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Singularity Iteration

Singularity Iteration is a tech mod inspired by the Industrial Craft 2, bringing a relatively complete yet streamlined industrialization experience to Minecraft.
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[SI] SingularityIteration-0.1.10.3-beta.jar

File name[SI] SingularityIteration-0.1.10.3-beta.jar
Uploader
MioPhaSideMioPhaSide
Uploaded
Oct 14, 2026
Downloads
79
Size
14.2 MB
Mod Loaders
NeoForge
File ID
9172206
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:singularity-iteration-1617642:9172206"

Learn more about Curse Maven

What's new


## 0.1.10.3

基于 0.1.10.2(`pr-0.1.10.2-20261014`)。修复补丁:实机报告的 4 个问题。详细说明与验证记录见 `docs/releases/0.1.10.3/UPDATE.md`。

- 骑乘(船、矿车、马、其他模组的座位)时喷气背包与飞行推进不再启动:不扣 EU,没有火焰与音效。守卫位于喷气背包控制器(读取电量与推力之前)、特殊机动计费、特殊机动远端视觉与电力飞行戒指。
- 线缆轮廓与碰撞箱按模型粗细:裸线与超导线 4 像素,1/2/3 层绝缘 6/8/10 像素,EU 检测/分配线缆 4 像素;泡沫包裹仍为整格;扳手按各线缆的中心大小判断。
- 喷气背包音效:重新生成熄火音(噪声熄焰,去掉 1050→325 Hz 的正弦扫频“biu”)与 3 个循环音(更柔和,低 4~5 dB);档位音量约 -4 dB;淡出 10 tick 且音高不再下滑。
- 能量水晶、兰波顿水晶、超级兰波顿水晶空时可堆叠到 16(RE 电池、高级 RE 电池、锂电池、高级锂电池同样按注册的 16);有电时为单个,即使电量相同也不合并。空电池不保存电量组件,旧存档的“电量 0”加载时规范化;超级兰波顿水晶保留满电默认(旧存档满电不丢)。多个的堆不接收也不输出电量;电池槽只放一个,逐个充电。
- 公共 API 只增不改:`AbstractBattery` 的空堆叠数构造函数、`getEmptyStackSize()`、`getMaxStackSize(ItemStack)`、`verifyComponentsAfterLoad(ItemStack)`;API 指南第 6.1 节。
- 新检查 `check_1103.py`;GameTests `Round1103GameTests`;`Round19GameTests` 的不堆叠检查改为有电状态。

## 0.1.10.2

基于 0.1.10.1(`pr-0.1.10.1-20261014`)。量子套装模块系统第 3 阶段(最终阶段)Q3:量子纠缠指挥。详细说明与验证记录见 `docs/releases/0.1.10.2/UPDATE.md`。

- 指挥轮盘(按住 G,需已启用的量子纠缠中继器):移动、待机、区域压制、集中攻击、齐射、归队、模式(四种模式/跟随全队/返回)、数据链、全息台、量子回收;准星目标捕获;全部/单机选择。G 与工具切换键按情境共用(手持可切换电动工具时仍切换工具)。
- 命令:同一维度不限距离;定点命令的僚机守卫命令地点而非跟随主人;单独模式不受全队模式影响;未加载区块中的僚机只能量子回收;新存档键带默认值(旧存档无命令)。
- 数据链:僚机看到的敌人显示在全息地图、战术地图与全息台;舰队数据链协同另加世界标记与首要目标。
- 量子回收:所有僚机立即返回军械库(任何维度、含未加载;未加载僚机通过保存的名册与区块票据找回),30 相干度、30 秒冷却。
- 编队 HUD(面板与屏幕边缘标记)、世界命令标记(待机点、压制圈、集中攻击括号)、命令时的干涉光线。
- 3D 全息台(新物品:战术3D全息地图 Mk.II):面前投射的地形全息,显示僚机、命令、敌人、数据链目标与矿石;拖动旋转、滚轮缩放、点击下达命令;按住 N 或轮盘打开。
- 推进特效:推进器火焰热浪(套装与僚机)、全推力激波钻石、着陆尘环。
- 7 个合成音效;服务器配置 `command` 分区;客户端选项 `squad_hud`、`order_markers`、`holo_table_cells`、`thruster_fx`。
- 公共 API 只增不改:`ArmoryEvent.WingmanCommand`(可取消)。
- 新检查 `check_1102.py`;GameTests `Round1102GameTests`;`check_1101` 音效分区边界收紧。

