Перейти к содержимому
Mineforgian

Koniavacraft

Explore the fusion of magic and technology in 'Koniavacraft' and drive your arcane industrial revolution!

Загрузки
1K
Подписчики
12
Обновлён
3 июня 2026 г.
Лицензия
LGPL-3.0-only

Опубликован 8 ноября 2024 г.

image

Koniavacraft

What if mana wasn't mysterious and unknowable, but something you could quantify, study, and industrialize?

What kind of world would that make?

"Hey. You finally showed up. I've been waiting." Nara


What is this

Koniavacraft is a solo-developed mana-industrial mod built around one question:

What happens when magic becomes measurable?

It grew from that question. Mana is not just a mysterious force here. It is an energy source you can measure, route through pipes, burn as fuel, and eventually write as code.

There are research trees, industrial machines, and recipe systems built around understanding what mana actually is.

But that is only the outer layer.

The deeper you go, the more the journey turns inward. Understanding mana eventually becomes understanding something else.


Nara

You bind her early. She guides you through the first machines, reacts when you build things, and slowly reveals more about this world and herself as you go.

She won't hand you answers. She walks you to the place where you can see them yourself.

"What are Aspects? They're the deepest layer of this world. You'll understand eventually."

She is why this mod is not just a tech mod.


Research and Aspects

"Want to use magic? Go do your homework at the Research Table first. Yes, even magic requires a written report here."

Unlock the tech tree through hex-grid puzzles at the Research Table. Collect Aspects by scanning the world with Nara's holographic watch: blocks, items, mobs, fluids, even other players.

"Point the watch at a rock and scan it. Tells you exactly what's inside. How does it work? Science. Don't ask."

scanning

There are 80 Aspects, from the six primaries up through compounds, trigram aspects, and deeper tiers. You're not discovering new knowledge. You're recognizing something that was always at the bottom of the world.


Machines

"Wait. You're burning coal to generate mana? How is that different from a power plant? ...Fine, it works, whatever."

A generator burns fuel and produces mana (or RF). Arcane Conduits carry it automatically to every machine in the network.

"Mana flowing through pipes. Like plumbing. Romantic? That concept got quantified out of existence a long time ago."

The full industrial chain: Grinder, Infuser, Crafting Table, Deployer, Charger, Solar Collector. Each upgradeable, each part of a network you design yourself.

mana_basic_sm.gif

The Aspect Altar sits above all of it: a multiblock structure that grows through six tiers of resonance rings, each upgrade larger and more elaborate than the last. Run it out of mana mid-ritual at T3 or higher and it explodes. That explosion opens a door.

altar_sm


Spells You Build

After the mirror dimension, the full system opens.

You pick a carrier (how the spell travels: projectile, beam, melee arc, gravity pull, orbital orbs, and more), add effects (fire, frost, bleed, paralysis, lifesteal), and stack modifiers (split, penetrate, root on hit). Encoding a skill consumes Aspects. Casting only burns wand mana.

Aspects also react to each other. 88 reactions, triggered by properties rather than fixed aspect pairs. Heat and cold make Thermal Shock. Heat and arcane make Combustion. Reactions chain up to four layers deep. The Training Dummy shows you which ones fired.

Mirror Core Shards from the boss can be traded with the Aspect Researcher villager for Basic Aspect Essence, so your aspect supply stays renewable.

villager.gif


Equipment

Modular Wands

"I just want to ask: in what world does a magic wand take upgrade plugins like a USB drive? This one, apparently. (knock knock)"

Swap cores to change what the wand does. Slot upgrades to improve it. Formation, Activation, IO, Rotation, Ritual, Structure Build, and Spell cores, four upgrade types across Mk0-Mk3.

mana_basic_sm.gif

Floating Turrets (Nara Star-Ring)

"This one's my favorite. You have to try it."

Carry them to fire by hand, or slot them as orbiting auto-defenses. Six upgrade slots: healing, auto-aim, control shots (slow, root, levitate), protection, and more. The right build changes how a fight goes entirely.

floating_turret

Mana Alloy Armor

"The armor has a HUD. And you can double jump. Can we still call this magic? Also why does the back of your helmet have a face on it??"

Full set with built-in mana storage and a unified upgrade screen (press U). Head: night vision toggle. Legs: multi-jump. Boots: mana dash. Chest: two shield types, pick one: damage reduction with optional regen, or full mana absorption.

Training Dummy

"It even calculates your DPS for you. ...I think we went in a direction somewhere. Also WHY DOES IT LOOK LIKE A CACTUS"

A punchable target with a million HP that heals to full every tick. Tracks hits, total damage, DPS, active effects, and which reactions fired. Useful for testing builds.

training_dummy

The Mirror Dimension

When a high-tier altar runs out of mana and explodes, a spatial crack opens above the ruins.

Step through. The dimension seals. A boss appears made from your own skin, gear, and turrets. It has everything you have. Walls go up from your own inventory. Below 30% it tears them down and accelerates. Reflect state means stop attacking.

Beat it. Collect the shards. Keep going.

World

The Mana Prairie spreads through the overworld. The surface glows faintly. The flora is wrong in a way you can't immediately name.

"There's more you can do with Aspects than just scanning. But that part... wait until you're ready."


