your current location:首页 > news>Minecraft Java version 1.19.4 released

Minecraft Java version 1.19.4 released

2024-12-18 03:46:23|Myriagame |source:minecraft skins

1.19.4 is the one-time update of the Java version. Published on March 14, 2023 , added to display entity, interactive entity, /Ride and /DAMAGE command, new menu screen interactive method, new design, damage type, and damage type label of new world screens, in the built -inThe experimental data packet is added with forging templates, sniffing beasts, cherry blossoms and archaeological related content, and repaired some loopholes.This version is not compatible with the server of 1.19 to 1.19.3.

New content Non-biological entity display entities including block display entities, items display entities and text display entities.CODE> Item_display and Text_display are used for flexibly display blocks, items and texts.Similar to the label ( Marker ), it will not cause any update, it will not collide with other entities, and there is no physical effect.The model is rendered at the location where the entity is located, and the X -axis and Y axis rotate normally (that is, the rotation angle of the transmitting class command can be controlled), but at the same time, it is also affected by any model transformation.Add 2 new data types, each data type accepts 2 forms, but only one of them is used for archives, as shown below: Rotation four yuan forms (for archive): by the file:The array of 4 numbers describes the four components of (x, y, z, w), respectively.Shaft-angle form: Complex tags with the following fields: Axis : three-dimensional vector. Angle : angle (arc). Transformation : Any imitation transformation, consisting of the following fields and the following order: matrix form: array consisting of 16 numbers, describing a row-major matrix.Decomposition form (for archive): Compound labels with the following fields: Translation : three -dimensional vector. left_rotation : Rotation object. Scale : Three -dimensional vector. Right_rotation : Rotation object.Part of the attributes of these entities can be interpreted to create a gradient effect on the client rather than a jump -type mutation.These entities will record the "current value" and "previous value" of interpolation: The following attributes marked as "interpolation" are part of a single interpolation set.All updates to the attributes of interpolations will cause all the values ​​in the interpolation set to be preserved as "current value".The execution of the Data command that does not change the attribute value (even if the attribute exists in the NBT) is not considered update.Each carrier is synchronized to the client for renewal at most only once, that is, multiple updates in the command are still considered a update.The previous batch of "current values" was preserved as "previous value".When the interpolation is enabled, the entity will change between the "previous value" and "current value" over time.The starting point of the interpolation (the entity is completely in the "previous value" state) is defined by the field start_interpolation (game time, the unit is engraved).The number of games calculated at the beginning.The interpolation will always start at the beginning of the client game.When set to 0 , when it receives a update for starting the interpolation, the interpolation process will begin at the beginning of the next client game.Insertation ending (the entity is completely in the "current value" state) is defined as Start_interpolation game carrving + interporation_duration .All three entities have the following fields: Transformation : Transformation applied to the model (after normal entity rotation).The default is the unit matrix, which can be interspersed. Billboard : It should be rotated to face players when controlling these entities: Fixed : No rotation (default). Vertical : The entity can rotate around vertical axis. Horizontal : The entity can rotate around the horizontal axis. Center : The entity can rotate around the center. Brightness : If it exists, cover the brightness value used in rendering.The default is omitted (that is, the light of the place where the entity is located when rendering).This composite label has two fields: Sky : The value of sky light, 0 to 15. block : The value of the square light, 0 to 15. view_range : The maximum visual range of this entity.The actual distance also depends on the client's rendering distance and physical rendering distance.The default value is 1.0 (roughly the same as the fireball).