## 0.1.10.1

基于 0.1.10.0(`pr-0.1.10.0-20261014`)。量子套装模块系统第 2 阶段 Q2(按已批准的提案 v1):纠缠链接、9 种协同、3 种时机连击、演算带宽、演算核心、其余量子 Mk.II、六角单元护盾与相关 UI/特效。详细说明与验证记录见 `docs/releases/0.1.10.1/UPDATE.md`。

- 纠缠链接:中枢为量子胸甲(新组件 `mio_icif:suit_links`),2 条链接,演算核心启用时 3 条;两个单元须在穿戴的量子部件上并生效。
- 纠缠矩阵:从奇点管理面板量子胸甲的“链接”行打开;单元节点环、可链接虚线/已链接实线/生效双螺旋;点击列表或拖动节点连线切换,拖动时预览协同;服务器校验并回报拒绝原因。
- 9 种协同:预测诱导(沿寻路路径预测拦截,锁定 +2,转向 +4°)、威胁透视、地脉全息(全息地图与战术地图矿石体素)、弹道同步、爆心预报、共振偏转、残像诱饵、相位反击、舰队数据链;每种有服务器开关。
- 3 种连击:量子隧穿(跃迁后 1 秒内相位偏移半价)、冻结齐射(时间扭曲中齐射:减速目标加入、立即命中、×1.5)、静止弹幕(按键收起力场时停住的投射物飞回射手)。
- 演算带宽:单元 QB 消耗、Mk.II +1,预算 20(演算核心 28);超出时传感器刷新与相干度回复减半;穷举 22 176 种 0.1.9.2 配置证明最大 20 QB,旧配置不会饱和。
- 新物品:量子演算核心;矿物扫描仪(半径 24、矿石标签筛选)、电网遥测(视线 36 格)、生物扫描仪(48 格、生命与护甲)、弹道计算机(多重射击三发弹道)、智能诱导(锁定 10、转向 20°)、力场共振(半径 3.75、9 块/tick)的 Mk.II。
- 修复:矿物扫描仪的回波与矿石显示固定按 16 格计算,Mk.II 远处矿石不显示。
- HUD 与特效:六角单元护盾(电量着色、破裂)、QB 表、协同芯片、连击横幅、链接光线、共振爆发、诱饵、数据链标记、诱导弹道;4 个合成音效;单元提示框显示 QB 与协同。
- 公共 API 只增不改:`SuitSynergies`、`SuitBandwidth`(API 指南 3.6)。
- 新检查 `check_1101.py`(API 兼容、组件、带宽穷举证明、协同、资源、音效、配置、网络、指南 MDX);GameTests `Round1101GameTests`;`check_1100` 修正运行时前缀键误报。

## 0.1.10.0

基于 0.1.9.2(`pr-0.1.9.2-20261014`)。量子套装模块系统第 1 阶段 Q1(按已批准的提案 v1):相干度与退相干、V/B 行动键整合、5 种主动行动、扩展槽、FCS HUD 与特效。详细说明与验证记录见 `docs/releases/0.1.10.0/UPDATE.md`。

