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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”
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
    • 存储为世界文件夹中的“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
      • As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).
属性
  • 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.
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
    • 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

游戏内容

惯用手选项
  • 允许玩家改变玩家模型上的惯用手选项。
  • 改变快捷栏中副手槽的位置。
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。
        • It is distinguished by an outline of a shield like symbol.
  • 只有主手才能被用来攻击
  • 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。
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.
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

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"]}
  • 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}
  • 命令方块和音阶盒
    • 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}
  • 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.
      • 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

末路之地
  • 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.
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。
    • 漏斗在8个铁块中间生成。
    • 漏斗里面有一本书,由Searge编写。
      • 里面写着: "We will have something here soon..."(我们不久就要在这里有别的东西了。)
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
    • 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.
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.

方块

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.
    • 横向放置的末地烛可以像台阶一样走上去
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

  • 新的光灵箭:
    • 提示文字颜色和实体文字颜色都是金色的。
    • 在伤害时会用它们所在队伍的颜色标记出生物和玩家的轮廓——即使它们是隐身的。
    • 有关闭显示轮廓的实体 NBT 标签。
      • 其发光的效果是一种状态效果。
    • 通过中间摆放箭,箭的四周摆放萤石粉合成
      • 合成两支光灵箭
    • The duration of the effect when the arrow strikes its target can be customized using NBT data.
  • 箭可以有药水效果
    • 总共有14种新的箭
    • 每种属性箭都可以在创造模式物品栏中获得,像是附魔书药水一样
      • Except for the "splashing arrow" that corresponds to the new water splash potion.
    • 对应的效果将在被击中时生效
    • Tipped arrows can be customised with commands.
甜菜根
甜菜汤
甜菜种子
紫影果
  • 可从紫影植物获得
  • 类似于金苹果,玩家不饿的时候也可以吃。
    • 当玩家吃掉以后会随机传送到附近地区。
    • 如果玩家饥饿值已满将无法再继续恢复饥饿值
      • 否则的话将会恢复4(HungerHunger
  • 熔炉中可烧制成爆裂紫影果
  • 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.
  • 可堆叠64个。
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.
  • 可堆叠64个。
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个木板和一个铁锭来合成。
    • 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.
  • 只能使用铁砧修复。
    • 需要用木板修复。
  • 它不能被直接附魔
    • 可以通过附魔书来获得"耐久"附魔。
      • 使用命令获得的一些其他附魔依然会有效果,例如荆棘或保护。
  • Arrows can ricochet off a shield to hit other entities.
潜影贝刷怪蛋
  • 可以生成一个潜影贝
  • 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

设置
  • 在设置中删除了“Super Secret Settings(超极机密设置)”和“Broadcast Settings(推特转发设置)”。
  • 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:".
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。
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.
材质包
  • 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.

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
  • 一组不同大小的黑曜石柱现在以圆环的方式布置。
    • 最高的黑曜石柱会有铁栏杆包住末影水晶。
      • 这会使你必须爬上一些黑曜石柱,让战斗变得更艰难。
  • 返回传送门会预先生成在岛屿的中央,但是不会有龙蛋和入口。
  • 末地之路的外部区域会有“卫星岛屿”围绕成一圈(类似土星环)。
    • 小岛屿生成于中央岛屿以及主岛屿之间。
    • 紫影树会分散在末地岛屿以及末地小岛。
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。
  • 副手中的箭优先于物品栏中其余的箭。
末影珍珠
  • 现在可以在创造模式下使用
地图
  • 当副手或副手栏持有地图时,地图会显示为小地图。
    • 旧版的大地图只能够在两手都是空的情况下,由惯用手持有。
钓鱼竿
  • 快捷栏/物品栏中的钓鱼竿现在有动画了。
药水
  • 合成药水的颜色现在是由混合而成的。
  • 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
  • 大部分减弱药水的合成配方都被移除了(请看药水酿造来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
  • 末影龙的AI和攻击方式已经改变了:
    • 在传送门上,吐出火焰/紫色颗粒。
    • 在玩家的头顶上放火球。
    • 黑曜石柱拥有更多的防御设施了,需要进一步的战斗。
  • 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, 但是目前还不会重生任何东西。
  • 终界龙有时候会在传送门上方飞行或停滞,只有在这个时候才能给予终界龙最后一击。
村民
怪物
  • 有5% 的几率生成 left-handed through the LeftHanded boolean tag.
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动画。
  • Mapmakers可以让骷髅射出有毒的箭。
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

计划 新内容

常规

动态材质/自定义模型的实体[3][4]
  • 可能会加入以NBT修改模型的方法
    • 可以通过资源包应用[5]
  • 会更好的利用代码,地图/Mod制作者能因此得益[6]
    • 类似1.8中的方块状态修改
字幕[7][8]
  • 字幕会用来给听力障碍人士提供帮助[9]
    • 一个例子是“爬行者嘶嘶声”[10]
    • 会有 < 或 > 来指出声音来源[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]

游戏内容

酿造
  • 可能有新的药水[12]
附魔
  • 可能有新的魔咒[12]

方块

新的方块 type[13]
  • Uncertain if he was referring to 一个 already added 方块。
可合成的末影水晶
  • A version of the 末影水晶 can be crafted which spawns another dragon when placed[14]

物品

龙息
盾牌[16]
  • 用来取代剑的防御功能。 [17]
  • 可以同时攻击以及防御。
  • 可以与旗帜合成,来合成出自己想要的图案。[18]
  • 手持盾牌时,能够防御从侧边来的攻击。
  • 防御了一个攻击时,会发出音效。[19]

非生物实体

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

计划 修改

命令格式

命令

物品

盾牌
  • 在手持盾牌时可用于格挡从侧面的攻击。[23]
  • 格挡攻击时的音效。[24]
  • 增加耐久度。[25]

漏洞修复

修复了91个漏洞


参考

  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 新的方块 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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