《洞穴與山崖更新:第二部分》今日在 Java 版推出

A Minecraft Java Release
Minecraft Java 正式版更新注記
It’s been quite the trek, but we’re here. At the summit. The Caves & Cliffs Update: Part II is out today, completing the much anticipated cave update. What better way to celebrate than by climbing to the top of a higher than ever mountain. Let’s take a moment and just take in that view. Wait. What’s that sound. Don’t tell me that goat is back.
長路漫漫,我們終于來到了這里:頂峰!《洞穴與山崖更新:第二部分》已于今日發(fā)布,為眾所期待的洞穴更新畫下句點。還有什么比抵達天際,傲視群山更有成就感的事情呢?讓我們稍作休息,縱覽天下美景吧。不對,那是什么聲響?那頭山羊總不會又回來了吧?
AAAAARGH.
Ouff! Ouch! Ow!
嗷?。?!
Where am I? It’s dark down here! It’s almost as if I fell a greater distance than I would have before today. Figures. While I try to get out of this dripstone cave, I hope you enjoy all of the new features that 1.18 brings. Could you pass me a candle before you leave? It really is dark down here.
我現(xiàn)在在哪里?這底下怎么這么黑?我感覺我這次掉落的距離比以往都大。不過這一點兒也不奇怪。在我想盡辦法逃出這溶洞的時候,我希望你能喜歡 1.18 帶來的各種新特性。話說,你可以遞根蠟燭給我嗎?這底下真的太黑啦!
Features 新特性
Added an “Allow Server Listings” option to opt out of having your name displayed in server listings
加入了“允許列入服務(wù)器玩家列表”選項,以便你能夠選擇是否在服務(wù)器在線列表中顯示你的名稱
Added an Online options screen where you can now find the Realms Notifications option
加入了“在線選項”界面,并將“Realms 的通知”選項移入其中
Added new Overworld biomes
新增各種主世界生物群系
Added noise caves and aquifers
加入了噪聲洞穴和含水層
Added world autosave indicator for single-player worlds
在單人游戲中加入了“自動保存指示器”
Axolotls now have their own, separate, mob cap
美西螈現(xiàn)在有他們專屬的、獨立的生成上限
Axolotls now only spawn in Lush Caves when in water that is above Clay Blocks
美西螈現(xiàn)在只會生成于繁茂洞穴里黏土塊上方的水中
Badlands Mineshafts now generate higher up
提高了惡地中廢棄礦井的生成高度
Buried Treasure Chests may contain a Potion of Water Breathing
埋藏的寶藏箱中可能會有水肺藥水
Changed default brightness to 50
將默認(rèn)的亮度值改成 50
Cod, Salmon, Pufferfish, Tropical Fish, Squid, and Dolphins now only spawn in water from height 50 to height 64
鱈魚、海豚、河豚、鮭魚、魷魚、熱帶魚現(xiàn)在只會生成在高度為 50 到 64 的水中
Frozen Peaks biome
加入“冰封山峰”生物群系
Glow Squids now only spawn in water blocks under height 30
發(fā)光魷魚現(xiàn)在只會生成在高度為 30 以下的水中
If it is raining, sleeping will stop the rain and reset the weather cycle (in 1.17 sleeping would always reset the weather cycle)
只有在下雨或雷暴天氣時睡覺,才會重置天氣循環(huán)(在 1.17,無論在什么天氣睡覺都會重置天氣循環(huán))
Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers
災(zāi)厄村民(衛(wèi)道士、掠奪者、幻魔者)不再會攻擊幼年村民
New music has been added to the game
新的音樂已被加入到游戲中
New ore distribution and large ore veins
新的礦物分布和大型礦脈
Overworld build and generation limits have been expanded
主世界的建造和生成高度限制已被擴展
Raised the cloud level from 128 to 192
將云層高度從 128 修改到192
Redesigned how effects look in the inventory screen, to allow them to show even with recipe book open
重新設(shè)計狀態(tài)效果在物品欄界面中顯示的樣式,以讓它們在配方書打開時也能顯示
Removed world types “Caves” and “Floating islands” from the world creation screen
從“世界類型”選項中移除了“洞穴”和“浮島”世界類型
Sprinting is no longer reduced to walking when gently brushing your sleeve against a wall
