关于本日志 本日志由 ProjectXero 维护,记录 Minecraft 携带版与基岩版命令语法的变更。
希望催更的可联系维护者,并且附上你想更新版本的正版 Android 版本安装包或 Split-Apk 压缩包。
目前最新版本的命令列表可参阅最新版本命令列表 。
中国版的版本号与国际版的版本对照表可参阅中国版所对应的国际版一览 。
此日志不收录未在 Android 平台上发布的版本。此外还有部分版本由于一些原因没有记录,参见下方本日志未记录的版本 。
1.2 以下版本有部分命令未被记录,因为部分命令对 WebSocket 服务器 不可见。
本列表以 CC BY-SA 4.0 协议发布。
目前本日志包含的最新版本:
正式版(Release) : 1.21.23.01
预览版(Preview): 1.21.40.20
上次更新日期: 2024/9/11 15:35
1.21 1.21.40.20 effect
命令支持 infinite
持续时间。
1 /effect <player: target> <effect: Effect> infinite [amplifier: int] [hideParticles: Boolean]
effect
命令支持清除指定的效果。
1 /effect <player: target> clear [effect: Effect]
schedule
命令支持 clear
一系列子命令。
1 2 3 /schedule clear <function: filepath> /schedule on_area_loaded clear function <function: filepath> /schedule on_area_loaded clear tickingarea <name: string> [function: filepath]
camera
命令支持 entity_offset
子命令。(需要启用特定实验性玩法)
1 2 3 4 /camera <players: target> set <preset: string> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
1.21.30.22 reload
命令添加 reload_all
参数。
1 /reload [all: reload_all]
1.21.20.22 camera
命令支持 remove_target
、target_entity
与 target_center_offset
子命令。(需要启用特定实验性玩法)
1 2 3 /camera <players: target> remove_target /camera <players: target> target_entity <entity: target> /camera <players: target> target_entity <entity: target> target_center_offset <xTargetCenterOffset: float> <yTargetCenterOffset: float> <zTargetCenterOffset: float>
1.21.10.23 spreadplayers
命令添加 maxHeight
参数。
1 /spreadplayers <x: value> <z: value> <spreadDistance: float> <maxRange: float> <victim: target> [maxHeight: value]
1.21.10.22 camera
命令支持 view_offset
子命令。(需要启用特定实验性玩法)
1 2 /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float> /camera <players: target> set <preset: string> view_offset <xViewOffset: float> <yViewOffset: float>
移除 volumearea
命令。
1.20 1.20.80.23 hud
命令无需启用特定实验性玩法。
1.20.60.23 添加 hud
命令。(需要启用特定实验性玩法)
1 /hud <target: target> <visible: HudVisibility> [hud_element: HudElement]
1.20.50.21 recipe
命令启用教育版选项时后再次可用。
1.20.40.24 recipe
命令启用教育版选项时不再可用。
1.20.40.23 recipe
命令启用教育版选项后也可用。
1.20.20.22 camera
命令无需启用特定实验性玩法。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 /camera <players: target> clear /camera <players: target> fade /camera <players: target> fade color <red: int> <green: int> <blue: int> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> color <red: int> <green: int> <blue: int> /camera <players: target> set <preset: string> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> facing <lookAtEntity: target> /camera <players: target> set <preset: string> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> pos <position: x y z> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value>
1.20.20.21 recipe
命令无需启用特定实验性玩法。(启用教育版选项时除外)
1 2 /recipe give <victim: target> <recipe: string> /recipe take <victim: target> <recipe: string>
1.20.20.20 scriptevent
命令无需启用特定实验性玩法。
1 /scriptevent <messageId: string> <message: message>
更改 recipe
命令的参数顺序。(需要启用特定实验性玩法且不开启教育版选项)
1 2 /recipe give <victim: target> <recipe: string> /recipe take <victim: target> <recipe: string>
1.20.10.23 camera
命令支持 facing
子命令。(需要启用特定实验性玩法)
1 2 3 4 5 6 7 8 /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> facing <lookAtEntity: target> /camera <players: target> set <preset: string> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtPosition: x y z>
1.20.10.21 添加 recipe
命令。(需要启用特定实验性玩法且不开启教育版选项)
1 2 /recipe <victim: target> give <recipe: string> /recipe <victim: target> take <recipe: string>
1.20.10.20 camera
命令中的颜色参数改为整数形式。(需要启用特定实验性玩法)
1 2 /camera <players: target> fade color <red: int> <green: int> <blue: int> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> color <red: int> <green: int> <blue: int>
1.20.0.22 添加 camera
命令。(需要启用特定实验性玩法)
1 2 3 4 5 6 7 8 9 10 11 12 13 /camera <players: target> clear /camera <players: target> fade /camera <players: target> fade color <red: float> <green: float> <blue: float> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> color <red: float> <green: float> <blue: float> /camera <players: target> set <preset: string> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> pos <position: x y z> /camera <players: target> set <preset: string> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value>
1.19 1.19.80.22 添加 gametest
命令的 runsetuntilfail
子命令与 stopall
子命令。
1 2 /gametest runsetuntilfail [tag: string] [rotationSteps: int] /gametest stopall
1.19.80.21 clone
命令中方块状态变为可选。
1 /clone <begin: x y z> <end: x y z> <destination: x y z> filtered <cloneMode: CloneMode> <tileName: Block> [blockStates: block states]
为部分方块状态相关的命令添加了省略方块状态的用法。
1 2 3 /fill <from: x y z> <to: x y z> <tileName: Block> [oldBlockHandling: FillMode] /fill <from: x y z> <to: x y z> <tileName: Block> replace [replaceTileName: Block] [replaceBlockStates: block states] /setblock <position: x y z> <tileName: Block> [replace|destroy|keep]
为了和省略方块状态的用法相区分,将冲突的用法中的方块状态改为必需。
1 2 /fill <from: x y z> <to: x y z> <tileName: Block> <blockStates: block states> [oldBlockHandling: FillMode] /setblock <position: x y z> <tileName: Block> <blockStates: block states> [replace|destroy|keep]
添加 inputpermission
命令。
1 2 /inputpermission query <targets: target> <permission: permission> [state: state] /inputpermission set <targets: target> <permission: permission> <state: state>
移除 teleport
命令在传送自身至指定实体的用法中的 checkForBlocks
参数。
1 2 /teleport <destination: target> /tp <destination: target>
1.19.80.20 summon
命令支持 facing
用法。
1 2 /summon <entityType: EntityType> [spawnPos: x y z] facing <lookAtEntity: target> [spawnEvent: string] [nameTag: string] /summon <entityType: EntityType> [spawnPos: x y z] facing <lookAtPosition: x y z> [spawnEvent: string] [nameTag: string]
1.19.70.23 再次添加 summon
命令的 yRot
与 xRot
参数。
1 /summon <entityType: EntityType> [spawnPos: x y z] [yRot: value] [xRot: value] [spawnEvent: string] [nameTag: string]
1.19.70.21 移除方块数据值相关用法。
