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1.9
版本

computer

正式名稱

戰鬥更新

預計發佈日期
其他版本的1.9

1.9(也被稱為戰鬥更新(The Combat Update))是下一個Minecraft更新,目前還沒有確定發佈的日期。Dinnerbone表明很多1.9更新的內容並不是「100%完成」的,晚些可能會改變。[1]

新內容

通用

閃爍標語
  • 「More Digital!」
  • 「doot doot」
世界選擇選單
  • 現在顯示最後一次使用時的遊戲版本或「未知」(如果版本比快照15w32a舊的話)
    • 如果存檔的版本比目前版本新的話會用紅色顯示
  • 現在每一個世界都有一個略縮圖,它會顯示世界的樣子(在快照15w32b及更新的版本中為當你剛剛建立世界或第一次打開世界時的截圖)
    • 如果沒有略縮圖,將會顯示一幅灰色的圖像
    • 儲存為世界資料夾中的「icon.png」
      • 這允許玩家安全快捷地改變它
    • 如果做過存檔沒有在目前版本中使用過的話會在略縮圖上顯示一個感嘆號
  • 玩家現在可以透過點擊略縮圖上的箭頭來進入世界,類似伺服器列表
  • 編輯世界選單中有兩個新的選項
    • 重設圖示
      • 這允許你在不打開存檔資料夾的情況下刪除略縮圖
    • 打開資料夾
      • 這會打開你的.minecraft資料夾下的你的存檔的資料夾
慣用手選擇
  • 玩家有一個可以改變他們玩家模型上的慣用手的選項
    • 在「自訂外觀」中
    • 也會改變非慣用手欄在快捷欄中的位置
      • As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).
屬性
  • generic.attackSpeed
    • Measures fully-charged attacks per second.
    • The attack speed value is shown as a tooltip on the respective tool.
    • Base is 4.0, meaning the bar refills in 0.25s.
      • Swords have a modifier of -2.4, resulting in a default modifier of 1.6 (refilling in about 0.63s).
      • Pickaxes have a modifier of -2.8, resulting in a default modifier of 1.2 (refilling in about 0.83s).
      • Shovels have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
      • Axes have a modifier based on the tier.
        • Wooden and stone axes have a modifier of -3.2, resulting in a default modifier of 0.8 (refilling in about 1.25s).
        • Iron axes have a modifier of -3.1, resulting in a default modifier of 0.9 (refilling in about 1.25s).
        • Wooden and gold axes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
      • Hoes have a modifier based on the tier.
        • Wooden and gold hoes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
        • Stone hoes have a modifier of -2, resulting in a default modifier of 2 (refilling in about 0.5s).
        • Iron hoes have a modifier of -1, resulting in a default modifier of 3 (refilling in about 0.33s).
        • Diamond hoes have a modifier of -0, resulting in a default modifier of 4 (refilling in about 0.25s).
      • The Haste effect increases the attack speed by 10% per level, while Mining Fatigue decreases it by 10% per level.
  • generic.armor
    • Measures the amount of protection of armor.
    • Capped at 0 and 30.
  • The modifier of attributes can be changed using NBT tags.
統計
  • sleepInBed: 記錄玩家睡在牀上的次數
  • sneakTime:追蹤玩家按下潛行鍵時潛行的刻數,無論玩家是否在行進
  • pickup:追蹤玩家從地上撿起某一物品的數量
  • drop:追蹤玩家跌落某一物品的數量
快捷鍵
  • F3+N可以切換創造與旁觀模式,只要玩家的模式是其中之一
    • 伺服器裡玩家需要有OP權限,或者在單人模式裡開啟作弊。
  • Alt+F3將會顯示FPS統計
顆粒
  • sweepAttack
    • Used for the defensive "swipe" sword attack.
  • dragonBreath
    • Used for the new attack of the ender dragon.
  • endRod
    • Produced by end rods while placed.
  • wake