輕輕地蹭墻時,疾跑狀態(tài)再也不會解除
Tropical Fish now also spawn in Lush Caves at any height
熱帶魚現(xiàn)在也會在繁茂洞穴的任意高度下生成了
Villages are slightly more spread out
村民們現(xiàn)在會略微分散
World spawn selection algorithm has been reworked, now spawns player according to climate parameters
世界重生點的算法已經(jīng)被重新設(shè)計,現(xiàn)在將會按照天氣參數(shù)決定世界重生點
Advancements 進度
Added “Caves & Cliffs” for falling from top to bottom of the Overworld
“上天入地”:從主世界的頂部跌落到底部
Added “Feels like home” for riding strider on lava for 50 blocks in the Overworld
“溫暖如家”:在主世界的巖漿中騎行熾足獸移動超過 50 個方塊
Added “Star Trader” for trading with a villager at the build height limit
“星際商人”:在世界建筑高度限制處與村民交易
Added “Sound of Music” for playing music with a jukebox in a Meadow biome
“音樂之聲”:在草甸中用唱片機播放音樂
Blocks 方塊
Enchanting Tables now emit a low amount of light
附魔臺現(xiàn)在散發(fā)出的光變得更微弱
Using Shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine, and Kelp will stop them from further growing
對洞穴藤蔓、纏怨藤、垂淚藤和海帶的尖端使用剪刀將會阻止它們繼續(xù)生長
Copper Ore now drops 2-5 (from 2-3) Raw Copper items
挖掘一個銅礦掉落粗銅的數(shù)量從 2-3 個改成 2-5 個
In the Stonecutter, a Block of Copper can be converted to 4 Cut Copper
切石機現(xiàn)在可以將一個銅塊加工成 4 個切制銅塊
Restricted Big Dripleaf placement to Clay, Grass, Dirt, Farmland, Moss, Rooted Dirt, Podzol, and Mycelium
大型垂滴葉現(xiàn)在只能放置在黏土塊、砂土、泥土、耕地、草方塊、苔蘚塊、菌絲、灰化土和纏根泥土上。
Effects 狀態(tài)效果
Your list of effects are now shown to the right of your inventory, instead of the left side
狀態(tài)效果列表從在左側(cè)顯示修改為在右側(cè)顯示
When the inventory effects list is visible, it will be hidden from the game view to reduce screen clutter
物品欄界面中的狀態(tài)效果列表可視時,游戲視角下的效果列表將不會顯示,以減少畫面卡頓
There’s now two modes of seeing the effect list: Compact and Classic
現(xiàn)在有兩種顯示狀態(tài)效果列表的方式:緊湊式和經(jīng)典式
Classic is the pre-existing list of effects, one after another
經(jīng)典式就是先前版本已有的效果列表
Compact is a single icon for each effect, suitable for small screen estate
在緊湊式中,每種效果將以小圖標(biāo)顯示,適用于屏幕空間不足的情形
The game will automatically switch between the two modes to suit the available screen estate (including having the recipe book open)
游戲?qū)詣釉谏鲜鰞煞N顯示方式中切換,以適配當(dāng)前屏幕可用空間(包括配方書開啟的時候)
Large ore veins 大型礦脈
Ore Veins are large, rare, snake-like underground ore formations
礦脈是由礦石和巖石構(gòu)成的罕見蛇形地下結(jié)構(gòu)。
Copper Ore Veins form between heights 0 and 50 and are mixed with Granite
大型銅礦脈伴隨花崗巖生成在高度為 0 到 50 的地方
Iron Ore Veins form between heights -60 and -8 and are mixed with Tuff
大型鐵礦脈伴隨凝灰?guī)r生成在高度為 -60 到 -8 的地方
Mob Spawning 生物生成
Monsters now only spawn in places where the light from blocks is 0 (sky light still prevents spawning like before)
敵對生物現(xiàn)在只會生成在方塊光照等級為 0 的地方(天空光照對怪物生成的抑制效果不變)
Music 音樂
Added new music by Lena Raine and Kumi Tanioka to the Overworld (when playing in Survival Mode) and the main menu
新增由 Lena Raine 和 Kumi Tanioka 推出的主菜單和主世界音樂(會在生存模式下播放)
Added a new music disc from Lena Raine titled ‘Otherside’. This can be found rarely in Stronghold Corridor Chests or much more rarely in Dungeon Chests.