shadow_radius : The size of the physical shadow.The default is 0 (no shadow).Insertable. shadow_stringh : The strength of the physical shadow.As a function that changes with the distance of the bottom block, the opaqueity of the shadow is controlled.The default is 1.Insertable. Width and Height : Describes the size of the Culling Bounding Box.The border frame is long -stretched from all directions in the physical location.If one of the fields are set to 0, disable and remove.The default is 0. Glow_color_override : Cover the color of the light frame.The default is 0 (the color of the team).In addition to these common fields, due to the different types of entities, because of their different types, they also have some unique fields: items display entity ( item_display ): Show a single item stack (ITEM Stack, you can set the groove by command settings Inventory.0 change). item : The items to be displayed are the same as the items in the item bar.Example: {id: "Minecraft: DIRT", Count: 1} item_display : Describe the transformation of the application to the item model (defined in the Display Part): Available Value: None ODE>, Firstperson_righthand , Head , GUI , Group and FIXED .Block display entity ( BLOCK_DISPLAY ): Show a single block state, but it will not display the block entity. Even when the square is placed in general, it will create a square entity (such as a box). block_state : The state of the block to be displayed.The format is the same as the items held by the last filmmaker.Example: {name: "Minecraft: DIRT"} Text display entity ( Text_display ): Display text components (the background uses a new color device type Rendertype_text_background And rendertype_text_background_see_through ). Text : text to be displayed.When analyzing text components, the context of the entity is used. LINE_WIDTH : It is used to control the width of the change (but you need to insert a new line, you can also use

character).The default is 200. Text_OPACITY : The opacity of the rendered text (alpha part).The default is 255.Insertable. Background : Background color.Including the Alpha channel.The default is 0x40000000.Insertable. default_background : If it is true, use the default background color (the same as the chat bar) during rendering.The default is false. Shadow : Whether the text shows the shadow.The default is false. see_through : Whether the text can penetrate the square display.The default is false. Alignment : The direction of text alignment.Available value: Center (default), left and Right .An interactive entity is a new entity that records all attacks and interactive actions.

Interactive entity ( Interaction ) is invisible and has a custom size. It has the following fields: Width : The width of the physical border box (default 1 < 1 ). Height : The height of the physical border box (default 1 ). Attack : A Action object recorded the previous attack action of the entity. Internet : A Action object records the previous interactive action of the entity. Response : Boolean value, indicating whether interaction should trigger response (such as arm wave waves, sound effects, etc., default false ).Correspondingly, the ACTION object is added.When storing behavior, this object has two fields: Player : The player's UUID (standard integer form). Timestamp : At the time of the event, the timestamp of the game carved (stored as long and integer).The command format game rules add CommandModificationBlocklimit , the default 32768 is used to control /clone , /fill and /fillbiome command to execute the maximum number of blocks to be changed in a single execution.Added DOVINESSPREAD , default to True , to determine whether the vine will spread to the surroundings without affecting the cave vine, the grievance vine, and the tears./DAMAGE is used to cause damage to the specified entity.> /Damage [] [by ] [From ] Parameters: Target : entity to be injured. amount : The damage value to be caused. DamageType : Types of damage to.Determine the way of damage affecting the entity, and the news to be displayed. LOCATION : The source of the damage (if there is no physical damage).For example, this value can represent the position of the bed in the lower bound. Entity : The entity that causes damage. CAUSE : The source entity of indirect damage.For example, when the entity is hit by a skeleton archery, the Entity is an arrow, and CAUSE is a skeleton./Ride adds /Ride to make one entity ride another entity, or stop ride any entity.The grammar is as follows: /Ride Mount , which is used to make a single entity ride on another entity. The execution fails when encountering the following situations: Vehice For a player; Target has rides a solid; target and VEHICLE is the same entity; Vehicle It is a direct or indirect ride of target ./rate DISMOUNT to cancel the riding status of target .