Compatibility

NeoForge 1.21.1 / JEI (Aspect Reactions page, Boss Loot page) / Jade / RF/FE / works alongside other tech mods.

The old Minecraft 1.20.1 build is no longer maintained. Current development is NeoForge 1.21.1.

Modpack authors: Koniavacraft customizes the title screen by default. It auto-defers to FancyMenu and similar mods, or disable manually in config/koniavacraft-client.toml.


About

Solo passion project. No schedule. No roadmap.

"I still have things to do. See you next time."

She says that every time. She never actually has anything going on.

Thank you for bringing your imagination into this world.

LGPL-3.0. Bug reports welcome.

Ченджлог

0.0.2.0Релиз1.21.1 · 3 июня 2026 г.

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。

0.0.1.9-2Релиз1.21.1 · 31 мая 2026 г.

v0.0.1.9-2 | commit c1ccfea

Fixed: the Mana Plate Press could not receive mana (or items) from conduits or adjacent blocks, so it never worked. Its capabilities were missing and are now registered like the other machines. 修復:魔力壓板機無法從導管或相鄰方塊接收魔力(與物品),所以根本不會運作。它的 capability 之前漏註冊,現在比照其他機器補上。

Fixed: the Mana Plate Press press head no longer stays frozen while working. It now visibly stamps up and down during pressing and eases back when it stops. 修復:魔力壓板機運作時壓板頭不再卡住不動。加工中會明顯上下壓印,停止時平滑回到原位。

Added the Sandbag Cactus: a craftable cactus dummy you place to test damage. It can't be pushed and never dies. The moment you hit it you enter a combat session and a timer starts at the lower-center of the screen, showing elapsed time, total damage, DPS, and hit count (alongside the floating damage numbers). You control the pace: keep hitting for as long as you like; after 10 seconds without a hit the session ends and a result panel shows your total damage, time, and DPS. It ignores environmental damage (lava, fire, fall, etc.) so only your attacks count, and sneak + right-click picks it back up. 新增沙包仙人掌:可合成的仙人掌假人,放下來測傷害用。推不動、不會死。一打到就進入戰鬥狀態,螢幕中下開始計時,顯示用時、總傷害、DPS、命中數(搭配浮動傷害數字)。節奏你自己掌握:想打多久打多久;超過 10 秒沒再打就結束,跳出結算面板顯示總傷害、用時、DPS。無視環境傷害(岩漿、火、掉落等),只算你的攻擊;潛行 + 右鍵可收回。

Dual-wielded floating turrets can now fire control shots by charge-release timing. While charging, a bar appears at the lower-center of the screen: release in the left zone for a weak charged shot, the right zone for a full charged shot, and the middle zone for a control shot. The middle zone splits into one slot per installed control upgrade (slow / root / levitate), each its own color, so where you release picks which effect fires. No extra keys, no mode toggle: pure release-timing skill. Only shows when dual-wielding turrets. 雙持浮游砲現在能靠蓄力鬆手時機發射控制彈。蓄力時螢幕中下出現一條蓄力表:鬆手在左段是弱蓄力彈,右段是強蓄力彈,中段則發射控制彈。中段依你裝的控制插件數量分格(緩速 / 定身 / 漂浮各一格、各自顏色),鬆手在哪格就放哪個效果。不用多按鍵、不用切模式,純靠鬆手時機。只在雙持浮游砲時顯示。

Fixed: in the Mirror Dimension, Nara's phantom would clip into the ground while following you. She now tracks you horizontally and stays at your height. 修復:鏡中世界裡娜拉幻影跟隨你時會鑲進地底。改成水平追蹤並貼合你的高度。

Fixed: re-entering the Mirror boss fight would scatter the previous run's unclaimed reward chest items onto the floor. The arena reset no longer drops them. 修復:重新挑戰鏡中 boss 時,上一場沒拿走的獎勵箱物品會散落一地。場地重置不再噴出它們。

Fixed: the Mirror boss death no longer plays vanilla's red hurt overlay or the sideways fall-over. The custom death cinematic now shows clean. 修復:鏡中 boss 死亡不再出現原版的紅色受傷濾鏡與側倒動畫。自製死亡演出現在乾淨呈現。

Fixed: Nara's phantom no longer blocks your attacks during the boss fight. She is now non-targetable, so melee, projectiles, and turret auto-aim pass through her to the boss. 修復:戰鬥中娜拉幻影不再擋住你的攻擊。她現在不可被瞄準,近戰、投射物、浮游砲自動瞄準都會穿過她打到 boss。

The two sound settings (Nara voice volume and boss BGM volume) are now grouped together under a single "Sound" page in the mod config. 模組設定中兩個聲音選項(娜拉配音音量、boss BGM 音量)現在合併到同一個「音效」分頁。

Added a config toggle for floating damage numbers (render page). Turn it off if you prefer no damage numbers when dealing damage. 新增浮動傷害數字的開關(在渲染分頁)。不想看到傷害數字可以關掉。

The boss BGM and Nara voice volume sliders now also appear directly in the vanilla Sound options screen, right after the built-in volume sliders. Dragging the boss BGM slider takes effect in real time, even while the music is already playing. Boss BGM 與娜拉配音的音量條現在也直接出現在原版「音效」設定畫面,接在原版音量條後面。拖動 boss BGM 音量條會即時生效,連音樂正在播放時也行。