遊戲內容

慣用手選項
  • 允許玩家改變玩家模型上的慣用手選項。
  • 改變快捷欄中非慣用手槽的位置。
雙持物品
  • 玩家可同時用兩隻手(左手與右手)去做不同的事情。
    • 例如,若玩家的慣用手拿着鎬,非慣用手拿着火炬,右擊滑鼠會放置火炬。
      • 這是因為鎬缺少右鍵的使用方式,所以使用另一手的物品
        • 玩家不可同時左右手的兩個鍵。
    • 這能透過一個稱為非慣用手槽的額外物品欄槽實現。
      • 在預設情況下,可透過按F鍵來使物品在兩手之間切換
      • 當非慣用手槽有東西時,會顯示在快捷欄的旁邊。 (右手使用者的非慣用手槽在左邊,反之亦然)
      • 非慣用手槽也會出現在物品欄介面。
        • It is distinguished by an outline of a shield like symbol.
  • 只有慣用手才能被用來攻擊
  • choose their arrow type based on the offhand.
    • in the offhand take priority over arrows in any other slot.
    • If there are multiple arrow types and none in the offhand or selected hotbar slot, the arrow that is in the lowest numbered slot will get fired.
  • 在第一人稱下,如果另外一隻手不持有任何物品,那隻手是不可見的
  • 如果透過標記指明,有些屬性附魔適用於非慣用手槽的物品。
Combat
  • 新的 「attack strength」 combat mechanic.
    • A meter shows up after switching items or attacking.
      • Damage done depends on the fullness of the meter.
      • Fills at different rates depending on the new attack speed attribute (see table on the changes to gameplay section for a complete list).
      • Can be displayed next to the hotbar (left or right based on the player's main hand), under the crosshair or turned off.
        • Looks like the icon for the 力量 effect on the side of the hotbar, or like a dagger under the crosshair.
        • This is controlled in video settings.
    • A cooldown animation is displayed of the tool slowly being lifted up, when first switching to it.
狀態效果
  • 飄浮
    • 當玩家被界伏蚌發射的投射物擊中時會得到此效果
    • 會使玩家無助地向高處飄
      • 可以用於到達高的地方
    • 被列為負面效果,因為可能會因為摔落傷害致死
    • 高等級的失重效果會使上升速度加快,以下兩個除外
      • 255級沒有效果
      • 254級會導致十分緩慢地下降(就像月球的引力)
  • 發光
    • 當玩家或怪物被追跡之箭射到時會得到此效果
    • 使玩家的輪廓發光,甚至可以透過非透明方塊看到
    • 被列為負面效果,因為這會導致你無法向其他玩家隱藏位置
    • 當玩家輸入某個隊伍時顏色將會變成隊伍的顏色

命令格式

遊戲規則
  • 新的遊戲規則: spectatorsGenerateChunks
    • 禁止旁觀者模式的玩家生成區塊。
    • 預設為true
計分板
  • 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 標籤
  • 所有實體
    • 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"]}
  • 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}}
  • 命令方塊
    • auto (byte): 設定為1時, 命令方塊不再需要紅石訊號來保持啟動。
      • 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}
  • 命令方塊和音階盒
    • 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}
  • Shulker tags
    • 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}}
  • Potion items
    • 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 entity
    • Enabled (byte): Determines whether or not the minecart hopper will pick up items into its inventory.
      • For example /summon MinecartHopper ~ ~1 ~ {Enabled:1b}
  • 終界水晶
    • BeamTarget (compound): Used to assign a custom target to the beam.
      • For example /summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
  • 終界龍
    • 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.
      • For example /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.
      • For example /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}

世界生成

終末之界
  • Generates many islands in every direction from the main island, though separated by a gap of about 1,000 blocks.
    • 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.
終界城
  • 在分離的終界浮天空島世界上圍繞着主島而生成。
  • 地牢似的結構會由終界石以及其它新方塊組成,形似有分支的塔。
    • 這使得其看似一棵樹。
  • 含有戰利品儲物箱
  • 裏面會生成界伏蚌
終界船
  • 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.
  • 裏面會生成界伏蚌
  • 裏面有一個漏斗,一個終界龍頭顱,一個釀造台和治療藥水,8個鐵磚和其他各種各樣的戰利品。
    • 漏斗在8個鐵磚中間生成。
    • 漏斗裏面有一本書,由Searge編寫。
      • 裏面寫着: "We will have something here soon..."(我們不久就要在這裏有別的東西了。)
紫影樹
  • 在外部終界島上生成
  • 樹狀排列的紫影植物紫影花
  • 和仙人掌一樣,在最下方的方塊被破壞時整個結構都將瓦解
    • Unlike cacti, chorus plants do not require the supporting block to be below it, but rather adjacent.
      • This allows the structure to grow around obstacles, like other chorus trees.
終界折躍門
  • 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.

