Tags
Creators
Details
0.0.2.0
Compatibility
Changes
v0.0.2.0 | commit 8c5e4cc
Fixed Nara watch model position on the wrist (shifted down and centered). 修正娜拉手錶在手腕上的位置(向下移並置中)。
Six new skill carriers (ways to deliver a skill), bringing the total to 14. Nova (兌) bursts around you, hitting and lightly knocking back everything nearby, great for a melee/self-reaction build. Shockwave (坤) is a wide expanding ring with lighter damage but a strong outward shove, for crowd control. Earthwave (艮) sends a wave forward along the ground in a cone and pops grounded foes up. Lob (坎) throws an arcing grenade that falls under gravity and triggers on impact, good for hitting over cover. Meteor (離) drops a strike from the sky onto where you are aiming. Orbital (靈魄) summons spirit orbs that circle you for a while and pulse your skill's effect onto nearby enemies (more multishot = more orbs). Put the matching aspect in the carrier slot in the encoder to use them. 新增六種技能載體(把技能送出去的方式),總數來到 14 種。環爆(兌)以你為中心爆發,打到並輕微擊退周圍所有敵人,適合近戰/自我反應流。衝擊波環(坤)是大範圍擴散環,傷害較低但有強力外推,適合控場。震波(艮)沿地面往前扇形推出一道波並把地面上的敵人掀起。拋物榴彈(坎)丟出受重力的拋物線手雷,落地觸發,適合越過掩體打。天降(離)對你瞄準的位置從天空砸下一擊。軌道靈球(靈魄)召喚繞著你轉一陣子的靈球,週期性把技能效果脈衝到附近敵人(多重發射=更多顆)。在編碼台把對應本源放進載體槽就能用。
Skills no longer hurt their own caster. Reaction explosions (combustion, overload, kinetic blast, etc.) no longer damage you when you cast them at close range. The lingering poison/ash hazard clouds (Plague, Biohazard, Ash Storm, Tainted Water) stay on the ground and keep hitting enemies who stand in them, but they no longer affect you, the caster. One deliberate exception: the Flight carrier puts the effect on yourself, so Flight + an explosive effect is a self-blast (rocket-jump / kamikaze) and still hurts you, on purpose. 技能不再傷到施放者自己。反應的爆炸(爆燃、超載、動能爆等)近距離施放時不再炸到你。滯留的毒雲/灰燼雲(瘟疫、生化浩劫、灰燼風暴、污水)會留在地上持續傷害站進去的敵人,但不再影響身為施放者的你。一個刻意的例外:飛翔載體會把效果套在你自己身上,所以飛翔 + 爆炸效果是自爆(火箭跳/玉石俱焚),仍然會炸到你,這是故意保留的。
Explosion reactions now scale much more with skill power. The blast radius of every explosive reaction (energy, combustion, overload, thermonuclear, singularity, etc.) grows noticeably with how strong the skill is (more effect aspects, fuel, and power modifiers), up to a higher cap. A lightly built energy blast is small; a heavily invested one is huge. The Flight self-blast scales with it too, so a powerful self-cast hurts more. 爆炸類反應現在會隨技能威力放大很多。每種爆炸反應(能量、爆燃、超載、熱核、奇點等)的爆炸半徑會隨技能強度(效果本源數、燃料、增傷修飾)明顯變大,上限也拉高了。輕配的能量爆炸很小,重度投資的會很巨大。飛翔自爆也跟著放大,所以高威力自炸會更痛。
The Nara watch has a new 3D model and texture made by collaborator Bksesame. 娜拉全息手錶換上了合作者 Bksesame 製作的新 3D 模型與貼圖。
The training dummy now uses a proper cactus model with idle and hit animations. The dummy sways gently when idle, blinks, and reacts visually when struck. 訓練假人現在使用正式的仙人掌模型,附帶待機動畫(輕微搖晃 + 眨眼)和被打反應動畫。
