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 ## 前言
 
 | Tricky Trials Now Out for Java                    It's a fantastic day today, because it's release day Thursday! And not just any old release day. This one is extra special because today we're shipping Minecraft: Java Edition 1.21, also known as the Tricky Trials Update! Venture into the hazardous Trial Chambers alone or with friends, face off against the new Breeze mob and craft a smashingly powerful new weapon, the Mace! Take your ingenious Redstone designs to new heights with the Crafter, play around with the Wind Charge, discover new decorative blocks made of Copper and Tuff, enjoy new Paintings, Music Discs, and more!
 And that's not all! On the technical side, Tricky Trials is heralding a new age for data packs with Enchantments, Paintings and Jukebox Music Discs now being data-driven. With this release, we're also going live with performance improvements to chunk loading that were introduced in 24w19a, which reduces memory and CPU overhead compared to the old system.
 Embark on your very first adventure in Tricky Trials by delving into the full changelog below, it's a long one!
 Happy mining!
 
 | 
New Features
 全新特性
 (相关名称未查阅引用官方译名,实际请以游戏内为准)
 
 Added a new underground structure called the Trial Chambers新增地下结构——试炼密室
Added 2 new mobs新增2种生物
Added a new weapon, the Mace新增武器——重锤
Added 3 new enchantments exclusive to the Mace新增3个重锤专属附魔
 Density致密
Breach破甲
Wind Burst风爆
Added the following blocks:新增以下方块
 Crafter合成器
Trial Spawner试炼刷怪笼
Ominous Trial Spawner不祥试炼刷怪笼
Vault试炼宝藏
Ominous Vault不祥试炼宝藏
New variants in the Copper Family新的铜制物变种
New variants in the Tuff Family新的灰岩物变种
Heavy Core沉重核心
 
Added the following items:新增以下物品
 Trial Explorer Map试炼探索地图
Ominous Bottle不祥之瓶
Wind Charge风弹
Trial Key试炼钥匙
Ominous Trial Key不祥试炼钥匙
Breeze Rod风棒
3 new Pottery Sherds3种新陶片
2 new Banner Patterns2种新旗帜
2 new Armor Trims2个新锻造模板
4 new Potions4种新药剂
 Potion of Infestation虫蚀药剂
Potion of Oozing渗浆药剂
Potion of Weaving盘丝药剂
Potion of Wind Charging蓄风药剂
 
4 new Tipped Arrows
 Arrow of Infestation虫蚀箭Arrow of Oozing渗浆箭Arrow of Weaving盘丝箭Arrow of Wind Charging蓄风箭
 
Added 3 new Music Discs by Aaron Cherof and Lena Raine新增3个音乐唱片,由Aaron Cherof, Lena Raine作曲Added 20 new Paintings新增20个挂画
 5 by artist Sarah Boeving5个由Sarah Boeving绘制15 by artist Kristoffer Zetterstrand15个由Kristoffer Zetterstrand绘制
Redesigned Bad Omen to give access to Ominous Events重新设计触发不祥事件
Added 6 new Status Effects新增6个状态效果
 Infested虫蚀Oozing渗浆Weaving盘丝Wind Charged蓄风Raid Omen突袭预兆
Trial Omen试炼预兆
 
Added 9 new music tracks by Aaron Cherof, Kumi Tanioka, and Lena Raine新增9个背景音乐,由Aaron Cherof, Kumi Tanioka, Lena Raine作曲
Added 8 new Advancements新增8个成就
Added 4 new cave ambient sounds新增4种洞穴环境音
Boats are now leashable船现在可以被绳子牵引
 
 
 StructuresTrial Chambers
 结构 试炼密室
 
 Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges
 
 Made out of a variety of Copper and Tuff blocks, and can be found in different sizesA relatively common find throughout the Deepslate layer of the undergroundNatural mob spawning does not occur inside, similar to Ancient CitiesNever starts inside a Deep Dark biome, but can sometimes overlap it
 试炼密室是主世界的新结构,玩家能探索并进行战斗挑战。
 
 
 
 
 Changes| MobsBreeze
 BoggedA cunning hostile mob spawned by some Trial Spawners in Trial Chamber rooms
 Drops 1-2 Breeze Rods when killed by a playerThe number of Breeze Rods dropped is affected by looting enchantments
Moves primarily by leaping around its targetDeflects almost all projectiles, making it immune to ranged combat
 With one notable exception: it cannot deflect Wind Charges
An aggressive adversary, it shoots volatile wind energy in the form of Wind Charge projectiles at its target
 After colliding with an entity or a block, Wind Charge projectiles produce a Wind Burst, which knocks back entities in the areaWind Charges deal a small amount of damage when colliding directly with an entityWind Charges break decorated pots and chorus flower blocks upon collision
Wind Bursts have the effect of 'activating' certain blocks:
 Non-Iron Doors and Trapdoors are flippedFence Gates are flippedButtons are pressedLevers are flippedBells are rung and swungLit Candles are extinguished
Wind Bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signalWill not retaliate against attacks from the following mobs: Skeletons, Strays, Bogged, Zombies, Husks, Spiders, Cave Spiders and Slimes
 The same mobs will not retaliate against a Breeze when hurt by its Wind Charge projectile
 
 WeaponsMaceA new variant of Skeletons that shoots poisonous arrows
 They're easier to take down with 16 health instead of 20 healthThey attack at a slower interval of 3.5 seconds instead of 2 seconds
Has a chance to drop Arrows of Poison when killed by playersThese mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
 Can also be found spawning from Trial Spawners in some Trial Chambers
Drops 2 mushrooms when sheared (either both red, both brown, or one of each)
 EnchantmentsA new heavy weapon to smash your enemies!
 Has a base damage of 5Can be crafted with a Breeze Rod and a Heavy CoreUsing it will decrease its durability like any other weapon; can be repaired with Breeze Rods at an Anvil
Has a unique attack called the smash attack. When the player falls more than 1.5 blocks before hitting, a smash attack is triggered which has multiple effects:
 Safe Fall: Resets all vertical momentum and negates any fall damage accumulated from the fallExtra Damage: Does more damage the further the player fell before hitting the target with it:
 For the first 3 blocks fallen: Add 4 damage per blockFor the next 5 blocks fallen: Add 2 damage per blockFor any blocks fallen after: Add 1 damage per block
Great Knockback: Other entities near the struck enemy will be knocked back by the immense force of the Mace
Can be used in combination with Wind Charges to launch up and deliver devastating smash attacks to enemiesThese existing enchantments can be applied to the Mace:
 MendingUnbreakingSmiteBane of ArthropodsFire AspectCurse of Vanishing
The Mace also has 3 exclusive enchantments: Density, Breach and Wind Burst
 
 Three new enchantments have been added which are exclusive to the Mace
 
 BlocksCrafterDensity
 Common Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chestsHas 5 levelsMaces enchanted with Density do more damage per fallen block per Density level
 Damage dealt per fallen block is increased by 0.5 per level of Density
Mutually exclusive with Breach, Smite, and Bane of Arthropods
Breach
 Rare Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chestsHas 4 levelsMaces enchanted with Breach reduce the effectiveness of armor on the target
 The effectiveness of the armor is reduced by 15% per Breach level
Mutually exclusive with Density, Smite, and Bane of Arthropods
Wind Burst
 Unique enchantment which can only be found in Ominous Vaults
 Only Wind Burst I can be found, higher levels must be obtained by combining them in an Anvil
Has 3 levelsMaces enchanted with Wind Burst will emit a Wind Burst upon hitting an enemy, launching the attacker upward and enabling the linking of smash attacks one after the otherSuccessfully landing a Wind Burst attack causes the player to lose the fall damage protection they would otherwise have from landing a successful smash attackEach level will bounce the attacker an additional 7 blocks into the air
 