Added a "Reload Sound" button to the top-right of the Sound options screen. If your audio cuts out (for example after Windows switches audio device), press it to restart the sound engine without quitting the game. 在「音效」設定畫面右上角新增「重載聲音」按鈕。如果聲音斷掉(例如 Windows 切換音訊裝置後),按一下就能重啟音效引擎,不用重開遊戲。

Filled in the in-game guide with the previously blank machine and weapon pages (solar mana collector, mana charger, mana deployer, mana plate press, upgrades, wand, sandbag cactus). 補齊遊戲內指引中原本空白的機器與武器頁面(太陽能魔力收集器、魔力充能器、魔力部署器、魔力壓板機、升級、魔杖、沙包仙人掌)。

Fixed outdated in-game guide text: the wand page no longer points to a nonexistent "resonator altar", and the altar instructions now use the modular wand (fitted with an Activation Core Plugin) instead of the removed Ritual Wand. Also clarified that a wand rod holds one core but can take multiple upgrades. 修正遊戲內指引的過時文字:魔杖頁不再指向不存在的「諧振器祭壇」,祭壇說明改用模組化魔杖(裝啟動核心插件)取代已移除的儀式魔杖。並說明一個杖柄只能裝一個核心,但可裝多個升級。

The Mirror Core Shard reward from the Mirror boss is now given on every defeat, not only the first clear. 鏡面 boss 的鏡核碎片獎勵現在每次擊敗都會給予,不再只限首次過關。

Fixed two in-game guide pages that named the Grinder and Infuser inconsistently in Chinese; they now match the blocks' actual display names. 修正指引中兩處中文機器名與實際顯示名不一致:改為「粉碎機」「注入機」(原誤寫「研磨機」「灌注機」)。

Regenerated several Nara voice lines (Mirror boss victory/intro/taunt, research table, punishment, angry) so the audio matches the on-screen dialogue text. 重新生成多條娜拉語音(鏡面 boss 勝利/進場/嘲諷、研究台、懲罰、生氣),讓配音對齊畫面字幕。

0.0.1.9-1Релиз1.21.1 · 29 мая 2026 г.

v0.0.1.9-1 | commit 22b9493

  • Pressing R to skip a cinematic now opens a confirmation popup ("Skipping cutscenes will miss the full experience / Skip this scene?") with Yes/No buttons and a "Don't ask again" checkbox. Covers all four R-skip points: boss intro, Phase 2 transition, Nara dialogue, and altar upgrade animation. Checking "Don't ask again" + Yes writes to the client config (cinematicSkipDontAsk) so future skips bypass the popup entirely. No = cinematic continues uninterrupted.

  • 按 R 跳過 cinematic 現在會跳出確認小視窗(「跳過劇情將會缺少完整遊戲體驗 / 請問是否跳過?」)含「是 / 否」按鈕跟「以後不再提示」勾選框。覆蓋四個 R skip 點:boss 進場、Phase 2 變身、娜拉對話、祭壇升級動畫。勾選「以後不再提示」+ 是 → 寫進 client config (cinematicSkipDontAsk),之後直接跳過確認。否 = cinematic 繼續不中斷。

  • The Mirror Dimension no longer has a 501x501 WorldBorder cage. The dimension is being repurposed as a shared boss-arena dimension for future fights, so the hard boundary is gone and each boss will manage its own active range. Center 501x501 still has flat terrain (the rest is void), but you can now walk past the old border. Existing save files with the leftover 501 border are reset to the vanilla maximum on level load.

  • 鏡中世界不再有 501x501 的 WorldBorder 籠子了。這個維度規劃改成多 boss 共用的場地維度,所以硬邊界取消,未來每隻 boss 自己管自己的活動範圍。中央 501x501 仍有平地(外圍是虛空),但現在可以走出原本邊界。舊存檔殘留的 501 邊界會在維度載入時自動重設回 vanilla 最大值。

  • Floating turrets (slot 0/1 auto-attack mode) now target Slime, Ghast, Phantom, and other hostile Mobs that implement the Enemy interface but don't extend Monster. Previously the hostile filter used Monster.class directly, so non-Monster enemies like slimes were silently ignored and the turret just sat there doing nothing while the player took damage. Now it filters on Mob + instanceof Enemy, covering the full set of vanilla "hostile mob" types.

  • 浮游砲(裝備槽 0/1 自走砲模式)現在會攻擊史萊姆、惡魂、幻翼等實作 Enemy 介面但不繼承 Monster 的敵對生物了。之前的敵對過濾直接用 Monster.class,史萊姆這種非 Monster 的敵對被靜默漏掉,砲就乖乖站著不動看你被打。現在改成 Mob + instanceof Enemy,完整覆蓋 vanilla 所有「敵對生物」類型。

  • Player no longer gets controlled by their own floating turret's control projectiles. The control plug-in projectile (slow / root / levitation) was spawned with the turret entity as its owner, not the player; vanilla canHitEntity only skips the projectile's own owner, so the player was a valid target and could get hit by their own bullet on close-range firing arcs. Now the projectile is spawned with the player as owner, matching how the normal attack bullet already worked.

