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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

常规

闪烁标语
  • “More Digital!”
  • “doot doot”
  • "Falling with style!"
  • "There's no stopping the Trollmaso"
  • "Throw yourself at the ground and miss"
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
    • 关于更多可抢夺物品表的自定义能力的特定资讯,见该条目
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。
颗粒
  • sweepAttack
    • 用作的防御性挥击效果
  • dragonBreath
    • 用作末影龙的新攻击
  • endRod
  • damageIndicator
声音
  • 150+新声音事件

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
  • 幸运霉运
    • 每等级增加/减少±1幸运属性
附魔
  • "宝藏型"附魔
  • 新的 "宝藏型" 附魔:冰霜行者
    • 将水变成会在几个阶段消失的霜冰
      • 在流动的水上不能
    • 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。
    • 骑在生物上时也会起作用
    • 如果水方块有实体则不会变成霜冰。
    • 玩家在距离水1格的固体方块上时才会起作用
    • 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
记分板
  • 加入了/scoreboard players tag ...命令
    • 玩家可为任何实体添加或移除基于此实体/玩家拥有的NBT标签的标签。
      • 例如/scoreboard players tag @a test {OnGround:0b}将会为所有在空中的玩家添加名为test的标签。
    • 标签可作为选择器的参数
      • 例如,/give @a[tag=test] stone 1将会给予所有具有test标签的玩家一个石头。
    • 玩家可以使用/scoreboard players tag <player> list来查看实体上的标签。
    • 标签以字符串的形式存储在playerdata文件中,而非记分板文件中。
      • 这意味着所有的标签必须贴在在线的玩家或存在的实体上。
      • 目标不同的是,标签不能在HUD或者物品栏的任何地方显示。
        • 玩家只能可以通过list子命令在聊天框中查看实体上的标签。
        • 通过CommandStats(命令统计值),可以由QueryResult获得实体拥有的标签个数。
  • 增加了五种目标类型:经验值饥饿值空气值盔甲值等级
    • “XP”(经验值)对应玩家拥有的经验值。
    • “food”(饥饿值)在0~20之间,代表玩家拥有的饱食度。
    • “air”(空气值))在0~300之间;代表潜水的玩家所存余的空气。
      • 从300(不在水下)开始。只要玩家的头在水中,该数值每刻减少1。(当玩家离开水下时重置为300)。
      • 水下呼吸状态效果会停止计时器;水下呼吸附魔效果会减缓从300倒数的时间,每等级附魔增加一倍的时间。
    • “armor”(盔甲值)在0~20之间;代表玩家全身护甲的防御点数之和。
    • “level”(等级)对应玩家当前的经验等级,相当于玩家经验条上方的数值。
      • 由于每升一级所需的经验值不同,该数值并不与经验点数成正比。
      • 该数值之前也能被追踪,但是需要一些中间步骤。
  • 队伍选项新增collisionRule命令
    • 该选项控制玩家是否能够推动其他玩家,以及这一点是否和队伍有关。
    • 存在4种模式:alwaysneverpushOtherTeampushOwnTeam
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.
雪屋
  • Spawn randomly in Ice Plains and Cold Taiga (but not the Hills variant).
    • Spawning parameters are shared with desert temples, jungle temples, and witch huts: the fact of a structure spawn is decided, then the biome determines which structure (if any) is spawned.
  • An igloo contains: 9 white carpets, 3 light gray carpets, 2 blocks of ice, a redstone torch, furnace, bed and a crafting table.
  • Some igloos have a stone brick basement, with a cauldron, 2 red carpets, a brewing stand, 3 spruce stairs, a cobweb and loot chest, along with a villager priest and zombie villager priest in iron bars. A trapdoor with ladders leads down, into the mossy brick basement, cracked and stone brick also available, with 2 torches.
    • In the loot chest there is a golden apple, hinting that the player needs to cure the Zombie.
    • Always spawns with a splash potion of weakness hinting the player to use these on the zombie to turn him into the villager next to him.
    • The zombie has the PersistenceRequired tag which makes it not despawn.
    • Silverfish spawn in some stone brick blocks.
超平坦
  • 新预设: The Void
    • 玩家会生成在一个石头平台上。没有其它的地形生成。
    • 虚空现在是 ID 为127的一个生物群系。