方塊

紫影花
  • 紫影樹頂端生成.
  • 如果下方的支撐方塊被破壞時不會跌落
    • 只有直接開採才會跌落
  • 能在任何維度的終界石上種植
  • 當它停止生長時材質將會變化
紫影植物
命令方塊
  • 增加了重複型命令方塊和連環型命令方塊。
    • 它們分別擁有藍色和綠色的材質。
    • 舊的橙色的命令方塊現在被叫做脈衝型命令方塊。(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, 類似於發射器活塞
    • 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.
    • 脈衝模式(橙色):被啟動會嘗試執行命令一次。
      • 行為和顏色與之前版本的相同。
    • 循環模式(藍色):啟動時將會在每個遊戲刻都嘗試執行一次命令直到不再被啟動為止。
    • 連鎖模式(綠色):啟動後將在指向它的命令方塊執行命令後才會執行命令。
      • 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.
  • "條件制約"和"不受制約"按鈕。
    • 預設為不受制約(之前的行為)。
    • 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.
  • "保持開啟"和"紅石控制"按鈕。
    • 紅石控制是之前的行為(預設).
    • 保持開啟使命令方塊即使沒有紅石訊號也會保持啟動狀態。
  • 支援Tab鍵自動補全。
龙頭
  • 當一個玩家把它戴在頭上走動時,它的嘴會不停的開合
  • 用紅石磚充能也有這個效果
    • 在斷開充能後會保持其在斷開充能的瞬間所處的張開角度
  • 會在終界船的船頭生成。
終界折躍門方塊
  • 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 來取得它。
  • 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.
終界燭
  • 生成於終界城內
  • 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.
  • 會產生白色的顆粒
  • 用作光源,亮度等同火炬
  • Unlike torches, they are tangible.
    • 橫向放置的終界燭可以像半磚一樣走上去
終界石磚
    • 生成於終界城
    • 可以用4個終界石合成
草徑
  • 16分之15格高
  • 可以用右鍵草地來獲得
    • 會減少鏟的耐久度
    • Its texture is very similar to that of grass.
  • 用絲綢之觸工具採集也只會跌落泥土
  • 無法從創造模式物品欄中獲得
    • 不像耕地,它可以被選取
紫珀磚
  • 生成於終界城
  • 可以用爆裂紫影果合成
豎紋紫珀磚
  • 生成於終界城
  • 可以用紫珀磚半磚合成
紫珀磚階梯
  • 生成於終界城
  • 可以用紫珀磚合成
紫珀磚半磚
  • 生成於終界城
  • 可以用紫珀磚合成
結構方塊
  • 只能透過/setblock指令放置,但無法使用
  • 有4種不同的模式:save(儲存),load(載入),corner(角落)和data(數據)。
  • It has an "S" on the texture in 儲存模式, "L" in 載入模式, "C" in 角落模式 and "D" in 數據模式.

物品

  • 新的追跡之箭:
    • 提示文字顏色和實體文字顏色都是金色的。
    • 在傷害時會用它們所在隊伍的顏色標記出生物和玩家的輪廓——即使它們是隱形的。
    • 有關閉顯示輪廓的實體 NBT 標籤。
      • 其發光的效果是一種狀態效果。
    • 透過中間擺放箭,箭的四周擺放螢石粉合成
      • 合成兩支追跡之箭
    • The duration of the effect when the arrow strikes its target can be customized using NBT data.
  • 箭可以有藥水效果
    • 總共有14種新的箭
    • 每種屬性箭都可以在創造模式物品欄中獲得,像是附魔書藥水一樣
      • Except for the "splashing arrow" that corresponds to the new water splash potion.
    • 對應的效果將在被擊中時生效
    • Tipped arrows can be customised with commands.
紅菜頭
甜菜湯
甜菜種子
紫影果
  • 可從紫影植物獲得
  • 類似於金蘋果,玩家不餓的時候也可以吃。
    • 當玩家吃掉以後會隨機傳送到附近地區。
    • 如果玩家飢餓值已滿將無法再繼續恢復飢餓值
      • 否則的話將會恢復4(HungerHunger
  • 熔爐中可燒製成爆裂紫影果
  • 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.
  • 可堆疊64個。
爆裂紫影果
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.
  • 可堆疊64個。
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.
盾牌
  • 用6個木板和一個鐵錠來合成。
    • 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.
  • 只能使用鐵砧修復。
    • 需要用木板修復。
  • 它不能被直接附魔
    • 可以透過附魔書來獲得"耐久"附魔。
      • 使用命令獲得的一些其他附魔依然會有效果,例如荊棘或保護。
  • Arrows can ricochet off a shield to hit other entities.
界伏蚌生成蛋
  • 可以生成一個界伏蚌
  • Purple with darker purple spots.