- 相干度:0..100(相干电容器 +50),行动后 1.5 秒每秒回复 8 点(2 500 EU/点);降到 0 时退相干 4 秒(拒绝行动、力场消失、HUD 故障、传感器刷新减半);玩家附件 `mio_icif:quantum_core`。
- 行动键:量子行动与纳米爆发共用 V/B 与同一分配;奇点管理面板量子部件新增“量子核心”分区(单元槽、相干度、两个键行)。
- 5 种行动:量子跃迁(不穿墙,12 格/Mk.II 20 格 2 充能)、相位偏移(生物/投射物/爆炸伤害穿透,Mk.II 冲击波)、力场展开(偏转器 Mk.II,开关式,冻结敌方投射物并推出敌人)、时间扭曲(预测器 Mk.II,10 格局部减速;单人真实慢动作为可选,默认关)、纠缠齐射(所有僚机同一 tick 命中)。
- 新物品:相位跃迁驱动器、相位调制器、相干电容器、量子纠缠中继器、4 个量子 Mk.II(偏转器 Mk.II 每点 3 000 EU)、量子扩展槽(部件 +1 单元槽,新组件 `mio_icif:suit_bays`)。
- HUD 与特效:相干度环与干涉环、行动芯片与计时、FCS 面罩启动序列、退相干故障效果、各行动的折射/全息/加法光世界特效;12 个合成音效;客户端选项 `quantum_hud`、`visor_boot`、`quantum_fx_intensity`、`decoherence_glitch`;服务器配置 `QuantumSuit`(行动开关、PvP 开关、数值、单人慢动作)。
- 公共 API 只增不改:`SuitActionSpec`、`SuitActionBehavior`、`SuitQuantumActions`、`SuitQuantumCore`;示例声呐单元增加行动。
- 修复:0.1.9.1 起 9 个指南页(机器索引、武装库、感应炉 × 三语)中的 `<!-- -->` 标记在 GuideME(MDX)中是语法错误,页面无法打开;已删除并改为按标题检查。
- 新检查 `check_1100.py`(API 兼容、存档兼容、资源、音效、配置翻译、指南 MDX);GameTests `Round1100GameTests`。

## 0.1.9.2

基于 0.1.9.1(`pr-0.1.9.1-20261014`)。紧急修复,无新功能。详细说明与验证记录见 `docs/releases/0.1.9.2/UPDATE.md`。

- 修复:穿戴框架核心部件时打开背包或 AE2 无线合成终端崩溃(`CoreAttachmentLayer` 跨 `getBuffer` 复用 `VertexConsumer`,`Not building!`);改为两遍绘制,consumer 取得后立即使用。
- 修复:蓝图建筑机指南页(中、英、日)的 `<` `>` 未转义导致 GuideME 解析失败;改为代码样式。
- 防护:JEI 分类逐个创建并跳过失败项、不注册空数组;配方类型注册逐步保护;提示框事件处理捕获异常。
- 新检查 `check_192.py`:缓冲区生命周期、指南 MDX 文本、JEI 防护。

## 0.1.9.1

基于 0.1.9.0(上游导入的 `pr-0.1.9.0-upstream-20261013`)。实机反馈:升级插件保护、感应炉保温、充电物品自动合成、僚机战术 AI 与特效。详细说明与验证记录见 `docs/releases/0.1.9.1/UPDATE.md`。

- 升级插件保护:扳手拆下的机器保存物品栏,用作合成材料时内部物品作为合成剩余物返还(一组直接返还,多组装入自动拆开的新物品“回收零件箱”);工作台、合成器、批量合成机、AE2 分子装配室均有效。
- 感应炉:保温开关(空闲时加热并保持满热量,1 EU/t)、新升级“保温单元”(空闲不散热、保温免费)、界面热量条。
- 充电物品:可选 AE2 兼容 mixin,样板输入与候选物品只差电量时视为同一材料(解决未开替换与开替换时都失败的问题);分拣机过滤忽略电量。
- 僚机:威胁评分选目标(主人指定集火、点燃的苦力怕优先、分散火力)、36 点立体站位(射线、绕后、高处、主人不在射线上)、危险距离推进器闪避、近战一击脱离、前方避障。
- 特效:僚机锁定扫描激光与全息标记、枪口火光、冲刺喷流与冲击环、姿态喷射、斩击弧;量子套装偏转器测地线光子屏障、特殊机动光子残光与空间扭曲、传感器主动扫描球;3 个合成音效;客户端开关 photon_fx / scan_fx / wingman_fx。
- 日语补全升级物品文本;三语指南新增章节;GameTests `Round191GameTests`。