方块

霜冰
  • 使用“冰霜行者”附魔时产生
  • 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, similar to dispensers and pistons.
    • 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
  • 可以由底部放置爆裂紫影果,顶部放置烈焰棒来合成,每次合成产出4根
  • 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

末影水晶
  • 可以由工作台上中间放置末影之眼,底部放置恶魂之泪并在剩余7个空格内放置玻璃来合成
  • 只能放在黑曜石基岩
  • Has no bottom plate like "normal" end crystals.
  • Used on the exit portal in the end to respawn the dragon.
  • The end crystal can't be destroyed by explosions (except Wither)
Elytra
  • Death message now says that you've experienced too much kinetic energy.
Arrows
  • New spectral arrow:
    • The tip is gold colored in both the item and the entity model.
    • Shows mob and player outlines in their respective team color when hit (even when invisible).
    • NBT tags can be used to both disable and force outlines.
      • The glowing is a status effect.
    • Crafted by surrounding an arrow with 4 glowstone dust.
      • Yields 2 spectral arrows.
    • The duration of the effect when the arrow strikes its target can be customized using NBT data.
  • Arrows can be tipped with potions.
    • 14 new arrow types in total.
    • Each differently tipped arrow is available in the creative menu, just like enchanted books or potions.
      • Except for the "splashing arrow" that corresponds to the new water splash potion.
    • Corresponding status effect is applied upon impact to mobs and players.
    • Tipped arrows can be customized with commands.
    • Exist for empty bottles, water bottles, mundane potions, thick potions and awkward potions
      • None of these have any effects and are uncraftable since lingering potions of these kinds do not leave a cloud behind.
    • Splashing down a lingering potion first, then shooting regular arrows through that cloud will give you a tipped arrow back.
  • For effects with duration, the duration is 18 that of the corresponding potion.
Beetroot
  • Restores 1(Half Hunger.
  • Spawns naturally in villages.
  • Can be used to craft beetroot soup.
  • Can also be used to craft rose red dye.
  • Used to be a pocket edition exclusive.
Beetroot soup
  • Restores 6(HungerHungerHunger.
  • Crafted from 6 beetroots and a bowl.
  • Used to be a pocket edition exclusive.
Beetroot seeds
  • Used to grow beetroots.
  • Drop chances for beetroot seeds average 2 per crop harvested.
  • Used to be a pocket edition exclusive.
Chorus fruit
  • Obtained from chorus plants.
  • Can be eaten even if the player is not hungry, similar to golden apples.
    • Teleports the player to a random nearby location when eaten (like an enderman).
    • Does not heal hunger points if the hunger bar is full.
      • Otherwise it will heal 4(HungerHunger.
  • Can be cooked in the furnace to obtain Popped Chorus Fruits.
  • It has a cool down time every time they are eaten, like ender pearls.
    • It is visible in the item icon through a "rolling curtain" animation.
  • Stacks to 64.
Popped chorus fruit
  • Obtained from cooking chorus fruit.
  • Used to craft purpur blocks.
  • Cannot be eaten.
Dragon's breath
  • Shot by the ender dragon at the player as an attack.
    • Leaves a patch of purple particles that deal damage when stood on top.
      • Also spawn upon impact of an "ender acid" charge.
    • Can only be collected by right clicking an empty bottle in the middle of the cloud.
  • Found in the brewery section of the creative inventory.
  • Can be used to brew lingering potions with dragon's breath as the ingredient and a splash potion.
  • Stacks to 64.
Lingering potion
  • Thrown like a splash potion.
    • Leaves a patch of the potion particle effect on impact.
      • Entities that walk into it get the effect.
  • Has all the potion types, and works with potions whose effect are instant.
  • Brewed with dragon's breath and a splash potion.
  • Cloud duration can be controlled through a data tag.
  • Does not stack, just like other potions.
  • Travels with the same speed as splash potions when shot through dispensers.
Water splash potion
  • It extinguishes any fire block that it's thrown at, as well as a maximum of five of them in the vicinity.
Uncraftable Potion
  • Has no effect, unknown use.
  • Cannot be obtained in survival.
  • Has tag Potion:"minecraft:empty".
Luck potion
  • Gives the Luck effect for 5 minutes
  • Also comes in splash and lingering potion forms as well as for tipped arrows ("Arrow of Luck").
Shield
  • Crafted using 6 planks and one iron ingot.
    • The default texture looks like wood.
  • New tool used for blocking incoming attacks.
    • If the player holds right click while being attacked, the damage inflicted is reduced, and the shield loses durability.
      • This works when the shield is either in the main hand or in the offhand.
        • The player can hold 2 shields at once, but it does not affect the damage taken.
    • When an attack is blocked by a shield, the attacker may be knocked back.
  • The player cannot attack while blocking.
  • Can be combined with banners to transfer its pattern to it.
    • The banner is not consumed on use.
    • Can only be combined with banners if no pattern was previously applied.
  • Can only be repaired on the anvil.
    • Requires planks to repair it.
  • They cannot be enchanted directly.
    • Can receive the "Unbreaking" enchantment through an enchanted book
      • Some other enchantments applied via commands will still function, such as Thorns or Protection.
  • Arrows can ricochet off a shield to hit other entities.
  • Hitting a shield with an axe has a chance to disable the shield for 5 seconds.
    • It is shown in the item icon as a "rolling curtain" animation.
    • 25% base chance, plus 5 percentage points for each level of Efficiency on the axe, plus 75 percentage points if sprinting.
Shulker spawn egg
  • Used to spawn a shulker.
  • Purple with darker purple spots.

