tests.
这些子命令清除与所选测试相关的结构和方块。
TEST CREATE
测试创建
This subcommand creates a test setup in the current location for the given test, preparing for a structure of the given size. This gives a starting point for creating the structure for the test.
此子命令在当前位置为给定测试创建一个测试设置,为给定大小的结构做准备。这为创建测试结构提供了一个起点。
TEST LOCATE
测试定位
Attempts to locate the given test. Note that only loaded chunks are searched.
尝试找到给定的测试。请注意,仅搜索已加载的方块。
TEST RESET*
测试重置*
These subcommands reset the structures for the selected tests, removing any surrounding barriers and placing the structure in from scatch.
这些子命令重置所选测试的结构,移除任何周围的障碍并将结构放置在不可见的位置。
TEST POS
测试位置
Shows the local coordinates to the block pointed at in the test. If the optional variable name is specified, this variable name is used in a code fragment obtained by clicking on the coordinates in the output message.
显示测试中指向的块的局部坐标。如果指定了可选变量名称,则在通过单击输出消息中的坐标获得的代码片段中使用该变量名称。
TEST RUN*
测试运行*
Runs one or more tests. If multiple tests are run at once, they are placed in a grid and run in parallel, although only up to a certain limit. Beyond that limit, tests are run in rounds where each round completes before any tests from the next round are started.
运行一项或多项测试。如果同时运行多个测试,它们将被放置在网格中并并行运行,尽管仅限于一定的限制。超出该限制,测试将分轮运行,每轮完成后,下一轮的任何测试才会开始。
For each test, loads the given structure and runs the associated test. Each test location will have a beacon beam showcasing the test status.
对于每个测试,加载给定的结构并运行关联的测试。每个测试位置都会有一个显示测试状态的信标光束。
[*]Gray beacon = in progress
[*]灰色信标 = 进行中
[*]Red = fail (required test)
[*]红色=失败(需要测试)
[*]Orange = fail (optional test)
[*]橙色 = 失败(可选测试)
[*]Green = success
[*] 绿色=成功
If a test fails, the error is shown on a lectern book and an overlay.
如果测试失败,错误会显示在讲台书和覆盖层上。
Note that Game Tests are designed to run on standard superflat worlds. The area around each test is replaced with stone when it runs, and the running test is encased in barrier blocks.
请注意,游戏测试旨在在标准超平坦世界上运行。每个测试运行时周围的区域都会被石头替换,并且运行的测试会被障碍物块包围。
TEST STOP
测试停止
This stops all running tests. Note that gameplay events triggered by tests may still remain.
这将停止所有正在运行的测试。请注意,由测试触发的游戏事件可能仍然存在。
TEST VERIFY*
测试验证*
Verifies one or more tests by running multiple instances of the same test.
通过运行同一测试的多个实例来验证一项或多项测试。
TEST INSTANCE BLOCKS
测试实例方块
To run a test in a world, a Test Instance Block is used. This type of block represents the test as placed in the world and is used to interact with that test, to save the structure, reset or run the test.
为了在世界中运行测试,需要使用测试实例方块。这种类型的块代表放置在世界中的测试,并用于与该测试交互,保存结构,重置或运行测试。
Using the test command to run or create a test will also place a Test Instance Block to control that test.
使用 test 命令运行或创建测试还将放置一个测试实例块来控制该测试。
USING THE GAME TEST FRAMEWORK FROM CODE
从代码中使用游戏测试框架
The Game Test Framework can also be used from code in a more versatile manner than block-based tests. For this to work, you need to mod the game to add your test functions to the test_function registry (Registries.TEST_FUNCTION).
游戏测试框架还可以通过比基于块的测试更通用的方式从代码中使用。为此,您需要修改游戏以将测试函数添加到 test_function 注册表 ( Registries.TEST_FUNCTION )。
Hook into some startup method (pre-registry bootstrap) to add your loader - call TestFunctionLoader.registerLoader() with an implementation of TestFunctionLoader . Your implementation can then use the provided register consumer to register test functions with their namespaced IDs. This namespaced ID can then be referenced in a function type Test Instance.
