《洞穴与山崖更新:第二部分》今日在 Java 版推出

A Minecraft Java Release
Minecraft Java 正式版更新注记
It’s been quite the trek, but we’re here. At the summit. The Caves & Cliffs Update: Part II is out today, completing the much anticipated cave update. What better way to celebrate than by climbing to the top of a higher than ever mountain. Let’s take a moment and just take in that view. Wait. What’s that sound. Don’t tell me that goat is back.
长路漫漫,我们终于来到了这里:顶峰!《洞穴与山崖更新:第二部分》已于今日发布,为众所期待的洞穴更新画下句点。还有什么比抵达天际,傲视群山更有成就感的事情呢?让我们稍作休息,纵览天下美景吧。不对,那是什么声响?那头山羊总不会又回来了吧?
AAAAARGH.
Ouff! Ouch! Ow!
嗷!!!
Where am I? It’s dark down here! It’s almost as if I fell a greater distance than I would have before today. Figures. While I try to get out of this dripstone cave, I hope you enjoy all of the new features that 1.18 brings. Could you pass me a candle before you leave? It really is dark down here.
我现在在哪里?这底下怎么这么黑?我感觉我这次掉落的距离比以往都大。不过这一点儿也不奇怪。在我想尽办法逃出这溶洞的时候,我希望你能喜欢 1.18 带来的各种新特性。话说,你可以递根蜡烛给我吗?这底下真的太黑啦!
Features 新特性
Added an “Allow Server Listings” option to opt out of having your name displayed in server listings
加入了“允许列入服务器玩家列表”选项,以便你能够选择是否在服务器在线列表中显示你的名称
Added an Online options screen where you can now find the Realms Notifications option
加入了“在线选项”界面,并将“Realms 的通知”选项移入其中
Added new Overworld biomes
新增各种主世界生物群系
Added noise caves and aquifers
加入了噪声洞穴和含水层
Added world autosave indicator for single-player worlds
在单人游戏中加入了“自动保存指示器”
Axolotls now have their own, separate, mob cap
美西螈现在有他们专属的、独立的生成上限
Axolotls now only spawn in Lush Caves when in water that is above Clay Blocks
美西螈现在只会生成于繁茂洞穴里黏土块上方的水中
Badlands Mineshafts now generate higher up
提高了恶地中废弃矿井的生成高度
Buried Treasure Chests may contain a Potion of Water Breathing
埋藏的宝藏箱中可能会有水肺药水
Changed default brightness to 50
将默认的亮度值改成 50
Cod, Salmon, Pufferfish, Tropical Fish, Squid, and Dolphins now only spawn in water from height 50 to height 64
鳕鱼、海豚、河豚、鲑鱼、鱿鱼、热带鱼现在只会生成在高度为 50 到 64 的水中
Frozen Peaks biome
加入“冰封山峰”生物群系
Glow Squids now only spawn in water blocks under height 30
发光鱿鱼现在只会生成在高度为 30 以下的水中
If it is raining, sleeping will stop the rain and reset the weather cycle (in 1.17 sleeping would always reset the weather cycle)
只有在下雨或雷暴天气时睡觉,才会重置天气循环(在 1.17,无论在什么天气睡觉都会重置天气循环)
Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers
灾厄村民(卫道士、掠夺者、幻魔者)不再会攻击幼年村民
New music has been added to the game
新的音乐已被加入到游戏中
New ore distribution and large ore veins
新的矿物分布和大型矿脉
Overworld build and generation limits have been expanded
主世界的建造和生成高度限制已被扩展
Raised the cloud level from 128 to 192
将云层高度从 128 修改到192
Redesigned how effects look in the inventory screen, to allow them to show even with recipe book open
重新设计状态效果在物品栏界面中显示的样式,以让它们在配方书打开时也能显示
Removed world types “Caves” and “Floating islands” from the world creation screen
从“世界类型”选项中移除了“洞穴”和“浮岛”世界类型
Sprinting is no longer reduced to walking when gently brushing your sleeve against a wall
轻轻地蹭墙时,疾跑状态再也不会解除
Tropical Fish now also spawn in Lush Caves at any height
热带鱼现在也会在繁茂洞穴的任意高度下生成了
Villages are slightly more spread out
村民们现在会略微分散
World spawn selection algorithm has been reworked, now spawns player according to climate parameters
