reinhardtshbm-R26102901.jar
Curse Maven Snippet
What's new
本版本新增与修复 / Changes and Fixes
### 基岩矿脉与高版本地质 / Bedrock Deposits and Modern Geology
- 补全关闭新版丰度开关后的经典基岩矿生成链路:按旧版每三个区块尝试一次,在选择矿脉中心前按配置权重抽取一种矿物;新版丰度模式仍为默认,天体矿床继续使用独立组成分支。
- 将主世界与下界矿物生成接入 1.21.1 原生宿主岩石:主世界使用石头和深板岩;下界矿物使用现代下界岩宿主。移除不适用于现代主世界的旧深层石注册,同时保留航天分支使用的独立深层岩石路径。
- 补齐基岩矿旧阶段与现代等级的粉碎、离心、结晶、电解、热解、组合熔炉和电弧炉处理配方;专用配方可在 JEI 查看。丰度扫描仪现在也识别深层矿石和奥斯矿石。
- 修正放射性矿石被错误当作整区块环境辐射源的问题:矿石物品仍保留辐射属性,地下矿脉不会再使无关的地表玩家受到环境辐射。
- Completed classic bedrock-ore generation when the new abundance option is disabled: it attempts once per three chunks and chooses one resource from configured weights before selecting the deposit center. New abundance remains the default; celestial deposits keep their separate composition branch.
- Adapted Overworld and Nether generation to Minecraft 1.21.1 host rocks: Overworld ores use stone and deepslate, and Nether ores use modern netherrack hosts. Removed legacy depth-stone registration that no longer fits modern Overworld geology while retaining the separate depth-rock path used by the Space Travel branch.
- Added the missing legacy-stage and modern-grade bedrock-ore recipes for shredding, centrifuging, crystallizing, electrolysis, pyrolysis, combination smelting, and arc furnaces. These recipes are visible in JEI. The abundance scanner also recognizes deepslate ores and Australium ore.
- Fixed radioactive ore blocks being treated as chunk-wide environmental radiation sources. Dropped ore items retain their radiation, while underground deposits no longer irradiate unrelated surface players.
### 异虫行为与速度 / Glyphid Behavior and Movement
- 递归核对异虫的生成属性、索敌、追击、路径节点、攀爬、挖掘、巢穴、攻击、投射物、伤害类别和死亡副产物。修正普通异虫未正确把玩家作为攻击目标的问题,并按旧版实际刷出结果恢复速度:普通放射性异虫速度为 1.0、攻击伤害为 2;旧版构造后才赋予子型的速度×2和攻击×5倍率不会错误套用。专属变体保留各自属性。
- 移除路径结束后的额外 10 tick 导航重试等待,异虫能在路径完成后的首个 AI tick 接续路点;收紧 Brawler 的坠落豁免至旧版对应伤害类型。
- 区分非绝对 `electric` 与绝对 `electricity` 伤害;恢复 `BOXCAR` 豁免和异虫对核爆、激光、电类、亚原子及爆炸伤害的旧版阈值/减伤。
- 修正自然巢穴支撑、Scout 选址、巢穴中心凋灵骷髅和睡眠引导坐标;校准酸液喷射方向、速度、水中阻力和延迟自伤判定。
- Recursively audited spawn attributes, targeting, pursuit, path waypoints, climbing, digging, hives, attacks, projectiles, damage categories, and death drops. Fixed ordinary Glyphids failing to target players. Their actual legacy spawned values are restored: ordinary radioactive Glyphids have movement speed 1.0 and 2 attack damage. The old 2x speed and 5x attack modifiers were assigned after subtype construction and therefore did not apply; the port no longer applies them. Dedicated variants keep their own stats.
- Removed the extra 10-tick path-retry wait so Glyphids resume waypoint tasks on the first AI tick after a path completes. Restricted Brawler fall immunity to the matching legacy damage type.
- Restored the distinction between non-absolute `electric` and absolute `electricity` damage, `BOXCAR` immunity, and legacy Glyphid damage thresholds/resistance for nuclear, laser, electric, subatomic, and explosion damage.