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。
损害值提示
  • 所有工具默认都会有“When in main hand:
调试屏幕
  • 现在显示更多信息。
    • F3 + Q gives help and shows all F3 + key combinations.
    • F3 + F now increases render distance by 1 (Minimum and Maximum are 2-32).
    • F3 + ⇧ Shift + F now decreases render distance by 1 (Min and Max are 2-32).
    • Shows if the pie chart and FPS chart are shown on screen.
    • Shows text in chat when you reload chunks, sounds, etc.
    • Does not open the F3 screen when you use a specific key combination like F3 + N, F3 + B, etc.
    • Removed F3 + S, which previously reloaded sounds.
    • F3 + T now reloads all resource pack content, including sounds
死亡信息
  • 死亡信息将以灰色的文字显示在玩家的死亡画面和聊天窗口。
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.
Options
  • Removed the Broadcast Settings section, the Super Secret Settings button and the Alternate Blocks toggle from video settings.
Inventory
  • Rearranged the survival inventory and the creative "survival tab" to accommodate for the new offhand slot.
  • Unified the orientation of many items in the inventory.
Statistics
  • New column on the statistics items screen to accommodate for the new pickup and drop statistics.
Structure data
  • Now comes from /assets/structures.
Pick block
  • In survival, it now works on items outside the hotbar but inside the player's inventory.
  • In creative, it respects the tags of items in item frames while holding Ctrl.
Performance
  • Optimized memory usage when connected to servers.[2]
  • Optimized mob AI (specially pathfinding).
  • Optimized block ticking.
  • Improved chunk generation, loading and sending.[3][4]
    • Improved rendering "by building a chunk only once where it was rebuilt up to 5 times in worst case".[5]
  • Particles are no longer entities, reducing memory usage.
    • Throwing an egg or a snowball at an entity, produces particles.
  • Redstone and piston contraptions visibly update much faster.
  • Better performance on older computers.
Players
  • When crouching, players are 1.65 blocks tall (versus 1.8 blocks normally).
  • When flying with elytra, players are now only 0.6 blocks tall.
闪烁标语
  • “0% sugar”更改为“1% sugar”。
  • 移除“SOPA means LOSER in Swedish!”。