世界重生点的算法已经被重新设计,现在将会按照天气参数决定世界重生点
Advancements 进度
Added “Caves & Cliffs” for falling from top to bottom of the Overworld
“上天入地”:从主世界的顶部跌落到底部
Added “Feels like home” for riding strider on lava for 50 blocks in the Overworld
“温暖如家”:在主世界的岩浆中骑行炽足兽移动超过 50 个方块
Added “Star Trader” for trading with a villager at the build height limit
“星际商人”:在世界建筑高度限制处与村民交易
Added “Sound of Music” for playing music with a jukebox in a Meadow biome
“音乐之声”:在草甸中用唱片机播放音乐
Blocks 方块
Enchanting Tables now emit a low amount of light
附魔台现在散发出的光变得更微弱
Using Shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine, and Kelp will stop them from further growing
对洞穴藤蔓、缠怨藤、垂泪藤和海带的尖端使用剪刀将会阻止它们继续生长
Copper Ore now drops 2-5 (from 2-3) Raw Copper items
挖掘一个铜矿掉落粗铜的数量从 2-3 个改成 2-5 个
In the Stonecutter, a Block of Copper can be converted to 4 Cut Copper
切石机现在可以将一个铜块加工成 4 个切制铜块
Restricted Big Dripleaf placement to Clay, Grass, Dirt, Farmland, Moss, Rooted Dirt, Podzol, and Mycelium
大型垂滴叶现在只能放置在黏土块、砂土、泥土、耕地、草方块、苔藓块、菌丝、灰化土和缠根泥土上。
Effects 状态效果
Your list of effects are now shown to the right of your inventory, instead of the left side
状态效果列表从在左侧显示修改为在右侧显示
When the inventory effects list is visible, it will be hidden from the game view to reduce screen clutter
物品栏界面中的状态效果列表可视时,游戏视角下的效果列表将不会显示,以减少画面卡顿
There’s now two modes of seeing the effect list: Compact and Classic
现在有两种显示状态效果列表的方式:紧凑式和经典式
Classic is the pre-existing list of effects, one after another
经典式就是先前版本已有的效果列表
Compact is a single icon for each effect, suitable for small screen estate
在紧凑式中,每种效果将以小图标显示,适用于屏幕空间不足的情形
The game will automatically switch between the two modes to suit the available screen estate (including having the recipe book open)
游戏将会自动在上述两种显示方式中切换,以适配当前屏幕可用空间(包括配方书开启的时候)
Large ore veins 大型矿脉
Ore Veins are large, rare, snake-like underground ore formations
矿脉是由矿石和岩石构成的罕见蛇形地下结构。
Copper Ore Veins form between heights 0 and 50 and are mixed with Granite
大型铜矿脉伴随花岗岩生成在高度为 0 到 50 的地方
Iron Ore Veins form between heights -60 and -8 and are mixed with Tuff
大型铁矿脉伴随凝灰岩生成在高度为 -60 到 -8 的地方
Mob Spawning 生物生成
Monsters now only spawn in places where the light from blocks is 0 (sky light still prevents spawning like before)
敌对生物现在只会生成在方块光照等级为 0 的地方(天空光照对怪物生成的抑制效果不变)
Music 音乐
Added new music by Lena Raine and Kumi Tanioka to the Overworld (when playing in Survival Mode) and the main menu
新增由 Lena Raine 和 Kumi Tanioka 推出的主菜单和主世界音乐(会在生存模式下播放)
Added a new music disc from Lena Raine titled ‘Otherside’. This can be found rarely in Stronghold Corridor Chests or much more rarely in Dungeon Chests.
New Overworld Biomes 新的主世界生物群系
Dripstone Caves 溶洞
Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, as well as within small pools of water
无论是地板上还是洞顶都充满滴水石块和滴水石锥,还有小水坑
In some places, you’ll find larger stalagmites, stalactites, and columns built from Dripstone Blocks
在某些地方,你能够找到由滴水石块培养出的更大的石笋、钟乳石和石柱。
Contains extra Copper Ore
包含更多的铜矿石
Drowned can spawn in aquifers inside Dripstone Caves
溺尸可以生成在溶洞的含水层
Frozen Peaks 冰封山峰
Smooth mountain peaks with ice and snow
是被冰雪覆盖的平缓山峰
Spawns Goats and Yeti. Wait, no, actually it’s just Goats.