- Corrected natural-hive supports, Scout site selection, the wither-skeleton skull at hive centers, and sleep-guidance coordinates. Calibrated acid-spray direction, velocity, water drag, and delayed self-hit checks.
### 机器供电、充电与动画 / Machine Power, Charging, and Animation
- 修复充电站处理多块电池时的需求与供电分配:进入工作周期后才请求电力,并按电池剩余容量分配输入;调整充电站模型朝向。
- 修复燃料补充站的流体端口方向和抽取方向,支持为手持物、装备栏喷气背包/护甲及护甲模块内的可填充容器补充流体。
- 修正电池座与设备直接相邻、没有线缆时的电力连接和电池缓冲模式放电;网络拓扑或设备替换后会失效旧分配,避免继续沿用过期供电结果。
- 柴油发电机运行时只让发动机部件按旧版周期和 0.005 方块振幅运动,机体保持静止;同步更新发动机与发电机模型,不再整机抖动。
- Fixed charger demand and distribution for multiple batteries: it requests power only during its operating cycle and allocates input according to remaining capacity. Corrected the charger model orientation.
- Fixed the refueler's fluid-port direction and drain behavior. It now refuels held items, equipped jetpacks/armor, and fillable containers installed in armor modules.
- Fixed power transfer between a battery socket and an adjacent machine when no cable is present, including battery-buffer discharge. Network topology changes and replaced machines invalidate stale allocations instead of reusing old power results.
- Corrected the diesel generator animation so only the engine moves, using the legacy timing and 0.005-block amplitude; the generator body remains still. Updated both engine and generator models.
### ME 装配机样板供应器 / ME Assembly-Machine Pattern Provider
- 新增“ME装配机样板供应器”,使用 AE2 原生合成样板并把选定配方 ID 传给装配机,避免装配机通过逐个轮询配方造成 tick 开销。
- 补齐方块注册、菜单交互、AE2 网络节点和合成提供器服务;设备需要频道,可在 AE2 网络中作为样板供应组件使用。样板库存由 AE2 保存,装配机按收到的配方 ID 接收物料并锁定对应配方。
- 保留普通样板供应器的自动化特性:返还物品可进入 AE2 网络,外部漏斗可向返还槽输入物品。AE2 通过可选集成反射接入;未安装 AE2 时模组可启动,不产生硬依赖。
- Added the ME assembly-machine pattern provider. It uses native AE2 crafting patterns and sends the selected recipe ID to the assembly machine, avoiding tick-heavy recipe polling.
- Registered the block, menu interaction, AE2 grid node, and crafting-provider service. It requires a channel and appears as a pattern-provider component on the AE2 network. AE2 persists the pattern inventory; the assembly machine accepts the transmitted recipe ID and locks the matching recipe while receiving ingredients.
- Preserved core pattern-provider automation: returned items can enter the AE network, and hoppers can insert items into the return inventory. AE2 is connected through an optional reflective integration, so the mod starts without AE2 and has no hard dependency.
### 聚变设备配方选择界面 / Fusion Recipe Selection Interfaces
- 修复聚变反应堆配方无法选择的问题,并将聚变反应堆容器与等离子锻炉拆为独立的菜单和界面类型,避免共享界面状态导致配方选择与输入槽位错配。
- 配方选择操作由配方按钮处理;电池槽只保留电池槽功能,不再因点击或悬停触发配方查看。保持配方按钮原有选择功能,并分离配方选择器的点击区域与提示文本,避免槽位和按钮提示重叠。
- Fixed recipe selection for fusion equipment and gave the fusion torus container and plasma forge separate menu and screen types, preventing shared screen state from mismatching recipe selection and inventory slots.
- Recipe selection is handled by the recipe button. The battery slot remains a battery slot and no longer opens recipe viewing when clicked or hovered. The recipe button retains its selection function, with its hit area and tooltip separated from the inventory slots.