 Crafter User InterfaceA new block that enables the crafting of items and blocks via Redstone
 Can be crafted with 5 Iron Ingots, 2 Redstone Dust, 1 Crafting Table and 1 Dropper
Will eject one crafting result at a time when powered by a Redstone pulse
 Its current powered state is indicated by Redstone crystals on its back face, which will light upThe crafting grid on its top face will light up red when it successfully crafts a recipe
Upon receiving a signal, it will eject the recipe result from the front face
 If the recipe output has any remainder items (such as a Bucket), the result and remainder items will be ejected together
When placed, the front face of the Crafter will face towards the player
 Crafter Interaction with Other BlocksHas a 3x3 interactable crafting gridThe crafting grid slots are toggleable, meaning that the player can change the behavior of a slot by interacting with it while not holding an itemA slot that is ‘toggled’ cannot hold any items
 Other blocks such as Hoppers and Droppers also cannot place items into them
Unlike the Crafting Table, the Crafter displays a preview of the crafted item which will be crafted and ejected on the next Redstone pulse, but cannot be manually taken out by the player
 The arrow pointing out from the recipe grid will light up red when the Crafter is currently powered
The Crafter User Interface is shared between all players interacting with it, meaning that multiple players can interact with the Crafter at the same time, similar to Chests and Hoppers
 Trial SpawnerThe signal strength of a Comparator reading a Crafter is 0-9, where each non-empty or toggled slot adds 1 strengthHoppers and Minecarts with Hoppers can be used to both insert and extract items from the CrafterDroppers can be used to insert items into the CrafterItems inserted from another block (ex: Hopper, Dropper) will fill the Crafter's slots based on these rules:
 Prioritize the first empty slot (from left-to-right, top-to-bottom)If there are no empty slots then prioritize the smallest stack of the same item (pick the first if there are multiple)If there is a toggled slot it will be skipped. The item will then be moved into the containerIf the item cannot be moved, it will be ejected into the world
Items are removed from Crafters by Hoppers and Minecarts with Hoppers in the same order as from other containers like Chests
 VaultA new variant of Monster Spawners that ejects rewards upon defeat
 Cannot be crafted nor obtained by players in Survival - instead, they can be found naturally throughout Trial ChambersVery slow to mine and resistant to explosions, and will not drop even with Silk TouchCannot be moved by Pistons
The challenge level will increase for each new player a Trial Spawner notices nearby
 The challenge level will not decrease until it is reset during a Trial Spawner's cooldownTrial Spawners can only notice players which are in line of sight, and will ignore Creative and Spectator players
Unlike normal Spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
 It can only spawn a mob at positions that are within line of sightIt can spawn a mob regardless of any light level requirement the mob hasSpawned mobs are persistent
Once all mobs are defeated, the Trial Spawner will eject a number of rewards which is proportional to the current challenge level
 After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes, during which it will no longer spawn mobs
When placed in Creative, Trial Spawners have no mob type set by default
 The mob type can be set by interacting with it while holding a Spawn Egg
Has an Ominous Trial Spawner variant, accessible through an Ominous Trial
 Copper FamilyA block that holds locked treasure and loot - players must find the right key to eject its rewards
 Can be found throughout Trial Chambers, containing the structures' most valuable lootVaults in Trial Chambers require a Trial Key to be unlockedCannot be crafted nor obtained in Survival, and does not drop anything when minedExplosion resistant and cannot be moved by Pistons
Can be unlocked by an unlimited number of players
 After a player has unlocked a Vault, they cannot personally unlock that Vault againIf a player has not unlocked a particular Vault before, this can be seen by an orange stream of particles that flow from the player to that Vault when nearby
Has a keyhole that will be open or closed depending on the players nearby
 If any nearby player has not unlocked that Vault, the keyhole will be openIf all nearby players have unlocked that Vault, the keyhole will be closed
Within its cage, it will cycle through and display items which are possible to eject from its loot table
 Players cannot time their unlocks to eject the item that is currently displayed in the cage
The loot it ejects is randomized each time it is unlockedHas an Ominous Vault variant, unlockable through an Ominous Trial
 Chiseled CopperThe Copper family of blocks has been expanded to add:
 Chiseled CopperCopper GrateCopper BulbCopper DoorCopper TrapdoorOxidized and waxed variants of all of the above
 
 Copper GrateCrafted with 2 Cut Copper Slabs of a shared oxidation levelCan be crafted in the Stonecutter
 Copper BulbA new type of decorative block unique to the Copper familyCrafted with 4 Copper Blocks of a shared oxidation level
 Stonecutting a Copper Block into Copper Grates outputs 4 Copper Grates
Properties:
 Transparent and allows light to pass throughMobs cannot suffocate inside themCannot conduct RedstoneHostile mobs cannot naturally spawn on themCan hold water
 
 Copper Doors and TrapdoorsA light-emitting block that can toggle its light emission through Redstone pulsesOxidizes like other Copper blocks, and emits light based on oxidation level
 Copper Bulb: Light level 15Exposed Copper Bulb: Light level 12Weathered Copper Bulb: Light level 8Oxidized Copper Bulb: Light level 4
When placed, its light is off by default
 While it is unpowered, it will toggle its light on or off when it receives a Redstone pulseIts light will stay on even when the Redstone source is removed, and will only toggle off when it receives another Redstone pulse
A Redstone crystal can be seen in its center while it is powered by a Redstone signalSimilar to Glass Blocks, it does not conduct Redstone powerComparators reading a Copper Bulb will output a signal strength of 15 if the Copper Bulb's light is onThe crafting recipe for 4 Copper Bulbs is:
 3 Copper Blocks of a shared oxidation level1 Blaze Rod1 Redstone Dust
 
 Tuff FamilyCopper variants of Doors and Trapdoors that can oxidize over time and be waxedBehaves like wooden doors, meaning they can be opened and closed with interaction as well as Redstone
 Can be opened by mobs that have the ability to open doors
Crafted with Copper Ingots
 Heavy CoreTuff has been expanded to have its own family of blocks:
 Stair, Slab, Wall and Chiseled variantsTuff Bricks with Stair, Slab, Wall and Chiseled variantsPolished Tuff with Stair, Slab and Wall variants
All Tuff variants can be crafted in the Stonecutter
 ItemsTrial Explorer MapA mysterious, dense block which can be combined with a Breeze Rod to craft the MaceCan only be obtained from Ominous Vaults
 Ominous BottleUsed to locate a nearby Trial ChamberLevel up a Cartographer Villager to Journeyman for the opportunity to trade for this map
 Wind ChargeAn item which can be consumed by players to receive the Bad Omen effect for 1 hour and 40 minutes
 Comes in 5 variations, one for each Bad Omen levelThe bottle breaks when consumedCan be stacked to 64
Ominous Bottles can be found uncommonly in any Vaults, and are dropped by Raid Captains which are defeated outside a Raid
 Trial KeyBecome the Breeze! Using this item will fire off a Wind Charge projectile similar to the Breeze's
 Can be used to launch entities away from the impact of the Wind BurstGrants 10% more knockback than a Breeze's, but has a much smaller area of impactDeals damage if it hits an entity directlyHas a half-second cooldown after each useCan be fired from a dispenser
Players can use Wind Charges to propel themselves high into the air
 Players that launch themselves with a Wind Charge only accumulate fall damage below the height of where they collided with the Wind BurstAs an example, if a player uses a Wind Charge to launch themselves 9 blocks into the air, and they do not land lower than where they initially launched, they will take 0 damage
 
 Breeze RodAn item that can only be obtained from Trial SpawnersCan be used to unlock Vaults
 Pottery SherdsAn item dropped by a Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft a Mace
 Banner PatternsAdded Flow, Guster, and Scrape Pottery SherdsThese can be obtained by breaking Decorated Pots that display them in Trial Chambers
 Armor TrimsAdded Flow Banner Pattern, found in VaultsAdded Guster Banner Pattern, found in Ominous Vaults
 Music DiscsAdded Bolt Armor Trim and Smithing Template, found in Vaults
 Can be duplicated using a Copper Block or Waxed Copper
Added Flow Armor Trim and Smithing Template, found in Ominous Vaults
 Can be duplicated using a Breeze Rod
 
 
 Added 3 new music discs:
 