游戏内容

实体
  • Most entities (except for items, ender crystals,paintings and xp orbs) can now be pushed by other entities.
    • The same class of entities are now "magnetic" to the bobber of the fishing rod and won't longer suffer knockback or take pseudo-damage
工具
  • Damage done by tools has been rebalanced:
    • Axes are much stronger but slower, swords and pickaxes are slightly weaker, but swords are faster than axes, shovels are slightly stronger, hoes are the fastest but also the weakest and now take durability damage when attacking.
工具 攻击速度 攻击伤害 DPS
1.6 4(♥♥ 4(♥♥ 5(♥♥♥ 6(♥♥♥ 7(♥♥♥♥ 8(♥♥♥♥ 6.4 6.4 8 9.6 11.2 12.8
1 2.5(♥ × 1.25) 2.5(♥ × 1.25) 3.5(♥ × 1.75) 4.5(♥ × 2.25) 5.5(♥ × 2.75) 6.5(♥ × 3.25) 2.5 2.5 3.5 4.5 5.5 6.5
1.2 2(♥ 2(♥ 3(♥♥ 4(♥♥ 5(♥♥♥ 6(♥♥♥ 2.4 2.4 3.6 4.8 6 7.2
0.8 1 0.8 0.9 1 1 7(♥♥♥♥ 7(♥♥♥♥ 9(♥♥♥♥♥ 9(♥♥♥♥♥ 9(♥♥♥♥♥ 10(♥♥♥♥♥ 5.6 7 7.2 8.1 9 10
1 1 2 3 4 4 1(♥ 1 1 2 3[注 1] 4[注 1] 4[注 1]
三叉戟 1.1 9(♥♥♥♥♥ 9.9
其他 4 1(♥ 4[注 1]
  1. 1.0 1.1 1.2 1.3 对单个目标而言,由于受击后伤害免疫,DPS实际上被限制为2。
Enchanting
  • Sharpness and Protection enchantments have been nerfed.
    • Each sharpness level now adds 1(♥ damage to the base damage at level I and an additional 0.5 (♥ × 0.25) for each additional level, down from a flat 1.25(♥ × 0.625) per level.
    • Protection enchantment bonuses are now linear instead of quadratic.
  • Enchantments with max 1 level will no longer display the level, e.g. "Infinity" rather than "Infinity I".
  • When multiple pieces of Thorns armor are worn, one will now be chosen at random instead of always using the "bottommost" piece.
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
Health
  • Health regenerates faster when saturation is not empty and the player is not hungry: 1(♥ per half-second versus 1(♥ per 4 seconds.
  • Health regeneration increases exhaustion faster: now 4 exhaustion points (1 food point) per 1(♥ instead of 3 (34 food points).
Hardcore
  • Upon death the player can now choose to respawn in spectator mode rather than the world being deleted.
Difficulty
  • Now controls the chance of a "skeleton trap" spawning on natural lightning strikes.
    • Chance is calculated from the regional difficulty score: 5% * raw regional difficulty score
      • 3.75–7.5% chance on Easy, 7.5–20% chance on Normal, 11.25–33.75% chance on hard.
Trading
  • Clerics now sell ender pearls (for 4–7 emeralds) instead of Eyes of Ender.
  • Librarians charge double for books with "treasure" enchantments.
Fishing
  • The Lure enchantment no longer affects the chances of catching things, only the delay.
  • Fished junk will be less damaged (0%–90% durability remaining) while treasure will be more damaged (0%–25% durability remaining).
  • Ink sacs will now be caught singly with weight 10 (formerly a stack of 10 with weight 1).
  • Luck of the Sea and the new Luck effect affect fishing again, and effects stack. Each point increases the weight of treasure by 2, decreases the weight of fish by 1, and decreases the weight of junk by 2.

