News.xaml 70 KB

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  126. 📰 欢迎使用新闻主页
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  129. 📰 欢迎使用新闻主页
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  133. </local:MyCard><local:MyCard Title="Minecraft LIVE 总结" CanSwap="True" IsSwaped="True" Style="{StaticResource Card}" >
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  137. <Paragraph Style="{StaticResource H1}">Minecraft LIVE 总结</Paragraph><BlockUIContainer>
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  139. 注意括号内内容并非译名!仅为方便读者理解做的注释,请以游戏内名称为准!
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  142. <ListItem><Paragraph Style="{StaticResource Lp}">本次小更新(1.21.5)命名为《Spring to Life》</Paragraph></ListItem>
  143. <ListItem><Paragraph Style="{StaticResource Lp}">基岩版:我的世界大电影 Live Event,与大电影相关的小游戏,完成所有挑战会送出披风。(将在 3 月 25 日详细介绍,服务器开放时间 3 月 25 日至 4 月 7 日)</Paragraph></ListItem>
  144. <ListItem><Paragraph Style="{StaticResource Lp}">官方光影 Vibrant Visuals(灵动视效)将会加入 Java 版和基岩版(所有平台)<Underline><local:MyTextButton Margin="0,0,0,-3" EventType="打开网页" EventData="https://www.minecraft.net/zh-hans/article/minecraft-vibrant-visuals">(官网文章)</local:MyTextButton></Underline></Paragraph></ListItem>
  145. <ListItem><Paragraph Style="{StaticResource Lp}">可以在灵魂沙峡谷中获取 Dried Ghast(干恶魂)方块,放入水中等待会生成 Ghastling(小恶魂)。喂食雪球会成长为 Happy Ghast(一个微笑的恶魂),放上恶魂用的鞍(可合成)可以骑乘飞翔,最高支持四个人骑乘一个。玩家也可以站在它的脑袋上,在骑乘时也可以放置与破坏方块。</Paragraph></ListItem>
  146. <ListItem><Paragraph Style="{StaticResource Lp}">Locator bar - 将经验条用于定位玩家。<Underline><local:MyTextButton Margin="0,0,0,-3" EventType="打开网页" EventData="https://www.minecraft.net/en-us/article/test-the-new-player-locator-bar">(官网文章)</local:MyTextButton></Underline></Paragraph></ListItem>
  147. </List>
  148. </FlowDocument>
  149. </FlowDocumentScrollViewer>
  150. <!--<StackPanel Margin="0,4,6,0" Orientation="Horizontal" HorizontalAlignment="Right" VerticalAlignment="Center">
  151. <TextBlock Text="最后更新: 2025-04-22" FontSize="12" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
  152. </StackPanel> -->
  153. </StackPanel>
  154. </local:MyCard><local:MyCard Title="最新快照版 - 25w17a" CanSwap="True" IsSwaped="false" Style="{StaticResource Card}" >
  155. <StackPanel Style="{StaticResource ContentStack}">
  156. <Border Style="{StaticResource VersionImageBorder}">
  157. <Border.Background>
  158. <ImageBrush ImageSource="https://img.picgo.net/2025/04/22/image60513bac9805104a.png" Stretch="UniformToFill" />
  159. </Border.Background>
  160. <local:MyImage Source="https://img.picgo.net/2025/04/22/image60513bac9805104a.png" Opacity="0" Stretch="Fill"/>
  161. </Border>
  162. <Border Style="{StaticResource VersionTitleBorder}">
  163. <TextBlock Style="{StaticResource VersionTitleBlock}" Text="25w17a" />
  164. </Border><FlowDocumentScrollViewer >
  165. <FlowDocument>
  166. <Paragraph>在经历了一个漫长的周末后我们带着新快照回来了!本周我们将定位栏移出了实验性特性,快来试试并继续向我们提供反馈于 <Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="http://feedback.minecraft.net/">feedback.minecraft.net</local:MyTextButton></Underline>。我们也对 Realms UI 做了一些改进,包括选择你的世界所在的地区。祝挖矿愉快!</Paragraph><Paragraph Style="{StaticResource H2}">新特性</Paragraph><List>
  167. <ListItem><Paragraph Style="{StaticResource Lp}">增加了减少云层范围的选项</Paragraph></ListItem>
  168. <ListItem><Paragraph Style="{StaticResource Lp}">增加了定位栏,一个新的在多人游戏中展示其它玩家位置的 HUD 元素</Paragraph></ListItem>
  169. </List><Paragraph Style="{StaticResource H3}">定位栏</Paragraph><Paragraph>定位栏是一个新的 UI 元素,可以向玩家显示世界中其它玩家的方向。</Paragraph><Paragraph>如果世界中没有其它玩家则经验条会照常显示,否则如果其它玩家在世界中(且其没有隐藏),经验条会在获得经验的时候显示,其余时间将会在同一区域显示定位栏。</Paragraph><List>
  170. <ListItem><Paragraph Style="{StaticResource Lp}">多人游戏服务器可以使用 <TextBox Style="{StaticResource InlineCode}">locatorBar</TextBox> 游戏规则切换定位栏</Paragraph></ListItem>
  171. <ListItem><Paragraph Style="{StaticResource Lp}">玩家可通过潜行、头戴生物头颅或雕刻南瓜或使用隐身药水隐藏自己</Paragraph></ListItem>
  172. <ListItem><Paragraph Style="{StaticResource Lp}">在旁观者模式下的玩家不会在定位栏中可见</Paragraph></ListItem>
  173. <ListItem><Paragraph Style="{StaticResource Lp}">但旁观者模式下的玩家彼此之间仍可见</Paragraph></ListItem>
  174. <ListItem><Paragraph Style="{StaticResource Lp}">摄像机朝向一个 120 度之内的玩家时时定位栏会以带颜色的指示器显示其位置</Paragraph></ListItem>
  175. <ListItem><Paragraph Style="{StaticResource Lp}">当玩家在屏幕的上方或下方时,指示器会显示一个向上或向下的箭头</Paragraph></ListItem>
  176. <ListItem><Paragraph Style="{StaticResource Lp}">指示器会依据其指示玩家的距离来改变不同的图标大小</Paragraph></ListItem>
  177. <ListItem><Paragraph Style="{StaticResource Lp}">指示器颜色对各个玩家时随机的</Paragraph><List>
