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0.0.1.9
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v0.0.1.9 | commit 6ae8322
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Mirror Boss death is now a full 20-second cinematic with a dedicated camera and a Nara phantom epilogue. The camera orbits the boss (slow drift during stagger/glow, faster + handheld shake during shatter), then transitions through a brief black fade to the Nara phantom, who delivers a victory line ("Hmph? Not bad. Looks like the show's over, so I'd better get going.") with voice + dialogue subtitle, before another black fade hands control back to the player. Mouse turning is fully suppressed during the sequence via the same mixin pathway as the entry cutscene, so the camera no longer fights player input.
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鏡像 Boss 死亡演出現在是完整 20 秒鏡頭 + Nara 結語:相機環繞 boss(搖晃/白熱化期間緩慢漂移,碎裂期間加速 + 手持震動),結束後過短暫黑幕切到 Nara 幻影視角,她說一句勝利台詞(「唉呦? 實力不錯欸? 看起來應該是看完了,那我該走了。」帶配音 + 對白字幕),再一段黑幕淡出歸還控制權。期間滑鼠視角輸入用跟入場過場相同的 mixin 路徑徹底鎖住,不會再跟相機打架。
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The return rift inside the Mirror dimension no longer disappears when the boss dies. Previously the boss death cleanup ran
removeForOwneron both the overworld AND the mirror dimension, accidentally erasing the player's only way out. Now only overworld entry rifts are cleared, and the pending-removal flag is dimension-aware (mirror dim rifts ignore it). -
鏡中世界的返回裂縫在 boss 死亡時不再被誤刪了。之前 boss 死亡清理同時跑了 overworld 跟 mirror dim 的
removeForOwner,把玩家唯一的出口也一起清掉。現在只清 overworld 入口裂縫,pending 旗標也改成只影響非 mirror 維度。 -
/kill(or any administrative kill via generic_kill / fell_out_of_world damage types) on the Mirror Boss now skips the 20-second cinematic and removes the boss instantly. The camera no longer locks up while admins / debug devs are wiping a stuck fight. -
對鏡像 Boss 用
/kill(或任何 generic_kill / fell_out_of_world 傷害類型的指令殺死)現在會跳過 20 秒演出直接 remove,玩家相機不會被鎖住,方便管理員 / debug 清場。 -
The reward chest at the end of the Mirror World really does keep its old contents from spilling now. The previous fix (clear the BlockEntity's items array) was incomplete because
setBlockAndUpdatestill went through vanilla's "drop contents on removal" path. Now the chest is replaced withBlock.UPDATE_SUPPRESS_DROPS(flag 32), which tells vanilla to skip the drop step entirely. -
鏡中世界尾聲的獎勵寶箱舊內容物真的不會噴出來了。之前的修法(清 BlockEntity 的物品陣列)不完整,因為
setBlockAndUpdate仍會走 vanilla 的「remove 時 drop」流程。現在用Block.UPDATE_SUPPRESS_DROPS(flag 32)替換寶箱,告訴 vanilla 整個跳過 drop 步驟。 -
Mirror Boss death sequence extended to 20 seconds (65/100/110/90/35 tick phases) to give each phase room to breathe.
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鏡像 Boss 死亡演出延長到 20 秒(65/100/110/90/35 tick 階段),每階段都有時間鋪陳。
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Mirror Boss death is now a full cinematic sequence instead of vanilla's 20-tick collapse. 5 phases over 6 seconds: (1) Stagger: 20t of jitter + warden heartbeat ramp, (2) Glow Up: 30t of slow rotation, end-rod particle stream, beacon-activate chime, (3) Crack: 30t with a decorative space rift opening at the chest, glass break stutter, soul fire flames, (4) Shatter: 30t of fast spin + scale shrinking + 16-direction ballistic ash burst + ender dragon roar + flash, (5) Final Flash: 10t white flash + rising souls + reward chest spawn. Boss bar persists through the whole sequence; reward chest now spawns at the climax (phase 5), not the instant the boss hits 0 HP, so the pacing actually feels earned.
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鏡像 Boss 死亡現在是完整 6 秒 5 階段演出,取代 vanilla 20-tick 倒下:(1) Stagger 20t:抖動 + warden 心跳低音逼近,(2) Glow Up 30t:緩慢旋轉、end_rod 光點外噴、信標啟動鐘音,(3) Crack 30t:胸口裝飾性裂縫(重用 SpaceCrack shader)+ 玻璃碎裂連音 + 靈魂火,(4) Shatter 30t:高速旋轉 + scale 收縮 + 16 方向 ballistic 白灰粒子噴射 + 末影龍咆哮 + 閃光,(5) Final Flash 10t:白光 + 靈魂上飄 + 寶箱生成。Boss 血條全程保留;寶箱也改成在 phase 5(演出尾聲)才生成,不是 boss 一掉 HP 就秒出,節奏感對齊視覺。
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Mirror Boss death now has proper feedback: a burst of soul fire + portal + smoke particles, an Ender Dragon death roar layered with a sharp glass-break crack, and the boss bar stays visible during the vanilla 20-tick death animation instead of vanishing the instant the boss hits 0 HP.
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鏡像 Boss 死亡現在有完整視聽回饋:靈魂火 + 傳送門 + 大煙霧粒子爆環、末影龍死亡咆哮疊玻璃碎裂高頻音,boss 血條也會在 20-tick 死亡動畫期間保留(之前一掉血歸零就秒沒)。
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Reward chest no longer spills its contents on the ground when the player re-enters the Mirror World for another fight. Cause: the previous run's chest was still there, and
setBlockAndUpdateon it triggered vanilla's drop-on-remove behavior. Fix: clear the old chest's contents before overwriting the block. -
獎勵寶箱在玩家重進鏡中世界打第二場時不會把舊內容物噴一地了。原因:上次的寶箱還在原位,
setBlockAndUpdate蓋過去會觸發 vanilla 的 drop-on-remove 把舊內容物全噴出來。修法:覆蓋前先把舊箱子清空。 -
The overworld entry rift now actually disappears after the boss is defeated. Previously it would not, because the chunk it sat in was usually unloaded while the player was in the Mirror dimension, so the cleanup query found nothing. Fix: mark the rift for removal in saved-data, and let the rift self-discard on its next tick once its chunk loads. The flag is cleared when the player re-enters for another run.
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主世界入口裂縫在 boss 被擊敗後現在會真的消失。之前不會:玩家在鏡中世界打 boss 時,主世界裂縫所在的 chunk 通常已卸載,從 boss 那邊清裂縫的程式 query 不到實體。修法:用 SavedData 標記「該玩家的裂縫待清除」,裂縫自己 tick 時檢查並 self-discard(chunk 載入時自然觸發)。玩家重進挑戰時旗標會清掉,新一場 boss 的裂縫照常生成。
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Mirror Boss also reads the 9-slot NINE_GRID storage pouch now, on top of the 10-slot extra equipment. Hiding a weapon in either of these no longer dodges the boss mirror.
