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1.9
版本

computer

正式名称

战斗更新

预计发布日期
其他版本的1.9

1.9(也被称为战斗更新(The Combat Update))是下一个Minecraft更新,目前还没有确定发布的日期。Dinnerbone表明很多1.9更新的内容并不是“100%完成”的,晚些可能会改变。[1]

新内容

通用

闪烁标语
  • “More Digital!”
  • “doot doot”
  • "Falling with style!"
  • "There's no stopping the Trollmaso"
  • "Throw yourself at the ground and miss"
标题/字幕
  • 字幕会为听力障碍/失聪人士显示每个声音。
    • 一个例子就是“爬行者的嘶嘶声”。
    • 会有“<"或">"展现声音的方向和来源。
世界选择菜单
  • 现在显示最后一次使用时的游戏版本或“未知”(如果版本比快照15w32a旧的话)
    • 如果存档的版本比当前版本新的话会用红色显示
  • 现在每一个世界都有一个略缩图,它会显示世界的样子(在快照15w32b及更新的版本中为当你刚刚创建世界或第一次打开世界时的截图)
    • 如果没有略缩图,将会显示一幅灰色的图像
    • 缩略图储存在世界文件夹里的“icon.png”
      • 这允许玩家安全快捷地改变它
    • 如果做过存档没有在当前版本中使用过的话会在略缩图上显示一个感叹号
  • 玩家现在可以通过点击略缩图上的箭头来进入世界,类似服务器列表
  • 编辑世界菜单中有两个新的选项
    • 重置图标
      • 这允许你在不打开存档文件夹的情况下删除略缩图
    • 打开文件夹
      • 这会打开你的.minecraft文件夹下的你的存档的文件夹
主手选择
  • 玩家有一个可以改变他们玩家模型上的主手的选项
    • 在“自定义皮肤”中
    • 也会改变副手栏在快捷栏中的位置
      • 如果攻击指示条被设置在快捷栏中,这也会改变它中的位置(在副手栏的另一边)
属性
  • generic.attackSpeed
    • 代表了每秒可以进行的全力攻击数
    • 在工具提示中显示
    • 基础是4.0,这意味着攻击指示条可以在0.25秒内填满
      • 剑的修饰符是-2.4,这意味着默认的修饰符是1.6(在约0.63秒内填满)
      • 稿的修饰符是-2.8,这意味着默认的修饰符是1.2(在约0.83秒内填满)
      • 锹的修饰符是-3,这意味着默认的修饰符是1(在约1秒内填满)
      • 斧的修饰符基于它的材质
        • 木斧和石斧的修饰符是-3.2,这意味着默认的修饰符是0.8(在约1.25秒内填满)
        • 铁斧的修饰符是-3.1,这意味着默认的修饰符是0.9(在约1.11秒内填满)
        • 金斧和钻石斧的修饰符是-3,这意味着默认的修饰符是1(在约1秒内填满)
      • 锄的修饰符基于它的材质
        • 木斧和金斧的修饰符是-3,这意味着默认的修饰符是1(在约1秒内填满)
        • 石斧的修饰符是-2,这意味着默认的修饰符是2(在约0.5秒内填满)
        • 铁斧的修饰符是-1,这意味着默认的修饰符是3(在约0.33秒内填满)
        • 钻石斧的修饰符是-0,这意味着默认的修饰符是4(在约0.25秒内填满)
      • 急迫效果每级可以提高10%的攻击速度,而挖掘疲劳效果每级会降低10%
  • generic.armor
    • 代表了盔甲所提供的盔甲值
    • 介于0和30之间
  • 这些修饰符的属性可以用NBT来更改
‎可抢夺物品表
  • 所有生物、箱子等的战利品都是基于可抢夺物品表,不包括方块掉落物
    • 地图编辑者可以在"WORLD/data/loot_tables"文件夹里添加一个json文件来改变,然而此功能在43a里不能使用
统计
  • sleepInBed: 记录玩家睡在床上的次数
  • sneakTime:追踪玩家按下潜行键时潜行的刻数,无论玩家是否在行进
  • pickup:追踪玩家从地上捡起某一物品的数量
  • drop:追踪玩家掉落某一物品的数量
快捷键
  • F3+N可以切换创造与旁观模式,只要玩家的模式是其中之一
    • 服务器里玩家需要有OP权限,或者在单人模式里开启作弊。
  • Alt+F3将会显示FPS统计
颗粒
  • sweepAttack
    • 用作剑的攻击效果
  • dragonBreath
    • 用作末影龙的新攻击
  • endRod
    • 当末地烛被放置时产生
  • wake