挂起一些启动方法(预注册引导)来添加加载程序 - 使用 TestFunctionLoader.registerLoader() 的实现调用 TestFunctionLoader。然后,您的实现可以使用提供的 register 使用者来注册测试函数及其命名空间 ID。然后可以在 function 类型测试实例中引用此命名空间 ID。
A test function is a Consumer<GameTestHelper>, using that GameTestHelper instance to manipulate the world and make assertions about the state of the resulting world.
测试函数是 Consumer<GameTestHelper>,使用 GameTestHelper实例来操纵世界并对世界结果的状态做出判断。
The helper can be used to summon mobs, set blocks, query for blocks and entities and assert the state of the test. Most GameTestHelper methods take test-local coordinates, which you can also find using /test pos .
该助手可用于召唤生物、设置方块、查询方块和实体以及断言测试状态。大多数 GameTestHelper 方法都采用测试本地坐标,您也可以使用/test pos找到该坐标。
Example code that might go along with a test structure with a locked hopper containing a cod, pointed into a furnace:
示例代码可能与带有锁定漏斗的测试结构一起使用,该漏斗包含指向熔炉的鳕鱼:
public void furnace_smelts_item(final GameTestHelper helper) {
helper.setBlock(0, 4, 0, Blocks.AIR);
helper.succeedWhen(() -> helper.assertContainerContainsSingle(new BlockPos(0, 0, 0), Items.COOKED_COD));
}
More complicated setups will often use helper.startSequence() to model sequences of events that must happen.
更复杂的设置通常会使用 helper.startSequence() 来对必须发生的事件序列进行建模。
As opposed to block-based tests, function tests failing will often produce more helpful error messages including the location of whatever failed and what was expected at that location.
与基于块的测试相反,功能测试失败通常会产生更多有用的错误消息,包括失败的位置以及该位置的预期内容。
COMMANDS
命令
[*]The horse.saddle item slot has been renamed to saddle, and now supports any entity that can equip a Saddle
[*]horse.saddle 物品槽已重命名为 saddle ,现在支持任何可以装备鞍的实体
TEXT COMPONENT DATA FORMAT
文本组件数据格式
HOVER EVENTS
悬停事件
[*]For the show_text action:
[*]对于 show_text 事件:
[*]text field has been renamed to value
[*]text 字段已重命名为 value
TAGS
标签
ENTITY TAGS
实体标签
[*]Added #can_equip_saddle - entities that can be equipped with a Saddle
[*]添加了 #can_equip_saddle - 可以配备鞍的实体
[*]Note: this does not mean that the Saddle will function, just that it can be equipped into the saddle slot
[*]注意:这并不意味着鞍座可以发挥作用,只是可以将其安装到鞍座插槽中
ENTITY DATA
实体数据
[*]The ArmorItems, HandItems, and body_armor_item fields have been merged into an equipment field
[*]ArmorItems 、 HandItems, 和 body_armor_item 字段已合并到 equipment 字段中
[*]Format: map between equipment slot type and item stack
[*]格式:设备槽位类型与物品堆栈之间的映射
[*]Valid equipment slots: head, chest, legs, feet, mainhand, offhand, body, saddle
[*]有效装备槽:头、 胸、
腿
、脚、主手、
副手、身体, 鞍
[*]If not specified or removed, the entity will have no equipment
[*]如果未指定或删除,该实体将没有设备
[*]e.g. equipment:{chest:{id:'minecraft:diamond_chestplate'}}
[*]例如 equipment:{chest:{id:'minecraft:diamond_chestplate'}}
[*]This affects all mobs and Armor Stands, but Players are unaffected
[*]这会影响所有生物和盔甲架,但玩家不受影响
[*]The data format of saddles has been unified between mobs such as Horses and Pigs, becoming a new kind of equipment slot (and stored in the equipment.saddle field)
