reinhardtshbm-R26102101.jar
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What's new
Reinhardt's HBM NeoforgePort R26102101
Minecraft 1.21.1 · NeoForge 21.1.250+
本说明只记录相对 R26102002 的新增和修复。上版已记录的航天内容、完整流体清单、材料/矿石移植、戴森及乳品链等不在此重复;本版没有新增一份流体总表。
This document records only additions and fixes since R26102002. Aerospace content, the complete fluid inventory, materials/ores, Dyson systems, and the dairy chain documented in the previous release are intentionally not repeated. This release does not add another fluid inventory.
本版本更新 / Changes in This Release
剩余实体与 CBT_Invasion / Remaining Entities and CBT_Invasion
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完成此前盘点的 7 个遗留实体:可骑乘火箭 (
entity_rideable_rocket)、Depress (entity_depress)、血肉苦力怕 (entity_mob_flesh_creeper)、BFAngel (entity_ntm_bfa)、战斗投放舱 (entity_combat_pod)、围城 UFO (entity_meme_ufo) 和围城飞行器 (entity_micro_ufo);同时接入所需的辅助实体、投射物、注册、音效与客户端渲染。 -
检查并修正本批实体中发现的不可见/倒置/偏移和动作表现问题;模型姿态按实体单独处理,不套用通用旋转或统一偏移规则。
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为新移植的 UFO、飞行器、BFAngel 和投放舱渲染器补上基于模型与动画范围的有限视锥边界;飞行器光束、BFAngel 闪光以及投放舱舱门运动均纳入边界计算,避免实体被无条件判定为可见。
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补全航天版
CBT_Invasion遭遇链:由 BFAngel 启动、延迟预警、保存并恢复遭遇进度,按击杀推进波次,生成投放舱与地面敌群、围城 UFO/飞行器,并在最终首领被击败后清理遭遇状态和首领栏。波次击杀门槛沿用移植实现:20、100、150,随后进入首领阶段。 -
Ported the seven previously identified entities: Rideable Rocket (
entity_rideable_rocket), Depress (entity_depress), Flesh Creeper (entity_mob_flesh_creeper), BFAngel (entity_ntm_bfa), Combat Drop Pod (entity_combat_pod), Siege UFO (entity_meme_ufo), and Siege Craft (entity_micro_ufo), together with their required helper entities, projectiles, registrations, sounds, and client renderers. -
Corrected the invisible, inverted, offset, and motion/rendering issues found in this entity batch. Each model uses its own authored pose; no generic rotation or shared offset rule is applied.
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Added finite frustum bounds derived from model and animation extents for the imported UFO, craft, BFAngel, and drop-pod renderers. Beam length, BFAngel flash geometry, and animated pod hatches are included so these renderers no longer report themselves visible unconditionally.
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Completed the aerospace branch's
CBT_Invasionencounter chain: BFAngel starts the encounter; warning and progress survive save/reload; kill progress advances the waves; drop pods and ground enemies, siege UFOs/craft, and the final boss are spawned; and the encounter state/boss bar are cleaned up when the final boss is defeated. The migrated wave thresholds are 20, 100, and 150 kills before the boss phase.