游戏内容

交通工具
  • 滑翔翅
    • 功能类似滑翔机
      • 如果你从一个较低高度缓慢落下(非垂直俯冲),你不会受到掉落伤害
      • 如果你垂直俯冲碰地的话依然会受到掉落伤害
      • 横向撞击时会受到伤害,并有新的死亡信息“Player experienced kinetic energy”
    • 需要装备在胸甲一栏来起效
    • 有431点耐久,并且可以用皮革修复
    • 可以使用铁毡或命令给予耐久附魔
    • 当你在空中失速时腿部会显示行走状态的动画
    • 类似于Super Mario 64中的Wing Cap物品
    • 可以在末地船的一个物品展示框中找到
    • 不在滑翔时会收起
    • 当穿着时披风不会显示
    • 每秒减少1耐久度
双持物品
  • 玩家可同时用两只手(左手与右手)去做不同的事情
    • 例如,若玩家的主手拿着镐,副手拿着火把,右击鼠标会放置火把
      • 这是因为镐缺少右键的使用方式,所以使用另一手的物品
        • 玩家不可同时左右手的两个键
    • 这能通过一个称为副手槽的额外物品栏槽实现
      • 在预设情况下,可通过按F键来使物品在两手之间切换
      • 当副手槽有东西时,会显示在快捷栏的旁边(右手使用者的副手槽在左边,反之亦然)
      • 副手槽也会出现在物品栏界面
        • 它会显示为一个类似盾牌的图标的轮廓
  • 只有主手才能被用来攻击
  • 弓会根据副手中的箭决定射出的箭的种类
    • 副手中的箭会优先射出
    • 如果在副手栏和物品栏槽中都没有箭而其它位置有多种箭,那么物品栏编号较小的箭会优先射出
  • 在第一人称下,如果另外一只手不持有任何物品,那只手是不可见的
  • 如果通过标记指明,有些属性附魔适用于副手槽的物品。
战斗
  • 新的 “攻击力度”战斗机制
    • 当攻击或切换物品时会显示一个计量器
      • 攻击伤害取决于计量器是否填满
      • 填装速度取决于攻击速度属性
      • 可以显示在快捷栏旁边(由玩家的主手位置决定是在左边还是右边),在准星下方或关闭
        • 当在快捷栏旁边时看起来像力量图标,而在准星下方时看起来像匕首
        • 这可以在视频设置中进行设置
    • 当第一次选中一个物品时会显示一个工具缓慢上升的冷却动画
状态效果
  • 飘浮
    • 当玩家被潜影贝发射的弹射物击中时会得到此效果
    • 会使玩家无助地向高处飘
      • 可以用于到达高的地方
    • 被列为负面效果,因为可能会因为摔落伤害致死
    • 高等级的失重效果会使上升速度加快,以下两个除外
      • 255级没有效果
      • 254级会导致十分缓慢地下降(就像月球的引力)
  • 发光
    • 当玩家或怪物被光灵箭射到时会得到此效果
    • 使玩家的轮廓发光,甚至可以透过非透明方块看到
    • 被列为负面效果,因为这会导致你无法向其他玩家隐藏位置
    • 当玩家输入某个队伍时颜色将会变成队伍的颜色
附魔
  • "宝藏型"附魔
  • 新的 "宝藏型" 附魔:冰霜行者
    • 在水上行走会创造出霜冰
    • 不同的等级:
      • 等级I围绕玩家创造半径为2格霜冰圆。
      • 每一等级增加一格半径。
    • 总共有两层等级。
    • 玩家需要站在地面以开启冰冻效果,当没入水中或处于空气,水不会变成霜冰。
    • 如果水方块有实体,比如船或是生物浸没则不会生成霜冰。
    • 流动的水也会变成霜冰,使一桶的水也足够制作无限水源了。
    • 不能与深海探索者附魔共存。
  • 新的 "宝藏型" 附魔:经验修补
    • 持着物品时所有获得的经验会被收集用以修理而不会保存到经验条。
      • 装备于主手,副手,与盔甲位置都能会认作是"持着"。
      • 如果多个持着的物品拥有此附魔,会随机分配收集到的经验球。
      • 每一经验修理2耐久值。
      • 如果修理所需要的经验比经验球的少,额外的经验会保留到经验条。
      • 盾不能通过 /enchant命令或生存模式下的铁砧获得此附魔。
        • 通过带NBT的命令与创造模式的铁砧,修理附魔是可以使用在盾上的。