  • 玩家現在不會被自己浮游砲的控制彈控住了。控制彈插件(緩速 / 定身 / 漂浮)發射時 owner 是砲實體不是玩家,vanilla canHitEntity 只擋 owner,所以玩家是合法目標、近距離弧線會打到自己。現在改成 owner 傳玩家,跟普通攻擊彈本來就是這樣的行為一致。

  • Mirror Boss's orbiting / handheld floating turrets are now invulnerable AND non-pickable. Two-layer change: (1) hurt rejects any player-rooted damage on clone turrets so they can't be ground down; (2) isPickable returns false in clone mode so the player's arrows / turret projectiles / melee ray-cast skip the turret entirely and pass through to hit the boss behind it. Previously the turrets could be used as a shield wall around the boss, ruining the fight; now they're a pure visual / offensive threat that players have to dodge but can't waste attacks on. Same-source projectile self-damage is still ignored, and non-player environmental damage still applies.

  • 鏡像 Boss 身邊繞行/手持的浮游砲現在玩家完全打不到也選不到。兩層修法:(1) hurt 對玩家來源傷害一律回 false,無法被磨血;(2) isPickable 在 clone 模式回 false,玩家的箭/浮游砲彈/近戰 ray-cast 直接穿過砲,命中後面的 boss 本體。之前 boss 會把砲當肉盾擋玩家攻擊,體驗很差;現在砲純粹是視覺威脅 + 火力輸出,玩家要閃但不會浪費攻擊在砲上。同源彈自傷免疫保留,非玩家來源環境傷害仍有效。

0.0.1.9Релиз1.21.1 · 29 мая 2026 г.

v0.0.1.9 | commit 6ae8322

  • 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.

  • 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。

  • The return rift inside the Mirror dimension no longer disappears when the boss dies. Previously the boss death cleanup ran removeForOwner on 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 setBlockAndUpdate still went through vanilla's "drop contents on removal" path. Now the chest is replaced with Block.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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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)。

  • 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 setBlockAndUpdate on 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.

  • 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。

  • 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.

  • 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。

  • 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).

  • 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)。

  • 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: clonedInventory is 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。

  • 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.

  • 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。

  • English voice for both Mirror Boss lines (intro taunt + death taunt) regenerated with cleaner take selection.

  • 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。

  • 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.

  • 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」。

  • 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.

  • 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。

  • 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.

  • 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。

  • Inventory sort buttons moved up 8px so they sit cleanly above the slot grid instead of overlapping the top row.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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)。

  • Inventory sort buttons moved 8px higher so they sit clearly above the container/inventory slot grids instead of overlapping the top row.

  • 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。

  • 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).

  • 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)。

  • 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).

  • 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)。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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).

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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).

  • 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)。

  • 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.

  • 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。

  • 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").

  • 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」)。

  • 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.

  • 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)。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • The Mirror World clone's charged turret shots no longer destroy the arena terrain (only the clone's shots; your own turrets are unchanged).

  • 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)。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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).

  • 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。

  • 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.

  • 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。

  • Renamed "Unfinished Mana Sprint Boots" to "Mana Sprint Boots Base" for consistency with other armor base shells.

  • 「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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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)。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

  • 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.

  • 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。

0.0.1.8-1Релиз1.21.1 · 25 мая 2026 г.

v0.0.1.8-1 | commit cc63cf4

  • Fixed Mana Charger dropping its held item twice when broken (once from the block's own drop code and once from the base machine handler).

  • 修復魔力充能台被破壞時物品重複掉落兩次的問題。

  • Nara tutorial for Mana Grinder, Mana Infuser, and Mana Crafting Table now highlights the relevant GUI area on the final tutorial line, and clears the highlight when the player confirms.

  • 魔力研磨機、魔力注魔台、魔力合成台的娜拉教學最後一行現在會高亮對應的 GUI 區域,玩家確認後自動清除高亮。

  • Fixed Nara creeper punishment not triggering for players who had not yet bound to Nara.

  • 修復未綁定娜拉的玩家炸死苦力怕時不會觸發懲罰對話的問題。

  • Updated audio for Mana Grinder and Mana Infuser tutorial lines.

  • 更新魔力研磨機與魔力注魔台教學語音。

  • Added a keybind (default R, rebindable) to skip altar upgrade animations mid-playback. Camera and pitch reset immediately on skip. T6 Nara dialogue still triggers if skipped before it fires.

  • 新增可自訂按鍵(預設 R)可在祭壇升級動畫播放中途跳過。跳過時鏡頭仰角立即歸位。T6 娜拉台詞若尚未觸發,跳過時仍會補發。

  • Nara Watch scan messages now show the target's name (block, entity, item, or fluid) instead of a generic prompt.

  • 娜拉手錶掃描訊息現在會顯示目標名稱(方塊、生物、物品或流體),不再只顯示通用提示。

  • Research tier advancement is now automatic: completing all research in the current tier unlocks the next tier and shows a notification message. Previously the tier never advanced, blocking Tier 2 research (Mana Weapons).

  • 研究層級現在自動升級:完成目前層級的所有研究後自動解鎖下一層,並顯示通知訊息。先前層級永遠不會推進,導致第 2 層研究(魔力武器)無法解鎖。

  • The Altar Ring Architecture research description now clarifies that it is a technical reference and does not unlock any equipment.

  • 祭壇環形升級結構研究說明現在明確標示:本條目為操作指引,不解鎖任何設備。

  • Added Mana Sprint Boots: a new magical armor piece with a dash ability (default key V). Holds 6000 mana and supports up to 5 upgrade slots.