命令格式

Commands
  • /gamemode
    • Now displays in chat the gamemode the player switched to
NBT Tags
  • All entities
    • Introduced a 1024 tag limit on the amount of strings an entity can have within the Tags tag.
      • If it's surpassed, then it displays an error message saying: "Cannot add more than 1024 tags to an entity."
    • Riding (compound): The "Riding" tag has been removed in favor of the new "Passengers" tag.
  • All items
    • id tag used to convert numerical IDs to name IDs has been removed.
    • /summon Creeper ~ ~1 ~ {Team:"RED"} will summon a creeper that is in the red team.
  • CustomNameVisible:true will make the name tag on mobs show in the same way as on players.
  • All mobs
    • HealF tag was replaced by the Health tag, replacing the short-valued tag of that name.
      • e.g. /summon Creeper ~ ~1 ~ {Health:1.0f}
    • Team (string): Applied to mobs to make them be part of teams.
    • DropChances and Equipment (list) tags are no longer used and are replaced with ArmorItems, HandItems, ArmorDropChances and HandDropChances.
  • Entity: Zombie
    • VillagerProfession (integer): tag for zombie villagers is used to determine what profession the zombie is represented as, as well as what profession it will become when cured.
    • The appearance of the zombie will match the assigned profession.
    • This tag is preserved during the villager's transformation to a zombie and vice versa.
      • e.g. /summon Zombie ~ ~1 ~ {IsVillager:1b,VillagerProfession:3}
  • BlockEntityTag (compound): Now works on shields in addition to banners, to allow for customization.
    • /give @p minecraft:shield 1 0 {BlockEntityTag:{Base:15,Patterns:[{Color:0,Pattern:moj}]}}
    • If you use the /give command to give yourself a shield but don't specify the BlockEntityTag the shield will start with the default texture, but may change colors on entity updates to it if it has other tags.
  • EntityTag (compound) and id (string): Can now be applied to spawn eggs.
    • The resulting mob will spawn with all of the tags.
    • /give @p minecraft:spawn_egg 1 0 {EntityTag:{id:"Creeper",Fuse:0}}
      • /blockdata X Y Z {powered:1b}
  • Tile: Mob spawners
    • id (string): Placed directly within the old SpawnData compound.
      • It's essentially the same as EntityId except at a different depth.
      • /setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Creeper"}}
    • Entity (compound): The original Properties tag has been replaced by the Entity tag. As well, to define which entity is used, the id tag within "Entity" states the ID.
      • /setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {SpawnPotentials:[{Weight:1,Entity:{id:"Skeleton"}}]}
    • Removed the Type and Properties tags, deprecated the EntityId tag
  • CommandStats can be used to obtain the number of "scoreboard tags" an entity has via QueryResult
    • Example: /scoreboard players tag <targetname> list will return the number of scoreboard tags applied to the target.
      • If the target previously had 3 tags added, a score of "3" is returned upon running this command.
  • Fireball, DragonFireball, SmallFireball and WitherSkull entities
    • direction (list/double): Now requires exactly 3 internal Doubles to be listed in order for the entity to be summoned.
    • power (list): New list of 3 Doubles that determine which direction to shoot in. Unlike "direction" however, the motion does not consider air resistance, causing the fireball to endlessly move in that specified direction. direction is still required, but can be set to 0.
      • /summon Fireball ~ ~10 ~ {power:[0.0,-0.01,0.0],direction:[0.0,0.0,0.0]}
  • Entity: Arrow
    • Potion (string): Potion effect of the arrow
      • e.g. /summon Arrow ~ ~5 ~ {Potion:"minecraft:long_invisibility"}
    • CustomPotionEffects (list): List of custom potion effects.
      • e.g. /summon Arrow ~ ~5 ~ {CustomPotionEffects:[{Id:1,Duration:100}]}
  • Entity: AreaEffectCloud
    • Potion (string): Potion effect of the AreaEffectCloud
      • e.g. /summon AreaEffectCloud ~ ~5 ~ {Potion:"minecraft:long_invisibility"}

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。
  • 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。
Strongholds
  • Increased number of strongholds to 128 per world, rather than 3.
村庄
  • 农田现在会出现甜菜农作物。
Large oak trees
  • Now spawn in forest biomes again.
Witch huts
  • Now always spawn with a witch.

