promotional bannermobile promotional banner

Reinhardt's HBM NeoforgePort

A NeoForge 1.21.1 port of HBM's Nuclear Tech Mod, bringing classic nuclear technology, industry, weapons, machines, structures and radiation systems to modern Minecraft.
Back to Files

reinhardtshbm-R26102401.jar

File namereinhardtshbm-R26102401.jar
Uploaded
Oct 23, 2026
Downloads
33
Size
61.2 MB
Mod Loaders
NeoForge
File ID
9301259
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:reinhardts-hbm-neoforgeport-1695029:9301259"

Learn more about Curse Maven

What's new

Reinhardt's HBM NeoforgePort R26102401

Minecraft 1.21.1 · NeoForge 21.1.250+

本文仅记录 R26102202 之后新增并纳入本次构建的修复与校准;不重复上一版已记录的功能、流体/配方清单及模型修复。

This note covers only fixes and parity work added after R26102202 and included in this build. It does not repeat the previous release's feature, fluid/recipe, or model inventories.

本版本新增与修复 / Changes and Fixes

核爆表现与性能 / Nuclear-Blast Effects and Performance

  • 恢复核爆开始时的旧版白色 HUD 爆闪与冲击波屏幕震荡;爆闪采用加色混合,避免闪光贴图的黑底被画成暗色大面片。保留客户端配置开关。

  • 核爆云团按粒子设置、相机距离和云团大小确定可复现的抽样密度(每帧抽样预算 512/1,024/2,048,并随距离降低),缓存排序顺序、相机朝向基向量和渲染包围盒;同时限制单次云团的粒子状态数量。此项降低透明粒子排序和提交量,不宣称未经实测的 FPS 数值。

  • 核爆射线改用均匀球面采样顺序,使任务从爆点周围各方向推进,避免早期破坏长期集中在一侧;单 tick 射线预算由 16,384 提至 32,768,时间预算由 4ms 提至 6ms。地形销毁上限由每 tick 512 提至 2,048 个方块,预算由 5ms 提至 8ms。

  • 大型核爆现在把射线在未加载区块处暂停并排队,以受限异步请求等待区块就绪;每 tick 最多派发 4 个请求,方块/区块读写仍在服务端 tick 中完成。破坏位置按区块/区段合并批次并复用当 tick 的区块与区段引用,避免同步生成区块和逐方块重复查找。

  • 胖子(Muke)爆炸保持独立的破坏任务实现,不与 MK5 核爆混用分支;其射线/地形每 tick 预算分别提高到 2ms/3ms、方块上限提高到 2,048,并按地形批次刷新辐射抗性缓存。定时炸药不再被爆风推飞或作为爆炸伤害目标,避免连锁爆炸物被物理位移干扰。

  • Restored the legacy white HUD flash at nuclear-blast onset and the shock-front screen shake. The flash uses additive blending so the black portions of its texture do not become a dark billboard; the client configuration toggle remains available.

  • Nuclear cloudlets now use deterministic sampling based on particle settings, view distance, and cloudlet count, with cached sorting, camera basis, and visual bounds. A per-Torex cloudlet ceiling also bounds rendering/sorting work. No unmeasured FPS gain is claimed.

  • Cloudlet sampling uses reproducible density tiers and per-frame budgets of 512/1,024/2,048, reduced further with distance; sorting order, camera basis, and render bounds are cached, and each cloud has a particle-state ceiling. This reduces translucent sorting/submission work; no unmeasured FPS figure is claimed.

  • Reordered rays into a uniform spherical sampling sequence so early destruction expands in all directions. Per-tick ray work increased from 16,384 to 32,768 steps (4 ms to 6 ms); terrain destruction rose from 512 to 2,048 blocks per tick (5 ms to 8 ms).

  • Large blasts pause rays at unloaded chunks and wait through bounded asynchronous chunk requests (at most four dispatched per tick); block access and writes stay on the server tick. Destruction positions are grouped by chunk/section and reuse per-tick chunk/section references, avoiding synchronous chunk generation and repeated per-block lookups.