1 2 3 4 5 6 /clone <begin: x y z> <end: x y z> <destination: x y z> filtered <cloneMode: CloneMode> <tileName: Block> <tileData: int> /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <data: int> [chainedCommand: ExecuteChainedOption_0] /fill <from: x y z> <to: x y z> <tileName: Block> <tileData: int> replace [replaceTileName: Block] [replaceDataValue: int] /fill <from: x y z> <to: x y z> <tileName: Block> [tileData: int] [oldBlockHandling: FillMode] /setblock <position: x y z> <tileName: Block> [tileData: int] [replace|destroy|keep] /testforblock <position: x y z> <tileName: Block> [dataValue: int]
script
命令在无脚本加载时再次可用。(无需 启用特定实验性玩法)
1.19.60.26 script
命令在无脚本加载时再次可用。(需要 启用特定实验性玩法)
1.19.60.22 添加 scriptevent
命令。(需要启用特定实验性玩法)
1 /scriptevent <messageId: string> <message: message>
1.19.50.23 execute
命令的新用法无需启用特定实验性玩法。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <blockStates: block states> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <data: int> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> blocks <begin: x y z> <end: x y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> entity <target: target> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> <operation: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> matches <range: integer range> [chainedCommand: ExecuteChainedOption_0] /execute align <axes: string> <chainedCommand: ExecuteChainedOption_0> /execute anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0> /execute as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute at <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute facing <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute facing entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0> /execute in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0> /execute positioned <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute positioned as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0> /execute rotated as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute run <command: command>
1.19.40.23 暂时移除 summon
命令的 yRot
与 xRot
参数。
添加 execute
命令的 anchored
子命令与 in
子命令。(需要启用特定实验性玩法)
1 2 /execute anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0> /execute in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
1.19.40.22 gametest
命令无需启用特定实验性玩法。
1 2 3 4 5 6 7 8 /gametest clearall /gametest create <testName: string> [width: int] [height: int] [depth: int] /gametest pos /gametest run <testName: string> <stopOnFailure: Boolean> <repeatCount: int> [rotationSteps: int] /gametest run <testName: string> [rotationSteps: int] /gametest runset [tag: string] [rotationSteps: int] /gametest runthese /gametest runthis
1.19.40.21 summon
命令支持 yRot
与 xRot
参数。
1 /summon <entityType: EntityType> [spawnPos: x y z] [yRot: value] [xRot: value] [spawnEvent: string] [nameTag: string]
添加 execute
命令的 align
子命令与 facing
子命令。(需要启用特定实验性玩法)
1 2 3 /execute align <axes: string> <chainedCommand: ExecuteChainedOption_0> /execute facing <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute facing entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
script
命令不再在无脚本加载时可用。(需要启用特定实验性玩法)
1.19.40.20 添加 loot
命令的 replace block
目标。
1 2 3 4 /loot replace block <position: x y z> slot.container <slotId: int> <count: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> <count: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> loot <loot_table: string> [<tool>|mainhand|offhand: string]
添加 execute
命令的 rotated
子命令。(需要启用特定实验性玩法)
1 2 /execute rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0> /execute rotated as <origin: target> <chainedCommand: ExecuteChainedOption_0>
1.19.30.22 添加 script
命令 watchdog
子命令的 exportstats
用法。(需要启用特定实验性玩法)
1 /script watchdog exportstats
1.19.30.20 移除 locate
命令的旧版语法。
1 /locate <feature: Structure> [useNewChunksOnly: Boolean]
structure
命令支持 waterlogged
参数。
1 2 /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [animationMode: StructureAnimationMode] [animationSeconds: float] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string] /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string]
1.19.10.23 更改 locate
命令的语法。
1 2 3 /locate <feature: Structure> [useNewChunksOnly: Boolean] /locate biome <biome: Biome> /locate structure <structure: Structure> [useNewChunksOnly: Boolean]
1.19.10.20 execute
命令改为子命令链调用形式。(需要启用特定实验性玩法)
1 2 3 4 5 6 7 8 9 10 11 12 /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <blockStates: block states> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <data: int> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> blocks <begin: x y z> <end: x y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> entity <target: target> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> <operation: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> matches <range: integer range> [chainedCommand: ExecuteChainedOption_0] /execute as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute at <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute positioned <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute positioned as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute run <command: command>
1.19.0.30 添加 script
命令的 profiler
子命令(需要启用特定实验性玩法)。
1 2 /script profiler start /script profiler stop
1.19.0.28 添加 loot
命令的 replace entity
目标。
1 2 3 4 /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> loot <loot_table: string> [<tool>|mainhand|offhand: string]
1.19.0.20(主版本更新) 更改 gametest
命令的测试枚举类型(需要启用特定实验性玩法)。
1 2 3 /gametest run <testName: string> <stopOnFailure: Boolean> <repeatCount: int> [rotationSteps: int] /gametest run <testName: string> [rotationSteps: int] /gametest runset [tag: string] [rotationSteps: int]
script
命令 debugger
子命令的 host
与 port
参数改为可选(需要启用特定实验性玩法)。
1 /script debugger connect [host: string] [port: int]
1.18 1.18.30.20 添加 loot
命令的 insert
目标。