Many reactions now reward setting up the target's state first, so order matters. Shatter and Cryocrystal hit much harder and consume the ice on a chilled or frozen target; Thermal Shock hits harder and extinguishes a burning target; Spite Bolt and Thermion deal a heavy bonus to a wet or chilled (conductive) target; Combustion ignites a poisoned target's toxin for a bonus and consumes the poison; Soulfire feeds on a withering target; Annihilation grows with every harmful effect already on the target; Shrapnel digs into bleeding targets; Overload and Kinetic Blast bite deeper into a cracked-armor (vulnerable) target; Death Siphon heals you more from a withering target; Radiant Surge and Holy Nova sear the undead; Purge detonates a poisoned target's toxin. Chain the right reactions in order and they pay off. 許多反應現在會獎勵你先鋪陳目標的狀態,順序有差。碎冰與寒晶對被冰緩或冰凍的目標傷害大增並消耗冰;熱裂對燃燒中的目標傷害更高並滅火;怨雷與熱離子對潮濕或冰緩(導電)的目標造成大量額外傷害;爆燃會引爆中毒目標的毒氣造成額外傷害並消耗中毒;煉獄火會吞噬凋零中的目標;湮滅會隨目標身上的負面效果數量增強;晶爆會刺入流血的目標;超載與動能爆對破甲(易傷)目標咬得更深;死亡虹吸從凋零中的目標吸更多血;聖能爆與聖核爆灼燒不死生物;淨毒會引爆中毒目標的毒素。把對的反應照順序串起來就有回報。
Reactions now look and play distinctly, not just stacked potion effects. Every reaction spawns its own particle signature on hit (fire bursts, snow, sparks, green clouds, light rays, an inward implosion swirl, and so on), so you can tell at a glance which reaction fired. A few also gained unique mechanics: Implosion and Magnetic Storm now vacuum nearby dropped items toward the center; Plague, Biohazard, Ash Storm and Tainted Water leave a lingering hazard cloud on the ground that keeps damaging or blinding; Deep Freeze briefly freezes the target solid (can't move at all). 反應現在看起來、玩起來都不一樣了,不只是疊藥水效果。每個反應命中時會噴自己的粒子簽名(火花四散、雪花、電花、綠色毒雲、光束、向心吸入的內爆漩渦等),一眼就能認出觸發了哪個反應。有幾個還拿到獨特機制:內爆與磁暴會把附近掉落物吸向中心;瘟疫、生化浩劫、灰燼風暴、污水會在地上留下持續傷害或致盲的危險雲;冰封會短暫把目標凍住(完全不能動)。
Aspect reactions are now a real chemistry engine, like a periodic table. Each effect aspect carries chemical traits (heat, cold, water, electric, toxic, acid, metal, light, dark, force, organic, arcane, life), and reactions fire from trait combinations rather than fixed aspect pairs, so far more combos do something. Best of all, reactions can chain: a reaction's product becomes a new ingredient that can react again. For example fire + ice makes thermal shock and steam; add lightning and the steam superheats into plasma. Acid + metal dissolves into a volatile gas; add heat and it detonates. Fire + plant makes wildfire and ash; add force and the ash becomes a blinding storm. There are now 87 reactions: nearly every pair of chemical traits does something, plus chains and three-trait ultimates. New ones include scald, meltdown, eruption, magnetic storm, plague, photosynthesis, sanctify, superconduct, deep freeze, rust, miasma, holy water, EMP, petrify and virulence. The JEI "Aspect Reactions" page lists them all. Mix aspects and see what cascades. 本源反應現在是一套真正的化學引擎,像元素週期表。每個效果本源帶化學性質(熱、寒、水、電、毒、酸、金屬、光、暗、力、生機、奧能、生命),反應靠性質組合觸發而不是固定的本源配對,所以更多組合都會有反應。最棒的是反應會連鎖:反應的產物會變成新原料再次反應。例如火 + 冰產生熱裂與蒸氣;再加雷,蒸氣就過熱成電漿。酸 + 金屬溶解出揮發氣;再加熱就引爆。火 + 植物產生野火與灰燼;再加力,灰燼就成致盲風暴。現在共有 87 個反應:幾乎每對化學性質都有反應,再加上連鎖與三性質終極反應。新增蒸爆、熔毀、噴發、磁暴、瘟疫、光合、聖療、超導、冰封、鏽蝕、沼氣、聖水、電磁脈衝、礦化、劇毒等。JEI「本源反應」分頁全部列出。把本源混在一起,看看會級聯出什麼。