## 0.1.9.0

基于 0.1.8.6(`pr-0.1.8.6-20261013`)。框架核心:太阳能头盔系列、高级量子胸甲、重型量子胸甲退役,功能改为标准纳米/量子部件核心插槽中的 5 种核心。详细说明与验证记录见 `docs/releases/0.1.9.0/UPDATE.md`。

- 核心插槽(数据组件 `mio_icif:suit_core`,独立于单元槽与晶格)与 5 种核心:太阳能阵列 I/II/III(8/1、64/8、512/64 EU/t)、重力子壁垒(重力锚:免疫摔落、取消击退;护甲 +1;紧急修复)、高级推进(+9 000 万 EU、无高度上限、推力 +15%、机动矢量加速 ×1.3、修复 2.0 生命/秒、R 键高压电弧放电与击退冲击波)。
- 通用套装改装台安装/更换(旧核心返还并停留,不回换)/取出核心;物品图标核心角标。
- 旧物品迁移:旧 ID 保留为隐藏外壳,携带、改装台、僚机或单独合成时转换为部件 + 核心,保留储能、单元、开关、附魔与名称;删除 6 个旧类与 7 个旧配方;高级量子胸甲的每秒 10 点修复规范为每秒 2.0 点。
- 3D 外装:由退役物品 Blockbench 模型提取的太阳能板/翼/扇、重力环与陀螺仪、推进器等,带展开收拢、旋转、发光动画;玩家、僚机、盔甲架、全息展示台;客户端与面板开关。
- 配置:通用 `FrameCores`(核心开关、放电数值)、客户端 `core_attachments`;新指南页“框架核心”;合成音效 2 个;GameTests `Round190GameTests`。

## 0.1.8.6

基于 0.1.8.5(`pr-0.1.8.5-20261013`)。纳米套装模块系统第 2 阶段。详细说明与验证记录见 `docs/releases/0.1.8.6/UPDATE.md`。

- 新单元 11 种:壁虎刚毛、冲击凝胶、散热鳍片、热迷彩、干扰器、纳米侦察云(爆发)、动能装甲网(爆发)、自修复涂层、疏水涂层、动能发电机、太阳能皮肤(自修复、疏水、动能发电与量子共用)。
- Mk.II:17 种纳米单元各有 Mk.II 物品(生体电路 + 中子板),效果增强、耗电 −20%;层级存于新数据组件 `mio_icif:suit_mk2`;改装台原地升级并返还 Mk.I。
- 高频同步 1–3 级(肌纤维与动能装甲网,Mk.II 计两级)。动能装甲网与光学迷彩在键位与运行上互斥。过热无鳍片时减速 20%。
- 纳米改造为量子:共用单元转移,纳米专用单元与致密剂返还。
- 特效:六边形装甲板与受击涟漪、侦察纳米云与定位环和透墙轮廓、凝胶反弹环、过热热扭曲柱、Mk.II 配色;HUD 被动单元条、发电收入、侦察计数、装甲网计时、HF 等级;5 个合成音效。

## 0.1.8.5

基于 0.1.8.4(`pr-0.1.8.4-20261013`)。纳米套装模块系统第 1 阶段:纳米晶格(LP)、纳米核心(储备/热量/过热)、V/B 爆发键、6 种纳米单元、纳米剑高频同步、通用套装改装台、纳米 HUD 与特效。详细说明与验证记录见 `docs/releases/0.1.8.5/UPDATE.md`。