  • 新增魔力衝刺靴:具備衝刺技能(預設按鍵 V)的魔力護甲,最多 6000 魔力儲量,支援 5 個升級插件槽。

  • Added 16 boots upgrade items in 4 categories (Armor, Dash Distance, Mana Efficiency, Capacity), each with Mk0-Mk3 tiers.

  • 新增 16 個靴子升級插件,分為防禦強化、衝刺距離、魔力效率、魔力容量四類,各有 Mk0-Mk3 四個等級。

  • Crafting Mana Sprint Boots (Unfinished) requires a T1 altar: catalyst Mana Crystal, pedestals leather boots, 3x Mana Ingot, 2x Mana Crystal Fragment, 2x Feather.

  • 魔力衝刺靴(未完成)需要 T1 祭壇合成,催化劑為魔力水晶,底座材料為皮革靴子、魔力錠×3、魔力水晶碎片×2、羽毛×2。

  • Activate the boots by placing them in the Mana Infuser (costs 5000 mana).

  • 將未完成的靴子放入魔力注魔台(消耗 5000 魔力)即可啟動為完成品。

  • Open the boots upgrade UI with the Upgrade GUI key (default U) while the boots are equipped.

  • 穿著靴子時按升級介面鍵(預設 U)可開啟靴子升級介面,介面含玩家 3D 穿著預覽。

  • Fixed boots not charging past base mana capacity even with capacity upgrades installed.

  • 修復靴子安裝容量升級後充能台仍只充到基礎容量的問題。

  • Boots upgrade items now show a tooltip: upgrade tier, type, effect, and "Compatible: Mana Sprint Boots".

  • 靴子升級插件工具提示現在顯示等級、類型、效果與「適用於:魔力衝刺靴」。

  • Mana Sprint Boots tooltip now shows "Press [key] to open upgrade interface", reflecting the player's actual keybind setting.

  • 魔力衝刺靴工具提示現在顯示「按下 [按鍵] 開啟升級介面」,自動對應玩家實際設定的按鍵。

  • Rebalanced Mana Sprint Boots: base mana 6000, dash cost 10 (600 uses base). Capacity Mk0-3 adds +1000/+2000/+3000/+4000 mana (700/800/900/1000 uses). Dash distance base 3 blocks; Dash Distance upgrades Mk0-3 add +1/+2/+3/+4 blocks (total 4/5/6/7). A fixed 1-second cooldown limits dash rate; Cooldown Reducer upgrade items removed.

  • 重新平衡魔力衝刺靴:基礎魔力 6000、衝刺消耗 10(600 次);容量升級 Mk0-3 分別增加 +1000/+2000/+3000/+4000 魔力(對應 700/800/900/1000 次);衝刺距離基礎 3 格,距離升級 Mk0-3 增加 +1/+2/+3/+4 格(共 4/5/6/7 格)。保留固定 1 秒冷卻限制衝刺頻率;移除冷卻縮減器升級物品(Mk0-3)。

  • Each boots upgrade type can now only be installed once per boots. Installing a duplicate type is rejected by the server; the upgrade GUI automatically filters out already-installed types from the candidate list.

  • 靴子每種升級類型現在只能安裝一次。伺服端拒絕重複類型;升級 GUI 自動從候選清單過濾已安裝的同類型物品。

  • Dash is now disabled in water and lava. Pressing the dash key while submerged shows an actionbar message instead of silently failing.

  • 衝刺在水中和岩漿中停用。在液體中按下衝刺鍵會在動作欄顯示提示訊息,而非無聲失敗。

  • Fixed upgrade slot tooltip in the Wand and Boots upgrade GUI being covered by the right panel when hovering over left-panel slots. Tooltip now always renders on top of all panels.

  • 修復法杖和靴子升級 GUI 左側槽位懸停時工具提示被右側面板遮蓋的問題,現在工具提示永遠在所有面板上層繪製。

  • Wand upgrade GUI now correctly rejects Boots upgrade items. Boots upgrades can no longer be installed into a wand.

  • 法杖升級 GUI 現在正確拒絕靴子升級物品,靴子升級插件不再能被裝入法杖。

  • Upgrade items (Wand Cores, Wand Upgrades, Boots Upgrades) are now grouped together at the end of the creative tab, instead of being scattered among other items.

  • 升級物品(法杖核心、法杖升級、靴子升級)現在統一排列在創意欄位末尾,不再散布在其他物品之間。

  • Added a visual icon for the Sprint Cooldown status effect (blue feather, 18x18).

  • 新增衝刺冷卻狀態效果的視覺圖示(藍色羽毛,18x18)。

  • Fixed: certain consequences of ignoring Nara's first-login dialogue were not triggering correctly. They now work as intended.

  • 修復:忽略娜拉第一次登入對話時,部分應有的後果未能正確觸發,現已修正。

  • Added Arcane Pulse Resonator (advanced wand rod) altar infusion recipe: requires T3 altar, 40000 mana, 320 ticks. Catalyst: High-Density Mana Core. Pedestals: basic wand rod, 2x Precision Mana Circuit, 2x Mana Crystal, 2x Mana Ingot, Amethyst Shard.

