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RTS building: Build From Above

Build, manage storage, and interact with your base from an overhead RTS-style building panel.
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RTS Building 1.1.7-beta1 for Forge 1.20.1

File namertsbuilding-forge-1.20.1-1.1.7-beta1.jar
Uploaded
Aug 19, 2026
Downloads
227
Size
5.2 MB
Mod Loaders
Forge
File ID
8682759
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:rts-building-build-from-above-1553142:8682759")

Learn more about Curse Maven

What's new

简体中文

Forge 1.20.1 重新发布说明(2026-08-19): 8 月 16 日上传的 Forge 文件遗漏了模组内部 UI Core/Kit 类,会在启动阶段报 NoClassDefFoundError: UiClock。该文件已撤回并重新打包;如果你下载过此前的 Forge beta1,请删除旧 JAR 后重新下载。NeoForge 1.21.1 不受影响。

RTS Building 1.1.7-beta1

适用于 Minecraft 1.21.1 / NeoForge 与 Minecraft 1.20.1 / Forge。

这是一次从 1.1.6-patch2 之后的大型 Beta 更新。除了继续加固超大任务的服务端稳定性,本次还把快速建造、储存、合成、主题、兼容性和日志诊断整合成更完整的 RTS 工作流。由于本版本包含大量 UI、网络兼容和批量任务变化,请先在副本世界或备份存档中测试;如果遇到严重不稳定,请退回最近的 release 版本 1.1.6-patch3。

玩家可见变化

  • 新增“智能建造”入口。

    • 在“快速建造 → 范围建造 → 工具”中选择“填坑”。
    • 瞄准一个有边界的洞口后,客户端会显示可填充预览;确认后,服务端重新检查目标并提交真正的批量建造任务。
    • 填坑只接受有明确边界的洞,不会把开放平原、跨越未加载区块或超过安全上限的区域误判为洞穴。
    • 可以使用当前选择的方块填充完整目标;触及玩家上限时会明确显示部分计划状态。
  • 新增“智能破坏”工具组。

    • 在“快速建造 → 范围破坏 → 工具”中可以选择“范围速掘”“区块挖掘”和“一键砍树”。
    • “范围速掘”以瞄准方块为基准,按照 X/Y/Z 尺寸破坏长方体范围。
    • “区块挖掘”破坏瞄准区块内的目标,可分别调整向上和向下的高度。
    • “一键砍树”会处理相连的原木、自然树叶和巨型蘑菇结构,并在完整目标超过上限时拒绝整组,避免只砍掉一部分。
    • 目标接触未加载区块、没有可破坏目标或超过范围限制时,整次操作会安全取消,不会留下半截计划。
    • 这些工具会保留参数,确认一次后可以直接对下一处目标重复执行。
  • 合成终端得到完整的远程合成工作流。

    • 安装合成终端插件后,可以从 RTS 储存界面打开合成终端,也可以使用绑定的键位直接打开。
    • 合成搜索支持仅搜索已连接储存、与 JEI 同步,以及终端和 JEI 双向同步。
    • 可以调整储存显示行数、按名称或数量排序、切换正序/倒序,并保留再次打开终端时的搜索条件。
    • 合成格材料可以退回已连接储存或玩家背包;背包和快捷栏也可以分别批量存入。
    • 配方转入、材料提取和最终合成都由服务端确认,减少远程菜单与第三方模组交互时的错位。
  • 储存绑定和储存浏览更可靠。

    • 顶部栏进入“存储绑定”模式后,可以继续使用单点绑定,也可以进入“范围绑定”连续框选多个储存方块。
    • 范围绑定支持逐次提交、继续框选和 Ctrl 退出;绑定详情中可以查看模式、优先级、方向以及当前维度信息。
    • 开启跨维度存储插件后,已绑定的其他维度储存可以在需要时短期唤醒访问,并受到每名玩家的唤醒区块上限控制。
    • 储存浏览现在会把同一物品但组件不同的堆叠分开显示。不同顶端升级、附魔书、魔法卷轴或其他带有不同 NBT/组件的物品不会再被最后存入的变体覆盖。
    • 只有 ItemStack 的物品和完整组件都相同,多个堆叠才会合并为同一条目;数量不同不会制造新的条目。
    • 原有储存总量统计、自动入库和工具提取路径继续按物品类型工作,具体取出时仍会保留完整物品组件。
  • UI 主题和窗口体验全面更新。