New Overworld Biomes 新的主世界生物群系
Dripstone Caves 溶洞
Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, as well as within small pools of water
無論是地板上還是洞頂都充滿滴水石塊和滴水石錐,還有小水坑
In some places, you’ll find larger stalagmites, stalactites, and columns built from Dripstone Blocks
在某些地方,你能夠找到由滴水石塊培養(yǎng)出的更大的石筍、鐘乳石和石柱。
Contains extra Copper Ore
包含更多的銅礦石
Drowned can spawn in aquifers inside Dripstone Caves
溺尸可以生成在溶洞的含水層
Frozen Peaks 冰封山峰
Smooth mountain peaks with ice and snow
是被冰雪覆蓋的平緩山峰
Spawns Goats and Yeti. Wait, no, actually it’s just Goats.
會生成山羊和雪人……等等,其實只有山羊。
Grove 雪林
Snowy terrain with big Spruce Trees and Powder Snow traps. You might want to wear leather boots!
被雪覆蓋的地形,有云杉和細(xì)雪陷阱。你可能會想要穿皮革靴子的!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
傾向于生成在山峰或山頂之下的高海拔地形
Spawns Wolves, Rabbits, and Foxes
會生成狼、兔子和狐貍
Jagged Peaks 尖峭山峰
Dramatic jagged mountain peaks with Snow and Stone blocks
明顯突起的山峰,由雪和石頭組成
Spawns Goats
會生成山羊
Lush Caves ?繁茂洞穴
Moss covers the floors and ceilings
苔蘚塊鋪滿了地板和洞頂
Spore Blossoms grow from the ceiling and drip particles
孢子花生成在洞頂,并且會散發(fā)粒子
Contains Clay pools with Dripleaf plants growing out of them
包含會生成垂滴葉的黏土水池
Contains Azalea Bushes and Flowering Azalea Bushes
包含杜鵑花叢和盛開的杜鵑花叢
The Azalea Tree loves to have its roots in Lush Caves, so if you find an Azalea Tree (either overground or in a cave) you know there is a Lush Cave beneath you
杜鵑樹喜歡扎根于繁茂洞穴,說明當(dāng)你在地面或洞穴中發(fā)現(xiàn)杜鵑樹時,繁茂洞穴就離你不遠了
Cave Vines with Glow Berries grow from the ceiling and light up the caves
含有發(fā)光漿果的洞穴藤蔓會在洞頂生成并照亮洞穴
Meadow 草甸
Large grassy and flowery biome that tends to generate high up on plateaus or next to large mountain ranges
是一種會在高原以及一些山地的最底層生成,通常臨近平原和其他溫和的生物群系的生物群系,遍布著花草
Sometimes contains a lone, tall Oak or Birch Tree with a Bee Nest
有時會單獨生成帶有蜂巢的橡樹或樺樹
Think Sound of Music!
考慮一下完成“音樂之聲”成就吧!
Spawns Donkeys, Rabbits, and Sheep
會生成驢、兔子和綿羊
Snowy Slopes ?積雪的山坡
Very snowy terrain that can hide Powder Snow traps. I hope you kept those leather boots!
藏有細(xì)雪陷阱的多雪地形,希望你沒丟掉皮革靴子!
Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
傾向于生成在山峰或山頂之下的高海拔地形
Spawns Rabbits and Goats
會生成兔子和山羊
New ore distribution 新的礦石分布
Changed ore generation to match the new world height, and to add more strategy to mining. There is no longer a single height level that is best for all ores – you need to make tradeoffs!
更改了礦石生成以匹配新的世界高度范圍,并讓挖礦更具策略性?,F(xiàn)在不再有最適合所有礦石的單一高度級別——需要你來權(quán)衡!
Iron Ore generates below height 72, with a strong bias towards height 16. Iron Ore also generates above 80, with more Iron Ore as you go higher.
