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Minecraft Java版 21w37a 发布

81 2021-09-16 17:45:18 文章分类: 新闻资讯

Minecraft: Java Edition - Snapshot 21w37a

Minecraft: Java 版 —— 快照 21w37a

Marvellous mountains and colossal caves, this snapshot has it all! Today we're bringing the Overworld revamp to regular snapshots. If you've been playing or checking out the experimental snapshots that we've been releasing, you should be familiar with what you're seeing. If not, you're in for a treat!

山川壮阔,洞穴深邃,自此快照,两者俱存!今天我们把对主世界的修改全都带到了常规快照中。如果你玩过或云过我们之前发的一系列实验性快照,你应该对这些新改动不会陌生。如果没有过的话,那就好好享受一番吧!

Since we're extending the world height, and there are quite a few under-the-hood changes, we've been keeping an eye on how the game is running, and there are still improvements to be made. However, we would still appreciate it if you would be able to take this survey so that we can understand how you perceive the performance of this snapshot.

因为我们还在开天(指调整世界高度)辟地(指调整地下乱七八糟的东西),我们对游戏的运行情况非常关注,而且还需要做一系列新的改进。如果你能填一份问卷我们就再感激不尽了,这样的话我们能了解你对这个快照的性能表现有何看法。

译注:点击原文下划线部分即可填问卷,应该只有英文。

It should also be noted that there is currently no upgrade path for existing worlds in this snapshot. This means that you can only create new worlds in this snapshot, and not play on any of your existing worlds. We're working on this and you should be able to play on your existing worlds in an upcoming snapshot not too far in the future.

另外有个不太好的消息,目前还没有从已存在的世界升级到新快照的方法。这意味着你要想体验新快照,只能创建新的世界。我们现在还在这方面加班加点,下一个或几个(希望用不了几个)快照之后你就可以从旧世界升级了。

All of this said, we hope that you have a great time checking out these new additions. Watch your feet so that you don't fall into a very deep hole, and make sure you don't get punted off a mountain by a goat that's just minding its own business.

综上,希望你在新快照中玩得愉快。小心脚下,不要掉进很深的洞里,看见山羊的时候也长点心,别被一脚踹下去了。

Happy mining!

挖得愉快!

译注:因为我还在上课,本篇新闻目前未完全译名标准化,请不吝指出,有空都会改

NEW FEATURES IN 21W37A

21W37A 的新增特性

Added noise caves and aquifers

添加了噪声洞穴和含水层

Added Dripstone Caves underground biome

添加了滴水石洞地下生物群系

Added Grove biome

添加了林海雪原(?)生物群系

Added Lofty peaks biome

添加了巍峨山峰(?)生物群系

Added Lush Caves underground biome

添加了繁茂洞穴地下生物群系

Added Meadow biome

添加了草甸生物(?)群系

Added Snowcapped peaks biome

添加了覆雪山峰(?)生物群系

Added Snowy slopes biome

添加了覆雪山坡(?)生物群系

Added Stony peaks biome

添加了石顶山峰(?)生物群系

New ore distribution and large ore veins

新的矿物分布和大矿脉

Overworld build and generation limits have been expanded

主世界建筑和生成上限已被拓展

BLOCKS

方块

Enchanting Tables now emit a low amount of light

附魔台现在会发光,但亮度不是很高

Using shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine or Kelp now causes it to stop growing

对洞穴藤蔓、缠怨藤、垂泪藤和海带使用剪刀会使其停止生长

译注:在基岩版中附魔台原发出12亮度的光,后改为7,但java版在这之前附魔台一直不发光

DRIPSTONE CAVES BIOME

滴水石洞生物群系

Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, and small pools of water

有很多滴水石,顶上有,地上也有,还有小水洼

In some places, you’ll find larger stalagmites, stalactites, and columns built from Dripstone Blocks

在一些地方有大块的石笋和石钟乳,还有由滴水石构成的立柱

Contains extra copper ore

有额外的铜矿

GROVE

林海雪原

Snowy terrain with big spruce trees and powder snow traps. Might want to wear leather boots!

