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 |Minecraft Java 版是指 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
 |每周快照是 Minecraft Java 版的测试机制,主要用于下一个正式版的特性预览。
 |然而,每周快照主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。在快照中打开存档前请务必进行备份。适用于正式版的 Mod 不兼容快照,且大多数 Mod 都不对每周快照提供支持。
 |Minecraft Java 版 1.21.5 仍未发布,25w03a 为其第 2 个预览版。
 |本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址。
 
 
  NEWS
 
 Minecraft Snapshot 25w03a Minecraft 快照版 25w03a 
 A Minecraft Java Snapshot 一个 Minecraft Java 版快照 
 This week's snapshot comes with a huge update to game tests! The game tests system is now accessible through data packs with the new test command. You can now run block based tests with the new test block or set up even more versatile test from code in mods.
 本周的快照对游戏测试进行了巨大更新!现在可以通过数据包和新的测试命令访问游戏测试系统。您现在可以使用新的测试方块运行基于方块的测试,或者从模组中的代码设置更通用的测试。
 
 Happy testing!
 测试愉快!
 
 
 CHANGES
 改动
 
 
 Leaf Litter can be used in the Composter枯叶可用于堆肥桶Saddles equipped onto Pigs or Striders will now maintain properties such as custom name when dropped装备在猪或炽足兽身上的鞍现在将在掉落时保持自定义名称等属性
 
 TECHNICAL CHANGES
 技术改动
 
 
 The Data Pack version is now 63数据包版本现在是 63The Resource Pack version is now 48资源包版本现在是 48New entry point net.minecraft.gametest.Main is present in the server jar新的入口点 net.minecraft.gametest.Main 加入服务端核心文件
 Automatically starts a server and runs all available game tests自动启动服务器并运行所有可用的游戏测试
 
 
 GAME TEST MAIN
 主要游戏测试
 
 This new entry point automatically starts a server, runs all available game tests and then exits.
 这个新的入口点会自动启动服务器,运行所有可用的游戏测试,然后退出。
 
 Options:
 选项:
 
 
 --help - Shows usage information--help - 显示使用信息--packs <path> - Set a folder of datapacks to include in the world--packs <path> - 设置要包含在世界中的数据包文件夹
 Any zip file or folder with a pack.mcmeta file is included包含任何带有 pack.mcmeta 文件的 zip 文件或文件夹
--report <path> - Exports results in a junit-like XML report at the given path--report <path> - 将结果导出到给定路径的类似 junit 的 XML 报告中--tests <selection> - Specify which tests to run with a selection - a wildcard expression matching namespace test instance IDs--tests <selection> - S指定要使用选择运行的测试 - 与命名空间测试实例 ID 匹配的通配符表达式
 If omitted, or used with an empty ID, runs all tests如果省略或与空 ID 一起使用,则运行所有测试
--universe <path> - The path to where the test server world will be created--universe <path> - 将创建测试服务器世界的路径
 Any existing folder will be replaced任何现有文件夹都将被替换Default: gametestserver默认: gametestserver
--verify <boolean> - Enables test verification--verify <boolean> - 启用测试验证
 Runs the tests specified with test or testNamespace 100 times for each 90 degree rotation step对于每个 90 度旋转步骤,运行 test 或 testNamespace 指定的测试 100 次Default: false默认: false
 
 Example usage: java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
 用法示例: java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
 
 
 DATA PACK VERSIONS 63
 数据包版本 63
 
 
 The Game Tests system is now accessible through data packs and for mods游戏测试系统现在可以通过数据包和模组访问Entity variants are now set and queried with components现在可以使用组件设置和查询实体变量Added saddle equipment slot, driven by the equippable component - Only mobs that normally support saddles will support riding and rendering of the saddle - Items in the saddle slot can apply attribute modifiers as with other equipment添加了鞍 装备槽,由可装备组件驱动 - 只有通常支持鞍的生物才会支持鞍的骑行和渲染 -鞍槽中的物品可以像其他设备一样应用属性修饰符
 
 GAME TESTS
 游戏测试
 
 The Game Tests system is a new integrated system for testing aspects of the game. Each test is an asset defining some parameters for how the test gets executed, combined with a saved structure file containing a base setup.
 游戏测试系统是一个新的集成系统,用于测试游戏的各个方面。每个测试都是一个资源文件,定义了如何执行测试的一些参数,并与包含基本设置的已保存结构文件相结合。
 
 Generally, the test framework expects to run tests in a separate superflat world.
 通常,测试框架期望在单独的超平坦世界中运行测试。
 
 
 TEST INSTANCES
 测试实例
 
 Test instances are defined in the registry test_instance . They're small assets defining a test to run.
 测试实例在注册表 test_instance中定义。它们是定义要运行的测试的小资源文件。
 
