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Zeile 38: Zeile 38:
 
}}
 
}}
   
  +
=== Neuerungen ===
*Added dripstone caves biome
 
  +
==== Blöcke ====
*Added sculk sensors
 
   
 
; [[Sculk Sensors]]
===Tropfsteinhöhlenbiome===
 
*This biome doesn’t generate naturally yet since it is designed for the upcoming larger caves. However, if you want to see the biome in the current caves you can create a single-biome world with dripstone caves.
 
*Contains plenty of pointed dripstone on the floors, ceilings, and small pools of water.
 
*In some places, you’ll find larger stalagmites, stalactites, and columns built from dripstone blocks.
 
 
===Sculk Sensors===
 
 
*Introducing the bizarre, tendril-filled world of sculk – prepare for sculk sensors to creep you out with their unique ability to detect vibrations nearby.
 
*Introducing the bizarre, tendril-filled world of sculk – prepare for sculk sensors to creep you out with their unique ability to detect vibrations nearby.
 
*A vibration is anything that causes physical motion; if you are careful, there are some motions that are undetectable to sensors by sneaking.
 
*A vibration is anything that causes physical motion; if you are careful, there are some motions that are undetectable to sensors by sneaking.
Zeile 69: Zeile 64:
 
*Each vibration in the game falls under a certain frequency value, and this value can be measured with a comparator.
 
*Each vibration in the game falls under a certain frequency value, and this value can be measured with a comparator.
 
*With the right contraption, this allows you to detect when a certain action has occurred nearby.
 
*With the right contraption, this allows you to detect when a certain action has occurred nearby.
Step 1<br>
 
Flap 2<br>
 
Swim 3<br>
 
Elytra Free Fall 4<br>
 
Hit Ground 5<br>
 
Splash 6<br>
 
Wolf Shaking 6<br>
 
Projectile Shoot 7<br>
 
Projectile Land 8<br>
 
Start Eating 7<br>
 
Finish Eating 8<br>
 
Hit Entity 9<br>
 
Add Item To Armor Stand 9<br>
 
Open Block 11<br>
 
Close Block 10<br>
 
Switch Block 11<br>
 
Unswitch Block 10<br>
 
Press Block 11<br>
 
Unpress Block 10<br>
 
Attach Block 11<br>
 
Detach Block 10<br>
 
Open Container 11<br>
 
Close Container 10<br>
 
Dispense Failed 10<br>
 
Use Flint And Steel 12<br>
 
Place Block 12<br>
 
Destroy Block 13<br>
 
Place Fluid 12<br>
 
Pickup Fluid 13<br>
 
Cast Fishing Rod 15<br>
 
Reel-In Fishing Rod 14<br>
 
Extend Piston 15<br>
 
Contract Piston 14<br>
 
Explosion 15<br>
 
Lightning Strike 15<br>
 
   
 
;Wolle-Einschluss
 
;Wolle-Einschluss
Zeile 113: Zeile 73:
 
*During this short cooldown period, it cannot detect vibrations. This is to prevent it from activating itself when a contraption it is powering is being unpowered. Feedback is welcome on this point!
 
*During this short cooldown period, it cannot detect vibrations. This is to prevent it from activating itself when a contraption it is powering is being unpowered. Feedback is welcome on this point!
   
===Änderungen===
+
==== Weltengeneration ====
  +
*The fullness of a bundle now shows up regardless of whether advanced tooltips are on or off.
 
  +
;[[Tropfsteinhöhlen]]
*Stalactites and stalagmites merge if the tips are next to each other unless you press shift while placing.
 
 
*This biome doesn’t generate naturally yet since it is designed for the upcoming larger caves. However, if you want to see the biome in the current caves you can create a single-biome world with dripstone caves.
 
*Contains plenty of pointed dripstone on the floors, ceilings, and small pools of water.
 