### 装备、工具与附魔 / Equipment, Tools, and Enchanting
- 为 HBM 护甲、剑、镐、斧、锹和锄补齐原版附魔分类标签及对应附魔值,使其可按物品类别参与附魔,而不是全部被当作不可附魔的普通物品。
- 补正工具耐久、工具等级属性、攻击/挖掘属性和手持姿态;无耐久值的旧版工具不再被错误赋予 1 点耐久而变成一次性工具。德什工具恢复不可摧毁属性,SA326 锤保持旧版零耐久机制,不出现损坏条。
- 补正 SA326 剑的独立模型与第一/第三人称显示变换,修复不可见、朝向异常和尺寸偏小;电棍、冲击钻、螺旋钻、电锯等工具模型改用正确模型/动画贴图资源。
- 补齐高级合金头盔、胸甲、护腿和靴子的合成配方;修复消辐宁注射器使用后不返还空 IV 袋的问题,背包满时空袋会掉落在地。
- 对陨石剑系列和其他移植工具的耐久行为按旧版工具等级复核,避免高版本 `ItemStack` 对零耐久等级产生错误损坏标记;SA326 锤的零耐久语义单独保留。
- Added vanilla enchantment-category tags and enchantability values for HBM armor, swords, pickaxes, axes, shovels, and hoes so eligible items can be enchanted instead of being treated as ordinary non-enchantable items.
- Corrected tool durability, tier attributes, attack/mining attributes, and held-item poses. Legacy tools with no durability no longer receive a one-point durability bar and break after one use. Desh tools are unbreakable, and the SA326 hammer retains its legacy zero-durability behavior without a damage bar.
- Corrected the SA326 sword's dedicated model and first-/third-person transforms, fixing invisibility, incorrect facing, and undersized rendering. Updated the electric baton, impact drill, auger, chainsaw, and related tool models to use the correct model and animation textures.
- Added crafting recipes for all four advanced-alloy armor pieces. RadAway syringes now return an empty IV bag after use, dropping it if the player's inventory is full.
- Rechecked meteorite-sword and other ported-tool durability against their legacy tiers, preventing modern `ItemStack` behavior from treating zero-use tiers as damaged tools; the SA326 hammer's zero-durability behavior is preserved separately.
### 战利品箱与 TaCZ 枪械掉落 / Structure Loot and TaCZ Gun Drops
- 按旧版池和结构标记核对并修复飞船及其他结构战利品容器、地面散落战利品与物品堆;统一使用通过注册表校验的物品池,修复空箱、错误物品和错误堆叠数量。保留旧版 `LOOT_GEAR` 实际路由到机械战利品池的行为。
- 枪械战利品不再尝试恢复 HBM 旧枪械物品;需要枪械的战利品池从 TaCZ 运行时枪械索引抽取随机枪械,兼容安装的第三方枪械包。分类抽取保留 HBM 原生战利品的出现权重,避免枪械包项目数量多时把其他战利品稀释掉。
- TaCZ 通过可选兼容层接入;缺少 TaCZ 或其接口不可用时不会阻止启动。补齐战利品使用的标准弹药变体及物品模型,不重新注册被明确排除的 HBM 枪械。
- 补回 Thatmo 坦克机器人与战争巨兽 AI 使用的穿甲/爆炸弹丸配置;这些是实体专用弹丸数据,不注册为玩家弹药物品或 HBM 枪械。
- Audited structure markers and legacy pools for spaceship and other structure containers, visible ground loot, and item piles. Pools now use registry-validated entries, fixing empty containers, incorrect items, and stack counts. The legacy `LOOT_GEAR` marker continues to route to the mechanical-loot pool, matching its actual old dispatcher behavior.
- Gun loot does not restore HBM's retired firearm items. Gun-containing pools select random guns from TaCZ's runtime index, including guns from installed third-party packs. Category-first selection preserves HBM loot weights instead of letting large gun-pack indexes dilute other drops.
- TaCZ is connected through an optional compatibility layer; absent TaCZ or an unavailable API does not prevent startup. Added the standard-ammo variants and item models required by loot without registering the excluded HBM firearms.