 Fields:
 领域:
 
 
 environment: Namespaced ID of the test environment to run this test as part ofenvironment:作为一部分运行此测试的测试环境的命名空间 IDstructure: The namespaced ID of the structure to use for the teststructure:用于测试的结构的命名空间 IDmax_ticks: A positive integer representing the maximum number of ticks allowed to pass before the test is considered timed outmax_ticks:一个正整数,表示测试被视为超时之前允许通过的最大刻数setup_ticks: Optional non-negative integer (default: 0) representing a number of ticks to wait after placing the structure before starting the testsetup_ticks :可选的非负整数(默认值: (default: 0)表示在开始测试之前放置结构后要等待的刻数required: Optional boolean (default true) - whether the test is considered required to pass for the full test suite to passrequired:可选布尔值(默认 true) - 是否认为测试需要通过才能通过完整的测试套件rotation: Optional rotation to apply to the test structurerotation:可选旋转以应用于测试结构
 none (default), clockwise_90, 180 and counterclockwise_90无(默认)、顺时针_90、180和逆时针_90之一
manual_only: Optional boolean (default false), set to true for tests that are not included as part of automated test runsmanual_only:可选布尔值(默认(default false ),对于不包含在自动化测试运行中的测试设置为 truesky_access: Whether the test needs clear access to the skysky_access:测试是否需要清晰地访问天空
 By default (false), tests are enclosed in barrier blocks - if set to true, the top is left open默认情况下 (false),测试包含在屏障方块中 - 如果设置为 true,则顶部保持打开状态
max_attempts: Number of attempts to run the test (default 1)max_attempts:尝试运行测试的次数(默认 1 )required_successes: Number of attempts that must succeed for the test to be considered successful (default 1)required_successes:测试必须成功才能被视为成功的尝试次数(默认 1)type: The type of test - one of block_based and functiontype:测试的类型 - block_based 和 function之一
 
 FUNCTION TESTS
 功能测试
 
 Function tests rely on built-in functions to run a test and indicate success or failure. They have one additional field:
 功能测试依靠内置函数来运行测试并指示成功或失败。他们还有一个额外的字段:
 
 
 function: The namespaced ID of the Test Function to runfunction:要运行的测试函数的命名空间 ID
 See the "Using the Game Test Framework from Code" changelog section for more information.
 有关更多信息,请参阅“从代码中使用游戏测试框架”变更日志部分。
 
 
 BLOCK BASED TESTS
 基于方块的测试
 
 Block based tests use Test Blocks in the test structure to run the test and indicate success or failure.
 基于方块的测试使用测试结构中的测试方块来运行测试并指示成功或失败。
 
 
 TEST ENVIRONMENTS
 测试环境
 
 Test Environments are a way to group up tests and give them the right preconditions to run. A Test Environment is an asset in the test_environment registry. Each Test Environment definition has a type field that determines its setup:
 测试环境是一种对测试进行分组并为它们提供运行的正确先决条件的方法。测试环境是 test_environment 注册表中的资源文件。每个测试环境定义都有一个 type 字段来确定其设置:
 
 
 all_of definitions apply the setup from several sub-definitions in the definitions fieldall_of 定义应用 definitions 字段中多个子定义的设置function definitions use mcfunction files as setup and teardownfunction 定义使用 mcfunction 文件作为安装和拆卸
 setup: Optional namespaced ID of the mcfunction to use for setup, if anysetup:用于设置的 mcfunction 的可选命名空间 ID(如果有)teardown: Optional namespaced ID of the mcfunction to use for teardown, if anyteardown:用于拆卸的 mcfunction 的可选命名空间 ID(如果有)
game_rules: definitions set any number of game rulesgame_rules:定义设置任意数量的游戏规则
 bool_rules: A list of boolean game rules to set and the value to setbool_rules:要设置的布尔游戏规则和要设置的值的列表int_rules: A list of integer game rules to set and the value to setint_rules:要设置的整数游戏规则和要设置的值的列表Each rule is an object with two fields:每个规则都是一个具有两个字段的对象:
 rule: The exact name of the rule to setrule:要设置的规则的确切名称value: The value to setvalue:要设置的值
Game rules are reset to their default values after the test environment has completed测试环境完成后,游戏规则将重置为默认值
weather definitions sets the weather stateweather 定义设置天气状态
 weather: The weather to set - one of clear, rain and thunderweather:要设置的天气 - clear、 rain 和 thunder 之一
 
time_of_day definitions set a given time of daytime_of_day 定义设置一天中的给定时间
 time: The time of day to set in number of ticks, as a non-negative integertime:以刻数设置的一天中的时间,作为非负整数
 
 The game provides a single, empty Test Environment by default: minecraft:default .
 游戏默认提供一个空的测试环境: minecraft:default。
 
