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1.1.3
Release
create-schematic-compute 1.1.34 months ago 76
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Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Unavailable version
Changes
v1.1.3
- ✨ Add: 7 new node types (49→56) — OR Gate, GE (>=), LE (<=), ROUND (N decimals), Continuous Integrator, Acceleration, Gamepad Trigger 🇨🇳 新增:7 种节点(49→56) — 或门、大于等于、小于等于、保留N位小数、连续积分器、加速度、手柄扳机
- ✨ Add: IMAGE/IMAGE_SEQUENCE rotation input — signal-driven rotation with rotation scale param + per-axis moveScale (X/Y) + invertX/invertY toggles 🇨🇳 新增:IMAGE/IMAGE_SEQUENCE 旋转输入 — 信号驱动旋转(旋转倍率参数)+ 分轴移动倍率 + X/Y反转切换
- ✨ Add: T_FLIPFLOP edit panel — configurable default on/off state toggle 🇨🇳 新增:T 触发器编辑区 — 可配置默认开/关切换
- ✨ Add: i18n support — ~130 new translation keys for node edit panels, pin labels, toolbar buttons, toggles (zh_cn + en_us) 🇨🇳 新增:多语言支持 — 约 130 个新翻译键覆盖节点编辑区、引脚标签、工具栏按钮、切换按钮
- 🐛 Fix: GAMEPAD_BUTTON binding — moved capture from event-driven keyPressed() to frame-polling with edge detection; now works with mapping software 🇨🇳 修复:手柄按键绑定 — 从事件驱动改为帧轮询+上升沿检测,现在配合映射软件也能正常工作
- 🐛 Fix: Gamepad trigger clamp — trigger axes clamped to [0,1] for phone/Bluetooth gamepads reporting [-1,1] 🇨🇳 修复:手柄扳机钳制 — 扳机轴钳制到 [0,1],兼容手机蓝牙手柄的 [-1,1] 范围
- 🐛 Fix: IMAGE_SEQUENCE frame display — 3D renderer now reads frame input pin and selects correct frame 🇨🇳 修复:图像序列帧显示 — 3D 渲染器现在读取帧输入引脚并选择对应帧
- 🐛 Fix: Monitor display rotation — center-based rotation with correct direction matching GUI preview 🇨🇳 修复:全息显示器旋转 — 中心基轴旋转,方向与 GUI 预览一致
- 🐛 Fix: Double checkmark on toggle buttons — removed duplicate ✔ from i18n strings 🇨🇳 修复:切换按钮双勾号 — 移除 i18n 字符串中重复的 ✔
- ⚡ Perf: Acceleration computation — uses pure float trig instead of JOML object allocations; no GC stutter on sable structures 🇨🇳 性能:加速度计算 — 纯浮点三角函数替代 JOML 对象分配,sable 结构无 GC 卡顿
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:
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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:1bUvJALH:k7G8KwAQ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:1bUvJALH:k7G8KwAQ"
}