- Restored the armor-piercing and explosive projectile configurations used by Thatmo Tankbot and War Behemoth AI. These remain entity-only projectile data and are not registered as player ammunition or HBM firearms.
### Shift 物品详情 / Shift Item Details
- 为缺少原生提示的 HBM 方块和物品恢复旧版 Shift 详情:普通悬停显示“按住 Shift 查看详情”,按住 Shift 后读取本地化 `.desc`/编号描述行;已有原生详情的物品不重复添加。
- 补正传送带工具和运输无人机的详情读取与 Shift 提示,使旧版 `$` 分行描述能在高版本提示框正常显示。
- Restored legacy Shift details for HBM items and blocks that lack their own tooltip. Normal hover shows a “hold Shift for details” hint; holding Shift displays localized `.desc` or numbered description lines. Items with native details do not receive duplicates.
- Corrected Shift hints and description lookup for the conveyor wand and transport drones so legacy `$`-separated descriptions render correctly in modern tooltips.
### 微型黑洞与奇点实体 / Miniature Black Holes and Singularity Entities
- 补齐物品掉落与奇点火花生成的黑洞/涡旋实体行为:吸引实体、造成伤害、吸入方块/流体以及缩小消失按对应旧版实体路径处理;小型涡旋继续使用旧版收缩速度,不改变已核对的消失时长。
- 限制无效坐标和非有限/超范围尺寸,移动前检查下一位置,防止异常实体数据造成崩溃;保存并恢复收缩状态、实体大小和方块破坏开关。
- Restored black-hole/vortex behavior for dropped items and singularity sparks: entity attraction, damage, block/fluid intake, and shrinking follow their corresponding legacy entity paths. Small vortices retain the verified legacy shrink rate and lifetime.
- Rejects invalid coordinates and non-finite or out-of-range sizes, and validates the next position before movement to prevent crashes from invalid entity data. Saves and restores shrink state, entity size, and block-breaking mode.
### 肺病累计与目标实体 / Lung-Disease Accumulation and Eligible Targets
- 肺病不再只是提示文本:石棉与煤尘累计值进入玩家状态数据,按旧版阈值产生咳嗽、重症状态与致命损害;石棉上限为 72,000 tick(1 小时),煤尘黑肺上限为 144,000 tick(2 小时)。低于半阈值的煤尘累计按旧版逐 tick 消退。
- 病症累计与结算只作用于玩家和车万女仆,不再覆盖所有生物;创造模式玩家免于累计并清除既有肺病计数。
- Lung disease now has real gameplay effects instead of only displaying a warning. Asbestos and coal-dust counters are stored with the player state and trigger legacy cough, severe symptoms, and fatal damage thresholds. The asbestos cap is 72,000 ticks (1 hour); the black-lung cap is 144,000 ticks (2 hours). Coal-dust accumulation below half the threshold decays one tick at a time, matching the legacy behavior.
- Disease accumulation and processing target players and Touhou Little Maid entities only, not every living entity. Creative players do not accumulate the condition and have existing counters cleared.
### 卫星坐标界面背景 / Satellite Coordinate Screen Background
- 禁用卫星指示器坐标界面的默认背景、模糊背景和专用模糊后处理入口,避免 `Screen.render()` 或其他绘制路径重新模糊/压暗世界画面;坐标面板、输入框和连接指示保留。
- Disabled the satellite-coordinate screen's default background, blurred background, and dedicated blur post-processing hook so neither `Screen.render()` nor alternate render paths blur or dim the world. The coordinate panel, fields, and connection indicators remain intact.