  178. <ListItem><Paragraph Style="{StaticResource Lp}">服务器可以使用 <TextBox Style="{StaticResource InlineCode}">/waypoint</TextBox> 修改指示器颜色</Paragraph></ListItem>
  179. <ListItem><Paragraph Style="{StaticResource Lp}">例如: <TextBox Style="{StaticResource InlineCode}">/waypoint modify @s color red</TextBox> 设置指示器为红色</Paragraph></ListItem>
  180. <ListItem><Paragraph Style="{StaticResource Lp}">在队伍中的玩家会以其队伍颜色覆盖其默认指示器颜色</Paragraph></ListItem>
  181. </List></ListItem>
  182. </List><Paragraph Style="{StaticResource H4}">玩家更改</Paragraph><List>
  183. <ListItem><Paragraph Style="{StaticResource Lp}">潜行将会隐藏玩家,阻止其在其它玩家的定位栏中出现</Paragraph></ListItem>
  184. <ListItem><Paragraph Style="{StaticResource Lp}">旁观者模式玩家仅对其它旁观者模式玩家在定位栏中可见</Paragraph></ListItem>
  185. </List><Paragraph Style="{StaticResource H4}">物品更改</Paragraph><List>
  186. <ListItem><Paragraph Style="{StaticResource Lp}">下列物品装备在头部槽位时会隐藏玩家:</Paragraph></ListItem>
  187. <ListItem><Paragraph Style="{StaticResource Lp}">雕刻南瓜</Paragraph></ListItem>
  188. <ListItem><Paragraph Style="{StaticResource Lp}">骷髅头颅</Paragraph></ListItem>
  189. <ListItem><Paragraph Style="{StaticResource Lp}">凋灵骷髅头颅</Paragraph></ListItem>
  190. <ListItem><Paragraph Style="{StaticResource Lp}">玩家的头</Paragraph></ListItem>
  191. <ListItem><Paragraph Style="{StaticResource Lp}">僵尸的头</Paragraph></ListItem>
  192. <ListItem><Paragraph Style="{StaticResource Lp}">苦力怕的头</Paragraph></ListItem>
  193. <ListItem><Paragraph Style="{StaticResource Lp}">龙首</Paragraph></ListItem>
  194. <ListItem><Paragraph Style="{StaticResource Lp}">猪灵的头</Paragraph></ListItem>
  195. </List><Paragraph Style="{StaticResource H4}">药水更改</Paragraph><List>
  196. <ListItem><Paragraph Style="{StaticResource Lp}">使用隐身药水会使自身在其它玩家定位栏中隐藏</Paragraph></ListItem>
  197. </List><Paragraph Style="{StaticResource H2}">更改</Paragraph><List>
  198. <ListItem><Paragraph Style="{StaticResource Lp}">改进了 Realms 配置界面</Paragraph></ListItem>
  199. <ListItem><Paragraph Style="{StaticResource Lp}">引入了区域偏好设置,允许更精细的控制 Realm 启动区域</Paragraph></ListItem>
  200. </List><Paragraph Style="{StaticResource H3}">Realms</Paragraph><List>
  201. <ListItem><Paragraph Style="{StaticResource Lp}">更改 Realms 配置界面外观,使用标签页</Paragraph></ListItem>
  202. <ListItem><Paragraph Style="{StaticResource Lp}">世界标签页包含了对世界槽位的更改,创建新世界以及更改其设置</Paragraph></ListItem>
  203. <ListItem><Paragraph Style="{StaticResource Lp}">玩家标签页可以管理可访问 Realm 的玩家以及其访问等级</Paragraph></ListItem>
  204. <ListItem><Paragraph Style="{StaticResource Lp}">订阅标签页可以管理 Realms 订阅</Paragraph></ListItem>
  205. <ListItem><Paragraph Style="{StaticResource Lp}">设置标签页可以更改 Realm 的设置</Paragraph></ListItem>
  206. <ListItem><Paragraph Style="{StaticResource Lp}">引入了区域偏好设置,允许更精细的控制 Realm 启动区域</Paragraph></ListItem>
  207. <ListItem><Paragraph Style="{StaticResource Lp}">将关闭/打开 Realm 的措辞更改为 暂时关闭/重新打开 Realm</Paragraph></ListItem>
  208. </List><Paragraph Style="{StaticResource H2}">技术性更改</Paragraph><List>
  209. <ListItem><Paragraph Style="{StaticResource Lp}">数据包版本现在为 74</Paragraph></ListItem>
  210. <ListItem><Paragraph Style="{StaticResource Lp}">资源包版本现在为 58</Paragraph></ListItem>
  211. <ListItem><Paragraph Style="{StaticResource Lp}">增加了服务器认证的路径点广播系统以控制定位栏对玩家的行为</Paragraph></ListItem>
  212. </List><Paragraph Style="{StaticResource H2}">数据包版本 74</Paragraph><Paragraph Style="{StaticResource H3}">命令</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">waypoint</TextBox></Paragraph><Paragraph>这是一个新的用于查询和更改路径点的指令。</Paragraph><Paragraph></Paragraph><BlockUIContainer>
  213. <Border Style="{StaticResource BlockCodeBorder}" >
  214. <StackPanel Margin="0,2,0,0">
  215. <TextBlock Foreground="White" FontSize="14" Text="" Margin="10,4"/>
  216. <TextBox Style="{StaticResource BlockCode}" Text="waypoint list&#x000A;&#x000A;waypoint modify &lt;实体选择器&gt; color &lt;颜色&gt;&#x000A;waypoint modify &lt;实体选择器&gt; color hex &lt;16进制颜色&gt;&#x000A;waypoint modify &lt;实体选择器&gt; color reset&#x000A;waypoint modify &lt;实体选择器&gt; style set &lt;路径点样式/资源&gt;&#x000A;waypoint modify &lt;实体选择器&gt; style reset"/>
  217. </StackPanel>
  218. </Border>
  219. </BlockUIContainer><Paragraph></Paragraph><Paragraph>参数:</Paragraph><List>
  220. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">实体选择器</TextBox>: 用于选择作为路径点传输的实体(见 <TextBox Style="{StaticResource InlineCode}">waypoint_transmit_range</TextBox> 属性)</Paragraph></ListItem>
  221. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">颜色</TextBox>: 覆盖此路径点的定位栏图标颜色</Paragraph></ListItem>