鐵礦石生成在高度 72 以下,偏向于在高度 16 生成。鐵礦石也會生成在高度 80 以上,并且越高越多。
Copper Ore generates between height 0 and 96, with a strong bias towards height 48. Copper Ore generates in larger amounts in Dripstone Caves Biome.
銅礦石生成在高度 0 到 96 之間,偏向于在高度 48 生成。銅礦石在溶洞生物群系中生成的數(shù)量更多。
Lapis Lazuli Ore generates below height 64, with a strong bias towards height 0. However, Lapis Lazuli Ore below height -32 or above height 32 cannot generate exposed to air. It will either be buried or inside water.
青金石礦石生成在高度 64 以下,偏向于在高度 0 生成。然而,高度低于 -32 或高于高度 32 時,青金石礦石不能暴露在空氣中生成。 它必須要在被掩埋或在水中的狀態(tài)下生成。
Coal Ore generates above height 0, with a strong bias towards height 96 and above. Coal Ore has reduced air exposure, so you will find more Coal Ore buried or underwater than exposed to air.
煤礦石生成高度 0 以上,偏向于高度 96 及以上生成。 煤礦石暴露在空氣中的幾率減少了,因此你會發(fā)現(xiàn)埋藏或水下的煤礦石多于暴露在空氣中的煤礦石。
Gold Ore generates below height 32, with a strong bias towards height -16. Extra Gold Ore generates below height -48. Extra Gold Ore can be found in Badlands biomes above height 32.
金礦石生成在高度 32 以下,偏向于在高度 -16 生成。 更多的金礦石會在高度 -48 以下生成。 額外的金礦石可以在高于 32 的惡地生物群系中找到。
Redstone Ore generates below height 16. Redstone Ore generation gradually increases as you go below height -32 and further down.
紅石礦石會在高度 16 以下生成。隨著高度低于 -32,高度越低就會有越多紅石礦石生成。
Diamond Ore generates below height 16, with more Diamond Ore the lower you go. Diamond Ore have reduced air exposure, so you will find more Diamond Ore buried or underwater than exposed to air.
鉆石礦石生成的高度低于 16,高度越低就會生成越多鉆石礦石。 鉆石礦石暴露在空氣中的幾率減少了,因此你會發(fā)現(xiàn)埋藏或水下的鉆石礦石多于暴露在空氣中的鉆石礦石。
Emerald Ore generates above height -16 in mountainous biomes, with more Emerald Ore the higher you go. Emerald Ore below height 0 is very rare!
綠寶石礦石在山地生物群系中高于 -16 的高度生成,高度越高,綠寶石礦石越多。 在高度 0 以下,綠寶石礦石非常罕見!
Ore distribution in Minecraft 1.18.
for a link to the full-size image.Minecraft 1.18 的礦物分布如上圖所示。
可以打開全尺寸圖片。Noise caves and Aquifers 噪聲洞穴和含水層
Noise caves are a new way of generating caves, providing more natural variety. They can get really huge sometimes! Noise caves come in three flavors:
新的噪聲洞穴有三種,用于提升自然地貌的多樣性。有時候它們真的會很巨大!
Cheese caves: Like the holes in swiss cheese. These often form caverns of various size.
芝士洞穴的形狀像瑞士奶酪上的孔一樣大小不一,且空間寬敞。
Spaghetti caves: Long squiggly tunnels, sometimes wide like tagliatelle
意面洞穴長而彎曲,空間寬敞。
Noodle caves: Thinner, squigglier, and more claustrophobic variant of spaghetti caves
面條洞穴和意面洞穴一樣同樣長而彎曲,但空間更為狹窄封閉。
No, they aren’t loud. The “noise” part of noise caves is a technical term and has nothing to do with sound.