### 辐射尘任务来源与分批执行 / Fallout Sources and Deferred Processing
- 将辐射尘地形处理改为服务端延后分批执行。核爆管理器会为核爆登记沉降任务;放射性桶与燃烧的 F.O.E.Q 使用完整的旧版辐射尘处理入口,包含焦土地表与埋藏铀矿转化。不同入口分别控制地表焦土和地下铀矿转化,避免把不同爆炸的后处理混成一条无条件规则。
- 每个维度使用独立的世界存档任务队列。任务中心、影响半径、剩余区块、当前延时和处理选项会写入世界数据;保存并重新进入世界后,未完成任务可继续处理。队列按登记顺序执行,避免多个大范围任务同时抢占单个 tick。
- 每批最多处理一个区块;默认批次间隔为 4 tick,与旧版 `fDelay` 默认值一致。核爆沉降延时由 `falloutDelay` 控制,默认 4、范围 0–200;半径百分比由 `falloutRangePercent` 控制,默认 100。任务覆盖内圈与外缘区块;载入待处理区块后再检查其方块,避免把未载入区块误判为空而在沉降范围留下缺口。
- 该处理是主线程上的延后分批工作,不是在后台线程并行修改世界。单次工作上限按区块控制,以降低大范围地形后处理集中落在一个 tick 的压力。
- Fallout terrain processing is deferred and split across server ticks. The nuclear-explosion manager registers fallout work for nuclear blasts. Radioactive barrels and the burning F.O.E.Q use the full legacy fallout entry point, including surface wasteland conversion and buried uranium transmutation. Each entry point selects whether to convert surface ground and buried uranium, so unrelated explosion paths do not inherit those effects unconditionally.
- Each dimension has its own saved task queue. The center, radius, remaining chunk lists, delays, and processing options are written to world data, allowing unfinished work to continue after a save and reload. Tasks run in queue order to avoid multiple large jobs competing in the same tick.
- At most one chunk is processed per batch. The default interval is 4 ticks, matching the legacy `fDelay` default. Nuclear fallout delay is controlled by `falloutDelay` (default 4, range 0–200); fallout radius percentage is controlled by `falloutRangePercent` (default 100). Both inner and edge chunks are covered. A queued chunk is loaded before its blocks are inspected, so an unloaded chunk is not mistaken for empty terrain and does not leave a gap in the fallout footprint.
- Processing is deferred work on the server thread, split into bounded batches; it does not modify the world concurrently on a background thread. Limiting each batch by chunk reduces the amount of large-area post-processing concentrated in one tick.
### 陨坑群系与环境辐射 / Crater Biomes and Ambient Radiation
- 恢复核爆后的外圈、陨坑和内圈陨坑群系转换。半径不足 25 的任务不改群系;半径至少 100 时,中心外 55% 半径内使用陨坑群系;半径至少 150 时,中心外 15% 半径内使用内圈陨坑群系;其余符合条件的范围使用外圈陨坑群系。已生成的内圈与陨坑群系不会被外圈覆盖。
- 群系转换适配 1.21.1 的四分之一分辨率群系坐标,更新受影响区块的垂直群系采样并同步到客户端,避免只改地表高度或只改服务器数据。
- 陨坑环境辐射只按玩家或其他 `LivingEntity` 所在群系结算:默认内圈 25 RAD/s、陨坑 5 RAD/s、外圈 0.5 RAD/s;处于水、雨或气泡柱环境时再乘以默认 5 倍。可通过 `enableCraterBiomes`、`craterInnerBiomeRadiation`、`craterBiomeRadiation`、`craterOuterBiomeRadiation` 和 `craterBiomeWaterMultiplier` 调整;关闭群系效果时同时停止该群系辐射结算。
- Restored the post-blast outer-crater, crater, and inner-crater biome conversion. Tasks with a radius below 25 do not change biomes. At radius 100 or greater, the inner 55% uses the crater biome; at radius 150 or greater, the inner 15% uses the inner-crater biome. The remaining eligible area uses the outer-crater biome, which does not overwrite existing crater or inner-crater biomes.
- Biome conversion uses Minecraft 1.21.1's quart-resolution biome coordinates, updates the vertical biome samples in affected chunks, and synchronizes the result to clients instead of changing only surface samples or server-side data.