  222. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hex &lt;16进制颜色&gt;</TextBox>: web 格式的十六进制颜色参数(RRGGBB)</Paragraph></ListItem>
  223. <ListItem><Paragraph Style="{StaticResource Lp}">红色为 <TextBox Style="{StaticResource InlineCode}">hex F00</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">hex FF0000</TextBox></Paragraph></ListItem>
  224. <ListItem><Paragraph Style="{StaticResource Lp}">矢车菊蓝为 <TextBox Style="{StaticResource InlineCode}">hex 6495ED</TextBox></Paragraph></ListItem>
  225. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">style</TextBox>: 用于更改图标精灵图集以及选择距离</Paragraph></ListItem>
  226. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">set &lt;路径点样式/资源&gt;</TextBox> 更改样式到在 <TextBox Style="{StaticResource InlineCode}">waypoint_style/</TextBox> 下的指定资源</Paragraph></ListItem>
  227. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">reset</TextBox> 将会重置定位栏为默认图标行为</Paragraph></ListItem>
  228. </List><Paragraph Style="{StaticResource H3}">路径点样式</Paragraph><Paragraph>这定义了要显示于定位栏以及在 <TextBox Style="{StaticResource InlineCode}">waypoint_style/</TextBox> 资源文件夹中的自定义图标。</Paragraph><Paragraph>默认的实现如下所示:</Paragraph><Paragraph></Paragraph><BlockUIContainer>
  229. <Border Style="{StaticResource BlockCodeBorder}" >
  230. <StackPanel Margin="0,2,0,0">
  231. <TextBlock Foreground="White" FontSize="14" Text="" Margin="10,4"/>
  232. <TextBox Style="{StaticResource BlockCode}" Text="{&#x000A; &quot;near_distance&quot;: 128,&#x000A; &quot;far_distance&quot;: 332,&#x000A; &quot;sprites&quot;: [&#x000A; &quot;minecraft:default_0&quot;,&#x000A; &quot;minecraft:default_1&quot;,&#x000A; &quot;minecraft:default_2&quot;,&#x000A; &quot;minecraft:default_3&quot;&#x000A; ]&#x000A;}"/>
  233. </StackPanel>
  234. </Border>
  235. </BlockUIContainer><Paragraph></Paragraph><List>
  236. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">near_distance</TextBox> 以及 <TextBox Style="{StaticResource InlineCode}">far_distance</TextBox> 是可选的,分别默认为 <TextBox Style="{StaticResource InlineCode}">128</TextBox> 以及 <TextBox Style="{StaticResource InlineCode}">332</TextBox>。</Paragraph></ListItem>
  237. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">far_distance</TextBox> 距离必须比 <TextBox Style="{StaticResource InlineCode}">near_distance</TextBox> 要大</Paragraph></ListItem>
  238. <ListItem><Paragraph Style="{StaticResource Lp}">每一个前缀为 <TextBox Style="{StaticResource InlineCode}">hud/locator_bar_dot/</TextBox> (在 <TextBox Style="{StaticResource InlineCode}">textures/gui/sprites/hud/locator_bar_dot</TextBox> 文件夹里的)的精灵图都会被搜索</Paragraph></ListItem>
  239. <ListItem><Paragraph Style="{StaticResource Lp}">一个生成自定义名字为 &quot;Xilefian&quot; 的传播自定义图标路径点的生物的例子:</Paragraph></ListItem>
  240. <ListItem><Paragraph Style="{StaticResource Lp}">/summon armor_stand ~ ~ ~ {CustomName:[{text:Xilefian}],attributes:[{id:waypoint_transmit_range,base:1000f}]}</Paragraph></ListItem>
  241. </List><Paragraph Style="{StaticResource H3}">游戏规则</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">locatorBar</TextBox></Paragraph><List>
  242. <ListItem><Paragraph Style="{StaticResource Lp}">默认为开启,启用定位栏</Paragraph></ListItem>
  243. <ListItem><Paragraph Style="{StaticResource Lp}">切换到关闭将从所有玩家移除所有存在的路径点</Paragraph></ListItem>
  244. <ListItem><Paragraph Style="{StaticResource Lp}">游戏规则从实验性的 <TextBox Style="{StaticResource InlineCode}">useLocatorBar</TextBox> 重命名为当前名称。这可能破坏在之前快照中创建的次要的命令相关特性</Paragraph></ListItem>
  245. </List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">waypoint_transmit_range</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">waypoint_receive_range</TextBox></Paragraph><List>
  246. <ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox>,最小值: <TextBox Style="{StaticResource InlineCode}">0.0</TextBox>,最大值: <TextBox Style="{StaticResource InlineCode}">60000000.0</TextBox></Paragraph></ListItem>
  247. <ListItem><Paragraph Style="{StaticResource Lp}">玩家默认拥有距离为 60,000,000 的收发范围</Paragraph></ListItem>
  248. <ListItem><Paragraph Style="{StaticResource Lp}">传输距离为正的生物会向附近的接收者发送路径点包</Paragraph></ListItem>
  249. <ListItem><Paragraph Style="{StaticResource Lp}">类似的,接收者只能在接收距离为正的情况下接收,且无法接受超过这个距离的路径点</Paragraph></ListItem>
  250. </List><Paragraph>例如:</Paragraph><List>
  251. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">/attribute @s minecraft:waypoint_transmit_range base set 0</TextBox> 会阻止玩家传输(隐藏他们)</Paragraph></ListItem>
  252. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">/attribute @s minecraft:waypoint_transmit_range base set 80</TextBox> 会仅让玩家传输最远 80 格(对比这个距离远的玩家隐藏)</Paragraph></ListItem>
