omnisequence-transfinite-1.3.7-forge-fix.jar
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What's new
OmniSequence: Transfinite 1.3.7-forge-fix Release Notes
Release date: 2026-07-30
Target environment: Minecraft 1.20.1 / Forge 47.4.10+ / official Applied Energistics 2 15.4.10 or AE2-UELM 15.5.0
Multiblock Layout Changes
- The current Sequence Array layout leaves local
(0, 29, 0)as air and moves its physical core to the top anchor at(0, 36, 0). - The current Omni-Computation layout leaves local
(0, 17, 0)as air and moves its data entangler into the front lower pylon at(0, 9, -12). - Complete legacy layouts remain strictly recognized, formed, and operational. Hybrid arrangements do not count as either supported layout.
- A controller that detects a complete legacy layout displays an optional structure-update notice. No blocks are moved until a player accepts it.
- JEI layer previews, material lists, projection, automatic construction, dismantling, and GuideME pages describe the current layouts and upgrade flow.
Existing-World Upgrade
Existing complete structures remain operational and do not need to be rebuilt. To adopt the effect-cleared layout:
- Load every chunk covered by the structure.
- Open its controller and accept the displayed structure update.
- The controller migrates the legacy center components to the current-layout positions.
Closing the controller or declining the update keeps the legacy layout in use. The Sequence Array update waits before removal if the recovered blocks cannot be stored. The Omni-Computation update validates both positions and rolls back if the move cannot complete. No new world or configuration reset is required.
Autocrafting, Reusable Inputs, and Cancellation
- Crafting patterns with item substitution enabled remain a conservative
fallback from MAX_FAST planning, but are now permanently eligible for
compatible runtime batch dispatch. The removed
omni_batch_allow_substitution_patternsoption is migrated out of existing server configuration files without resetting other custom values; AE2 still chooses the actual substituted input. - The Assembler Matrix Sequence Rewrite Core and Sequence Array now own and persist reusable-input batches after accepting them. Saving, chunk unloading, and server restarts no longer lose or duplicate an in-progress batch.
- Canceling the AE2 crafting job records a persistent cancellation marker, stops all remaining provider-side executions, and returns the exact unconsumed materials together with the reusable item's current state. Already-completed outputs remain valid, and a canceled job cannot silently resume after the provider reloads.
- Same-key crafting remainders, including items treated as unbreakable by their item data, can complete as one reusable batch. Finite-durability tools are batched only when every craft deterministically advances damage by exactly one. Unbreaking-enchanted or otherwise probabilistic/context-dependent tools conservatively fall back instead of being treated as infinite.
- Key-changing remainders such as a water bucket becoming an empty bucket, plus unknown or random transitions, retain AE2's original one-craft execution path.
- Batch expansion now uses AE2's native pattern-power calculation over the actual combined batch input set, restoring AE2's original crafting-energy semantics.
Forge Compatibility
The standalone Molecular Sequence Rewrite Array remains intentionally absent from the Forge 1.20.1 build; its pattern and matter-rewriting functions remain available through the Sequence Array multiblock. The Expanded AE 2.1.1 conflict declaration from the Minecraft 1.21.1 NeoForge build is not copied because that version and Mixin target belong to a different loader and AE2 line.
Official AE2 15.4.10 continues to use OmniSequence's long-amount compatibility
Mixins. AE2-UELM 15.5.0 is detected at startup and routes confirmation through
its native long-amount planJob path, avoiding incompatible int field
injection.
Controller and Creative-Mode Fixes
- Both controller screens now render the vanilla translucent world backdrop before responsive GUI scaling, matching the inventory screen and covering the complete viewport.
- Oversized controller screens now scale down only when needed. Visual slots, mouse interaction, item and button tooltips, and JEI ghost-ingredient targets remain aligned at the scaled size.
- Multiblock projections cache reusable 16x16x16 render sections and rebuild only changed sections, reducing repeated model tessellation while previewing large structures.
- Sequence Array automatic construction now follows the same Creative-mode material rules as Omni-Computation construction. It no longer waits for materials in an empty Creative inventory, and failed placement does not generate a refunded block.
- English and Chinese static and dynamic translation keys were checked as complete pairs. Compact English labels are used where a narrow button could otherwise clip its text.
- GuideME now lists the mod under its own top-level
OmniSequence: Transfinitesection instead of mixing its pages into AE2's machine category. - The Sequence Array guide now explains JEI marker selection, ME-fed deconstruction, blueprint reproduction, all four sequence values, rewrite entropy and cooling, acceleration intervals, and the matter-rule file.
- Matter Sequence item details now use a compact Shift-expand prompt by default. The client configuration can disable them, keep Shift expansion, or show them permanently.
- The Sequence Array Controller now searches encoded patterns across every configured page by localized input/output names while preserving AE2's full hover details. Just Enough Characters is optional; when present, the same field accepts Pinyin queries.
- Width-aware label/value rows prevent English text from overlapping in both controller screens. The Sequence Array's two matter-job states and counters are independently fitted to their 96-pixel columns, and the fixed-capability notice uses normal-size wrapped text instead of shrinking the whole sentence.
