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) :
1.21.131.1 - 预览版(Preview):
26.0.27
camera 命令支持 attach_to_entity 与 detach_from_entity 子命令。(需要启用特定实验性玩法)
/camera <players: target> play_spline <name: string>
添加 packstack 命令。
/packstack <stackType: stackType> [verbose: verbose] [exclude-vanilla: exclude-vanilla]
camera 命令支持 attach_to_entity 与 detach_from_entity 子命令。(需要启用特定实验性玩法)
/camera <players: target> attach_to_entity <entity: target>
/camera <players: target> detach_from_entity
camera 命令的 fov_clear 与 fov_set 子命令无需启用特定实验性玩法。
/camera <players: target> fov_clear [fovEaseTime: float] [fovEaseType: Easing]
/camera <players: target> fov_set <fov_value: float> [fovEaseTime: float] [fovEaseType: Easing]
camera 命令的 fov_clear 与 fov_set 子命令添加 fovEaseTime 与 fovEaseType 参数。(需要启用特定实验性玩法)
/camera <players: target> fov_clear [fovEaseTime: float] [fovEaseType: Easing]
/camera <players: target> fov_set <fov_value: float> [fovEaseTime: float] [fovEaseType: Easing]
camera 命令支持 fov_clear 与 fov_set 子命令。(需要启用特定实验性玩法)
/camera <players: target> fov_clear
/camera <players: target> fov_set <fov_value: float>
controlscheme 命令无需启用特定实验性玩法。
/controlscheme <players: target> clear
/controlscheme <players: target> set <control scheme: controlscheme>
place jigsaw 与 place structure 子命令添加 liquidSettings 参数。
/place jigsaw <pool: filepath> <jigsawTarget: string> <maxDepth: int> [pos: x y z] [keepJigsaws: Boolean] [includeEntities: Boolean] [liquidSettings: LiquidSettings]
/place structure <structure: string> [pos: x y z] [ignoreStartHeight: Boolean] [keepJigsaws: Boolean] [includeEntities: Boolean] [liquidSettings: LiquidSettings]
添加 controlscheme 命令。(需要启用特定实验性玩法)
/controlscheme <players: target> clear
/controlscheme <players: target> set <control scheme: controlscheme>
camera 命令的 entity_offset 与 view_offset 子命令可以与 ease 子命令一同使用。
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> 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> ease <easeTime: float> <easeType: Easing> view_offset <xViewOffset: float> <yViewOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
place jigsaw 与 place structure 子命令无需启用特定实验性玩法。
/place jigsaw <pool: filepath> <jigsawTarget: string> <maxDepth: int> [pos: x y z] [keepJigsaws: Boolean] [includeEntities: Boolean]
/place structure <structure: string> [pos: x y z] [ignoreStartHeight: Boolean] [keepJigsaws: Boolean] [includeEntities: Boolean]
aimassist 命令无需启用特定实验性玩法。
/aimassist <players: target> clear
/aimassist <players: target> set [x angle: float] [y angle: float] [max distance: float] [target mode: AimAssistTargetMode] [preset id: string]
place feature 与 place featurerule 子命令无需启用特定实验性玩法。
/place feature <feature: features> [position: x y z]
/place featurerule <featurerule: featureRules> [position: x y z]
移除 set_movement_authority 命令。
camera 命令的 remove_target、target_entity 与 target_center_offset 子命令无需启用特定实验性玩法。
/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>
script 命令添加 diagnostics startcapture 与 diagnostics stopcapture 子命令。
/script diagnostics startcapture
/script diagnostics stopcapture
loot 命令的 mine 来源无需启用特定实验性玩法。
/loot give <players: target> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot insert <position: x y z> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace block <position: x y z> slot.container <slotId: int> <count: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace block <position: x y z> slot.container <slotId: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot spawn <position: x y z> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
添加 place feature 与 place featurerule 子命令。(需要启用特定实验性玩法)
/place feature <feature: features> [position: x y z]
/place featurerule <featurerule: featureRules> [position: x y z]
place jigsaw 与 place structure 子命令添加 includeEntities 参数。(需要启用特定实验性玩法)
/place jigsaw <pool: filepath> <jigsawTarget: string> <maxDepth: int> [pos: x y z] [keepJigsaws: Boolean] [includeEntities: Boolean]
/place structure <structure: string> [pos: x y z] [ignoreStartHeight: Boolean] [keepJigsaws: Boolean] [includeEntities: Boolean]
移除 script 命令的 watchdog exportstats 子命令。
添加 place jigsaw 与 place structure 子命令。(需要启用特定实验性玩法)
/place jigsaw <pool: filepath> <jigsawTarget: string> <maxDepth: int> [pos: x y z] [keepJigsaws: Boolean]
/place structure <structure: string> [pos: x y z] [ignoreStartHeight: Boolean] [keepJigsaws: Boolean]