Target The execution failed when it was not riding any entity.The conventional data packet adds the type of damage as a new registry item to determine how to deal with the damage.Including what attributes should be available, and which kind of death message needs to be used when the physical damage is killed.The example is as follows:

 {"exhaustion": 0.1, "Message_id": "Arrow", "Scaling": "When_CAUSED_BY_NON_PLAYER"} 
The defined fields are as follows: Message_id : Used forThe message ID of this damage will be combined with other string fragments into a complete translation string. Exhaustion : The hunger level caused by this type of damage. Scaling : Whether the damage value changes with difficulty, can be the following values: NEVER : The damage value does not change with difficulty. Alway : The damage value changes with difficulty. When_CAUSED_BY_LIVING_NON_PLAYR : The damage value changes with difficulty, but it is limited to the non -player's living body. Effects : Optional, the damage is applied to the manifestation of the player, which can be the following value: Hurt (default value): General injury sound effects. Thorns : Thorns injured sound effects. Drowning : drowning sound. Burning : 1 The fire sound effect of the game engraved. POKING : Stewed sound effects. Freezing : Frozen sound effects. Death_message_type : Optional, to specify the special variant of whether to use the news of death, which can be the following value: default (default value): Special death messages are not displayed. Fall_variants : Show the death of the fall (such as deadH.Fell.assist.Item ). Intentional_game_design : Show the "deliberate game design" class of death messages.The damage type label determines the way of damage from different sources.The menu screen adds the auxiliary function guidance screen, which will appear when the player starts the game for the first time.Added the direction key guidance function.Now the menu screen can be navigated using the arrow keys.When navigating with the arrow key, if you need to change the slider value, you need to press the ↵ ENTER or Space Activate the slider.Debug the screen is now based on F3 + s It can make dynamic texture (such as texture atlas, mapping, etc.).Stay under ScreenShots/Debug/.The option is added to the display duration of notifications such as the notification of the unlocking formula, progress, subtitles, and block names of the unlocking formula, progress, subtitles, and selected block names.Added the auxiliary function options of "Appendixal Light Flashing Speed" and "Apinable Light Effect Flash Interest", which are used to adjust the speed and conspicuous degree of changing the optical light effect.Add the "injury jitter effect" auxiliary function option to control the amount of viewing of the viewing angle when the injury is controlled.Add the prompt box when the key conflict is added to the "button binding" screen.Added Xie and Copyright Description button to view the list of production personnel, copyright description and license agreement.The protocol adds a new network protocol function to force the packed data packets to be processed at the same moment on the side of the client.The client can now receive a new separation data packet.All data packets in the two -separated packet rooms are processed at the same moment.For security reasons, the data flow sent by the client to the server does not support this function.Realms adds a Realms notification system to remind players important news about Realms.The formula is added to the Crafting_DecocleEd_pot formula serializer to control the synthesis of the decorated pot.Added Show_notification field to be a one -value, which is used to control whether the formula is displayed when unlocking.

The default value is True .The resource package adds a "high contrast" built -in resource package to increase the contrast of UI control.This resource package can be manually enabled in the resource package menu of the auxiliary function options.The label adds the following blocks and items tags: #SMelts_to_GLASS : Sand and red_sand .The blocks and items defined here can be burned into glass.Added the following items labels: #axes : Diamond_axe , Stone_axe , Golden_axe , , Wooden_axe and Iron_axe . #Breaks_DecoRated_Pots : #Tools . #HOES < Diamond_hoe , Stone_hoe , Golden_hoe , Netherite_hoe Wooden_hoe and Iron_hoe . #Pickaxes : Diamond_pickaxe , Stone_pickaxe , Golden_pickaxe , Netherite_pi CKAXE ,, Wooden_pickaxe and Iron_pickaxe . #Shovel : Diamond_Shovel , Stone_Shovel , Golden_Shovel , , Wooden_shovel and Iron_shovel . #Swords < Diamond_Sword , Stone_sword , Golden_Sword , Netherite_sword , Wooden_sword and Iron_sword . #Tools : #axes , #HOES , #Pickaxes , #Shovels , #Swords and Trident .Added the following entity tags: #Fall_damage_immune : Iron_Golem , snow_golem , Shulker , allaynot, ghast , Phantom , Magma_cube , Ocelot , Parrot and Wither .The definition of the definition here will not be damaged by falling.