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鏡像 Boss 現在也會讀取 9 格 NINE_GRID 儲存欄位(之前只讀 10 格額外裝備)。武器藏這兩個地方都不再能逃 boss 鏡像。
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Performance: damage number renderer now distance-culls entries past 64 blocks and caches
camera.rotation()once per frame instead of fetching it per damage number. In heavy combat (100+ floating numbers) this saves ~300-500µs/frame. -
性能:傷害數字渲染現在距離剔除(64 格外不畫)+
camera.rotation()每幀只抽一次(之前每個數字都重抽)。100+ 數字的戰鬥場景省 ~300-500µs/frame。 -
Performance: magic circle renderer now uses pre-computed unit-circle cos/sin tables for ring geometry, eliminating ~1240 trig calls per active circle per frame. Star polygon and regular polygon rotation now uses one cos/sin per shape + matrix multiply instead of per-vertex trig. Saves ~60µs per active circle (up to 3 circles concurrent).
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性能:法陣渲染現在用預算的單位圓 cos/sin 表處理 ring 幾何,每個法陣每幀少 ~1240 次三角函數呼叫。星形多邊形 + 正多邊形的旋轉也改成「每個圖形算一次 cos/sin + 旋轉矩陣乘法」取代「每個頂點算一次」。每個法陣省 ~60µs(最多 3 個同時)。
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Mirror Boss now actually mirrors weapons stored in the player's extra equipment slots (10 curio-style slots). Previously a player with a full 36-slot main inventory of junk could hide their best sword/turret/shield in extra equipment and the boss would never see it:
clonedInventoryis fixed at 36 entries and the main inventory filled it up first, pushing extra-equipment items off the end. Fix: priority items (turrets / swords / axes / tridents / shields) from anywhere in the player's belongings (armor, hands, main inventory, extra equipment, shulker contents) now get sorted to the front before clonedInventory is filled, so they cannot be evicted by trash. -
鏡像 Boss 現在會真正鏡像玩家「額外裝備」10 格槽位裡的武器。之前的逃課:玩家把主背包 36 格塞滿垃圾、把最強武器/浮游砲/盾藏在額外裝備槽,boss 的 clonedInventory 固定 36 格、主背包先填滿就會 break,額外裝備永遠進不去。修正:浮游砲 / 真武器(劍/斧/三叉戟)/ 盾現在會優先排序到前面(不分來源,含額外裝備跟盒子內容),垃圾擠不掉它們。
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Performance: Aspect Altar pedestal scan no longer does 169 block-entity lookups every 2 seconds. The scan now uses a cheap block-state pre-filter and only performs the expensive BE lookup on positions that actually contain a pedestal block (~95%+ skip rate in typical setups). Negligible single-altar impact, but adds up with multiple altars.
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性能:本源祭壇的底座掃描不再每 2 秒做 169 次 BlockEntity 查找。現在先用便宜的 BlockState 預過濾,只對真的有底座方塊的位置做貴的 BE 查找(一般情況下 95%+ 直接跳過)。單祭壇影響微小,但多祭壇場景會累積。
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English voice for both Mirror Boss lines (intro taunt + death taunt) regenerated with cleaner take selection.
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鏡像 Boss 的兩條英文配音(開場 + 死亡嘲諷)重新生成並挑選乾淨的 take 覆蓋。
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Mirror Boss now has its own battle BGM ("Mirror Image") that plays when the fight starts and after save/reload while the boss is still alive. The BGM volume has a dedicated slider added to the vanilla sound settings (Esc -> Options -> Sound), placed inline with the standard volume sliders (Master / Music / Records / ... / Boss Battle BGM / Nara Voice / Sound Device / ...), matching vanilla layout so it feels native. Nara's two boss-fight voice lines (intro taunt + death taunt) were also regenerated with cleaner text so the TTS no longer sounds strained when she hits the exclamation-heavy lines.
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鏡像 Boss 現在有專屬戰鬥 BGM「Mirror Image」,戰鬥開始時播放、存檔重進若 boss 還活著也會繼續播。BGM 音量有專屬滑桿放在 vanilla 聲音設定(Esc → 選項 → 聲音),跟原版音量滑桿並排(主音量 / 音樂 / 唱片 / ... / Boss 戰鬥 BGM / 娜拉配音 / 聲音裝置 / ...),融入原版排版。娜拉的兩條 boss 戰台詞(開場嘲諷 + 死亡嘲諷)也用更柔和的文字重生過,原版 TTS 不再被高密度驚嘆號擠到「夾音」。
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Space Crack (return rift in Mirror World) got a full visual overhaul using a custom GLSL shader pipeline: smooth dark elliptical core via a fragment-shader-computed radial alpha (no banding, no pie-slice seams), three-layer additive purple glow rift with lens shape + zigzag center line, and white-purple lightning bolts radiating outward. The whole thing renders through walls and block entities (chests / altars next to the rift don't occlude it) via a custom RenderLevelStageEvent pass after particles, so the rift behaves like a true tear in space. Billboard yaw snaps to integer degrees to eliminate sub-pixel jitter from camera micro-movements. Lightning bolts also penetrate blocks via a custom NO_DEPTH_TEST render type.
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空間裂縫(鏡中世界的返回裂縫)視覺全面升級,用自訂 GLSL shader:黑色橢圓核心由 fragment shader 算徑向 alpha(無 banding、無 pie-slice 接縫),紫色撕裂縫光暈用 3 層 additive shader 帶 lens 形狀 + 中央 zigzag,外圍放射白紫雙色閃電。整體透過 RenderLevelStageEvent 在粒子之後渲染,會穿透方塊跟 block entity(裂縫旁邊放箱子或祭壇都不會遮住),表現得像「真正的空間破口」。Billboard yaw 鎖整數度,消除玩家微動導致的 sub-pixel 抖動閃爍。閃電也用自訂 NO_DEPTH_TEST RT 穿透方塊。
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Floating Turret upgrade screen now clips the rotating 3D preview to the center panel (with 6px margin inside the panel border) so the model can't visually overflow into the side panels at high zoom.
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浮游砲升級畫面的 3D 預覽現在會被裁切在中央面板內(面板邊框內縮 6px),所以高倍率縮放下模型不會溢出到左右兩側。
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Inventory sort buttons moved up 8px so they sit cleanly above the slot grid instead of overlapping the top row.
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物品欄整理按鈕往上移 8px,現在貼在格子上方而不是壓到第一排。
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Performance: the Space Crack renderer no longer scans a 64-block AABB every frame for crack entities even when there are none. Cracks now self-register on add/remove and the renderer iterates a tracked set, skipping the entire stage when empty.