 Paintings"Precipice" by Aaron Cherof. Can be found rarely in standard Vaults, and has a comparator output of 13 when played in a Jukebox"Creator" by Lena Raine. Can be found rarely in Ominous Vaults, and has a comparator output of 12 when played in a Jukebox"Creator (Music Box)" by Lena Raine. Can be found rarely in Decorated Pots broken in Trial Chambers, and has a comparator output of 11 when played in a Jukebox
 
 Added five new paintings by artist Sarah Boeving:
 
 Added fifteen new paintings by artist Kristoffer Zetterstrand:BaroqueHumbleMeditativePrairie RideUnpacked
 
 Ominous EventsBackyardBouquetCavebirdChangingCotanFernEndbossFindingLowmistOrbOwlemonsPassagePondSunflowersTides
 RaidsBad Omen has been expanded to give access to an optional experience in Trial ChambersThese optional experiences can be accessed through Bad Omen, and are now known as Ominous Events
 They are more challenging than usual, and are designed to shake up the experience in unique waysRaids are an example of an existing Ominous Event
As a result, Bad Omen has a new, shadowy icon and a sound for being applied to the player
 It is no longer given to players that defeat a Raid Captain outside a RaidInstead, players can gain access to Bad Omen by consuming the new Ominous Bottle item
 
 Ominous TrialsBad Omen no longer triggers a Raid directly when entering a Village
 Instead, it will transform into a Raid Omen variant with a duration of 30 secondsOnce the Raid Omen expires, a Raid will start at the location the player gained the Raid OmenLike any other effect, players can drink a Bucket of Milk to clear the Raid Omen, preventing the Raid from starting
 
 Trial OmenA new Ominous Event that can be accessed by exploring a Trial Chamber while Bad Omen is activeThis event will have players facing more powerful Ominous Trial Spawners, if they dare
 Ominous Trial SpawnerA variant that Bad Omen can transform into
 This occurs when the player is within detection range of a Trial Spawner that is not OminousThe Trial Omen will have a duration of 15 minutes multiplied by the transformed Bad Omen's level
Players that have Trial Omen are surrounded by ominous particles
 Ominous VaultA more powerful active phase of the Trial Spawner with unique challenges and rewards
 Provides a more challenging experience that combat-loving players can opt into for better rewards
If a Trial Spawner detects a player that has the Trial Omen effect, the spawner will become Ominous if:
 It is not in cooldownOr, it is in cooldown but was not Ominous during its last activation
 Making it Ominous this way will bypass the cooldown
 
While active, it will:
 Glow blue instead of orangeEmit soul flames instead of normal flamesPeriodically spawn potions and projectiles on top of unsuspecting players and mobs
 Based on their location, spawners in an area will select a random set of projectiles to spawnThese projectiles will always include a single type of Lingering Potion from a set of possible effects
 
The mobs it spawns are more powerful than usual:
 Mobs that can wear equipment will often spawn with enchanted weapons and armor
 The armor these mobs wear have Armor Trims applied from the Trial ChambersAll 3 of the following armor enchantments are applied to each piece:
 Protection IVProjectile Protection IVFire Protection IV
Sword enchantments can be either of the two:
Bow enchantments can be either of the two:
 
Mobs that cannot wear equipment will instead be spawned at double the total mob count over the course of the challenge
 The spawners for these mobs will also have an additional mob out at once during its challenge
 
Becoming Ominous will despawn any existing mobs it spawned and reset its challenge
 If those mobs picked up or equipped any items on the floor, those items will be dropped when they despawnIt will stay Ominous until it has been defeated and its cooldown has finished
When defeated, it will eject a different set of loot to normal Trial Spawners
 Ominous Trial KeyA variant of Vaults that have a more menacing looking and emit soul flames instead of normal flamesThese hold a more valuable set of rewards than the standard Vaults that are unlocked by Trial KeysCan be found throughout Trial Chambers in harder to reach places, and require an Ominous Trial Key to unlock
 Status EffectsA variant of the Trial Key which has a 30% chance to eject when defeating an Ominous Trial SpawnerCan be used to unlock Ominous Vaults
 MusicThe following status effects have been added:
 Wind Charged
 Affected entities will emit a wind burst upon deathCan be brewed as a Potion with an Awkward Potion and a Breeze Rod
Weaving
 Affected entities will spread Cobweb blocks upon deathAffected entities can move through Cobweb with 50% of their normal speed instead of 25%Can be brewed as a Potion with an Awkward Potion and a Cobweb block
Oozing
 Affected entities will spawn two Slimes upon deathCan be brewed as a Potion with an Awkward Potion and a Slime Block
Infested
 Affected entities have a 10% chance to spawn 1-2 Silverfish when hurtCan be brewed as a Potion with an Awkward Potion and a Stone block
Splash Potions, Lingering Potions and Tipped Arrows can be made with these effects
These effects can be encountered while taking on an Ominous Trial SpawnerSome mobs are immune to these effects
 Slimes are immune to OozingSilverfish are immune to Infested
Whenever a mob with Oozing dies, it will check within a 5x5x5 area how many Slimes there are
 If the amount exceeds the max entity cramming cap (24 by default), it will not spawn any SlimesIf it does not exceed it, it will attempt to spawn 2 Slimes up until the max entity cramming cap
 
 
 Added 9 new background music tracks which will all play in the main menu:
 
 The following have been added to the pool of songs which play in Overworld Biomes that do not have biome-specific music:"Featherfall" by Aaron Cherof
 Plays in Badlands, Cherry Grove, Flower Forest, and Lush Caves Biomes
"Deeper" by Lena Raine
 Plays in Deep Dark and Dripstone Caves Biomes
"Eld Unknown" by Lena Raine
 Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
"Endless" by Lena Raine
 Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
"pokopoko" by Kumi Tanioka
 Plays in Dripstone Caves, Grove, Jagged Peaks, and Snow Slopes Biomes
 
 
 Advancements"Featherfall" by Aaron Cherof"komorebi" by Kumi Tanioka"Puzzlebox" by Aaron Cherof"Watcher" by Aaron Cherof"yakusoku" by Kumi Tanioka
 Added 8 new advancements
 "Minecraft: Trial(s) Edition" - Step foot in a Trial Chamber"Under Lock & Key" - Unlock a Vault using a Trial Key"Revaulting" - Unlock an Ominous Vault with an Ominous Trial Key"Blowback" - Kill a Breeze with a deflected Wind Charge
 Challenge Advancement - rewards 40 experience
"Who Needs Rockets?" - Use a Wind Charge to launch yourself upward at least 8 blocks"Crafters Crafting Crafters" - Be near a Crafter when it crafts a Crafter"Lighten Up" - Scrape a Copper Bulb with an Axe to make it brighter"Over-Overkill" - Deal 50 hearts of damage in a single hit using the Mace
 Challenge Advancement - rewards 50 experience
 
 
 | 
 | 
 
 Chunk Loading ImprovementsImproved chunk loading performanceDoors of different materials can now form a double doorWitches now always drop 4-8 redstone dust on death
 This is to improve the viability of farms that utilize Witch Huts to obtain Redstone Dust
Piston sound volume and attenuation have been lowered
 This was done to address the long-received feedback on the old sounds being too harsh and loud, creating very noisy redstone builds
The panic behaviour of animals now lasts for 2 seconds after the damage is dealt, down from 5Ender Pearls that are thrown through portals can now teleport players to a different dimension than the one they are currently inIt is now possible to ride entities such as Horses or Minecarts through portals
 When riding entities through portals, the delay before teleporting is not applied
Projectile knockback is no longer dependent on the shooters position
 Projectiles such as Arrows and Fireballs knock back in the direction they travelProjectiles such as Splash Potions and Fireworks knock back away from themselvesProjectiles shot by a Dispenser will also knock back
Improved player attribute and effect handling
 Custom set base attributes are now kept when respawningActive effects and modifiers are kept when changing dimension or winning the game
Blocks frozen by Frost Walker now emit "Block Placed" vibrations (frequency 13)End Crystals are now immune to fire damageThe Trident is now considered of Epic rarity, giving its hover text a purple colorAdded an attestation checkbox when submitting a player reportThe "Burning Time" reduction effect of Fire Protection and "Knockback Resistance" effect of Blast Protection now stack from wearing several piecesRealms improvementsThe Pause Menu can now include a list of links provided by serverImprovements to the disconnection screenUpdated creditsRemoved Herobrine
 Realms ImprovementsWhen reading an already generated chunk from disk, surrounding chunks are no longer unnecessarily loaded
 This is also visible on the singleplayer world loading screen
The new system has less memory and CPU overhead
 Server LinksAny member of a Realm can now upgrade a worldIn the Realms main screen, all online players of a Realm are displayed
 When hovered, a tooltip is shown with each player's head and name
Updated the confirmation screens in Realms to show as popups
 Disconnection Screen ImprovementsServers can now provide a list of links to clientsIf client has received any links, a new button called "Server Links..." will show up in the Pause Menu
 To make space for that button, the "Report Bugs" and "Give Feedback" buttons are moved into a sub-screen
 