    • 全局 UI 主题现在可以在设置中切换 Legacy / 材质包、校准 RTS 深色、Nord Command、Carbon Operations 和 Material Field。
    • 游戏内主题编辑器支持实时预览、色轮与明度调整、导入、导出、重载和应用;应用前的草稿不会覆盖已保存主题。
    • 主题颜色会检查重要文字的可读性,损坏、缺字段、过大的主题文件和不合格的对比度会被拒绝,并保留安全的现有主题。
    • 顶部栏、底部栏、快速建造、储存、合成终端、工作流和设置窗口统一使用新的动画、状态纹理、面板层级和缩放布局。
    • 高 GUI Scale、窄屏和重新打开 RTS 时,浮动窗口会依据真实屏幕尺寸重新布局;已保存或拖动过的位置不会被默认位置覆盖。
    • 配置界面存在未保存修改时,关闭或返回会先询问玩家;家园界面现在可以使用 Esc 返回。
  • 远程交互和第三方兼容得到加强。

    • Sable 子世界坐标、原生物品交互和 RTS 光标命中现在使用统一的空间转换与输入让行规则。
    • Create 远程值设置、Honey/Worldshaper 相关交互、Flywheel 方块实体视觉和离屏预览增加了针对性的兼容入口。
    • 远程菜单探针覆盖普通菜单、特殊方块、多方块结构、区块同步、重生时序和精确命中检查;无法确认目标时会安全回退,不会强行接管第三方菜单。
    • JEI、AE2、Refined Storage、BD 网络、Sophisticated 等储存或合成兼容路径继续保留,并减少远程菜单和储存扫描之间的重复读取。
  • 批量任务取消和恢复语义得到修复。

    • 当玩家启动新的单挖、连锁挖掘或其他会替换当前挖掘的操作时,仍在等待资源的旧范围破坏任务会被真实取消,不会在 UI 消失后留在后台。
    • 任务取消会同时收口服务端任务、工具租约、工作流投影、历史信息和恢复标记;旧区域不会在后续 Tick、超时清理或工具恢复后突然继续破坏。
    • 没有新替换操作时,资源不足任务仍然可以正常等待,并在资源恢复后继续。
    • 批量建造、范围破坏、连锁挖掘和蓝图任务继续使用持久化进度、统一预算和 Ctrl+Z 历史,已完成部分不会因为后续页面刷新而丢失。

技术与兼容性改进

  • 重新整理客户端、网络和服务端诊断链路。

    • 客户端输入、预览、网络请求、服务端验证、真实任务执行、储存写回和工作流终态现在可以通过统一 trace 关联。
    • 结构化 JSONL 日志会记录操作阶段、任务身份、停止来源、等待资源原因、兼容探针结果和最终状态,同时限制单条文本和文件增长,避免诊断本身拖垮游戏。
    • 游戏内 AI 求助入口会把当前版本、模式、技术信息附录和近期日志作为上下文;玩家询问普通操作时会优先给简明操作指引,遇到 Bug 时才对比技术附录和日志分析。
    • 远程 GUI 兼容验收加入可复用的设置、等待、交互、世界稳定性和崩溃安全回退契约。
  • 储存索引改为保留完整物品变体身份。

    • 储存缓存同时维护物品 ID 总量和完整 ItemStack 组件变体计数;前者继续服务于路由和快速总量查询,后者用于页面条目与搜索。
    • 页面网络载荷继续发送完整 ItemStack,因此客户端不需要迁移新的数据包格式。
    • AE2 等报告逻辑数量的网络储存也会在缓存刷新时保留不同组件变体,不再因为跳过变体比较而产生陈旧原型。
  • 加强大规模任务和储存网络的服务端边界。

    • 批量任务、储存刷新、掉落写回和页面刷新继续分离;实际世界操作不会等待每次 UI 页面构建。
    • 任务持久化、撤销记录、工具租约、资源等待和页面失效使用统一生命周期,异常只隔离当前任务或当前兼容端点。
    • 跨维度访问使用有限期唤醒票据,并在玩家、区块和端点生命周期结束时释放,避免长期占用无关区块。
  • 版本与回归验证范围扩大。

