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7.1.4
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7.1.4(2026-09-13) 新增:虚空神心(终极方案) •三项主属性全部满级(镐子材质 6 / 骨头伤害 41 / 法杖法强 30)后,所有遗物融入秘法核心,核心化为「虚空神心」。 •权能:免疫一切非玩家来源伤害 · 双向处决(斩杀线 = 目标自身最大生命的 120%)· 持续飞行 · 永久夜视 / 再生 II / 急迫 II。 •继承:骨甲全属性(护甲 +200 / 韧性 +20 / 抗击退 25%)+ 三系法术强度 +30 + 骨头 / 法杖 / 镐子 / 骨斧技能全部继承,标签栏逐条列出技能介绍。 •穿戴判定:护甲栏任意槽位或饰品栏(含法术书槽)均可;护甲继承与超限转化必须穿戴才生效,脱下即失效。 •命中生物落下一道观赏雷(不点火、不破坏、不烧掉落物);击杀抢夺固定 15 级。 •移动速度:常态移动 = 原版疾跑速度(属性 0.13)、疾跑 ×1.2、飞行速度 0.05 → 0.1,均可在配置文件中调整。 新增:融合演出与「一键成神」 •演出全长约 35 秒:缓缓升空 10 格 → 三层螺旋火焰漩涡全开 → 30 道环雷沿最外层火环顺时针绕满一整圈(第 10 / 20 / 30 道附雷声与爆闪)→ 脚下爆炸炸出半径 5 格巨坑 → 三道天罚依次劈在玩家身上 → 巨坑以 5 格半径整体基岩化。 •全程锁定悬浮与掉落距离,不会中途坠落摔伤;雷电全部为纯观赏,不点火不破坏;爆炸采用手工开挖 + 爆炸音效粒子,不生成真实爆炸实体,不炸伤生物、不吞掉落物。 •巨坑基岩化只作用于坑壁一层,坑内留空——可站在坑底,也能直接飞离,不会把玩家活埋。 •创造模式「一键成神」:发放页最下一行按钮,每点一次发放一颗神心并重放整场演出,可反复使用;纯演出模式,绝不消耗或改写背包与身上的遗物。 新增:六章任务数据 · 原版成就 · 任务书《骨与火》 •自研任务数据(可编辑 JSON)六章按曲线推进,进度阈值为 0 / 5% / 15% / 35% / 65% / 100%。 •每章发放经验与大量材料,至少够升 5 级;升级界面新增「一键满级」按钮(创造模式)。 •新增原版成就(advancements)共 6 章,达成时按原版风格提示。 •任务书《骨与火》:完整故事 + 章节页 + 特性页,书目双页翻面布局,章节进度实时同步。 新增:法杖毁灭模式 •持有虚空神心后可切换火球模式:毁灭模式 = 1 个 TNT 效果(可破坏方块 / 点燃 TNT / 点燃地面)。 •切换按钮位于法杖升级页,避开原有按钮不重叠;模式开关遍历到法术书饰品槽,穿在饰品栏也能切换。 调整:开局礼包改为「初始基础款」(2026-09-13 实机反馈)—— 新档进世界不再直接发放满级遗物,改为发放初始等级:无尽铁镐(效率 I / 时运 I)、战利品骨头(基础数值)、遗物骨甲(基础材质)、秘法核心(初始等级)。满级仍可通过升级、创造模式「一键满级」或 /relic grant max 获得;开局仍不发放骨斧。 修复(7.1.4) •击杀抢夺完全失效(含骨头自带的抢夺)——根因:处决走 Entity.kill(),伤害源为 genericKill(无击杀者),战利品上下文取不到 KILLER_ENTITY。现改为 DamageSources.playerAttack 结算(击杀归属玩家),掉落、经验、死亡消息一并恢复。 •Mixin 无限递归导致 StackOverflowError 崩服务端 tick —— 改为原生 isOf 判定,反汇编复核 0 自调用。 •角色中文名与提示全部显示原始键 —— zh_cn.json 为非法 JSON(第 37 行未闭合、.10 缺键、.11 重复),已修复并补齐英文,中英键集合完全一致。 •超限转化不生效:护甲值漏算神心 +200 —— 服务端与客户端同步计入。 •移动速度重复叠加(存档属性残留)—— 施加前净化 void_heart_* 修饰器,并在去重清理中豁免疾跑压制修饰器。 •神心识别依赖静态字段不可靠 —— 改按注册 id 判定(护甲形态 / 法术书形态)+ 全容器扫描。 •法杖模式开关遍历不到法术书饰品栏 —— 扫描覆盖全部槽容器。 •落雷吞掉落物 —— 雷电改纯观赏(setCosmetic)。 •两名神心持有者互相打不出伤害 —— 来袭者亦持心时放行原版结算。 •客户端界面改写栈 NBT —— 新增只读判定 isRelicReadOnly 供客户端使用,服务端旧档修补语义不变。 •armorSource 为死配置、ensureArmorCapRaised() 从未被调用 —— 删除死配置;护甲属性上限抬升接回 initialize()。 工程与性能 适配与验证 7.1.4 (English) •New: Void Heart (Ultimate Plan) — once all three main attributes are maxed (pickaxe material 6 / bone damage 41 / wand spell power 30), every relic fuses into the Arcane Core and it becomes the Void Heart. •Powers: immunity to all non-player damage · two-way execution (threshold = 120% of the target's own max health) · permanent flight · night vision · Regeneration II · Haste II. •Inheritance: full bone-armor stats (+200 armor / +20 toughness / 25% knockback resistance), +30 to all three spell-power schools, plus every bone / wand / pickaxe / bone-axe skill, each listed in the tooltip. •Equip rules: any armor slot or a trinket slot (including the spell-book slot); armor inheritance and overcap conversion apply only while worn. •Hits spawn a cosmetic lightning bolt (no fire, no block damage, no burned drops); kills grant a fixed Looting 15. •Movement: walking equals vanilla sprint speed (attribute 0.13), sprinting 1.2x, flight speed 0.05 to 0.1 — all configurable. •New: Fusion Cinematic and One-Click Ascension — about 35 seconds: rise 10 