[*]马和猪等生物之间鞍的数据格式已统一,成为一种新型装备插槽(并存储在 equipment.saddle 字段中)
[*]This is a pure rename from the previous SaddleItem in Horse-like mobs
[*]这是对之前类似马的生物中的 SaddleItem 的纯粹重命名
[*]This also replaces the boolean Saddle flag from Pigs and Striders
[*]T这也取代了猪和炽足兽中的布尔 Saddle 形标志
[*]The Saddle dropping on death is now affected by the drop_chances field, as with other equipment slots
[*]与其他装备槽一样,死亡时掉落的鞍现在受到 drop_chances 字段的影响
[*]The FallDistance field has been changed from float to double and is now called fall_distance
[*]FallDistance 字段已从 float 更改为 double,现在称为 fall_distance
ITEM COMPONENTS
物品组件
WEAPON COMPONENT
武器组件
[*]damage_per_attack field was renamed to item_damage_per_attack
[*]damage_per_attack 字段已重命名为 item_damage_per_attack
EQUIPPABLE COMPONENT
可装备组件
[*]Can now apply to saddle slot
[*]现在可以应用于鞍槽
[*]Any mob can now have equipment added in the body slot as long as the component allows it (allowed_entities)
[*]只要组件允许( allowed_entities ),任何生物现在都可以在 (身体槽中添加装备
[*]Added new optional field: equip_on_interact(boolean)
[*]添加了新的可选字段: equip_on_interact(布尔值)
[*]If true, players can equip this item onto a target mob by right-clicking it (as long as this item can be equipped on the target at all)
[*]如果 true ,玩家可以通过右键单击该物品将其装备到目标生物上(只要该物品可以装备在目标上)
[*]The item will not be equipped if the target already has an item in the relevant slot
[*]如果目标相关槽位中已有物品,则不会装备该物品
[*]If not specified, defaults to false
[*]如果没有指定,默认为 false
ENTITY VARIANT COMPONENTS
实体变量组件
[*]Entities now have a set of components for configuring variants and other aspects of apperance
[*]实体现在拥有一组用于配置变量和外观其他方面的组件
[*]If those components are present on spawning item (like spawn eggs, mob buckets, minecraft:painting, minecraft:item_frame), they will be applied to new entity
[*]如果这些组件存在于生成物品上(例如刷怪蛋、生物桶、 minecraft:painting 、 minecraft:item_frame ),它们将应用于新实体
[*]Components are currently not restored when spawn egg is picked from existing entity
[*]当从现有实体中拾取刷怪蛋时,当前组件不会恢复
[*]New components:
[*]新组件:
[*]villager/variant - one of desert, jungle, plains, savanna, snow, swamp, taiga
[*]villager/variant -desert, jungle, plains, savanna, snow, swamp, taiga 之一
[*]wolf/variant - namespaced id from wolf_variant registry
[*]wolf/variant- 来自 wolf_variant 注册表的命名空间 id
[*]wolf/collar - one of 16 dye colors
[*]wolf/collar - 16 种染料颜色之一
[*]fox/variant - one of red, snow
[*]fox/variant -red, snow 之一
[*]salmon/size - one of small, medium, large
[*]salmon/size - small, medium, large 之一
[*]parrot/variant - one of red_blue, blue, green, yellow_blue, gray
[*]parrot/variant - red_blue, blue, green, yellow_blue, gray 之一
[*]tropical_fish/pattern - one of kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfish
[*]tropical_fish/pattern - kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfish 之一
[*]tropical_fish/base_color - one of 16 dye colors