- 纳米部件按晶格点数安装单元(头 4、胸 6、腿 4、脚 4,致密剂每次 +2,最多 2 次);新安装检查 `WRONG_CLASS`/`NO_LATTICE`;标签 `mio_icif:nano_suit`。
- 新单元:纳米肌纤维(疾跑、登阶、动能冲刺)、热调节膜、EMP 发射器、光学迷彩、毒素·辐射过滤器(与量子共用)、微电容晶格;起爆警告与威胁传感器可装于纳米(1 LP)。
- 纳米剑高频同步:肌纤维 + 开启的纳米剑,攻速 +12%、护甲穿透 15%、刀刃微颤与电火花。
- 量子改装台改为通用套装改装台(ID 不变):纳米晶格条、致密剂、新模型与渲染、纳米层级配方。
- 特效:冲刺残像与热扭曲、EMP 冲击波与放电弧、光学迷彩全息网格与折射着色器(可关闭,自动回退);纳米 HUD;7 个合成音效。
- 配置:通用 `NanoSuit`(单元开关、PvP 开关默认开、全部数值);客户端 `nano_suit`。
- 公共 API:`SuitClass`、`SuitModuleTraits`、`SuitBurstSpec`、`SuitBurstBehavior`、`SuitNanoCore`、`ArmorCapacityBonus`,`SuitModuleRegistry.register` 新重载(旧注册不变)。

## 0.1.8.4

基于 0.1.8.3(`pr-0.1.8.3-20261013`)。推进器音效卡顿修复、僚机战斗 AI 重做(拔刀剑与全部远程武器)、蓝图建筑机与复制机联动、各发电机发电量配置。详细说明与验证记录见 `docs/releases/0.1.8.4/UPDATE.md`。

- 量子胸甲推进器音效:左右平移/转向时的卡顿来自本地循环音的定位声像跳变与 1–3 tick 推力空档导致的停止→熄火→点火循环。本地声音改为相对听者播放;短空档只降音量;淡出可恢复;提示音限频。修复备用高级量子胸甲在背包中时飞行与治疗双倍执行。
- 僚机:拔刀剑(SlashBlade: Resharped)每 tick 运行连段动作,突进斩、近身连段与 SA;远程武器保持交战距离环绕、提前量瞄准、不朝主人方向开火;近战打了就走;平滑转向、相互避让、主人目标优先、护卫拦截。新 API `IWeaponItem#fireFrom`/`engagementRange`/`projectileSpeed`,7 种武器实现;僚机的爆炸不破坏方块。
- 蓝图建筑机缺料时向范围内拥有模板的空闲复制机下单,复制机用自身 UU 物质与能量复制,无人机从输出槽取件;界面显示 UU 复制状态;配置 `BlueprintBuilder`。
- 通用配置 `GeneratorOutput`:28 种 EU 发电机各自的发电量倍率(燃料速度不变),作用于各发电机决定输出处,燃料记账一致;核心新增 `AbstractGeneratorBlockEntity.OUTPUT_SCALE`。

## 0.1.8.3

基于 0.1.8.2(`pr-0.1.8.2-upstream-20261012`)。实机反馈的显示问题修复、武器与套装图标、新 Blockbench 模型、蒸汽锥与激光特效重做、客户端设置扩充。物品 ID 与名称不变。详细说明与验证记录见 `docs/releases/0.1.8.3/UPDATE.md`。

### 武器

- 青铜剑/纳米剑/量子剑透明:3D 模型以 `item/handheld`(根为 `builtin/generated`)为父模型且没有 `layer0`,被生成为空模型。删除 3D 模型,改为 2D 图标(`tools/art/weapons_183.py`):青铜剑为重型战术刀,纳米剑为纳米高频振动切割器(启动时 6 帧振动残影),量子剑为量子力场发射器/奇点刃(8 帧,半透明光场)。
- 纳米弓闪烁:`pulling` 属性按物品堆对象判定,能量同步替换物品堆后来回切换。改为按物品判定;拉弓进度改为实际蓄力(第 4 tick 满力);图标重绘,使用原版弓的握持变换。
- 画面闪白:≥ 7,500 EU 的射击在枪口生成原版烟花 `FLASH` 粒子(约 7 格宽),第一人称时覆盖整个画面。改为枪色的小型枪口闪光,并加入镜头后坐力。
- 能量弹改为加法全亮光束(`BeamFx`),颜色与宽度随枪同步,前 3 tick 从枪口开始(第一人称可见),命中产生火花与枪色粉尘;采矿镭射同样带曳光。