- Ambient crater radiation is evaluated for players and other `LivingEntity` instances from their current biome: defaults are 25 RAD/s in the inner crater, 5 RAD/s in the crater, and 0.5 RAD/s in the outer crater. Being in water, rain, or a bubble column applies the default 5x multiplier. `enableCraterBiomes`, `craterInnerBiomeRadiation`, `craterBiomeRadiation`, `craterOuterBiomeRadiation`, and `craterBiomeWaterMultiplier` control these effects. Disabling crater biomes also disables this biome-based radiation.
### 由上而下的地表沉降 / Top-Down Surface Deposition
- 每个受影响的水平坐标从运动阻挡高度向下检查,最多累计 3 个深度单位。被旧规则标记为限制深度的转换会消耗一个单位;未转换的可渲染实心方块也会计入。空气、已有辐射尘层和含流体方块会跳过,不会清除或替换水、熔岩等流体。
- 适合放置辐射尘的可替换表面方块上方按旧版距离函数尝试生成辐射尘层,成功时在该位置增加 0.25 辐射(上限 10,000)。函数以半径百分比为输入,峰值位于半径约 70% 处,不是全半径固定概率。
- 距离中心小于半径 65% 且方块可被熔岩点燃时,保留旧版 1/5 点燃尝试;仅当其上方为空气时放置火焰。旧版会使失去支撑的普通地形变成不掉落物品的下落方块:新版保留其距离、硬度上限、机器 dummy 排除和“下方为空气”条件,并按已处理深度处理上方方块。
- 普通火山核心会转换为放射性火山核心,同时保留其工作模式状态。木材、植被等不限制深度的转换不会提前耗尽地表处理深度,修复了沉降只改到表层或被树叶等转换截断的问题。
- Each affected horizontal position is scanned downward from the motion-blocking height, up to three accumulated depth units. A conversion marked depth-restricting by the legacy rules consumes one unit; an unconverted solid-render block also counts. Air, existing fallout layers, and blocks containing fluids are skipped, preserving water, lava, and other fluids.
- A fallout layer may be placed above a replaceable surface block that can support it, using the legacy distance function. Successful placement adds 0.25 radiation at that position, capped at 10,000. The probability is based on percentage of radius and peaks around 70% of the radius; it is not a fixed chance across the whole area.
- Within 65% of the radius, blocks ignitable by lava retain the legacy 1-in-5 fire attempt, placing fire only when the block above is air. Unsupported ordinary terrain retains the legacy falling-block behavior without item drops, including its distance limit, hardness ceiling, machine-dummy exclusion, and requirement that the block below be air. The already-processed depth also determines how many blocks above may fall.
- Ordinary volcano cores become radioactive volcano cores while retaining their mode state. Non-depth-restricting conversions such as wood and vegetation no longer use up the surface depth budget, fixing cases where fallout stopped at the uppermost converted layer.
### 内置方块转换规则 / Built-In Block Conversion Rules
| 距离与输入 / Range and input | 后处理结果 / Result |
|---|---|
| 虫巢与虫卵方块 / Glyphid nest and egg blocks | 切换为放射性变体 2 / Set to radioactive variant 2 |
| 苔石 / Mossy cobblestone | 煤矿 / Coal ore |
| 半径 65% 内的原木、菌柄、木板 / Logs, mushroom stems, and planks within 65% | 烧焦原木、烧焦木板 / Waste log, waste planks |
| 半径 65% 内的树叶、木质结构、植物、藤蔓、蘑菇盖、积雪 / Leaves, wooden structures, plants, vines, mushroom caps, and snow within 65% | 清除 / Removed |
| 半径 65% 外的树叶 / Leaves outside 65% | 枯叶 / Waste leaves |