“噪聲”并不是指它們吵,而是指一個和聲音無關(guān)的術(shù)語。
The old cave carvers and canyons still generate, combining with the noise caves to form interesting cave systems
舊的雕刻器洞穴和峽谷仍然會生成,新的噪聲洞穴是為了與之結(jié)合形成有趣的洞穴系統(tǒng)
As with carvers, noise caves form cave entrances where they intersect the surface
至于洞穴雕刻器,現(xiàn)在它會為接觸到地表的噪聲洞穴生成洞穴入口
An aquifer is an area with local water level, independent of sea level
含水層的水位是局域水位,獨立于海平面
Aquifers are used during world generation to generate bodies of water inside noise caves
含水層被用于在世界生成的過程中為噪聲洞穴生成各種水體
This sometimes results in large underground lakes
這有時會導(dǎo)致大型地下湖
They can also form inside mountains and on the surface
含水層也可以生成在山上或地表
Aquifers below y0 will sometimes be lava aquifers instead of water aquifers
有時候,高度為 y=0 以下的水層的液體被熔巖取代
Magma Blocks sometimes generates at the bottom of underground bodies of water
巖漿塊有時會在地下水體的底部生成
Underwater cave carvers and underwater canyons have been removed, since aquifers are used to generate water in caves instead
水下雕刻器洞穴和水下峽谷已經(jīng)被移除了,改為用含水層系統(tǒng)在洞穴中生成水體
Sprinting 疾跑
Previously, any collision with a block would reduce sprinting to walking. Now, for very minor angles of collision with a block, players retain their sprint. For larger angles of collision, the old behavior is retained.
以前,和方塊碰撞總會解除疾跑狀態(tài)?,F(xiàn)在,玩家以較小角度與方塊相撞的時候,疾跑狀態(tài)將會被保持。若碰撞的角度較大,將會像以前一樣(解除疾跑)。
Upgrading of old worlds 從舊世界升級
The transition between new and old terrain is less “cliffy”
新舊地形的交界處沒有那么突兀了
Will surface height blend? Yes.
地表高度會發(fā)生交融嗎?會的。
Will biomes blend? Yes.
生物群系會融合嗎?當(dāng)然啦!
Will caves blend? Your mileage may vary.
洞穴會融合嗎?因你在舊地圖的探索狀況而異。
In old chunks, if there is any Bedrock at y=0, the sections below non-air blocks will be filled with new generation
在舊的區(qū)塊中,如果 y=0 存在基巖,新地形會在所有非空氣方塊的下方生成
The old Bedrock between y=0 and y=4 in old chunks gets replaced with Deepslate
舊區(qū)塊中 y=0 到 y=4 之間的基巖層會由深板巖替代
A new Bedrock layer is placed at y=-64
新的基巖層將會在 y=-64 處生成
World generation 世界生成
Generation range and build limits have been expanded by 64 blocks up and 64 blocks down, to a total range of 384 blocks
世界生成和建造范圍分別向上和向下擴張了 64 個方塊,總高度為 384 個方塊
Underground features, structures, and caves generate all the way down to y-64
地下特性、結(jié)構(gòu)和洞穴會一路生成到 y=-64 的地方
Exception: Diorite, Granite, Andesite, and Dirt will not generate below y0
例外:閃長巖、花崗巖、安山巖和泥土不會在 y=0 以下生成
Tweaked size and positioning of Diorite, Andesite, and Granite generation
調(diào)整了閃長巖、花崗巖和安山巖的生成大小和位置
Dripstone clusters can no longer be found in normal caves, only in Dripstone Caves biomes
滴水石簇現(xiàn)在只在溶洞里生成,不再生成于常規(guī)洞穴中
Starting from y8 and below, Deepslate gradually replaces all Stone
從 y=8 開始往下,深板巖將會逐漸取代所有的石頭
Deepslate blobs no longer generate above y0
深板巖團簇不再會生成在高于 y=0 的地方
The terrain shape and elevation varies dramatically, indepedently from biomes
地形形狀和海拔高度變化更加劇烈,并且獨立于生物群系
For example, forests and deserts could form up on a hill without needing a special biome just for that
例如,叢林和沙漠可以在共同形成一個山丘,而不需要特殊的生物群系
Less Diorite, Granite, and Andesite generates above y 60
y=60 以上的地方將會有更少的閃長巖、花崗巖和安山巖生成
Strips of Gravel can generate in stony shores
條帶狀的沙礫可以在石岸上生成
Swamp trees can grow in water 2 blocks deep (instead of just 1 block deep)
沼澤樹可以生成在 2 格深的水中(先前只能是 1 格深)
Removed water lake features, aquifers provide local water levels
移除了水湖,含水層取而代之,并決定局域水位。
A bunch of biome variants with simular features but different shapes have been merged into one, since the shape is controlled independently now
具有相同(譯者注:原文“simular”意思是“仿冒的”,可能是拼寫錯誤)特點但形狀不同的一堆生物群系現(xiàn)在已經(jīng)合并歸一,因為其形狀可以被獨立地控制了
Renamed some biomes
將部分生物群系重命名
Geodes now only generate up to height 30
紫晶洞現(xiàn)在只會在高度 30 以下生成
Technical 技術(shù)性內(nèi)容
Added an accessibility option to stop the sky from flashing during thunderstorms
Added fall_from_height and ride_entity_distance advancement triggers
Changed nether_travel to match other similar triggers
Added an option to specify the audio device used by the game