#DISMONTS_UNDERWATER : Camel , Chicken , Donkey , HORSE , Llama , Mule , pig , ravager , spider Strider , Trader_llama and zombie_horse .The creatures defined here will force their passengers to leave when they enter the water.Added the following biological group tags: #increased_fire_burnout contains Bamboo_jungle , Mushroom_fields , Mangrove_swamp , SNOWY_SLOPES < Frozen_peaks , jagged_peaks , SWAMP and jungle .Fire will extinguish faster in the biological group defined here. #Snow_melts Including Badlands , Basalt_deltas , Crimson_Forest , Desert ,,,, ERODED_BADLANDS , Nether_wastes , Savanna , Savanna_plateau , soul_sand_valley ,,, Warped_Forest , Windswept_savanna and Wooded_badlands .Snow puppets melt in the biological group defined here. #Spawns_snow_foxes contains Snowy_plains , Ice_spikes , Frozen_Ocean , Snowy_tai GA , Frozen_river , Snowy_beach , FROZEN_PEAKS , jagged_peaks , snowy_slopes and GROVE .The white fox will be generated in the biological group defined here. #Spawns_white_rabbits contains Snowy_plains , ice_spikes , FROZEN_OCEAN , snowy_ Taiga , Frozen_river , Snowy_beach , FROZEN_PEAKS , jagged_peaks , snowy_slopes and GROVE .White rabbits will be generated in the biological group defined here.Added the following damage type tags: #always_hurs_enger_dragons : #is_explosion . #alway_most_significant_fall : OUT_OF_WORLD .

#alway_triggers_silverfish : Magic . #avoids_guardian_thorn : Magic . #burns_armor_stands : on_fire . #bypasses_armor : on_fire , in_wall , Cramming , Drown , Fly_into_wall , GENERIC , Wither , Dragon_breath , , Starve , Fall , Freeze , Stalagmite , Magic Indirect_magic , OUT_OF_WORLD and SONIC_BOOM . #bypasses_cooldown : No value is included. #bypasses_effects : Starve . #bypasses_enchantments : Sonic_boom . #bypasses_invulnerability : OUT_OF_WORLD . #bypasses_resistance : OUT_OF_WORLD . #bypasses_shield : #bypasses_armor , Falling_anvil and Falling_Stalactite . #Damages_helmet : Falling_anvil , FALLING_BLOCK and FALLING_STALALACTITE . #ignites_armor_stands : in_fire . #is_drowning : Drown . #is_ex_ex/code>: Fireworks , Explosion , Player_explosion and bad_respawn_point . #is_fall : fall and Stalagmite . #is_fire : in_fire , on_fire , lava , HOT_FLOOR unattributed_fireball and Fireball . #is_freezing : Freeze . #is_lightning : Lightning_bolt .