添加 aimassist 命令。(需要启用特定实验性玩法)
/aimassist <players: target> clear
/aimassist <players: target> set [x angle: float] [y angle: float] [max distance: float] [target mode: AimAssistTargetMode] [preset id: string]
添加 set_movement_authority 命令。
/set_movement_authority <client|server>
添加 loot 命令的 mine 来源。(需要启用特定实验性玩法)
/loot give <players: target> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot insert <position: x y z> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace block <position: x y z> slot.container <slotId: int> <count: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace block <position: x y z> slot.container <slotId: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> <count: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
/loot spawn <position: x y z> mine <TargetBlockPosition: x y z> [<tool>|mainhand|offhand: string]
schedule 命令添加 delay 子命令。
/schedule delay add <function: filepath> <time: int> [replace|append]
/schedule delay add <function: filepath> <time: int>D [replace|append]
/schedule delay add <function: filepath> <time: int>S [replace|append]
/schedule delay add <function: filepath> <time: int>T [replace|append]
/schedule delay clear <function: filepath>
camera 命令的 entity_offset 与 view_offset 子命令无需启用特定实验性玩法。
/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>
effect 命令支持 infinite 持续时间。
/effect <player: target> <effect: Effect> infinite [amplifier: int] [hideParticles: Boolean]
effect 命令支持清除指定的效果。
/effect <player: target> clear [effect: Effect]
schedule 命令支持 clear 一系列子命令。
/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)
/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>
reload 命令添加 reload_all 参数。
/reload [all: reload_all]
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)
/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>
spreadplayers 命令添加 maxHeight 参数。
/spreadplayers <x: value> <z: value> <spreadDistance: float> <maxRange: float> <victim: target> [maxHeight: value]
camera 命令支持 view_offset 子命令。(需要启用特定实验性玩法)
/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。
hud 命令无需启用特定实验性玩法。
添加 hud 命令。(需要启用特定实验性玩法)
/hud <target: target> <visible: HudVisibility> [hud_element: HudElement]
recipe 命令启用教育版选项时后再次可用。
recipe 命令启用教育版选项时不再可用。
recipe 命令启用教育版选项后也可用。
camera 命令无需启用特定实验性玩法。
/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>
recipe 命令无需启用特定实验性玩法。(启用教育版选项时除外)
/recipe give <victim: target> <recipe: string>
/recipe take <victim: target> <recipe: string>
scriptevent 命令无需启用特定实验性玩法。
/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)
/recipe give <victim: target> <recipe: string>
/recipe take <victim: target> <recipe: string>
camera 命令支持 facing 子命令。(需要启用特定实验性玩法)
/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>
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)
/recipe <victim: target> give <recipe: string>
/recipe <victim: target> take <recipe: string>
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)
/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>
添加 camera 命令。(需要启用特定实验性玩法)
/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>
添加 gametest 命令的 runsetuntilfail 子命令与 stopall 子命令。
/gametest runsetuntilfail [tag: string] [rotationSteps: int]
/gametest stopall
clone 命令中方块状态变为可选。
/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。
/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。
/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。
/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。
/teleport <destination: target>
/tp <destination: target>
summon 命令支持 facing 用法。
/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]
再次添加 summon 命令的 yRot 与 xRot 参数。
/summon <entityType: EntityType> [spawnPos: x y z] [yRot: value] [xRot: value] [spawnEvent: string] [nameTag: string]
移除方块数据值相关用法。
/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)
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)
添加 scriptevent 命令。(需要启用特定实验性玩法)
/scriptevent <messageId: string> <message: message>
execute 命令的新用法无需启用特定实验性玩法。
/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>
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)
/execute anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
/execute in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
gametest 命令无需启用特定实验性玩法。
/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
summon 命令支持 yRot 与 xRot 参数。
/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)