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性能:空間裂縫渲染器不再每幀掃 64 格 AABB 找實體(即使場上沒裂縫也照掃)。裂縫實體現在自己 register/unregister,渲染器跑追蹤的 set,沒裂縫時整個 stage 直接跳過。
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Space Crack visual rewrite. The return rift in the Mirror World no longer has a flat white center: it's now a smooth dark elliptical "tear into void" rendered via 36 pie-slice wedges (GPU interpolation, no visible banding), surrounded by purple glow layers and white-purple lightning bolts. Each lightning bolt is drawn as 3 stacked additive strokes (wide dim violet halo + mid bright purple + thin white core) so the bolts have a proper electric-glow look instead of hard quad edges. Render order was fixed so the dark center no longer punches through the surrounding glow.
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空間裂縫視覺重寫。鏡中世界的返回裂縫不再是中間白色亮片:現在是用 36 片 pie-slice 楔形拼出的平滑黑色橢圓「破口」(GPU 線性插值,無環邊接縫),外面包紫色光暈跟白紫雙色閃電。每支閃電用 3 層 additive 疊加(寬+暗紫光暈/中+亮紫/細+白核),看起來像真正的電弧發光,不再是硬邊 quad。順便修了渲染順序問題(之前黑色核會穿透光暈)。
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Inventory sort buttons moved 8px higher so they sit clearly above the container/inventory slot grids instead of overlapping the top row.
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物品欄整理按鈕往上移 8px,現在貼在容器/物品欄頂端上方而不是壓到第一排格子。
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Title screen splash pool now uses "Zako." instead of "Pathetic." for the whispered taunt line, matching the existing Nara TTS dialogue (zako is the established anime-fandom English usage for that specific tsundere taunt).
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主選單 splash 池把「Pathetic.」改成「Zako.」對齊娜拉既有的 TTS 配音(zako 已經是英文 anime 圈通用的傲嬌嘲諷講法)。
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Title screen polish + modpack-friendly behavior: the custom title image now scales down on small windows (anchored at the top so it never overlaps the Singleplayer button), no matter how small the window gets. Two new config options were added in the titleScreen section: showTitleToggleButton (hide the corner toggle button entirely) and deferToOtherMenuMods (auto-defer to FancyMenu / CustomMainMenu / BetterTitleScreen / TitleTweaks if any of them is loaded). Filled in 25+ missing config translation strings (boss section, title screen section, all section headers in the config GUI, and tooltips for older config entries that previously showed raw keys).
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主選單微調 + 模組包友善:客製標題圖片在小視窗時會自動縮小(錨在頂端,再小也不會壓到「單人遊戲」按鈕)。titleScreen 區段新增兩個配置:showTitleToggleButton(完全隱藏右上角切換按鈕)跟 deferToOtherMenuMods(偵測到 FancyMenu / CustomMainMenu / BetterTitleScreen / TitleTweaks 任一就自動退讓)。補了 25+ 個漏翻的 config 翻譯(boss 區段、主選單區段、所有 config GUI section header、跟舊的 config 條目的 tooltip)。
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The boss got an active turret volley skill: every 10 seconds it telegraphs for 1 second (END_ROD particles + beacon-activate sound on each turret), then all 4 of its mirrored turrets fire charged shots at you simultaneously. The mirror world now blocks ender chests too (in addition to shulker boxes) so you can't sneak gear through. Arena resets are also more thorough now: blocks broken by the player or destroyed by explosions inside the mirror world are tracked and restored when the dimension resets, so repeat fights don't leave craters or pickaxe holes behind. Several boss behaviours got config toggles in voidMirrorBoss section: turret volley skill, hotbar weapon switching, shield blocking, and the phase 2 transformation cinematic (disable for instant mecha appearance). All default ON.
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Boss 新增主動發砲齊射技能:每 10 秒前搖 1 秒(每門砲噴 END_ROD 粒子 + 信標啟動音效),然後 4 門鏡像砲一起對你發蓄力彈。鏡中世界現在也擋終界箱(之前只擋界伏盒),不能藉此偷帶裝備。場地重製更徹底:玩家挖掉或爆炸炸掉的方塊都會被追蹤、維度重置時還原原狀,反覆挑戰不會留下坑洞。多項 boss 行為加了配置開關在 voidMirrorBoss 區段:齊射技能、戰鬥中換武器、盾擋、二階段變身過場(關掉就直接顯示機甲不演動畫)。預設全開。
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The main menu got a full makeover: the vanilla Minecraft logo is replaced with a custom image (src/main/resources/assets/koniava/textures/gui/title.png) with a subtle scale pulse, and the yellow splash text uses a custom pool of ~37 mixed Chinese/English lines pulled from the mod's lore documents. A toggle button appears in the top-right corner of the title screen so you can switch back to the vanilla menu instantly without restarting (no game restart needed). The custom title screen has its own config toggle in the titleScreen section. Default ON.
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主選單大改造:vanilla 的 Minecraft logo 被替換成自訂圖片(src/main/resources/assets/koniava/textures/gui/title.png),有輕微縮放脈動,黃色 splash 改用從模組設定文件抽出的 37 條中英混合台詞池。右上角會有一顆切換按鈕讓你即時切回原版選單,不用重開遊戲。客製主選單也有自己的開關在 titleScreen 區段。預設開啟。
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The mirror clone now equips weapons more like a player: it picks the strongest available weapon in the order Floating Turret > sword/axe/trident > tool (so it no longer grabs a netherite pickaxe over an iron sword just because the pickaxe has higher attack damage). It also fills its offhand intelligently: Floating Turret first, then shield, falling back to whatever the player had. If a Floating Turret ends up in either hand (from inventory if hands were empty), it now actually spawns a hand-mode turret that charges and fires, instead of being a visual prop. Shields equipped on the offhand will block frontal melee/ranged hits (60-degree front cone), consuming durability and playing the vanilla shield sound, so you have to attack from behind or break the shield first. The clone also mirrors your hotbar (slots 0-8) and cycles its main hand through it every ~4 seconds during combat for some weapon variety. Floating turret mirroring now strictly matches your layout: main hand and offhand turrets become hand-mode turrets on the boss, and the two Extra Equipment slots map to its two orbit turrets; any remaining backpack turrets fill empty orbit slots so hiding turrets in the inventory doesn't reduce the boss's firepower.
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鏡像分身現在裝備武器更像玩家:依「浮游砲 > 劍/斧/三叉戟 > 工具」優先序挑最強的拿到主手(不再因為鎬攻擊力高就拿鎬不拿劍)。副手挑選順序:浮游砲 > 盾 > 玩家原副手物品。如果浮游砲是從背包挑到手上的,現在真的會生出手持砲實體會蓄力射擊,不是只有視覺道具。副手有盾時會擋下前方 60 度錐形範圍內的近戰/遠程攻擊,盾消耗耐久並播放原版盾擋音效,所以要繞背攻擊或先打爆盾。分身也鏡像你的快捷欄(0~8 槽),戰鬥中每 4 秒從中切換主手武器增加變化。浮游砲鏡像現在嚴格依照玩家配置:主/副手浮游砲變 boss 手持砲,extra equipment 兩個槽對應 2 個繞行砲;背包裡剩餘的浮游砲補繞行空位,所以藏在背包也不會減少 boss 火力。
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The block mecha appearance is now data-driven and supports more marker blocks. In addition to amethyst (anchor), white/red/blue wool (shell/legs), you can now use yellow wool to mark where the mecha's glowing "eyes" go (rendered as Sea Lantern, never replaced by inventory materials), and lime wool to mark where Floating Turrets should sit on the mecha (sorted left-to-right matching turret slot 0..N). Four-legged mech designs are fully supported: paint diagonal leg pairs in red/blue for a natural trot gait. The turrets now rotate with the boss's yaw so they always stay on their mounts.