[*]tropical_fish/base_color - 16 种染料颜色之一
[*]tropical_fish/pattern_color - one of 16 dye colors
[*]tropical_fish/pattern_color- 16 种染料颜色之一
[*]mooshroom/variant - one of red, brown
[*]mooshroom/variant - red, brown 之一
[*]rabbit/variant - one of brown, white, black, white_splotched, gold, salt, evil
[*]rabbit/variant - brown, white, black, white_splotched, gold, salt, evil 之一
[*]pig/variant - namespaced id from pig_variant registry
[*]pig/variant - 来自 pig_variant 注册表的命名空间id
[*]frog/variant - namespaced id from frog_variant registry
[*]frog/variant - 来自 frog_variant 注册表的命名空间 id
[*]horse/variant - one of white, creamy, chestnut, brown, black, gray, dark_brown
[*]horse/variant - white, creamy, chestnut, brown, black, gray, dark_brown 之一
[*]painting/variant - namespaced id from painting_variant registry
[*]painting/variant - 来自 painting_variant 注册表的命名空间 id
[*]llama/variant - one of creamy, white, brown, gray
[*]llama/variant - creamy, white, brown, gray 之一
[*]axolotl/variant - one of lucy, wild, gold, cyan, blue
[*]axolotl/variant - lucy, wild, gold, cyan, blue 之一
[*]cat/variant - namespaced id from cat_variant registry
[*]cat/variant - 来自 cat_variant 注册表的命名空间 id
[*]cat/collar - one of 16 dye colors
[*]cat/collar - 16 种染料颜色之一
[*]sheep/color - one of 16 dye colors
[*]sheep/color - 16 种染料颜色之一
[*]shulker/color - one of 16 dye colors
[*]shulker/color - 16 种染料颜色之一
[*]Mob buckets and paintings available in creative menu will now use new variants instead of minecraft:entity_data component
[*]创造模式物品栏中提供的生物桶和画现在将使用新变量而不是minecraft:entity_data 组件
[*]Custom tooltips for Bucket of Tropical Fish and Painting items are now based on new components instead of minecraft:bucket_entity_data and minecraft:entity_data
[*]热带鱼桶和绘画物品的自定义工具提示现在基于新组件,而不是 minecraft:bucket_entity_data 和 minecraft:entity_data
PREDICATES
谓词
ENTITY PREDICATES
实体谓词
[*]New optional field has been added to entity predicate: components
[*]新的可选字段已添加到实体谓词: components
[*]When present, predicate will match contents of entity components (similarily to field components on item predicate that works on item stacks)
[*]当存在时,谓词将匹配实体组件的内容(类似于在项目堆栈上工作的项目谓词上的字段 components )
[*]Format: map of component type key to matching component values
[*]格式:组件类型键到匹配组件值的映射
[*]Following entity sub-predicates have been removed and replaced with combination of components predicate and variant entity components:
[*]以下实体子谓词已被删除并替换为 components 谓词和变量实体组件的组合:
[*]minecraft:axolotl
[*]我的世界:美西螈
[*]minecraft:fox
[*]我的世界:狐狸
[*]minecraft:mooshroom
[*]我的世界:哞菇
[*]minecraft:rabbit
[*]我的世界:兔子
[*]minecraft:horse
[*]我的世界:马
[*]minecraft:llama
[*]我的世界:骆驼
[*]minecraft:villager
[*]我的世界:村民
[*]minecraft:parrot
[*]我的世界:鹦鹉
[*]minecraft:salmon
[*]我的世界:鲑鱼
[*]minecraft:tropical_fish
[*]我的世界:热带鱼
[*]minecraft:painting
[*]我的世界:画
[*]minecraft:cat
[*]我的世界:猫
[*]minecraft:frog
[*]我的世界:青蛙
[*]minecraft:wolf
[*]我的世界:狼
[*]minecraft:pig
[*]我的世界:猪