会生成山羊和雪人……等等,其实只有山羊。
Grove 雪林
Snowy terrain with big Spruce Trees and Powder Snow traps. You might want to wear leather boots!
被雪覆盖的地形,有云杉和细雪陷阱。你可能会想要穿皮革靴子的!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
倾向于生成在山峰或山顶之下的高海拔地形
Spawns Wolves, Rabbits, and Foxes
会生成狼、兔子和狐狸
Jagged Peaks 尖峭山峰
Dramatic jagged mountain peaks with Snow and Stone blocks
明显突起的山峰,由雪和石头组成
Spawns Goats
会生成山羊
Lush Caves 繁茂洞穴
Moss covers the floors and ceilings
苔藓块铺满了地板和洞顶
Spore Blossoms grow from the ceiling and drip particles
孢子花生成在洞顶,并且会散发粒子
Contains Clay pools with Dripleaf plants growing out of them
包含会生成垂滴叶的黏土水池
Contains Azalea Bushes and Flowering Azalea Bushes
包含杜鹃花丛和盛开的杜鹃花丛
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
杜鹃树喜欢扎根于繁茂洞穴,说明当你在地面或洞穴中发现杜鹃树时,繁茂洞穴就离你不远了
Cave Vines with Glow Berries grow from the ceiling and light up the caves
含有发光浆果的洞穴藤蔓会在洞顶生成并照亮洞穴
Meadow 草甸
Large grassy and flowery biome that tends to generate high up on plateaus or next to large mountain ranges
是一种会在高原以及一些山地的最底层生成,通常临近平原和其他温和的生物群系的生物群系,遍布着花草
Sometimes contains a lone, tall Oak or Birch Tree with a Bee Nest
有时会单独生成带有蜂巢的橡树或桦树
Think Sound of Music!
考虑一下完成“音乐之声”成就吧!
Spawns Donkeys, Rabbits, and Sheep
会生成驴、兔子和绵羊
Snowy Slopes 积雪的山坡
Very snowy terrain that can hide Powder Snow traps. I hope you kept those leather boots!
藏有细雪陷阱的多雪地形,希望你没丢掉皮革靴子!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
倾向于生成在山峰或山顶之下的高海拔地形
Spawns Rabbits and Goats
会生成兔子和山羊
New ore distribution 新的矿石分布
Changed ore generation to match the new world height, and to add more strategy to mining. There is no longer a single height level that is best for all ores – you need to make tradeoffs!
更改了矿石生成以匹配新的世界高度范围,并让挖矿更具策略性。现在不再有最适合所有矿石的单一高度级别——需要你来权衡!
Iron Ore generates below height 72, with a strong bias towards height 16. Iron Ore also generates above 80, with more Iron Ore as you go higher.
铁矿石生成在高度 72 以下,偏向于在高度 16 生成。铁矿石也会生成在高度 80 以上,并且越高越多。
Copper Ore generates between height 0 and 96, with a strong bias towards height 48. Copper Ore generates in larger amounts in Dripstone Caves Biome.
铜矿石生成在高度 0 到 96 之间,偏向于在高度 48 生成。铜矿石在溶洞生物群系中生成的数量更多。
Lapis Lazuli Ore generates below height 64, with a strong bias towards height 0. However, Lapis Lazuli Ore below height -32 or above height 32 cannot generate exposed to air. It will either be buried or inside water.
青金石矿石生成在高度 64 以下,偏向于在高度 0 生成。然而,高度低于 -32 或高于高度 32 时,青金石矿石不能暴露在空气中生成。 它必须要在被掩埋或在水中的状态下生成。
Coal Ore generates above height 0, with a strong bias towards height 96 and above. Coal Ore has reduced air exposure, so you will find more Coal Ore buried or underwater than exposed to air.