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方塊機甲外觀現在資料驅動且支援更多標記方塊。除了紫水晶(錨點)、白/紅/藍羊毛(外殼/腿),現在還可以用黃羊毛標記機甲眼位置(會生成海洋燈籠永遠發光,不會被背包材質取代),用淺綠羊毛標記浮游砲固定位置(左到右排序對應砲 slot 0..N)。完整支援四足機甲:對角腿配對用紅藍羊毛就會自動 trot 步態。砲會跟著 boss 朝向旋轉,永遠待在它們的掛點上。
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The mecha shape can now be authored in-game with a Structure Block instead of being hardcoded. Build any shape you want with marker blocks: amethyst block = body anchor (1 required, marks where the boss body slots in), white wool = static shell piece, red wool = left-leg block (walking animation), blue wool = right-leg block. Save it with the vanilla Structure Block as koniava:mecha_shell, drop the .nbt into src/main/resources/data/koniava/structure/, and the mecha will use your custom shape on next launch. If the .nbt is missing, the boss falls back to a built-in 7-wide humanoid silhouette. The boss body now sits deeper inside the mecha shell so its head pokes through the eye gap and its feet are hidden behind the chest armor (rather than floating on top), giving a "fused/piloting" connection feel. The floating turrets also freeze attacks during the phase 2 transformation cinematic instead of continuing to shoot through the animation.
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機甲形狀現在可以直接在遊戲裡用結構方塊蓋出來,不再寫死。用標記方塊:紫水晶塊=本體錨點(必須有 1 個,標記 boss 本體要嵌入的位置)、白羊毛=一般外殼、紅羊毛=左腿(會走路擺動)、藍羊毛=右腿。用 vanilla 結構方塊存成 koniava:mecha_shell、把 .nbt 丟到 src/main/resources/data/koniava/structure/,下次啟動就會用你的形狀。.nbt 不存在會 fallback 到內建的 7 寬人形剪影。Boss 本體現在深嵌進機甲外殼裡,頭從眼縫探出、腳被胸甲遮住(不再浮在機甲頭頂上),有「融合/駕駛」的連結感。二階段變身過場期間,浮游砲也會凍結不射擊,不再過動畫時還在打。
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Redesigned the block mecha to look like an actual humanoid mech: 7 blocks wide overall with a narrow 3-block head, broad shoulders flaring to full 7-wide, a narrow 3-wide waist, and wider hips opening into thicker legs with mid-leg gaps where the knees would be. There's a single head-top antenna block and visible eye blocks too. The mecha is no longer themed obsidian: instead, its shell is built from blocks copied from the player's own inventory (so the mech is literally assembled out of your stolen materials), then from the surrounding terrain in the Mirror World if your inventory runs out, with obsidian as a last-resort fallback. Terrain blocks mined to build the shell are tracked separately and restored when the Mirror World resets, so the dimension goes back to its original state instead of being left full of holes. The floating turrets in the mecha phase now perch on top of the mecha's head instead of sitting at its feet. The phase 2 transformation also has its own cinematic: the camera locks for about 11 seconds and watches the shell pieces fly in one at a time from scattered sky positions, each accelerating as it travels (ease-in) and the overall stream getting denser toward the end. The camera uses three held shots (low front, side mid, high overview) with short transitions between them instead of continuously orbiting, so it doesn't make you dizzy. The boss is invulnerable and frozen during the cinematic, and you can press the skip key (default R) just like the intro to cut it short.
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重新設計方塊機甲外觀,改成真正像人形的機甲:整體 7 格寬、頭部收窄到 3 格、肩線拉到 7 格全寬、腰部收到 3 格、髖部再展開到 5 格、腿部加粗並有膝關節中段斷縫;頭頂單格天線、頭部兩側可見眼睛方塊。機甲不再用固定的黑曜石主題,外殼改成「優先從複製自玩家的背包中取方塊,背包用完就從鏡中世界周圍環境挖方塊」(機甲變成你被搶走的材料堆出來的),都沒了再用黑曜石 fallback。挖走的環境方塊會單獨記錄原始狀態,鏡中世界重置時還原,不會留下空洞。機甲階段的浮游砲也移到頭頂(不再卡腳下)。二階段變身過場:相機鎖住約 11 秒,外殼方塊從天空隨機位置「一塊接一塊」飛來,每塊飛行由慢到快,整體飛來節奏越來越密。鏡頭改成 3 個定點(低位前方/側面中位/高位俯瞰)+ 短轉場,不再連續環繞,比較不會頭暈。過場期間 boss 無敵且凍結;可按跳過鍵(預設 R)跟進場一樣中斷。
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Defeating the mirror clone now actually drops loot in the arena chest: a centrepiece Mirror Core Shard (memento, RARE) only on your first clear so it stays meaningful, plus mana ingots, mana dust, and corrupted mana dust scattered around it every clear (so repeat fights still give materials). The shard's texture is not in yet (will show as the missing-texture pattern until the PNG is dropped in).
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擊敗鏡中分身後,場地寶箱現在會有獎勵:中央一個鏡核碎片(紀念物,稀有,只在首次擊敗時掉以保留紀念意義),周圍的魔力錠/魔力粉/腐化魔力粉每次都有(可重複挑戰刷材料)。碎片的圖還沒畫,目前會顯示成 missing texture 的紫黑格,等補上 PNG 就好。
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The clone's launch skills can now actually be dodged: instead of locking onto you (the telegraph followed you and was unavoidable), each skill now locks a spot on the ground with the telegraph fixed there, so you can run out of that spot during the 1-second wind-up to avoid it entirely.
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分身的擊飛技能現在真的可以閃躲了:不再鎖定你本人(之前預兆會跟著你跑、躲不掉),而是鎖定地上一個點、預兆固定在那,你在 1 秒前搖內跑出那個點就能完全閃過。
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During the mecha phase the boss bar now turns red and shows the shell's health so you can see your mining progress, and breaking the shell scatters block-crumble particles per piece. Reloading mid-fight while the shell is still up now rebuilds the shell and keeps the boss in the mecha phase (instead of dropping it to a 50%-HP first phase), and no longer leaves orphan shell blocks behind.