| 菌丝、草方块、泥土、砂土、缠根泥土 / Mycelium, grass, dirt, coarse dirt, rooted dirt | 发光菌丝;在启用地表焦土的任务中,地面转为焦土 / Waste mycelium; ground becomes waste earth when surface-wasteland conversion is enabled |
| 沙子、红沙 / Sand, red sand | 各有 5% 概率变为核融玻璃矿石或红色核融玻璃矿石 / 5% chance to become the matching trinitite |
| 黏土 / Clay | 陶瓦 / Terracotta |
- 内置距离分档以影响半径百分比计算。矿石和基岩最多使用十个 5% 距离档;每一档的最外侧 10% 范围使用旧版高斯拒绝函数衰减。距离档 1 至 10 分别写入 `fallout_level` 9 至 0;等级较高表示更靠近爆心。
- 核煤转化适配石头和深板岩煤矿:每个有效距离档有 50% 转化率,产物按 3:2 权重选放射性熔融钻石矿或放射性熔融绿宝石矿。褐煤(含深板岩变体)有 20% 概率转为放射性熔融钻石矿;铍矿(含深板岩变体)转为放射性熔融绿宝石矿。
- 普通、片麻岩和深板岩铀矿在内侧五档内按 1:9 权重转为放射性熔融Sa326矿石或放射性熔融烧焦铀矿。钻石矿(含深板岩)转为富含宝石的放射性熔融物;绿宝石矿(含深板岩)转为放射性熔融绿宝石矿。
- 基岩、基岩矿和基岩油层在半径 50% 内按距离档转为放射性熔融凝固基岩;Y=0 的基岩不会被转换成其他方块。普通草方块按前九档转为消沉的放射性熔融凝固物;符合筛选条件的镐类可采方块、沙和泥土按十档转为该方块。已被处理的放射性熔融凝固基岩或沉降物只会升级到更高等级,不会因后续较弱任务降级。
- 下界铀矿的表面转换保留旧版 1/100 放射性熔融Sa326矿石、其余转为烧焦的下界铀矿石的概率。
| Range and input | Result |
|---|---|
| Glyphid nest and egg blocks | Set to radioactive variant 2 |
| Mossy cobblestone | Coal ore |
| Logs, mushroom stems, and planks within 65% of the radius | Waste log or waste planks |
| Leaves, wooden structures, plants, vines, mushroom caps, and snow within 65% | Removed |
| Leaves outside 65% | Waste leaves |
| Mycelium, grass, dirt, coarse dirt, and rooted dirt | Waste mycelium; ground becomes waste earth when surface-wasteland conversion is enabled |
| Sand and red sand | 5% chance to become the matching trinitite |
| Clay | Terracotta |
- Built-in distance bands use percentage of the affected radius. Ore and bedrock processing uses up to ten bands at 5% intervals; the outermost 10% of each band uses the legacy Gaussian rejection falloff. Bands 1–10 store `fallout_level` 9–0 respectively, with higher levels indicating greater proximity to ground zero.
- Coal conversion supports stone and deepslate coal ore. In an eligible band it has a 50% conversion chance, then selects Sellafield diamond or Sellafield emerald at 3:2 weights. Lignite, including deepslate lignite, has a 20% chance to become Sellafield diamond. Beryllium ore, including its deepslate variant, becomes Sellafield emerald.
- Normal, gneiss, and deepslate uranium ores within the inner five bands convert to Sellafield schrabidium or Sellafield scorched uranium at 1:9 weights. Diamond ore, including deepslate, becomes Sellafield radgem; emerald ore, including deepslate, becomes Sellafield emerald.
- Bedrock, bedrock ore, and bedrock oil ore within 50% of the radius become Sellafield bedrock according to distance band; bedrock at Y=0 is not replaced with another block. Grass converts to Sellafield slaked material within the first nine bands. Eligible pickaxe-mineable blocks, sand, and dirt convert within all ten bands. Existing Sellafield bedrock and slaked blocks only upgrade to a higher fallout level and are not downgraded by a later, weaker task.
- Surface Nether uranium retains the legacy 1-in-100 chance to become Nether schrabidium; otherwise it becomes scorched Nether uranium.