煤矿石生成高度 0 以上,偏向于高度 96 及以上生成。 煤矿石暴露在空气中的几率减少了,因此你会发现埋藏或水下的煤矿石多于暴露在空气中的煤矿石。
Gold Ore generates below height 32, with a strong bias towards height -16. Extra Gold Ore generates below height -48. Extra Gold Ore can be found in Badlands biomes above height 32.
金矿石生成在高度 32 以下,偏向于在高度 -16 生成。 更多的金矿石会在高度 -48 以下生成。 额外的金矿石可以在高于 32 的恶地生物群系中找到。
Redstone Ore generates below height 16. Redstone Ore generation gradually increases as you go below height -32 and further down.
红石矿石会在高度 16 以下生成。随着高度低于 -32,高度越低就会有越多红石矿石生成。
Diamond Ore generates below height 16, with more Diamond Ore the lower you go. Diamond Ore have reduced air exposure, so you will find more Diamond Ore buried or underwater than exposed to air.
钻石矿石生成的高度低于 16,高度越低就会生成越多钻石矿石。 钻石矿石暴露在空气中的几率减少了,因此你会发现埋藏或水下的钻石矿石多于暴露在空气中的钻石矿石。
Emerald Ore generates above height -16 in mountainous biomes, with more Emerald Ore the higher you go. Emerald Ore below height 0 is very rare!
绿宝石矿石在山地生物群系中高于 -16 的高度生成,高度越高,绿宝石矿石越多。 在高度 0 以下,绿宝石矿石非常罕见!
Ore distribution in Minecraft 1.18.
for a link to the full-size image.Minecraft 1.18 的矿物分布如上图所示。
可以打开全尺寸图片。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:
新的噪声洞穴有三种,用于提升自然地貌的多样性。有时候它们真的会很巨大!
Cheese caves: Like the holes in swiss cheese. These often form caverns of various size.
芝士洞穴的形状像瑞士奶酪上的孔一样大小不一,且空间宽敞。
Spaghetti caves: Long squiggly tunnels, sometimes wide like tagliatelle
意面洞穴长而弯曲,空间宽敞。
Noodle caves: Thinner, squigglier, and more claustrophobic variant of spaghetti caves
面条洞穴和意面洞穴一样同样长而弯曲,但空间更为狭窄封闭。
No, they aren’t loud. The “noise” part of noise caves is a technical term and has nothing to do with sound.
“噪声”并不是指它们吵,而是指一个和声音无关的术语。
The old cave carvers and canyons still generate, combining with the noise caves to form interesting cave systems
旧的雕刻器洞穴和峡谷仍然会生成,新的噪声洞穴是为了与之结合形成有趣的洞穴系统
As with carvers, noise caves form cave entrances where they intersect the surface
至于洞穴雕刻器,现在它会为接触到地表的噪声洞穴生成洞穴入口
An aquifer is an area with local water level, independent of sea level
含水层的水位是局域水位,独立于海平面
Aquifers are used during world generation to generate bodies of water inside noise caves
含水层被用于在世界生成的过程中为噪声洞穴生成各种水体
This sometimes results in large underground lakes
这有时会导致大型地下湖
They can also form inside mountains and on the surface
含水层也可以生成在山上或地表
Aquifers below y0 will sometimes be lava aquifers instead of water aquifers
有时候,高度为 y=0 以下的水层的液体被熔岩取代
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
水下雕刻器洞穴和水下峡谷已经被移除了,改为用含水层系统在洞穴中生成水体
Sprinting 疾跑
Previously, any collision with a block would reduce sprinting to walking. Now, for very minor angles of collision with a block, players retain their sprint. For larger angles of collision, the old behavior is retained.
以前,和方块碰撞总会解除疾跑状态。现在,玩家以较小角度与方块相撞的时候,疾跑状态将会被保持。若碰撞的角度较大,将会像以前一样(解除疾跑)。
Upgrading of old worlds 从旧世界升级
The transition between new and old terrain is less “cliffy”
新旧地形的交界处没有那么突兀了
Will surface height blend? Yes.
地表高度会发生交融吗?会的。
Will biomes blend? Yes.
生物群系会融合吗?当然啦!
Will caves blend? Your mileage may vary.