 
 TEST BLOCKS
 测试方块
 
 The Test Block is a block used for implementing a block-based tests. It has four modes:
 The Test Block is a block used for implementing a block-based tests。It has four modes:
 
 
 start: Triggers a redstone pulse when the test startsstart:测试开始时触发红石脉冲log: Logs a message to the log file when powered by redstonelog:由红石供电时将消息记录到日志文件中fail: Fails the test when powered by redstonefail:红石供电时测试失败accept: Completes the test when powered by redstoneaccept:由红石供电时完成测试
 Block-based tests are required to have at least one start block and one accept block in the structure.
 基于方块的测试要求结构中至少有一个 start 方块和一个 accept 方块。
 
 
 THE TEST COMMAND
 测试命令
 
 The test command is a new command used to create and run tests.
 test 命令是用于创建和运行测试的新命令。
 
 Syntax:
 句法:
 
 
 复制代码test clearall [<radius>]
test clearthat
test clearthese
test create <test> [<width>] [<height> <depth>]
test locate <selector>
test resetclosest
test reseetthese
test resetthat
test pos [<variable>]
test run <selector> [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
test runclosest [<numberOfTimes>] [<untilFailed>]
test runfailed [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
test runmultiple <selector> [<amount>]
test runthat [<numberOfTimes>] [<untilFailed>]
test runthese [<numberOfTimes>] [<untilFailed>]
test stop
test verify <tests>
 
 
 Parameters:
 参数:
 
 
 radius: The radius to clear tests withinradius : 清除测试的半径test: The namespaced ID of a testtest:测试的命名空间 IDselector: A wildcard-enabled selector for test IDsselector:测试 ID 的启用通配符的选择器
 Supports * and ? for matching namespaced IDs支持 * 和 ? 用于匹配命名空间 IDIf namespace is not supplied, defaults to minecraft如果未提供命名空间,则默认为 minecraftExamples:示例:
 *:* - matches all IDs*:*  - 匹配所有 ID* - matches everything in the minecraft namespace*  - 匹配 minecraft  命名空间中的所有内容custom:folder/*_test_? - matches IDs in the folder folder of the custom namespace, with a prefix followed by _test_ followed by a single valid charactercustom:folder/*_test_? - 匹配 folder 命名空间的 custom 夹中的 ID,前缀后跟 _test_ ,后跟单个有效字符
 
width: The width of the test structure - if omitted, 5 is usedwidth :测试结构的宽度 - 如果省略,则使用 5height: The height of the test structure - if omitted, the width is usedheight :测试结构的高度 - 如果省略,则使用宽度depth: The depth of the test structure - if omitted, the width is useddepth :测试结构的深度 - 如果省略,则使用宽度variable: The variable name to include in the copied code snippetvariable :要包含在复制的代码片段中的变量名称numberOfTimes: The number of times to repeat each test - if omitted, 1 is usednumberOfTimes :重复每个测试的次数 - 如果省略,则使用1untilFailed: Boolean (default false) noting that the test should be stopped as soon as one iteration failsuntilFailed :布尔值(默认 (default false)  ),指出一次迭代失败后应立即停止测试rotationSteps: Number of extra 90 degree steps to apply to the test - if omitted, 0 is usedrotationSteps :应用于测试的额外 90 度步骤数 - 如果省略,则使用 0testsPerRow: Number of tests to place per row in a grid layout - if omitted, 8 is usedtestsPerRow :网格布局中每行放置的测试数 - 如果省略,则使用8
 
 TEST CLEAR*
 测试清除*
 
 These subcommands clear the structures and blocks associated with the selected tests.
 这些子命令清除与所选测试相关的结构和方块。
 
 
 TEST CREATE
 测试创建
 
 This subcommand creates a test setup in the current location for the given test, preparing for a structure of the given size. This gives a starting point for creating the structure for the test.
 此子命令在当前位置为给定测试创建一个测试设置,为给定大小的结构做准备。这为创建测试结构提供了一个起点。
 
 
 TEST LOCATE
 测试定位
 
 Attempts to locate the given test. Note that only loaded chunks are searched.
 尝试找到给定的测试。请注意,仅搜索已加载的方块。
 
 
 TEST RESET*
 测试重置*
 
 These subcommands reset the structures for the selected tests, removing any surrounding barriers and placing the structure in from scatch.
 这些子命令重置所选测试的结构,移除任何周围的障碍并将结构放置在不可见的位置。
 
 
 TEST POS
 测试位置
 
 Shows the local coordinates to the block pointed at in the test. If the optional variable name is specified, this variable name is used in a code fragment obtained by clicking on the coordinates in the output message.
 显示测试中指向的块的局部坐标。如果指定了可选变量名称,则在通过单击输出消息中的坐标获得的代码片段中使用该变量名称。
 