方块

Brewing Stand
  • Requires blaze powder to be able to use
    • One piece of blaze powder allows for 20 ingredients to be brewed in the brewing stand (tag: Fuel:20b).
      • It removes 1 from fuel (1 blaze powder = 20 fuel) everytime you put an ingredient in. (If you take it out and put it back in, it takes another fuel)
    • Can be automated by putting a hopper feeding in the side of the block like water bottles.
Anvil
  • Renaming an item does not increase the repair cost for a future repair/rename any more.
枯死的灌木
  • 被破坏后会掉落0~2根木棍
Farmland
  • Now has an inventory icon.
Crops
  • Slightly improved drop chances for seeds (average 1 57 per crop harvested instead of 1 35).
  • Slightly improved drop chances for potatoes and carrots (average 2 57 per crop harvested instead of 2 35).
Fire
  • The block states flip and alt were removed, and the integer state upper was re-implemented as the byte state up.
    • This reduced the number of states representing fire from 3072 to 512.
  • Fire goes out less often under the rain.
    • The chance of going out each fire tick is reduced from 100% to 0–45%, depending on the age property.
活板门
  • 无需依靠在其他方块上
    • 可以自由的被活塞移动。
  • An open trapdoor may be climbed like a ladder if it is directly above a ladder and on the same side of the block.
楼梯
  • 在物品栏中旋转90度显示。
Sugar cane
  • No longer breaks if water adjacent to it is turned into frosted ice.
压力板
  • Have now a slightly thiner item model.
  • Iron, gold and wooden variants now have new sounds.
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.
Doors
  • Changed the shading on acacia, birch, dark oak and jungle doors.
Dispensers
  • Now equip pumpkins on the heads of players, mobs and armor stands.
Note blocks
  • Their powered state is now controlled through the powered tag (like command blocks), so it can now be activated independent of any nearby redstone signal.
Command blocks
  • New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
    • 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.
  • "Unconditional" and "Conditional" toggle.
    • Defaults to unconditional (previous behavior).
    • 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.
  • "Needs Redstone" and "Always Active" toggle.
    • Needs redstone is the previous behavior (default).
    • Always active causes the command block to behave as if it was powered, even if it is updated.
  • Supports tab auto-completion.
  • Command block contraptions from earlier versions will still work.
  • The "Done" button is now always available to press, even when the command line is empty.
Lily pads
  • Can be placed on ice and frosted ice.
Water
  • No longer shows the flowing animation when directly adjacent to glass.
Buttons
  • Wooden buttons now have new sounds.
Cauldron
  • Buckets can now be filled from a full cauldron.
Hay Bale
  • Falling onto a hay bale does only 20% of normal fall damage.
    • The highest the player can fall, and live, without armor, is 100.27 blocks.
    • The highest the player can fall with feather falling is 169.19 blocks.

物品

1、spectral箭
  • 暂时并没有什么比较好的翻译,暂且命名为鬼影箭吧。被射中的生物会有一个发光效果,就算是躲在不透明方块的后面也依然会暴露出很明显的轮廓。可以理解为一种标记。它可以用来标记人,和动物这种标记并不能存在很长时间时间,一小段时间之后,轮廓就会消失了。
2、夜视箭
  • 被射中的目标将会获得夜视药水的效果。和饮用夜视药水获得的效果一样。
3、隐身箭
  • 被射中的目标会隐身一段时间,别用它对敌,怎么死的都不知道……和喝了隐身药水的效果一样。
4、跳跃箭
  • 被射中的目标获得跳跃能力的提升,玩家中箭之后能跳1.5格的高度。也不要拿来对敌,感觉再给别人加buff。和喝了跳跃药水一个效果。
5、火抗箭
  • 被射中的目标可以获得火抗效果,自己家的铁傀儡掉进岩浆里的时候,可以给它来一箭。和喝了火抗药水效果相同。
6、速度箭
  • 被射中的目标会获得速度加成。不要随便对敌人使用就对了。用不好就是灭顶之灾。和喝了速度药水一个效果
7、迟缓箭
  • 被射中的目标会变得行动缓慢,这是杀怪的好东西啊(没错,我就是寒冰射手,爱射!)。和喝了迟缓药水是一个效果。
8、水下呼吸箭
  • 被射中的目标将会获得水下呼吸的能力,和附魔“水下呼吸”类似。以后和朋友一起探索海底遗迹的话,先用这种箭对射一下好了。
9、治愈箭
  • 被射中的目标会恢复一定的生命值,然而弓箭的伤害比它恢复的量更高,小编完全没有掌握,这只箭的要领。只是让我的猎物死的更缓慢一些而已。
10、伤害箭
  • 箭矢本身的伤害会增加,算是增加持弓玩家的攻击力,也算是刷怪很好用的一种箭矢了。
11、毒箭
  • 被射中的目标会中毒,然后持续掉生命值。这一点很容易理解。居家旅行必备啊。少见的debuff弓箭。
12、回复箭
  • 被射中的目标会带上回复药水一样的效果,缓缓的回复生命值。然而和治愈箭一样,这东西恢复生命值的量并没有箭矢附带的伤害那么高。意义不明。
13、力量箭
  • 被射中的目标会增加伤害,这buff简直是找刺激……请谨慎使用。并不是让射出去的箭矢增加伤害。
14、衰弱箭
  • 被射中的目标会进入衰弱的状态,比较好用的箭矢之一。
Axes
  • 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.
  • 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
  • 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).
Golden Apples
  • Normal golden apples now have 生命恢复 II for 5 seconds (heal 2 hearts in total) and 伤害吸收 for 2 minutes
  • Enchanted golden apples now have 生命恢复 II for 20 seconds (heal 8 hearts in total) and 伤害吸收 for 2 minutes
  • 附魔金苹果不可合成。
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。
  • 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.
钓鱼竿
  • 快捷栏/物品栏中的钓鱼竿现在有动画了。
  • Can now hook on entities without causing knockback or pseudo-damage.
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)。
  • 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.
Swords
  • Can no longer be used for blocking.
    • Function replaced by shields.
  • 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

