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Bonefire Relics

Three relics. Endless growth. Server-safe.
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BonefireRelics-7.1.4.jar

File nameBonefireRelics-7.1.4.jar
Uploader
yx123yx123
Uploaded
Sep 16, 2026
Downloads
8
Size
367.7 KB
Mod Loaders
Fabric
File ID
8894315
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:bonefire-relics-1661773:8894315"

Learn more about Curse Maven

What's new

7.1.4(2026-09-13)

新增:虚空神心(终极方案)

• 三项主属性全部满级(镐子材质 6 / 骨头伤害 41 / 法杖法强 30)后,所有遗物融入秘法核心,核心化为「虚空神心」。

• 权能:免疫一切非玩家来源伤害 · 双向处决(斩杀线 = 目标自身最大生命的 120%)· 持续飞行 · 永久夜视 / 再生 II / 急迫 II。

• 继承:骨甲全属性(护甲 +200 / 韧性 +20 / 抗击退 25%)+ 三系法术强度 +30 + 骨头 / 法杖 / 镐子 / 骨斧技能全部继承,标签栏逐条列出技能介绍。

• 穿戴判定:护甲栏任意槽位或饰品栏(含法术书槽)均可;护甲继承与超限转化必须穿戴才生效,脱下即失效。

• 命中生物落下一道观赏雷(不点火、不破坏、不烧掉落物);击杀抢夺固定 15 级。

• 移动速度:常态移动 = 原版疾跑速度(属性 0.13)、疾跑 ×1.2、飞行速度 0.05 → 0.1,均可在配置文件中调整。

新增:融合演出与「一键成神」

• 演出全长约 35 秒:缓缓升空 10 格 → 三层螺旋火焰漩涡全开 → 30 道环雷沿最外层火环顺时针绕满一整圈(第 10 / 20 / 30 道附雷声与爆闪)→ 脚下爆炸炸出半径 5 格巨坑 → 三道天罚依次劈在玩家身上 → 巨坑以 5 格半径整体基岩化。

• 全程锁定悬浮与掉落距离,不会中途坠落摔伤;雷电全部为纯观赏,不点火不破坏;爆炸采用手工开挖 + 爆炸音效粒子,不生成真实爆炸实体,不炸伤生物、不吞掉落物。

• 巨坑基岩化只作用于坑壁一层,坑内留空——可站在坑底,也能直接飞离,不会把玩家活埋。

• 创造模式「一键成神」:发放页最下一行按钮,每点一次发放一颗神心并重放整场演出,可反复使用;纯演出模式,绝不消耗或改写背包与身上的遗物。

新增:六章任务数据 · 原版成就 · 任务书《骨与火》

• 自研任务数据(可编辑 JSON)六章按曲线推进,进度阈值为 0 / 5% / 15% / 35% / 65% / 100%。

• 每章发放经验与大量材料,至少够升 5 级;升级界面新增「一键满级」按钮(创造模式)。

• 新增原版成就(advancements)共 6 章,达成时按原版风格提示。

• 任务书《骨与火》:完整故事 + 章节页 + 特性页,书目双页翻面布局,章节进度实时同步。

新增:法杖毁灭模式

• 持有虚空神心后可切换火球模式:毁灭模式 = 1 个 TNT 效果(可破坏方块 / 点燃 TNT / 点燃地面)。

• 切换按钮位于法杖升级页,避开原有按钮不重叠;模式开关遍历到法术书饰品槽,穿在饰品栏也能切换。

调整:开局礼包改为「初始基础款」(2026-09-13 实机反馈)—— 新档进世界不再直接发放满级遗物,改为发放初始等级:无尽铁镐(效率 I / 时运 I)、战利品骨头(基础数值)、遗物骨甲(基础材质)、秘法核心(初始等级)。满级仍可通过升级、创造模式「一键满级」或 /relic grant max 获得;开局仍不发放骨斧。

修复(7.1.4)

• 击杀抢夺完全失效(含骨头自带的抢夺)——根因:处决走 Entity.kill(),伤害源为 genericKill(无击杀者),战利品上下文取不到 KILLER_ENTITY。现改为 DamageSources.playerAttack 结算(击杀归属玩家),掉落、经验、死亡消息一并恢复。

• Mixin 无限递归导致 StackOverflowError 崩服务端 tick —— 改为原生 isOf 判定,反汇编复核 0 自调用。

• 角色中文名与提示全部显示原始键 —— zh_cn.json 为非法 JSON(第 37 行未闭合、.10 缺键、.11 重复),已修复并补齐英文,中英键集合完全一致。