 
 TEST RUN*
 测试运行*
 
 Runs one or more tests. If multiple tests are run at once, they are placed in a grid and run in parallel, although only up to a certain limit. Beyond that limit, tests are run in rounds where each round completes before any tests from the next round are started.
 运行一项或多项测试。如果同时运行多个测试,它们将被放置在网格中并并行运行,尽管仅限于一定的限制。超出该限制,测试将分轮运行,每轮完成后,下一轮的任何测试才会开始。
 
 For each test, loads the given structure and runs the associated test. Each test location will have a beacon beam showcasing the test status.
 对于每个测试,加载给定的结构并运行关联的测试。每个测试位置都会有一个显示测试状态的信标光束。
 
 
 Gray beacon = in progress灰色信标 = 进行中Red = fail (required test)红色=失败(需要测试)Orange = fail (optional test)橙色 = 失败(可选测试)Green = success 绿色=成功
 If a test fails, the error is shown on a lectern book and an overlay.
 如果测试失败,错误会显示在讲台书和覆盖层上。
 
 Note that Game Tests are designed to run on standard superflat worlds. The area around each test is replaced with stone when it runs, and the running test is encased in barrier blocks.
 请注意,游戏测试旨在在标准超平坦世界上运行。每个测试运行时周围的区域都会被石头替换,并且运行的测试会被障碍物块包围。
 
 
 TEST STOP
 测试停止
 
 This stops all running tests. Note that gameplay events triggered by tests may still remain.
 这将停止所有正在运行的测试。请注意,由测试触发的游戏事件可能仍然存在。
 
 
 TEST VERIFY*
 测试验证*
 
 Verifies one or more tests by running multiple instances of the same test.
 通过运行同一测试的多个实例来验证一项或多项测试。
 
 
 TEST INSTANCE BLOCKS
 测试实例方块
 
 To run a test in a world, a Test Instance Block is used. This type of block represents the test as placed in the world and is used to interact with that test, to save the structure, reset or run the test.
 为了在世界中运行测试,需要使用测试实例方块。这种类型的块代表放置在世界中的测试,并用于与该测试交互,保存结构,重置或运行测试。
 
 Using the test command to run or create a test will also place a Test Instance Block to control that test.
 使用 test 命令运行或创建测试还将放置一个测试实例块来控制该测试。
 
 
 USING THE GAME TEST FRAMEWORK FROM CODE
 从代码中使用游戏测试框架
 
 The Game Test Framework can also be used from code in a more versatile manner than block-based tests. For this to work, you need to mod the game to add your test functions to the test_function registry (Registries.TEST_FUNCTION).
 游戏测试框架还可以通过比基于块的测试更通用的方式从代码中使用。为此,您需要修改游戏以将测试函数添加到 test_function 注册表 ( Registries.TEST_FUNCTION )。
 
 Hook into some startup method (pre-registry bootstrap) to add your loader - call TestFunctionLoader.registerLoader() with an implementation of TestFunctionLoader . Your implementation can then use the provided register consumer to register test functions with their namespaced IDs. This namespaced ID can then be referenced in a function type Test Instance.
 挂起一些启动方法(预注册引导)来添加加载程序 - 使用 TestFunctionLoader.registerLoader() 的实现调用 TestFunctionLoader。然后,您的实现可以使用提供的 register 使用者来注册测试函数及其命名空间 ID。然后可以在 function 类型测试实例中引用此命名空间 ID。
 
 A test function is a Consumer<GameTestHelper>, using that GameTestHelper instance to manipulate the world and make assertions about the state of the resulting world.
 测试函数是 Consumer<GameTestHelper>,使用 GameTestHelper  实例来操纵世界并对世界结果的状态做出判断。
 
 The helper can be used to summon mobs, set blocks, query for blocks and entities and assert the state of the test. Most GameTestHelper methods take test-local coordinates, which you can also find using /test pos .
 该助手可用于召唤生物、设置方块、查询方块和实体以及断言测试状态。大多数 GameTestHelper 方法都采用测试本地坐标,您也可以使用  /test pos找到该坐标。
 
 Example code that might go along with a test structure with a locked hopper containing a cod, pointed into a furnace:
 示例代码可能与带有锁定漏斗的测试结构一起使用,该漏斗包含指向熔炉的鳕鱼:
 
 
 复制代码public void furnace_smelts_item(final GameTestHelper helper) {
    helper.setBlock(0, 4, 0, Blocks.AIR);
    helper.succeedWhen(() -> helper.assertContainerContainsSingle(new BlockPos(0, 0, 0), Items.COOKED_COD));
}
 
 
 More complicated setups will often use helper.startSequence() to model sequences of events that must happen.
 更复杂的设置通常会使用 helper.startSequence() 来对必须发生的事件序列进行建模。
 