 In some cases client will now store detailed information about disconnection (similar to crash reports)
 When that happens, an "Open Disconnection Report Directory" button will be added to the disconnection screenIf a server provides a link for bug reporting, it will be also be added as a button to the disconnection screen
 | 
Technical Changes
 技术性更新
 
 
 Data Pack version is now 48Resource Pack version is now 34Removed the update_1_21 feature flag and built-in datapackServer can now provide list of links to clientServers can add custom details to crash and disconnection reportsReport data generator now includes information about network packetsThe game will now store reports from failed chunk loads and saves in the debug directory
 数据包版本现为 48资源包版本现为 34移除了 update_1_21 特性标志与内建数据包服务器现在可向客户端提供链接列表服务器现在可在崩溃和断线报告中添加自定义内容报告数据生成器现在将会包含网络包信息游戏现在会存储调试目录下区块载入与保存的报告
 
 Server Links
 服务器连接
 
 New clientbound packet server_links is available in configuration and game protocolsOn receival, the links are made available in the Pause MenuLink labels can be built-in or custom (i.e. any text)Some built-ins also have special functionality:
 
 report_bug:
 
 link will be displayed on disconnection screen, if disconnection was caused by packet handling errorlink will be included as a comment in disconnection report
 
 
Additionally, there are some generic-use link names, like "Support" or "Website", without any special functionalityAdded bug-report-link to server.properties to allow vanilla server to configure report_bug links
 
 If this field is non-empty, server will send that link to clientsThis field should contain well-formed URL
 新的 clientbound 包 server_links 在配置与游戏协议中可用接收时,暂停菜单中可见链接链接标签可为内置或自定义(如任意文本)部分内置标签也有自定义功能:
 report_bug:
 如果断线由包处理错误导致,链接将会在对应界面显示断线报告中的链接会作为注释而保留
另外,也有通用的链接名称,如“支持(Support)”或“网站(Website)”,无额外功能在 server.properties 中添加了 bug-report-link 允许原版服务器配置 report_bug 文件
 若该部分非空,服务器将会把这部分链接发送给客户端该部分应当包含格式正确的 URL
 
 Custom Server Crash Report Details
 自定义服务器崩溃报告细节
 
 
 New clientbound packet custom_report_details is available in the configuration and game protocolsThis packet contains a list of key-value text entriesIf received, contents of this packet will be added in a separate section to any crash or disconnection report generated during connection to this server
 新的 clientbound 包 custom_report_details 现可在配置文件与游戏协议中使用该数据包含有一系列键值对接收后,包的内容将会被添加至加入该服务器后的任意崩溃或断线报告中
 Data Pack Versions 42 Through 48
 
 | 
 Painting VariantsAdded new Music Disc items and loot table entries for the Music DiscsPainting variants are now data-drivenJukebox songs are now data-drivenEnchantments are now data-drivenEnchantments that show up in the game are now controlled by Enchantment ProvidersEnchantment exclusivity is now controlled through tagsAdded new command syntaxChanges to predicates and loot table functionsRegistry decorated_pot_patterns has been renamed to decorated_pot_patternUpdated legacy element and tag directory names in datapacksAdded new configurable fields to jigsaw structures and single_pool_element typesAdded new placement modifier type fixed_placement to place features in a set of fixed positionsAdded new feature type end_platform for the obsidian platform in the end
 Jukebox SongsPainting variants registry are now loaded from packsPath to painting definition is data/<namespace>/painting_variant/<id>.jsonFields in definition:
 width - width of painting in blocks, between 1 and 16height - height of painting in blocks, between 1 and 16asset_id - id of sprite in paintings atlas
 
 jukebox_playable Item ComponentAdded a jukebox song registry which is loaded from data packsPath to jukebox song definition is data/<namespace>/jukebox_song/<id>.jsonFields in definition:
 sound_event - sound event that is streamed when played by a Jukeboxdescription - the name of the song that will be displayed in the hover tooltip represented as a Text Componentlength_in_seconds - length of the song in seconds as a positive floatcomparator_output - the redstone signal output by a comparator when played in a Jukebox, between 0 and 15
Added minecraft:jukebox_playable item stack component
 AttributesIf set, the item can be inserted into Jukeboxes to play a songFormat: object with fields
 song: Jukebox song id
 The song that will be played by the Jukebox when this item stack is inserted
show_in_tooltip: boolean (default: true)
 If false, the name of the song will not be shown in the tooltipThis was formerly controlled by the hide_additional_tooltip component on Music Discs
e.g. jukebox_playable={song:'minecraft:precipice'}, jukebox_playable={song:'minecraft:precipice', show_in_tooltip:false}
 
 attribute CommandAttribute Modifiers no longer have a UUID and name combinationInstead, Attribute Modifiers are now uniquely identified by a namespaced ID, similar to other resourcesThe ID of a modifier uniquely identifies it in the set of modifiers for a single attribute
 Using the same ID for different modifiers is allowed as long as the modifiers are for different attributes
Existing built-in modifiers will be upgraded to new IDsExisting custom modifiers will be upgraded to the UUID as an ID in the minecraft namespace
 Item Stack Attribute ModifiersThe uuid and name arguments have been replaced with a singular id argument
 Entity AttributesThe uuid and name fields have been removedAttribute Modifiers now have an id (namespaced ID) field
 This is a unique identifier per attribute for the modifier
 
 EnchantmentsAttributes are now stored as attributesAttribute format:
 id, renamed from Namebase, renamed from Basemodifiers, renamed from Modifiers
 Now stores modifiers in the same format as modifiers in attribute_modifiers item stack components:
 id, replaces UUID and Nameamount, renamed from Amountoperation, renamed from Operation, now a named constant instead of an int:
 add_value - previously 0add_multiplied_base - previously 1add_multiplied_total - previously 2
 
 
 
 
 
 Enchantments are now set through data. An Enchantment is a set of core properties like level ranges and cost together with some effects. Most effect types also support a set of conditions, making it possible to apply them only when certain criteria are met.
 Enchantments can be added in the registry enchantment. All Vanilla Enchantments can be found in the vanilla datapack in the client and server jar files.
 Fields:
 
 Level-Based Valuesdescription: The name of the Enchantment when displayed in text represented as a Text Componentexclusive_set: The Enchantment(s) this Enchantment is mutually exclusive with
 Two Enchantments can never co-exist on an item if either is in the other's exclusive setSpecified as an Enchantment ID, a list of Enchantment IDs or an Enchantment Tag prefixed with #Optional - if omitted, the exclusive set is empty
supported_items: The item types that can have this Enchantment
 Item ID, list of item IDs or tag prefixed with #
primary_items: The item types for which this Enchantment shows up in Enchanting Tables and on traded equipment
 Item ID, list of item IDs or tag prefixed with #Must be a subset of supported_items
weight: How commonly the Enchantment appears, compared to the total combined weight of all available Enchantments
 Positive integer, at most 1024 - higher values mean more common
max_level: The maximum level of the Enchantment
 All Enchantments range from level 1 to their maximum levelPositive integer, at most 255
min_cost, max_cost: describe the range of costs for this Enchantment in the Enchanting Table (and how much it returns when disenchanted)
 Both min and max cost are described using a linear formula:base: Base cost at level 1per_level_above_first: Added for each level over 1
anvil_cost: The fee taken for the Enchantment in the anvil
 Non-negative integerThis value is halved when an Enchantment is added to a BookThe effective fee is multiplied by the level of the Enchantment
slots: A list of slot groups this Enchantment works in
 Each entry is one of any, hand, mainhand, offhand, armor, feet, legs, chest, head and body
effects: A map of effect components, as described below in the Effect Components section
 