  253. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">/attribute @s minecraft:waypoint_receive_range base set 0</TextBox> 会阻止玩家接收(关闭他们的定位栏)</Paragraph></ListItem>
  254. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">/attribute @s minecraft:waypoint_receive_range base set 120</TextBox> 会仅玩家看见 120 格方块内的定位栏点(隐藏远于此距离的所有玩家)</Paragraph></ListItem>
  255. </List><Paragraph Style="{StaticResource H3}">路径点广播</Paragraph><Paragraph>定位栏使用服务器控制的路径点系统,路径点由玩家接收,且路径点与玩家之间的连接由多人游戏服务器管理。</Paragraph><List>
  256. <ListItem><Paragraph Style="{StaticResource Lp}">在默认情况下,所有玩家从自身传输路径点,并且所有玩家会收到所有路径点</Paragraph></ListItem>
  257. <ListItem><Paragraph Style="{StaticResource Lp}">可以由 <TextBox Style="{StaticResource InlineCode}">waypoint_transmit_range</TextBox> 以及 <TextBox Style="{StaticResource InlineCode}">waypoint_receive_range</TextBox> 属性控制个别玩家的传输以及接收范围</Paragraph></ListItem>
  258. </List><Paragraph Style="{StaticResource H3}">标签</Paragraph><Paragraph Style="{StaticResource H4}">方块标签</Paragraph><List>
  259. <ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">happy_ghast_avoids</TextBox> - 快乐恶魂避免靠近的方块</Paragraph></ListItem>
  260. <ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">triggers_ambient_dried_ghast_block_sounds</TextBox> - 当失水恶魂放置在其上边时可以触发失水恶魂环境音效的方块</Paragraph></ListItem>
  261. </List><Paragraph Style="{StaticResource H2}">资源包版本 58</Paragraph><Paragraph Style="{StaticResource H3}">着色器以及后处理器效果</Paragraph><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">fog</TextBox> Uniform 块</Paragraph><List>
  262. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">FOG_IS_SKY</TextBox> 已被移除以拆分天空着色器</Paragraph></ListItem>
  263. </List>
  264. </FlowDocument>
  265. </FlowDocumentScrollViewer>
  266. <Grid VerticalAlignment="Center" Margin="6,10,0,0" HorizontalAlignment="Right">
  267. <Grid.ColumnDefinitions >
  268. <ColumnDefinition Width="45"/>
  269. <ColumnDefinition />
  270. </Grid.ColumnDefinitions>
  271. <Path Grid.Column="0" Margin="8,0" Width="18" Height="18" Fill="{DynamicResource ColorBrush4}"
  272. Stretch="Uniform"
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  274. <TextBlock HorizontalAlignment="Right" Grid.Column="1" Text="最亮的信标" FontSize="14" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
  275. </Grid>
  276. <TextBlock Margin="0,2" Grid.Column="1" HorizontalAlignment="Right" Text="最后更新:2025-04-22" FontSize="12" Foreground="{DynamicResource ColorBrush4}"/>
  277. <WrapPanel Margin="-2,2" Orientation="Horizontal" VerticalAlignment="Center">
  278. <local:MyIconTextButton Text="启动" ToolTip="启动 25w17a" EventType="启动游戏"
  279. EventData="25w17a" LogoScale="0.85" Logo="{StaticResource LaunchIcon}" />
  280. <local:MyIconTextButton Style="{StaticResource DownloadVersionButton}"
  281. LogoScale="0.85" Logo="{StaticResource DownloadIcon}"/>
  282. <local:MyIconTextButton Style="{StaticResource ServerJarDownloadButton}"
  283. LogoScale="1.05" EventData="https://piston-data.mojang.com/v1/objects/575756f90e54e5c2cd78997dd9e3579936aa9d6d/server.jar" Logo="{StaticResource CloudIcon}" />
  284. <local:MyIconTextButton Text="WIKI" ToolTip="在 Minecraft Wiki 上查看该版本" EventType="打开网页"
  285. EventData="https://zh.minecraft.wiki/w/25w17a" LogoScale="1.05" Logo="{StaticResource WikiIcon}" />
  286. <local:MyIconTextButton Text="官网更新日志" ToolTip="在官网查看该版本更新日志" EventType="打开网页"
  287. EventData="https://minecraft.net/article/minecraft-snapshot-25w17a" LogoScale="0.85" Logo="{StaticResource CreeperIcon}" />
  288. </WrapPanel>
  289. <!--<StackPanel Margin="0,4,6,0" Orientation="Horizontal" HorizontalAlignment="Right" VerticalAlignment="Center">
  290. <TextBlock Text="最后更新: 2025-04-22" FontSize="12" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
  291. </StackPanel> -->
  292. </StackPanel>
  293. </local:MyCard><ContentControl Content="历 史 版 本" Template="{StaticResource Separator}"/><local:MyCard Title="最新正式版 - 1.21.5" CanSwap="True" IsSwaped="True" Style="{StaticResource Card}" >
  294. <StackPanel Style="{StaticResource ContentStack}">
  295. <Border Style="{StaticResource VersionImageBorder}">
  296. <Border.Background>
  297. <ImageBrush ImageSource="https://img.picgo.net/2025/03/28/imagec1af8c9a6a417b64.jpeg" Stretch="UniformToFill" />
  298. </Border.Background>
  299. <local:MyImage Source="https://img.picgo.net/2025/03/28/imagec1af8c9a6a417b64.jpeg" Opacity="0" Stretch="Fill"/>
  300. </Border>
  301. <Border Style="{StaticResource VersionTitleBorder}">
  302. <TextBlock Style="{StaticResource VersionTitleBlock}" Text="1.21.5" />
