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0.1.10.32
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版本跨度:0.1.7.16 - 0.1.10.32
攒了一波大更新。这次把套装、交易所、电网和火控系统基本重做了一遍,修了海量的 Bug,顺便优化了服务器性能。
套装与武装库 量子/纳米套装重做:现在套装会根据电量动态发光(低电量变琥珀,没电变红),支持自定义装甲和发光颜色。加了模块系统,能主动放技能(比如量子跃迁、相位偏移无敌、力场停滞子弹等)。飞行机制重写了,现在有油门、漂移和音爆特效。 武装库动画:召唤装备时,顶部的六叶舱门会旋开;远距离召唤会开紫色传送门。全息投影仪可以右键切换成实体人台展示。 僚机 AI:僚机现在会用拔刀剑和远程武器,会绕后、找高地、躲子弹,还会用激光锁定目标。 HUD 与地图:加了第一人称面罩玻璃(带反光和裂纹)。新增 3D 战术全息地图和火控 HUD,可以拖动旋转看地形。
交易所与经济系统 买卖机制:取消了死板的每日限额,改成动态深度——卖得越多价格越低。加入了限价单、每日集中清算、大宗结算和出售箱。可以设置最低单价批量卖东西。 系统悬赏与期货:加了普通、高级、特别三档系统悬赏。新增了 3 天/7 天的现金结算期货合约,以及 ID 卡权限系统。 修刷钱 Bug:把配方表查了一遍,修了 38 个能无限自我增殖的物品配方,加了自动稳定器防通胀。货币现在可以堆叠到 9999 了。
电网与机器 电网调度:加了断路器(过载自动跳闸)和保险丝。新增了负荷优先级,缺电时先停次要机器,保重要机器。发电机可以设置调度模式,优先用太阳能,少烧煤。 机器对齐:发酵机、物质生成机、复制机、扫描仪等大量机器的逻辑重新对齐了 IC2。修复了发酵机空转吸热量浪费燃料的问题。 JEI:加了多方块结构的 3D 预览,反应堆布局也能直接在 JEI 里看安全性和爆炸范围。
战斗与火控 弹道计算:火控 HUD 现在算提前量会计算重力、空气阻力和自身移动速度。满弓 60 米外的误差从 10 格降到了 0.1 格内。 AI 预测:AI 能预测目标的移动路径了(包括在水里、半砖上、被击退时),追踪弹变得更难躲。 预警:威胁传感器会显示来袭箭矢/火球的倒计时和闪避方向。
特效与底层优化 核爆重做:蘑菇云、涡环、地面震屏和地形焦土全部重写。 性能与清理:优化了区块加载和机器 tick,减少了大量网络包同步,TPS 有明显提升。删了一堆没用的代码,日志也不再乱刷屏了。
Versions: 0.1.7.16 - 0.1.10.32
This is a massive batch of updates. We've reworked the suits, the exchange, the power grid, and fire control, fixed a ton of bugs, and optimized server performance.
Suits & Armory Quantum/Nano Suit Rework: Armor now glows dynamically based on power (amber when low, red when depleted) with custom color options. Added a module system with active abilities (Quantum Leap, Phase Shift, Forcefield, etc.). Flight mechanics are rewritten with throttle, drifting, and vapor cones. Armory Animations: The top aperture doors now rotate open when summoning gear, and long-distance summons open purple portals. Holographic projectors can be right-clicked to toggle a physical mannequin display. Wingmen AI: Wingmen can now use SlashBlades and ranged weapons, flank targets, seek high ground, dodge projectiles, and use scanning lasers. HUD & Maps: Added a first-person visor glass overlay (with reflections and cracks). Added a 3D tactical holo-map and an FCS HUD you can drag and rotate.
Exchange & Economy Trading Mechanics: Removed the hard daily caps and replaced them with dynamic sell depth (the more you sell, the lower the price). Added limit orders, daily centralized clearing, bulk settlement, and sell boxes with minimum-price batch selling. Bounties & Futures: Added a 3-tier bounty board. Introduced 3-day/7-day cash-settled futures contracts and an ID card permission system. Exploits Fixed: Audited recipes and fixed 38 self-multiplying item exploits. Added an auto-stabilizer to prevent inflation. Currency now stacks to 9,999.
Power Grid & Machines Grid Dispatch: Added breakers (auto-trip on overload) and fuses. Introduced load priorities (sheds minor machines first during power loss). Generators now have dispatch modes to prioritize solar over burning fuel. IC2 Alignment: Fermenters, Mass Fabricators, Replicators, and Scanners are now fully aligned with IC2 logic. Fixed the fermenter absorbing heat and wasting fuel while idling. JEI: Added 3D previews for multiblock structures. Reactor layouts now show safety and explosion radius directly in JEI.
Combat & Fire Control Ballistics: The FCS HUD lead calculation now accounts for gravity, air resistance, and player velocity. Full-draw bow error at 60m dropped from 10 blocks to under 0.1 blocks. AI Prediction: AI can now predict movement paths (in water, on slabs, after knockback), making homing projectiles much harder to dodge. Warnings: Threat sensors now show countdowns and dodge directions for incoming arrows and fireballs.
VFX & Optimization Nuclear Rework: Rewrote the mushroom cloud, vortex rings, camera shake, and terrain vitrification effects. Performance: Optimized chunk loading and machine ticks, reduced network sync overhead, and improved overall TPS. Removed tons of dead code and stopped log spam.
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:Lx2POkZs:AgoUrYBp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Lx2POkZs:AgoUrYBp"
}

