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Licensed Apache-2.0
Published 5 months ago
Updated 5 months ago
All versions
1.1.0
Release
Moon Spire 1.1.05 months ago 19
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
中文更新日志
新增内容
- 新增月尖塔传送门。玩家可以用黄色混凝土搭建门框并用打火石点燃,进入准备大厅;离开塔时会返回进入传送门前保存的位置。
- 新增完整登塔流程,包括准备大厅、路线图、起始房间、战斗房、篝火房、塔内生命和塔内卡组。
- 新增塔内奖励成长规则,战斗奖励会加入本次登塔卡组,离开登塔流程后再恢复进入前的正常卡组。
- 新增多人组队登塔支持,同一队伍共享路线选择、房间推进和塔生命,并支持多个队伍同时进行独立登塔。
调整内容
- 默认塔调整为 12 步路线、80 点塔生命,并以战斗房和篝火房构成主要节点。
- 登塔地图改为自下而上展示路线,并优化分支、汇合和再分支生成,使路线结构更接近爬塔式选择体验。
- 路线生成现在严格校验节点数量、房间类型上下限和连线交叉,避免无效路线被保存或启动。
- 塔维度和房间编辑维度默认禁用自然生成、随机刻和未授权掉落物残留,并限制塔内部分右键交互。
修复内容
- 修复传送门落点仍在门内时可能反复触发或立即反向传送的问题。
- 修复准备大厅、编辑维度传送门和正式登塔状态可能串扰的问题。
- 修复准备大厅、起始房间和路线房间生成前旧方块、容器内容、掉落物或经验球可能残留的问题。
- 修复半空出生点、台阶和地毯等不完整方块上的出生点可能被改到错误位置的问题。
- 修复无解路线或怪物组容量不足时,保存塔配置、按 N 开始或使用登塔命令可能失败不清晰的问题。
- 修复房间编辑草稿、离开编辑维度后保存、房间范围修改和房间工具右键设置点位不稳定的问题。
开发者与整合包工具
- 新增房间编辑维度和房间工具,可记录房间范围、玩家出生点、怪物出生点和触发范围,并显示对应颜色的预览框。
- 开发者中心新增房间、塔配置和怪物池相关编辑入口,用于配置准备大厅、起始房间、路线规则、房间候选和战斗房抽取内容。
- 塔配置支持楼层名称、房间数、每步节点范围、房间类型权重、类型数量上下限和允许房间列表。
- 怪物池支持多个组、组权重和重复条目;空组不会参与抽取,无效条目会保留提示但不会导致运行崩溃。
- 开发者数据保存支持大体积 JSON 分块上传与回传,降低大型房间、塔配置或怪物池保存时断连或静默失败的风险。
技术实现
- 登塔跑局改为服务端权威管理,统一维护队伍、投票、路线、房间、塔生命、塔内卡组和恢复流程。
- 多队登塔使用独立坐标分区;没有活跃跑局时会重置历史分配记录,减少开局时同步清理大量旧区域造成的卡顿。
- 房间生成前会在服务端集中清理目标区域,再同步最终方块状态,减少房间生成时的残留和逐块刷新感。
- 保存和启动登塔前会执行路线可解性、房间候选和怪物组容量校验,失败时返回明确提示。
English Changelog
Added
- Added Moon Spire portals. Players can build a yellow concrete frame, light it with flint and steel, enter the preparation lobby, and return to the saved entry position when leaving the tower.
- Added the full tower-run flow, including the preparation lobby, route map, start room, battle rooms, campfire rooms, tower health, and a run-specific deck.
- Added tower-run reward progression. Battle rewards are added to the current run deck, while the normal deck is restored after leaving the run flow.
- Added multiplayer tower-run support, allowing one party to share route choices, room progress, and tower health while separate parties run in isolated spaces.
Changed
- Changed the default tower to a 12-step route with 80 tower health, built around battle rooms and campfire rooms.
- Changed the tower map to display routes from bottom to top, with improved branching, merging, and re-branching for clearer route choices.
- Improved route generation validation for node counts, room-type limits, and crossing-free connections, preventing invalid routes from being saved or started.
- Tower and room-editor dimensions now disable natural spawning, random ticks, and unauthorized drop leftovers by default, with additional right-click interaction limits inside the tower.
Fixed
- Fixed portals potentially triggering repeatedly or immediately sending players back when the destination was still inside a portal.
- Fixed preparation lobby state, editor-dimension portals, and active tower-run state interfering with one another.
- Fixed old blocks, container contents, item drops, or experience orbs potentially remaining when lobbies, start rooms, or route rooms were regenerated.
- Fixed midair spawn points and spawn points above slabs, carpets, or other partial blocks being moved to incorrect positions.
- Fixed unclear failures when saving tower configs, starting with N, or using tower commands with unsolvable routes or insufficient monster-pool capacity.
- Fixed unstable room editing around unsaved drafts, saving after leaving the editor dimension, changed room bounds, and right-click point placement with the room tool.
Developer And Modpack Tools
- Added the room editor dimension and room tool for recording room bounds, player spawns, monster spawns, and trigger bounds with colored preview boxes.
- Added Developer Center editing for rooms, tower configs, and monster pools, covering preparation lobbies, start rooms, route rules, room candidates, and battle-room encounter selection.
- Tower configs now support layer names, room counts, per-step node ranges, room-type weights, type count limits, and allowed room lists.
- Monster pools now support multiple groups, group weights, and repeated entries; empty groups are skipped, and invalid entries remain visible without crashing runtime selection.
- Developer data saving now supports chunked upload and download for large JSON payloads, reducing disconnects or silent failures when saving large rooms, tower configs, or monster pools.
Technical
- Tower runs are now managed authoritatively on the server, covering party membership, votes, routes, rooms, tower health, run decks, and restoration flow.
- Separate tower parties use isolated coordinate regions; when no run is active, historical allocation records are reset to reduce startup stutter from clearing old regions.
- Room generation now clears target areas on the server before syncing final block states, reducing leftovers and visible block-by-block refresh during generation.
- Saving and starting tower runs now validate route solvability, room candidates, and monster-pool capacity before applying the configuration, returning clear failure messages when needed.
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.
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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:1CX6WnPt:ySuLDXC3"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:1CX6WnPt:ySuLDXC3"
}