1 2 /loot insert <position: x y z> kill <entity: target> [<tool>|mainhand|offhand: string] /loot insert <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
1.18.20.27 暂时移除 placefeature
命令。
1 2 /placefeature <featureName: Features> [position: x y z] /placefeature <featureRule: featureRules> [position: x y z]
移除 gametest
命令 clearall
子命令的 radius
参数(需要启用特定实验性玩法)。
1.18.20.25 添加 placefeature
命令。
1 2 /placefeature <featureName: Features> [position: x y z] /placefeature <featureRule: featureRules> [position: x y z]
1.18.20.21 添加 loot
命令的 give
目标。
1 2 /loot give <players: target> kill <entity: target> [<tool>|mainhand|offhand: string] /loot give <players: target> loot <loot_table: string> [<tool>|mainhand|offhand: string]
tickingarea
支持 preload
子命令与 preload
参数。
1 2 3 4 /tickingarea add <from: x y z> <to: x y z> [name: string] [preload: Boolean] /tickingarea add circle <center: x y z> <radius: int> [name: string] [preload: Boolean] /tickingarea preload <name: string> [preload: Boolean] /tickingarea preload <position: x y z> [preload: Boolean]
添加 volumearea
命令(需要启用特定实验性玩法)。
1 2 3 4 5 /volumearea add <identifier: string> <from: x y z> <to: x y z> [name: string] /volumearea list [all-dimensions: VolumeAreaAllDimensions] /volumearea remove <name: string> /volumearea remove <position: x y z> /volumearea remove_all
1.18.10.26 添加 damage
命令。
1 2 /damage <target: target> <amount: int> <cause: DamageCause> entity <damager: target> /damage <target: target> <amount: int> [cause: DamageCause]
1.18.10.24 添加 loot
命令的 kill
来源。
1 /loot spawn <position: x y z> kill <entity: target> [<tool>|mainhand|offhand: string]
1.18.10.21 重新添加 loot
命令。
1 /loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
1.18.0.22 暂时移除 loot
命令。
1 /loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
1.18.0.21 添加 loot
命令。
1 /loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
1.18.0.20(主版本更新) testforblock
支持 blockStates
参数,用于设置方块状态。
1 /testforblock <position: x y z> <tileName: Block> [blockStates: block states]
1.17 1.17.30.23 添加 script
命令与 debugger
子命令(需要启用特定实验性玩法)。
1 2 3 /script debugger close /script debugger connect <host: string> <port: int> /script debugger listen <port: int>
1.17.30.22 locate
命令支持 useNewChunksOnly
参数,用于设置是否仅定位在未生成的区块的结构。
1 /locate <feature: Feature> [useNewChunksOnly: Boolean]
1.17.20.23 particle
命令的 position
参数改为可选。
1 /particle <effect: string> [position: x y z]
1.17.10.22 添加 dialogue
命令。
1 2 /dialogue change <npc: target> <sceneName: string> [players: target] /dialogue open <npc: target> <player: target> [sceneName: string]
1.17.0.50(主版本更新) 调整命令展示先后顺序。
1.16 1.16.230.50 将 gametest
命令的 runall
子命令重命名为 runset
子命令(需要启用特定实验性玩法)。
1 /gametest runset [tag: GameTestTag] [rotationSteps: int]
1.16.220.50 gametest
命令支持 stopOnFailure
与 repeatCount
参数(需要启用特定实验性玩法)。
1 /gametest run <testName: GameTestName> <stopOnFailure: Boolean> <repeatCount: int> [rotationSteps: int]
1.16.210.60 添加 gametest
命令(需要启用特定实验性玩法)。
1 2 3 4 5 6 7 /gametest runthis /gametest run <testName: GameTestName> [rotationSteps: int] /gametest runall [tagTag: GameTestTag] [rotationSteps: int] /gametest clearall [radius: int] /gametest pos /gametest create <testName: string> [width: int] [height: int] [depth: int] /gametest runthese
1.16.210.58 移除 mixer
命令。
1 2 3 /mixer <stop: string> /mixer <scene: string> <sceneName: string> /mixer <start: string> <version: int> [shareCode: string]
1.16.210.54 添加 camerashake
的 stop
子命令。
1 /camerashake stop [player: target]
重新添加 mixer
命令。(已在1.16.210.58中移除)
1 2 3 /mixer <stop: string> /mixer <scene: string> <sceneName: string> /mixer <start: string> <version: int> [shareCode: string]
添加 structure
命令的 delete
子命令。
1 /structure delete <name: string>
1.16.210.53 clone
、fill
与 setblock
命令支持方块状态参数。
1 2 3 4 /clone <begin: x y z> <end: x y z> <destination: x y z> filtered <cloneMode: CloneMode> <tileName: Block> <blockStates: block states> /fill <from: x y z> <to: x y z> <tileName: Block> [blockStates: block states] [oldBlockHandling: FillMode] /fill <from: x y z> <to: x y z> <tileName: Block> <blockStates: block states> replace [replaceTileName: Block] [replaceBlockStates: block states] /setblock <position: x y z> <tileName: Block> [blockStates: block states] [replace|destroy|keep]
暂时移除 mixer
命令。
1.16.100.60 structure
命令支持 animationMode
与 animationSeconds
参数,用于设置加载结构时的动画。
1 /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [animationMode: StructureAnimationMode] [animationSeconds: float] [includeEntities: Boolean] [includeBlocks: Boolean] [integrity: float] [seed: string]
animationMode
的值
动画类型
block_by_block
逐个方块加载
layer_by_layer
逐层加载
1.16.100.59 camerashake
支持 shakeType
参数,用于设置摇晃的类型。
1 /camerashake add <player: target> [intensity: float] [seconds: float] [shakeType: CameraShakeType]
shakeType
的值
摇晃类型
positional
(原来的行为)平移镜头摇晃
rotational
旋转镜头摇晃
添加 schedule
命令。
1 2 3 /schedule on_area_loaded add <from: x y z> <to: x y z> <function: filepath> /schedule on_area_loaded add circle <center: x y z> <radius: int> <function: filepath> /schedule on_area_loaded add tickingarea <name: string> <function: filepath>
1.16.100.58 添加 music
命令。
1 2 3 4 /music queue <trackName: string> [volume: float] [fadeSeconds: float] [repeatMode: MusicRepeatMode] /music play <trackName: string> [volume: float] [fadeSeconds: float] [repeatMode: MusicRepeatMode] /music stop [fadeSeconds: float] /music volume <volume: float>
1.16.100.57 添加 camerashake
命令。
1 /camerashake add <player: target> [intensity: float] [seconds: float]
添加 clearspawnpoint
命令。
1 /clearspawnpoint [player: target]
添加 event
命令。
1 /event entity <target: target> <eventName: string>
1.16.100.54 添加 fog
命令。
1 2 /fog <victim: target> push <fogId: string> <userProvidedId: string> /fog <victim: target> <mode: delete> <userProvidedId: string>
1.16.100.52 添加 playanimation
命令。
1 /playanimation <entity: target> <animation: string> [next_state: string] [blend_out_time: float] [stop_expression: string] [controller: string]