 Many effects of Enchantments depend on the level of the Enchantment. For these fields, a type called Level-Based Values is used. In their most basic form, Level-Based Values can be written as floating-point constants, which is interpreted as a value that isn't in fact level-based, the constant is used as-is for all levels.
 If a Level-Based value is not a floating-point constant, it is an object with a type field, specifying one of the following types.
 linear
 The most common type of Level-Based Value is a linear value. A linear Level-Based Value has two fields:
 
 In effect, a linear Level-Based Value results in base + per_level_above_first * (level - 1).base: The base value added to all levelsper_level_above_first: Amount added for each level above the first one
 clamped
 
 A Level-Based Value type that clamps a value between a min and max. Fields:
 
 fractionvalue: A Level-Based Value used as the inputmin: A floating point value specifying the minimum value of the outputmax: A floating point value specifying the maximum value of the output
 A Level-Based Value type that represents the fraction between two values. Fields:
 
 levels_squarednumerator: A Level-Based Value used as the numeratordenominator: A Level-Based Value used as the denominator
 
 A Level-Based Value type that evaluates to the square of the levels, plus an addition. Fields:
 
 In effect, a levels_squared Level-Based Value results in level ^ 2 + addedadded: A floating-point value added to the result of the squared levels
 lookup
 
 A Level-Based Value type that maps a list of values to specific levels, and applies a fallback if the level is greater than the number of values supplied. Fields:
 
 Value Effect Typesvalues - A list of values indexed by level - 1 to apply, if presentfallback - A fallback Level-Based Value to apply if the level is greater than the size of values
 Value Effects are effects used to manipulate the amount of something in the game.
 addA Value Effect that adds a value to the processed results.
 Fields:
 
 all_ofvalue: A Level-Based Value determining how much to add
 Negative values are supported
 
 
 A Value Effect that runs a number of other Value Effects, in order. This can be useful when the same set of conditions apply to a number of Value Effects.
 Fields:
 
 multiplyeffects: A list of the Value Effects to run
 
 A Value Effect that multiplies the processed value by a given factor.
 Fields:
 
 remove_binomialfactor: A Level-Based Value determining the factor to multiply in
 
 A Value Effect that runs a Binomial series of checks, reducing the input value by 1 for every successful check.
 Fields:
 
 setchance: A Level-Based Value representing the chance that an input value is dropped.
 The span is 0 to 1, with 0 being no chance to drop an input value and 1 dropping all input values
 
 A Value Effect that overwrites the input value with a given Level-Based Value.
 Fields:
 
 Attribute Effectsvalue: The Level-Based Value to use as the result
 
 Attribute effects use the Attribute system to apply an Attribute Modifier whenever the Enchanted Item is correctly equipped. Attribute effects do not have a dynamic type - they are all the same type.
 Fields:
 
 Entity Effect Typesid: The namespaced ID of the Attribute Modifier to add
 This will be postfixed with the slot name when the enchanted item is equipped in a slotMust be unique to avoid different Enchantments (or other systems) interfering with each others
attribute: The ID of the attribute to modifyoperation: The operation of the Attribute Modifier
 One of add_value, add_multiplied_base and add_multiplied_total
amount: A Level-Based Value describing the amount
 
 Entity Effects are Enchantment effects that generally do something to an Entity involved in an event. Which entity is affected depends on the specific component being configured.
 all_of
 
 An Entity Effect that runs a list of other Entity Effects. This can be useful when a set of conditions should apply to more than one Entity Effect.
 Fields:
 
 apply_mob_effecteffects: List of Entity Effects to run
 
 An Entity Effect that applies a random Mob Effect to the affected entity, chosen from a set of options. The duration and amplifier are randomized within a given span. The effect of specifying larger maximum values than the minimum value is undefined.
 Fields:
 
 damage_entityAn Entity Effect that applies damage to the affected entity. The amount of damage is randomized within a given span. The effect of specifying a larger maximum value than the minimum value is undefined.to_apply: Options for the Effect to apply
 One of an Effect ID, a list of Effect IDs or an Effect Tag prefixed by #
min_duration, max_duration: Level-Based Values representing the minimum and maximum duration of the effect in secondsmin_amplifier, max_amplifier: Level-Based Values representing the minimum and maximum amplifier
 Fields:
 
 damage_itemdamage_type: The ID of the Damage Type to usemin_damage, max_damage: Level-Based Values representing the minimum and maximum amount of damage
 
 An Entity Effect that applies damage to the Enchanted Item. The damage is not applied to items held by players in creative mode.
 Fields:
 
 explodeamount: A Level-Based Value determining the amount of damage to apply
 An Entity Effect that causes an explosion.
 Fields:
 
 igniteattribute_to_user: A boolean deciding whether the explosion should be attributed to the user of the enchanted tooldamage_type: Optional damage type of the explosion - if omitted, no damage is dealt by the explosionimmune_blocks: Optional Block, list of Blocks or hash-prefixed Block Tag specifying which blocks fully block the explosionknockback_multiplier: A Level-Based Value deciding the knockback multiplier caused by the explosion - if omitted, the default explosion knockback is appliedoffset: A position offset for where the explosion is spawned
 Format: list of 3 integers representing X, Y and Z offsetOptional, if omitted [0, 0, 0] is used
radius: A Level-Based Value representing the radius of the explosioncreate_fire: A boolean for whether the explosion causes fire to be placed or notblock_interaction: How the explosion interacts with blocks. One of:
 none: No effectblock: Act as if a block caused the explosion - the blockExplosionDropDecay game rule applies to dropsmob: Act as if a mob caused the explosion - the mobExplosionDropDecay game rule applies to dropstnt: Act as if TNT caused the explosion - the tntExplosionDropDecay game rule applies to dropstrigger: Trigger redstone-activated blocks
small_particle: The small particle emitted by the explosionlarge_particle: The large particle emitted by the explosionsound: The sound event caused by the explosion
 
 An Entity Effect that ignites the affected entity for a given number of seconds.
 Fields:
 
 play_soundduration: A Level-Based Value specifying the number of seconds the fire should last
 
 An Entity Effect that plays a sound.
 Fields:
 
 replace_blocksound: A Sound Event ID for the sound to playvolume: A Float Provider between 0.00001 and 10.0 specifying the volume of the soundpitch: A Float Provider between 0.00001 and 2.0 specifying the pitch of the sound
 
 An Entity Effect that replaces a block in the world.
 Fields:
 
 replace_diskblock_state: A block state provider giving the block state to setoffset: A positional offset from the position of the event to where to place the block
 Format: list of 3 integers representing X, Y and Z offsetOptional, if omitted [0, 0, 0] is used
predicate: A World-generation style Block Predicate to used to determine if the block should be replaced
 Optional, if omitted all block types are replaced
trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been replaced
 
 An Entity Effect that replaces blocks in a disk / cylinder in the world.
 Fields:
 
 run_functionblock_state: A block state provider giving the block state to setradius: A Level-Based Value describing the radius of the cylinderheight: A Level-Based Value describing the height of the cylinderoffset: A positional offset from the position of the event to the center of the cylinder
 Format: list of 3 integers representing X, Y and Z offsetOptional, if omitted [0, 0, 0] is used
predicate: A World-generation style Block Predicate to used to determine if the block should be replaced
 Optional, if omitted all block types are replaced
trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been replaced
 
 An Entity Effect that runs a Command Function. The execution entity the effect is executing for is represented as @s and ~ ~ ~ is the position of the event, rotated in the direction of the affected entity.
 Fields:
 
 set_block_propertiesfunction: Namespaced ID of the Command Function to run
 
 An Entity Effect that sets properties on a block
 Fields:
 
 spawn_particlesproperties: map of property key to property value (same format as a minecraft:block_state item component)offset: A positional offset from the position of the event to the center of the cylinder
 Format: list of 3 integers representing X, Y and Z offsetOptional, if omitted [0, 0, 0] is used
trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been changed
 