Replaced light and barrier particles with block_marker
Replaced the clientbound chunk update network packet with another one that additionally contains light update data
The separate light update packet still exists and is sent when a light update happens without a chunk update
New video setting called “Chunk Builder”
Changed the prioritization order of the chunk rendering pipeline
Unrendered chunk holes in the world should not appear anymore while flying fast with high render distance
View distance now causes chunks to load cylindrically around players instead of in a square
Added “Toggle Sprint” and “Toggle Sneak” to the Controls settings
Moved Keybinds out to their own settings screen, accessible from Controls
Information about the world generation noise is now displayed on the debug screen
Added illageralt, rune-like font from Minecraft Dungeons (currently only usable via commands)
Added startup option --jfrProfile and command jfr to start profiling with Java Flight Recorder as well as a few custom events
Loot table functions set_contents and set_loot_table now require a type field with a valid block entity type
Added new loot table function set_potion
The maximum amount of background threads are increased
Worlds last saved before Minecraft 1.2 (pre “Anvil”) can no longer be opened directly
Data pack format has been increased to 8
Resource pack format has been increased to 8
--report option in data generator now creates reference files for the entirety of the worldgen, instead of just the biomes
Removed length limits for scoreboard, score holder, and team names
Standalone server.jar now bundles contains individual libraries instead of being flat archive
Size limit for server resource packs has been increased to 250 MB
Servers can now set property hide-online-players to true in order to not send a player list on status requests
New setting called “Simulation Distance”
Mob spawners can now override light checks for spawning
Added telemetry for world loading
Advancements 進度
Changed triggers 修改的觸發(fā)器
nether_travel
entered condition is renamed to start_position
exited has been removed since it was identical to player.location
New triggers 新的觸發(fā)器
fall_from_height
Triggered when a player lands after falling
Conditions:
player - a player for which this trigger runs
start_position - a location predicate for the last position before the falling started
distance - a predicate for the distance between start_position and the player
ride_entity_in_lava
Triggered for every tick when a player rides in lava
Conditions
player - a player for which this trigger runs
start_position - a position where the riding started (first tick on lava)
distance - a predicate for the distance between start_position and the player
Chunk Builder Setting 區(qū)塊構(gòu)建器選項
This setting determines if chunk sections are updated immediately during a single frame, or asynchronously using threads
“Fully Blocking” corresponds to the previous way chunks were updated, which prevents potential visual gaps when blocks are destroyed
“Threaded” will significantly reduce stutters when blocks are placed or destroyed (especially with light sources), however brief visual gaps may rarely occur
“Semi Blocking” is the middle-option, and will only immediately update chunks that are deemed important, otherwise updates occur asynchronously using threads
Java 17
Minecraft now uses Java version 17. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 17 or above.
Minecraft 現(xiàn)在使用的是 Java 17。如果你使用的是默認(rèn)設(shè)置,官方啟動器將會下載并安裝正確的版本。如果你使用的是自定義 Java 設(shè)置,或者第三方啟動器,那么你要確保你安裝的 Java 版本是 17 或以上。
JFR Profiling / JFR 分析(中文 Wiki 內(nèi)容見下)
Custom events 自定義事件
All events are enabled when starting the profiling using either jfr start command or --jfrProfile startup flag. If profiling is started through any other means for monitoring purposes, only the ServerTickTime, LoadWorld and NetworkSummary are included by default.