  • Fat Man (Muke) blasts retain their separate destruction task rather than sharing MK5 logic: ray/terrain budgets are now 2 ms/3 ms with a 2,048-block cap per tick, and radiation-resistance cache refreshes are batched per terrain batch. Timed explosives are excluded from blast knockback and damage targeting so chained charges are not displaced by physics.

旧版玩法与武器表现 / Legacy Gameplay and Weapon Presentation

  • 按旧版实现豌豆对玩家包围盒各轴外扩 50 格范围内 Quackos 的直接消失效果(绕过普通自然消失条件),不再只显示“已使用”提示;并修正鸭子生成器在液体方块和栅栏上的旧版落点坐标。核爆伤害仍由通用核爆规则处理,不增加鸭子的专属豁免。

  • 恢复裁决剑专用第一人称绘制与挥击/展开动画及其对应音效,按旧版手持变换重建姿势;移除误用的木门受击音效。

  • 修正 Schrabidium 剑的第一、第三人称物品模型变换与 handheld 渲染类型,避免手持缩放和朝向异常。

  • 激光起爆器改由专用客户端物品渲染器注册,避免自定义 OBJ 模型路径缺失导致加载/渲染异常。

  • 修复警报循环音效因初始音量为零而无法被 SoundManager 接收的问题;播放从首帧有效音量开始,再按距离衰减。

  • Restored the pea item's direct despawn behavior for Quackos inside the player's bounding box inflated by 50 blocks on each axis (bypassing ordinary natural-despawn checks) instead of displaying only a “used” message. Corrected duck-spawner coordinates on liquid blocks and fences to match the legacy placement. Ducks remain subject to general nuclear damage; no special nuclear immunity was added.

  • Restored the Crucible Sword's dedicated first-person rendering, swing/deploy animation, and associated sounds using the legacy hand transforms. Removed an unrelated wooden-door impact sound.

  • Corrected first- and third-person display transforms and the handheld render type for the Schrabidium sword.

  • Registered a dedicated client item renderer for the laser detonator so its custom OBJ model is available through the proper client path.

  • Fixed alarm loops being rejected by the SoundManager when initialized at zero volume; playback now begins at a valid volume and then applies distance attenuation.

世界结构生成 / World-Structure Generation

  • 结构群系判定改为使用生成器计算出的实际地表高度,而不是固定 Y=64;所有主世界候选都限制在主世界群系,天体候选则按模组天体群系和各自 profile 判定,避免两类结构互相进入抽选池。补回旧版稀疏植被(Sparse)群系兼容,并将稀树草原纳入旧版平原兼容标签。

  • 补齐月球、Minmus、Moho、Dres、Thatmo、Laythe 等天体结构的独立候选表、旧版权重/高度条件及按结构隔离的拼图池;保留 Duna/Dres/Thatmo 低起伏区域和 Laythe 海洋/岛屿等原版限制,不再让同名拼图池跨结构串用。修正起重机模板映射,并扩展重型门结构转换以覆盖货舱门、小型筒仓舱门和大型筒仓舱门。

  • 启动校验现在会解析所有可选旧版结构模板、拼图模板和调色板方块,缺失模板或未注册方块会明确暴露,而不是等到少见结构被抽中才静默失败。

  • 更新迁移结构模板,并为相关结构资源补齐群系标签与变体替换规则。

  • Structure biome checks now use generator-calculated surface height instead of fixed Y=64. Overworld candidates are restricted to Overworld biomes; celestial candidates use mod celestial biomes and per-profile predicates. Restored legacy Sparse-biome compatibility and included savanna in the legacy plains tag.

  • Added isolated candidate tables, legacy weights/height limits, and per-structure jigsaw pools for celestial structures including Mun, Minmus, Moho, Dres, Thatmo, and Laythe. Preserved the old low-relief restrictions on Duna/Dres/Thatmo and Laythe ocean/island separation. Corrected crane-template mapping and extended heavy-door conversion to cargo doors plus small/large silo hatches.