*In some places, you’ll find larger stalagmites, stalactites, and columns built from dripstone blocks.
  +
  +
==== Allgemein ====
  +
  +
; [[Tag]]s
  +
* Added the {{code|dripstone_replaceable_blocks}} block tag.
  +
** Contains the {{code|base_stone_overworld}} block tag and dirt.
  +
** Used in dripstone generation to determine what dripstone can replace and what pointed dripstone can generate on.
  +
* Added the {{code|occludes_vibration_signals}} block tag.
  +
** Contains the {{code|wool}} block tag.
  +
** Blocks in this tag will prevent sculk sensors from hearing vibrations if the block is between the sculk sensor and the vibration.
  +
* Added new {{code|game_events}} tag type.
  +
* Added the {{code|ignore_vibrations_stepping_carefully}} game event tag.
  +
** Contains the step, falling, and shooting projectile events.
  +
** Game events in this tag will be ignored by sculk sensors if the source entity is sneaking.
  +
* Added the {{code|vibrations}} game event tag.
  +
** Contains every game event.
  +
** Game events in this tag will trigger sculk sensors.
  +
  +
=== Änderungen ===
  +
==== Blöcke ====
  +
  +
;[[Pointed Dripstone]]
 
* Stalactites and stalagmites merge if the tips are placed next to each other unless {{Taste|shift}} is held while placing them.
  +
  +
==== Gameplay ====
  +
  +
;[[Death message]]s
  +
* Added death messages for being skewered by a falling stalactite.
  +
** "<player> was skewered by a falling stalactite"
  +
** "<player> was skewered by a falling stalactite whilst fighting <entity>"
  +
  +
==== Gegenstände ====
  +
  +
;[[Bündel]]
 
* The fullness of a bundle now shows up regardless of whether advanced tooltips are on or off.
   
===Technische Änderungen===
+
==== Technische Änderungen ====
*A new game event system has been implemented to support Sculk Sensors detecting vibrations.
+
* A new game event system has been implemented to support Sculk Sensors detecting vibrations.
*World height-related values are now exposed for customized worlds.
+
* World height-related values are now exposed for customized worlds.
*Removed the max-build-height server setting.
+
* Removed the max-build-height server setting.
*Added occludes_vibration_signals block tag. Anything in this tag will occlude vibrations, and inherits wool tag entries by default.
+
* Added occludes_vibration_signals block tag. Anything in this tag will occlude vibrations, and inherits wool tag entries by default.
*New particle types: vibration and dust_color_transition
+
* New particle types: vibration and dust_color_transition
   
 
;Game-Events
 
;Game-Events

Version vom 2. Dezember 2020, 20:15 Uhr

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Programmfehler des Spiels werden nicht hier, sondern im Bugtracker gesammelt. Bitte melde keine bereits gemeldeten Fehler. (Anleitung um Fehler zu melden: Einen Bug melden)
Versionen
Java Edition
Launcher
Bedrock Edition
Konsolenedition


Zahnrad
Entwicklungsversionen können deine Welt beschädigen, bitte erstelle eine Sicherung und/oder starte sie in einem anderen Ordner als deine Hauptwelten!
Entwicklungsversionen sind experimentell und werden veröffentlicht, um Spielfehler zu finden und zu beheben. Von daher sind diese Versionen nicht für das normale Spielen zu empfehlen! Besonders instabile Entwicklungsversionen sind gesondert gekennzeichnet.


Vollversion 1.17

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Neuerungen

Blöcke

Sculk Sensors
  • Introducing the bizarre, tendril-filled world of sculk – prepare for sculk sensors to creep you out with their unique ability to detect vibrations nearby.
  • A vibration is anything that causes physical motion; if you are careful, there are some motions that are undetectable to sensors by sneaking.
  • These sneak-friendly vibrations currently include walking, falling to the ground, or throwing/shooting projectiles.
  • Sculk sensors will not listen to vibrations that are directly created by other sculk sources.
  • When a vibration is detected, a signal is sent from the source location to the sensor at a speed of 1 game tick per block.
  • Other vibrations cannot be detected by a sensor when a signal is already traveling to it.
  • When the signal has arrived, the sensor will be activated for 40 game ticks (approximately 2 seconds).
  • While activated, the sensor cannot detect other vibrations.
  • Sculk sensors can detect vibrations in an 8 block radius around it.
  • The efficient tool to mine sculk sensors is the hoe.
  • They can be waterlogged.
Redstone-Ausgabe
  • Sculk sensors emit a redstone signal when they are activated.
  • The strength of the redstone signal is inversely proportional to the distance the vibration signal traveled.
  • This means that the closer the vibration is, the stronger the Redstone signal is.
  • The output is also scaled based on the sculk sensor’s radius, so it can reach the max redstone signal strength when the vibration is 0 distance away (directly on top of the sensor).
Vibrationsfrequenzen
  • Sculk sensors have a unique interaction with comparators.
  • Each vibration in the game falls under a certain frequency value, and this value can be measured with a comparator.
  • With the right contraption, this allows you to detect when a certain action has occurred nearby.
Wolle-Einschluss
  • Wool has a special interaction with sculk sensors.
  • If a wool block is in the way of a vibration source, the sensor will not be able to detect it.
Technische Einzelheiten
  • Sculk sensors have a cooldown period of 1 tick after being placed or after deactivating.
  • During this short cooldown period, it cannot detect vibrations. This is to prevent it from activating itself when a contraption it is powering is being unpowered. Feedback is welcome on this point!