minecraft.ServerTickTime: periodic event (1 second intervals) exposing average server tick times
minecraft.NetworkSummary: periodic event (10 second intervals) reporting total packet sizes and counts per connection
minecraft.PacketReceived | minecraft.PacketSent: network traffic
minecraft.ChunkGeneration: time taken to generate individual chunk stages
minecraft.LoadWorld: initial world loading duration
Overview 概述
Java Flight Recorder (https://openjdk.java.net/jeps/328) is the internal JVM profiling tool bundled with the Java Runtime to analyze performance and runtime characteristics. It’s a useful tool for exposing internal JVM performance metrics as well as custom metrics that can be monitored or analyzed using any stock Java profiler or monitoring agents.
Profiling lifecycle 分析周期
A profiling run can be started using any of the following alternatives: The run will then be stopped either by:
--jfrProfile startup flag when starting a Minecraft server or client
jfr start in-game command
Regular Java CLI tools such as jcmd
shutting down the JVM
jfr stop in-game command
jcmd CLI tool
Reports 報告
A summary JSON report is written both to the log file and in the debug folder accompanied by a .jfr recording ready to be analyzed in i.e JMC https://github.com/openjdk/jmc or any other profiler tool supporting the format.
JFR(
)分析加入了
新啟動選項和
命令,能使用Java FlightRecorder分析數(shù)據(jù)和一些自定義事件。
包含以下幾種自定義事件:
:采樣事件,反映服務(wù)器平均TPS。
:生成單個區(qū)塊階段所需的時間。
或
:網(wǎng)絡(luò)流量。
:初始化世界加載耗費的時間。
可通過以下方法開始分析:
啟動游戲時添加
選項。
在游戲內(nèi)輸入
命令。
以
為例的常規(guī)Java命令行工具。
可通過以下方法結(jié)束分析:
關(guān)閉游戲。
在游戲內(nèi)輸入
命令。
命令行工具。
分析的結(jié)果摘要會以JSON格式寫入日志以及debug文件夾中。另附.jfr格式的記錄文件(存于debug文件夾中),可使用如
及其他支持此格式的工具做進一步分析。
Loot tables 掠奪表
Changed functions 更改的函數(shù)
set_contents, set_loot_table
Added new mandatory field type. This type will be written into BlockEntityTag.id, to make sure that this tag can be correctly migrated between versions.
New functions 新函數(shù)
set_potion
Sets the Potion tag on any item
Parameters:
id - potion id
Maximum amount of background threads increased 提升后臺線程上限
Various background tasks including worldgen are executed on a background thread pool
The default thread pool size equals the amount of available CPU threads, minus one
The upper thread pool limit has been raised from 7 to 255, which should help higher-end machines with improved world-gen performance
The upper limit can be overridden via the max.bg.threads Java system property, for example when running multiple servers on a single machine
Mob spawning 生物生成
Monster spawning limits are now per-player, rather than global for each dimension
敵對生物生成限制將會以玩家為
Old world conversion 舊世界轉(zhuǎn)換
Worlds last saved before Minecraft 1.2 (pre “Anvil”) now require conversion in a previous version of the game to be able to be opened
We recommend that you upgrade your old version, 1.2 (pre “Anvil”) or older, to version 1.6.4 - worlds opened for the first time in later versions will have incorrect biome information
Particles 顆粒效果
block_marker
Renders with a texture declared in the particle slot for a model assigned to the configured block state
Is summoned with same syntax as the block particle (i.e. block_marker wheat[age=2])
Resource Pack format 資源包格式
minecraft/textures/gui/container/inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory
Server bundling 服務(wù)端打包
server.jar now bundles individual libraries instead of merging all the files into a single archive
This change is meant to solve certain problems related to Java modules
On startup, server.jar will unpack libraries into a directory configured by bundlerRepoDir (default: working directory)
To run a different main class other than the server, use the bundlerMainClass property (for example java -DbundlerMainClass=net.minecraft.data.Main -jar server.jar --reports) or unpack the jar manually and use the contents of META-INF/classpath-joined for command line
If bundlerMainClass is empty, the program will just validate and extract files, and will then exit
Server classes are now signed
Simulation Distance Setting 模擬距離選項