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機甲階段的 boss 血條現在會變紅並顯示外殼血量,讓你看到挖外殼的進度;外殼破掉時每塊會噴方塊碎屑。在外殼還在時存檔重進,現在會重建外殼、維持機甲階段(而不是掉回 50% 血的第一階段),也不再殘留孤兒外殼方塊。
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The Mirror World is no longer flatly grayscale: it keeps a hint of color most of the time, and the screen briefly regains color and tints red as a warning when the clone is dangerous (winding up a skill, in its mirror-reflect state, or transformed into the mecha). Color becomes a danger signal instead of everything being dead gray.
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鏡中世界不再死板的全灰:平時保留一點顏色,當分身有威脅時(蓄力技能、鏡反狀態、變身成機甲)畫面會短暫回色並泛紅當警示。顏色變成危險的訊號,而不是一切都死灰。
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At half health the clone now transforms into a giant block mecha: it disguises entities as blocks to build a large humanoid shell around itself (front and back layers), wrapping its body so you can't hit it directly. You have to mine the shell off with a pickaxe (other tools barely scratch it); once the shell is destroyed the mecha falls apart and it reverts to its player form to keep fighting.
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分身在半血時會變身成巨大的方塊機甲:它用實體偽裝成方塊,在自己周圍組出大型人形外殼(前後兩層),把本體包住讓你打不到。你必須用稿子把外殼挖爆(其他工具幾乎敲不動);外殼被破壞後機甲會崩解,它變回玩家型態繼續戰鬥。
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The clone's damage reflect is no longer a random 25% chance: it now periodically enters a "mirror reflect" state (a bright mirror frame appears around it for ~1.5s) and only reflects your damage during that window, so you can learn to read it and stop hitting, instead of randomly getting punished.
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分身的傷害反彈不再是隨機 25%:它現在會週期性進入「鏡反」狀態(身上出現亮白鏡框約 1.5 秒),只有在這段時間打它才會反傷,所以你可以看著它學會停手,而不是被隨機懲罰。
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The cinematic now shows a "Press R to skip" hint at the bottom the whole time, and the in-world restriction messages were reworded to sound like the dimension warping your gear rather than an admin notice.
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進場過場現在全程在底部顯示「按 R 跳過」提示;鏡中世界的限制提示也改寫成「鏡面空間扭曲你的裝備」這種世界觀語氣,而不是像管理員公告。
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Reworked the clone's pressure to come from behavior instead of raw numbers: it now keeps a 2-3 block threat distance (chases in when far, backs off when too close, no more face-hugging) and circles you, attacks with skills about twice as often (cooldown halved), and its melee damage was lowered. So it feels like a stalking opponent constantly threatening skills, rather than a high-damage stat-stick glued to you.
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重做分身的壓迫感,讓它來自行為而非純數值:它現在會保持 2~3 格的威脅距離(太遠追近、太近退開,不再貼臉)並繞著你徘徊,技能頻率約翻倍(冷卻減半),近戰傷害則調低。所以它打起來像一個一直在你身邊伺機放技能的獵人,而不是貼著你猛砍的高傷數值怪。
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Each clone skill now telegraphs during its wind-up: a bright white outline shows the incoming attack (a wall frame in front of you for the ram, a ring at your feet for the lift, a path line for the charge) plus a distinct charge-up sound per skill. Because the Mirror World is grayscale these use shape + brightness instead of color, so you can tell which skill is coming and dodge.
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分身的每個招式在前搖時會顯示預兆:亮白輪廓標出即將來的攻擊(墊牆是你面前的牆框、頂飛是你腳下的圈、衝刺是一條路徑線),每招還有不同的蓄力音效。因為鏡中世界是灰階,預兆用形狀 + 亮度而非顏色,所以你能看出要來哪招並閃避。
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The clone is no longer absurdly fast: its base move speed is slightly lower and the anti-kite chase boost was cut from +100% to +45%, so it still catches up if you run but no longer instantly glues itself to you.
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分身不再快得離譜:基礎移速略降,防風箏追擊加速從 +100% 砍到 +45%,所以你逃跑時它還是追得上,但不會瞬間貼死你。
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Fixed: skipping the intro cinematic left the clone without its mirrored armor/weapon (the reveal moment was skipped). The equipment is now applied when the boss activates, so skipping still shows full gear.
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修正:跳過進場過場後分身沒有顯現鏡像的盔甲/武器(因為跳過了顯現那一刻)。裝備改成在 boss 啟動時套上,所以跳過後也會帶齊裝備。
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The clone no longer stops to swing when attacking: in melee range it now circles around you (strafes) while striking, instead of planting itself and standing still, so it feels like a real opponent.
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分身近戰不再停下來揮擊:進入攻擊距離後會繞著你側移、邊繞邊打,而不是站定原地揮,打起來更像真正的對手。
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The clone's pillar-charge skills now have a 1-second wind-up: it stands still and charges (facing you with intensifying particles) before striking, giving you time to react or dodge.
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分身的墊方塊衝撞技能現在有 1 秒前搖:發動前會站定蓄力(面向你、粒子漸強),給你時間反應或閃避。
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The wall-ram knockback is now much more dramatic: the clone first pops you off the ground, then hits you with a strong horizontal blast while you are airborne (no ground friction to eat it), so you actually get flung far back instead of sliding a block.
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墊牆擊退現在誇張多了:分身會先把你拋離地面,趁你在空中時再給一記強力水平轟飛(沒有地面摩擦吃掉力道),所以你會真的被轟飛很遠,而不是滑一格就停。
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The clone's lift skill now spawns the block at your body and launches you upward off its impact, instead of placing a block above your head that you bonk into and get stuck on.
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分身的頂起技能現在改成在你身體位置冒出方塊、用衝擊把你往上頂飛,不再是在你頭頂擺一塊讓你往上撞卡住。
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Fixes: the cinematic skip now uses the mod's R keybind (it was wired to the wrong vanilla key before); the wall-ram knockback now launches you back through the air instead of stopping after one block; and the clone's floating turrets no longer blow each other or themselves up with their charged-shot explosions.
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修正:過場跳過改用模組的 R 鍵(之前綁錯成原版鍵);墊牆擊退現在會把你往後轟飛(離地飛遠),不再貼地一格就停;分身的浮游砲也不再被自己或同伴的蓄力彈爆炸炸掉。
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After the intro cinematic the clone now stands still for 2 seconds before attacking, instead of immediately ambushing you the moment it finishes. You can also press the skip key (default R) during the cinematic to fade to black and hand control back right away.
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進場過場結束後,分身會先站定 2 秒才開始攻擊,不再一播完就偷襲你。過場中也可以按跳過鍵(預設 R)直接轉黑、立刻把控制交還給你。
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More work on the clone's stutter: the pillars it builds while air-chasing are now cleared once it lands back within reach (they used to pile up and clutter the arena with columns it stumbled over), and its charging skill now dashes smoothly instead of teleporting.