多雪的地形,有高耸的云杉树和细雪陷阱。穿好皮革靴子!

Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops.

倾向于在山峰下或丘陵顶部的高海拔地区生成。

Spawns wolfs, rabbits, and foxes.

这儿有狼、兔子和狐狸,可能还有福瑞控。

LARGE ORE VEINS

大型矿脉

Ore veins are large, rare, snake-like underground ore formations

矿脉是那种大而稀有、外观如蛇的地下矿物聚集形态

Copper veins form between y 0 and y 50 and are mixed with Granite

铜矿脉可以在 y 0 到 y 50 之间生成,混有花岗岩

Iron veins form below y -60 and y -8 and are mixed with Tuff

铁矿脉可以在 y -60 和 y -8 之下(译注:此处存疑,或为之间)生成,混有凝灰岩

LOFTY PEAKS

巍峨山峰

Dramatic jagged mountain peaks with snow and stone

壮观而嶙峋的山峰,有石头和雪打顶

Spawns goats

生成山羊

LUSH CAVES BIOME

繁茂洞穴生物群系

Moss covers the floors and ceilings

苔藓覆盖顶部和底部

Spore Blossoms grow from the ceiling and drip particles

孢子花从洞穴顶长出来,掉下粒子效果

Contains Clay pools with Dripleaf plants growing out of them

有粘土池,垂滴叶从其中长出

Contains Azalea Bushes and Flowering Azalea Bushes

有杜鹃花丛,有的还在开花

The Azalea Tree loves to have its roots in Lush Caves, so if you find an Azalea Tree (either overground or in a cave) you know there is a Lush Cave beneath you

杜鹃花树喜欢把根扎进繁茂洞穴里,所以如果你发现了杜鹃花树,无论是在地表还是在地下,那都意味着你找到了一个繁茂洞穴

Cave Vines with Glow Berries grow from the ceiling and light up the caves

藤蔓和发光浆果从洞穴顶长出来,照亮洞穴

MEADOW BIOME

草甸生物群系

Large grassy and flowery biome that tends to generate high up on plateaus or next to large mountain ranges.

草木繁茂,鲜花绽放。倾向于在平原或大山旁的高处生成。

Sometimes contains a lone tall oak or birch tree, often with a bee nest.

有时有一棵高大的橡树或白桦树,常常有蜜蜂巢。

Think Sound of Music!

根据回帖的指点,此处原文是对《音乐之声》的致敬,我就不翻译了

Spawns donkeys, rabbits, and sheep.

生成驴、兔子和绵羊。

MOB SPAWNING

生物生成

Monsters now only spawn in places where the light from blocks is 0 (skylight still prevents spawning like before)

怪物现在只会在来自方块的亮度为 0 的地方生成(天光仍和以前一样地阻止怪物生成)

Fixed an issue where players in multiplayer can face more or far fewer enemies than intended, particularly when other players are flying

修复了一个 bug:多人游戏中的玩家可能会遭遇到比预计的多或极少的怪物,特别是当其他玩家在飞行时

NEW ORE DISTRIBUTION

新的矿物分布

Changed ore generation to match the new world height, and to add more strategy to mining.

矿物分布现在适应新的世界高度,并加入了新的挖矿策略。

There is no longer a single y level that is best for all ores, you need to make tradeoffs.

现在没有哪个 y 值是挖所有矿的最好选择了,你必须做出取舍。

Iron ore generates below y 72, with a strong bias towards y 16.

铁矿在 y 72 之下生成,大峰在 y 16。

Iron ore also generates above 112, with more iron ore as you go higher.

铁矿也在 112 之上生成,越高越多。

Copper ore generates between y 0 and y 96, with a strong bias towards y 48.

铜矿在 y 0 和 y 96 之间生成,大峰在 y 48。

Copper ore generates in larger amounts in the dripstone caves biome.

铜矿在滴水石洞中生成得更多。

Lapis lazuli generates below y 64, with a strong bias towards y 0. However, Lapis below y -32 or above y 32 cannot generate exposed to air. It will either be buried or inside water.

