Joke Collection Website - Bulletin headlines - What is updated in Minecraft 1.10? Summary of 1.10 update information

What is updated in Minecraft 1.10? Summary of 1.10 update information

General

Flashing slogan

"Rule #1: it's never my fault"

"Replaced molten cheese with blood?"< /p>

"Absolutely fixed relatively broken coordinates"

"Boats FTW"

Sound events

block.enchantment_table.use

< p>entity.polar_bear.ambient

entity.polar_bear.baby_ambient

entity.polar_bear.death

entity.polar_bear.hurt

entity.polar_bear.step

entity.polar_bear.warning

entity.husk.ambient

entity.husk.death

entity. husk.hurt

entity.husk.step

entity.stray.ambient

entity.stray.death

entity.stray. hurt

entity.stray.step

entity.wither_skeleton.ambient

entity.wither_skeleton.death

entity.wither_skeleton.hurt< /p>

entity.wither_skeleton.step

Background sound effects

Added new background sound effects:

ambient/cave/cave15

ambient/cave/cave16

Options

The new option "Auto-jump" allows the player to automatically move to a higher position without using spaces when there is a protruding block< /p>

Open by default, can be turned off in options

From Pocket Edition

Options.txt now has its own version number

VBO now Enabled by default, overwriting old settings when upgrading

Lootable item table

The new label limit added to the looting_enchant variable determines the maximum item that the player can obtain number, regardless of the Looting enchantment level of the weapon being used

Particles

New fallingdust particle effects have been added to the game

Example: /particle fallingdust ~ ~ ~ 0 0 0 0 1 0 @p 10 will summon a particle with the color of magma (block 10 is magma)

It will appear in the wrongly placed "gravity influence" suspended in mid-air "Block"

Sometimes, when the "Gravity Block" is below a block that cannot be used for support, it will also appear

Invalid for dragon eggs

< p>This is a block particle

fallingdust can be summoned. The params parameter is used similar to blockcrack and other particles

Command

/teleport

Usage: /teleport [x] [y] [z] [ ]

Example: /teleport @e[type =Cow] ~ ~ ~

5 1

Move the selected entity to the coordinates relative to the performer or player

NBT label

FallFlyingByte type label

Falling Will lose the ability to fly after

Allow creatures to use elytra when falling

ZombieTypeInteger type tag to determine the type of zombie

0: Default, 1-5: Villager , 6: Husk

This tag represents zombies, specific types of zombie villagers and husks as a variable

Replaces the IsVillager and VillagerProfession tags

ParticleParam1 and ParticleParam2Integer tag, used for retained potion cloud entities

Generate a blockcrack particle cloud with the texture of block 1 (stone), the data value is 3 (diorite), and the calculation formula is 1+(3 ×4096)

Produce an iconcrack particle cloud with the texture (dye) of item 351 and a data value of 3 (cocoa beans)

Its effect is similar to /particle Two parameters

Example: /summon AreaEffectCloud ~ ~1 ~ {Duration:600,Radius:2.0f,Particle:"iconcrack",ParticleParam1:351,ParticleParam2:3}

Example:/summon AreaEffectCloud ~ ~1 ~ {Duration:600,Radius:2.0f,Particle:"blockcrack",ParticleParam1:12289}

Debug Screen

F3 + G will show the boundaries of the blocks around the player

The blue outline is special and will show the outline horizontally on the solid block on top of the ground

Its edges continue to expand, but at the base End of rock formation

Information will be displayed in the chat box for each switch

Shows the player's current block with a blue outline and nearby air blocks with a yellow edge

< p>World generation

Fossils

Generate 15–24 blocks underground in desert, swamp and their M and mountain variants biomes, each block has 1?64 Probability to generate

It is composed of coal ore and bone, and its appearance is similar to the head and spine of a large extinct creature

There are 4 varieties of heads and 4 varieties of spines

Blocks

Structure Vacancies

Used when structure blocks leave blocks in place without being replaced by air

Used to replace the function of the barrier ( (used in earlier versions), means that it is now possible to use barriers in structures

Invisible and small hitboxes

Only when using saved structure blocks and the option "show invisible" Visible when "blocks" is on

Allows space to be reserved in the structure

Unlike air, it will not overwrite existing blocks when loading

Example : If you save a two-tall air structure, place a structure slot on the lower hex, and load the structure into a two-tall stone, the bottom stone will remain unchanged and the top stone will be replaced by air.