  • 新增術式脈衝諧振器(進階法杖柄)祭壇灌注配方,需要 T3 祭壇、40000 魔力、320 tick。催化劑:高密度魔力核心;底座:術式脈衝調制器、精密魔力迴路×2、魔力水晶×2、魔力錠×2、紫水晶碎片。

  • Fixed Mana Charger recipe requiring altar-only materials (Mana Crystal, Mana Wafer, Basic Mana Circuit); replaced with pre-altar materials (Mana Ingot, Refined Mana Dust, Mana Wire, Mana Crystal Fragment, Mana Substrate) so it can be crafted before building the altar.

  • 修復魔力充能台配方要求祭壇限定材料(魔力水晶、魔力晶圓、基礎魔力電路板)的問題,改用前祭壇可取得的材料(魔力錠、精煉魔力粉、魔力導線、魔力水晶碎片、魔力基板),現在可以在建造祭壇之前合成。

  • Nara now plays a tutorial dialogue when the player first crafts a Mana Deployer, Mana Charger, Mana Grinder, Mana Infuser, Mana Crafting Table, or Solar Mana Collector. The tutorial fires when the player actually places the machine, and the machine GUI opens automatically so the dialogue appears in context.

  • 娜拉現在會在玩家首次合成魔力部署器、魔力充能台、魔力研磨機、魔力注魔台、魔力合成台或太陽能魔力收集器後,等待玩家實際放下機器才觸發教學對話,放下的同時自動開啟機器介面,教學對話在 GUI 上直接播放。

  • Added Nara tutorial for Solar Mana Collector explaining sky access, conduit placement, and upgrade slots.

  • 新增太陽能魔力收集器娜拉教學,說明天空視野需求、導管接法與升級槽用途。

  • The Nara dialogue skip button is now a rebindable keybind (default: R) instead of Escape. It can be changed in Options > Controls under the mod category.

  • 娜拉對話跳過按鍵現在改為可自訂按鍵(預設:R),不再使用 Escape,可在「選項 > 控制項」中更改。

  • Fixed Mana Deployer consuming mana even when the interaction was explicitly rejected (e.g. right-clicking a locked block or an item that refuses activation).

  • 修復魔力部署器在互動明確被拒絕時(例如右鍵已鎖定的方塊,或物品拒絕啟用)仍然消耗魔力的問題。

  • Fixed Mana Charger IO direction config being lost on world reload; all faces previously set to non-default now correctly persist.

  • 修復魔力充能台的 IO 方向設定在世界重載後遺失的問題,非預設面的設定現在能正確保留。

  • Fixed Mana Pickaxe not accepting enchantments at the enchanting table; added to minecraft:enchantable/mining, mining_loot, durability, and vanishing item tags.

  • 修復魔力稿子無法在附魔台附魔的問題,現已加入 minecraft:enchantable/mining、mining_loot、durability、vanishing 物品標籤。

  • Fixed Mana Charger duplicating the item inside it when broken: the charged item now drops correctly once (inside the picked-up charger block), not twice.

  • 修復魔力充能台破壞時內部物品複製的問題:被充能的物品現在只會掉落一次(保留在撿起的充能台方塊內),不再重複掉落。

0.0.1.8Релиз1.21.1 · 23 мая 2026 г.

v0.0.1.8 | commit de9a054

  • Arcane Pulse Modulator (wand rod) now renders installed core and upgrade plugins visually on the model: the core appears near the wrench head, and up to four upgrade USB-shaped plugins appear on the four side prongs. First-person view shows two slots; third-person shows all four.

  • 術式脈衝調制器現在會在模型上視覺化顯示已安裝的核心與升級插件:核心顯示在板手頭部,最多四個 USB 形狀的升級插件顯示在四個側齒上。第一人稱顯示兩個槽位,第三人稱顯示全部四個。

  • Upgrade GUI slots now show the installed item's name as a tooltip on hover, instead of always showing the slot label.

  • 升級 GUI 槽位懸停時現在顯示已安裝物品的名稱,而非永遠顯示槽位標籤。

  • Upgrade GUI can now be closed with the inventory key (default E).

  • 升級 GUI 現在可以用背包鍵(預設 E)關閉。

  • Added wand_upgrade model: USB-shaped upgrade plugin with outer housing tinted by upgrade type color; metal connector interior retains original texture.

  • 新增升級插件 USB 建模:外殼根據升級類型染色,金屬接口內部保持原始貼圖。

  • Damage dealt to enemies now shows as floating numbers above the target, visible only to the attacker. Normal hits show in white, critical hits in gold, and Floating Turret magic damage in purple. Rapid hits on the same target are merged into one number.

  • 對敵人造成的傷害現在會在目標頭頂顯示浮動數字,只有攻擊者自己看得到。普通傷害白色、暴擊金色、浮游砲魔法傷害紫色,短時間內連續命中同一目標的傷害會合併顯示。

  • Dual-wielding Floating Turrets now correctly applies damage from both shots regardless of invincibility frames; the second bolt no longer gets absorbed.

  • 雙持浮游砲現在兩顆砲彈都能正確命中目標,不再因為無敵幀吃掉第二顆傷害。

  • Floating Turret charging animation now smoothly returns to idle after firing, including when the shot is auto-released at max charge.