青金石在 y 64 之下生成,峰在 y 0。然而,在 y -32 之下或 y 32 之上生成的青金石不会暴露在空气中,要么是被埋起来,要么是在水里。

Coal generates above y 0, with a strong bias towards y 96 and above.

煤在 y 0 之上生成,y 96 以上全是峰(是个高原?)。

Coal has reduced air exposure, so you will find more coal buried or underwater than exposed to air.

煤更不容易在空气中暴露,更多的煤被埋起来或在水里。

Gold generates below y 32, with a strong bias towards y -16.

金在 y 32 之下生成,峰在 y -16。

Extra gold can (still) be found in badlands biomes.

恶地仍有更多的金。

Redstone ore generates below y 16. Redstone ore generation gradually increases as you go below y -32 and further down.

红石在 y 16 之下生成。到 y -32 之下,生成逐渐增多。

Diamond generates below y 16, with more diamond the lower you go.

钻石在 y 16 之下生成,越往下越多。

Diamonds have reduced air exposure, so you will find more diamonds buried or underwater than exposed to air.

钻石更不容易在空气中暴露,下略。

译注:峰指的都是bias,这里理解成最大值就行

NOISE CAVES AND AQUIFERS

噪声洞穴和含水层

Noise caves are a new way of generating caves, providing more natural variety. They can get really huge sometimes!

Noise caves come in three flavors:

Cheese caves. Like the holes in swiss cheese. These often form caverns of various size

Spaghetti caves. Long squiggly tunnels, sometimes wide like tagliatelle

Noodle caves. Thinner, squigglier, and more claustrophobic variant of spaghetti caves

噪声洞穴是一种新的生成洞穴的方式,提供了更自然的变种。生成得可能相当大!

噪声洞穴有大致三类:

奶酪洞穴。像奶酪上的孔。经常生成各种尺寸的洞穴。

意大利面洞穴。曲里拐弯,扭七扭八。

面条洞穴。更细更扭,容易引起幽闭恐惧。

No, they aren’t loud. The “noise” part of noise caves is a technical term and has nothing to do with sound

一点都不响!跟实际的“噪声”没啥关系,噪声是描述其生成方式的术语

The old cave carvers and canyons still generate, combining with the noise caves to form interesting cave systems

旧式洞穴仍会生成,新旧系统合二为一,生成有趣的洞穴系统

As with carvers, when noise caves intersect the surface they form cave entrances

和之前类似,当噪声洞穴与地表相交,就会形成洞穴入口

An aquifer is an area with local water level, independent of sea level.

Aquifers are used during world generation to generate bodies of water inside noise caves.

This sometimes results in large underground lakes! They can also form inside mountains and on the surface.

含水层是有本地水平面的一块区域,和海平面独立。

含水层用于在世界生成截断生成噪声洞穴内的水体。

有时会生成相当大的地底湖!也可能在山体内部和地表生成。

Aquifers below y0 will sometimes be lava aquifers instead of water aquifers

y0 以下的含水层有时会被熔岩替代

Magma Blocks sometimes generates at the bottom of underground bodies of water

岩浆块有时会在地下水体的底部生成

Underwater cave carvers and underwater canyons have been removed, since aquifers are used to generate water in caves instead

之前用于生成地下水体的工具都被移除了

OPTIONS

选项

Added an accessibility option to stop the sky flashing during thunderstorms

添加了辅助功能选项用于禁用雷暴时的天空闪烁

Added an option to specify the audio device used by the game

添加了用于指定播放设备的选项

Added “Toggle Sprint” and “Toggle Sneak” to the Controls settings

在控制选项中添加了“切换疾跑”和“切换潜行”

Moved Keybinds out to their own settings screen, accessible from Controls

把一些应当在其他地方的按键绑定从控制选项中挪走了

SNOWCAPPED PEAKS

覆雪山峰

Smooth mountain peaks with ice and snow

比较平坦的山顶,冰雪覆盖

Spawns goats and yeti. No actually just goats.