命令格式

游戏规则
  • 新的游戏规则: spectatorsGenerateChunks
    • 禁止旁观者模式的玩家生成区块。
    • 默认为true
计分板
  • Added /scoreboard players tag ...
    • The player can add and remove tags for any entity based on NBT tags of that entity/player.
      • For example /scoreboard players tag @a test {OnGround:0b} will add the tag "test" to all players that are in the air.
    • Tags can be accessed by using the parameters after the selector.
      • For example /give @a[tag=test] stone 1 will give 1 stone to all players that have the tag "test".
    • The player can use /scoreboard players tag <player> list to see what tags are on an entity.
    • Tags are stored in the playerdata file as strings, not in the scoreboard files.
      • This means that any tag the player binds has to be bound to an existing online player or an existing entity.
      • Unlike objectives, tags cannot be displayed anywhere on the HUD or inventory.
        • Only via the list sub-command can the player see which tags an entity has on the chat.
        • Through CommandStats it is possible to obtain the number of scoreboard tags an entity has via QueryResult.
  • Added five new objective types: XP, hunger, oxygen, armor and level.
    • "xp" can be used to track the players exact amount of XP points.
    • "food" can be used to track the hunger level of the player (ranges from 0 to 20).
    • "air" can be used to see how long the player has been underwater.
      • Starts at 300 (out of water) and then decreases 1 per tick as long as the player´s head is underwater (resets when the player gets out of the water).
      • The water breathing status effect freezes the timer and the respiration enchantment slows down the countdown from 300, each time more with each level.
    • "armor" can be used to track the armor bar, which in turn tracks the total amount of protection of all currently worn armor pieces.
    • "level" can be used to track the player's level directly, which is the number displayed above the experience bar.
      • It is not directly correlated to the experience points, since increasing levels each time takes more xp than before.
      • This could be tracked before, but it required some intermediate steps.
  • Added collisionRule to the team options.
    • It controls whether or not players can push other players and whether or not is team dependent.
    • The modes are: always, never, pushOtherTeam, pushOwnTeam
NBT 标签
  • 所有实体
    • Glowing (byte): Controls whether or not an entity is affected by the new glowing status effect.
      • For example /summon Creeper ~ ~1 ~ {Glowing:1} will summon a glowing creeper.
      • Note this does not work on all entities, such as snowballs.
    • Tags (list): Contains a list of string values that can be used with the "tag" selector parameter.
      • The /scoreboard command can assign tags itself.
      • /summon Creeper ~ ~1 ~ {Tags:["tag1","tag2"]}
    • Passengers (list): Replaces the original "Riding" compound tag. It has the ability to specify multiple passengers at equal depths, unlike "Riding". Instead of the deepest-nested "Riding" entity being the bottom-most in the stack of riding entities, the entity at the root of the data is at the bottom of the stack.
      • For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
        • /summon ArmorStand ~ ~1 ~ {Passengers:[{id:"Cow"},{id:"Pig"}]}
      • One may also summon entities in stacks instead of the same height and with specific NBT tags attached to it:
        • /summon Sheep ~ ~1 ~ {Passengers:[{id:"Sheep",Color:5,Passengers:[{id:"Sheep",CustomName:"test",CustomNameVisible:1}]}]}
  • All mobs
    • HandItems (lists): Defines what item is within the main hand and offhand.
      • It manages this by using two records, for the main hand and the offhand in that order.
      • For example /summon Zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
    • ArmorItems (lists): Used to specify the armor worn by the mob.
      • Contains four records: feet, legs, chest and head in that order.
      • For example /summon Zombie ~ ~1 ~ {ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
    • LeftHanded (byte): Boolean tag that controls the dominant hand of mobs.
      • Set to 1 for left handed mobs and 0 for right handed.
      • For example /summon Zombie ~ ~1 ~ {LeftHanded:1,HandItems:[{id:"minecraft:stone"}]}
    • ArmorDropChances & HandDropChances (lists): Used to specify the dropping chances of worn armor and held items of specific mobs respectively.
      • For example /summon Zombie ~ ~1 ~ {HandDropChances:[1.0f,1.0f],HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
      • For example /summon Zombie ~ ~1 ~ {ArmorDropChances:[2.0f,2.0f,2.0f,2.0f],ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
  • All items
    • Slot string tag within AttributeModifiers (string): Determines which slot the item has to be, for the modifier to be applied.
      • Available slots are: "mainhand", "offhand", "feet", "legs", "torso", "head".