核爆任务与性能 / Nuclear Blast Tasks and Performance
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普通 MK5、迷你核爆和 Gerald/TOM 建筑机器人爆炸使用各自独立的任务实现。射线规划/区块请求异步准备,实际世界方块读写仍在服务端线程执行;地形任务按 tick 时间、操作数和区块访问预算分批续做,并保存可恢复进度。TOM 没有并入核弹管理器,也没有在同一条通用爆炸路径里增加类型分支。
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核爆地形破坏改为区块段批处理,减少逐方块世界访问和更新;射线方向以均匀球面顺序交错处理,避免长任务长期只推进起爆点下半球。固体破坏后另以受预算限制的扫描清理爆炸球内漏过射线的流体源和含水方块,并沿边界清理连通液体。
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核爆后的地表沉降不再把爆炸范围内地面转换为废土;仍保留独立的落尘/辐射沉降效果。爆炸分批修改方块后按批次使辐射屏蔽缓存失效,避免每移除一个方块就重复扫描缓存。
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增加管理员测试命令
/rhbm nuke queue clear,清除当前维度待处理的 MK5 核爆地形任务;它不清空迷你核爆或 TOM 的独立队列。 -
降低核爆云团的客户端渲染负担:按粒子设置和距离进行确定性抽样并设置硬上限,缓存云点排序与可视边界,并复用每帧相机朝向计算;同时恢复闪光应使用的加色混合,避免开场出现大块黑色 billboard。未将未经实测的帧率提升写成量化承诺。
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迷你核爆不再给计时炸药施加会将其抛飞的爆炸冲量;相应伤害路径也将计时炸药按预期排除,避免其被其他核爆异常带飞。
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Ordinary MK5 blasts, mini-nukes, and Gerald/TOM construction-robot explosions now use separate task implementations. Ray planning and chunk requests are prepared asynchronously, while actual world block reads/writes remain on the server thread. Terrain work resumes in bounded per-tick time, operation, and chunk-access budgets, with progress saved for recovery. TOM is not routed through the nuclear manager, and no shared explosion path with type-based branches was introduced.
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Nuclear terrain destruction is applied in chunk-section batches to reduce per-block world access and update overhead. Ray directions are interleaved across a uniform sphere so long-running work does not remain concentrated below the detonation point. A separately budgeted pass removes fluid sources and waterlogged blocks missed by rays inside the blast sphere, then cleans connected boundary fluids.
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Post-blast surface fallout no longer converts terrain inside nuclear blast areas to waste earth; the separate fallout/radiation deposition effect remains. Radiation-shielding caches are invalidated per terrain batch instead of rescanned after every removed block.
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Added the administrator test command
/rhbm nuke queue clearto clear pending MK5 terrain tasks in the current dimension. It does not clear the separate mini-nuke or TOM queues. -
Reduced client rendering work for nuclear cloudlets through deterministic sampling and hard limits based on particle settings and distance, cached cloudlet ordering and visual bounds, and one reused camera-orientation calculation per frame. Restored additive blending for the opening flash to prevent a large black billboard. No unmeasured FPS gain is claimed.
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Mini-nuke impulse handling no longer launches timed explosives into the air; the associated damage path also excludes timed explosives as intended.
坩埚、铸造与 JEI / Crucible, Foundry, and JEI
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修复坩埚左上输入槽不能拖放或 Shift 点击的问题。改为每次处理 9 个输入槽中各取 1 件可熔物;若配方熔体或炉渣剩余容量不足,则只接受当前可容纳的输入,不会超出容量。
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补全坩埚熔炼配方的 JEI 展示与配方选择器搜索;赤铁矿、孔雀石等
stone_resource方块也可作为配方搜索入口,不再只能通过碎料内部材料名查找。 -
对照旧版修正硼砂/硼的材料映射、结晶器路线及通用标签;补回熔融炭在坩埚中的输入转换和 JEI 路径。煤炭、木炭、焦炭及钻石/基岩碎片使用各自的旧版碳转换,不再把木炭错误等同于整份煤炭;木炭按旧版 3 份碳粒计入。
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为坩埚/铸造材料表补齐 17 项旧版材料映射:diamond、glowstone、lapis、nickel、zinc、gallium、bromine、iodine、australium、ayerite、tasmanite、hafnium、ilmenite、quartz、phosphorus_w、gaas 和 stainless;并使金属熔炼/铸造配方能在专用 JEI 分类中检索。
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校正连续铸造机 GUI 的水位与低压蒸汽条绘制和悬停区域,使两条流体条与各自槽位对齐。
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Fixed the crucible's top-left input slot, which previously rejected both cursor placement and Shift-clicks. Each smelting cycle now takes one eligible item from each of the nine input slots; when recipe-melt or slag capacity is low, it accepts only the amount that fits.