生成山羊和雪怪。划掉,只有山羊。

SNOWY SLOPES

覆雪山坡

Very snowy terrain that can hide powder snow traps. Might want to wear leather boots!

白雪皑皑的地形,有一些细雪陷阱。皮革靴子呢?

Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops.

倾向于在高海拔的山峰底下或丘陵顶部生成。

Spawns rabbits and goats.

生成兔子和山羊。

STONY PEAKS

石顶山峰

Stony mountain peaks that may be jagged or smooth

可能嶙峋,也可能平坦,不过都是石头

Spawns goats

生成山羊

Contains strips of calcite sometimes

有时有方解石条带生成

WORLD GENERATION

世界生成

Generation range and build limits have been expanded by 64 blocks up and 64 blocks down, to a total range of 384 blocks

生成范围和建筑范围上下各拓展了 64 方块,总计 384 方块

Underground features, structures, and caves generate all the way down to y-64

地下特性、结构和洞穴生成一路走低到 y-64

Exception: Diorite and Granite and Andesite and Dirt don’t generate below y0

例外:花岗岩、闪长岩和安山岩还有泥土不会在 y0 以下生成

Tweaked size and positioning of Diorite, Andesite & Granite generation

调整了上述三种岩石的生成位置和尺寸

Dripstone clusters can no longer be found in normal caves, only in dripstone caves biome

滴水石群不再能在普通洞穴中找到,只能在滴水石洞生物群系中找到。

Starting from y0 and below deepslate gradually replaces all stone

从 y0 到以下深板岩逐渐取代所有石头

Deepslate blobs no longer generate above y0

深板岩团块不再在 y0 以上生成

The terrain shape and elevation varies dramatically, independently from biomes. For example, forests and deserts could form up on a hill without needing a special biome just for that

地形形状和高程和生物群系无关了。例如,森林和沙漠可以在小山坡上生成,不再需要特定的生物群系

Less diorite/granite/andesite generates above y 60

那三种岩石在 y 60 之上的生成减少了

Strips of gravel can generate in stony shores

沙砾带可以在石质海岸生成

Swamp trees can grow in water 2 blocks deep (instead of just 1 block deep)

沼泽的树可以在水中扎根两格深了(之前是一格)

CHANGES IN 21W37A

21W37A 的修改内容

Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers

灾厄村民不再攻击小村民

Axolotls now only spawn in lush caves

美西螈现在只在繁茂洞穴生成

Axolotls now have their own, separate, mob cap

美西螈现在有自己独立的生物上限

Raised the cloud level from 128 to 192

云的高度从 128 升到 192

TECHNICAL CHANGES IN 21W37A

21W37A 的技术性修改

Replaced the clientbound chunk update network packet with another one which additionally contains light update data. A separate light update packet still exists and is sent when a light update happens without chunk update.

用包含光照更新数据的客户端区块更新网络数据包取代了之前的。单独的光照更新数据包依然存在,只当光照更新而区块无更新时发送。

View distance now causes chunks to load cylindrically around players instead of in a square

视距现在会圆柱状加载,而不是正方形

Information about the world generation noise is now displayed on the debug screen

关于世界生成噪声的信息现在会在调试界面显示

Added illageralt, rune-like font from Minecraft Dungeons (currently only usable via commands)

添加了 illageralt,符文般的字体,来自地下城,现在只能通过指令使用

Added startup option --jfrProfile and command jfr to start profiling with Java FlightRecorder as well as a few custom events.

添加了启动选项 --jfrProfile 以及指令 jfr 使用 Java FlightRecorder 采集信息,以及一些自定义事件。

Loot table functions set_contents and set_loot_table now require type field with valid block entity type

战利品表函数 set_contents 和 set_loot_table 现在需要 type 字段,其应是一个有效的方块实体类型

Worlds last saved before Minecraft 1.2 (“pre-anvil”) no longer can be opened directly

在 1.2(“pre-anvil”) 之前存储的世界现在不能再直接打开了

译注:上个版本的现在也打不开啊(((

Data pack format has been increased to 8

数据包格式提升至 8

New video setting “Priority updates”.