      • For example /give @p minecraft:stone 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"Test",Amount:10.0,Operation:0,UUIDLeast:1l,UUIDMost:1l,Slot:"torso"}]}
  • End gateway portal block (minecraft:end_gateway)
    • ExitPortal (compound): Holds a set of X/Y/Z coordinates to determine the general location the player will be "safely" teleported to when entering.
    • ExactTeleport (byte): When set to 1, it teleports entities to the specified coordinates exactly instead of at a safer location around those coordinates.
    • Age (long): Determines how long the end gateway has existed.
      • When lower than 200, the block will emit a purple beam.
        • This is to easily locate the gateway when it first spawns.
      • For example /setblock ~ ~1 ~ minecraft:end_gateway 0 replace {Age:180,ExactTeleport:1,ExitPortal:{X:1,Y:2,Z:3}}
  • 命令方块
    • auto (byte): 设置为1时, 命令方块不再需要红石信号来保持激活。
      • When applied to an impulse mode block, its command will activate only once right after finishing writing the command.
      • When applied to a repeat mode block, it will constantly activate every tick.
      • When applied to a chain mode block, it will always be available to activate its signal when called.
      • For example /blockdata X Y Z {auto:1b}
    • ConditionMet (byte): States whether or not the command block behind the conditional command block was successful in output. Will be 1 if that block is successful and 0 if unsuccessful.
      • Non-conditional command blocks will always be 1.
      • For example /testforblock X Y Z minecraft:command_block -1 {conditionMet:1b}
  • 命令方块和音符盒
    • powered (byte): now have the "powered" tag associated with them, stating whether or not the block is currently receiving a redstone signal.
      • They can be edited through block data so the block are activating even though no redstone is adjacent.
        • Changing a command block through the "always active" toggle, effectively makes that command block to always have a 1 powered state, even when the block is updated.
      • For example /blockdata X Y Z {powered:1b}
  • 潜影贝标签
    • Peek (byte): Percentage to indicate the progress of its idle and attacking animations, so the height of its shell is correctly updated.
    • AttachFace (byte): Determines the direction the shulker has attached to a block face. ***Summoning shulkers will make them attach to the ground by default.
    • APX, APY, APZ (int): Set of integer coordinates that the shulker should be located at.
      • These coordinates will be obtained from the coordinates entered by a /summon command through a truncation function.
  • ShulkerBullet entity
    • Used to track the target location of shulker projectiles.
    • Relevant NBT structure: {Steps:1,TXD:0.0,TYD:0.0,TZD:0.0,Dir:0,Owner:{X:0,Y:0,Z:0,L:1L,M:1L},Target:{X:0,Y:0,Z:0,L:1L,M:1L}}
  • 药水物品
    • Potion (string)
      • Used to determine the type of potion it is using new name IDs.
      • For example /give @p minecraft:lingering_potion 1 0 {Potion:"minecraft:long_invisibility"}
  • ThrownPotion entity
    • Lingering (byte)
      • When Lingering is set to 1, the potion will create the AreaEffectCloud entity when it lands.
    • Potion (compound)
      • Holds the item data for the potion thrown.
      • For example /summon ThrownPotion ~ ~1 ~ {Lingering:1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
  • TippedArrow entity
    • Item (compound): Holds the item data for the specific tipped arrow.
      • For example /summon TippedArrow ~ ~5 ~ {Item:{id:"minecraft:tipped_arrow",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
  • SpectralArrow entity
    • Duration (integer): Specifies how long the effect will last when the arrow strikes the target.
      • For example /summon SpectralArrow ~ ~5 ~ {Duration:200}
  • 漏斗矿车实体
    • Enabled (byte): Determines whether or not the minecart hopper will pick up items into its inventory.
      • For example /summon MinecartHopper ~ ~1 ~ {Enabled:1b}
  • 末影水晶
    • BeamTarget (compound): Used to assign a custom target to the beam.
      • For example /summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
  • 末影龙
    • DragonPhase (integer): determines the current action the dragon will complete.
      • For example /summon EnderDragon ~ ~1 ~ {DragonPhase:7}
    • SkeletonTrap (byte): Indicates whether the horse is a skeleton trap.
      • If it is, the horse will spawn 4 skeleton horses, ridden by skeletons and a lighting bolt in its place when a player gets within 10 blocks of it.
      • 例如 /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b}
    • SkeletonTrapTime (integer), incremented each tick when SkeletonTrap is set to 1. The mob automatically despawns when it reaches 18000 (15 minutes). This will prevent the hostile horses from overflowing the world, similar to chicken jockeys.
      • 例如/summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}