    • 本次以 1.1.6-patch2 的主线版本为基线,覆盖 1.1.7 主线功能、UI、兼容性、诊断、任务生命周期和储存变体修复。
    • NeoForge 1.21.1 与 Forge 1.20.1 均准备了 1.1.7-beta1 构建;本版本仍属于 Beta,建议整合包作者在发布前测试远程菜单、AE2/RS/BD 储存、JEI 合成、Create/Flywheel 视觉、跨维度储存和大批量任务。
    • 如果遇到崩溃、旧区域恢复破坏、储存物品消失、远程菜单错位或主题加载失败,请保留客户端/服务端 logs/rtsbuilding 日志与复现步骤;需要反馈渠道时,在游戏内 AI 中回复“反馈渠道”。

English

Forge 1.20.1 reissue notice (2026-08-19): The Forge file uploaded on August 16 omitted the mod's internal UI Core/Kit classes and could fail during startup with NoClassDefFoundError: UiClock. That file has been withdrawn and repackaged. If you downloaded the earlier Forge beta1, delete the old JAR and download it again. NeoForge 1.21.1 is unaffected.

RTS Building 1.1.7-beta1

For Minecraft 1.21.1 / NeoForge and Minecraft 1.20.1 / Forge.

This is a large Beta update after 1.1.6-patch2. It strengthens server stability for large jobs while bringing quick build, storage, crafting, themes, compatibility probes, and diagnostics into a more complete RTS workflow. Because this build contains substantial UI, network-compatibility, and batch-task changes, test it in a copy or backup world first. If it becomes seriously unstable, return to the latest release, 1.1.6-patch3.

Player-facing changes

  • Added the Smart Build entry.

    • Open “Quick Build → Range Build → Tools” and select “Fill Holes”.
    • Aim at a bounded opening to see a fill preview; after confirmation, the server rechecks the target and submits the real batch placement task.
    • Smart Fill accepts bounded holes instead of treating open plains, unloaded boundaries, or over-limit regions as caves.
    • The selected block is used for the complete accepted plan, and a partial-plan state is shown when the player limit is reached.
  • Added the Smart Destroy tool family.

    • Open “Quick Build → Range Destroy → Tools” and choose “Range Fast Dig”, “Chunk Mining”, or “Tree Felling”.
    • Range Fast Dig destroys a configurable X/Y/Z box based on the targeted block.
    • Chunk Mining targets the aimed chunk and lets the player adjust the height above and below the target.
    • Tree Felling follows connected logs, natural leaves, and giant mushrooms; it rejects the whole connected group when the limit would be exceeded instead of cutting only part of it.
    • Unloaded chunks, empty targets, and over-limit plans cancel safely without leaving a half-submitted plan.
    • Tool parameters are retained so the same action can be confirmed at the next target.
  • Completed the remote Craft Terminal workflow.

    • With the Craft Terminal plugin installed, open crafting from the RTS storage view or use the configured keybind.
    • Craft search supports connected-storage-only search, JEI synchronization, and bidirectional terminal/JEI synchronization.
    • Adjust visible storage rows, sort by name or quantity, reverse the direction, and keep the search when reopening the terminal.
    • Return crafting-grid materials to connected storage or the player inventory, and deposit the inventory or hotbar independently.
    • Recipe transfer, extraction, and final crafting are confirmed by the server to reduce desynchronization with remote menus and third-party mods.
  • Made storage binding and storage browsing more reliable.

    • Enter “Storage Binding” from the top bar for single-point binding, or use “Range Binding” to select multiple storage blocks continuously.
    • Range Binding supports repeated submissions, continued selection, and Ctrl to exit; binding details expose mode, priority, facing, and dimension information.
    • With the Cross-Dimension Storage plugin enabled, linked storage in another dimension can be awakened for short-term access under a per-player chunk-ticket limit.
    • Storage browsing now keeps separate entries for the same item with different components. Different top-tier upgrades, enchanted books, magic scrolls, and other NBT/component variants are no longer replaced by whichever variant was stored last.
    • Only ItemStacks with the same item and complete components merge into one entry; different counts do not create separate entries.
    • Coarse item totals remain available for routing, while exact extraction preserves the full item components.
  • Expanded UI themes and window behavior.