#is_projectile : Arrow , Trident , mob_projectile CODE>,,, Fireball < Wither_skull and Thrown . #NO_ANGER : mob_attack_no_aggro . #no_impact : Drown . #witch_resistant_to : Magic , Indirect_magic , Sonic_box and . #wither_immune_to : Drown .The -pidfile parameter is added to the dedicated server command line to write the process ID (PID) of the server to a specific file.Change the cubic frog lighting and lower the sound of placing and destroying the frog lighting.The recorder now produces notes particles when playing music records to match the base rock version.In the process of playing music records now, the redstone signal with a strength of 15 will be sent directly.You can now interact with funny and throwers.The vibration frequency of the gaming event Item_interact_finish is adjusted from 14 to 2.Now you can feel the action that belongs to the following game events: Block_Change : Use scissors to trim the cave vine, kelp, grievance vine, and tear vine.Collect the glowing pulp.Remove the book on the podium.Interact with the items in the item display box or the fluorescent item display box.Step the arable land into dirt.Charge the anchor for rebirth.Interact with compost barrels. Block_Place : Turtles and frogs lay eggs. Container_Close : Close the transportation car or transport ship. Entity_damage : Destroy the subclass. Entity_DISMOUNT (New game event, signal strength 6): Leave the vehicle. Entity_interact : Dyeing sheep.Tie the entity with tie rope.Lift the tie rope that tie the entity. Entity_mount (New game event, signal strength 7): Enter the vehicle.The armor of the armor and the spleen of the item of the sheathing can now be held by the armor or spleen.The potion and medicine arrows have changed the potion (all forms) of the following types of state effects and the color of the drug arrow: the instantaneous damage of the fire to the hidden jump to enhance the lucky night vision poisoning resistance and increase slow speed.Light efficiency to prevent players from confusing potions with similar colors.The shield will play sound effects when it is placed in the deputy.The enchanting light effect of items and armor is routinely adjusted.Biological donkeys, mules, skeletons, and zombie horses have changed the texture of their saddle and boxes.The speed, jump height, and life value of the new individuals of horses and their variable breeding horses and their variants will no longer approach the average of the corresponding attributes of the parents.This means that the attributes of the new individual generated by breeding horses may surpass their parents.The annoying ghost changed its storage animation when it was empty -handed.Spiders now have infinite durations that are incidentally attached to the spider, rather than the previous 231-1 game carving (about 3.4 years).Non -biological physical armor frames now retain the custom name when placing and destruction.The funnel miner is no longer angry when it is opened.The command format chat component adds the optional Fallback field to the Translate text component.This field is a string to display this content when the translation text is missing.If the Fallback is missing, the localized key name (old processing method) is directly displayed.The cross -border parameters in the format of Translate are no longer directly ignored without displaying any errors.

/Clone now supports specified source dimensions and destination dimensions. The new grammar is as follows: /clone [from ] To ... SourceDimension : The source dimension ID of the area to be copied. TargetDimension : The ID of the dimension to the dimension to the area./Data adds a new String data source, which is used to intercept a paragraph from the string as the new value. The grammar is as follows: ... (insert |prepend|append|set|merge) string (block |entity |storage ) [] [] [] Start : The first character position (index value) containing the starting position of the new character string is required in the source string. END : The first character position (index value) in the source string needs to be excluded from the new string./Effect The effect is durable. Now it can be specified as Infinite .At this time, the effects displayed in the item bar will be displayed as "∞"./execute adds the following conditioned sub -commands: ... loaded to check whether the given position is fully loaded (for blocks and blocks andIn terms of entity). POS : The block position to be checked. ... Dimension is used to check whether the execution dimension is in the matt dimension. Dimension : Named space ID of the dimension.Added a new On modifier command. Select the entity based on the relationship between the current execution entity.Target | Vehicle) -> Execute Attacker : The last entity that hurts the current execution entity in the last 5 seconds. Controller : Control the entity of the current execution entity (such as the player in the first half of the ship). Leasher : Use the tie rope to traction the current entity that executes the entity (if it is tied to the fence, it may be tie knot). Origin : Source of specific entities.If the entity is executed as a ejaculation, it is the corresponding transmitter.If the entity is an object, it is the corresponding throw.If the active entity is a regional effect cloud, it is the source of the corresponding effect.If the execution entity is the activated TNT, it is the corresponding ignition.If the execution entity is the tip of the demon or the ghost, it is the corresponding summoner. Owner : The current execution entity (tame can, such as cats, wolves or parrots). Passengers : Ride directly to the entity of the current execution entity (unsecured passenger). target : The current attack target of the entity. Vehicle : The entity that is currently executed by the entity riding.If the specified relationship is not suitable for the current execution entity, or if there is no matching entity in this relationship, 0 elements are returned.