Magma blocks

Generate in the Nether, between Y=27 and Y=36, each block generates four veins

Same as in the overworld The generation frequency of andesite is similar

It can be synthesized with 4 magma paste

Similar to the cactus, the creature standing above will take 1 () damage per second

Unlike fire, it will not burn items that come into contact with it

Mobs will actively avoid magma blocks in their path

Most mobs will not spawn on magma blocks, except for magma monsters and Zombie pigmen and squids

Mobs that are sneaking, equipped with Frostwalker enchanted armor, or have

fire resistance are not harmed

If the player is standing in lava If the player dies on the block, the death message will be: "[Player] discovered that the ground is a layer of lava"

If the player dies near the magma block after being attacked by other creatures or players, the death message will be: " [Player] stepped into danger due to [creature or player]"

Removes top water source when triggering random moment

Creates smoke particle effect when it rains

< p>Transmit the brightness of the light source

If the torch is removed, then it will search for the next brightest light source; if there is no light source, then it will maintain the original brightness

If Exposed to sunlight will emit the brightness of sunlight

Example: A magma block next to a torch will emit level 13 of brightness, the same brightness it receives from the torch

Nether Wart Block< /p>

Fill the workbench with 3x3 Nether Warts to craft

Cannot be used to craft Nether Warts

Red Nether Bricks

Use 2 Nether Bricks Combined with 2 nether warts placed crosswise to form them

Bone blocks

Use 3x3 bone meal to make them

Can be broken down into 9 bone meal

Can be found underground in deserts and swamps as part of fossil structures

Items

Spawn Eggs

Polar Bear (New Mob): white with gray spots

Creatures

Polar Bears

Adult polar bears and cubs are randomly generated in ice fields, ice fields hills and ice spikes

After attacking, the adult polar bear will fight back and the cubs will run away (at a very fast speed similar to that of the baby zombies)

In addition, the adult polar bear will attack you unconditionally when around the cubs

< p>Polar bears can swim faster than the player in the water

The cubs will follow their parents

Drop 0-2 raw fish (75% chance) or 0-2 salmon ( 25% chance), each level of Looting enchantment increases by 1

Flower Skeletons

80% of the skeletons generated in Icefields, Icefield Hills and Ice Spikes will be Flowers. Skeletons

Skeletons spawned in places not exposed to direct sunlight will be normal skeletons

Spiders spawned in cold biomes may be ridden by a wandering Skeleton

< p>Behaves like a normal skeleton

A skeleton whose SkeletonType data tag is set to 2

Drops the same as a skeleton, but has a 50% chance of dropping 1 when killed by a player A

arrow of sluggishness.

Using the Looting enchantment, the chance increases to 2×level+1?2×level+2

Shoot slow arrows at the attack target (0:30)

Husk

80% of the zombies spawned in the Desert, Desert Hills and Desert M biomes will be husks

Zombies spawned in areas not exposed to direct sunlight will be normal zombies or zombie villagers< /p>

Behaviors similar to normal zombies

Zombies whose ZombieType data tag is set to 6

will not burn in the sun

may be Baby zombies or chicken jockeys spawn

May impart a hunger effect when attacking, depending on the zone difficulty

The time is 7 × floor (zone difficulty) seconds

Only husks give the player the hunger effect if they are not holding anything

2 pixels taller than zombies, but the same hitbox

Changed

General

NBT tag

NoGravity now allows all entities to use this tag, instead of only being effective for armor stands

Although the AI ??does not allow creatures to move on their own, it is blocked by the player Ridden horses and pigs will still move normally

Similarly, boats in the air that are ridden by players will move as if they were in water

Mobies in the air will be affected by this, and will be affected by Still moves horizontally when affected by knockback effects

Achievements

Hot Topic is now described as "Using 8 cobblestones to craft a furnace"

Previously it was "Use 8 stones to synthesize a furnace"

The command

/tp

enlarges the y value range of the player being teleported to -4096 to 4096 ( Previously -512 to 512)

The parameters and were changed to and

Giant Mushroom

< p>Giant mushrooms have a 1 to 12 chance of growing to double their original size

These new mushrooms can be naturally generated or planted by players

World generation

Grassland and Sunflower Grassland

Now 5% of the blocks will generate some trees, 1 to 3 are large oaks, and 2 to 3 are ordinary oaks

Ice fields, ice fields hills and Ice Spike Land

Passive mobs have a reduced chance of spawning during world generation (from 10% to 7%)

Mesa and all its variants

If If the height of the flat-top mountain exceeds 15 blocks from the sea level, the generation depth of hardened clay and dyed clay will no longer exceed 15 blocks.

In addition to generating 2 gold ore veins below Y=32, it will also try to generate between Y=32 and Y=32. 20 are generated between Y=79

Generate new types of abandoned mines, as described below

Abandoned mines

New abandoned mines will be generated in Pingdingshan Biome and all its variants

The center of the entire structure will be level with sea level, rather than 10 blocks or less below sea level

The wooden structure will be made of dark oak Material replacement

Abandoned mine structures have a new NBT label MST to differentiate between their types. 0 is an ordinary abandoned mine, 1 is a new Pingdingshan mine

Objects generated on the ground will be changed (for example: the "sky brightness" where they are generated is greater than or equal to 8).