世界生成

末路之地
  • 在末地主岛的各个方向都会生成很多岛,即使它们之间有着1,000方块远的沟。
    • Mini islands generate between the center and main islands.
    • End islands and mini end islands (except for the main one) will have chorus trees spread throughout them, as well as end cities with end ships.
末地城
  • 在分离的末地浮空岛上围绕着主岛而生成。
  • 地牢似的结构会由末地石以及其它新方块组成,形似有分支的塔。
    • 这使得其看似一棵树。
  • 含有战利品箱子
  • 里面会生成潜影贝
末地船
  • It sometimes generates up in the air next to the end city dungeon.
    • It always appears to sail away from what appears to be a pier.
    • Composed of many of the same materials as the End City.
  • 里面会生成潜影贝
  • 里面有一个漏斗,一个末影龙头颅,一个酿造台和治疗药水,8个铁块和其他各种各样的战利品。
紫影树
  • 在外部末地岛上生成
  • 树状排列的紫影植物紫影花
  • 和仙人掌一样,在最下方的方块被破坏时整个结构都将瓦解
  • Can be farmed by planting the chorus fruit flowers that come from the top of the plants, on top of endstone.
    • 不同于仙人掌,紫影树不需要下面有方块支撑,but rather adjacent.
      • 这允许这个结构可以在黑曜石柱周围生长,就像其他的chorus trees一样.
末地折跃门
  • It is generated in a radius around the main portal each time the dragon is killed.
    • Up to 20 gateways can be generated this way.
    • It is the usual way of traveling to the outer end islands, without having to build or fly all the way over there.
    • It consists of the gateway block in the middle, and two little bulbs of bedrock on the top and bottom.
      • Since the bulbs of bedrock only leave a one block slit on the horizontal plane, it is only accessible by throwing ender pearls at it, or by riding pigs, boats or minecarts.
      • When used, it generates another gateway at the player's destination.
        • The gateways are linked so the player has a way back.
Superflat
  • New preset: The Void
    • Spawns the player on a stone platform. No other terrain generates.
    • The Void is now a biome with an ID of 127.

方块

Frosted Ice
    • Created when using "Frost Walker" enchantment.
    • Cannot be obtained in inventory, neither with silk touch nor with commands. (Can only be placed using /setblock)
    • Despawn after a few seconds.
      • Despawning takes place in four breaking stages (blockstates: age:0, age:1, age:2, age:3). Still decay with randomTickSpeed set to 0, but a higher number will make them decay faster.
      • Despawns faster with a higher light level (doesn't despawn at night).
紫影花
  • 紫影树顶端生成.
  • 如果下方的支撑方块被破坏时不会掉落
    • 只有直接开采才会掉落
  • 能在任何维度的末地石上种植
  • 当它停止生长时材质将会变化
紫影植物
命令方块
  • 增加了循环型命令方块和连锁型命令方块。
    • 它们分别拥有蓝色和绿色的材质。
    • 旧的橙色的命令方块现在被叫做脉冲型命令方块。(see the below section on changes to command blocks, for more info).
  • New textures that now vary depending on what direction they are placed from, 类似于发射器活塞
    • It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
    • The texture is animated - the colored "buttons" in the middle change color.
    • The middle panel texture has a black outline.
    • 脉冲模式(橙色):被激活会尝试执行命令一次。
      • 行为和颜色与之前版本的相同。
    • 循环模式(蓝色):激活时将会在每个游戏刻都尝试执行一次命令直到不再被激活为止。
    • 连锁模式(绿色):激活后将在指向它的命令方块执行命令后才会执行命令。
      • The chain signal is forwarded until the blocks get out of loaded chunks.
      • The signal is independent of the powered state of any block in the chain, as well as the command (or lack thereof) inside.
    • Each new mode has its own block id and is obtainable with /give and pick block.
  • Power received is now a data tag, allowing command blocks to have such a state under control, independent of any nearby redstone signal.
  • "条件制约"和"不受制约"按钮。
    • 默认为不受制约(之前的行为)。
    • The back of the arrow texture is curved when the command block is set to conditional.
    • When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
  • "保持开启"和"红石控制"按钮。
    • 红石控制是之前的行为(默认).
    • 保持开启使命令方块即使没有红石信号也会保持激活状态。
  • 支持Tab键自动补全。
龙首
  • 当一个玩家把它戴在头上走动时,它的嘴会不停的开合
  • 用红石块充能也有这个效果
    • 在断开充能后会保持其在断开充能的瞬间所处的张开角度
  • 会在末地船的船头生成。
末地折跃门方块
  • A portal block used to transport the player to the new outer regions of the end.
    • The destination of the teleport can be customized using NBT tags.
  • 玩家不能使用 pick block 或者 /give 来获取它。
  • Naturally generates inside the end gateway structure after killing the dragon and traveling someplace new in the end with it.
    • Shows purple beacon beams when created, and yellow beams used.
  • Its texture does not get deformed due to perspective, but rather it displays the same texture as the end portal block on all its footprint, independent of angle.
末地烛
  • 生成于末地城内
  • 可以水平或垂直放置
    • The model has a little base that is oriented against the block it was placed against.
      • If it's placed on top of another rod, then it will have the opposite orientation.
  • 会产生白色的颗粒
  • 用作光源,亮度等同火把
  • Unlike torches, they are tangible.
末地石砖
  • 生成于末地城
  • 可以用4个末地石合成
草径
  • 16分之15格高
  • 可以用右键草方块来获得
    • 会减少锹的耐久度
    • Its texture is very similar to that of grass.
  • 用精准采集工具采集也只会掉落泥土
  • 无法从创造模式物品栏中获得
    • 不像耕地,它可以被选取
紫珀块
  • 生成于末地城
  • 可以用爆裂紫影果合成
竖纹紫珀块
  • 生成于末地城
  • 可以用紫珀块台阶合成
紫珀楼梯
  • 生成于末地城
  • 可以用紫珀块合成
紫珀台阶
  • 生成于末地城
  • 可以用紫珀块合成
结构方块
  • 只能通过/setblock指令放置,但无法使用
  • 有4种不同的模式:save(保存),load(加载),corner(角落)和data(数据)。
  • It has an "S" on the texture in 保存模式, "L" in 加载模式, "C" in 角落模式 and "D" in 数据模式.