The Aspect Researcher villager is back, done right. Craft an Aspect Trading Station (bookshelf + mana crystal + amethyst) and an unemployed villager nearby becomes an Aspect Researcher who trades a Mirror Core Shard for Basic Aspect Essence. It uses its own dedicated block (not your research table, and named so you won't confuse the two), so it no longer causes the open stutter. 本源研究員村民回來了,這次做對了。合成「本源交易站」(書架 + 魔力水晶 + 紫水晶),附近的失業村民就會轉職成本源研究員,收鏡核碎片換基礎本源精華。它用自己專屬的方塊(不是你的研究台,名字也分開避免混淆),所以不再造成開啟卡頓。
Hovering an aspect in the Skill Encoder now shows what it does in a skill (its role and effect), so you can read each aspect's behavior right where you build skills instead of guessing. 在技能編碼台滑到本源現在會顯示它在技能裡做什麼(角色與效果),組技能的當下就能看懂每個本源的行為,不用再用猜的。
Aspect reactions now have a JEI page. Open JEI and look up "Aspect Reactions" (or right-click a spell core) to see every chemistry combo: which traits react and what happens, so reactions are no longer hidden knowledge. 本源反應現在有 JEI 分頁了。打開 JEI 查「本源反應」(或右鍵法術核心)就能看到每個化學組合:哪些性質會反應、會發生什麼,反應不再是隱藏知識。
This makes aspects renewable, so collecting them no longer dead-ends once you have scanned everything: right-clicking the Basic Aspect Essence grants 5 of each of the six base aspects (water, fire, wood, metal, earth, wu). Since the Mirror World boss is repeatable, you can farm Mirror Core Shards, trade them at the Aspect Trading Station for essence, and top up aspects to keep authoring skills (and feed the synthesis bench for higher aspects). 這讓本源變成可再生,掃完世界後收集本源不再是死路:右鍵「基礎本源精華」可獲得六大基礎本源(水火木金土烏)各 5 點。鏡中世界 boss 可重複挑戰,所以你能 farm 鏡核碎片、在本源交易站換精華、補本源來持續組裝技能(再餵本源合成台合出更高階本源)。
New material, the Aspect Codec Board, is the heart of the skill system, and getting it walks the whole tech tree: assemble a Blank Aspect Codec Board at the mana crafting table (grinder substrate + circuit-chain precision circuit + altar wafer + wire), then activate it at the altar with a Mirror Core Shard from the Mirror World boss. The Skill Encoder is now an altar build too, and the Spell Core uses the activated board, so the entire skill path runs through the machines you already built. Skills cast from the spell core also hit much harder now (higher base damage and a bigger bonus per effect), so a deeply combined skill is worth the long road to unlock it. (Board textures pending.) 新材料「本源編碼基板」是技能系統的核心,而且取得它要走過整條技術樹:先在魔力工作台組出「空白本源編碼基板」(研磨機的魔力基板+電路鏈的精密電路板+祭壇的魔力晶圓+導線),再到祭壇用鏡中世界 boss 掉的鏡核碎片激活。技能編碼台現在也改成祭壇製作,法術核心則用激活後的基板,所以整條技能路線都會走過你前面蓋的機器。法術核心組出的技能傷害也大幅提高(基礎傷害更高、每個效果加成更多),組合越深的技能越強,配得上解鎖它的漫長路程。(基板貼圖待補。)
Fixed a crash that stopped the mod from loading on dedicated servers (the new collaborator armor model was registered in a way that pulled client-only rendering code onto the server). Single-player was unaffected. 修正一個讓模組無法在專用伺服器載入的崩潰(新的合作者盔甲模型註冊方式把 client 專用的渲染程式碼帶到了伺服器端)。單人遊戲不受影響。
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:jrsyWUEh"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:x9pJj8Sv:jrsyWUEh"
}