 An Entity Effect that spawns particles around the affected entity.
 Fields:
 
 summon_entityparticle: A particle type definitionhorizontal_position, vertical_position: Decides where the particle spawns horizontally and vertically. Objects with fields:
 type: Specifies the position selection type. One of:
 "entity_position": Spawn particles based on the entity position"in_bounding_box": Spawn particles based on randomized positions inside the bounding box of the entity
offset: A floating point value specifying an offset to the position source
 Optional, interpreted as 0 if omitted
scale: A floating point value specifying a scaling factor
 Only available if type is "in_bounding_box"Optional, interpreted as 1 if omitted
 
horizontal_velocity, vertical_velocity: Decides the initial velocity of the spawned particle. Object with fields:
 base: A Float Provider giving the base speed along the given axis
 Optional, interpreted as 0 if omitted
movement_scale: A floating point scale factor applied to the entity speed along the given axis
 Optional, interpreted as 0 if omittedExample: a movement_scale of 1 adds the velocity of the entity to the spawned particles
 
 
 
 An Entity Effect that summons a new entity, randomly chosen from a set of Entity Types, at the site of the event.
 Fields:
 
 Location-Based Effect Typesentity: The options for the Entity Type to summon
 Either an Entity Type ID, a list of Entity Type IDs or an Entity Type Tag prefixed with #
join_team: Boolean that specifies whether the summoned entity should join the team of the owner of the Enchanted Item
 Location-Based Effects are special effects that activate and deactivate depending on where the owner of the Enchanted Item moves. Location-Based Effect only trigger when such items are initially equipped and subsequently when the owning entity moves to a new space in the Block grid - i.e. when their coordinates change to a new integer value.
 All Entity Effect types can also be used as Location-Based Effects, and in addition attribute can be used to specify an Attribute Effect as a location-based effect.
 Effect ConditionsMost Enchantment effects are filtered using Conditions (same types as in loot tables). This enables effects to be specific for different situations. Each Effect Component defines which parameters are available for the condition to evaluate - some parameters are available for all of these parameter sets, while some are specific to a certain set.
 Unlike with loot tables, all effect conditions need to be inline objects and cannot be references.
 Each effect component specifies which parameters are available in the Effect Components list below.
 Damage Parameters
 Item ParametersLocation ParametersEntities: this, attacker, direct_attackerEnchantment LevelOriginDamage Source
 Entity ParametersEntities: thisEnchantment LevelOriginEnchantment Active status
 Hit Block ParametersEntities: thisEnchantment LevelOrigin
 Effect ComponentsEntities: thisEnchantment LevelOriginBlock State
 
 The effects field in an Enchantment is a map of Effect Component type the Effect List data. Most Effect Components are lists, so any number of Effects can be added of any Component Type. The data for each effect generally involves having a specified condition context and Effect Type, but some Effects also deviate from this format.
 In cases where the documentation specifies a Condition Context and Effect, the Component is a list. Each entry in the list has a field named effect with the effect of the type used by the list. Entries can also optionally include a field named requirements specifying the condition parameters, which are then evaluated with the documented context.
 
 Enchantment Providersminecraft:armor_effectiveness: Effects for changing the armor effectiveness of the target of an attack
 Condition Context: Damage ParametersEffect: Value Effect on the armor effectiveness: 0 for completely ineffective, 1 for fully effective
minecraft:attributes: Unfiltered list of Attribute Effectsminecraft:ammo_use: Effects for ammunition being used when drawing a projectile weapon (firing a Bow or loading a Crossbow)
 Condition Context: Item Parameters - Tool is the ammunition itemEffect: Value Effect on the amount of ammunition being used up
minecraft:block_experience: Effects for the amount of experience that drops when mining a block with the Enchanted Item
 Condition Context: Item Parameters - Tool is the mining tool usedEffect: Value Effect on the amount of experience awarded
minecraft:crossbow_charge_sounds: Effect for changing the charging sounds of a Crossbow
 Note: Only one of these effects can ever be active - the highest level is pickedFormat: A list of Crossbow sound banks:
 start: Optional sound event id for the start of chargingmid: Optional sound event id for the middle of chargingend: Optional sound event id for the end of charging
Each entry in the list represents the sounds at one level of the Enchantment, so the first entry represents the sounds used by a level 1 Enchantment
minecraft:crossbow_charge_time: Effects for the charging time of a Crossbow
 Format: A single Value Effect on the charge time of the Crossbow in seconds - unconditional
minecraft:damage: Effects for the amount of damage caused by an attack
 Condition Context: Damage ParametersEffect: Value Effect on the amount of damage
minecraft:damage_immunity: Effects for complete damage immunity
 Condition Context: Damage ParametersEffect: Not specified - any matching entry causes damage immunity
minecraft:damage_protection: Effects for damage protection
 Condition Context: Damage ParametersEffect: Value Effect on the amount of damage protectionNote that this adds damage protection ("magical armor") rather than processing the damage itself
minecraft:equipment_drops: Effects for the chance of equipment dropping when a target is killed by the owner of the Enchanted Item
 Condition Context: Damage ParametersEffect: Value Effect on the chance between 0 and 1 of an equipped piece droppingAlso has one other field:
 enchanted: A specifier for who needs to be enchanted for the effect to applyPossible values are attacker and victim
 
minecraft:fishing_luck_bonus: Effects for the amount of luck given to a player fishing
 Condition Context: Entity Parameters - this is the player fishingEffect: Value Effect on the amount of luckNote: The total amount of luck (in integer form) is applied as a luck effect to the fishing loot table
minecraft:fishing_time_reduction: Effects for reducing the time until a fish bites when fishing
 Condition Context: Entity Parameters - this is the player fishingEffect: Value Effect on the amount of time saved in secondsNote: Higher values here mean less time until a fish bites
minecraft:hit_block: Effects applying after a weapon or tool hits a Block
 Condition Context: Hit Block Parameters - this is the entity hitting the BlockEffect: Entity Effect on the entity hitting the BlockNote: In the case of a projectile attack, this is the projectile
minecraft:knockback: Effects for the amount of knockback caused by an attack
 Condition Context: Damage ParametersEffect: Value Effect on the amount of knockback caused by the attack
minecraft:item_damage: Effects for the amount of durability lost when an item is damaged
 Condition Context: Item Parameters - Tool is the damaged itemEffect: Value Effect on the amount of damage to the item
minecraft:location_changed: Effects that take effect when an entity crosses into a new block position
 Condition Context: Location ParametersEffect: Location Based Effect
minecraft:mob_experience: Effects for the amount of experience that drops when killing a mob with the Enchanted Item
 Condition Context: Entity Parameters - this is the killed MobEffect: Value Effect on the amount of experience awarded
minecraft:post_attack: Effects applying after an attack damages a target
 Condition Context: Damage ParametersEffect: Entity EffectAlso has two other fields:
 enchanted: A specifier for who needs to be enchanted for the effect to applyaffected: A specifier for whom the effect is applied to
Possible values for both fields are attacker, damaging_entity and victimExample, a Fire Aspect Enchant would specify that when the attacker is enchanted, the ignite effect is applied, and the affected party is the victimAnother example: Thorns would specify that when the victim is enchanted, the damage_entity effect is applied, and the affected party is the attacker
minecraft:prevent_armor_change: Effect for preventing the enchanted item from being unequipped from an armor slot
minecraft:prevent_equipment_drop: Effect for preventing the enchanted item from being dropped on owner death
minecraft:projectile_count: Effects for the amount of projectiles drawn when using a projectile weapon
 Condition Context: Entity Parameters - this is the entity drawing the weaponEffect: Value Effect on the number of projectiles drawn
minecraft:projectile_piercing: Effects for the piercing count of projectiles fired from a projectile weapon, i.e. the number of targets it can hit
 Condition Context: Item Parameters - Tool is the ammunition itemEffect: Value Effect on the pierce count of the fired projectile
minecraft:projectile_spread: Effects for the spread of arrows from a projectile weapon firing multiple projectiles
 Condition Context: Entity Parameters - this is the entity using the WeaponEffect: Value effect on the maximum spread of projectiles measured in degrees from the aim line
minecraft:projectile_spawned: Effects applying after a projectile entity has been spawned when firing a projectile weapon
 Condition Context: Entity Parameters - this is the projectile entityEffect: Entity Effect on the projectile entity
minecraft:repair_with_xp: Effect for repairing the item with xp when picked up by the player - any effect present triggers the function
 Condition Context: Item Parameters - tool is the item being repairedEffect: Value Effect converting the amount of XP to the amount of durability to repair
minecraft:smash_damage_per_block_fallen: Effects for the amount of damage caused by a Mace's smash attack
 Condition Context: Damage ParametersEffect: Value Effect on the amount of damage
minecraft:tick: Effects that apply every tick for correctly equipped Enchanted Items
 Condition Context: Entity Parameters - this is the owner of the Enchanted ItemEffect: Entity Effect on the owner of the Enchanted Item
minecraft:trident_return_acceleration: Effects for the special acceleration value of a Trident that returns it to its owner
 Condition Context: Entity Parameters - this the Trident EntityEffect: Value Effect on the acceleration value
minecraft:trident_spin_attack_strength: Effects for the strength of a Trident used as a spin attack
 Format: A single Value Effect on the strength - unconditionalAny resulting value greater than 0 converts the Trident to be a spin attack weapon instead of a thrown attack
minecraft:trident_sound: Effect for changing the charging sounds of a Trident attack
 Note: Only one of these effects can ever be active - the highest level is pickedFormat: A list of sound eventsEach entry in the list represents the sound at one level of the Enchantment, so the first entry represents the sound used by a level 1 Enchantment
 