• 超限转化不生效:护甲值漏算神心 +200 —— 服务端与客户端同步计入。

• 移动速度重复叠加(存档属性残留)—— 施加前净化 void_heart_* 修饰器,并在去重清理中豁免疾跑压制修饰器。

• 神心识别依赖静态字段不可靠 —— 改按注册 id 判定(护甲形态 / 法术书形态)+ 全容器扫描。

• 法杖模式开关遍历不到法术书饰品栏 —— 扫描覆盖全部槽容器。

• 落雷吞掉落物 —— 雷电改纯观赏(setCosmetic)。

• 两名神心持有者互相打不出伤害 —— 来袭者亦持心时放行原版结算。

• 客户端界面改写栈 NBT —— 新增只读判定 isRelicReadOnly 供客户端使用,服务端旧档修补语义不变。

• armorSource 为死配置、ensureArmorCapRaised() 从未被调用 —— 删除死配置;护甲属性上限抬升接回 initialize()。

工程与性能

适配与验证

7.1.4 (English)

• New: Void Heart (Ultimate Plan) — once all three main attributes are maxed (pickaxe material 6 / bone damage 41 / wand spell power 30), every relic fuses into the Arcane Core and it becomes the Void Heart.

• Powers: immunity to all non-player damage · two-way execution (threshold = 120% of the target's own max health) · permanent flight · night vision · Regeneration II · Haste II.

• Inheritance: full bone-armor stats (+200 armor / +20 toughness / 25% knockback resistance), +30 to all three spell-power schools, plus every bone / wand / pickaxe / bone-axe skill, each listed in the tooltip.

• Equip rules: any armor slot or a trinket slot (including the spell-book slot); armor inheritance and overcap conversion apply only while worn.

• Hits spawn a cosmetic lightning bolt (no fire, no block damage, no burned drops); kills grant a fixed Looting 15.

• Movement: walking equals vanilla sprint speed (attribute 0.13), sprinting 1.2x, flight speed 0.05 to 0.1 — all configurable.

• New: Fusion Cinematic and One-Click Ascension — about 35 seconds: rise 10 blocks, three-layer spiral flame vortex, 30 lightning bolts clockwise around the outer flame ring (bolts 10/20/30 carry thunder and a flash), a ground explosion that carves a 5-block-radius crater, three final strikes on the player, then the crater is converted to bedrock.

• The player is hover-locked the whole time (no fall damage); all lightning is cosmetic; the explosion is a manual carve with real explosion sound and particles, so it never harms mobs or consumes dropped items; the bedrock conversion only lines the crater walls, leaving the interior open so the player is never buried.

• Creative-only One-Click Ascension button on the grant page: each click grants a heart and replays the whole show, repeatable; spectacle mode never touches the inventory.

• New: six-chapter task data (thresholds 0 / 5% / 15% / 35% / 65% / 100%), each chapter rewarding XP and materials; vanilla advancements for all six chapters; a One-Click Max button in creative mode.

• New: the Bone and Fire guide book with the full story, chapter page and feature page in a two-page book layout.

• New: wand destructive mode (1 TNT-equivalent fireball that breaks blocks, ignites TNT and sets fire), toggled from the wand upgrade page.

Change: starter relics are now granted at base level (2026-09-13) — a fresh world no longer starts with maxed relics; the pack hands out initial-tier items instead (Endless Pickaxe Efficiency I / Fortune I, Trophy Bone base stats, base-material Bone Armor, base-level Arcane Core). Maxed relics remain obtainable through upgrades, the creative One-Click Max button, or /relic grant max.

• Fixes: kill looting was entirely broken (including the bone's own looting) because execution used Entity.kill() (genericKill carries no attacker, so the loot context had no KILLER_ENTITY) — executions now resolve through DamageSources.playerAttack, restoring drops, XP and death messages.

• Mixin recursion (StackOverflowError) fixed with a native isOf check, verified by disassembly; the Chinese language file was invalid JSON (unterminated string, missing .10 key, duplicated .11) and is now valid with English filled in and both locales matching key-for-key.

• Overcap conversion now counts the heart's +200 armor on both sides; movement speed no longer stacks from stale save modifiers; heart detection uses registry ids instead of static fields; the wand mode switch reaches trinket slots; lightning no longer destroys drops; two Void Heart holders can damage each other again; client-side stack NBT writes removed via a read-only predicate; the dead armorSource option was deleted and ensureArmorCapRaised() is now actually called.

• Engineering: heart tick work throttled (5-tick state sampling, 10-tick attribute refresh), the finale's block work is chunked (256 blocks per tick) with a reused BlockPos.Mutable, probes are opt-in via -Dbonefire.probe, build dependencies moved into the project's libs\ folder, third-party mixin targets set to require = 0, and 10 dead methods plus 20 unused constants were removed.

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