/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)
添加 loot 命令的 replace block 目标。
/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)
/execute rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0>
/execute rotated as <origin: target> <chainedCommand: ExecuteChainedOption_0>
添加 script 命令 watchdog 子命令的 exportstats 用法。(需要启用特定实验性玩法)
/script watchdog exportstats
移除 locate 命令的旧版语法。
/locate <feature: Structure> [useNewChunksOnly: Boolean]
structure 命令支持 waterlogged 参数。
/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]
更改 locate 命令的语法。
/locate <feature: Structure> [useNewChunksOnly: Boolean]
/locate biome <biome: Biome>
/locate structure <structure: Structure> [useNewChunksOnly: Boolean]
execute 命令改为子命令链调用形式。(需要启用特定实验性玩法)
/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>
添加 script 命令的 profiler 子命令(需要启用特定实验性玩法)。
/script profiler start
/script profiler stop
添加 loot 命令的 replace entity 目标。
/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]
更改 gametest 命令的测试枚举类型(需要启用特定实验性玩法)。
/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)。
/script debugger connect [host: string] [port: int]
添加 loot 命令的 insert 目标。
/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]
暂时移除 placefeature 命令。
/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)。
/gametest clearall
添加 placefeature 命令。
/placefeature <featureName: Features> [position: x y z]
/placefeature <featureRule: featureRules> [position: x y z]
添加 loot 命令的 give 目标。
/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。
/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)。
/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
添加 damage 命令。
/damage <target: target> <amount: int> <cause: DamageCause> entity <damager: target>
/damage <target: target> <amount: int> [cause: DamageCause]
添加 loot 命令的 kill 来源。
/loot spawn <position: x y z> kill <entity: target> [<tool>|mainhand|offhand: string]
重新添加 loot 命令。
/loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
暂时移除 loot 命令。
/loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
添加 loot 命令。
/loot spawn <position: x y z> loot <loot_table: string> [<tool>|mainhand|offhand: string]
testforblock 支持 blockStates 参数,用于设置方块状态。
/testforblock <position: x y z> <tileName: Block> [blockStates: block states]
添加 script 命令与 debugger 子命令(需要启用特定实验性玩法)。
/script debugger close
/script debugger connect <host: string> <port: int>
/script debugger listen <port: int>
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。
/locate <feature: Feature> [useNewChunksOnly: Boolean]
particle 命令的 position 参数改为可选。
/particle <effect: string> [position: x y z]
添加 dialogue 命令。
/dialogue change <npc: target> <sceneName: string> [players: target]
/dialogue open <npc: target> <player: target> [sceneName: string]
调整命令展示先后顺序。
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)。
/gametest runset [tag: GameTestTag] [rotationSteps: int]
gametest 命令支持 stopOnFailure 与 repeatCount 参数(需要启用特定实验性玩法)。
/gametest run <testName: GameTestName> <stopOnFailure: Boolean> <repeatCount: int> [rotationSteps: int]
添加 gametest 命令(需要启用特定实验性玩法)。
/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
移除 mixer 命令。
/mixer <stop: string>
/mixer <scene: string> <sceneName: string>
/mixer <start: string> <version: int> [shareCode: string]
添加 camerashake 的 stop 子命令。
/camerashake stop [player: target]
重新添加 命令。(已在1.16.210.58中移除)mixer
/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。
/structure delete <name: string>
clone、fill 与 setblock 命令支持方块状态参数。
/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。
structure 命令支持 animationMode 与 animationSeconds 参数,用于设置加载结构时的动画。
/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 |
camerashake 支持 shakeType 参数,用于设置摇晃的类型。
/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。
/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>
添加 music 命令。
/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>
添加 camerashake 命令。
/camerashake add <player: target> [intensity: float] [seconds: float]
添加 clearspawnpoint 命令。
/clearspawnpoint [player: target]
添加 event 命令。
/event entity <target: target> <eventName: string>
添加 fog 命令。
/fog <victim: target> push <fogId: string> <userProvidedId: string>
/fog <victim: target> <mode: delete> <userProvidedId: string>
添加 playanimation 命令。
/playanimation <entity: target> <animation: string> [next_state: string] [blend_out_time: float] [stop_expression: string] [controller: string]