  • 浮游砲蓄力動畫在發射後(包含滿蓄自動射出)現在能平滑回到閒置位置,不再瞬間跳回。

  • Floating Turret projectiles now pass through water and lava instead of stopping on contact.

  • 浮游砲砲彈現在可以穿過水和岩漿繼續飛行,不會在液體處消失。

  • Added Floating Turret crafting: three new intermediate items (Mana Barrel, Precision Mana Circuit, High-Density Mana Core) and an Aspect Altar T3 recipe. Unlocked via the Mana Weapons research node.

  • 新增浮游砲合成路線:三個中間物品(魔力砲管、精密魔力迴路、高密度魔力核)以及本源矩陣 T3 祭壇配方,透過魔力武器研究節點解鎖。

  • Added Mana Charger research node, unlocking the Mana Charger block recipe.

  • 新增魔力充能台研究節點,解鎖魔力充能台配方。

  • Aspect Altar rituals now require a Ritual Wand to start. Right-clicking the altar with an empty hand shows the current mana level and ritual status instead.

  • 本源矩陣祭壇儀式現在需要手持儀式魔杖才能啟動。空手右鍵改為顯示當前魔力量和儀式狀態。

  • Altar rituals now consume mana continuously throughout the process instead of all at once at completion. If mana supply is interrupted, electric sparks appear on the altar core as a warning; the ritual collapses after 10 seconds with no supply, triggering an explosion.

  • 祭壇儀式現在持續消耗魔力而非完成時一次扣除。魔力中斷時核心方塊出現電弧警告,10 秒內未恢復則儀式失控爆炸。

  • Ritual failure explosion: red shockwave visual effect expands outward; players within 64 blocks lose 50% max HP and receive Slowness II; items on pedestals may scatter (50%) or vanish permanently (15%).

  • 儀式失控爆炸:紅色衝擊波向外擴散;64 格內玩家損失 50% 最大 HP 並受到緩速 II;底座物品有機率散落(50%)或永久消失(15%)。

  • Nara Guide (watch UI) Altar chapter now includes a dedicated page explaining the ritual wand, continuous mana requirement, warning mechanic, and explosion consequences.

  • 娜拉指引介面的祭壇章節新增儀式機制說明頁,說明儀式魔杖用法、持續魔力需求、警告機制與爆炸後果。

  • Jade tooltip now shows current and maximum mana for all mana machines and the Arcane Conduit when hovering over them.

  • Jade 懸停提示現在對所有魔力機器和奧術導管顯示當前及最大魔力量。

  • Added R key binding to skip the altar upgrade animation.

  • 新增 R 鍵快捷鍵可跳過祭壇升級動畫。

  • Nara dialogue now plays voice acting for all 18 dialogue lines in both Traditional Chinese and English. The correct audio is selected automatically based on the player's in-game language setting.

  • 娜拉對話現在對全部 18 條台詞播放配音,繁體中文與英文各一套,根據玩家遊戲內語言自動選擇。

  • Nara Guide screen (watch UI) can now be closed with the inventory key (default E).

  • 娜拉指引介面(手錶 UI)現在可以用背包鍵(預設 E)關閉。

  • Wand mana is now displayed as a blue bar (same position and size as the durability bar) instead of the custom arc ring. Visible in hotbar, inventory, and all container screens.

  • 魔杖魔力現在以藍色條狀顯示(與耐久條相同位置和大小),取代自訂弧形圓環,在快捷欄、背包和所有容器介面均可見。

  • Wand upgrade system now uses Mk tiers: each of the 4 upgrade types (Capacity, Efficiency, Range, Cooldown) has Mk0 through Mk3 variants with progressively stronger effects.

  • 魔杖升級系統新增 Mk 等級:4 種升級類型(容量、效率、範圍、冷卻)各有 Mk0 到 Mk3 四個等級,效果隨等級遞增。

  • Added Arcane Pulse Resonator (術式脈衝諧振器): an advanced wand rod with 6 upgrade slots and support for up to Mk3 upgrades. Crafted via altar infusion.

  • 新增術式脈衝諧振器:高階魔杖,擁有 6 個升級槽,支援最高 Mk3 升級,透過祭壇灌注製作。

  • Basic wand rod (術式脈衝調制器) supports 4 upgrade slots and up to Mk1 upgrades. Installing a higher-Mk upgrade shows a rejection message.

  • 基礎術式脈衝調制器支援 4 個升級槽,最高可裝 Mk1 升級。嘗試安裝更高等級的升級會顯示拒絕訊息。

  • Upgrade GUI now shows the correct number of slots based on the held wand tier: 4 slots for the basic rod, 6 slots for the resonator.

  • 升級 GUI 現在根據手持調制器等級顯示正確槽位數量:基礎版 4 個槽,諧振器 6 個槽。

  • Wand upgrade 3D preview can now rotate freely in all directions (X axis no longer clamped). Drag to spin, scroll to zoom.

  • 魔杖升級 3D 預覽現在可以往任意方向自由旋轉(X 軸不再限制角度)。拖曳旋轉,滾輪縮放。

  • Wand upgrade Mk1-Mk3 recipes now require the previous tier item in the center slot, preventing tier skipping.

  • 魔杖升級 Mk1-Mk3 配方現在需要將前一等級物品放在中心格,無法跨等級製作。

  • Extra equipment slots now show a tooltip describing what item type can be installed in each slot.