Weltengeneration

Tropfsteinhöhlen
  • This biome doesn’t generate naturally yet since it is designed for the upcoming larger caves. However, if you want to see the biome in the current caves you can create a single-biome world with dripstone caves.
  • Contains plenty of pointed dripstone on the floors, ceilings, and small pools of water.
  • In some places, you’ll find larger stalagmites, stalactites, and columns built from dripstone blocks.

Allgemein

Tags
  • Added the Vorlage:Code block tag.
    • Contains the Vorlage:Code block tag and dirt.
    • Used in dripstone generation to determine what dripstone can replace and what pointed dripstone can generate on.
  • Added the Vorlage:Code block tag.
    • Contains the Vorlage:Code block tag.
    • Blocks in this tag will prevent sculk sensors from hearing vibrations if the block is between the sculk sensor and the vibration.
  • Added new Vorlage:Code tag type.
  • Added the Vorlage:Code game event tag.
    • Contains the step, falling, and shooting projectile events.
    • Game events in this tag will be ignored by sculk sensors if the source entity is sneaking.
  • Added the Vorlage:Code game event tag.
    • Contains every game event.
    • Game events in this tag will trigger sculk sensors.

Änderungen

Blöcke

Pointed Dripstone
  • Stalactites and stalagmites merge if the tips are placed next to each other unless ⇧ Umschalttaste is held while placing them.

Gameplay

Death messages
  • Added death messages for being skewered by a falling stalactite.
    • "<player> was skewered by a falling stalactite"
    • "<player> was skewered by a falling stalactite whilst fighting <entity>"

Gegenstände

Bündel
  • The fullness of a bundle now shows up regardless of whether advanced tooltips are on or off.

Technische Änderungen

  • A new game event system has been implemented to support Sculk Sensors detecting vibrations.
  • World height-related values are now exposed for customized worlds.
  • Removed the max-build-height server setting.
  • Added occludes_vibration_signals block tag. Anything in this tag will occlude vibrations, and inherits wool tag entries by default.
  • New particle types: vibration and dust_color_transition
Game-Events

This system has been developed to identify when certain in-world actions are happening in nearby chunks, particularly so the new sculk sensor can detect these events as vibrations.

The following is a list of the initial game events: minecraft:step
minecraft:swim
minecraft:flap
minecraft:elytra_free_fall
minecraft:hit_ground
minecraft:splash
minecraft:projectile_shoot
minecraft:projectile_land
minecraft:entity_hit
minecraft:block_place
minecraft:block_destroy
minecraft:fluid_place
minecraft:fluid_pickup
minecraft:block_open
minecraft:block_close
minecraft:block_switch
minecraft:block_unswitch
minecraft:block_attach
minecraft:block_detach
minecraft:block_press
minecraft:block_unpress
minecraft:container_open
minecraft:container_close
minecraft:explode
minecraft:armor_stand_add_item
minecraft:wolf_shaking
minecraft:dispense_fail
minecraft:fishing_rod_cast
minecraft:fishing_rod_reel_in
minecraft:piston_extend
minecraft:piston_contract
minecraft:flint_and_steel_use
minecraft:eating_start
minecraft:eating_finish
minecraft:lightning_strike

TAGS

There are also game event tags that come with this and can be modified by data packs. They can be found under data/minecraft/tags/game_events.