新的视频选项“优先更新”(?)。

Removed length limits for scoreboard, score holder and team names

移除了记分板、记分器和队伍名的长度限制

Mob spawners can now override light checks for spawning

刷怪笼现在无视亮度限制

JFR PROFILING

JFR 数据采集

CUSTOM EVENTS

自定义事件

minecraft.ServerTickTime: sampling event exposing average server tick times at one second intervals

minecraft.ServerTickTime: 以秒为间隔的服务器平均刻时间

minecraft.ChunkGeneration: time taken to generate individual chunk stages

minecraft.ChunkGeneration: 生成区块各个阶段的用时

minecraft.PacketRead | minecraft.PacketSent: network traffic

minecraft.PacketRead | minecraft.PacketSent: 网络流量

minecraft.WorldLoadFinishedEvent: initial world loading duration

minecraft.WorldLoadFinishedEvent: 世界初次加载用时

ENDING A PROFILING RUN

结束数据采集

The run will then be stopped either by:

可以通过以下途径关闭:

shutting down the JVM

关掉 JVM

jfr stop in-game command

jfr stop 游戏内指令

jcmd CLI tool

jcmd CLI 工具

OVERVIEW

综述

Java Flight Recorder (https://openjdk.java.net/jeps/328) is the internal JVM profiling tool bundled with the Java Runtime to analyze performance and runtime characteristics. It’s a useful tool for exposing internal JVM performance metrics as well as custom metrics that can be monitored or analyzed using any stock Java profiler or monitoring agents.

Java Flight Recorder (https://openjdk.java.net/jeps/328) 是与 Java Runtime 绑定的内部 JVM 数据采集工具,用于分析性能和运行状态。它十分有用,可以暴露内部 JVM 性能指标以及自定义指标,可以使用任何其他的 Java 数据分析器或监控代理进行监控或分析。

REPORTS

报告

A summary JSON report is written both to the log file and in the debug folder accompanied by a .jfr recording ready to be analyzed in i.e JMC https://github.com/openjdk/jmc or any other profiler tool supporting the format.

总结性的 JSON 报告会写入日志并存入 debug 文件夹,文件夹中还有一个 .jfr 记录,可以使用如 JMC https://github.com/openjdk/jmc 或其他支持该格式的工具分析。

STARTING A PROFILING RUN

开始数据采集

A profiling run can be started using any of the following alternatives:

这些途径可以开始数据采集:

--jfrProfile startup flag when starting a Minecraft server or client

--jfrProfile 在开客户端或服务端时添加此启动参数

jfr start in-game command

jfr start 游戏内指令

Regular Java CLI tools such as jcmd

一般的 Java CLI 工具,比如 jcmd

LOOT TABLES

战利品表

CHANGED FUNCTIONS

修改的参数

SET_CONTENTS, SET_LOOT_TABLE

Added new mandatory field type . This type will be written into BlockEntityTag.id, to make sure this tag can be correctly migrated between versions

新的必填字段 type。会写入 BlockEntityTag.id,以确保在版本间迁移正确

OLD WORLD CONVERSION

旧世界转换

Worlds last saved before Minecraft 1.2 (“pre-anvil”) now require conversion in a previous version of a game to be able to be opened

Minecraft 1.2 (“pre-anvil”) 之前的世界现在需要在本快照之前的版本里先转一次,才能正常打开

Conversion works best in versions 1.6.4 and before - worlds opened for the first time in later versions will have incorrect biome information

1.6.4 及之前的版本转换得最好——之后的世界会有不正确的生物群系信息

PRIORITY UPDATE SETTING

优先更新设置

This setting determines which chunks sections are updated synchronously during a single frame.

该设置决定了单帧有哪些区块会同步更新。

The most conservative option “nearby” corresponds to the state before the update.

