promotional bannermobile promotional banner

Singularity Iteration

Singularity Iteration is a tech mod inspired by the Industrial Craft 2, bringing a relatively complete yet streamlined industrialization experience to Minecraft.
Back to Files

[SI] SingularityIteration-0.1.7.35-beta.jar

File name[SI] SingularityIteration-0.1.7.35-beta.jar
Uploader
MioPhaSideMioPhaSide
Uploaded
Oct 5, 2026
Downloads
35
Size
12.1 MB
Mod Loaders
NeoForge
File ID
9068126
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:singularity-iteration-1617642:9068126"

Learn more about Curse Maven

What's new

## 0.1.7.35

Based on 0.1.7.34. Fixed Nano Boots reversed front-to-back, Armory held items not retrieved, Armory tooltip misjudgment, and Equipment HUD residue; Nano Suit items changed to render 3D models directly; Batteries changed to right-click toggle backpack auto-charging and prevent Solar Helmet loop charging; added "Energy Saving" enchantment; performed a round of allocation reduction and cleanup on per-tick hot paths.

### Nano Suit

- The Nano Boots model was made facing +z (south) in Blockbench and is reversed front-to-back when worn. `tools/gen_nano_armor.py` adds `TURN_AROUND`, rotating the boots 180° around the vertical axis before splitting left/right legs (left/right determined by post-rotation coordinates).
- Item icons: the item models of the four Nano equipment pieces changed to `builtin/entity`; new class `BakedArmorItemRenderer` (BEWLR) directly draws the same Blockbench geometry as when worn: automatically computes the bounding box and scales it into the item cube, flips the model space around the x-axis so the front faces the viewer, and uses the armor texture and enchantment glint buffer. Inventory, held, dropped, and item frame displays are unified as 3D appearance, with display transforms written in each item model JSON. The original 16×16 flat icons are kept only as break particle textures.

### Armory

- Returning the suit (remote "Return") previously only collected armor slots; main-hand and off-hand weapons and tools remained in the player's hands. Now summonable items in both hands also burst out and fly back into storage; the Armory Remote itself remains on the player and is not counted toward the cost.
- GUI tooltips: the base class `mio_icif_screen` has an `isHovering(int…)` overload with parameter order (mouse x, mouse y, x, y, w, h); `ArmoryScreen` passing ints bound to it, causing the "Maintenance" tooltip to cover most of the lower half of the screen, while the energy bar, mana bar, and rename tooltips never showed. Switched to a private GUI-relative check `over()`; all four tooltips now appear only in their own areas.
- Flight animation: the client no longer computes flight progress directly from world time (server time sync once per second makes world time jump, and late ticks cause stalls); instead each part has its own smoothed clock (+1 per tick, slowly converging to world time at 10%, directly aligning only when deviation exceeds 4 ticks). The hover bobbing function starts at 0 at the handoff point (previously had a 4 cm jump); the snap curve changed to a cubic ease-in with zero starting velocity (`s³(1.6−0.6s)`), so there is no jerk from hover to snap.

### Electric Tools and Charging

- Equipment HUD (`EquipmentHudCycler`) rewritten: each slot is timed independently. After text (excluding numbers) changes, it shows for 60 ticks (3 seconds); number-only changes (energy) do not re-show it; `keepEquipmentHudVisible` only affects the line that requested it. Previously, when the airborne jetpack chestplate requested always-on, it would also keep the Quantum Saber/Nano Saber energy lines always on. Fixed 6-slot array; the tick path no longer allocates collections, and the number mask no longer uses regex. Added Japanese HUD text (Nano Saber, Quantum Saber, Jetpack).
- Battery (`IEnergyDistributable`: charging battery, energy crystal, Lapotron crystal, etc.): right-click no longer distributes all charge to the inventory at once, but toggles "backpack auto-charging" mode (`BatteryAutoCharge`, state stored in CustomData `SiAutoCharge`). When on, every 10 ticks (staggered by slot) it supplies power at the battery's charge rate ×10 to electric tools and electric armor in the inventory, armor slots, and accessory slots; when off, it supplies nothing. The on state shows an enchantment glint and is noted in the tooltip. The four charging backpacks (Battery Pack, Advanced Battery Pack, Energy Pack, Lapotron Pack) toggle the same mode with sneak + right-click (normal right-click still equips). Tools based on the battery base class (Wireless Manager, Geomagnetic Detector) keep their original right-click via `supportsAutoCharge()=false`.
- Anti-loop: auto-charging sources do not charge other sources (batteries, charging backpacks, items in auto mode); the Solar Helmet (normal/advanced/hybrid/ultimate) skips batteries and backpacks in auto mode for inventory cursor, armor slots, chestplate, and accessory charging, so power no longer flows back and forth between the helmet and batteries.

### New "Energy Saving" Enchantment (`mio_icif:energy_saving`)

- Max level V, each level −5% power consumption (I 95%, II 90%, III 85%, IV 80%, V 75%). Data-driven enchantment; applicable items are the new tag `mio_icif:enchantable/electric` (50 electric tools, electric weapons, and electric armor; charging backpacks only supply power and are not included), added to enchanting table, trading, random loot, and non-treasure tags (`required: false`).
- `EnergySaving.apply()` takes effect at all power consumption points: tool use and paid actions (`BatteryTransfer.consume`), per-tick electric armor drain, damage absorption (per-point damage cost reduced proportionally), Quantum Boots and Nano Boots fall protection, jetpack and generic flight controller, weapon firing, rubber tree collection, various electronic gadgets (first aid, lighter, wireless manager, geomagnetic detection, fishing rod, force field, nutrition supply, obscurer), electric boat, Quantum Suit unit drain, and Special Maneuver Mode (via `SuitModules.extract`). Sub-1 EU portions are rounded probabilistically, so the long-term average exactly matches the percentage. Charging and battery-to-battery transfer are unaffected.

### Performance and Code Cleanup

- Suit unit checks (called multiple times per tick): `SuitModuleType` caches `VALUES`, `featureKey`, name keys, and slot arrays; `isActive` reads toggle state directly instead of building feature lists each time; `totalDrain` no longer creates temporary lists. `ArmorFeatureState` caches `feat_` storage keys to avoid string concatenation each time.
- `EquipmentEnergyMonitor` (client, per tick): changed to sample every 4 ticks (incremental accumulation gives the same result); samples compare by item reference instead of generating registered name strings each time.
- `MachineStatusTracker`: the two-layer map snapshot every 10 ticks changed to a reused scratch list.
- Removed commented-out old code: `getStateForPlacement` in 10 block classes (obsolete sneak placement branches), unused `gatherData` listeners, residual calls in creative tab and Futures machine, residual coordinate calculations in several GUI classes, and commented-out sounds in the hand-crank generator. Kept IC2 reference algorithm citation comments (used to explain behavior origin). New code comments are written per ASD-STE100.

### Tests

- New GameTest class `Round35GameTests` (8 items): energy saving coefficient and small-amount probabilistic average, enchantment registration and applicable items, tool and suit unit cost, electric item tag completeness, battery right-click toggle and supply/stop, Solar Helmet does not charge auto-mode batteries, return suit collects main/off hand, Nano item models are `builtin/entity` and boots face forward. The classic armor texture check in `Round25GameTests` no longer includes the Nano Suit (uses dedicated models since 0.1.7.34).
- Capture scene 15 (`run_scene15.sh`): Armory GUI tooltip areas, 3D inventory icons, battery and energy saving tooltips, Nano Boots front and side, Equipment HUD fading after 3 seconds, Armory delivery flight and placement.

This mod has no additional files