物品

  • Now show armor points in tooltips.
    • Can be edited using generic.armor attribute.
  • Armor protects less overall:
    • Max (20) armor points damage reduction reduced form 80% to 66%.
    • Armor points count for less as the attack strength increases: each 2(♥ done by the attack reduces the effective defense points by 1(Half Armor).
  • New offensive axe attack:
    • Hitting another player who is blocking with a shield has a chance to disable the player's shield for 5 seconds.
      • 25% base chance, plus 5 percentage points for each level of Efficiency on the axe, plus 75 percentage points if sprinting.
  • Now shows an animation for drawing back an arrow in the hotbar/inventory.
  • Arrows in the off hand are prioritized over arrows in the rest of the inventory slots.
Ender pearls
  • Can now be thrown in 创造模式.
  • Have a cool down time everytime they are used.
    • This is visible in the item icon, through a "rolling curtain" animation (similar to chorus fruit or a stunned shield).
金苹果
附魔金苹果
地图
  • Now display as a mini map when held in the off hand, or if the offhand slot is occupied.
    • The (old) large version is only visible when held in the dominant hand with both hands free.
  • Maps now start at a zoom level of 1:4, rather than 1:1.
  • New recipe for zooming in on a map: shears and a map together in any shape.
    • Zooms in on the lower-right quadrant of the original map.
Fishing rods
  • Casting fishing rods now has an animation in the hotbar/inventory.
  • Can now hook on entities without causing knockback or pseudo-damage.
药水
  • Mixed potions' colors now blend.
  • An NBT Potion tag is used instead of numeric metadata to differentiate the types of potions.
    • e.g. /give <目标(玩家)> minecraft:potion 1 0 {Potion:"minecraft:swiftness"}.
  • Added Mundane, Thick and Awkward potions to the creative inventory.
  • Glowstone dust or redstone can no longer be added to extended or tier-II potions respectively.
  • Most recipes for the potion of 虚弱 were removed (see: brewing for all the removed recipes).
  • Extended potion of 中毒, extended potion of 生命恢复 and potion of 中毒 II had their durations reduced.
  • Potion of 力量 changed from 130% bonus damage to 3(♥♥, i.e. an absolute bonus rather than a relative one.
  • Potion of 虚弱 changed from 0.5 (♥ × 14) reduction to damage to 4(♥♥.
  • Now travel much faster (like other projectiles) when being shot from dispensers.
  • Now have a separate data value and ID name from regular potions.
s
  • Can no longer be used for blocking.
    • Function replaced by .
  • New defensive sword "sweep" attack when swinging the sword while crouching or standing.
    • Mobs near the one hit (bounding box expanded by 1 block horizontally and 0.25 vertically) and within 3 blocks of the attacker are knocked back without damage.
    • The knockback inflicted is 80% of that done by the knockback I enchantment.
      • Using the knockback enchantment only affects the mobs/players that were hit.
    • Creates a sweep attack particle.
Hoes
  • Now take damage while attacking with them.