洞穴会融合吗?因你在旧地图的探索状况而异。
In old chunks, if there is any Bedrock at y=0, the sections below non-air blocks will be filled with new generation
在旧的区块中,如果 y=0 存在基岩,新地形会在所有非空气方块的下方生成
The old Bedrock between y=0 and y=4 in old chunks gets replaced with Deepslate
旧区块中 y=0 到 y=4 之间的基岩层会由深板岩替代
A new Bedrock layer is placed at y=-64
新的基岩层将会在 y=-64 处生成
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
世界生成和建造范围分别向上和向下扩张了 64 个方块,总高度为 384 个方块
Underground features, structures, and caves generate all the way down to y-64
地下特性、结构和洞穴会一路生成到 y=-64 的地方
Exception: Diorite, Granite, Andesite, and Dirt will not generate below y0
例外:闪长岩、花岗岩、安山岩和泥土不会在 y=0 以下生成
Tweaked size and positioning of Diorite, Andesite, and Granite generation
调整了闪长岩、花岗岩和安山岩的生成大小和位置
Dripstone clusters can no longer be found in normal caves, only in Dripstone Caves biomes
滴水石簇现在只在溶洞里生成,不再生成于常规洞穴中
Starting from y8 and below, Deepslate gradually replaces all Stone
从 y=8 开始往下,深板岩将会逐渐取代所有的石头
Deepslate blobs no longer generate above y0
深板岩团簇不再会生成在高于 y=0 的地方
The terrain shape and elevation varies dramatically, indepedently from biomes
地形形状和海拔高度变化更加剧烈,并且独立于生物群系
For example, forests and deserts could form up on a hill without needing a special biome just for that
例如,丛林和沙漠可以在共同形成一个山丘,而不需要特殊的生物群系
Less Diorite, Granite, and Andesite generates above y 60
y=60 以上的地方将会有更少的闪长岩、花岗岩和安山岩生成
Strips of Gravel can generate in stony shores
条带状的沙砾可以在石岸上生成
Swamp trees can grow in water 2 blocks deep (instead of just 1 block deep)
沼泽树可以生成在 2 格深的水中(先前只能是 1 格深)
Removed water lake features, aquifers provide local water levels
移除了水湖,含水层取而代之,并决定局域水位。
A bunch of biome variants with simular features but different shapes have been merged into one, since the shape is controlled independently now
具有相同(译者注:原文“simular”意思是“仿冒的”,可能是拼写错误)特点但形状不同的一堆生物群系现在已经合并归一,因为其形状可以被独立地控制了
Renamed some biomes
将部分生物群系重命名
Geodes now only generate up to height 30
紫晶洞现在只会在高度 30 以下生成
Technical 技术性内容
Added an accessibility option to stop the sky from flashing during thunderstorms
Added fall_from_height and ride_entity_distance advancement triggers
Changed nether_travel to match other similar triggers
Added an option to specify the audio device used by the game
Replaced light and barrier particles with block_marker
Replaced the clientbound chunk update network packet with another one that additionally contains light update data
The separate light update packet still exists and is sent when a light update happens without a chunk update
New video setting called “Chunk Builder”
Changed the prioritization order of the chunk rendering pipeline
Unrendered chunk holes in the world should not appear anymore while flying fast with high render distance
View distance now causes chunks to load cylindrically around players instead of in a square
Added “Toggle Sprint” and “Toggle Sneak” to the Controls settings
Moved Keybinds out to their own settings screen, accessible from Controls
Information about the world generation noise is now displayed on the debug screen
Added illageralt, rune-like font from Minecraft Dungeons (currently only usable via commands)
Added startup option --jfrProfile and command jfr to start profiling with Java Flight Recorder as well as a few custom events
Loot table functions set_contents and set_loot_table now require a type field with a valid block entity type
Added new loot table function set_potion
The maximum amount of background threads are increased
Worlds last saved before Minecraft 1.2 (pre “Anvil”) can no longer be opened directly
Data pack format has been increased to 8
Resource pack format has been increased to 8
--report option in data generator now creates reference files for the entirety of the worldgen, instead of just the biomes