This has nothing to do with the abandoned mine type

The integrity of the underground mine rails will be 90%, while the surface mine rails will be 70% complete with the original 1.9 version

The sky brightness is When it is above 8, cave spiders will no longer spawn

If there is an air block above the wooden structure or the "sky brightness" is greater than or equal to 8, the wooden structure will not spawn

When the sky brightness is When less than 8, the rails in the mine tunnel will be more complete

From Pocket Edition

Village

The village structure is no longer restricted by biome boundaries

p>

This means that naturally generated villages can now expand into other adjacent biomes (even if nearby biomes cannot generate villages naturally)

Villages can now generate in taiga (but Not a variant)

Will be made of spruce wood

Tropical villages now use acacia wood instead of oak

In savannas, acacia wood Will replace all cobblestones in other buildings except the church, blacksmith shop, and well floor.

The blacksmith shop in the desert will replace the sand and gravel around the lava with cobblestone

Generate grass blocks under steps instead of dirt paths

Wells will be surrounded by cobblestone instead of gravel

Paths now only replace grass blocks (with air above), water, and lava , sand, sandstone, and red sandstone, and no longer replace blocks below sea level.

All other blocks will be ignored and replaced by matching blocks looking downwards (down to sea level)

This will allow paths to be generated under trees

Paths will vary depending on the terrain. Use different materials

In desert villages, sand will replace gravel and cobblestone

In tropical villages, acacia wood will replace cobblestone

In In desert villages, smooth sand will replace planks

If grass blocks are replaced, the road will be a grass path

If water or lava is replaced, the road will be planks

If sand, gravel or red sand is replaced, the road will become a layer of gravel on top of a layer of cobblestone

There is a 2% chance of spawning a zombie village, as shown in Village.dat Determined by the ZombieNBT tag

All spawned villagers will be replaced by zombie villagers. And these zombie villagers will not disappear (for example: they have the PersistenceRequired tag), but will still burn in the sun.

There will be no doors or torches

Caves

Sand on the ceiling will no longer be converted to sand when spawning

End portal

p>

End portal frames now replace any internal blocks when activated

Blocks

Structure blocks

Intended purpose revealed< /p>

It allows players to save and load structures within the game, and provides a way to bind structures to the world

Now has item form, which can be given or generated

Similar to command blocks, can only be placed, destroyed or modified by administrator players in creative mode

Now with GUI and new materials

There are still four modes, but each One with a completely different texture

Save, S - After building the structure in the world, select the location of the structure in the block and save it as a file

Load, L - Read the stored structure file and replace all blocks except structure gaps

Vertices, C - for automatic calculation of structure size

Data, D - for box marking or Other blocks that require data (default)

Structures can be attached, stored and loaded in each world in the structures folder

Structures have 32 blocks in each direction size limit

The coordinates used are relative to itself

When used, the position of the structure is shown as a white outline

The structure can be rotated before placing it and Mirror blocks

Structure blocks that store and read patterns can be activated by redstone

A name tag containing the pattern and structure name will be displayed on the structure block

< p>You can choose whether to display invisible squares, which will make air and structural gaps visible

Blue squares represent air squares, and red squares represent structural gaps (smaller than blue squares)

The game prevents maps from storing large amounts of data to the hard drive

Launchers

Entities can now be equipped with shields

Railways (all types)

The hitbox for uphill rails is now a full block (previously only 5 to 32 blocks high)

Hardened Clay

Dye Clay blocks now have names, for example: "Red Hardened Clay"

Different from the previous "Red Stained Clay"

Item

Chorus Fruit

Now players can Teleport away from mounted mobs

Ender Pearls

Can now teleport players away from mounted mobs

Firework Rockets

Recipe output increased from 1 to 3

Fishing rod

Items can now be pulled to players

Mobs

General

Can now be shot from ships

Endermen

Occasionally spawn in the Nether with a spawn rate of 1?153

< p>Compared to 100?153 for zombie pigmen

Can naturally pick up nether rocks

Magma monsters

The spawn rate in the nether is increased to about two times the original rate. times

The generation rate increased from 1?151 to 2?1

53

Skeletons

Skeletons holding medicine arrows in their off-hand will now shoot that kind of arrows

This will override the slow medicine arrows that Liuqi shoots by default

The off-hand arrows will not be consumed

When the area difficulty is greater than or equal to 3, the burning skeleton has a 50% chance of launching fire arrows

Witch

If the recent The damage dealt once (within 2 seconds) is fire damage and has no fire resistance effect. The wolf will drink the fire resistance potion

The wolf

will no longer disappear

Zombie

The tag of whether a zombie is a villager has been removed and replaced by the ZombieType tag

The chance and time of setting the target on fire when on fire now depends on the zone difficulty

The chance It is (30 × RegionalDifficulty)%; it used to be 30% for easy difficulty, 60% for normal difficulty, and 90% for hard difficulty.

The duration is 2 × floor(RegionalDifficulty) seconds; it used to be 2 seconds for easy difficulty, 2 seconds for normal difficulty 4 seconds on difficulty, 6 seconds on hard

Fixed

41 bugs fixed (English)

More fixes

Fixed Some incorrectly used relative coordinates[2]