添加 ride 命令。
/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。
/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]
添加 kick 命令。
/kick <name: target> <reason: message>
replaceitem 支持 oldItemHandling 参数,用于设置旧物品的处理方式。
/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。
/videostream <serverUri: string> <screenshotSendFrequency: value>
/videostream <serverUri: string> <screenshotSendFrequency: value> <desiredResolutionX: int> <desiredResolutionY: int>
优化 summon 生成命名生物的命令语法。
/summon <entityType: EntityType> [spawnPos: x y z] [spawnEvent: string] [nameTag: string]
/summon <entityType: EntityType> <nameTag: string> [spawnPos: x y z]
优化命令语法描述。
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)
/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。
/function <name: string>
teleport(别名 tp)支持 checkForBlocks 参数,用于设置是否检查区块已加载。
/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]
summon 命令支持 spawnEvent 参数,用于设置生成实体的实体事件。
/summon <entityType: EntityType> [spawnPos: x y z] [spawnEvent: string]
命令支持 videostreamdesiredResolutionX 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)
/videostream <serverUri: string> <screenshotSendFrequency: value> <desiredResolutionX: int> <desiredResolutionY: int>
移除 worldage 命令。
/worldage add <amount: int>
/worldage set <amount: int>
/worldage query
添加 mobevent 命令。
/mobevent <minecraft:pillager_patrols_event|minecraft:wandering_trader_event|events_enabled> [true|false]
添加 命令。(已在1.11.0.5中移除)worldage
/worldage add <amount: int>
/worldage set <amount: int>
/worldage query
添加 与 videostream 命令。(已在1.16.0.57中移除)videostreamaction
/videostream <serverUri: string> <screenshotSendFrequency: value>
/videostreamaction <none|close>
优化部分命令语法描述。
优化 function 命令语法描述。
添加 tag 命令。
/tag <entity: target> <add|remove> <name: string>
/tag <entity: target> list
添加 titleraw 命令。
/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>
添加 tellraw 命令。
/tellraw <target: target> <raw json message: json>
添加 function 命令。
/function <name: unknown>
/function <name: string>
添加 particle 与 reload 命令。
/particle <effect: string> <position: x y z>
/reload
优化 gamerule 命令的语法。
/gamerule <rule: string> [true|false]
/gamerule <rule: string> [value: int]
添加 scoreboard 命令。
/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>
添加 ability 等 5 个用法(需启用教育版选项)。
/ability <player: target> <mayfly|mute|worldbuilder> <true|false>
/ability <player: target> [mayfly|mute|worldbuilder]
/immutableworld [true|false]
/wb
/worldbuilder
gamerule 命令支持设置整型游戏规则。
/gamerule maxcommandchainlength [value: int]
添加 命令。(已在1.16.210.58中移除)mixer
/mixer <stop: string>
/mixer <scene: string> <sceneName: string>
/mixer <start: string> <version: int> [shareCode: string]
移除 detect 命令,同时重新加入 execute 命令的 detect 模式。
/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>
添加 alwaysday 等 14 个用法。
/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。
/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。
/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。
/gamerule
/gamerule <rule: BoolGameRule> [true|false]
clone 等命令支持枚举类型参数。
添加 setmaxplayers 命令。
/setmaxplayers <maxPlayers: int>
整理 fill 命令的用法。
/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。
/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]
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。
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。
/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>
添加 命令。(已在1.2.0.2中移除)transferserver
/transferserver <server: string> <port: int>
更改 tp 命令的 x-rot 与 y-rot 参数的类型。
/tp <destination: x y z> [y-rot: rotation] [x-rot: rotation]
/tp <victim: target> <destination: x y z> [y-rot: rotation] [x-rot: rotation]
移除 list 命令的 details 参数。
/list
重新加入 locate 命令。
summon 命令的 spawnPos 参数变为可选。
/summon <entityType: string> [spawnPos: x y z]
移除 locate 命令。
将 execute 省略目标实体的用法独立为 命令。(已在1.2.0.2中移除)executeasself
/executeasself <command: string>
添加 locate 命令。
/locate <feature: string>
添加 enchant 命令。
/enchant <player: target> <enchantmentId: int> [level: int]
/enchant <player: target> <enchantmentName: string> [level: int]
移除 clearfixedinv 与 setfixedinvslot 命令。
移除 give 省略玩家的用法。
/give <itemName: string> [amount: int] [data: int]
添加 clearfixedinv 等 38 条用法。
/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>
版本:26.0.27
/? <page: int>
/? [command: CommandName]
/aimassist <players: target> clear