  303. </Border><FlowDocumentScrollViewer >
  304. <FlowDocument>
  305. <Paragraph Style="{StaticResource H2}">新特性</Paragraph><List>
  306. <ListItem><Paragraph Style="{StaticResource Lp}">增加了猪、牛和鸡的热带及寒带变种</Paragraph></ListItem>
  307. <ListItem><Paragraph Style="{StaticResource Lp}">羊的羊毛颜色现在取决于其所生成位置的生物群系</Paragraph></ListItem>
  308. <ListItem><Paragraph Style="{StaticResource Lp}">增加了新的狼音效变种 </Paragraph></ListItem>
  309. <ListItem><Paragraph Style="{StaticResource Lp}">刷怪蛋视觉改造以改进可读性</Paragraph></ListItem>
  310. <ListItem><Paragraph Style="{StaticResource Lp}">增加了萤火虫灌木丛 方块</Paragraph></ListItem>
  311. <ListItem><Paragraph Style="{StaticResource Lp}">增加了枯叶方块</Paragraph></ListItem>
  312. <ListItem><Paragraph Style="{StaticResource Lp}">增加了野花簇方块</Paragraph></ListItem>
  313. <ListItem><Paragraph Style="{StaticResource Lp}">增加了灌木丛方块</Paragraph></ListItem>
  314. <ListItem><Paragraph Style="{StaticResource Lp}">增加了矮枯草丛和高枯草丛方块</Paragraph></ListItem>
  315. <ListItem><Paragraph Style="{StaticResource Lp}">增加了可以生长在仙人掌上的仙人掌花方块</Paragraph></ListItem>
  316. <ListItem><Paragraph Style="{StaticResource Lp}">增加了对所有没有落叶粒子的树叶方块增加了新的落叶粒子</Paragraph></ListItem>
  317. <ListItem><Paragraph Style="{StaticResource Lp}">在沙漠以及恶地生物群系增加了新的环境方块音效</Paragraph></ListItem>
  318. <ListItem><Paragraph Style="{StaticResource Lp}">增加了对吉尔吉斯语的支持</Paragraph></ListItem>
  319. </List><Paragraph Style="{StaticResource H3}">家畜生物变种</Paragraph><List>
  320. <ListItem><Paragraph Style="{StaticResource Lp}">下列生物增加了热带和寒带变种:</Paragraph></ListItem>
  321. <ListItem><Paragraph Style="{StaticResource Lp}">猪</Paragraph></ListItem>
  322. <ListItem><Paragraph Style="{StaticResource Lp}">牛</Paragraph></ListItem>
  323. <ListItem><Paragraph Style="{StaticResource Lp}">鸡</Paragraph></ListItem>
  324. <ListItem><Paragraph Style="{StaticResource Lp}">变种类型取决于其所生成位置的生物群系</Paragraph></ListItem>
  325. <ListItem><Paragraph Style="{StaticResource Lp}">温带变种 - 我们都熟悉的变种,在其它变种不在此生成的地方以默认行为生成</Paragraph></ListItem>
  326. <ListItem><Paragraph Style="{StaticResource Lp}">寒带变种 - 在下列生物群系(自然或由玩家)生成的变种:</Paragraph></ListItem>
  327. <ListItem><Paragraph Style="{StaticResource Lp}">冷水海洋</Paragraph></ListItem>
  328. <ListItem><Paragraph Style="{StaticResource Lp}">冷水深海</Paragraph></ListItem>
  329. <ListItem><Paragraph Style="{StaticResource Lp}">深暗之域</Paragraph></ListItem>
  330. <ListItem><Paragraph Style="{StaticResource Lp}">冰冻深海</Paragraph></ListItem>
  331. <ListItem><Paragraph Style="{StaticResource Lp}">末地荒地</Paragraph></ListItem>
  332. <ListItem><Paragraph Style="{StaticResource Lp}">末地高地</Paragraph></ListItem>
  333. <ListItem><Paragraph Style="{StaticResource Lp}">末地内陆</Paragraph></ListItem>
  334. <ListItem><Paragraph Style="{StaticResource Lp}">冻洋</Paragraph></ListItem>
  335. <ListItem><Paragraph Style="{StaticResource Lp}">冰封山峰</Paragraph></ListItem>
  336. <ListItem><Paragraph Style="{StaticResource Lp}">冻河</Paragraph></ListItem>
  337. <ListItem><Paragraph Style="{StaticResource Lp}">雪林</Paragraph></ListItem>
  338. <ListItem><Paragraph Style="{StaticResource Lp}">冰刺之地</Paragraph></ListItem>
  339. <ListItem><Paragraph Style="{StaticResource Lp}">尖峭山峰</Paragraph></ListItem>
  340. <ListItem><Paragraph Style="{StaticResource Lp}">原始松木针叶林</Paragraph></ListItem>
  341. <ListItem><Paragraph Style="{StaticResource Lp}">原始云杉针叶林</Paragraph></ListItem>
  342. <ListItem><Paragraph Style="{StaticResource Lp}">末地小型岛屿</Paragraph></ListItem>
  343. <ListItem><Paragraph Style="{StaticResource Lp}">积雪沙滩</Paragraph></ListItem>
  344. <ListItem><Paragraph Style="{StaticResource Lp}">雪原</Paragraph></ListItem>
  345. <ListItem><Paragraph Style="{StaticResource Lp}">积雪山坡</Paragraph></ListItem>
  346. <ListItem><Paragraph Style="{StaticResource Lp}">积雪针叶林</Paragraph></ListItem>
  347. <ListItem><Paragraph Style="{StaticResource Lp}">裸岩山峰</Paragraph></ListItem>
  348. <ListItem><Paragraph Style="{StaticResource Lp}">针叶林</Paragraph></ListItem>
  349. <ListItem><Paragraph Style="{StaticResource Lp}">末地</Paragraph></ListItem>
  350. <ListItem><Paragraph Style="{StaticResource Lp}">风袭森林</Paragraph></ListItem>
  351. <ListItem><Paragraph Style="{StaticResource Lp}">风袭沙砾丘陵</Paragraph></ListItem>
  352. <ListItem><Paragraph Style="{StaticResource Lp}">风袭丘陵</Paragraph></ListItem>
  353. <ListItem><Paragraph Style="{StaticResource Lp}">热带变种 - 在下列生物群系(自然或由玩家)生成的变种:</Paragraph></ListItem>
  354. <ListItem><Paragraph Style="{StaticResource Lp}">恶地</Paragraph></ListItem>