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繼續改善分身的卡頓:它空中追擊時墊的柱現在會在落回攻擊距離後清除(之前會堆積、把場地塞滿讓它走起來一頓一頓),衝刺技能也改成平滑移動而非瞬移。
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The Mirror World clone can now chase you into the air: when you get more than 3 blocks above it, it pillar-jumps up by placing blocks under itself (like a player MLG pillar) to reach your height. It takes no fall damage when coming back down.
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鏡中世界分身現在會追進空中:當你高出它 3 格以上時,它會像玩家那樣往腳下墊方塊往上跳,爬到你的高度。落下時不受墜落傷害。
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The Mirror World clone's block skills no longer dig up or cover the arena floor: all three variants now place blocks in the air at body or head height. The clone also moves more smoothly (its anti-kite speed boost no longer flickers on and off around the 10-block mark, which caused a stop-start stutter).
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鏡中世界分身的墊方塊技能不再破壞或覆蓋 arena 地板:三種形態現在都改在空中(身體或頭部高度)墊方塊。分身移動也更順(防風箏加速不再在約 10 格距離忽開忽關,先前那會造成一頓一頓的卡頓)。
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Fixed duplicate or stale Nara phantoms and return rifts after reloading the world or dying and re-entering. The phantom no longer saves to disk, and the boss now keeps exactly one phantom and one return rift, recreating them if missing and clearing any extras.
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修正重載世界或死亡後重新進入時,娜拉幻影與返回裂縫重複或殘留的問題。幻影改為不存檔,並由 boss 維持恰好一支娜拉與一個返回裂縫,缺少就重建、多餘就清除。
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The space rift now stands upright and only turns to face you horizontally, instead of always flattening to your camera so it looked like it followed you. Nara's death taunt now says "Zako" in English (was "Small fry").
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空間裂縫現在直立、只水平轉向你,不再永遠貼平你的視角(之前看起來像黏著你走)。娜拉死亡嘲諷的英文版改為「Zako」(原為「Small fry」)。
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In the Mirror World, the leggings multi-jump and boots dash abilities are now disabled (with an on-screen notice), so you cannot use them to escape the fight; the existing container restriction now also shows a notice when blocked. Fixed: Nara did not taunt after you died inside, because the return point was lost on death.
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鏡中世界內現在禁止使用護腿多段跳與鞋子衝刺(會有畫面提示),避免用來逃離戰鬥;既有的容器限制被擋時現在也會提示。修正:在裡面死亡後娜拉沒有出來嘲諷的問題(返回點在死亡時遺失)。
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Fixed: the Mirror World clone could be killed by its own charged-shot explosions; it is now immune to its own turret damage. The arena return rift now appears when the boss starts attacking (after the cinematic) instead of during it, so it no longer shows up twice.
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修正:鏡中世界分身會被自己蓄力彈的爆炸炸死,現在免疫自己浮游砲的傷害。arena 返回裂縫改成 boss 開始進攻時(過場結束後)才出現,不再在過場中重複顯示兩個。
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The clone's pillar-charge skill now has a variant that rams a row of 3 blocks out from you toward the clone (a random 1 or 2 high) to knock you back, first sideways then with a short upward pop, and all three variants' placed blocks are now quickly torn down by the clone in sequence one second after the hit, so they do not litter the arena.
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分身的墊方塊衝撞技能新增一種:從你朝分身方向墊出一排 3 格長、隨機 1 或 2 格高的方塊把你往反方向擊退(先橫向、再短暫上彈),而且三種技能墊的方塊現在都會在擊中一秒後被分身依序快速打掉,不會殘留在場地上。
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Mirror World entry cinematic polish: the opening camera no longer pulls back as far, Nara now watches from farther away, and her phantom is rendered semi-transparent with a "(Phantom)" name tag so you will not mistake it for the real Nara.
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鏡中世界進場過場微調:開場鏡頭不再拉那麼遠,娜拉改在更遠處旁觀,她的幻影現在半透明顯示、名牌標示「(幻影)」,避免被當成娜拉本體。
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The Mirror World clone's charged turret shots no longer destroy the arena terrain (only the clone's shots; your own turrets are unchanged).
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鏡中世界分身的蓄力砲彈不再破壞 arena 地形(只限分身的砲彈,你自己的浮游砲不受影響)。
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You can now leave the Mirror World on your own: a return rift opens at the arena center, right-click it to go back to the overworld. Fixed a bug where the boss vanished if you left the Mirror World and re-entered. The entry camera now moves together with your walk-out instead of staying still.
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現在可以自己離開鏡中世界:arena 中心會開一道返回裂縫,右鍵即可回到主世界。修正離開鏡中世界後再進入時 boss 消失的問題。進場鏡頭現在會和你走出來的動作同步運鏡,不再呆在原地。
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The Mirror World clone gained a signature pillar-charge skill with three random variants: it slams blocks toward you and launches you into the air. Crouch the moment it hits to greatly soften the knockback. The entry cinematic is now longer (about 31 seconds) with denser charge-up particles, and you now walk out forward from the rift behind you instead of rising up out of the ground.
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鏡中世界的分身獲得招牌的墊方塊衝撞技能,三種形態隨機發動:朝你的方向墊方塊把你擊飛到空中。被擊中的瞬間蹲下可大幅減輕擊退。進場過場加長到約 31 秒、集氣粒子更密,而且你現在是從身後的裂縫往前走出來,不再從地下升起。
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The Mirror World clone now fights cheese harder. It breaks the blocks you pillar up on in every phase (not only mid fight), and if you get more than 3 blocks above it, it tears down the whole support column at once so you drop back to the ground. When it mirrors you it now also reads inside your shulker boxes, bundles, and nested containers, then arms itself with the strongest gear you own: best armor in each slot, best weapon, and any floating turrets. Hiding equipment in a box no longer makes the clone weaker. Placing or opening shulker boxes is also blocked inside the Mirror World.
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鏡中世界的分身現在更會反逃課。它在每個階段都會破壞你墊高用的方塊(不再只在戰鬥中段),而且你只要高過它 3 格以上,它就會一次拆掉整段支撐柱,讓你直接摔回地面。它鏡像你時,現在還會翻看你的界伏盒子、收納袋與巢狀容器,用你擁有的最強裝備武裝自己:每個部位最強的防具、最強的武器,以及所有浮游砲。把裝備藏進盒子已經無法讓分身變弱。鏡中世界內也禁止放置或開啟界伏盒子。
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Added a floating turret upgrade system. Hold a Floating Turret and press the upgrade key (U) to open its customization screen, which has 6 upgrade slots. Install USB-shaped upgrade plugins: Mana Capacity (Mk0-3, +3000/6000/10000/15000 max mana), Healing (Mk0-3, heals you +1/2/3/4 HP every 2 seconds while it has mana, works hand-held or in the turret slot), Reinforced Frame (Mk0-2, turret entity +50/100/200 HP, autonomous mode only), and Plating (Mk0-1, 5%/10% damage reduction on the turret entity, autonomous mode only). Each upgrade type can only be installed once. All craftable at the Mana Crafting Table. Requires runData.