/aimassist <players: target> set [x angle: float] [y angle: float] [max distance: float] [target mode: AimAssistTargetMode] [preset id: string]
/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> fov_clear [fovEaseTime: float] [fovEaseType: Easing]
/camera <players: target> fov_set <fov_value: float> [fovEaseTime: float] [fovEaseType: Easing]
/camera <players: target> remove_target
/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> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/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> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> rot <xRot: value> <yRot: value> view_offset <xViewOffset: float> <yViewOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> 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> ease <easeTime: float> <easeType: Easing> view_offset <xViewOffset: float> <yViewOffset: float>
/camera <players: target> set <preset: string> ease <easeTime: float> <easeType: Easing> view_offset <xViewOffset: float> <yViewOffset: float> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/camera <players: target> set <preset: string> entity_offset <xEntityOffset: float> <yEntityOffset: float> <zEntityOffset: float>
/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>
/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>
/camera <players: target> target_entity <entity: target>
/camera <players: target> target_entity <entity: target> target_center_offset <xTargetCenterOffset: float> <yTargetCenterOffset: float> <zTargetCenterOffset: float>
/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>
/controlscheme <players: target> clear
/controlscheme <players: target> set <control scheme: controlscheme>
/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 give <players: target> mine <TargetBlockPosition: x y z> [<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 insert <position: x y z> mine <TargetBlockPosition: x y z> [<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> <count: int> mine <TargetBlockPosition: x y z> [<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 block <position: x y z> slot.container <slotId: int> mine <TargetBlockPosition: x y z> [<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> <count: int> mine <TargetBlockPosition: x y z> [<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 replace entity <entity: target> <slotType: EntityEquipmentSlot> <slotId: int> mine <TargetBlockPosition: x y z> [<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]
/loot spawn <position: x y z> mine <TargetBlockPosition: x y z> [<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>
/packstack <stackType: stackType> [verbose: verbose] [exclude-vanilla: exclude-vanilla]
/particle <effect: string> [position: x y z]
/place feature <feature: features> [position: x y z]
/place featurerule <featurerule: featureRules> [position: x y z]
/place jigsaw <pool: filepath> <jigsawTarget: string> <maxDepth: int> [pos: x y z] [keepJigsaws: Boolean] [includeEntities: Boolean] [liquidSettings: LiquidSettings]
/place structure <structure: string> [pos: x y z] [ignoreStartHeight: Boolean] [keepJigsaws: Boolean] [includeEntities: Boolean] [liquidSettings: LiquidSettings]
/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 delay add <function: filepath> <time: int> [replace|append]
/schedule delay add <function: filepath> <time: int>D [replace|append]
/schedule delay add <function: filepath> <time: int>S [replace|append]
/schedule delay add <function: filepath> <time: int>T [replace|append]
/schedule delay 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 diagnostics startcapture
/script diagnostics stopcapture
/script profiler start
/script profiler stop
/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:
/ability <player: target> <ability: Ability> <value: Boolean>
/ability <player: target> [ability: Ability]
/immutableworld [value: Boolean]
/wb
/worldbuilder
启用创建者照相机的实验性功能(Experimental Creator Camera Features)后还会添加以下命令语法:
/camera <players: target> attach_to_entity <entity: target>
/camera <players: target> detach_from_entity
/camera <players: target> attach_to_entity <entity
发布日期以 TapTap 平台与 AppStore 的数据为准,仅统计正式版 待补充。
| 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 |
| 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 |
| 1.21.50.22 | 测试版发成正式版了 |