所有生物
  • 有5%的几率生成的生物是左撇子。
    • 生物能够手持物品,它们将会把物品持有在惯用手上。
    • 生物拥有主手和副手储存格,这2格都可以被独立编辑。
  • 在受伤时会给予褐色颗粒
    • 颗粒数量取决于造成伤害的大小。
  • 生物不再在受伤时重置它们的AI。
  • 生物现在能避开仙人掌
    • 烈焰人不会避开火。
末影龙
  • 在返回传送门的每边的三个方块中任一一个上放置一个末影水晶可以重生末影龙。
    • 在生成时,治愈光束会从水晶那里发射出去,这将会重设所有的柱子,并在完成时爆炸以及生成末影龙。
    • 后来的末影龙可以继续生成末地折跃门,直到达到末地折跃门数量的最大值(20个),但是不会创造新的龙蛋,并且只会掉落500经验
    • 当末影龙重生时,圆形的柱子和水晶将会重新出现。
      • 在柱子重建时,柱子的顶部会出现爆炸颗粒。
  • 现在更类似于主机版。
  • 不再受到雪球鸡蛋钓鱼竿的伤害。
  • 末影龙的更改被更改了:
    • The "charge" attack has been given a great amount of knockback.
    • Breathes fire/purple particles (called "dragon breath") while on top of the portal.
      • During the attack, it knockbacks and damages all players on all angles in the vicinity (as if hitting with other body parts).
        • Immediately charges the player right after.
      • Right clicking the dragon's breath cloud with an empty bottle will turn in into dragon breath.
        • It is used to transform splash potions into lingering potions
    • Shoots special projectiles at the player called "ender acid".
      • These produce a dragon breath cloud on impact and light the ground on fire.
    • While on top of the portal arrows will bounce back and be set on fire.
  • NBT tags can determine the dragon's phase.
  • Its AI was changed:
    • It sometimes returns to the center of the island to "perch" on top of the portal and shoot dragon breath.
      • It charges right after.
    • Defends the obsidian pillars more, the further the fight progresses.
    • Flies back to the portal once it gets killed, to complete its animation.
村民
  • 现在会收成甜菜根
  • 高了一些(现在高 1.95 方块而不是 1.8)。
Creepers, skeletons & zombies
  • Must be closer to notice players wearing the corresponding mob head.
    • Specifically, their detection range is reduced to be half of the normal range.
      • This reduction stacks with the reductions from sneaking and invisibility.
Creepers
  • Are slightly shorter (1.7 blocks tall rather than 1.8).
Skeletons
  • Have new idle sounds.
  • Have an animation for lifting up and drawing back their bow when becoming hostile.
  • Mapmakers can make skeletons shoot potion-tipped arrows.
  • Skeletons can now walk, strafe and shoot at the same time.
    • They walk away from players that are too close and towards players that are too far.
      • They will also sprint towards the player when very far away.
  • Now can spawn riding "skeletal horses" through the new "skeleton trap" horse.
  • Are slightly taller (1.99 blocks tall rather than 1.95).
Wither skeletons
  • Are slightly smaller (2.4 blocks tall and 0.7 blocks wide rather than 2.535 blocks tall and 0.72 blocks wide).
Zombies
  • Now lift their arms slightly when becoming hostile.
  • Zombie villagers now have different textures based on the profession and career of the original villager.
    • The profession is restored once cured but not its trades.
Zombie Pigmen
  • Now lift their arms slightly when becoming hostile, like regular zombies.
Endermen
  • Remain aggravated towards the player despite being in contact with water.
  • Drop the block they were holding when killed.
Passive mobs
  • When following a player holding food, mobs will now path around water if possible.
  • When panicking and on fire, will try to get to a water block within ±5 blocks horizontally and ±4 blocks vertically.
Cows and Mooshrooms
  • Are slightly taller (1.4 blocks tall rather than 1.3).
Horses
  • Added "skeleton trap" horses. When a player approaches to within 10 blocks, the following will happen:
    • The SkeletonTrap flag is cleared.
    • Lightning strikes the horse.
    • The horse will become skeletal if it isn't already.
    • The horse becomes tame.
    • The horse becomes fully grown (if a baby) and the breeding cooldown is reset.
    • A skeleton is spawned riding the horse.
      • The skeleton has damage immunity for 3 seconds.
      • The skeleton will not despawn (PersistenceRequired is set).
      • The skeleton will be wearing an iron helmet, unless it randomly spawned with some other headgear.
      • The skeleton's bow and helmet will be enchanted as if on an enchantment table at level 5–22.
        • The level is higher depending on regional difficulty; on Easy it will always be a level-5 enchantment.
    • Three additional skeletal horses with riders will be spawned in the vicinity.
Squids
  • Are slightly smaller (0.8 blocks square rather than 0.95).
Wolves
  • Are slightly taller (0.85 blocks tall rather than 0.8).
Tamed Ocelots & Wolves
  • Deaths (and killers) are now announced to their owners in chat, even if unnamed.
Iron golems
  • Are slightly shorter (2.7 blocks tall rather than 2.9).
Guardians
  • Drop chances for raw fish and prismarine crystals changed. Now it's a 40% chance for fish, 40% for crystals, and 20% of nothing, with the amount increased by Looting. Formerly it was 33% raw fish and 33% of crystals only if the raw fish drop failed, with Looting increasing the chances but not the amount.
Elder Guardians
  • Drop chances for raw fish and prismarine crystals changed again. Now it's a 50% chance for fish, 33% for crystals, and 16.7% of nothing, with the amount increased by Looting. Formerly it was 33% raw fish and 33% of crystals only if the raw fish drop failed, with Looting increasing the chances but not the amount.