  355. <ListItem><Paragraph Style="{StaticResource Lp}">竹林</Paragraph></ListItem>
  356. <ListItem><Paragraph Style="{StaticResource Lp}">玄武岩三角洲</Paragraph></ListItem>
  357. <ListItem><Paragraph Style="{StaticResource Lp}">绯红森林</Paragraph></ListItem>
  358. <ListItem><Paragraph Style="{StaticResource Lp}">温水深海</Paragraph></ListItem>
  359. <ListItem><Paragraph Style="{StaticResource Lp}">沙漠</Paragraph></ListItem>
  360. <ListItem><Paragraph Style="{StaticResource Lp}">风蚀恶地</Paragraph></ListItem>
  361. <ListItem><Paragraph Style="{StaticResource Lp}">丛林</Paragraph></ListItem>
  362. <ListItem><Paragraph Style="{StaticResource Lp}">温水海洋</Paragraph></ListItem>
  363. <ListItem><Paragraph Style="{StaticResource Lp}">红树林沼泽</Paragraph></ListItem>
  364. <ListItem><Paragraph Style="{StaticResource Lp}">下界荒地</Paragraph></ListItem>
  365. <ListItem><Paragraph Style="{StaticResource Lp}">热带草原</Paragraph></ListItem>
  366. <ListItem><Paragraph Style="{StaticResource Lp}">热带高原</Paragraph></ListItem>
  367. <ListItem><Paragraph Style="{StaticResource Lp}">灵魂沙峡谷</Paragraph></ListItem>
  368. <ListItem><Paragraph Style="{StaticResource Lp}">稀疏丛林</Paragraph></ListItem>
  369. <ListItem><Paragraph Style="{StaticResource Lp}">暖水海洋</Paragraph></ListItem>
  370. <ListItem><Paragraph Style="{StaticResource Lp}">诡异森林</Paragraph></ListItem>
  371. <ListItem><Paragraph Style="{StaticResource Lp}">风袭热带草原</Paragraph></ListItem>
  372. <ListItem><Paragraph Style="{StaticResource Lp}">疏林恶地</Paragraph></ListItem>
  373. <ListItem><Paragraph Style="{StaticResource Lp}">当由玩家繁殖时,幼体的变种类型不会依据所在生物群系,而是在双亲的变种类型中随机取其一。</Paragraph></ListItem>
  374. <ListItem><Paragraph Style="{StaticResource Lp}">为鸡变种增加了两种新的蛋</Paragraph></ListItem>
  375. <ListItem><Paragraph Style="{StaticResource Lp}">蓝色鸡蛋 - 由寒带变种的鸡下的蛋</Paragraph></ListItem>
  376. <ListItem><Paragraph Style="{StaticResource Lp}">棕色鸡蛋 - 由热带变种的鸡下的蛋</Paragraph></ListItem>
  377. </List><Paragraph Style="{StaticResource H4}">寒带与热带生物群系中的绵羊羊毛颜色</Paragraph><List>
  378. <ListItem><Paragraph Style="{StaticResource Lp}">绵羊生成时的羊毛颜色现在取决于其所处生物群系:</Paragraph></ListItem>
  379. <ListItem><Paragraph Style="{StaticResource Lp}">温带生物群系:(与之前的行为比未受更改)</Paragraph><List>
  380. <ListItem><Paragraph Style="{StaticResource Lp}">常见的绵羊颜色是白色</Paragraph></ListItem>
  381. <ListItem><Paragraph Style="{StaticResource Lp}">不常见的绵羊颜色是黑色、灰色、淡灰色以及棕色</Paragraph></ListItem>
  382. <ListItem><Paragraph Style="{StaticResource Lp}">以很低的概率会生成粉色绵羊</Paragraph></ListItem>
  383. </List></ListItem>
  384. <ListItem><Paragraph Style="{StaticResource Lp}">寒带生物群系:</Paragraph><List>
  385. <ListItem><Paragraph Style="{StaticResource Lp}">常见的绵羊颜色是黑色</Paragraph></ListItem>
  386. <ListItem><Paragraph Style="{StaticResource Lp}">不常见的绵羊颜色是灰色、淡灰色、白色以及棕色</Paragraph></ListItem>
  387. <ListItem><Paragraph Style="{StaticResource Lp}">以很低的概率会生成粉色绵羊</Paragraph></ListItem>
  388. </List></ListItem>
  389. <ListItem><Paragraph Style="{StaticResource Lp}">热带生物群系:</Paragraph><List>
  390. <ListItem><Paragraph Style="{StaticResource Lp}">常见的绵羊颜色是棕色</Paragraph></ListItem>
  391. <ListItem><Paragraph Style="{StaticResource Lp}">不常见的绵羊颜色是灰色、淡灰色、白色以及黑色</Paragraph></ListItem>
  392. <ListItem><Paragraph Style="{StaticResource Lp}">以很低的概率会生成粉色绵羊</Paragraph></ListItem>
  393. </List></ListItem>
  394. </List><Paragraph Style="{StaticResource H3}">狼音效变种</Paragraph><List>
  395. <ListItem><Paragraph Style="{StaticResource Lp}">增加了 6 个新的狼音效变种,有着独特的空闲、受伤、死亡、嚎叫、呜咽和喘息音效</Paragraph></ListItem>
  396. <ListItem><Paragraph Style="{StaticResource Lp}">新的6种变种包括大型犬(big)、可爱(cute)、小巴哥犬(puglin)、愤怒(angry)、不爽(grumpy)和悲伤(sad),</Paragraph></ListItem>
  397. <ListItem><Paragraph Style="{StaticResource Lp}">原来的音效现在称为普通(classic)变种</Paragraph></ListItem>
  398. <ListItem><Paragraph Style="{StaticResource Lp}">每只狼都会从上述7种音效变种中随机选取一种使用</Paragraph></ListItem>
  399. <ListItem><Paragraph Style="{StaticResource Lp}">而与其纹理变种无关</Paragraph></ListItem>
  400. </List><Paragraph Style="{StaticResource H3}">刷怪蛋视觉改造</Paragraph><List>
  401. <ListItem><Paragraph Style="{StaticResource Lp}">每个刷怪蛋现在拥有其独特代表其生成生物的特点的外观</Paragraph></ListItem>
  402. <ListItem><Paragraph Style="{StaticResource Lp}">每个刷怪蛋外观大小体现了其生成的生物在世界中的大小</Paragraph></ListItem>
  403. <ListItem><Paragraph Style="{StaticResource Lp}">例如,小生物倾向于拥有一个更小的刷怪蛋</Paragraph></ListItem>
  404. </List><Paragraph Style="{StaticResource H3}">倒下的树木</Paragraph><List>
  405. <ListItem><Paragraph Style="{StaticResource Lp}">倒下的树木是一个新的树木装饰性变种:</Paragraph></ListItem>