生物

界伏蚌
  • Shell Lurker(貝殼潛伏者)的簡稱。
  • 它是一種有紫珀磚外觀的敵對生物
    • 只會生成在終界城的牆上和地上在城市生成的時候。
    • 在和平難易度下不會被移除,但不會攻擊或以玩家為目標。
  • 當玩家靠近時,它會打開殼,露出其真面目。
    • 它的真面目像一個白色方塊與紫色的小眼睛。
    • 它使用投射物進行攻擊。
      • 投射物會一直跟隨玩家直到超出距離
      • 只能從X,Y,Z三個軸中的一個軸方向飛行。
        • 投射物由「曼哈頓度量」理論進行運動。
      • 投射物可以在被玩家打到的時候被擊退。
      • 被投射物擊中後會導致2(♥的傷害,並會使玩家獲得飄浮效果。
      • 它們露出真面目時玩家的攻擊會增加傷害
  • It has an idle animation where it opens its shells a little to peak through.
  • 它可以被活塞推動, 可以不受到傷害(除非它們在礦車上).
  • 它可以像終界使者一樣瞬移。
    • 它會這麼做的原因是被攻擊或被:
      • 移除它的支撐方塊。
      • 用活塞把它推到一個非空氣方塊(活塞頭除外)。
      • 用活塞把一個非空氣方塊推向它(活塞頭除外)。
  • 它們是除了船和礦車之外的幾個可以站在上面的實體。
    • 其投射物甚至可以反射玩家手持的物品/方塊的鏡像。
  • Has various NBT tags associated with it, which can control its animation, block attached, location and target location of projectile.

非生物實體

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

常規

設定
  • 在設定中刪除了「Super Secret Settings(超極機密設定)」和「Broadcast Settings(推特轉發設定)」。
  • Removed Alternate Blocks from video settings.
Attributes
  • CustomNameVisible:true will make the name tag on mobs show in the same way as on players.
  • Entities can now be summoned straight to teams: {team="TeamName"}.
  • DropChances and Equipment tags are no longer used.
    • ArmorItems, HandItems, ArmorDropChances and HandDropChances are used instead.
Boss
  • Boss的生命槽現在會在有多個Boss的情況下分開,依此修復了無法同時看多個Boss生命槽的問題。
Damage tooltips
  • Now read "When in main hand:".
死亡訊息
  • 死亡訊息將顯示在玩家的死亡畫面,以及在聊天窗口。
模型
  • 傷害值、堆疊數量和物品狀態不同的東西,能夠使用不同的模型/材質。
    • 這能用在指南針、和一切有耐久度的東西。
    • 這也包括了提供給弓和釣魚竿額外的標籤。
  • 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.
材質包
  • The required pack version number was changed to "2" in pack.mcmeta.
  • Old resource packs require user acknowledgement to use.
Structure data
  • Now comes from /assets/structures.

遊戲內容

物品欄
  • 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.
狀態效果
  • 相關的狀態效果會有熒幕上的圖示,而不用打開物品欄來查看。與攜帶版的效果相似。
    • 以剩餘的時間順序對目前狀態效果的圖示進行排列
    • 良性效果會被排列在頂端,而惡性效果會被排列在低端
    • 那些即將失效的狀態效果將會閃爍,失效的速度也會更快

世界生成

終末之界
  • 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終界水晶。
      • 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。
  • 終界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。
    • 紫影樹會分散在終界島嶼以及終界小島。
地獄
  • 移除地獄的
村莊
  • 農田現在會出現甜菜農作物。

方塊

枯死的灌木
  • 被破壞後會跌落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.
地板門
  • 無需依靠在其他方塊上
  • 可以自由的被活塞移動。
樓梯
  • 在物品欄中旋轉90度顯示
壓力板
  • Have now a slightly thiner item model.
玻璃鐵欄杆
  • 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

  • 快捷欄裡的弓現在有拉弓動畫了。
  • 非慣用手中的箭優先於物品欄中其餘的箭。
終界珍珠
  • 現在可以在創造模式下使用
地圖
  • 當非慣用手或非慣用手欄持有地圖時,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。
魚竿
  • 快捷欄/物品欄中的魚竿現在有動畫了。
藥水
  • 合成藥水的顏色現在是由混合而成的。
  • 數字ID將不再使用,NBT標籤將代替它使用
    • 例如 /give <目標(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.
  • 螢石粉紅石將分別不再可以加入釀造二級藥水和延長版藥水
  • 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

終界龍
  • 現在更類似於主機版。
  • 終界龍可以在任何時間無限重生(planned to be by placing player-made 可合成的終界水晶), 但是重生的終界龍不跌落[經驗]。
  • 終界龍的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,需要進一步的戰鬥。
  • 一個彩蛋:現在你可以透過用[粘土]製作[爬行者]的臉使終界龍重生, 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% 的機率生成 left-handed through the LeftHanded boolean tag.
敵對生物
  • 將會在攻擊時顯示出不一樣的動作
骷髏骨
  • 增加了提起弓和拉弓的動畫。
  • Mapmakers可以讓骷髏射出有毒的箭。
終界使者
  • Remain aggravated towards the 玩家 despite being in contact with .
  • 被玩家殺死後會跌落手中的方塊。.