  • vibrations Determines which game events are considered vibrations by the Sculk Sensor. Currently, all added game events are in this tag by default.
  • ignore_vibrations_stepping_carefully Which game events should be ignored by the Sculk Sensor when the source of the event is sneaking.
  • The following game events are in ignore_vibrations_stepping_carefully by default:

minecraft:step minecraft:hit_ground minecraft:projectile_shoot

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  • Tropfsteinblöcke und Spitzer Tropfstein hinzugefügt

Spitzer Tropfstein

  • Forms a stalactite if placed on the ceiling or a stalagmite if placed on the floor
  • Can be combined to form longer stalactites & stalagmites
  • Stalagmites break if not attached to something below
  • Landing or jumping on a stalagmite hurts! They are sharp
  • Stalactites fall down if not attached to something above
  • Being hit by falling stalactite hurts! They are sharp
  • Stalactites drip water (or lava if there is lava above the ceiling)
  • A stalactite with a water source above the ceiling will gradually fill a cauldron below with water
  • A stalactite with a lava source above the ceiling will fill a cauldron below with lava after a while
  • Thrown tridents break pointed dripstone

Änderungen

  • Right-clicking a bundle in the inventory now empties one item from the bundle
  • Using a bundle now throws out its entire content into the world
  • Advanced tooltips now show how full a bundle is
  • Candles can now only be placed if there is a solid surface below
  • Wearing any piece of leather armour now prevents freezing entirely
  • Changed textures for amethysts, candles, clocks and compasses

Technische Änderungen

Added a freezeDamage game rule that allows players to toggle whether powder snow causes freeze damage or not

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Neuerungen

Blöcke

Pulverschnee
  • Pulverschnee ist ein Fallen-Block, der Kreaturen, die darüber laufen, einsinken lässt
  • Man kann Pulverschnee mit einem Eimer aufnehmen und platzieren
  • Trage Lederstiefel, um nicht einzusinken
  • Lass einen Kessel bei Schneefall draußen stehen und er wird sich mit Pulverschnee füllen
Gefrieren
  • Eine Kreatur, die in Pulverschnee steht, gefriert langsam
  • Wenn sie einmal eingefroren ist, wird ihr alle paar Sekunden Gefrierschaden zugefügt
  • Durch jedes Stück einer Lederrüstung, die man trägt, gefriert man langsamer
  • Das Tragen einer vollen Lederrüstung verhindert das Gefrieren vollständig. Diese Funktion wurde jedoch nicht ordnungsgemäß implementiert und funktioniert derzeit nicht.[1]

Gegenstände

Pulverschneeeimer
  • Wenn man einen Eimer auf Pulverschnee verwendet, wird ein Pulverschneeeimer erstellt.
  • Pulverschneeeimer können zum Platzieren von Pulverschnee verwendet werden.
  • Pulverschneeeimer können auch aus mit Pulverschnee gefüllten Kesseln gefüllt werden.

Befehle

/item

Modifies item or block inventory.

This command has three forms:

  • /item <target> replace <item stack> [<count>] - same as old replaceitem.
  • /item <target> modify <modifier> - modifies item (without copying).
  • /item <target> copy <source> [<modifier>] - copies item for source to target(s), optionally applying modifier.

Possible sources and targets:

  • entity <selector> <slot>
  • block <x> <y> <z> <slot>

For example, /item block ~ ~ ~ container.0 copy entity @s enderchest.0 will copy first item from player’s enderchest to first slot of container player is currently standing on.

Beutetabellen

Neue Bedingungen

VALUE_CHECK Checks range of value.

Parameter:

  • value - see “New value providers” section (currently combination of random generators and score)
  • range - min/max range


Veränderte Bedingungen

SCORE
entity parameter has now been replaced with target. It can either contain value from old entity field (like this) or be an score holder name in form {"name": "..."}.


Veränderte Funktionen

SET_DAMAGE
This function now has add parameter. If true, change will be relative to current damage. If false, damage will be replaced with current value (default behavior)

SET_COUNT
This function now has add parameter. If true, change will be relative to current item count. If false, item count will be replaced with current value (default behavior)

COPY_NBT
source parameter can now be set to {"storage": <namespaced id>}, to access command storage.


Neue Funktionen

SET_ENCHANTMENTS
Modifies enchantments on item

Parameter:

  • enchantments - map of enchantment id to level value (can be score or random number)
  • add - if true, change will be relative to current level. If false, level will be replaced with current value (default behavior)


Neue Werte-Bereitsteller

Note: value providers can be used in same places as random number generators.

SCORE Returns scaled scoreboard value.