  406. <ListItem><Paragraph Style="{StaticResource Lp}">倒下的树加入到了以下四种树木类型的变种中:</Paragraph></ListItem>
  407. <ListItem><Paragraph Style="{StaticResource Lp}">橡树 </Paragraph></ListItem>
  408. <ListItem><Paragraph Style="{StaticResource Lp}">白桦 </Paragraph></ListItem>
  409. <ListItem><Paragraph Style="{StaticResource Lp}">丛林 </Paragraph></ListItem>
  410. <ListItem><Paragraph Style="{StaticResource Lp}">云杉</Paragraph></ListItem>
  411. <ListItem><Paragraph Style="{StaticResource Lp}">倒下的白桦树有短和长两种版本</Paragraph></ListItem>
  412. <ListItem><Paragraph Style="{StaticResource Lp}">有些倒下的树木附有蘑菇和藤蔓做为装饰</Paragraph></ListItem>
  413. <ListItem><Paragraph Style="{StaticResource Lp}">所有会生成对应立式树木的生物群系中均会生成倒下的树木,除了下列生物群系:</Paragraph></ListItem>
  414. <ListItem><Paragraph Style="{StaticResource Lp}">竹林 </Paragraph></ListItem>
  415. <ListItem><Paragraph Style="{StaticResource Lp}">繁花森林 (有倒下的白桦树但没有倒下的橡树) </Paragraph></ListItem>
  416. <ListItem><Paragraph Style="{StaticResource Lp}">雪林</Paragraph></ListItem>
  417. <ListItem><Paragraph Style="{StaticResource Lp}">草甸</Paragraph></ListItem>
  418. <ListItem><Paragraph Style="{StaticResource Lp}">河流</Paragraph></ListItem>
  419. </List><Paragraph Style="{StaticResource H3}">萤火虫灌木丛</Paragraph><List>
  420. <ListItem><Paragraph Style="{StaticResource Lp}">萤火虫灌木丛能在沼泽、红树林沼泽、恶地以及靠近河流的水边找到</Paragraph></ListItem>
  421. <ListItem><Paragraph Style="{StaticResource Lp}">当暗下来时,发光的萤火虫粒子在萤火虫灌木丛周围出现</Paragraph></ListItem>
  422. <ListItem><Paragraph Style="{StaticResource Lp}">对其使用骨粉会在附近可生成位置生成新萤火虫灌木丛</Paragraph></ListItem>
  423. <ListItem><Paragraph Style="{StaticResource Lp}">萤火虫灌木丛发出等级为2的光照</Paragraph></ListItem>
  424. <ListItem><Paragraph Style="{StaticResource Lp}">当下列条件满足时,萤火虫灌木丛有概率会发出特殊的环境音效:</Paragraph></ListItem>
  425. <ListItem><Paragraph Style="{StaticResource Lp}">晚上</Paragraph></ListItem>
  426. <ListItem><Paragraph Style="{StaticResource Lp}">上方除树叶、地毯、竹笋外无任何固体方块阻挡</Paragraph></ListItem>
  427. </List><Paragraph Style="{StaticResource H3}">枯叶</Paragraph><List>
  428. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶是一种能在森林、 黑森林以及疏林恶地找到的新的装饰性方块</Paragraph></ListItem>
  429. <ListItem><Paragraph Style="{StaticResource Lp}">注: 枯叶仅以世界生成的一部分生成,并在游戏中不会重新生成</Paragraph></ListItem>
  430. <ListItem><Paragraph Style="{StaticResource Lp}">可以在一格方块空间内有不同数量的枯叶片</Paragraph></ListItem>
  431. <ListItem><Paragraph Style="{StaticResource Lp}">在同一格方块空间内最多有四片</Paragraph></ListItem>
  432. <ListItem><Paragraph Style="{StaticResource Lp}">对已有枯叶方块放置枯叶会增加枯叶的数量</Paragraph></ListItem>
  433. <ListItem><Paragraph Style="{StaticResource Lp}">可以以四种方向放置枯叶</Paragraph></ListItem>
  434. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶可以放置在有完整顶面的方块上</Paragraph></ListItem>
  435. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶可以由任意树叶方块烧炼而成</Paragraph></ListItem>
  436. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶可以被当作烧炼燃料</Paragraph></ListItem>
  437. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶可以被用于堆肥</Paragraph></ListItem>
  438. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶拥有独特的方块音效</Paragraph></ListItem>
  439. <ListItem><Paragraph Style="{StaticResource Lp}">枯叶会随所处的生物群系着色</Paragraph></ListItem>
  440. <ListItem><Paragraph Style="{StaticResource Lp}">当放置方块时枯叶可以被方块直接替换</Paragraph></ListItem>
  441. </List><Paragraph Style="{StaticResource H3}">野花簇</Paragraph><List>
  442. <ListItem><Paragraph Style="{StaticResource Lp}">野花簇是一种新的花,生成于桦木森林、原始桦木森林和草甸</Paragraph></ListItem>
  443. <ListItem><Paragraph Style="{StaticResource Lp}">可以在一格方块空间内有不同数量的野花簇</Paragraph></ListItem>
  444. <ListItem><Paragraph Style="{StaticResource Lp}">在同一格方块空间内最多有四簇</Paragraph></ListItem>
  445. <ListItem><Paragraph Style="{StaticResource Lp}">对已有野花簇方块放置野花簇会增加野花簇的数量</Paragraph></ListItem>
  446. <ListItem><Paragraph Style="{StaticResource Lp}">对野花簇使用骨粉会生成更多野花簇</Paragraph></ListItem>
  447. <ListItem><Paragraph Style="{StaticResource Lp}">可以以四种方向放置野花簇</Paragraph></ListItem>
  448. <ListItem><Paragraph Style="{StaticResource Lp}">野花簇可以合成黄色染料</Paragraph></ListItem>
  449. </List><Paragraph Style="{StaticResource H3}">灌木丛</Paragraph><List>
  450. <ListItem><Paragraph Style="{StaticResource Lp}">灌木丛是一种新的装饰方块,会在以下生物群系以斑块形式生成:</Paragraph></ListItem>
  451. <ListItem><Paragraph Style="{StaticResource Lp}">桦木森林</Paragraph></ListItem>
  452. <ListItem><Paragraph Style="{StaticResource Lp}">森林</Paragraph></ListItem>
  453. <ListItem><Paragraph Style="{StaticResource Lp}">冻河</Paragraph></ListItem>
  454. <ListItem><Paragraph Style="{StaticResource Lp}">原始桦木森林</Paragraph></ListItem>