A new slider which is available under video settings
Entities, blocks, and fluids will not be updated outside of simulation distance
Allows higher render distance with less CPU load
There’s also a new simulation-distance property in the dedicated server properties
Spawner data changes 刷怪籠數(shù)據(jù)的改變
Example:
SpawnData: {
? ?entity: {
? ? ? ?id: "minecraft:cow"
? ?},
? ?custom_spawn_rules: {
? ? ? ? ?sky_light_limit: {min_inclusive: 10, max_inclusive: 15}
? ?},
}
SpawnPotentials: [
?{
? ?data: {
? ? ?custom_spawn_rules: {
? ? ? ? ?block_light_limit: {min_inclusive: 0, max_inclusive: 15}
? ? ?},
? ? ?entity: {id: "minecraft:pig"},
? ?},
? ?weight: 2
?},
?{
? ?data: {
? ? ?custom_spawn_rules: {
? ? ? ? ?block_light_limit: {min_inclusive: 5, max_inclusive: 10},
? ? ? ? ?sky_light_limit: {min_inclusive: 10, max_inclusive: 15}
? ? ?},
? ? ?entity: {id: "minecraft:panda"}
? ?},
? ?weight: 1
?}
]
Spawners now support the custom_spawn_rules NBT in the SpawnData field and the SpawnPotentials list
custom_spawn_rules currently may contain fields block_light_limit and sky_light_limit - both are integer ranges with fields min_inclusive and max_inclusive
To make SpawnPotentials format similar to other weighted lists, structure was changed to {weight: <int>, data: <previous contents without 'Weight', 'Entity' renamed to 'entity'>}
To accomodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)
Telemetry 匿名化信息反饋
In this release, we are re-introducing diagnostic tracking, which was part of Minecraft: Java Edition until 2018. We are bringing it back to better understand our players and to improve their experience. Specifically this information will help us prioritise various aspects of development and identify pain points. All data is treated according to GDPR and CCPA best practices and is used to develop a better-performing and generally more enjoyable Minecraft: Java Edition.
At this point, the only implemented event is world load
World Load event 世界加載事件
Sent when loading singleplayer world or connecting to multiplayer server
Contains following information:
launcher identifier
user identitifer (XUID)
client session id (changes on restart)
world session id (changes per world load, to be reused for later events)
game version
operating system name and version
Java runtime version
if client or server is modded (same information as on crash logs)
server type (single player, Realms or other)
game mode
World Data: Chunk Format 世界數(shù)據(jù):區(qū)塊格式
Removed chunk’s Level and moved everything it contained up
Chunk’s Level.Entities has moved to entities
Chunk’s Level.TileEntities has moved to block_entities
Chunk’s Level.TileTicks and Level.Tobeticked have moved to block_ticks
Chunk’s Level.LiquidTicks and Level.LiquidsTobeticked have moved to fluid_ticks
Chunk’s Level.Sections has moved to sections
Chunk’s Level.Structures has moved to structures
Chunk’s Level.Structures.Starts has moved to structures.starts
Chunk’s Level.Sections[].BlockStates and Level.Sections[].Palette have moved to a container structure in sections[].block_states
Chunk’s Level.Biomes are now paletted and live in a similar container structure in sections[].biomes
Chunk’s Level.CarvingMasks[] is now long[] instead of byte[]
Added yPos the minimum section y position in the chunk
Added below_zero_retrogen containing data to support below zero generation
Added blending_data containing data to support blending new world generation with existing chunks
World Generation 世界生成
Bedrock layers now generate dependent on the world seed
New random number generator for overworld generation
Fixed bugs in 1.18 / 1.18修復(fù)的漏洞
About 250 bugs were fixed in this release.
.在該正式版中,有大約 250 個漏洞被修復(fù)。
.
Get the Release 取得正式版
To install the release, open up the
and click play! 如要安裝該正式版,打開 Minecraft 啟動器并按下“開始游戲”即可!Cross-platform server jar: 跨平臺的服務(wù)端 JAR 文件:
Report bugs here: 在此反饋漏洞:
Want to give feedback? 想要向我們發(fā)送反饋?
Head over to our
or come chat with us about it on the到我們的反饋網(wǎng)頁或直接在
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