添加 ride
命令。
1 2 3 4 5 /ride <riders: target> start_riding <ride: target> [teleportRules: TeleportRules] [howToFill: FillType] /ride <riders: target> stop_riding /ride <rides: target> evict_riders /ride <rides: target> summon_rider <entityType: EntityType> [spawnEvent: string] [nameTag: string] /ride <riders: target> summon_ride <entityType: EntityType> [rideRules: RideRules] [spawnEvent: string] [nameTag: string]
添加 structure
命令。
1 2 3 /structure save <name: string> <from: x y z> <to: x y z> [saveMode: StructureSaveMode] /structure save <name: string> <from: x y z> <to: x y z> [includeEntities: Boolean] [saveMode: StructureSaveMode] [includeBlocks: Boolean] /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [includeEntities: Boolean] [includeBlocks: Boolean] [integrity: float] [seed: string]
1.16.0.57 添加 kick
命令。
1 /kick <name: target> <reason: message>
replaceitem
支持 oldItemHandling
参数,用于设置旧物品的处理方式。
1 2 /replaceitem block <position: x y z> slot.container <slotId: int> <oldItemHandling: ReplaceMode> <itemName: Item> [amount: int] [data: int] [components: json] /replaceitem entity <target: target> <slotType: EntityEquipmentSlot> <slotId: int> <oldItemHandling: ReplaceMode> <itemName: Item> [amount: int] [data: int] [components: json]
oldItemHandling
的值
旧物品的处理方式
destroy
(原来的行为)直接替换为目标物品
keep
如果目标格子被占据,则不替换该格内的物品
移除 videostream
与 videostreamaction
命令。
1 2 /videostream <serverUri: string> <screenshotSendFrequency: value> /videostream <serverUri: string> <screenshotSendFrequency: value> <desiredResolutionX: int> <desiredResolutionY: int>
1.13 1.13.0.18 优化 summon
生成命名生物的命令语法。
1 2 /summon <entityType: EntityType> [spawnPos: x y z] [spawnEvent: string] [nameTag: string] /summon <entityType: EntityType> <nameTag: string> [spawnPos: x y z]
1.13.0.13 优化命令语法描述。
1.13.0.9 summon
命令支持 nameTag
参数,用于生成命名的实体。(1.13.0.18中修改语法,移除 named
标志符)
1 2 /summon <entityType: EntityType> [spawnPos: x y z] [spawnEvent: string] [named: string] /summon <entityType: EntityType> named <nameTag: string> [spawnPos: x y z]
function
不再支持内部预定义函数调用。
1 /function <name: string>
1.13.0.1(主版本更新) teleport
(别名 tp
)支持 checkForBlocks
参数,用于设置是否检查区块已加载。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 /teleport <destination: x y z> [true|false] /teleport <destination: x y z> [yRot: value] [xRot: value] [true|false] /teleport <destination: x y z> facing <lookAtPosition: x y z> [true|false] /teleport <destination: x y z> facing <lookAtEntity: target> [true|false] /teleport <victim: target> <destination: x y z> [yRot: value] [xRot: value] [true|false] /teleport <victim: target> <destination: x y z> [true|false] /teleport <victim: target> <destination: x y z> facing <lookAtPosition: x y z> [true|false] /teleport <victim: target> <destination: x y z> facing <lookAtEntity: target> [true|false] /teleport <destination: target> [true|false] /teleport <victim: target> <destination: target> [true|false] /tp <destination: x y z> [true|false] /tp <destination: x y z> [yRot: value] [xRot: value] [true|false] /tp <destination: x y z> facing <lookAtPosition: x y z> [true|false] /tp <destination: x y z> facing <lookAtEntity: target> [true|false] /tp <victim: target> <destination: x y z> [yRot: value] [xRot: value] [true|false] /tp <victim: target> <destination: x y z> [true|false] /tp <victim: target> <destination: x y z> facing <lookAtPosition: x y z> [true|false] /tp <victim: target> <destination: x y z> facing <lookAtEntity: target> [true|false] /tp <destination: target> [true|false] /tp <victim: target> <destination: target> [true|false]
1.12 1.12.0.2(主版本更新) summon
命令支持 spawnEvent
参数,用于设置生成实体的实体事件。
1 /summon <entityType: EntityType> [spawnPos: x y z] [spawnEvent: string]
videostream
命令支持 desiredResolutionX
与 desiredResolutionY
参数,用于设置截屏分辨率。(该命令已在1.16.0.57中移除)
1 /videostream <serverUri: string> <screenshotSendFrequency: value> <desiredResolutionX: int> <desiredResolutionY: int>
1.11 1.11.0.5 移除 worldage
命令。
1 2 3 /worldage add <amount: int> /worldage set <amount: int> /worldage query
1.11.0.3 添加 mobevent
命令。
1 /mobevent <minecraft:pillager_patrols_event|minecraft:wandering_trader_event|events_enabled> [true|false]
1.11.0.1(主版本更新) 添加 worldage
命令。(已在1.11.0.5中移除)
1 2 3 /worldage add <amount: int> /worldage set <amount: int> /worldage query
1.10 1.10.0.3(主版本更新) 添加 videostream
与 videostreamaction
命令。(已在1.16.0.57中移除)
1 2 /videostream <serverUri: string> <screenshotSendFrequency: value> /videostreamaction <none|close>
优化部分命令语法描述。
1.9 1.9.0.3 优化 function
命令语法描述。
1.9.0.2 添加 tag
命令。
1 2 /tag <entity: target> <add|remove> <name: string> /tag <entity: target> list
添加 titleraw
命令。
1 2 3 4 /titleraw <player: target> clear /titleraw <player: target> reset /titleraw <player: target> <title|subtitle|actionbar> <raw json titleText: json> /titleraw <player: target> times <fadeIn: int> <stay: int> <fadeOut: int>
1.9.0.0(主版本更新) 添加 tellraw
命令。
1 /tellraw <target: target> <raw json message: json>
1.8 1.8.0.10 添加 function
命令。
1 2 /function <name: unknown> /function <name: string>
1.8.0.8(主版本更新) 添加 particle
与 reload
命令。
1 2 /particle <effect: string> <position: x y z> /reload
优化 gamerule
命令的语法。
1 2 /gamerule <rule: string> [true|false] /gamerule <rule: string> [value: int]
1.7 1.7.0.2(主版本更新) 添加 scoreboard
命令。
1 2 3 4 5 6 7 8 9 10 11 /scoreboard objectives add <objective: string> dummy [displayName: string] /scoreboard objectives remove <objective: string> /scoreboard objectives list /scoreboard objectives setdisplay <list|sidebar> [objective: string] [ascending|descending] /scoreboard objectives setdisplay belowname [objective: string] /scoreboard players list [playername: target] /scoreboard players reset <player: target> [objective: string] /scoreboard players test <player: target> <objective: string> <min: wildcard int> [max: wildcard int] /scoreboard players random <player: target> <objective: string> <min: int> <max: int> /scoreboard players <add|remove|set> <player: target> <objective: string> <count: int> /scoreboard players operation <targetName: target> <targetObjective: string> <operation: operator> <selector: target> <objective: string>