  455. <ListItem><Paragraph Style="{StaticResource Lp}">平原</Paragraph></ListItem>
  456. <ListItem><Paragraph Style="{StaticResource Lp}">河流</Paragraph></ListItem>
  457. <ListItem><Paragraph Style="{StaticResource Lp}">风袭森林</Paragraph></ListItem>
  458. <ListItem><Paragraph Style="{StaticResource Lp}">风袭沙砾丘陵</Paragraph></ListItem>
  459. <ListItem><Paragraph Style="{StaticResource Lp}">风袭丘陵</Paragraph></ListItem>
  460. <ListItem><Paragraph Style="{StaticResource Lp}">灌木丛可以被用于堆肥</Paragraph></ListItem>
  461. <ListItem><Paragraph Style="{StaticResource Lp}">对其使用骨粉会在附近可生成位置生成新灌木丛</Paragraph></ListItem>
  462. <ListItem><Paragraph Style="{StaticResource Lp}">灌木丛仅能由剪刀或附有精准采集的工具破坏时掉落</Paragraph></ListItem>
  463. <ListItem><Paragraph Style="{StaticResource Lp}">当放置方块时灌木丛可以被方块直接替换</Paragraph></ListItem>
  464. </List><Paragraph Style="{StaticResource H3}">矮枯草丛和高枯草丛</Paragraph><List>
  465. <ListItem><Paragraph Style="{StaticResource Lp}">增加了两种新的草:矮枯草丛和高枯草丛 </Paragraph></ListItem>
  466. <ListItem><Paragraph Style="{StaticResource Lp}">都只有一格高,意味着高枯草丛与两格高的高草丛不同</Paragraph></ListItem>
  467. <ListItem><Paragraph Style="{StaticResource Lp}">都在沙漠与恶地生物群系生成</Paragraph></ListItem>
  468. <ListItem><Paragraph Style="{StaticResource Lp}">与枯萎的灌木一样能放置于沙子、陶瓦和泥土类方块上</Paragraph></ListItem>
  469. <ListItem><Paragraph Style="{StaticResource Lp}">对其使用骨粉</Paragraph></ListItem>
  470. <ListItem><Paragraph Style="{StaticResource Lp}">矮枯草丛会生长为高枯草丛</Paragraph></ListItem>
  471. <ListItem><Paragraph Style="{StaticResource Lp}">高枯草丛在其周围的有效位置生成矮枯草丛</Paragraph></ListItem>
  472. <ListItem><Paragraph Style="{StaticResource Lp}">均可用于堆肥</Paragraph></ListItem>
  473. <ListItem><Paragraph Style="{StaticResource Lp}">绵羊可以食用它们重新长出羊毛</Paragraph></ListItem>
  474. <ListItem><Paragraph Style="{StaticResource Lp}">都可用于作为烧炼燃料</Paragraph></ListItem>
  475. <ListItem><Paragraph Style="{StaticResource Lp}">当放置方块时都可被方块直接替换</Paragraph></ListItem>
  476. </List><Paragraph Style="{StaticResource H3}">仙人掌花</Paragraph><List>
  477. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花是一种新的花,有概率生成在沙漠和恶地的仙人掌上</Paragraph></ListItem>
  478. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花可以被放置在仙人掌、耕地或任何顶部提供中心支持的方块上</Paragraph></ListItem>
  479. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花有概率生成在仙人掌上,并阻止仙人掌长得更高</Paragraph></ListItem>
  480. <ListItem><Paragraph Style="{StaticResource Lp}">如果仙人掌 1-2 格高,仙人掌花则有 10% 的概率生长</Paragraph></ListItem>
  481. <ListItem><Paragraph Style="{StaticResource Lp}">如果仙人掌 3 格高,仙人掌花则有 25% 的概率生长</Paragraph></ListItem>
  482. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花仅当四面均无固体方块时才会生长</Paragraph></ListItem>
  483. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花可以被用于堆肥</Paragraph></ListItem>
  484. <ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花可以合成一个粉色染料</Paragraph></ListItem>
  485. </List><Paragraph Style="{StaticResource H3}">落叶粒子</Paragraph><List>
  486. <ListItem><Paragraph Style="{StaticResource Lp}">所有树叶方块有概率生成落叶粒子</Paragraph></ListItem>
  487. <ListItem><Paragraph Style="{StaticResource Lp}">下列方块受本次更改影响: </Paragraph></ListItem>
  488. <ListItem><Paragraph Style="{StaticResource Lp}">金合欢树叶</Paragraph></ListItem>
  489. <ListItem><Paragraph Style="{StaticResource Lp}">杜鹃树叶</Paragraph></ListItem>
  490. <ListItem><Paragraph Style="{StaticResource Lp}">白桦树叶</Paragraph></ListItem>
  491. <ListItem><Paragraph Style="{StaticResource Lp}">深色橡树树叶</Paragraph></ListItem>
  492. <ListItem><Paragraph Style="{StaticResource Lp}">盛开的杜鹃树叶</Paragraph></ListItem>
  493. <ListItem><Paragraph Style="{StaticResource Lp}">丛林树叶</Paragraph></ListItem>
  494. <ListItem><Paragraph Style="{StaticResource Lp}">红树树叶</Paragraph></ListItem>
  495. <ListItem><Paragraph Style="{StaticResource Lp}">橡树树叶</Paragraph></ListItem>
  496. <ListItem><Paragraph Style="{StaticResource Lp}">云杉树叶</Paragraph></ListItem>
  497. </List><Paragraph Style="{StaticResource H3}">沙漠和恶地的新环境音效</Paragraph><List>
  498. <ListItem><Paragraph Style="{StaticResource Lp}">当玩家周围被至少 3 个方向,最小 8 格远的沙子、红沙或任意颜色的陶瓦包围,有一定几率播放环境音效</Paragraph><List>
  499. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.sand.idle</TextBox> 在任意生物群系均可播放</Paragraph></ListItem>
  500. <ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.sand.wind</TextBox> 仅在沙漠和恶地群系播放</Paragraph></ListItem>
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  543. <Paragraph Style="{StaticResource H1}">📢 关于反馈新闻主页相关问题的提示</Paragraph><Paragraph>很抱歉由于工作疏漏可能会导致新闻主页出现一些问题。
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