Added a new Summon sub -command to create a entity immediately, and set the command executor ( @s ) to this way. The grammar is as follows: /Execute Summon -> Execute Entity : The physical type to be generated.Added a new sub -command Positioned Over to find the position of the top of the height map. When executed, the position in the command environment is changed to the top of the height chart.Grammar: ... PositiveED Over -> Execute : The height diagram records the highest position of a column block of the specified guidelines.Available options: World_Surface : Any non -air block. Motion_blocking : Any block that can block moving (such as ignoring flowers and plants). motion_blocking_no_leaves : Any block that does not include the canopy of the leaves blocks moving. Ocean_floor : Any non -stream cubes that can block mobile./Title /Title Times All time parameters are now changed to duration parameters, and will be added laterT , s and D suffix./Weather If the time is not specified, the duration of weather changes will now match the conventional weather cycle of the game.The default unit of the Duration parameter is now modified, and it can be specified with T , s and d to specify the specification.unit.To keep the old command function unchanged, you need to add the s suffix after the original duration parameter.The new world has been redesigned by the new world, and is now divided into 3 tab pages: "Game": used to set the world name, game mode, difficulty, cheating and experimental content."World": It is used to set the generation of world types, seeds and structures and reward boxes."More": It is used to set the rules of the game and enter the packet to select the screen.Each tab can be based on CRTL + Tab ↹ and Ctrl + ⇧ shift + tab ↹ key switch.You can switch to the specified tabs by Ctrl + Labor number .Add experimental content selection screen to enable or disable experimental functions more conveniently.This screen can always be found on the "More" tab.If it is a snapshot version, this screen can also be quickly entered in the "Game" tab.Remove the "Import Settings" and "Export Settings" buttons in the "Edit World" screen.When placing the mouse pointer on the world name, the archive folder name will be displayed.Various paintings are added to the "Function Block" classification of the creation mode item bar.If it is a predefined type, its name, author and size will be displayed in the prompt box.The other four types that cannot be obtained in the survival model are located in the "administrator supplies".The flame bomb was added to the "raw material" classification.The packet version is changed to 12 .The menu screen adds the keyboard navigation function to the resource package screen.The menu interface prompt box was changed to determine the display position.The option is now closed by default.Now, if the option button text is too long, the text will be scheduled.Now the remote test screen can be rolled with arrow keys.Realms updates the Realms interface, making it more in line with the interface of single and multiplayer games.

The formula of the formula of the current workbench will be unlocked automatically after creating the world.The synthetic formula of the crossbow and soul camp fire no longer unlocks after getting a wooden stick.The EN_US.JSON language files of the original resource package are arranged in the order of the letter name of the string key.The version is updated to 13 .The enchanting light effect now uses two different texture files: ENCHANTED_GLINT_ENTITY.PNG and Enchted_glint_item.png . Options.txt Remove HELDITEMTOOLTIPS .The predicate removal removed the IS_PROJECTILE , is_explosion , bypasses_armor /code>, BYPASSSES_MAGIC , is_fire , is_magic and is_lightning field.Add a new TAGS array.Each of the array has the following fields: ID : Named space ID of the damage type label. Expected : Whether the specified damage type label should be used by predicates for matching processes.The agreement client now resets its safe chat session status when receiving the login packet.The label adds #animals_spawnable_on Renate the #Only_allows_SNow_AND_AND_RABBITS The biological group tags are renamed #Spawns_gold_rabbits .The user interface slightly moves the search icon on the formula interface.The icon of the position occupies of each slot (the weaving machine was not affected).The new content (experimental) block of cherry blossom tree is a new leaves, full of pink flowers, and pink fall particles will appear below it.The bee regards it as a flower.Sakura logs have purple -brown outer skin and pink inner dry logs with corresponding peeling variants.Peeling variants can synthesize the corresponding type of suspension notice sign.Can be used to synthesize the corresponding types of wooden boards.Sakura wood board a new wooden board.It can synthesize the corresponding types of buttons, doors, fences, fence doors, pressure boards, notice boards, steps, stairs and live board doors.Sakura saplings a new saplings.Can be placed in a flower pot.Sakura trees of cherry blossom wood variant, there are corresponding peeling variants.Can be used to synthesize the corresponding types of wooden boards.In the synthetic table, the pattern pot uses 4 pottery or red bricks to form a diamond shape to synthesize.The type of pottery determines what patterns appear to the corresponding surface of the output pot, and there is no pattern with red bricks.Very easy to be destroyed.The use of swords, picks, 锄, hoe, ax, or tridents will be broken into its original synthetic material.Destroyer, pushed by the piston, and the use of a tool with accurate collection of spells to destroy themselves.A new type of pink flower cluster is naturally generated in the cherry tree forest.Bone powder can be used to use bone meal to regenerate the existing pink flower clusters or cherry blossoms.Similar to sea kimchi, 4 can be placed in one square.Can be placed in a specific direction.Can be used to synthesize pink dyes.The bee will regard it as a flower.Suspicious sand is similar to the sand, but the texture looks rough.Affected by gravity, it will disappear when landing.No items are not dropped when it is excavated or pushed by the piston, and it will not drop with a tool with precisely collected tools.It will be generated naturally in the desert temple and desert wells. The two suspicious sands generated by the two places are different.Suspicious sand can be brushed out with a brush.When the brush is cleared, the suspicious sand will go through 4 stages. If it stops halfway, it will gradually return to its original state.After the cleansing was completed, the suspicious sand changed to ordinary sand.Suspicious sands with effective loot tables can be brushed out of items.A new crop block can be planted with a torch flower seeds.There are three growth stages, which become torch flowers when they are completely mature.If it is completely mature, the fire handle flower is dropped when it is destroyed;A new flower is a new flower.Can be used for synthetic orange dyes.It can be used to synthesize the stewed mysterious stew, giving players night vision effect.Can be placed in a flower pot.The item brush is used to clear the items of the brush.It is necessary to synthesize the feathers, copper ingots, and wooden sticks in the workpan to synthesize in turn.It consumes 1 durability when it is successfully brushed out.There is no actual effect on other blocks outside of suspicious sand.There are four types of pottery films, namely bow and arrow pattern, armbandic pattern, treasure pattern and skull pattern.