非生物實體

Projectiles
盔甲座

計劃 新內容

常規

動態材質/自訂模型的實體[3][4]
  • 可能會加入以NBT修改模型的方法
    • 可以透過資源包應用[5]
  • 會更好的利用代碼,地圖/Mod製作者能因此得益[6]
    • 類似1.8中的方塊狀態修改
字幕[7][8]
  • 字幕會用來給聽力障礙人士提供幫助[9]
    • 一個例子是「爬行者嘶嘶聲」[10]
    • 會有 < 或 > 來指出聲音來源[8]
World selection screen
  • Worlds now display the version they were last played in, or "< 1.9" if the last version was before 1.9.[11]

遊戲內容

釀造
  • 可能有新的藥水[12]
附魔
  • 可能有新的附魔[12]

方塊

新的方塊 type[13]
  • Uncertain if he was referring to 一個 already added 方塊。
可合成的終界水晶
  • A version of the 終界水晶 can be crafted which spawns another dragon when placed[14]

物品

龍之吐息
盾牌[16]
  • 用來取代劍的防禦功能。 [17]
  • 可以同時攻擊以及防禦。
  • 可以與旗幟合成,來合成出自己想要的圖案。[18]
  • 手持盾牌時,能夠防禦從側邊來的攻擊。
  • 防禦了一個攻擊時,會發出音效。[19]

非生物實體

可合成的終界水晶
  • A version of the ender crystal that can be crafted, which spawns another dragon when placed.[20]

計劃 修改

命令格式

命令

物品

盾牌
  • 在手持盾牌時可用于格擋從側面的攻擊。[23]
  • 格擋攻擊時的音效。[24]
  • 增加耐久度。[25]

錯誤修復

修復了91個錯誤


參考

  1. 「Worth noting: things about 1.9 that I tweet are not 100% final, that's why there's no snapshots and not much info. Things may change further」@Dinnerbone,2015年5月28日
  2. https://www.reddit.com/r/Minecraft/comments/3f7m2y/minecraft_snowball_projectile_changes_snapshot/
  3. https://twitter.com/TheMogMiner/status/508380930202169344
  4. https://twitter.com/TheMogMiner/status/520329286411366400
  5. https://twitter.com/TheMogMiner/status/520570973305995264
  6. https://www.reddit.com/r/Minecraft/comments/2isrvt/themogminer_on_twitter_ripping_apart_the_entity/cl5ufzr?context=1
  7. https://twitter.com/Dinnerbone/status/574967417694216192
  8. 8.0 8.1 https://twitter.com/Dinnerbone/status/577492733402619904
  9. https://twitter.com/Dinnerbone/status/574875727952117760
  10. https://twitter.com/Dinnerbone/status/573959579370835968
  11. 「Working on a small thingy that should make it less likely to accidentally damage a world using the wrong MC version.」@SeargeDP,4 Aug 2015
  12. 12.0 12.1 https://mojang.com/2015/07/minecraft-snapshot-15w31a/
  13. 「This reddit post made me happy about a 新的方塊 type we're working on for 1.9... http://i.imgur.com/Rg7HYOw.png」@jeb_,2015年3月3日
  14. https://www.youtube.com/watch?v=Blkh2fxo6iY&t=5m11s
  15. https://www.youtube.com/watch?v=Minecon&t=5m22s
  16. 「After reading a lot of helpful feedback on /r/MinecraftSuggestions, I reworked the new inventory slots a little. https://gfycat.com/CoordinatedCom …」@Dinnerbone,2015年5月22日
  17. 「@CraftyCore That was only removed because it was a bug. In 1.9, swords don't block; shields do - you can block and hit at the same time.」@Dinnerbone,2015年5月28日
  18. https://www.youtube.com/watch?v=Minecon&t=21m11s
  19. https://www.youtube.com/watch?v=VJ9LoyyuWgE
  20. https://www.youtube.com/watch?v=Blkh2fxo6iY&t=5m11s
  21. https://twitter.com/SeargeDP/status/626447271140425729
  22. https://www.youtube.com/watch?v=BehindTheScenes&t=39m57s
  23. https://www.youtube.com/watch?v=Blkh2fxo6iY
  24. https://www.youtube.com/watch?v=Blkh2fxo6iY
  25. https://www.reddit.com/r/Minecraft/comments/3j7ld2/next_target_for_19_combat_rebalance_armor/cumzlcv


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