[*]Field color has been removed from minecraft:sheep sub-predicate
[*]字段 color 已从 我的世界:羊 子谓词中删除
RESOURCE PACK VERSION 48
资源包版本 48
[*]Added new equipment asset layer type for Pigs and Striders, and moved saddle textures
[*]为猪和炽足兽添加了新的装备资源文件图层类型,并移动了鞍纹理
[*]Changed the size of pig_saddle texture
[*]更改了 pig_saddle 纹理的大小
EQUIPMENT ASSETS
设备资源文件
[*]Equipment assets may now define new layer types:
[*]设备资源文件现在可以定义新的层类型:
[*]pig_saddle - equipment layer for Pig saddles
[*]pig_saddle - 猪鞍的装备层
[*]strider_saddle - equipment layer for Strider saddles
[*]strider_saddle - 炽足兽鞍的装备层
[*]camel_saddle - equipment layer for Camel saddles
[*]camel_saddle - 骆驼鞍的装备层
[*]horse_saddle - equipment layer for Horse saddles
[*]horse_saddle - 马鞍的装备层
[*]donkey_saddle - equipment layer for Donkey saddles
[*]donkey_saddle - 驴鞍的设备层
[*]mule_saddle - equipment layer for Mule saddles
[*]mule_saddle - 骡鞍的装备层
[*]skeleton_horse_saddle - equipment layer for Skeleton Horse saddles
[*]skeleton_horse_saddle - 骷髅马鞍的装备层
[*]zombie_horse_saddle - equipment layer for Zombie Horse saddles
[*]zombie_horse_saddle - 僵尸马鞍的装备层
[*]The following textures have been moved to support the use of equipment assets for saddles:
[*]以下纹理已被移动以支持鞍装备资源文件的使用:
[*]entity/pig/pig_saddle.png -> entity/equipment/pig_saddle/saddle.png
[*]entity/pig/pig_saddle.png -> entity/equipment/pig_saddle/saddle.png
[*]entity/strider/strider_saddle.png -> entity/equipment/strider_saddle/saddle.png
[*]entity/strider/strider_saddle.png -> entity/equipment/strider_saddle/saddle.png
[*]The following textures have been split from their base entity texture to support the use of equipment assets for saddles:
[*]以下纹理已从其基本实体纹理中分离出来,以支持将装备资源文件用于鞍:
[*]entity/camel/camel.png -> entity/equipment/camel_saddle/saddle.png
[*]entity/camel/camel.png -> entity/equipment/camel_saddle/saddle.png
[*]entity/horse/horse_<variant>.png -> entity/equipment/horse_saddle/saddle.png
[*]entity/horse/horse_<variant>.png -> entity/equipment/horse_saddle/saddle.png
[*]entity/horse/donkey.png -> entity/equipment/donkey_saddle/saddle.png
[*]entity/horse/donkey.png -> entity/equipment/donkey_saddle/saddle.png
[*]entity/horse/mule.png -> entity/equipment/mule_saddle/saddle.png
[*]entity/horse/mule.png -> entity/equipment/mule_saddle/saddle.png
[*]entity/horse/horse_skeleton.png -> entity/equipment/skeleton_horse_saddle/saddle.png
[*]entity/horse/horse_skeleton.png -> entity/equipment/skeleton_horse_saddle/saddle.png
[*]entity/horse/horse_zombie.png -> entity/equipment/zombie_horse_saddle/saddle.png
[*]entity/horse/horse_zombie.png -> entity/equipment/zombie_horse_saddle/saddle.png
ITEM MODELS
物品模型
MINECRAFT:COMPONENT SELECT PROPERTY
我的世界:组件选择属性
[*]New data source has been added to select item model: component
[*]新的数据源已添加到 select 项目模型: component
[*]Returns value of component on item, if any
[*]返回项目上组件的值(如果有)
[*]Fields:
[*]领域:
[*]component - namespaced ID of component type
[*]component - 组件类型的命名空间 ID
[*]Possible values: depends on component type
[*]可能的值:取决于组件类型
[*]Example: if component is set to minecraft:wolf/collar, list of cases will accept dye colors, like lime
[*]示例:如果 component 设置为 minecraft:wolf/collar,则事件列表将接受染料颜色,例如 lime
FIXED BUGS IN 25W03A
25W03A 修复的漏洞
[*]MC-13738 - Invisible saddle when using invisibility potion on a horse, donkey or mule
[*]MC-13738 - 在马、驴或骡子上使用隐形药水时会出现隐形鞍
[*]MC-80243 - Saddles don't apply attribute modifiers when worn by entities
[*]MC-80243 - 实体佩戴时鞍不会应用属性修饰符
[*]MC-189525 - Armored entities from pre-1.9 worlds upgrade to dual wielding armor
[*]MC-189525 - 1.9 之前世界升级后的有盔甲的实体的盔甲与手槽物品交换
[*]MC-190000 - Saddles equipped on horses cannot be replaced without removing them first
[*]MC-190000 - 马配备的鞍必须先移除才能更换
[*]MC-256469 - Invisible camels don't show their saddles
[*]MC-256469 - 隐形骆驼不显示鞍
[*]MC-266912 - Saddle equipping sounds aren't played when saddles are equipped on horses, donkeys, mules, or camels shortly after the said entity is summoned
[*]MC-266912 - 在召唤该实体后不久,在马、驴、骡子或骆驼上装备鞍时,不会播放鞍装备声音
[*]MC-269637 - Horses can wear multiple saddles but not multiple horse armor
[*]MC-269637 - 马可以装备多个鞍,但不能装备多个马铠
[*]MC-270192 - The saddles of some entities stay visible through their death animation
[*]MC-270192 - 一些实体的鞍在其死亡动画中仍可见
[*]MC-270197 - The saddle on pigs and striders stays visible through their death animation
[*]MC-270197 - 猪和炽足兽的鞍在其死亡动画中仍可见
[*]MC-272100 - Unused palette pixels in horse textures (horse_ .png)
[*]MC-272100 - 马纹理中未使用的调色板像素 (horse_.png)
[*]MC-272790 - Shulker boxes and other blocks in the end exit portal when it changes state are not dropped as items
[*]MC-272790 - 末地返回传送门中的潜影盒和其他方块在传送门改变状态时不会作为物品掉落
[*]MC-274258 - All horse textures contain an unused chest bag texture
[*]MC-274258 - 所有马纹理都包含未使用的箱包纹理
[*]MC-278673 - The x-rotation of /teleport is limited to ±90 degrees relative to the entity's original angle
[*]MC-278673 - /teleport 的 x 旋转相对于实体的原始角度被限制在 ±90 度
[*]MC-279208 - Players can no longer begin sprinting when pressing a sideways movement key first
[*]MC-279208 - 玩家不再能通过先按下侧向移动键来开始冲刺
[*]MC-279211 - Shulker boxes both keep and drop their contents upon being broken via certain methods causing item duplication
[*]MC-279211 - 潜影盒在通过某些方法破坏后会保留并掉落其内容,导致物品重复
[*]MC-279213 - Mushroom Blocks can't replace Leaf Litter
[*]MC-279213 - 蘑菇块无法替代落叶
[*]MC-279221 - Leaf Litter replaces leaves in world gen
[*]MC-279221 - 落叶取代了世界生成中的树叶
[*]MC-279224 - Using bone meal in meadows doesn't generate wildflowers
[*]MC-279224 - 在草地上使用骨粉不会产生野花
[*]MC-279226 - Experience orbs of any value all render as the smallest value
[*]MC-279226 - 任何值的经验球都渲染为最小值
[*]MC-279233 - Shulker boxes drop their contents when broken
[*]MC-279233 - 潜影盒被破坏时会掉落里面的东西
[*]MC-279234 - The minecraft:entity.generic.extinguish_fire sound does not play when the fire on an entity is extinguished
