我的世界基岩版 Beta 1.18.20.23/Preview 1.18.20.24 发布 蝌蚪的生命值修改为6
Experimental Features
实验性特性
Frog
青蛙
- Frogs now only use jump animation when using Jump Goal
- 青蛙现在只在使用跳跃目标时使用跳跃动画。
- Frogs are now tempted and bred using Slime Balls
- 现在使用史莱姆球可以引诱/繁殖青蛙。
- Tadpole health is now 6
- 蝌蚪的生命值修改为6。
- Adjusted Frog spawning in Swamps, weight 10, headsize 2-5
- 修改了青蛙在沼泽的生成。权重为10,一次生成数量为2-5。
- JumpToBlockGoal now correctly has the mob jump to small blocks like Lily Pads
- JumpToBlockGoal现在可以正确地让生物跳到类似于睡莲的小方块上。
Frog Spawn
青蛙生成
- Frog Spawn now breaks when pushed by a Piston
- 蛙卵现在会被推出的活塞破坏。
- Frog Spawn is now destroyed when the water source beneath it is removed
- 蛙卵现在会受下方水源的移除而损坏。
- Frog Spawn no longer prevented from hatching when a block is underneath it
- 当下方有方块时,蛙卵不再停止孵化。
- Frog Spawn can now be placed on waterlogged blocks
- 蛙卵现在可以被放置在含水方块的上方。
- Frog Spawn can no longer be placed above solid ground or under water with the ‘/fill’ command
- 蛙卵不再能被“/fill”指令放置在地面上或者水下。
- Frog Spawn Block is now destroyed by falling blocks (MCPE-150781)
- 蛙卵现在将被掉落的方块砸坏。 (MCPE-150781)
Goat Horn
山羊角
- After using Goat Horn, there is now a cooldown period before it can be used again
- 使用山羊角过后,在下一次使用之前需要等待冷却。
Features and Bug Fixes
特性和漏洞修复
Custom Skins
自定义皮肤
- Fixed custom skins not saving when leaving the Dressing Room
- 修复了自定义皮肤在离开试衣间的时候不被保存的问题。
Gameplay
玩法
- Fixed an issue where the Mending enchantment would not always correctly consume XP Orbs to repair (MCPE-120119)
- 修复了一个经验修补附魔不总是正确的消耗经验球进行修复的问题。(MCPE-120119)
Mobs
生物
- Drowned can no longer spawn where the block light level is above 0 (MCPE-150148)
- 溺尸不再在方块光照>0的情况下生成。(MCPE-150148)
User Interface
用户界面
- Fixed truncated label (in some languages) above 2×2 crafting grid in Pocket UI inventory screen
- 修复了在携带版UI的某些语言下2×2 合成格上方的标签会被截断一部分的问题。
- Fixed the Create New World opt-in beta setting not persisting between play sessions
- 修复了测试版设置中创建新世界选项在游戏会话之间不持续的问题。
Vanilla Parity
待同步特性
- Cauldrons are now not fillable by Dripstones that are below flowing water
- 炼药锅现在不会被流动水下方的滴水石锥填充了。
Items
物品
- Custom armor can now be equipped with the “Use” button when different armor is already equipped (MCPE-125323)
- 当已经装备了不同的装甲时,可以使用“使用”按钮装备自定义装甲。(MCPE-125323)
Technical Updates
技术性更新
Blocks
方块
- Fixed an issue where projectiles would ‘bounce’ off of Bells in strange ways (MCPE-47847)
- 修复了一个投掷物会从钟上面以奇怪方式“弹”下来的问题。(MCPE-47847)
Commands
命令
- The ‘/tickingarea’ command no longer modifies areas from entities with tick_world component
- ‘/tickingarea’ 指令不再修改带有tick_world组件的实体的区域。
Molang
Molang
- Fixed Logical AND to evaluate before Logical OR, and for comparison operators to evaluate before equality operators
- This is a Molang Versioned Change that only takes effect for Molang expressions in packs that use a min_engine_version of 1.18.20 or higher
- For example A && B || Cnow evaluates as (A && B) || C and A < B == C > D now evalutes as (A < B) == (C > D)
- 修复了逻辑“与”在逻辑“或”之前求值,以及比较运算符在相等运算符之前求值的问题。
- 这是一个Molang版本的更改,仅对min_engine_version 1.18.20或更高版本的包中的Molang表达式生效。
- 比如,A && B || C 现在被计算为 (A && B) || C 以及 A < B == C > D 现在被计算为 (A < B) == (C > D)。
Structure Generation and Actor Spawning
结构生成以及actor生成
- Fixed duplicate End Crystals spawning on top of End Spikes (MCPE-147817)
- 修复了末影水晶在黑耀石柱上方重复生成的问题。 (MCPE-147817)