 
 Enchantment Providers are new ways for the game to source Enchantments to use in various situations where Enchantments show up.
 Spawn Equipment Enchantment Providers
 Enderman Loot Enchantment Providermob_spawn_equipment: Enchantment Provider for mobs that spawn with randomly Enchanted equipmentpillager_spawn_crossbow: Enchantment Provider for Pillagers that spawn with Enchanted Crossbowsraid/pillager_post_wave_3: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves 4 and 5raid/pillager_post_wave_5: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves above 5raid/vindicator: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as wave 1-5raid/vindicator_post_wave_5: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as waves above 5
 Villager Trade Rebalance Enchantment Providersenderman_loot_drop: Enchantment Provider that is used for the "fake tool" applied to the carried block of a killed Enderman
 
 All Equipment-specific Enchantments in Villager trades in the Villager Trade Rebalance experiment are now sourced from Enchantment Providers.
 These Enchantment Providers are only used when the Villager Trade Rebalance experiment is enabled and all have the following pattern:
 trades/<biome>_<profession>_<equipment>_<level>
 For example: trades/desert_armorer_helmet_4 and trades/taiga_armorer_chestplate_5.
 Enchantment Provider Typessingle_enchantment
 
 An Enchantment Provider which always provides the same Enchantment. The level of the Enchantment can be either constant or randomized.
 Fields:
 
 enchantments_by_costAn Enchantment Provider which gives one or more Enchantments from a set of options according to a given cost (similar to the cost value in the Enchantment Table).enchantment: Namespaced ID of the Enchantmentlevel: Int provider representing the level of the Enchantment
 Fields:
 
 enchantments_by_cost_with_difficultyAn Enchantment Provider which works like enchantments_by_cost, but where the cost is calculated partially based on the local difficulty of the area where the event happens causing the Enchantments to be added.enchantments: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tagcost: Int provider representing the cost to use for the Enchanting process
 The used cost is a minimum cost plus a uniformly randomized factor up to a base cost span multiplied with the special factor, which starts at 0 for local difficulty up to 2, increases linearly up to 1 for local difficulty 4 and stays at a constant value of 1 for any difficulty above that.
 Fields:
 
 Damage Typesenchantments: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tagmin_cost: Positive integer representing the minimum possible costmax_cost_span: Non-negative integer representing the span of the cost randomization when the special factor is at its maximum
 TagsDirectory renamesNew damage type: campfire, split from in_fire
 Item TagsSome registry types that used legacy datapack directory names (based on plural name of element) have been renamed to match registry nameAffected directories:
 structures -> structureadvancements -> advancementrecipes -> recipeloot_tables -> loot_tablepredicates -> predicateitem_modifiers -> item_modifierfunctions -> functiontags/functions -> tags/functiontags/items -> tags/itemtags/blocks -> tags/blocktags/entity_types -> tags/entity_typetags/fluids -> tags/fluidtags/game_events -> tags/game_event
 
 Block TagsRemoved music_discs item tag
 Enchantment TagsEnchantment Functionality Tagsair: All blocks that resemble air
 Enchantment Availability Tagscurse: Enchantments that get listed in red in tooltips and cannot be removed by disenchantingprevents_bee_spawns_when_mining: Enchantments that allow a tool to mine Bee Nests and Beehives with the Bees still insideprevents_decorated_pot_shattering: Enchantments that make a tool not shatter Decorated Potsprevents_ice_melting: Enchantments that cause a tool to not break Ice into Waterprevents_infested_spawns: Enchantments that allow a tool to break Infested blocks without causing the mob inside to spawnsmelts_loot: Enchantments that cause loot drops to be smelted
 Enchantment Exclusivity Tagstradeable: Enchantments that show up on Books in Villager tradeson_traded_equipment: Enchantments that show up on enchanted equipment in Villager tradesdouble_trade_price: Enchantments that double the Emerald cost when tradedin_enchanting_table: Enchantments that can show up in the Enchanting Tableon_mob_spawn_equipment: Enchantments that can show up on equipment worn by randomly spawned mobson_random_loot: Enchantments that can show up in Chests found in the world
 
 New tags used by the Vanilla Enchantments to control which ones are mutually exclusive, all of which are found under the exclusive_set/ path.
 
 Trade Rebalance Enchantment Tagsarmor: Enchantments that cannot co-exist on Armor piecesboots: Enchantments that cannot co-exist on Bootsbow: Enchantments that cannot co-exist on Bowscrossbow: Enchantments that cannot co-exist on Crossbowsdamage: Damage-increasing Enchantments that cannot co-existmining: Mining-related Enchantments that cannot co-existriptide: Enchantments that cannot co-exist with Riptide
 
 In the experimental trade_rebalance pack, each biome type has two tags:
 
 Damage Type Tagstrades/<biome>_common: Contains Enchantments traded on the lower profession levelstrades/<biome>_special: Contains Enchantments traded on the highest profession level
 Loot TablesConditionsTargetsSome target entity names have been renamed to fit in a more generic context:Removed breeze_immune_to Damage type tagAdded burn_from_stepping: Damage types that represent burning damage from stepping on something - in particular, damage types countered by the frost_walker EnchantmentAdded panic_environmental_causes: Damage types that cause panic in aggressive animals that can panic, i.e. mobs that retaliate when attackedAdded panic_causes: Damage types that cause panic in passive animals, i.e. mobs that run away when attacked
 
 enchantment_active_checkNew condition, requires the "Enchantment Active" parameter to exist in the context, which currently means it only works in Enchantment conditions.killer is now called attackerdirect_killer is now called direct_attackerkiller_player is now called attacking_player
 Fields:
 
 random_chanceactive: boolean determining whether the check should match for an active (true) or inactive (false)
 random_chance_with_enchanted_bonusRenamed from random_chance_with_looting. Field changes:The chance field is now a Number Provider
 
 Functionsenchanted_count_increaseRenamed from looting_enchant. Now has a new field:looting_multiplier: field has been removedchance: field has been removedunenchanted_chance: new field for the chance for an unenchanted itemenchanted_chance: new field for the chance for an enchanted item - a Level-Based Valueenchantment: new field containing the namespaced ID of the Enchantment which grants the bonus chance
 
 enchant_randomlyenchantment: Namespaced ID of the Enchantment that increases yields
 enchant_with_levelsChanged format - the enchantments field is now called optionsoptions is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)only_compatible: New optional boolean field - if true, only allows Enchantments that are compatible with the item
 If omitted, defaults to trueNote: Books are considered compatible with all Enchantments
 
 copy_nameThe treasure field has been removedChanged format - options is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)
 Number Providersenchantment_levelA new number provider that sources values from the Enchantment Level parameter.Some of the possible values for the source field have changed:
 killer renamed to attacking_entitykiller_player renamed to last_damage_player
 