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Restored JEI visibility for crucible smelting recipes and recipe-selector search.
stone_resourceblocks such as hematite and malachite can be used as JEI search focuses instead of requiring users to know the internal scrap-material name. -
Aligned borax/boron material mappings, crystallizer route, and common tags against the legacy chain; restored molten-carbon crucible input conversion and JEI routes. Coal, charcoal, coke, and diamond/bedrock fragments use their respective legacy carbon conversions instead of treating charcoal as a full coal equivalent; charcoal contributes three carbon nuggets, matching the old mapping.
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Added 17 missing legacy material mappings for crucible/casting: diamond, glowstone, lapis, nickel, zinc, gallium, bromine, iodine, australium, ayerite, tasmanite, hafnium, ilmenite, quartz, phosphorus_w, gaas, and stainless. Metal smelting/casting recipes are searchable in the dedicated JEI category.
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Aligned the continuous caster GUI's water and low-pressure-steam bars, including their hover regions, with the corresponding fluid slots.
氯气毒气室 / Chlorine Gas-Chamber Gameplay
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氯气毒气室现在会造成直接伤害,但强度低于芥子气:氯气每次暴露造成 2 点伤害并施加较轻、较短的中毒/失明/缓慢效果;芥子气保留每次 10 点伤害及更强的凋零/反胃效果。两者分别检查对应的头部防护,不把氯气提升为芥子气的等效高效率方案。
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Chlorine gas chambers now deal direct damage but remain weaker than mustard gas: chlorine inflicts 2 damage per exposure with milder, shorter poison/blindness/slowness effects; mustard retains 10 damage per exposure and stronger Wither/nausea effects. Each gas checks its own head-protection class; chlorine is not an equivalent high-efficiency substitute for mustard gas.
验证与发布状态 / Verification and Release Status
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本版版本号:
R26102101;NeoForge 元数据版本:1.0.0-R26102101。 -
发布构建:
build --continue成功;生成reinhardtshbm-R26102101.jar(63,730,235 bytes,SHA-256:9F22695C45FBA486D95D8978393A3F20234930E6AFBAE92E27C3D15BD4F179C9)。JAR 完整性检查确认 32,730 个条目可读取。 -
自动审计通过:实体渲染视锥边界与核爆一致性检查;配方四种模式(默认、528、expensive、528+expensive);配方 JSON/schema 与物品获取检查(0 个未解析物品);机器配方覆盖(563 个方块、48 类工作配方、0 个问题);上游机器配方 4,652 项断言;旧版空间维度/结构检查(11 个维度、134 个结构模板)。
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自动检查不等于所有实体动画、GUI、爆炸观感及实际 TPS/FPS 已完成游戏内人工复测;本说明不宣称这些项目已人工验证。
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本次仅准备本地发布构建,不覆盖正在运行的测试实例,也不上传到 CurseForge 或其他发布平台。
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Release identifier:
R26102101; NeoForge metadata version:1.0.0-R26102101. -
Release build:
build --continuesucceeded and producedreinhardtshbm-R26102101.jar(63,730,235 bytes; SHA-256:9F22695C45FBA486D95D8978393A3F20234930E6AFBAE92E27C3D15BD4F179C9). JAR integrity validation confirmed all 32,730 entries are readable. -
Automated audits passed: entity renderer frustum bounds and nuclear-blast parity; all four recipe modes (default, 528, expensive, and 528+expensive); recipe JSON/schema and item-acquisition checks (zero unresolved items); machine recipe coverage (563 blocks, 48 work families, zero issues); 4,652 upstream-machine recipe assertions; and legacy space dimension/structure checks (11 dimensions, 134 structure templates).
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Automated checks do not replace in-game verification of every entity animation, GUI, blast appearance, or actual TPS/FPS; this document does not claim those items were manually tested.
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This step prepares a local release build only; it does not overwrite a running test instance or upload to CurseForge or another distribution platform.
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