♥

Unable to synthesize and can only be obtained by brushing suspicious sand.New items such as forging templates can be used to decorate armor and forged alloy equipment, and use it on the forging platform.Consume a forging template at a time.It cannot be synthesized directly, but in the workpan, you can use 7 diamonds, 1 forging template, and 1 corresponding copy material to copy 1.There are 12 types in total (some types of armor patterns will be more rare):

TD> Black Stone
Category Name Getting pathway Corresponding copy of the materials
The lower alloy upgrade of the lower boundary The alloy upgrade of the lower boundary Boxer relics Xiajie Rock
Armor patterns Coastal armor decoration Roundstone
Sand Dune armor decoration The loot box of the desert temple sandstone
Eye helmets.TD> Ribs armor decoration The loot boxes of the lower border Xiajie Rock
Select armor decoration The loot box of the predator outpost Round Stone
Pig Nose Armor Fitting Fortress Rites Box
Tower armor decoration The loot box in the Mochi City Purple Block
Tide armor decoration Falling down after the death of ancient guardians Sea Crystal Stone
Annoying Ghost GhostArmor decoration The loot boxes of the forest land mansion Roundstone
Adventure armor decoration Ancient city of ancient citiesBattlefront box Deep plate of rockstone
Wilderlift armor decoration Temple of Jungle Temple Moss and stones
Swipe the strange eggs and added the sniffing beast to brush the eggs.A new seed of the torch flower seeds can be planted on the cultivated land.Can be obtained by sniffing beast excavation.Can be used to feed chickens and parrots.Win -friendly creature for biosioprotic beast MineCraft Live 2022 Biological voting belongs to friendly creatures and has a large body shape.There are 14 (

The copyright of the work belongs to the author. If it infringes upon your copyright, please contact us and this site will be deleted within 3 working days.

Warm reminder: Resist bad games, refuse pirated games, pay attention to self-protection, beware of being deceived, moderate games are good for the brain, addiction to games is harmful to the body, arrange your time reasonably, and enjoy a healthy life!

© Copyright © 2025-2035 Myriagame All Rights Reserved