Parameters

  • score - scoreboard name
  • target - same as target in score predicate
  • scale - scaling factor (float)

Änderungen

Blöcke

Amethysthaufen
  • Kann jetzt mit einer Behutsamkeit verzauberten Spitzhacke erhalten werden
Banner
  • Das nicht verwendete "Basis" -Muster wurde in "Feld" -Muster umbenannt und mit den richtigen Übersetzungszeichenfolgen versehen (seine ID ist immer noch "Basis").
Kessel
  • Kann jetzt während Schneefall mit Pulverschnee gefüllt werden.
  • Die Verwendung eines Eimers auf einem mit Pulverschnee gefüllten Kessel entleert den Kessel und erzeugt einen Pulverschneeeimer.
  • Kann auch mit Pulverschnee gefüllt werden, indem ein Pulverschneeeimer darauf verwendet wird.
    • Das Befüllen und Entleeren kann auch mit einem Spender erfolgen.
Kupferblock
  • Werkbankrezept wurde geändert, um nur 4 Kupferbarren zu benötigen.
  • Wenn Sie einen Kupferblock in eine Handwerksfeld legen, erhalten Sie ebenfalls 4 Kupferbarren.
Spender
Blitzableiter
  • Die Reichweite, der Anziehungskraft, von Blitzen wurde verdoppelt.

Gegenstände

Bündel
  • Hat jetzt eine GUI, wenn man mit der Maus darüber fährt.
    • Zeigt enthaltene Gegenstände in den Inventar - Slots der GUI an, wenn man mit der Maus darüber fährt.
Kugelfisch
  • Die Stärke des Gifteffekts wurde von IV auf II verringert.[2]
Fernrohr

Weltengeneration

Biome
  • Die Himmelsfarben verändern sich leicht, wenn man sich zwischen verschiedenen Biomen bewegt

Allgemein

  • Schaltflächen, die einen Wert ändern (wie Schwierigkeitsgrad), können jetzt mit dem Mausrad gesteuert werden.
  • Schaltflächen, die einen Wert ändern, können durch drücken von Shift zurückgeklickt werden
  • Auf den "Debug"-Welttyp kann jetzt durch drücken der Alt-Taste zugegriffen werden (war Shift)

Texturen

Viele Texturen, die im letzten Snapshot hinzugefügt wurden, wurden geändert:

  • Geschnittener Kupferblock
  • Blitzableiter
  • Kalzit
  • Kleine Amethytknospe
  • Knospende Amethytdruse
  • Getöntes Glas
  • Kerze
  • Kupferbarren
  • Amethystscherbe
  • Bündel

Technische Änderungen

  • Removed /replaceitem command
  • Added /item command
  • Added item modifiers, which reuse loot table functions syntax to describe item modification in /item command
  • Daten- und Ressourcenpaketversion ist jetzt 7.
  • Loot tables can now access scoreboard values by UUID
  • Loot table values inside random number generators can now be nested
  • Default mode of structure blocks is now Load. Data is now hidden (but can be accessed by clicking mode button while holding alt key)

Item-Modifier

The function part of loot tables can now be defined as separate data pack resource in item_modifiers directory. Such files can contain a single function (i.e single JSON object) or an array of functions.

Datenpakete

Changes to data packs for version 7: Befehl /replaceitem entfernt (ersetzt mit /item replace) score loot table condition: entity parameter has been replaced with target

Ressourcenpakete

Changes to resource packs for version 7:

  • Drowned texture mirroring has changed (see MC-174685)
  • Die Slots für den Spielmodus-Umschalter haben jetzt 26 statt 25 Pixel.

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Neuerungen

Blöcke

Amethystknospe
Amethysthaufen
  • Amethyst clusters grow from budding amethyst, which can be found inside geodes.
  • Clusters have four growth stages: small amethyst bud, medium amethyst bud, large amethyst bud, and amethyst cluster.
  • Clusters can only grow when they are placed on budding amethyst blocks.
  • Fully-grown amethyst clusters drop four amethyst shards (or more with Fortune) when an iron pickaxe or higher is used, and drop nothing otherwise when broken.
  • Clusters can be silk touched at any stage.
Amethystdrusenblock
  • A block found in amethyst geodes.
  • Unlike the Amethyst Budding, can be obtained when mined.
  • Can also be crafted with 4 amethyst shards.
Kupferblock
Knospende Amethystdruse
  • Generates amethyst crystals on any of its sides, in a given time.
  • Like spawners, cannot be obtained when mined, even with silk touch.
  • Generates in amethyst geodes.
Kalzit
  • A whitish stone that generates in amethyst geodes, between tuff and the actual amethyst.
Kerze
  • Comes with 16 dyed types and a non-dyed type.
  • Can be lit by any item that produce fire.
  • Up to 4 can be placed in a single block, similar to sea pickles.
  • Can be placed on cake.
  • Can be placed underwater, but will not be lightable.
Kupfererz
Geschnittener Kupferblock
Geschnittene Kupferstufe
Geschnittene Kupfertreppe
Blitzableiter
Getöntes Glas
  • A variant of glass that does not let light pass through.
Tuffstein
  • A grayish stone that composes the outer layer of amethyst geodes.