生物

潜影贝
  • Shell Lurker(贝壳潜伏者)的简称。
  • 它是一种有紫珀块外观的敌对生物
    • 只会生成在末影城的墙上和地上在城市生成的时候。
    • 在和平难度下不会被移除,但不会攻击或以玩家为目标。
  • 当玩家靠近时,它会打开壳,露出其真面目。
    • 它的真面目像一个白色方块与紫色的小眼睛。
    • 它使用弹射物进行攻击。
      • 弹射物会一直跟随玩家直到超出距离
      • 只能从X,Y,Z三个轴中的一个轴方向飞行。
        • 弹射物由“曼哈顿度量”理论进行运动。
      • 弹射物可以在被玩家打到的时候被击退。
      • 被弹射物击中后会导致2(♥的伤害,并会使玩家获得飘浮效果。
      • 它们露出真面目时玩家的攻击会增加伤害
  • It has an idle animation where it opens its shells a little to peak through.
  • 它可以被活塞推动, 可以不受到伤害(除非它们在矿车上).
  • 它可以被活塞推动,并且不会被放到非三的整数块的任何位置上 (除非它们在矿车里).
  • 它可以像末影人一样瞬移。
    • 它会这么做的原因是被攻击或被:
      • 移除它的支撑方块。
      • 用活塞把它推到一个非空气方块(活塞头除外)。
      • 用活塞把一个非空气方块推向它(活塞头除外)。
  • 它们是除了船和矿车之外的几个可以站在上面的实体。
    • 其弹射物甚至可以反射玩家手持的物品/方块的镜像。
  • Has various NBT tags associated with it, which can control its animation, block attached, location and target location of projectile.

非生物实体

AreaEffectCloud
  • Applies potion effects to mobs and players within its radius during a specific duration.
  • Used for lingering potions and the ender dragon's breath.
  • Various attributes can be configured using NBT data.
    • For example /summon AreaEffectCloud ~ ~ ~ {Particle:"largesmoke",ReapplicationDelay:20,Radius:2f,RadiusPerTick:-0.002f,RadiusOnUse:0.5f,Duration:600000,DurationOnUse:0.0f,Effects:[{Id:7b,Duration:2400,Amplifier:10b}]}

修改

常规

Boss
  • Boss的生命槽现在会在有多个Boss的情况下分开,依此修复了无法同时看多个Boss生命槽的问题。
Damage tooltips
  • Now read "When in main hand:" for all tools by default.
死亡信息
  • 死亡信息将显示在玩家的死亡画面,以及在聊天窗口。
资源包
  • The required pack version number was changed to "2" in pack.mcmeta.
    • Older resource packs require user acknowledgment to use.
      • Resource packs that were selected in an older version are unselected automatically.
  • 模型
    • 伤害值、堆叠数量和物品状态不同的东西,能够使用不同的模型/材质。
      • 这能用在指南针、和一切有耐久度的东西。
      • 这也包括了提供给弓和钓鱼竿额外的标签。
      • Models can be put together based on block state attributes, such as fences.
      • As a result, the vanilla set of block models was reduced by almost 300 models.
    • Block model JSON is now strict: comments and quote-less identifiers are not allowed.
    • "display" tag defaults have changed, and the "thirdperson" and "firstperson" tags were replaced with "thirdperson_righthand", "thirdperson_lefthand", "firstperson_righthand", and "firstperson_lefthand".
    • "parent" and "elements" tags can coexist now, though the top level elements tag overwrites all former ones.

游戏内容

物品栏
  • Rearranged the survival inventory and the creative "survival tab" to accommodate for the new off hand slot.
  • Unified the orientation of many items in the inventory.
状态效果
  • 相关的状态效果会有屏幕上的图标,而不用打开物品栏来查看。与携带版的效果相似。
    • 以剩余的时间顺序对当前状态效果的图标进行排列
    • 良性效果会被排列在顶端,而恶性效果会被排列在低端
    • 那些即将失效的状态效果将会闪烁,失效的速度也会更快

世界生成

末路之地
  • 一組不同大小的黑曜石柱現在以圓環的方式佈置。
    • 最高的黑曜石柱會有鐵欄杆包住末影水晶。
      • 這會使你必須爬上一些黑曜石柱,讓戰鬥變得更艱難。
  • 返回傳送門會預先生成在島嶼的中央,但是不會有龍蛋和入口。
  • 末地之路的外部區域會有“衛星島嶼”圍繞成一圈(類似土星環)。
    • 小島嶼生成於中央島嶼以及主島嶼之間。
    • 紫影樹會分散在末地島嶼以及末地小島。
下界
  • 移除下界的
村庄
  • 农田现在会出现甜菜农作物。