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新增浮游砲升級系統。手持浮游砲按升級鍵(U)開啟自訂介面,共 6 個升級槽。可安裝 USB 形狀的升級插件:魔力容量(Mk0-3,+3000/6000/10000/15000 最大魔力)、治療(Mk0-3,有魔力時每 2 秒治療你 +1/2/3/4 HP,手持與浮游砲槽皆適用)、強化骨架(Mk0-2,自走砲實體 +50/100/200 HP,僅自走型態)、裝甲板(Mk0-1,自走砲實體受傷減免 5%/10%,僅自走型態)。每種升級只能裝一個。皆可在魔力合成台製作。需跑 runData。
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Added more floating turret upgrade plugins. Universal: Auto-Aim (locks the nearest hostile when firing), Block Guard (charged shots stop breaking blocks). Autonomous-mode (Turret slot) only: Player Lock (targets players who attacked you), Guardian Mk0-1 (mobs target the turret; Mk1 also positions between you and the nearest enemy). Control rounds (autonomous mode): Slowing (slow 3s, every 3s), Binding (root 1s, every 3s), Levitation (levitate 2s, every 5s); these fire alongside normal shots, bosses are immune to all control effects, and the same control cannot stack on one target. Binding also blocks the target's dash and double-jump. All craftable at the Mana Crafting Table. Requires runData.
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新增更多浮游砲升級插件。通用:自動瞄準(發射時鎖定最近敵人)、護方塊(蓄力彈不再破壞方塊)。僅自走型態:玩家鎖定(鎖定攻擊過你的玩家)、守護 Mk0-1(怪物改打浮游砲;Mk1 還會擋在你與最近敵人之間)。控制彈(自走型態):緩速(緩速 3 秒、每 3 秒一發)、定身(定身 1 秒、每 3 秒一發)、漂浮(漂浮 2 秒、每 5 秒一發);與普通彈同時發射,所有 boss 免疫全部控制效果,同種控制不能在同一目標疊加。定身還會封鎖目標的衝刺與多段跳。皆可在魔力合成台製作。需跑 runData。
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Reworked the Mana Alloy Chestplate shield into installable, mana-powered plugins (two mutually exclusive types, Mk0-3, chestplate only). Both work only while the chestplate has mana; when mana runs out the shield stops, and refilling mana reactivates it. Type 1 Damage Reduction Shield: reduces all incoming damage by 40%/50%/60%/60%, costing 7.5 mana per point of post-reduction damage; Mk3 also returns 50% of the damage you actually take as health over 3 seconds (free). Type 2 Value Shield: blocks 100% of damage by spending mana per point blocked (150/100/75/75 mana per damage by Mk); Mk3 additionally blocks a flat 20 damage per hit for free. Only one shield type can be installed, and only one of it. The old always-on 40% passive shield is removed. All craftable at the Mana Crafting Table. Requires runData.
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把魔力合金胸甲的護盾改成可安裝、靠魔力驅動的插件(兩種互斥、各 Mk0-3、胸甲專屬)。兩種都只在胸甲有魔力時生效,魔力耗盡護盾失效,補魔力後恢復。類型一減傷護盾:減免所有傷害 40%/50%/60%/60%,每 1 點減傷後傷害消耗 7.5 魔力;Mk3 額外把你實際受到傷害的 50% 在 3 秒內回血(免費)。類型二數值護盾:100% 擋傷,每擋 1 點傷害消耗 150/100/75/75 魔力(依 Mk);Mk3 還會每次受擊免費免傷 20 點。只能裝一種護盾、且只能裝一個。移除舊的常駐 40% 被動護盾。皆可在魔力合成台製作。需跑 runData。
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Started the Mirror World boss: a clone of you (the "Mirror Self") now spawns when you enter through the Space Crack. It looks like you (your skin, armor, and held item), copies your full inventory and hotbar, has 300 HP, fights you in melee, and has a 25% chance to reflect the damage you deal back at you. It shows a boss health bar labeled with your own name. The fight has phases: above 60% HP it fights normally; at 60% it starts walling off your escape with blocks (using copies of blocks from your inventory, falling back to stone); at 30% it tears down its own walls, speeds up, goes all-out, and drains mana from your equipped gear. Defeating the clone marks you as having cleared the Mirror World, closes your Space Crack, and opens a reward chest near the arena (chest contents are still to be decided). If you die inside, you respawn back outside the crack in the overworld and your clone is reset, so you can re-enter for a fresh fight. The floating turret mirror is not implemented yet.
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開始製作鏡中世界的 boss:當你從空間裂縫進入時,會生成一個你的分身(鏡中的自己)。它外型與你相同(皮膚、盔甲、手持物),複製你的整個背包與快捷欄,擁有 300 點血量,會近戰攻擊你,且有 25% 機率把你造成的傷害反彈回你身上。會顯示一條以你自己名字為標題的 boss 血條。戰鬥有階段:血量 60% 以上正常戰鬥;60% 起用方塊封住你的退路(用你背包方塊的副本,沒有則用石頭);30% 起拆掉自己的牆、加速、全力進攻,並吸取你裝備上的魔力。擊敗分身後會標記你已通關鏡中世界、關閉你的空間裂縫,並在 arena 附近開出一個獎勵寶箱(寶箱內容待定)。若你在裡面死亡,會在主世界裂縫外重生且分身重置,可重新進入打一場全新的。浮游砲鏡像尚未實作。
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Added the Mirror World, a grey prerequisite dimension. Its central area is a 501x501 superflat region matching the overworld surface height, surrounded by void, with a world border keeping you inside. Everything is rendered through a full-screen grayscale filter. When a Tier 3 or higher Altar explodes from running out of mana, a Space Crack tears open 10 blocks above the altar core; right-click it to enter. Requires runData. The boss encounter inside is not implemented yet.
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新增鏡中世界,一個灰色的前置維度。中央為 501x501 超平坦區域(地表高度與主世界相同),外圍是虛空,世界邊界會把你擋在裡面。整個畫面套用全螢幕灰階濾鏡。當 T3 以上的祭壇因魔力耗盡而爆炸時,會在祭壇核心上方 10 格撕開一道空間裂縫,右鍵即可進入。需跑 runData。維度內的 boss 戰尚未實作。
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Redesigned crafting for Mana Alloy Helmet, Chestplate, and Leggings into two steps: first craft a base shell at the Mana Crafting Table (iron armor + Mana Reinforced Plates, costs 800/1200/1000 mana), then activate it at a T1 Altar with thematic materials. Helmet uses Mana Eyes; chestplate uses a Shield; leggings use Rabbit Foot and Slime Balls.