 As opposed to block-based tests, function tests failing will often produce more helpful error messages including the location of whatever failed and what was expected at that location.
 与基于块的测试相反,功能测试失败通常会产生更多有用的错误消息,包括失败的位置以及该位置的预期内容。
 
 
 COMMANDS
 命令
 
 
 The horse.saddle item slot has been renamed to saddle, and now supports any entity that can equip a Saddlehorse.saddle 物品槽已重命名为 saddle ,现在支持任何可以装备鞍的实体
 
 TEXT COMPONENT DATA FORMAT
 文本组件数据格式
 
 
 HOVER EVENTS
 悬停事件
 
 
 For the show_text action:对于 show_text 事件:
 text field has been renamed to valuetext 字段已重命名为 value
 
 
 TAGS
 标签
 
 
 ENTITY TAGS
 实体标签
 
 
 Added #can_equip_saddle - entities that can be equipped with a Saddle添加了 #can_equip_saddle - 可以配备鞍的实体
 Note: this does not mean that the Saddle will function, just that it can be equipped into the saddle slot注意:这并不意味着鞍座可以发挥作用,只是可以将其安装到鞍座插槽中
 
 
 ENTITY DATA
 实体数据
 
 
 The ArmorItems, HandItems, and body_armor_item fields have been merged into an equipment fieldArmorItems 、 HandItems, 和 body_armor_item 字段已合并到 equipment 字段中
 Format: map between equipment slot type and item stack格式:设备槽位类型与物品堆栈之间的映射
 Valid equipment slots: head, chest, legs, feet, mainhand, offhand, body, saddle有效装备槽:头、 胸、腿
 、脚、主手、
 副手、身体, 鞍
 
If not specified or removed, the entity will have no equipment如果未指定或删除,该实体将没有设备e.g. equipment:{chest:{id:'minecraft:diamond_chestplate'}}例如 equipment:{chest:{id:'minecraft:diamond_chestplate'}}This affects all mobs and Armor Stands, but Players are unaffected这会影响所有生物和盔甲架,但玩家不受影响
The data format of saddles has been unified between mobs such as Horses and Pigs, becoming a new kind of equipment slot (and stored in the equipment.saddle field)马和猪等生物之间鞍的数据格式已统一,成为一种新型装备插槽(并存储在 equipment.saddle 字段中)
 This is a pure rename from the previous SaddleItem in Horse-like mobs这是对之前类似马的生物中的 SaddleItem 的纯粹重命名This also replaces the boolean Saddle flag from Pigs and StridersT这也取代了猪和炽足兽中的布尔 Saddle 形标志The Saddle dropping on death is now affected by the drop_chances field, as with other equipment slots与其他装备槽一样,死亡时掉落的鞍现在受到 drop_chances 字段的影响
The FallDistance field has been changed from float to double and is now called fall_distanceFallDistance 字段已从 float 更改为 double,现在称为 fall_distance
 
 ITEM COMPONENTS
 物品组件
 
 
 WEAPON COMPONENT
 武器组件
 
 
 damage_per_attack field was renamed to item_damage_per_attackdamage_per_attack 字段已重命名为 item_damage_per_attack
 
 EQUIPPABLE COMPONENT
 可装备组件
 
 
 Can now apply to saddle slot现在可以应用于鞍槽Any mob can now have equipment added in the body slot as long as the component allows it (allowed_entities)只要组件允许( allowed_entities ),任何生物现在都可以在 (身体槽中添加装备Added new optional field: equip_on_interact(boolean)添加了新的可选字段: equip_on_interact(布尔值)
 If true, players can equip this item onto a target mob by right-clicking it (as long as this item can be equipped on the target at all)如果 true ,玩家可以通过右键单击该物品将其装备到目标生物上(只要该物品可以装备在目标上)The item will not be equipped if the target already has an item in the relevant slot如果目标相关槽位中已有物品,则不会装备该物品If not specified, defaults to false如果没有指定,默认为 false
 