方块

枯死的灌木
  • 被破坏后会掉落0~2根木棍
  • The block states flip and alt were removed, and the integer state upper was reimplemented as the byte state up.
    • This reduced the number of states representing fire from 3072 to 512.
活板门
  • 无需依靠在其他方块上
  • 可以自由的被活塞移动。
楼梯
  • 在物品栏中旋转90度显示
压力板
  • Have now a slightly thiner item model.
玻璃铁栏杆
  • Glass panes/iron bars without any connecting blocks are now 2x2 pixels in footprint.
    • This is compared to the big cross configuration that was default.

物品

  • 快捷栏里的弓现在有拉弓动画了。
  • 副手中的箭優先於物品欄中其餘的箭。
末影珍珠
  • 现在可以在创造模式下使用
地图
  • 當副手或副手欄持有地圖時,地圖會顯示為小地圖。
    • 舊版的大地圖只能夠在兩手都是空的情況下,由慣用手持有。
钓鱼竿
  • 快捷栏/物品栏中的钓鱼竿现在有动画了。
药水
  • 合成藥水的顏色現在是由混合而成的。
  • 数字ID将不再使用,NBT标签将代替它使用
    • 例如 /give <目标(玩家)> minecraft:potion 1 0 {Potion:"minecraft:swiftness"}
  • Splash potions now have a separate data value and ID name and can be created from all potions, including water bottles.
  • Added Mundane, Thick and Awkward potions to the creative inventory.
  • 萤石粉红石将分别不再可以加入酿造二级药水和延长版药水
  • 大部分減弱藥水的合成配方都被移除了(請看藥水釀造來查看所有被移除的配方)。

生物

末影龙
  • 现在更类似于主机版。
  • 末影龙可以在任何时间无限重生(planned to be by placing player-made 可合成的末影水晶), 但是重生的末影龙不掉落经验
  • 末影龍的AI和攻擊方式已經改變了:
    • 在傳送門上,吐出火焰/紫色顆粒。
    • 在玩家的頭頂上放火球。
    • 黑曜石柱擁有更多的防禦設施了,需要進一步的戰斗。
  • 一个彩蛋:现在你可以通过用[粘土]制作[爬行者]的脸使末影龙重生, 但是目前還不會重生任何東西。
  • 終界龍有時候會在傳送門上方飛行或停滯,只有在這個時候才能給予終界龍最後一擊。
村民
怪物
  • 有5% 的几率生成左手持武器的怪物并附带 LeftHanded boolean标签.
敌对生物
  • 将会在攻击时显示出不一样的动作
骷髅
  • 增加了提起弓和拉弓的動畫。
  • Mapmakers可以讓骷髏射出有毒的箭。
末影人
  • Remain aggravated towards the 玩家 despite being in contact with .
  • 被玩家杀死后会掉落手中的方块。.

非生物实体

Projectiles
盔甲架
  • 改变了服务端传输、处理玩家移动的方式
  • 合成配方现在包括了木锹以作为桨。
  • 现在需要划桨使船移动,需要用到左行键右行键
    • 左行键会划左浆,使船转向右边,反之亦然。
    • 同时按下左行键右行键会使玩家同时划动左右桨,将玩家向前驱动。快速交替按动左方向键右行键会使玩家前进更快。
    • 移动鼠标玩家可以完整观察左侧与右侧,但不能观测后方。移动鼠标亦不再使船转向
    • 按下前行键逆行键或者疾跑不再有任何效果。
  • 船在前进中时玩家不再能使用物品攻击
  • 所有的实体都可以进入船,最多可以搭载两个实体(包括玩家)

计划 新内容

游戏内容

酿造
  • 可能有新的药水[3]
    • 不肯定是否指滞留药水。

生物

生物的更多皮肤
  • 将会允许生物拥有额外的附加随机纹理,类似于马和豹猫
  • 可能是指僵尸村民的皮肤

非生物实体

可合成的末影水晶
  • 一个可以在放置时生成另一个末影龙的末影水晶[4]

计划 修改

命令格式

命令

物品

滑翔翅
  • 根据玩家的披风改变纹理
盾牌
  • 在手持盾牌时可用于格挡从侧面的攻击[7]
  • 格挡攻击时的音效[8]
  • 增加耐久度[9]

漏洞修复

修复了91个漏洞


参考


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