1.5 1.5.0.4 添加 ability
等 5 个用法(需启用教育版选项)。
1 2 3 4 5 /ability <player: target> <mayfly|mute|worldbuilder> <true|false> /ability <player: target> [mayfly|mute|worldbuilder] /immutableworld [true|false] /wb /worldbuilder
1.4 1.2.14.2 gamerule
命令支持设置整型游戏规则。
1 /gamerule maxcommandchainlength [value: int]
1.2 1.2.5.12 添加 mixer
命令。(已在1.16.210.58中移除)
1 2 3 /mixer <stop: string> /mixer <scene: string> <sceneName: string> /mixer <start: string> <version: int> [shareCode: string]
1.2.0.18 移除 detect
命令,同时重新加入 execute
命令的 detect
模式。
1 2 /detect <position: x y z> <block: Block> <data: int> <command: command> /execute <origin: target> <position: x y z> detect <detectPos: x y z> <block: Block> <data: int> <command: command>
1.2.0.2(主版本更新) 添加 alwaysday
等 14 个用法。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 /alwaysday [true|false] /connect <serverUri: text> /daylock [true|false] /detect <position: x y z> <block: Block> <data: int> <command: command> /tickingarea add <from: x y z> <to: x y z> [name: string] /tickingarea add circle <center: x y z> <radius: int> [name: string] /tickingarea remove <position: x y z> /tickingarea remove <name: string> /tickingarea remove_all /tickingarea list [all-dimensions] /tp <destination: x y z> facing <lookAtPosition: x y z> /tp <destination: x y z> facing <lookAtEntity: target> /tp <victim: target> <destination: x y z> facing <lookAtPosition: x y z> /tp <victim: target> <destination: x y z> facing <lookAtEntity: target>
移除 execute
的 detect
模式。
1 /execute <origin: target> <position: x y z> <detect: string> <detectPos: x y z> <detectBlock: string> <detectData: int> <command: string>
移除 executeasself
与 transferserver
命令。
1 2 /executeasself <command: string> /transferserver <server: string> <port: int>
整理 gamerule
命令的用法,并移除对设置整型游戏规则的支持。
1 2 /gamerule /gamerule <rule: BoolGameRule> [true|false]
clone
等命令支持枚举类型参数。
1.1 1.1.0.3 添加 setmaxplayers
命令。
1 /setmaxplayers <maxPlayers: int>
1.1.0.0(主版本更新) 整理 fill
命令的用法。
1 2 /fill <from: x y z> <to: x y z> <tileName: string> <tileData: int> <oldBlockHandling: string> <replaceTileName: string> <replaceDataValue: int> /fill <from: x y z> <to: x y z> <tileName: string> [tileData: int] [oldBlockHandling: string]
give
命令与 replaceitem
命令支持 components
参数,用于设置获得物品的物品组件。
1 2 3 /give <player: target> <itemName: string> [amount: int] [data: int] [components: components] /replaceitem <block: string> <position: x y z> <slotType: string> <slotId: int> <itemName: string> [amount: int] [data: int] [components: components] /replaceitem <entity: string> <target: target> <slotType: string> <slotId: int> <itemName: string> [amount: int] [data: int] [components: components]
1.0 1.0.5.3
由于 1.0.5.3 未被记录,以下内容均为根据前后版本情况及相关新闻推测。
移除 particle
命令。
1.0.5.0
由于 1.0.5.0 未被记录,以下内容均为根据前后版本情况及相关新闻推测。
添加 clear
等 22 条用法。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 /clear [player: target] [itemName: string] [data: int] [maxCount: int] /difficulty <difficulty: int> /difficulty <difficulty: string> /effect <player: target> <clear: string> /effect <player: target> <effect: string> [seconds: int] [amplifier: int] [hideParticles: bool] /gamerule <rule: string> <value: bool> /gamerule <rule: string> <value: int> /gamerule [rule: string] /me <action: string> /particle <name: string> <position: x y z> <size: x y z> <speed: float> [count: int] /playsound <sound: string> <player: target> [position: x y z] [volume: float] [pitch: float] [minimumVolume: float] /replaceitem <block: string> <position: x y z> <slotType: string> <slotId: int> <itemName: string> [amount: int] [data: int] /replaceitem <entity: string> <target: target> <slotType: string> <slotId: int> <itemName: string> [amount: int] [data: int] /spreadplayers <x: rotation> <z: rotation> <spreadDistance: float> <maxRange: float> <victim: target> /stopsound <player: target> [sound: string] /testfor <victim: target> /title <player: target> <actionbar: string> <titleText: string> /title <player: target> <clear: string> /title <player: target> <reset: string> /title <player: target> <subtitle: string> <titleText: string> /title <player: target> <times: string> <fadeIn: int> <stay: int> <fadeOut: int> /title <player: target> <title: string> <titleText: string>
1.0.3.0 添加 transferserver
命令。(已在1.2.0.2中移除)
1 /transferserver <server: string> <port: int>
1.0.0.1 更改 tp
命令的 x-rot
与 y-rot
参数的类型。
1 2 /tp <destination: x y z> [y-rot: rotation] [x-rot: rotation] /tp <victim: target> <destination: x y z> [y-rot: rotation] [x-rot: rotation]
1.0.0.0 移除 list
命令的 details
参数。
重新加入 locate
命令。
summon
命令的 spawnPos
参数变为可选。
1 /summon <entityType: string> [spawnPos: x y z]
0.17.0.2 移除 locate
命令。
0.17.0.1(主版本更新) 将 execute
省略目标实体的用法独立为 executeasself
命令。(已在1.2.0.2中移除)
1 /executeasself <command: string>
添加 locate
命令。
1 /locate <feature: string>
0.16 0.15.90.8 添加 enchant
命令。
1 2 /enchant <player: target> <enchantmentId: int> [level: int] /enchant <player: target> <enchantmentName: string> [level: int]
0.15.90.7 移除 clearfixedinv
与 setfixedinvslot
命令。
移除 give
省略玩家的用法。
1 /give <itemName: string> [amount: int] [data: int]
0.15.90.0(主版本更新) 添加 clearfixedinv