 
 ENTITY VARIANT COMPONENTS
 实体变量组件
 
 
 Entities now have a set of components for configuring variants and other aspects of apperance实体现在拥有一组用于配置变量和外观其他方面的组件If those components are present on spawning item (like spawn eggs, mob buckets, minecraft:painting, minecraft:item_frame), they will be applied to new entity如果这些组件存在于生成物品上(例如刷怪蛋、生物桶、 minecraft:painting 、 minecraft:item_frame ),它们将应用于新实体Components are currently not restored when spawn egg is picked from existing entity当从现有实体中拾取刷怪蛋时,当前组件不会恢复New components:新组件:
 villager/variant - one of desert, jungle, plains, savanna, snow, swamp, taigavillager/variant -  desert, jungle, plains, savanna, snow, swamp, taiga 之一wolf/variant - namespaced id from wolf_variant registrywolf/variant  - 来自 wolf_variant 注册表的命名空间 idwolf/collar - one of 16 dye colorswolf/collar - 16 种染料颜色之一fox/variant - one of red, snowfox/variant -  red, snow 之一salmon/size - one of small, medium, largesalmon/size - small, medium, large 之一parrot/variant - one of red_blue, blue, green, yellow_blue, grayparrot/variant - red_blue, blue, green, yellow_blue, gray 之一tropical_fish/pattern - one of kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfishtropical_fish/pattern - kob, sunstreak, snooper, dasher, brinely, spotty, flopper, stripey, glitter, blockfish, betty, clayfish 之一tropical_fish/base_color - one of 16 dye colorstropical_fish/base_color - 16 种染料颜色之一tropical_fish/pattern_color - one of 16 dye colorstropical_fish/pattern_color  - 16 种染料颜色之一mooshroom/variant - one of red, brownmooshroom/variant - red, brown 之一rabbit/variant - one of brown, white, black, white_splotched, gold, salt, evilrabbit/variant - brown, white, black, white_splotched, gold, salt, evil 之一pig/variant - namespaced id from pig_variant registrypig/variant - 来自 pig_variant 注册表的命名空间idfrog/variant - namespaced id from frog_variant registryfrog/variant - 来自 frog_variant 注册表的命名空间 idhorse/variant - one of white, creamy, chestnut, brown, black, gray, dark_brownhorse/variant - white, creamy, chestnut, brown, black, gray, dark_brown 之一painting/variant - namespaced id from painting_variant registrypainting/variant - 来自 painting_variant 注册表的命名空间 idllama/variant - one of creamy, white, brown, grayllama/variant - creamy, white, brown, gray 之一axolotl/variant - one of lucy, wild, gold, cyan, blueaxolotl/variant - lucy, wild, gold, cyan, blue 之一cat/variant - namespaced id from cat_variant registrycat/variant - 来自 cat_variant 注册表的命名空间 idcat/collar - one of 16 dye colorscat/collar - 16 种染料颜色之一sheep/color - one of 16 dye colorssheep/color - 16 种染料颜色之一shulker/color - one of 16 dye colorsshulker/color - 16 种染料颜色之一
Mob buckets and paintings available in creative menu will now use new variants instead of minecraft:entity_data component创造模式物品栏中提供的生物桶和画现在将使用新变量而不是  minecraft:entity_data 组件Custom tooltips for Bucket of Tropical Fish and Painting items are now based on new components instead of minecraft:bucket_entity_data and minecraft:entity_data热带鱼桶和绘画物品的自定义工具提示现在基于新组件,而不是 minecraft:bucket_entity_data 和 minecraft:entity_data
 
 PREDICATES
 谓词
 
 
 ENTITY PREDICATES
 实体谓词
 
 
 New optional field has been added to entity predicate: components新的可选字段已添加到实体谓词: components
 When present, predicate will match contents of entity components (similarily to field components on item predicate that works on item stacks)当存在时,谓词将匹配实体组件的内容(类似于在项目堆栈上工作的项目谓词上的字段 components )Format: map of component type key to matching component values格式:组件类型键到匹配组件值的映射
Following entity sub-predicates have been removed and replaced with combination of components predicate and variant entity components:以下实体子谓词已被删除并替换为 components 谓词和变量实体组件的组合:
 minecraft:axolotl我的世界:美西螈minecraft:fox我的世界:狐狸minecraft:mooshroom我的世界:哞菇minecraft:rabbit我的世界:兔子
minecraft:horse我的世界:马minecraft:llama我的世界:骆驼minecraft:villager我的世界:村民minecraft:parrot我的世界:鹦鹉minecraft:salmon我的世界:鲑鱼minecraft:tropical_fish我的世界:热带鱼minecraft:painting我的世界:画minecraft:cat我的世界:猫minecraft:frog我的世界:青蛙minecraft:wolf我的世界:狼minecraft:pig我的世界:猪
Field color has been removed from minecraft:sheep sub-predicate字段 color 已从 我的世界:羊 子谓词中删除
 
 RESOURCE PACK VERSION 48
 资源包版本 48
 
 
 Added new equipment asset layer type for Pigs and Striders, and moved saddle textures为猪和炽足兽添加了新的装备资源文件图层类型,并移动了鞍纹理Changed the size of pig_saddle texture更改了 pig_saddle 纹理的大小
 