Removed length limits for scoreboard, score holder, and team names
Standalone server.jar now bundles contains individual libraries instead of being flat archive
Size limit for server resource packs has been increased to 250 MB
Servers can now set property hide-online-players to true in order to not send a player list on status requests
New setting called “Simulation Distance”
Mob spawners can now override light checks for spawning
Added telemetry for world loading
Advancements 进度
Changed triggers 修改的触发器
nether_travel
entered condition is renamed to start_position
exited has been removed since it was identical to player.location
New triggers 新的触发器
fall_from_height
Triggered when a player lands after falling
Conditions:
player - a player for which this trigger runs
start_position - a location predicate for the last position before the falling started
distance - a predicate for the distance between start_position and the player
ride_entity_in_lava
Triggered for every tick when a player rides in lava
Conditions
player - a player for which this trigger runs
start_position - a position where the riding started (first tick on lava)
distance - a predicate for the distance between start_position and the player
Chunk Builder Setting 区块构建器选项
This setting determines if chunk sections are updated immediately during a single frame, or asynchronously using threads
“Fully Blocking” corresponds to the previous way chunks were updated, which prevents potential visual gaps when blocks are destroyed
“Threaded” will significantly reduce stutters when blocks are placed or destroyed (especially with light sources), however brief visual gaps may rarely occur
“Semi Blocking” is the middle-option, and will only immediately update chunks that are deemed important, otherwise updates occur asynchronously using threads
Java 17
Minecraft now uses Java version 17. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 17 or above.
Minecraft 现在使用的是 Java 17。如果你使用的是默认设置,官方启动器将会下载并安装正确的版本。如果你使用的是自定义 Java 设置,或者第三方启动器,那么你要确保你安装的 Java 版本是 17 或以上。
JFR Profiling / JFR 分析(中文 Wiki 内容见下)
Custom events 自定义事件
All events are enabled when starting the profiling using either jfr start command or --jfrProfile startup flag. If profiling is started through any other means for monitoring purposes, only the ServerTickTime, LoadWorld and NetworkSummary are included by default.
minecraft.ServerTickTime: periodic event (1 second intervals) exposing average server tick times
minecraft.NetworkSummary: periodic event (10 second intervals) reporting total packet sizes and counts per connection
minecraft.PacketReceived | minecraft.PacketSent: network traffic
minecraft.ChunkGeneration: time taken to generate individual chunk stages
minecraft.LoadWorld: initial world loading duration
Overview 概述
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.
Profiling lifecycle 分析周期
A profiling run can be started using any of the following alternatives: The run will then be stopped either by:
--jfrProfile startup flag when starting a Minecraft server or client
jfr start in-game command
Regular Java CLI tools such as jcmd
shutting down the JVM
jfr stop in-game command
jcmd CLI tool
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.
JFR(
)分析加入了
新启动选项和
命令,能使用Java FlightRecorder分析数据和一些自定义事件。
包含以下几种自定义事件:
:采样事件,反映服务器平均TPS。
:生成单个区块阶段所需的时间。
或
:网络流量。
:初始化世界加载耗费的时间。
可通过以下方法开始分析:
启动游戏时添加
选项。
在游戏内输入
命令。
以
为例的常规Java命令行工具。
可通过以下方法结束分析:
关闭游戏。
在游戏内输入
命令。
命令行工具。
分析的结果摘要会以JSON格式写入日志以及debug文件夹中。另附.jfr格式的记录文件(存于debug文件夹中),可使用如
及其他支持此格式的工具做进一步分析。
Loot tables 掠夺表
Changed functions 更改的函数
set_contents, set_loot_table
Added new mandatory field type. This type will be written into BlockEntityTag.id, to make sure that this tag can be correctly migrated between versions.