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魔力合金頭盔、胸甲、護腿的合成改為兩步驟:先在魔力合成台用鐵甲 + 魔力強化板合成底殼(消耗 800/1200/1000 魔力),再在 T1 祭壇搭配主題材料激活。頭盔使用魔力之眼;胸甲使用盾牌;護腿使用兔腳與黏液球。
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Added Mana Eye: a new intermediate crafting material. Craft it at the Mana Crafting Table using an Ender Eye and Mana Crystal Alloy Dust (2000 mana). Used to activate the Mana Alloy Helmet.
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新增魔力之眼:新的中間合成材料。在魔力合成台用末影之眼 + 魔力水晶合金粉合成(2000 魔力),用於激活魔力合金頭盔。
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Added passive Mana Shield to the Mana Alloy Chestplate. While the chestplate has mana, it automatically absorbs 40% of incoming damage at a cost of 10 mana per 1 damage absorbed. If mana runs out mid-hit, absorption is reduced proportionally. The tooltip shows shield status (active/inactive).
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魔力合金胸甲新增被動魔力護盾。胸甲有魔力時,自動吸收 40% 傷害,每吸收 1 點傷害消耗 10 魔力。若魔力在受傷過程中耗盡,吸收量按比例縮減。工具提示顯示護盾狀態。
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When the Mana Shield absorbs a hit, it now plays a shield block sound and shows a translucent blue spherical shield bubble that wraps the whole player and fades out.
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魔力護盾吸收傷害時,現在會播放盾牌格擋音效,並顯示一個包住整個玩家的半透明藍色球形護罩,隨後淡出。
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Renamed "Unfinished Mana Sprint Boots" to "Mana Sprint Boots Base" for consistency with other armor base shells.
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「未完成的魔力衝刺靴」更名為「魔力衝刺靴底殼」,與其他裝甲底殼命名統一。
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Added Leggings Multi-Jump Upgrade (Mk0-Mk3). Install in the leggings upgrade slot to unlock multi-segment jumping. Each extra jump consumes mana (less per jump at higher Mk). Higher Mk adds more jumps, greater height, and lower mana cost per jump. Fall damage is cancelled while the upgrade is installed. A 1.5-second cooldown applies after using the extra jumps, starting when you land. The leggings tooltip shows how many jump segments are available.
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新增護腿多段跳升級(Mk0-Mk3)。安裝至護腿升級槽後可解鎖多段跳躍,每次額外跳躍消耗魔力(高 Mk 每跳消耗更低)。高等 Mk 增加跳躍次數、高度並降低每跳魔力消耗。安裝升級後墜落傷害歸零。使用額外跳躍後落地才開始計算 1.5 秒冷卻時間。護腿工具提示會顯示目前可用的跳躍段數。
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Added a container sort button. A small sort button now appears in supported container GUIs (chests, barrels, etc.). Left-click to sort the container, right-click to cycle sort mode (By Type, By Name, By Count). A second button sorts the player inventory. Can be disabled in the mod config under "inventory.sortButtonEnabled". The player inventory and creative/survival inventory screens are excluded.
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新增容器整理按鈕。在支援的容器介面(箱子、木桶等)中會顯示一個小整理按鈕。左鍵整理容器,右鍵切換排序模式(依類型、依名稱、依數量)。另有一個按鈕整理玩家物品欄。可在模組設定的 inventory.sortButtonEnabled 關閉。玩家物品欄介面和創造模式介面不包含此功能。
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Added crafting recipes for Leggings Multi-Jump Upgrade (Mk0-Mk3) and Helmet Night Vision Upgrade. Multi-jump Mk0 uses Feather and Mana Ingot; higher Mk adds Rabbit Foot, Slime Ball, and Phantom Membrane. Night Vision uses Golden Carrot and Glow Ink Sac. All crafted at Mana Crafting table. Requires runData.
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新增護腿多段跳升級(Mk0-Mk3)與頭盔夜視升級的合成配方。多段跳 Mk0 使用羽毛與魔力錠;高等 Mk 依序加入兔腳、黏液球、幻翼膜。夜視升級使用金胡蘿蔔與發光墨囊。均在魔力合成台製作,需跑 runData。
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Added Night Vision Upgrade for Mana Alloy Helmet. Install it in an upgrade slot to unlock night vision. Toggle on/off with the "Toggle Helmet Effect" keybind (default N). The helmet tooltip shows the current state (On/Off). Requires runData to generate item model.
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新增魔力合金頭盔的夜視升級。安裝至升級槽後可解鎖夜視效果,按「切換頭盔效果」快捷鍵(預設 N)開關。頭盔工具提示會顯示目前狀態(已開啟/已關閉)。
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Added four armor toggle keybinds: Toggle Helmet Effect (N), Toggle Chestplate Effect (unbound), Toggle Leggings Effect (unbound), Toggle Boots Effect (unbound). Rebind in Controls settings.
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新增四個裝備效果切換快捷鍵:切換頭盔效果(N)、切換胸甲效果(未綁定)、切換護腿效果(未綁定)、切換鞋子效果(未綁定),可在控制設定中自訂。
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Merged all per-armor capacity upgrades into a single universal item. There is now one Mana Capacity Upgrade per Mk level (Mk0-Mk3) that works for all mana armor pieces (helmet, chestplate, leggings, boots). Capacity bonus is now uniform: +1000 / +2000 / +3500 / +5500 per Mk. The item appears in the upgrade items group of the creative tab alongside other upgrade items. Requires runData.
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將各部位獨立的容量升級合併為通用物品。現在每個 Mk 等級(Mk0-Mk3)只有一個「魔力容量升級」,適用於所有魔力盔甲(頭盔、胸甲、護腿、靴子)。容量加成統一為 +1000 / +2000 / +3500 / +5500。物品會與其他升級物品一起出現在創造模式的升級物品群組中。需跑 runData。
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Merged all per-armor defense upgrades into a single universal item. There is now one Armor Plating Upgrade per Mk level (Mk0-Mk3) that works for all mana armor pieces. Armor bonus is uniform: +1 / +2 / +3 / +4 per Mk. Replaces the old helmet/chestplate/leggings/boots specific armor upgrades. Requires runData.
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將各部位獨立的防禦升級合併為通用物品。現在每個 Mk 等級(Mk0-Mk3)只有一個「防甲強化板」,適用於所有魔力盔甲。防甲加成統一為 +1 / +2 / +3 / +4。取代舊有的頭盔/胸甲/護腿/靴子專屬防甲升級。需跑 runData。
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Helmet Night Vision upgrade now drains mana while active (5 mana/second). When mana runs out, night vision turns off automatically. Toggling off instantly removes the effect. The upgrade no longer removes potion-based night vision when deactivated.
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頭盔夜視升級現在開啟時會持續消耗魔力(5 魔力/秒)。魔力耗盡後夜視自動關閉。手動關閉時效果立即移除。關閉升級不再移除藥水提供的夜視效果。
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:x9pJj8Sv:94CoQCoW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:x9pJj8Sv:94CoQCoW"
}