 EQUIPMENT ASSETS
 设备资源文件
 
 
 Equipment assets may now define new layer types:设备资源文件现在可以定义新的层类型:
 pig_saddle - equipment layer for Pig saddlespig_saddle - 猪鞍的装备层strider_saddle - equipment layer for Strider saddlesstrider_saddle - 炽足兽鞍的装备层camel_saddle - equipment layer for Camel saddlescamel_saddle - 骆驼鞍的装备层horse_saddle - equipment layer for Horse saddleshorse_saddle - 马鞍的装备层donkey_saddle - equipment layer for Donkey saddlesdonkey_saddle - 驴鞍的设备层mule_saddle - equipment layer for Mule saddlesmule_saddle - 骡鞍的装备层skeleton_horse_saddle - equipment layer for Skeleton Horse saddlesskeleton_horse_saddle - 骷髅马鞍的装备层zombie_horse_saddle - equipment layer for Zombie Horse saddleszombie_horse_saddle - 僵尸马鞍的装备层
The following textures have been moved to support the use of equipment assets for saddles:以下纹理已被移动以支持鞍装备资源文件的使用:
 entity/pig/pig_saddle.png -> entity/equipment/pig_saddle/saddle.pngentity/pig/pig_saddle.png -> entity/equipment/pig_saddle/saddle.pngentity/strider/strider_saddle.png -> entity/equipment/strider_saddle/saddle.pngentity/strider/strider_saddle.png -> entity/equipment/strider_saddle/saddle.png
The following textures have been split from their base entity texture to support the use of equipment assets for saddles:以下纹理已从其基本实体纹理中分离出来,以支持将装备资源文件用于鞍:
 entity/camel/camel.png -> entity/equipment/camel_saddle/saddle.pngentity/camel/camel.png -> entity/equipment/camel_saddle/saddle.pngentity/horse/horse_<variant>.png -> entity/equipment/horse_saddle/saddle.pngentity/horse/horse_<variant>.png -> entity/equipment/horse_saddle/saddle.pngentity/horse/donkey.png -> entity/equipment/donkey_saddle/saddle.pngentity/horse/donkey.png -> entity/equipment/donkey_saddle/saddle.pngentity/horse/mule.png -> entity/equipment/mule_saddle/saddle.pngentity/horse/mule.png -> entity/equipment/mule_saddle/saddle.pngentity/horse/horse_skeleton.png -> entity/equipment/skeleton_horse_saddle/saddle.pngentity/horse/horse_skeleton.png -> entity/equipment/skeleton_horse_saddle/saddle.pngentity/horse/horse_zombie.png -> entity/equipment/zombie_horse_saddle/saddle.pngentity/horse/horse_zombie.png -> entity/equipment/zombie_horse_saddle/saddle.png
 
 
 ITEM MODELS
 物品模型
 
 
 MINECRAFT:COMPONENT SELECT PROPERTY
 我的世界:组件选择属性
 
 
 New data source has been added to select item model: component新的数据源已添加到 select 项目模型: componentReturns value of component on item, if any返回项目上组件的值(如果有)Fields:领域:
 component - namespaced ID of component typecomponent - 组件类型的命名空间 ID
Possible values: depends on component type可能的值:取决于组件类型
 Example: if component is set to minecraft:wolf/collar, list of cases will accept dye colors, like lime示例:如果 component 设置为 minecraft:wolf/collar,则事件列表将接受染料颜色,例如 lime
 