New functions 新函数
set_potion
Sets the Potion tag on any item
Parameters:
id - potion id
Maximum amount of background threads increased 提升后台线程上限
Various background tasks including worldgen are executed on a background thread pool
The default thread pool size equals the amount of available CPU threads, minus one
The upper thread pool limit has been raised from 7 to 255, which should help higher-end machines with improved world-gen performance
The upper limit can be overridden via the max.bg.threads Java system property, for example when running multiple servers on a single machine
Mob spawning 生物生成
Monster spawning limits are now per-player, rather than global for each dimension
敌对生物生成限制将会以玩家为
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 the game to be able to be opened
We recommend that you upgrade your old version, 1.2 (pre “Anvil”) or older, to version 1.6.4 - worlds opened for the first time in later versions will have incorrect biome information
Particles 颗粒效果
block_marker
Renders with a texture declared in the particle slot for a model assigned to the configured block state
Is summoned with same syntax as the block particle (i.e. block_marker wheat[age=2])
Resource Pack format 资源包格式
minecraft/textures/gui/container/inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory
Server bundling 服务端打包
server.jar now bundles individual libraries instead of merging all the files into a single archive
This change is meant to solve certain problems related to Java modules
On startup, server.jar will unpack libraries into a directory configured by bundlerRepoDir (default: working directory)
To run a different main class other than the server, use the bundlerMainClass property (for example java -DbundlerMainClass=net.minecraft.data.Main -jar server.jar --reports) or unpack the jar manually and use the contents of META-INF/classpath-joined for command line
If bundlerMainClass is empty, the program will just validate and extract files, and will then exit
Server classes are now signed
Simulation Distance Setting 模拟距离选项
A new slider which is available under video settings
Entities, blocks, and fluids will not be updated outside of simulation distance
Allows higher render distance with less CPU load
There’s also a new simulation-distance property in the dedicated server properties
Spawner data changes 刷怪笼数据的改变
Example:
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
}
]
Spawners now support the custom_spawn_rules NBT in the SpawnData field and the SpawnPotentials list
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
To make SpawnPotentials format similar to other weighted lists, structure was changed to {weight: <int>, data: <previous contents without 'Weight', 'Entity' renamed to 'entity'>}
To accomodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)
Telemetry 匿名化信息反馈
In this release, we are re-introducing diagnostic tracking, which was part of Minecraft: Java Edition until 2018. We are bringing it back to better understand our players and to improve their experience. Specifically this information will help us prioritise various aspects of development and identify pain points. All data is treated according to GDPR and CCPA best practices and is used to develop a better-performing and generally more enjoyable Minecraft: Java Edition.
At this point, the only implemented event is world load
World Load event 世界加载事件
Sent when loading singleplayer world or connecting to multiplayer server
Contains following information:
launcher identifier
user identitifer (XUID)
client session id (changes on restart)
world session id (changes per world load, to be reused for later events)
game version
operating system name and version
Java runtime version
if client or server is modded (same information as on crash logs)
server type (single player, Realms or other)
game mode
World Data: Chunk Format 世界数据:区块格式
Removed chunk’s Level and moved everything it contained up
Chunk’s Level.Entities has moved to entities
Chunk’s Level.TileEntities has moved to block_entities
Chunk’s Level.TileTicks and Level.Tobeticked have moved to block_ticks
Chunk’s Level.LiquidTicks and Level.LiquidsTobeticked have moved to fluid_ticks
Chunk’s Level.Sections has moved to sections
Chunk’s Level.Structures has moved to structures
Chunk’s Level.Structures.Starts has moved to structures.starts
Chunk’s Level.Sections[].BlockStates and Level.Sections[].Palette have moved to a container structure in sections[].block_states
Chunk’s Level.Biomes are now paletted and live in a similar container structure in sections[].biomes
Chunk’s Level.CarvingMasks[] is now long[] instead of byte[]
Added yPos the minimum section y position in the chunk
Added below_zero_retrogen containing data to support below zero generation
Added blending_data containing data to support blending new world generation with existing chunks
World Generation 世界生成
Bedrock layers now generate dependent on the world seed
New random number generator for overworld generation
Fixed bugs in 1.18 / 1.18修复的漏洞
About 250 bugs were fixed in this release.
.在该正式版中,有大约 250 个漏洞被修复。
.
Get the Release 取得正式版
To install the release, open up the
and click play! 如要安装该正式版,打开 Minecraft 启动器并按下“开始游戏”即可!Cross-platform server jar: 跨平台的服务端 JAR 文件:
Report bugs here: 在此反馈漏洞:
Want to give feedback? 想要向我们发送反馈?
Head over to our
or come chat with us about it on the到我们的反馈网页或直接在
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