  • Startup validation now parses every selectable legacy structure/jigsaw template and palette block, surfacing missing templates or unregistered blocks deterministically instead of failing only when a rare structure is selected.

  • Updated migrated structure templates and their biome tags/variant replacement rules.

GUI、JEI 与机器交互 / GUI, JEI, and Machine Interaction

  • 聚变环和等离子锻炉使用各自独立的 GUI 子类;移除电池槽的配方点击/配方悬浮提示,配方选择仍由原配方按钮触发。修正槽位物品提示与仪表/流体提示重叠,并补全聚变环三联仪表的独立提示。

  • 配方按钮继续使用原本的配方选择逻辑;只有聚变反应堆容器的电池槽不再响应鼠标点击打开配方,也不再显示配方提示。槽位物品悬浮时跳过仪表/流体提示,三联仪表分别显示输入温度、输出温度和燃料消耗信息;按旧版边界约定统一点击与提示命中区域,避免文字叠加或点位偏移。

  • JEI 不再把点击区铺在聚变 GUI 槽位上;新增乳品加工、坩埚熔融炭、ICF 工作配方分类/催化剂,按物品数据区分基岩矿变体并隐藏没有矿石数据的空白基底;矿渣沉淀器现在按天体列出全部对应输出变体。并为乳品加工机、火箭总装台、发射台、轨道站发射器/电脑和运输火箭注册对应 GUI。

  • 可涂漆紫铜线缆保存完整方块状态(包括变体属性),涂层修改后刷新相邻连接;旧存档中的方块 ID 涂层仍可读取。

  • DFC 核心不再用静态部件模型推算动画核心的渲染包围盒;修正火山核心随机爆点的 Y 范围,使其遵循当前维度的最低建造高度。

  • Fusion torus and plasma forge now use separate GUI subclasses. The battery slot no longer opens recipes or shows a recipe tooltip; the existing recipe button remains the recipe-selection control. Slot-item tooltips no longer overlap gauge/fluid tooltips, and all three torus gauges have distinct hover information.

  • The recipe button retains its existing selector behavior; only the fusion-container battery slot loses recipe-click behavior and its recipe tooltip. Hovering an inventory slot suppresses gauge/fluid tooltips; the three torus gauges separately report input temperature, output temperature, and fuel consumption. Click and hover hit bounds follow the same legacy edge convention, avoiding overlapping text and offset hit targets.

  • JEI click areas no longer cover fusion GUI slots. Added recipe categories/catalysts for milk reforming, molten-carbon crucible smelting, and ICF work; differentiated data-bearing bedrock-ore variants, excluded empty base items, and exposed all body-specific ore-slopper output variants. Registered GUIs for the milk reformer, rocket assembly table/launch pad, orbital-station launcher/computer, and transporter rocket.

  • Paintable red-copper cable now saves the complete painted block state, including variant properties, and refreshes adjacent connections when its paint changes. Older block-ID-only paint data remains readable.

  • The DFC core no longer derives its render bounds from static component geometry for the animated core. Volcano-core secondary blast heights now respect the dimension's minimum build height.

载具、物品模型与实体渲染 / Vehicle, Item, and Entity Rendering

  • 联盟号实体按实际型号选择模型,并关闭错误的受伤叠加层,修复发射时整枚火箭泛红;卫星卸货平台模型与渲染包围盒同步到新版资源。

  • 联盟号发射台静态 OBJ 部件改为缓存绘制,并根据平台保存的型号渲染对应的联盟号模型;动画平台与变体火箭共用这一渲染路径。未宣称未经实测的帧率提升数值。

  • 卫星卸货平台切换到新版 cargo-pad OBJ/材质,并把渲染包围盒与新版三格宽、一格高的模型匹配;尖刺方块由整块立方体占位改成底板和四组分段尖刺几何。

  • 注册迁移机器的方块实体渲染器:轨道站端口/发射器/电脑,戴森发射器/接收器及 TU、HE、反物质转换器,运输火箭、天文仪、乳品加工机、空气过滤器、藻膜、液化塔、大气压缩机/发射器和火箭发射台。