 
 FIXED BUGS IN 25W03A
 25W03A 修复的漏洞
 
 
 MC-13738 - Invisible saddle when using invisibility potion on a horse, donkey or muleMC-13738 - 在马、驴或骡子上使用隐形药水时会出现隐形鞍MC-80243 - Saddles don't apply attribute modifiers when worn by entitiesMC-80243 - 实体佩戴时鞍不会应用属性修饰符MC-189525 - Armored entities from pre-1.9 worlds upgrade to dual wielding armorMC-189525 - 1.9 之前世界升级后的有盔甲的实体的盔甲与手槽物品交换MC-190000 - Saddles equipped on horses cannot be replaced without removing them firstMC-190000 - 马配备的鞍必须先移除才能更换MC-256469 - Invisible camels don't show their saddlesMC-256469 - 隐形骆驼不显示鞍MC-266912 - Saddle equipping sounds aren't played when saddles are equipped on horses, donkeys, mules, or camels shortly after the said entity is summonedMC-266912 - 在召唤该实体后不久,在马、驴、骡子或骆驼上装备鞍时,不会播放鞍装备声音MC-269637 - Horses can wear multiple saddles but not multiple horse armorMC-269637 - 马可以装备多个鞍,但不能装备多个马铠MC-270192 - The saddles of some entities stay visible through their death animationMC-270192 - 一些实体的鞍在其死亡动画中仍可见MC-270197 - The saddle on pigs and striders stays visible through their death animationMC-270197 - 猪和炽足兽的鞍在其死亡动画中仍可见MC-272100 - Unused palette pixels in horse textures (horse_ [brown/chestnut/creamy/white].png)MC-272100 - 马纹理中未使用的调色板像素 (horse_[brown/chestnut/creamy/white].png)MC-272790 - Shulker boxes and other blocks in the end exit portal when it changes state are not dropped as itemsMC-272790 - 末地返回传送门中的潜影盒和其他方块在传送门改变状态时不会作为物品掉落MC-274258 - All horse textures contain an unused chest bag textureMC-274258 - 所有马纹理都包含未使用的箱包纹理MC-278673 - The x-rotation of /teleport is limited to ±90 degrees relative to the entity's original angleMC-278673 - /teleport 的 x 旋转相对于实体的原始角度被限制在 ±90 度MC-279208 - Players can no longer begin sprinting when pressing a sideways movement key firstMC-279208 - 玩家不再能通过先按下侧向移动键来开始冲刺MC-279211 - Shulker boxes both keep and drop their contents upon being broken via certain methods causing item duplicationMC-279211 - 潜影盒在通过某些方法破坏后会保留并掉落其内容,导致物品重复MC-279213 - Mushroom Blocks can't replace Leaf LitterMC-279213 - 蘑菇块无法替代落叶MC-279221 - Leaf Litter replaces leaves in world genMC-279221 - 落叶取代了世界生成中的树叶MC-279224 - Using bone meal in meadows doesn't generate wildflowersMC-279224 - 在草地上使用骨粉不会产生野花MC-279226 - Experience orbs of any value all render as the smallest valueMC-279226 - 任何值的经验球都渲染为最小值MC-279233 - Shulker boxes drop their contents when brokenMC-279233 - 潜影盒被破坏时会掉落里面的东西MC-279234 - The minecraft:entity.generic.extinguish_fire sound does not play when the fire on an entity is extinguishedMC-279234 - 当实体上的火被扑灭时,minecraft:entity.generic.Extreme_fire 声音不会播放MC-279238 - Dying to a minecart with TNT ignited by a blaze fireball doesn't count as the blaze's killMC-279238 - 用被烈焰人火球点燃的 TNT 矿车杀死不算作被烈焰人杀死MC-279239 - The motion of primed TNT is choppy and jitteryMC-279239 - 已点燃的 TNT 的运动间断且抽搐MC-279245 - Most hostile mobs aren't spawning even under the right conditionsMC-279245 - 即使在适当的条件下,大多数敌对生物也不会生成MC-279248 - Lava collision is too highMC-279248 - 熔岩的碰撞箱太大MC-279281 - Fall damage occurs from jumping from 2 blocks upMC-279281 - 从 2 个方块以上跳跃会造成坠落伤害MC-279282 - Parrots with non-player owner UUID cause crash upon spawningMC-279282 - 具有非玩家所有者 UUID 的鹦鹉在生成时会导致崩溃MC-279285 - Experience orbs abruptly accelerate towards the ground very fastMC-279285 - 经验球突然非常快地加速到地面MC-279301 - Player dies by falling from 22.00001 blocks instead of 23 blocksMC-279301 - 玩家从第 22.00001 格高而不是从第 23 格高处坠落而死亡MC-279313 - The motion of item entities is choppy and jittery under certain circumstancesMC-279313 - 在某些情况下,物品实体的运动间断且抽搐MC-279314 - Projectiles twitch up and down slightly while flying through the airMC-279314 - 射弹物在空中飞行时轻微上下抽动MC-279316 - The motion of fishing bobbers is choppy and jitteryMC-279316 - 钓鱼浮标的运动间断且抽搐MC-279339 - Update order for sloped rails is incorrectMC-279339 - 转弯铁轨的更新顺序不正确MC-279340 - Baby polar bears are too smallMC-279340 - 小北极熊太小MC-279345 - Pink petals and Wildflowers can no longer be grown by bone mealMC-279345 - 粉红色花瓣和野花不再可以通过骨粉生长MC-279357 - Player can fall off edges while sneakingMC-279357 - 玩家潜行时可能会从边缘掉下来MC-279434 - Standing on powder snow and fire at the same time spams the fire extinguish soundMC-279434 - 站在细雪和火上同时发出灭火声音MC-279459 - /setblock and other fills don't properly update block entitiesMC-279459 - /setblock 和其他填充无法正确更新方块实体
 
 GET THE SNAPSHOT
 获取快照版本
 
 Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.
 快照适用于 Minecraft:Java 版。要安装快照,请打开   Minecraft 启动器 并在“安装”选项卡中启用快照。
 
 Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.
 测试版本可能会损坏您的世界,因此请在与主世界不同的文件夹中备份和/或运行它们。
 
 Cross-platform server jar:
 跨平台服务器jar:
 
 
 Report bugs here:
 在这里报告漏洞:
 
 
 Want to give feedback?
 想提供反馈吗?
 
 
 
 
  
 
 【世界重构译自Java Team 2025 年 1 月 15 日发布的 Minecraft Snapshot 25w03a】
 【本文排版借助了:SPXXKLP 用户脚本 v3.2.4】
 
 
 
 
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