  • 額外裝備欄位現在顯示工具提示,說明各槽位可安裝的物品類型。

0.0.1.7-2Релиз1.21.1 · 20 мая 2026 г.

v0.0.1.7-2 | commit 5e8a198

  • Killing a player with a Floating Turret projectile now broadcasts a random joke message to all online players. PvP kills have 5 variants, passive turret kills have 3 variants.
  • 浮游砲彈擊殺玩家時,會向全伺服器廣播隨機搞笑訊息。PvP 擊殺有 5 種台詞,自走砲擊殺有 3 種。
  • Fixed: charging sound (beacon ambient) now correctly stops on release instead of playing for an extra 2 seconds.
  • 修正:蓄力音效(烽火台嗡嗡聲)現在放開後會立即停止,不再多播 2 秒。
  • Extra equipment slot backgrounds are now correctly rendered in the Extra Equipment screen.
  • 額外裝備欄位的格子背景現在能在額外裝備介面中正確顯示。
  • Floating Turret now fires a traveling energy bolt on right-click. The bolt travels at 1.5 blocks/tick and disappears on hit or after 48 blocks.
  • 浮游砲右鍵攻擊發射飛行能量彈,以每 tick 1.5 格的速度飛行,命中或超過 48 格後消失。
  • Floating Turret energy bolt is rendered as a glowing blue orb (three-layer billboard with additive blending). Charged bolts grow larger and shift color toward white.
  • 浮游砲能量彈以三層發光藍球渲染(加法混合 billboard),蓄力彈尺寸更大並向白色偏移。
  • Dual-wielding two Floating Turrets enables a charged shot: hold right-click to charge (up to 2 seconds), release to fire. Damage scales from 16 to 24 based on charge ratio, and the bolt explodes in a small radius on block impact. Mana and durability are consumed from both hands.
  • 雙持兩把浮游砲可蓄力攻擊:長按右鍵最多 2 秒蓄力,放開發射。傷害依蓄力比例從 16 到 24,命中方塊時觸發小範圍爆炸。魔力和耐久由兩手各自扣除。
  • Floating Turret mana capacity increased from 500 to 15000.
  • 浮游砲魔力上限從 500 提升至 15000。
  • First-person floating turret now tracks the player's look direction including pitch: looking up raises the turret, looking down lowers it, matching vanilla item behavior.
  • 第一人稱浮游砲現在跟蹤玩家完整視角(含仰角):抬頭砲往上、低頭砲往下,與原版物品持握行為一致。
  • First-person floating turret is now positioned closer (less forward offset) and further to the main hand side.
  • 第一人稱浮游砲位置調整:減少前方偏移,增加主手方向的側偏距離。
  • Floating Turret hand-held display now respects the player's dominant hand setting; left-handed players see the main turret on the left side.
  • 浮游砲手持顯示現在支援玩家慣用手設定,左撇子玩家的主手浮游砲會顯示在左側。
0.0.1.7-1Релиз1.21.1 · 19 мая 2026 г.

v0.0.1.7-1 | commit 9f5ed14

  • Abandoned Altar structures now generate in Mana Plains biomes. Four variants exist: heavily damaged structures appear frequently on smaller terrain patches, while more intact but still ruined versions appear less often on larger Mana Plains. Variant 04 contains a chest with mana materials.
  • 廢棄祭壇結構現在會在魔力草原生物群系中生成。共有四種變體:高度損毀的版本在較小的魔力草原地形頻繁出現,而較完整但仍損毀的版本則在較大的地形低機率出現。變體 04 含有一個裝有魔力材料的箱子。
  • Added three ruin decoration blocks: Cracked Mana Bricks, Mossy Mana Bricks, and Ruined Mana Pedestal. These appear in abandoned altar structures.
  • 新增三種廢墟裝飾方塊:裂紋魔力磚、苔蘚魔力磚和損壞的魔力底座,出現在廢棄祭壇結構中。
  • Mana Grass Block now correctly drops Mana Soil when mined without Silk Touch.
  • 魔力草方塊在不使用精準採集時現在能正確掉落魔力泥土。
  • Fixed Mana Deployer and Resonance Ring not being mineable with a pickaxe.
  • 修正魔力部署器和共鳴環無法用鎬子挖掘的問題。
  • Added Nara Guide, accessible via the Guide tab in the Nara Watch screen. Covers four chapters: Aspect System, Research System, Mana Facilities, and Altar System.
  • 新增娜拉指引,可透過娜拉手錶介面的指引頁簽開啟,涵蓋四個章節:本源系統、研究系統、魔力設施、祭壇系統。
  • Added advancement for crafting the Research Table.
  • 新增合成研究台的進度成就。
  • Added Consensus Glasses: binds to the first player who uses it, snapshotting their research and aspect data. Other players can use the item to copy that knowledge to themselves.
  • 新增共識眼鏡:第一位使用的玩家將其綁定並快照研究與本源資料,其他玩家使用後可將該知識複製至自身。
  • Added Source Tome: unlocks all research, sets research tier to 12, and grants 500 points of every aspect. No crafting recipe; intended as a late-game or creative tool.
  • 新增源典:解鎖全部研究、將研究階段設為 12,並賦予每種本源 500 點,無合成配方,定位為後期或創意模式工具。

Комментарии

Загружаем…