最保守的选项“邻近”对应着和之前一样的更新方式。

The new options “by player” and “none” significantly reduce stutters when placing or removing blocks (especially light sources), but can potentially cause rare visually noticeable delays in world updates.

新的选项“由玩家”和“无”大大缩减了放置和移除方块(特别是会发光的)时的卡顿,但可能偶尔导致世界更新时视觉上的延迟。

SPAWNER DATA CHANGES

刷怪笼数据修改

Spawners now support the custom_spawn_rules NBT in the SpawnData field and the SpawnPotentials list

现在 SpawnData 字段和 SpawnPotentials 列表支持 custom_spawn_rules NBT

custom_spawn_rules currently may contain fields block_light_limit and sky_light_limit - both are integer ranges with fields min_inclusive and max_inclusive

custom_spawn_rules 现在可能包含字段 block_light_limit 和 sky_light_limit - 两者都是整型,大小在 min_inclusive 和 max_inclusive 之间

To make SpawnPotentials format similar to other weighted lists, structure was changed to {weight:, data:}

为了使 SpawnPotentials 格式和其他权重列表相似,结构改为 {weight:, data: <之前的数据去掉>}

To accommodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)

为了适应改动,之前 SpawnData 的内容被移到 SpawnData.entity (使得其格式和 SpawnPotentials.data 中的元素相同)

Example:

例子:

SpawnData: {

entity: {

id: "minecraft:cow"

},

custom_spawn_rules: {

sky_light_limit: {min_inclusive: 10, max_inclusive: 15}

},

}

SpawnPotentials: [

{

data: {

custom_spawn_rules: {

block_light_limit: {min_inclusive: 0, max_inclusive: 15}

},

entity: {id: "minecraft:pig"},

},

weight: 2

},

{

data: {

custom_spawn_rules: {

block_light_limit: {min_inclusive: 5, max_inclusive: 10},

sky_light_limit: {min_inclusive: 10, max_inclusive: 15}

},

entity: {id: "minecraft:panda"}

},

weight: 1

}

]

FIXED BUGS IN 21W37A

21W37A 修复的漏洞

MC-29274 - Withers will not pursue players in survival mode unless attacked

MC-29274 - 凋灵不会主动追击生存模式下的玩家,除非被打

MC-30560 - River through Eroded Badlands biome generates floating rock formations at water surface

MC-30560 - 穿过风化恶地生物群系的河流在水表生成漂浮的岩石结构

MC-54545 - Client render distance doesn’t adjust to server render distance if they are different, causing faulty chunk loading

MC-54545 - 客户端渲染距离不随着服务端距离改变,造成错误的区块加载

MC-65628 - Desert pyramids generate underground when using amplified or custom terrain

MC-65628 - 使用巨大化或自定义生物群系时沙漠金字塔会在地下生成

MC-123277 - Too long scoreboard objectives and team names are not detected when commands are parsed

MC-123277 - 解析命令时过长的计分板目标和队伍名不会被检测到

MC-129266 - Jagged ocean transitions and slower biome generation

MC-129266 - 参差不齐的大洋过渡和更慢的生物群系生成

MC-138801 - The interactions between a biome and another biome and its variants are inconsistent

MC-138801 - 生物群系间的互动和其变种不一致

MC-140690 - Giant Spruce Taiga Hills has no difference with Giant Spruce Taiga

MC-140690 - 某两种生物群系冇区别

MC-159025 - Drowned do not spawn in warm ocean biomes

MC-159025 - 溺尸不在暖洋生物群系生成

MC-160710 - Chat messages written while sleeping are deleted after waking up

MC-160710 - 睡觉时候发的聊天信息在睡醒之后就没了

译注:属于是说梦话

MC-166423 - Splash water bottles don’t damage endermen

MC-166423 - 喷溅型水瓶不会伤害末影人

MC-182362 - Score callbacks with a too long name break callback chain

MC-182362 - 过长的记分板回调会破坏掉回调链

MC-202376 - Rabbits, instead of spawning on snow blocks, spawn on snow layers

MC-202376 - 兔子应当在雪方块生成,而不是单层的雪

MC-208601 - Axolotls do not avoid danger when pathfinding

MC-208601 - 美西螈寻路时不会规避伤害

MC-212113 - Glow Lichen can spawn underwater whilst not in a cave.