blocks, three-layer spiral flame vortex, 30 lightning bolts clockwise around the outer flame ring (bolts 10/20/30 carry thunder and a flash), a ground explosion that carves a 5-block-radius crater, three final strikes on the player, then the crater is converted to bedrock. •The player is hover-locked the whole time (no fall damage); all lightning is cosmetic; the explosion is a manual carve with real explosion sound and particles, so it never harms mobs or consumes dropped items; the bedrock conversion only lines the crater walls, leaving the interior open so the player is never buried. •Creative-only One-Click Ascension button on the grant page: each click grants a heart and replays the whole show, repeatable; spectacle mode never touches the inventory. •New: six-chapter task data (thresholds 0 / 5% / 15% / 35% / 65% / 100%), each chapter rewarding XP and materials; vanilla advancements for all six chapters; a One-Click Max button in creative mode. •New: the Bone and Fire guide book with the full story, chapter page and feature page in a two-page book layout. •New: wand destructive mode (1 TNT-equivalent fireball that breaks blocks, ignites TNT and sets fire), toggled from the wand upgrade page. Change: starter relics are now granted at base level (2026-09-13) — a fresh world no longer starts with maxed relics; the pack hands out initial-tier items instead (Endless Pickaxe Efficiency I / Fortune I, Trophy Bone base stats, base-material Bone Armor, base-level Arcane Core). Maxed relics remain obtainable through upgrades, the creative One-Click Max button, or /relic grant max. •Fixes: kill looting was entirely broken (including the bone's own looting) because execution used Entity.kill() (genericKill carries no attacker, so the loot context had no KILLER_ENTITY) — executions now resolve through DamageSources.playerAttack, restoring drops, XP and death messages. •Mixin recursion (StackOverflowError) fixed with a native isOf check, verified by disassembly; the Chinese language file was invalid JSON (unterminated string, missing .10 key, duplicated .11) and is now valid with English filled in and both locales matching key-for-key. •Overcap conversion now counts the heart's +200 armor on both sides; movement speed no longer stacks from stale save modifiers; heart detection uses registry ids instead of static fields; the wand mode switch reaches trinket slots; lightning no longer destroys drops; two Void Heart holders can damage each other again; client-side stack NBT writes removed via a read-only predicate; the dead armorSource option was deleted and ensureArmorCapRaised() is now actually called. •Engineering: heart tick work throttled (5-tick state sampling, 10-tick attribute refresh), the finale's block work is chunked (256 blocks per tick) with a reused BlockPos.Mutable, probes are opt-in via -Dbonefire.probe, build dependencies moved into the project's libs\ folder, third-party mixin targets set to require = 0, and 10 dead methods plus 20 unused constants were removed.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:twemquR6:p0qt2wwV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:twemquR6:p0qt2wwV"
}