- Omni compute lanes use compact localized names inside AE2's narrow crafting CPU list; hovering a row still shows its complete name.
万象构序:超限 1.3.7-forge-fix 更新说明
发布日期:2026-07-30
适用环境:Minecraft 1.20.1 / Forge 47.4.10+ / 官方 Applied Energistics 2 15.4.10 或 AE2-UELM 15.5.0
多方块结构调整
- 构序阵列新版布局会让本地坐标
(0, 29, 0)保持为空气,并将实体核心移动到 顶部锚点(0, 36, 0)。 - 万物演算核心新版布局会让本地坐标
(0, 17, 0)保持为空气,并将数据纠缠节点 移动到前方下部塔体(0, 9, -12)。 - 完整旧版布局仍会被严格识别、正常成型并继续运行;新旧位置混搭不会被误判为有效布局。
- 控制器检测到完整旧布局时会显示可选的结构更新提示,只有玩家确认后才会移动方块。
- JEI 分层预览、材料清单、结构投影、自动搭建、自动拆除和 GuideME 页面均已同步。
旧存档升级
现有完整结构可以继续运行,不要求重建。若要采用清空特效中心的新版布局:
- 加载结构覆盖的全部区块。
- 打开控制器并确认其中显示的结构更新。
- 控制器会将旧版中心组件迁移到当前布局对应的位置。
关闭控制器或不接受更新即可继续使用旧布局。 构序阵列会在回收方块无处存放时暂停于移除前;万物演算核心会先校验两个位置, 若移动无法完成则回滚目标位置。 本次更新不要求新建世界,也不要求重置配置。
自动合成、可复用输入与取消
- 开启物品替换的合成样板仍会从 MAX_FAST 规划中保守回退,但现在永久允许进入兼容的
运行时批量发配路径。已移除的
omni_batch_allow_substitution_patterns会从现有服务端配置中迁移删除, 且不会重置其他自定义配置;实际替换材料仍由 AE2 原生逻辑选择。 - 装配矩阵构序重写核心与构序阵列在接受可复用输入批次后,会自行持有并持久化完整 执行状态。保存、区块卸载或服务器重启不会再让进行中的批次丢失或重复执行。
- 取消 AE2 合成任务会写入持久取消标记,停止供应器侧所有剩余执行,并精确退回尚未 消耗的材料及可复用物品的当前状态;已经完成的产物保持有效,供应器重载后也不会 悄悄恢复已取消任务。
- 同键返还物品(包括被物品数据判定为不可损坏的物品)可以作为一个可复用批次直接 完成。有限耐久工具只在每次合成都确定增加恰好 1 点损伤时才会批量执行;带耐久附魔 或其他概率性、依赖上下文的工具会保守回退,不会被误判为无限可复用。
- 水桶变为空桶等换键返还,以及未知或随机的状态转移,仍保留 AE2 原生逐份执行路径。
- 批量扩展现在按实际合并后的批次输入集合调用 AE2 原生样板能耗计算,恢复 AE2 原版的合成能耗语义。
Forge 兼容说明
Forge 1.20.1 构建仍不注册独立的“分子构序重写阵列”单方块;对应的样板与物质重写功能 继续由“构序阵列”多方块提供。Minecraft 1.21.1 NeoForge 构建针对 Expanded AE 2.1.1 的冲突声明也不会照搬,因为该版本及其 Mixin 目标属于不同的加载器和 AE2 版本线。
官方 AE2 15.4.10 继续使用万象构序提供的长整数下单兼容 Mixin。启动时检测到
AE2-UELM 15.5.0 后会调用其原生长整数 planJob 确认路径,避免注入不兼容的
int 字段。
文档与界面修复
- 两个控制器界面现在会在响应式缩放前绘制原版黑色半透明世界背景,与物品栏一致, 并覆盖整个屏幕。
- 两套多方块结构投影会缓存可复用的 16x16x16 渲染分区,仅重建发生变化的分区, 降低大型结构预览期间的重复模型构建开销。
- GuideME 现在将本模组文档独立列在“万象构序:超限”顶级分类中,不再混入 AE2 的机器分类。
- 构序阵列指南现在会完整说明 JEI 分解标记、从 ME 网络抽取物品、蓝图复制、 四类序列价值、重写熵与冷却、加速卡处理周期,以及物质规则配置文件。
- 物品提示中的物质构序详情默认折叠为按住 Shift 展开;客户端配置可以永久关闭、 保持按键展开或永久显示。
- 构序阵列控制器现在可按本地化输入/输出名称跨全部配置页搜索编码样板,并保留 AE2 的完整悬停详情。“通用拼音搜索”为可选兼容模组,安装后同一搜索框可直接 使用拼音查询。
- 两个控制器会按实际字体宽度排列标签与数值,避免英文文本相互覆盖;构序阵列的 两条物质作业状态与计数会分别适配各自 96 像素宽的栏位。
- 万物演算核心的固定能力说明改为正常字号换行显示,不再缩小整行文字。
- AE2 合成 CPU 列表会显示紧凑的演算通道名称,避免文字越过条目;悬停时仍会 显示完整名称。
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
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