Experimental
实验性
- Fixed an issue in which actor properties would not always sync from server to client
- 修复了actor的属性不总是能从服务器同步到客户端的问题。
EatMobGoal
EatMobGoal
- EatMobGoal is now unable to start when the player is the target
- EatMobGoal现在无法在玩家作为目标的情况下启动。
GameTest Framework
GameTest 框架
- Vector
- Added function length(): number- Returns the length of this vector
- Added function normalized(): Vector- Returns this as a normalized vector
- Added static function distance(a:Vector,b:Vector): number- Returns distance between two vector
- Added static function lerp(a:Vector,b:Vector,t: number): Vector- Returns the linear interpolation between a and b using t as the control
- Added static function slerp(a:Vector, b:Vector, s: number): Vector- Returns the spherical linear interpolation between a and b using s as the control
- Added static function cross(a:Vector, b:Vector): Vector- Returns the cross product of these two vectors
- Added static function add(a:Vector, b:Vector): Vector- Returns the addition of these vectors
- Added static function subtract(a:Vector, b:Vector): Vector- Returns the subtraction of these vectors
- Added static function multiply(a:Vector, b:Vector): Vector- Returns the component-wise product of these vectors
- Added static function divide(a:Vector, b:Vector): Vector- Returns the component-wise division of these vectors
- Added static function multiply(a:Vector, b:number): Vector- Returns the product of this vector and a scalar
- Added static function divide(a:Vector, b:number): Vector- Returns the division of this vector and a scalar
- Added static function min(a:Vector, b:Vector): Vector- Returns a vector that is made from the smallest components of two vectors.
- Added static function max(a:Vector, b:Vector): Vector- Returns a vector that is made from the largest components of two vectors
- 矢量
- 添加函数 length(): number- 返回矢量的长度。
- 添加函数 normalized(): Vector- 返回标准化的矢量。
- 添加静态函数 distance(a:Vector,b:Vector): number- 返回两个矢量之间的距离。
- 添加静态函数 lerp(a:Vector,b:Vector,t: number): Vector- 使用t作为控件,返回a和b之间的线性插值。
- 添加静态函数 slerp(a:Vector,b:Vector,s: number): Vector- 使用s作为控件,返回a和b之间的球面线性插值。
- 添加静态函数 cross(a:Vector,b:Vector): Vector- 返回这两个矢量的叉积。
- 添加静态函数 add(a:Vector,b:Vector): Vector- 返回这些矢量相加的结果。
- 添加静态函数 subtract(a:Vector,b:Vector): Vector- 返回这些矢量相减的结果。
- 添加静态函数 multiply(a:Vector,b:Vector): Vector- 返回这些矢量的分量乘积。
- 添加静态函数 divide(a:Vector,b:Vector): Vector- 返回这些矢量的分量相除的结果。
- 添加静态函数 multiply(a:Vector,b:number): Vector- 返回此向量与标量的乘积。
- 添加静态函数 divide(a:Vector,b:number): Vector- 返回此向量与标量相除的结果。
- 添加静态函数 min(a:Vector,b:Vector): Vector- 返回由两个矢量的最小分量构成的矢量。
- 添加静态函数 max(a:Vector,b:Vector): Vector- 返回由两个矢量的最小分量构成的矢量。
- World
- Added function playSound(soundName: String, soundOptions: SoundOptions): void- plays a sound specified by the sound name, at a location, pitch, or volume as optionally specified in the SoundOptions argument
- World
- 添加了函数playSound(soundName: String,soundOptions: SoundOptions): void- 直接在指定地点播放指定声音,使用 SoundOptions 变量还可选择指定播放的位置,音调/音量。
- EntityItemComponent
- Added component EntityItemComponentthat can be used to obtain an ItemStack from an item entity – e.g., getComponent(“item”).itemStack
- EntityItemComponent
- 添加了组件 EntityItemComponent 可用于从物品实体获取物品栈 – 比如,getComponent(“item”).itemStack
来源:cutemiku