Gegenstände

Amethystscherbe
  • Obtained from breaking amethyst clusters.
  • The amount dropped can be increased with the Glück enchantment.
  • Can be used to craft tinted glass, blocks of amethyst and a spyglass.
Bündel
  • Can be crafted with Faden and Kaninchenfell.
  • Used to store other items inside of it.
  • Can only hold a stack of items, but is able to hold different types of items inside of it.
    • Items with smaller stacks, such as Enderperlen, take up more room in a bundle.
  • The bundle's contents can be opened by pressing right-click while holding it.
  • Cannot hold shulker boxes or other bundles with items in them.
Kupferbarren
  • Obtained by smelting copper ore.
  • Used to craft copper blocks, lightning rods and a spyglass.
Fernrohr
  • Crafted with 2 copper ingots and a amethyst shard.
  • When used, zooms in on wherever the player is looking, but limits their view to a small circle.
  • There's a unique animation for using the spyglass, which is visible in third person perspective.

Allgemein

Tags
  • Added the Vorlage:Code block tag.
    • Contains all 17 types of candle cake.
    • Blocks in this tag are considered candle cakes and can be lit, if they have the Vorlage:Code NBT set to false.
  • Added the Vorlage:Code block and item tags.
    • Contains all 17 types of candles.
    • Blocks in this tag are considered candles and can be lit, if they have the Vorlage:Code NBT and both are false.
    • Cakes use this tag to determine if a candle item can be placed on it or not.
  • Added the Vorlage:Code block tag.
    • Contains cauldrons, water cauldrons, and lava cauldrons.
    • This tag is used in certain pathfinding processes.
  • Added the Vorlage:Code block tag.
    • Contains amethyst blocks and budding amethyst.
    • Blocks in this tag play the crystal sound when stepped on.
  • Added the Vorlage:Code item tag.
    • Contains leather.
    • Baby piglins will not attempt to pick up items in this tag. Adult piglins are unaffected. Baby piglins still follow the other rules adult piglins follow.
  • Added the Vorlage:Code item tag.
    • Contains raw and cooked porkchop.
    • Piglins can eat items in this tag.
    • Piglins may be able to add items in this tag to their inventory.

Änderungen

Blöcke

Kessel
  • Kann nun mit Lava gefüllt werden
    • Kessel, die mit Lava gefüllt sind, geben ein Redstone-Signal mit einer Stärke von 1 aus.
Trampelpfad
  • Kann nun auch durch Erde, grober Erde, Myzel, und Podzol erhalten werden.
Kolben
  • Partikel werden nun erzeugt, wenn ein Block von einem Kolben zerstört wird.
Schienen
  • Können nun unter Wasser gesetzt werden.
Wasser
  • Fließendes Wasser zerstört Schienen nicht mehr.
Ressourcenpaket
  • Das Ressourcenpaketformat ist nun 7.

Gegenstände

Feuerwerksraketen
  • Einfache Feuerwerksraketen mit Flughöhe 1 können nun mit dem Rezeptbuch hergestellt werden.

Objekte

Erfahrungskugeln
  • Verbinden sich manchmal, wenn sich mehrere Erfahrungskugeln auf einem Haufen befinden, um die Spielleistung zu verbessern.
  • Die Rate, zu der Erfahrung vom Spieler aufgenommen wird, ändert sich dadurch nicht.
Loren
  • Können auch unter Wasser fahren.
Shulker
  • Wenn ein Shulker von dem Projektil eines anderen Shulkers getroffen wird, kann er mit einer gewissen Wahrscheinlichkeit einen anderen Shulker erschaffen.

Einzelnachweise