[*]MC-279234 - 当实体上的火被扑灭时,minecraft:entity.generic.Extreme_fire 声音不会播放
[*]MC-279238 - Dying to a minecart with TNT ignited by a blaze fireball doesn't count as the blaze's kill
[*]MC-279238 - 用被烈焰人火球点燃的 TNT 矿车杀死不算作被烈焰人杀死
[*]MC-279239 - The motion of primed TNT is choppy and jittery
[*]MC-279239 - 已点燃的 TNT 的运动间断且抽搐
[*]MC-279245 - Most hostile mobs aren't spawning even under the right conditions
[*]MC-279245 - 即使在适当的条件下,大多数敌对生物也不会生成
[*]MC-279248 - Lava collision is too high
[*]MC-279248 - 熔岩的碰撞箱太大
[*]MC-279281 - Fall damage occurs from jumping from 2 blocks up
[*]MC-279281 - 从 2 个方块以上跳跃会造成坠落伤害
[*]MC-279282 - Parrots with non-player owner UUID cause crash upon spawning
[*]MC-279282 - 具有非玩家所有者 UUID 的鹦鹉在生成时会导致崩溃
[*]MC-279285 - Experience orbs abruptly accelerate towards the ground very fast
[*]MC-279285 - 经验球突然非常快地加速到地面
[*]MC-279301 - Player dies by falling from 22.00001 blocks instead of 23 blocks
[*]MC-279301 - 玩家从第 22.00001 格高而不是从第 23 格高处坠落而死亡
[*]MC-279313 - The motion of item entities is choppy and jittery under certain circumstances
[*]MC-279313 - 在某些情况下,物品实体的运动间断且抽搐
[*]MC-279314 - Projectiles twitch up and down slightly while flying through the air
[*]MC-279314 - 射弹物在空中飞行时轻微上下抽动
[*]MC-279316 - The motion of fishing bobbers is choppy and jittery
[*]MC-279316 - 钓鱼浮标的运动间断且抽搐
[*]MC-279339 - Update order for sloped rails is incorrect
[*]MC-279339 - 转弯铁轨的更新顺序不正确
[*]MC-279340 - Baby polar bears are too small
[*]MC-279340 - 小北极熊太小
[*]MC-279345 - Pink petals and Wildflowers can no longer be grown by bone meal
[*]MC-279345 - 粉红色花瓣和野花不再可以通过骨粉生长
[*]MC-279357 - Player can fall off edges while sneaking
[*]MC-279357 - 玩家潜行时可能会从边缘掉下来
[*]MC-279434 - Standing on powder snow and fire at the same time spams the fire extinguish sound
[*]MC-279434 - 站在细雪和火上同时发出灭火声音
[*]MC-279459 - /setblock and other fills don't properly update block entities
[*]MC-279459 - /setblock 和其他填充无法正确更新方块实体
GET THE SNAPSHOT
获取快照版本
Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.
快照适用于 Minecraft:Java 版。要安装快照,请打开 Minecraft 启动器 并在“安装”选项卡中启用快照。
Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.
测试版本可能会损坏您的世界,因此请在与主世界不同的文件夹中备份和/或运行它们。
Cross-platform server jar:
跨平台服务器jar:
[*]Minecraft server jar
[*]Minecraft 服务器 jar
Report bugs here:
在这里报告漏洞:
[*]Minecraft issue tracker!
[*]我的世界问题跟踪器!
Want to give feedback?
想提供反馈吗?
[*]For any feedback and suggestions, head over to the Feedback site . If you're feeling chatty, join us over at the official Minecraft Discord .
[*]如需任何反馈和建议,请访问反馈网站。如果您想聊天,请加入我们的官方 Minecraft Discord 。
https://www.minecraft.net/content/dam/minecraftnet/franchise/author-avatars/JavaTeam-Villager.png
【世界重构译自Java Team 2025 年 1 月 15 日发布的 Minecraft Snapshot 25w03a】
【本文排版借助了:SPXXKLP 用户脚本 v3.2.4】
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Converted at 2025-01-18 22:02 +0800
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