    • Choose Legacy / resource-pack rendering, Calibrated RTS Dark, Nord Command, Carbon Operations, or Material Field from the settings.
    • The in-game theme editor supports live preview, hue/value editing, import, export, reload, and apply; a draft does not replace the saved theme until applied.
    • Theme validation rejects unreadable contrast, malformed fields, oversized files, and unsafe definitions while retaining the current safe theme.
    • Top bar, bottom bar, Quick Build, storage, Craft Terminal, workflow, and settings windows now share updated animations, state textures, layer ordering, and scaled layouts.
    • At high GUI scale, on narrow screens, and after reopening RTS, floating panels use the real screen dimensions; restored or dragged bounds are not overwritten by default placement.
    • The config screen asks before closing with unsaved changes, and the home screen now supports Escape to return.
  • Strengthened remote interaction and third-party compatibility.

    • Sable sub-world coordinates, native item interaction, and RTS cursor hits now share one coordinate and input-yielding policy.
    • Targeted compatibility paths cover Create remote value settings, Honey/Worldshaper interactions, Flywheel block-entity visuals, and off-screen previews.
    • Remote-menu probes cover ordinary menus, special blocks, multiblock structures, chunk synchronization, respawn timing, and precise hit checks; uncertain targets fail closed instead of taking over a third-party menu.
    • JEI, AE2, Refined Storage, BD networks, Sophisticated, and related storage or crafting paths remain supported while duplicate remote-menu and storage scans are reduced.
  • Fixed replacement and recovery semantics for batch tasks.

    • When the player starts a new single mine, chain mine, or other replacement mining action, an older range-destruction task that is still running or waiting for resources is now truly cancelled instead of remaining alive after its UI disappears.
    • Cancellation closes the server task, tool lease, workflow projection, history information, and restore marker together; the old area cannot resume destroying blocks after a later tick, timeout cleanup, or tool recovery.
    • A resource-starved task can still wait and resume normally when no replacement action is requested.
    • Batch placement, range destruction, chain mining, and blueprint tasks retain durable progress, unified budgets, and Ctrl+Z history without losing completed work during page refreshes.

Technical and compatibility improvements

  • Reworked client, network, and server diagnostics.

    • Client input, previews, network requests, server validation, real task execution, storage write-back, and workflow terminal states can now be correlated through unified traces.
    • Structured JSONL logs record operation stages, task identity, stop origin, resource-wait reasons, compatibility-probe results, and terminal state while bounding record and file growth.
    • The in-game AI help entry uses the current version, technical appendix, and recent logs as context; ordinary operation questions stay concise, while bug questions compare the appendix against the logs.
    • Remote GUI validation now has reusable setup, wait, interaction, world-stability, and crash-safe fallback contracts.
  • Preserved exact storage-variant identity in the storage index.

    • The cache maintains both coarse item totals and complete ItemStack-component variant counts. Coarse totals remain for routing and fast summaries; variant counts drive storage entries and search.
    • The existing network payload continues to carry full ItemStacks, so no client packet migration is required.
    • AE2-style reported-count networks also retain component variants during cache refresh instead of producing stale prototypes after variant changes.
  • Tightened large-task and storage-network boundaries.

    • Batch tasks, storage refreshes, drop write-back, and page construction remain separated so world mutations do not wait for a UI rebuild.
    • Durable task persistence, undo records, tool leases, resource waits, and page invalidation share one lifecycle; failures isolate the current task or compatibility endpoint.
    • Cross-dimension access uses short-lived wake tickets and releases them with the player, chunk, and endpoint lifecycle.
  • Expanded release and regression coverage.

    • This release uses 1.1.6-patch2 as its mainline baseline and includes the subsequent 1.1.7 feature, UI, compatibility, diagnostic, task-lifecycle, and storage-variant work.
    • NeoForge 1.21.1 and Forge 1.20.1 are both prepared as 1.1.7-beta1. Modpack authors should test remote menus, AE2/RS/BD storage, JEI crafting, Create/Flywheel visuals, cross-dimension storage, and large batch jobs before broad rollout.
    • For crashes, resumed old-area destruction, missing storage variants, remote-menu misalignment, or theme-loading failures, keep the client/server logs/rtsbuilding files and reproduction steps. In the in-game AI, reply “反馈渠道” when you need the available feedback channels.

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