等 38 条用法。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 /clearfixedinv /clone <begin: x y z> <end: x y z> <destination: x y z> [maskMode: string] [cloneMode: string] [tileName: string] [tileData: int] /deop <player: target> /execute <command: string> /execute <origin: target> <position: x y z> <command: string> /execute <origin: target> <position: x y z> <detect: string> <detectPos: x y z> <detectBlock: string> <detectData: int> <command: string> /fill <from: x y z> <to: x y z> <tileName: string> [tileData: int] [oldBlockHandling: string] [replaceTileName: string] [replaceDataValue: int] /gamemode <gameMode: int> [player: target] /gamemode <gameMode: string> [player: target] /give <itemName: string> [amount: int] [data: int] /give <player: target> <itemName: string> [amount: int] [data: int] /help <command: string> /help [page: int] /kill [target: target] /list [details: string] /op <player: target> /say <message: string> /setblock <position: x y z> <tileName: string> [tileData: int] [oldBlockHandling: string] /setfixedinvslot <fixedinvslotnum: int> <itemName: string> [data: int] /setworldspawn [spawnPoint: x y z] /spawnpoint [player: target] [spawnPos: x y z] /summon <entityType: string> <spawnPos: x y z> /tell <recipient: target> <message: string> /testforblock <position: x y z> <tileName: string> [dataValue: int] /testforblocks <begin: x y z> <end: x y z> <destination: x y z> [mode: string] /time add <amount: int> /time query <time: string> /time set <time: int> /time set <time: string> /toggledownfall /tp <destination: target> /tp <destination: x y z> [y-rot: int] [x-rot: int] /tp <victim: target> <destination: target> /tp <victim: target> <destination: x y z> [y-rot: int] [x-rot: int] /weather <type: string> [duration: int] /wsserver <serverUri: string> /xp <amount: int> <player: target> /xp <amount: int>L <player: target>
最新版本命令列表 版本:1.21.40.20
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 /? <page: int> /? [command: CommandName] /alwaysday [lock: Boolean] /camera <players: target> clear /camera <players: target> fade /camera <players: target> fade color <red: int> <green: int> <blue: int> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> /camera <players: target> fade time <fadeInSeconds: float> <holdSeconds: float> <fadeOutSeconds: float> color <red: int> <green: int> <blue: int> /camera <players: target> set <preset: string> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> [default: default] /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> facing <lookAtEntity: target> /camera <players: target> set <preset: string> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> pos <position: x y z> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtEntity: target> /camera <players: target> set <preset: string> pos <position: x y z> facing <lookAtPosition: x y z> /camera <players: target> set <preset: string> pos <position: x y z> rot <xRot: value> <yRot: value> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> /camerashake add <player: target> [intensity: float] [seconds: float] [shakeType: CameraShakeType] /camerashake stop [player: target] /clear [player: target] [itemName: Item] [data: int] [maxCount: int] /clearspawnpoint [player: target] /clone <begin: x y z> <end: x y z> <destination: x y z> [maskMode: MaskMode] [cloneMode: CloneMode] /clone <begin: x y z> <end: x y z> <destination: x y z> filtered <cloneMode: CloneMode> <tileName: Block> [blockStates: block states] /connect <serverUri: text> /damage <target: target> <amount: int> <cause: DamageCause> entity <damager: target> /damage <target: target> <amount: int> [cause: DamageCause] /daylock [lock: Boolean] /deop <player: target> /dialogue change <npc: target> <sceneName: string> [players: target] /dialogue open <npc: target> <player: target> [sceneName: string] /difficulty <difficulty: Difficulty> /difficulty <difficulty: int> /effect <player: target> <effect: Effect> [seconds: int] [amplifier: int] [hideParticles: Boolean] /effect <player: target> <effect: Effect> infinite [amplifier: int] [hideParticles: Boolean] /effect <player: target> clear [effect: Effect] /enchant <player: target> <enchantmentId: int> [level: int] /enchant <player: target> <enchantmentName: Enchant> [level: int] /event entity <target: target> <eventName: string> /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> <blockStates: block states> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> block <position: x y z> <block: Block> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> blocks <begin: x y z> <end: x y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> entity <target: target> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> <operation: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0] /execute <subcommand: Option_If_Unless> score <target: target> <objective: string> matches <range: integer range> [chainedCommand: ExecuteChainedOption_0] /execute align <axes: string> <chainedCommand: ExecuteChainedOption_0> /execute anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0> /execute as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute at <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute facing <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute facing entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0> /execute in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0> /execute positioned <position: x y z> <chainedCommand: ExecuteChainedOption_0> /execute positioned as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0> /execute rotated as <origin: target> <chainedCommand: ExecuteChainedOption_0> /execute run <command: command> /fill <from: x y z> <to: x y z> <tileName: Block> <blockStates: block states> [oldBlockHandling: FillMode] /fill <from: x y z> <to: x y z> <tileName: Block> <blockStates: block states> replace [replaceTileName: Block] [replaceBlockStates: block states] /fill <from: x y z> <to: x y z> <tileName: Block> [oldBlockHandling: FillMode] /fill <from: x y z> <to: x y z> <tileName: Block> replace [replaceTileName: Block] [replaceBlockStates: block states] /fog <victim: target> <mode: delete> <userProvidedId: string> /fog <victim: target> push <fogId: string> <userProvidedId: string> /function <name: filepath> /gamemode <gameMode: GameMode> [player: target] /gamemode <gameMode: int> [player: target] /gamerule /gamerule <rule: BoolGameRule> [value: Boolean] /gamerule <rule: IntGameRule> [value: int] /gametest clearall /gametest create <testName: string> [width: int] [height: int] [depth: int] /gametest pos /gametest run <testName: string> <stopOnFailure: Boolean> <repeatCount: int> [rotationSteps: int] /gametest run <testName: string> [rotationSteps: int] /gametest runset [tag: string] [rotationSteps: int] /gametest runsetuntilfail [tag: string] [rotationSteps: int] /gametest runthese /gametest runthis /gametest stopall /give <player: target> <itemName: Item> [amount: int] [data: int] [components: json] /help <page: int> /help [command: CommandName] /hud <target: target> <visible: HudVisibility> [hud_element: HudElement] /inputpermission query <targets: target> <permission: permission> [state: state] /inputpermission set <targets: target> <permission: permission> <state: state> /kick <name: target> <reason: message> /kill [target: target] /list /locate biome <biome: Biome> /locate structure <structure: string> [useNewChunksOnly: Boolean] /loot give <players: target> kill <entity: target> [<tool>|mainhand|offhand: string] /loot give <players: target> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot insert <position: x y z> kill <entity: target> [<tool>|mainhand|offhand: string] /loot insert <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> <count: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> <count: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace block <position: x y z> slot.container <slotId: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> kill <entity: target> [<tool>|mainhand|offhand: string] /loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> loot <loot_table: string> [<tool>|mainhand|offhand: string] /loot spawn <position: x y z> kill <entity: target> [<tool>|mainhand|offhand: string] /loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string] /me <message: message> /mobevent <event: MobEvent> [value: Boolean] /msg <target: target> <message: message> /music play <trackName: string> [volume: float] [fadeSeconds: float] [repeatMode: MusicRepeatMode] /music queue <trackName: string> [volume: float] [fadeSeconds: float] [repeatMode: MusicRepeatMode] /music stop [fadeSeconds: float] /music volume <volume: float> /op <player: target> /particle <effect: string> [position: x y z] /playanimation <entity: target> <animation: string> [next_state: string] [blend_out_time: float] [stop_expression: string] [controller: string] /playsound <sound: string> [player: target] [position: x y z] [volume: float] [pitch: float] [minimumVolume: float] /recipe give <player: target> <recipe: string> /recipe take <player: target> <recipe: string> /reload [all: reload_all] /replaceitem block <position: x y z> slot.container <slotId: int> <itemName: Item> [amount: int] [data: int] [components: json] /replaceitem block <position: x y z> slot.container <slotId: int> <oldItemHandling: ReplaceMode> <itemName: Item> [amount: int] [data: int] [components: json] /replaceitem entity <target: target> <slotType: EntityEquipmentSlot> <slotId: int> <itemName: Item> [amount: int] [data: int] [components: json] /replaceitem entity <target: target> <slotType: EntityEquipmentSlot> <slotId: int> <oldItemHandling: ReplaceMode> <itemName: Item> [amount: int] [data: int] [components: json] /ride <riders: target> start_riding <ride: target> [teleportRules: TeleportRules] [howToFill: FillType] /ride <riders: target> stop_riding /ride <riders: target> summon_ride <entityType: EntityType> [rideRules: RideRules] [spawnEvent: string] [nameTag: string] /ride <rides: target> evict_riders /ride <rides: target> summon_rider <entityType: EntityType> [spawnEvent: string] [nameTag: string] /say <message: message> /schedule clear <function: filepath> /schedule on_area_loaded add <from: x y z> <to: x y z> <function: filepath> /schedule on_area_loaded add circle <center: x y z> <radius: int> <function: filepath> /schedule on_area_loaded add tickingarea <name: string> <function: filepath> /schedule on_area_loaded clear function <function: filepath> /schedule on_area_loaded clear tickingarea <name: string> [function: filepath] /scoreboard objectives add <objective: string> dummy [displayName: string] /scoreboard objectives list /scoreboard objectives remove <objective: string> /scoreboard objectives setdisplay <list|sidebar> [objective: string] [ascending|descending] /scoreboard objectives setdisplay belowname [objective: string] /scoreboard players <set|add|remove> <player: target> <objective: string> <count: int> /scoreboard players list [playername: target] /scoreboard players operation <targetName: target> <targetObjective: string> <operation: operator> <selector: target> <objective: string> /scoreboard players random <player: target> <objective: string> <min: int> <max: int> /scoreboard players reset <player: target> [objective: string] /scoreboard players test <player: target> <objective: string> <min: wildcard int> [max: wildcard int] /script debugger close /script debugger connect [host: string] [port: int] /script debugger listen <port: int> /script profiler start /script profiler stop /script watchdog exportstats /scriptevent <messageId: string> <message: message> /setblock <position: x y z> <tileName: Block> <blockStates: block states> [replace|destroy|keep] /setblock <position: x y z> <tileName: Block> [replace|destroy|keep] /setmaxplayers <maxPlayers: int> /setworldspawn [spawnPoint: x y z] /spawnpoint [player: target] [spawnPos: x y z] /spreadplayers <x: value> <z: value> <spreadDistance: float> <maxRange: float> <victim: target> [maxHeight: value] /stopsound <player: target> [sound: string] /structure delete <name: string> /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [animationMode: StructureAnimationMode] [animationSeconds: float] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string] /structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string] /structure save <name: string> <from: x y z> <to: x y z> [includeEntities: Boolean] [saveMode: StructureSaveMode] [includeBlocks: Boolean] /structure save <name: string> <from: x y z> <to: x y z> [saveMode: StructureSaveMode] /summon <entityType: EntityType> <nameTag: string> [spawnPos: x y z] /summon <entityType: EntityType> [spawnPos: x y z] [yRot: value] [xRot: value] [spawnEvent: string] [nameTag: string] /summon <entityType: EntityType> [spawnPos: x y z] facing <lookAtEntity: target> [spawnEvent: string] [nameTag: string] /summon <entityType: EntityType> [spawnPos: x y z] facing <lookAtPosition: x y z> [spawnEvent: string] [nameTag: string] /tag <entity: target> <add|remove> <name: string> /tag <entity: target> list /teleport <destination: target> /teleport <destination: x y z> [checkForBlocks: Boolean] /teleport <destination: x y z> [yRot: value] [xRot: value] [checkForBlocks: Boolean] /teleport <destination: x y z> facing <lookAtEntity: target> [checkForBlocks: Boolean] /teleport <destination: x y z> facing <lookAtPosition: x y z> [checkForBlocks: Boolean] /teleport <victim: target> <destination: target> [checkForBlocks: Boolean] /teleport <victim: target> <destination: x y z> [checkForBlocks: Boolean] /teleport <victim: target> <destination: x y z> [yRot: value] [xRot: value] [checkForBlocks: Boolean] /teleport <victim: target> <destination: x y z> facing <lookAtEntity: target> [checkForBlocks: Boolean] /teleport <victim: target> <destination: x y z> facing <lookAtPosition: x y z> [checkForBlocks: Boolean] /tell <target: target> <message: message> /tellraw <target: target> <raw json message: json> /testfor <victim: target> /testforblock <position: x y z> <tileName: Block> [blockStates: block states] /testforblocks <begin: x y z> <end: x y z> <destination: x y z> [masked|all] /tickingarea add <from: x y z> <to: x y z> [name: string] [preload: Boolean] /tickingarea add circle <center: x y z> <radius: int> [name: string] [preload: Boolean] /tickingarea list [all-dimensions: AllDimensions] /tickingarea preload <name: string> [preload: Boolean] /tickingarea preload <position: x y z> [preload: Boolean] /tickingarea remove <name: string> /tickingarea remove <position: x y z> /tickingarea remove_all /time add <amount: int> /time query <time: TimeQuery> /time set <amount: int> /time set <time: TimeSpec> /title <player: target> <title|subtitle|actionbar> <titleText: message> /title <player: target> clear /title <player: target> reset /title <player: target> times <fadeIn: int> <stay: int> <fadeOut: int> /titleraw <player: target> <titleLocation: TitleRawSet> <raw json titleText: json> /titleraw <player: target> clear /titleraw <player: target> reset /titleraw <player: target> times <fadeIn: int> <stay: int> <fadeOut: int> /toggledownfall /tp <destination: target> /tp <destination: x y z> [checkForBlocks: Boolean] /tp <destination: x y z> [yRot: value] [xRot: value] [checkForBlocks: Boolean] /tp <destination: x y z> facing <lookAtEntity: target> [checkForBlocks: Boolean] /tp <destination: x y z> facing <lookAtPosition: x y z> [checkForBlocks: Boolean] /tp <victim: target> <destination: target> [checkForBlocks: Boolean] /tp <victim: target> <destination: x y z> [checkForBlocks: Boolean] /tp <victim: target> <destination: x y z> [yRot: value] [xRot: value] [checkForBlocks: Boolean] /tp <victim: target> <destination: x y z> facing <lookAtEntity: target> [checkForBlocks: Boolean] /tp <victim: target> <destination: x y z> facing <lookAtPosition: x y z> [checkForBlocks: Boolean] /w <target: target> <message: message> /weather <clear|rain|thunder> [duration: int] /weather query /wsserver <serverUri: text> /xp <amount: int> [player: target] /xp <amount: int>L [player: target]
启用教育版选项后还会添加以下命令语法:
1 2 3 4 5 /ability <player: target> <ability: Ability> <value: Boolean> /ability <player: target> [ability: Ability] /immutableworld [value: Boolean] /wb /worldbuilder
启用实验性玩法“创作者相机:新的第三人称预设(Creator Cameras: New Third Person Presets)”后还会添加以下命令语法:
1 2 3 4 5 6 /camera <players: target> set <preset: string> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float> /camera <players: target> set <preset: string> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float> /camera <players: target> set <preset: string> view_offset <xViewOffset: float> <yViewOffset: float> /camera <players: target> set <preset: string> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
启用实验性玩法“创作者镜头:焦点目标镜头(Creator Cameras: Focus Target Camera)”后还会添加以下命令语法:
1 2 3 /camera <players: target> remove_target /camera <players: target> target_entity <entity: target> /camera <players: target> target_entity <entity: target> target_center_offset <xTargetCenterOffset: float> <yTargetCenterOffset: float> <zTargetCenterOffset: float>
中国版所对应的国际版一览
发布日期以 TapTap 平台与 AppStore 的数据为准,仅统计正式版
中国版版本
发布日期
对应国际版版本
2.1.5.162567
2022-04-15
1.17.3.0.0
2.0.0.153450
2022-01-21
1.17.2.0.0
1.25.5.146956
2021-11-18
1.16.203.2.0
1.24.5.141220
2021-09-17
1.16.202.2.0
1.23.5.129766
2021-06-29
1.16.201.2.0
1.22.10.122057
2021-04-04
1.16.12.2.0
1.21.5.115731
2021-01-27
1.16.10.2.0
1.20.5.109731
2020-11-26
1.14.32.0.0
1.19.10.105182
2020-09-21
1.14.31.0.0
1.18.10.99153
2020-07-16
1.14.30.0.0
1.17.5.91142
2020-04-28
1.13.4.0.0
1.16.5.84547
2020-01-15
1.13.3.0.0
1.15.0.75495
2019-10-08
1.12.0.28.1
1.14.0.68012
2019-07-03
1.11.4.2
1.13.0.64213
2019-05-10
1.9.1.15
1.12.4.60355
2019-04-03
1.9.0.15
1.11.0.55312
2019-01-23
1.8.1.1
1.10.0.52467
2018-12-19
1.7.0.13
1.8.0.47903
2018-09-26
1.6.2.0
1.7.0.45722
2018-08-08
1.5.2.0
1.6.1.43535
2018-07-05
1.4.1.5
1.0.0.35545
2018-01-24
1.2.5.50
在此之前的版本
2017-11-23
1.1.3.52
本日志未记录的版本
版本
未包含原因
1.0.5.0
启动后程序崩溃
1.0.5.3
启动后程序崩溃
1.8.0.8
打开聊天界面后程序崩溃
1.12.0.27
无法进入游戏主界面
1.12.0.28
无法进入游戏主界面
1.16.200.54
进入主界面后程序崩溃