  • 注册实体专用渲染器:月球牛、Scutterfish、Scuttlecrab、Depth Squid、Scrapfish、Sifter Eel、Tankbot、War Behemoth、Flesh Creeper、Siege UFO/飞船、BFA Angel、战斗空投舱和可骑乘火箭;并注册 Digamma 烟雾、DCM 喷泉尾迹和大气发射塔粒子提供器,避免实体或粒子出现无渲染器状态。

  • 火箭与导弹悬浮提示显示其所需发射设施的物品图标和本地化名称;兼容多种发射设施的导弹会展示可用设施列表。

  • 修正迁移机器物品图标的旧版视角变换:补齐轨道站端口/电脑、大气液化塔/压缩机/发射器、运输火箭和乳品加工机的独立显示姿态;戴森机器物品通过其 OBJ 渲染器绘制,旋转炉物品只组合炉体和活塞模型,剔除源 OBJ 中未使用的游离平面;排气/气动管线锚点沿用对应管线锚点图标渲染。修正 Schrabidium 剑第一/第三人称姿态及 handheld 模型类型。

  • 激光起爆器使用专用 OBJ 物品渲染器和灯光资源;其自定义模型不再依赖普通方块物品渲染路径。

  • Soyuz entities now select the appropriate model for their variant and use no damage overlay, fixing the rocket turning red during launch. The satellite cargo-dock model and render bounds are updated together.

  • Static Soyuz-launchpad OBJ parts now render from cached geometry, and the correct Soyuz variant is selected from the saved platform type. No unmeasured frame-rate increase is claimed.

  • The satellite cargo dock now uses the cargo-pad OBJ/material and matching three-block-wide, one-block-high render bounds. The spike block's full-cube placeholder was replaced by a base plate and four segmented spike assemblies.

  • Registered block-entity renderers for orbital-station port/launcher/computer, Dyson launcher/receiver and TU/HE/antimatter converters, transporter rocket, orrery, milk reformer, air scrubber, algae film, atmospheric liquefaction tower/compressor/emitter, and rocket launch pad.

  • Registered entity renderers for Moon Cow, Scutterfish, Scuttlecrab, Depth Squid, Scrapfish, Sifter Eel, Tankbot, War Behemoth, Flesh Creeper, Siege UFO/craft, BFA Angel, combat drop pod, and rideable rocket. Also registered Digamma-smoke, DCM-geyser-trail, and atmospheric-emitter-tower particle providers.

  • Rocket and missile hover tooltips now show the required launch equipment's item icon and localized name; missiles compatible with multiple launch devices list each valid option.

  • Restored legacy item-display transforms for orbital-station ports/computer, atmospheric tower/compressor/emitter, transporter rocket, and milk reformer. Dyson block items now use their OBJ renderer; rotary-furnace icons contain only the furnace and piston groups, not a detached source-OBJ plane; exhaust/pneumatic pipe-anchor variants use the matching anchor icon renderer. Corrected Schrabidium-sword first-/third-person poses and handheld model type.

  • The laser detonator now uses a dedicated OBJ item renderer and light resources rather than the generic block-item path.

RBMK 自动换料机音效 / RBMK Autoloader Audio

  • 修复客户端将“上一 tick 坐标变化”误作“上一 tick 正在运动”而反复触发启动声的问题。活塞行程期间维持一个循环音效,行程结束时只播放一次停止音效,与旧版状态机一致。

  • Fixed repeated start sounds caused by treating piston-coordinate changes as the previous movement state. One loop is maintained throughout the piston stroke and a single stop sound plays when the stroke ends, matching the legacy state machine.

 

This mod has no additional files