非生物实体

投掷物
  • 轻微改变了投掷物的路径。[6]
闪电
  • 自然生成的闪电击中马后可能会生成“骷髅陷阱”风格的骷髅马。
    • 几率根据难度等级计算:5% * 原始地区难度得分。
      • 简单难度的几率为 3.75–7.5%,普通难度的几率为 7.5–20%,困难难度的几率为11.25–33.75%。
盔甲架
命令方块矿车
  • 现在拥有新的脉冲命令方块材质变种了。
  • “完成”按钮现在总是可用,即使命令行是空的。
  • 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

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

计划 修改

命令格式

命令

物品

滑翔翅
  • 根据玩家的披风改变材质
盾牌
  • 在手持盾牌时可用于格挡从侧面的攻击[9]
  • 格挡攻击时的音效[10]
  • 增加耐久度[11]

成就

君临天下
  • 会变成“获得”而不是“合成”[12]

漏洞修复

修复了152个漏洞

你知道吗

  • 这是迄今为止等待 Minecraft 重大更新等的最久的。自2014年9月2日发布1.8开始,已经过了3358天。
    • 在此之前,最长的等待是从 1.7.2 更新到 1.8(312天),然后就是从1.2.1 更新到1.3.1(153天)。
  • 这也是迄今为止重大更新和下一个快照间隔时间最久的一次,自2014年9月2日发布1.8,到2015年7月29日的15w31a,当中间隔了330天。
    • 在此之前,最长的时间是1.7.2 到14w02a(76天),然后是1.4.2到13w01a(66天)。

参考


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