 Fields:
 PredicatesDamage Type Predicate
 Enchantment PredicateNew option: is_direct - optional boolean
 When present, requires the damage to be direct (true) or indirect (false)Damage is direct when its direct and source entities are the same
 
 Jukebox Playable PredicateNew item sub-predicate available as jukebox_playable.The enchantment field has been removedAdded an enchantments field, one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)
 If multiple Enchantments are specified through a list or a tag, the Predicate matches if any Enchantment matches
If no enchantments field is specified, any enchantment matching levels will succeed the test
 If neither the levels nor enchantments fields are defined, the predicate will match an item that has any enchantment
 
 
 Entity PredicateMatcher for jukebox_playable component (like Music Discs)Fields:
 song - optional id, list of ids or tag for jukebox song to be matched
 
 Player PredicateNew sub-predicate type Movement Predicate available as movementNew sub-predicate type Periodic Ticks Predicate available as periodic_ticksNew option: movement_affected_by - optional Location Predicate
 When present, adds requirements on a block at most 0.5 blocks below the entity which can affect its movement
 
 Entity Flags PredicateNew possible fields:The gamemode field has been changed to accept a list of game modes
 
 Location PredicateNew possible field:is_on_ground: Optional boolean - if provided, matches the "on ground" state of the entityis_flying: Optional boolean - if provided, matches whether the entity is flying, including:
 Gliding with ElytraFlying in Creative Mode
 
 
 Movement PredicateNew predicate type. Possible fields:can_see_sky: Optional boolean - if provided, matches exactly when the location has the maximum possible level of sky light
 
 Periodic Ticks PredicateNew Entity sub-predicate available as periodic_ticks in Entity Predicates. Format: a positive integer.x, y, z: min/max limits for movement speed along a certain axis in blocks / secondspeed: min/max limits for overall movement speed in blocks / secondhorizontal_speed: min/max limits for the horizontal speed component of the entity's movement in blocks / secondvertical_speed: min/max limits for the vertical speed component of the entity's movement in blocks / secondfall_distance: min/max limits for the fall distance of the entity in blocks
 This sub-predicate is true every n ticks of an entity's lifetime.
 Attributesgeneric.attack_knockbackNow also works on Players.
 generic.burning_timeA factor to how long an entity remains on fire after being ignited. A factor of 0 removes the entire burn time, a factor of 1 lets the entity burn the default fire time - larger values increase the amount of time the entity remains on fire.
 
 generic.explosion_knockback_resistanceA factor to how much knockback an entity takes from an Explosion. A factor of 1 removes the entire knockback, a factor of 0 means no knockback reduction.Default: 1Minimum: 0Maximum: 1024
 
 player.mining_efficiencyMining speed factor added to the speed of mining when using a tool that efficiently mines a block.Default: 0Minimum: 0Maximum: 1
 
 generic.movement_efficiencyHow efficiently the entity can move through impeding terrain that slows down movement. A factor of 1 removes all movement penalty, a factor of 0 applies full movement penalty.Default: 0Minimum: 0Maximum: 1024
 
 generic.oxygen_bonusFactor to the chance an Entity has to not use up air when underwater. 0 has no effect, values over 0 are used in the following formula to determine the chance of using up air:Default: 0Minimum: 0Maximum: 1
 1 / (oxygen_bonus + 1)
 
 player.sneaking_speedThe movement speed factor when sneaking. A factor of 1 means sneaking is as fast as walking, a factor of 0 means unable to move while sneaking.Default: 0Minimum: 0Maximum: 1024
 
 player.submerged_mining_speedThe mining speed factor when submerged. A factor of 1 means mining as fast submerged as on land, a factor of 0 means unable to mine while submerged. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.Default: 0.3Minimum: 0Maximum: 1
 
 player.sweeping_damage_ratioHow much of the base attack damage that gets transferred transfer to secondary targets in a sweep attack. This is additive to the base attack of the sweep damage itself of 1. A value of 0 means none of the base attack damage is transferred (sweep damage is 1). A value of 1 means all of the base attack damage is transferred (sweep damage is attack_damage + 1)Default: 0.2Minimum: 0Maximum: 20
 
 generic.water_movement_efficiencyThe movement speed factor when submerged. The higher, the more of the underwater movement penalty is mitigated. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.Default: 0Minimum: 0Maximum: 1
 
 Block Predicates (World Generation Style)unobstructedNew block predicate type that passes if the selected block is unobstructed (no entities are in the space of the block).Default: 0Minimum: 0Maximum: 1
 Fields:
 
 Entity DataProjectilesoffset: List of 3 int offset coordinates, specifying the offset from the origin position to test
 Optional, defaults to [0, 0, 0] if unspecified
 
 Item ComponentsArrow-like projectile data now contains a weapon field containing an Item Stack representing the weapon the projectile was fired fromThe ShotFromCrossbow field has been removedRemoved power NBT tag and replaced it with acceleration_power tag with a number value that control the projectiles acceleration (and maximum speed)
 This change affects the following projectiles; dragon_fireball, large_fireball, small_fireball, fireball, breeze_wind_charge, wind_charge, wither_skull
 
 StructuresThe custom_data component can now be specified as an SNBT string to preserve type information in JSON
 This is the same as is used in the set_custom_data loot function and custom_data predicate
The food item component has a new field:
 using_converts_to: item with components (optional)
 Once consumed, the food item will be replaced with the specified iteme.g. food={nutrition:1,saturation:0,using_converts_to:{id:"poisonous_potato",components:{"minecraft:custom_name":'"Wait what?"'}}}
 
 
 CommandsAdded dimension_padding field to structures of type minecraft:jigsaw, which ensures that a structure is not generating through the edges of a dimension by adding vertical padding to its bounding box
 Can be written as an object with two fields:
 bottom the vertical padding at the bottom of the dimension, non-negative integertop the vertical padding at the top of the dimension, non-negative integere.g. dimension_padding: { bottom: 10, top: 5 }
Can be written as a single non-negative integer instead to be applied to both top and bottom fields
 e.g. dimension_padding: 10
 
Added liquid_settings field to structures of type minecraft:jigsaw. Possible values:
 apply_waterlogging: If any waterloggable block overlaps with existing water, it will become waterloggedignore_waterlogging: If any waterloggable block overlaps with existing water, it will not become waterloggedDefault value is apply_waterlogging
Added optional field override_liquid_settings to single_pool_element element type
 Has the same possible values as the liquid_settings in jigsaw structuresIf provided, it overrides the inherited liquid settings from the parent jigsaw structure while generating this pool element
 
 Resource Pack Versions 33 Through 34The item argument in the /give, /item, and /loot commands now supports removal of default components with ! prefix
 e.g. /give @s diamond_pickaxe[!tool] will give a Diamond Pickaxe without the tool component
Added @n entity selector, selecting the nearest entity
 This functions as @e[sort=nearest,limit=1]Additional requirements may still be provided; for example: @n[type=pig] will select the closest Pig
 
 ShadersAdded new textures and music assets for Music DiscsRenamed sound events for Ominous Trial Spawner becoming active and ambient soundAdded the block.vault.reject_rewarded_player sound eventChanges to Shaders
 The blend block in core shader definitions has been removed, as it was not usedThe position_color_tex shader has been removed, replaced with the pre-existing position_tex_colorThe glint_direct shader has been removed, replaced with the pre-existing glint shaderThe armor_glint shader has been removed, as it was unused
 
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Fixed bugs in 1.21
 Around 220 bugs were fixed in this release. View the list on the issue tracker.
 近220个bug在本正式发布版本中被修复,View the 详情点此查看.
 
 Get the Release
 
 To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release” option.
 Cross-platform server jar:
 Report bugs here:
 
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