MC-212113 - 发光地衣可以在非洞穴的地下水体生成

MC-213779 - FPS drops when looking up in a tall world (4064 blocks)

MC-213779 - 在巨高的世界里往上看 FPS 暴跌 (4064 方块)

MC-214783 - Oceans generate with stone floors

MC-214783 - 生成的海洋以石头打底

MC-214797 - Pointed dripstone can generate floating at transitions between local water levels

MC-214797 - 在本地水平面交界处滴水石生成在水平面

MC-214799 - Aquifiers sometimes create air pockets

MC-214799 - 含水层有时生成空气

MC-214864 - Hard edges when new caves generate near surface

MC-214864 - 新洞穴邻近地表生成时有时有过于锐利的边缘

MC-214989 - Isolated floating mineshaft platform

MC-214989 - 分离而漂浮的矿井平台

MC-215296 - Mineshafts often don’t generate in floating island worlds

MC-215296 - 在浮岛世界中矿井常常不生成

MC-215876 - Dirt can generate below y=0 from mineshafts

MC-215876 - 泥土可以在 y=0 之下的矿井中生成

MC-216784 - Ruined Portals don’t generate below y=0

MC-216784 - y=0 之下不生成废弃传送门

MC-216952 - Some chunks interrupting with cave systems filled with blocks

MC-216952 - 一些区块和填充方块的洞穴系统有冲突

MC-216967 - Kelp & Seagrass can generate in aquifers

MC-216967 - 海带海草可以在含水层中生成

MC-217465 - Unnatural shape looking like a chunk border but appears to be completely unrelated to chunk borders

MC-217465 - 与区块边界类似的不自然形状,但其实和区块边界冇关系

MC-217509 - Inefficient generation of aquifers, noise caves and ore veins

MC-217509 - 含水层、噪声洞穴和矿脉生成不充足

MC-219774 - Magma blocks generate everywhere underwater in 21w10a

MC-219774 - 岩浆块在 21w10a 中水下到处都生成

MC-219946 - Weird flat sections of terrain

MC-219946 - 地形中狂乱的平坦部分

MC-221777 - Horses donkeys, mules, llamas, and trader llamas do not follow players holding food

MC-221777 - 一些生物不会跟随拿着食物的玩家

MC-221815 - Flat roofs in underwater caves

MC-221815 - 水下洞穴的平顶

MC-221917 - Dripstone, pointed dripstone, and cave magma generate in oceans

MC-221917 - 某些东西不该在海洋中生成

MC-222051 - Iron Ore generation was not increased in 21w13a

MC-222051 - 21w13a 中的铁矿生成未按预计增加

MC-222379 - Magma can spawn under air in underwater caves

MC-222379 - 岩浆块可以在水下洞穴的空气下生成

MC-223044 - Floating Water can generate in ravines

MC-223044 - 峡谷中生成漂浮的水源

MC-223051 - Dripstone can generate in surface lakes

MC-223051 - 地表湖中生成滴水石

MC-223148 - Extended height message goes behind the scrolling bar

MC-223148 - 扩展的高度信息显示在滚动条之后

MC-226184 - Axolotls pathfinding to water can sometimes fall in wide holes

MC-226184 - 美西螈在水中的寻路有时掉到大洞里去

MC-227244 - Ore blocks from ore veins float in underwater magma ravines

MC-227244 - 矿脉中的矿物方块漂浮在地下水熔岩块峡谷中

MC-230343 - Parity issue: enchanting tables do not emit a light level of 7

MC-230343 - 奇偶性问题:附魔台光照亮度不是 7

MC-231721 - Dinnerbone Animals do not look at food correctly.

MC-231721 - 倒置的生物不会正常地看食物

MC-231863 - Game crashes when trying to access the realms settings

MC-231863 - 试图打开领域设置时游戏崩溃


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