### 埋藏铀矿转化 / Buried Uranium Transmutation
- 放射性桶等完整辐射尘任务另有 3D 埋藏铀矿扫描,不局限于从地表向下处理的三层深度。其有效范围沿用旧版以半径平方一半为基准并加入随机扰动的球形体积判定。
- 扫描石头铀矿、深板岩铀矿、下界铀矿和片麻岩铀矿;仅检查区块调色板可能包含这些矿石的区段,再核验其中的实际方块,避免对所有地下方块做无差别扫描。
- 命中的铀矿按旧版 `schrabOreChance` 权重转为相应宿主岩类型的Sa326矿石或烧焦铀矿;普通配置下为 1:99。该地下转换与表面距离分档转换是独立通道,确保埋藏矿石不会因未露出地表而遗漏。
- Full fallout tasks such as radioactive-barrel events also scan buried uranium in a 3D volume, rather than limiting the conversion to the three accumulated surface-depth units. The volume follows the legacy sphere-like check based on half the squared radius with a randomized cutoff.
- The scan covers stone, deepslate, Nether, and gneiss uranium ore. It first checks whether a chunk section's palette may contain uranium, then verifies actual blocks, avoiding a blind scan of every underground block.
- Matching uranium converts to the corresponding host-rock schrabidium ore or scorched uranium using the legacy `schrabOreChance` weighting; the regular configuration is 1:99. This buried pass is separate from the surface distance-band conversion, so uranium that is not exposed at the surface is still covered.
### 旧版规则文件兼容 / Legacy Rule-File Compatibility
- 支持读取 `config/hbmConfig/hbmFallout.json`;若该文件不存在,则读取 `config/reinhardtshbm/hbmFallout.json`。找到有效文件时,它会取代内置转换表,而不是与内置表叠加;没有覆盖文件时使用内置表。
- 每条 `entries` 规则支持方块 ID、旧元数据、材料类别、不透明度要求、概率、最小/最大距离百分比、边缘衰减起点、主/次加权替换列表及 `restrictDepth`。替换项使用 `[方块ID, 元数据, 权重]`。
- `hbm:` 方块命名空间会映射到 `reinhardtshbm:`;旧 `hardened_clay` 名称会映射到现代 `terracotta`。元数据仅能映射到目标方块实际存在的 `fallout_level`、`variant` 或 `meta` 整数状态;不支持对应属性的方块使用默认状态,不能表达任意旧版方块状态。
- 无效或无法解析的覆盖文件会记录错误,并整体回退到内置规则,不会带着部分规则静默运行。
- Supports `config/hbmConfig/hbmFallout.json`; if it is absent, the loader checks `config/reinhardtshbm/hbmFallout.json`. A valid override replaces the built-in conversion table rather than merging with it. With no override file, built-in rules are used.
- Each `entries` rule supports block ID, legacy metadata, material category, opacity requirement, chance, minimum/maximum distance percentages, edge-falloff start, weighted primary/secondary substitutions, and `restrictDepth`. Each substitution is `[block ID, metadata, weight]`.
- The `hbm:` namespace is remapped to `reinhardtshbm:`; the old `hardened_clay` name is remapped to modern `terracotta`. Metadata can only map to an integer `fallout_level`, `variant`, or `meta` property that the target block actually has. Blocks without a compatible property use their default state; arbitrary legacy block states cannot be represented.
- An invalid or unresolvable override is logged and discarded as a whole, then processing falls back to the built-in rules instead of silently running a partial table.
### 等级方块贴图与兼容处理 / Tiered Block Models and Compatibility
- 放射性熔融凝固基岩、消沉的放射性熔融凝固物及对应矿石使用 `fallout_level` 0–9 状态;区块状态、模型覆盖和灰度着色均覆盖这些等级,避免转换后因缺少状态模型而出现贴图空缺。着色按旧版灰度明暗函数计算。
- 处理保留火山核心五种模式;深板岩铀矿、煤矿、褐煤矿、铍矿、钻石矿和绿宝石矿均纳入对应现代宿主方块变体。
- Sellafield bedrock, Sellafield slaked material, and their ores use `fallout_level` states from 0–9. Block states, model overrides, and grayscale tinting cover these levels so converted blocks do not lose their texture due to missing state models. Tint brightness follows the legacy grayscale function.
- Processing preserves all five volcano-core modes and includes modern deepslate uranium, coal, lignite, beryllium, diamond, and emerald host-rock variants.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
This mod has no related projects