### 套装

- 纳米/量子套装的物品栏图标改为由 Blockbench 模型绘制的 2D 图标(`tools/art/suit_icons_183.py`),手持与掉落仍为 3D(`separate_transforms`)。
- 新 Blockbench 模型(`tools/models/armor/*.bbmodel`):高级量子胸甲(双推进喷口、反应堆核心)、重型量子胸甲(重力装甲:反重力核心、陀螺环、引力垫)、四种太阳能头盔(单板/折叠板/展开翼/扇形阵列)。
- 第一人称手臂:整条手臂从中性姿势绘制,不再沿用其他玩家的手臂姿势;飞行与枪械姿势不再作用于第一人称手臂。
- 量子手部闪烁:护手内侧面与皮肤平面重合。手臂与手部顶点移到皮肤外 0.32(`tools/armor_clearance.py`,以后烘焙时自动执行)。

### 特效、音效与设置

- 蒸汽锥重做(明亮领环、钟形、条纹、双层),音爆增加冲击波前、闪光与云团粒子。
- 四个推进器/风声循环音用交叉淡化重建,循环点连续(离子循环原有满幅 0.21 的跳变)。
- 客户端设置:`vapor_effects`、`vapor_intensity`、`muzzle_flash`、`reduced_flashes`、`recoil_camera`、`beam_tracers`、`jetpack_volume`、`jetpack_cues`(三语名称与提示)。
- 导入 `resources.zip` 中本轮重绘的 114 个纹理文件(`tools/intake_resources_183.py`);压缩包中的旧配方、标签、语言与 mixin 配置不导入。

## 0.1.10.3

Based on 0.1.10.2 (`pr-0.1.10.2-20261014`). Bugfix patch: 4 issues reported from live testing. See `docs/releases/0.1.10.3/UPDATE.md` for details and verification records.

- Jetpack and flight propulsion no longer activate while riding (boats, minecarts, horses, seats from other mods): no EU is consumed, and there are no flames or sound effects. Guards are placed at the jetpack controller (before reading charge and thrust), special maneuver billing, special maneuver remote visuals, and the electric flight ring.
- Cable outlines and collision boxes now match model thickness: bare wires and superconductor wires 4 pixels, 1/2/3 layers of insulation 6/8/10 pixels, EU detection/distribution cables 4 pixels; foam wrapping remains full-block; the wrench judges by each cable's center size.
- Jetpack sounds: regenerated the shutdown sound (noise flameout, removing the 1050→325 Hz sine sweep "biu") and 3 loop sounds (softer, 4–5 dB lower); tier volume about -4 dB; fade-out 10 ticks and pitch no longer slides down.
- Energy Crystal, Lapotron Crystal, and Super Lapotron Crystal can stack up to 16 when empty (RE Battery, Advanced RE Battery, Lithium Battery, and Advanced Lithium Battery likewise use the registered 16); when charged they are single items, and even with the same charge they do not merge. Empty batteries do not save a charge component; old saves with "charge 0" are normalized on load; Super Lapotron Crystal retains its full-charge default (old saves with full charge are not lost). Stacks of multiple items neither receive nor output power; the battery slot holds only one, charging them one by one.
- Public API only additions, no changes: `AbstractBattery` empty-stack-size constructor, `getEmptyStackSize()`, `getMaxStackSize(ItemStack)`, `verifyComponentsAfterLoad(ItemStack)`; API Guide section 6.1.
- New check `check_1103.py`; GameTests `Round1103GameTests`; `Round19GameTests` unstackable check changed to the charged state.

## 0.1.10.2

Based on 0.1.10.1 (`pr-0.1.10.1-20261014`). Quantum Suit Module System Phase 3 (final phase) Q3: Quantum Entanglement Command. See `docs/releases/0.1.10.2/UPDATE.md` for details and verification records.

- Command wheel (hold G, requires enabled quantum entanglement relay): move, standby, area suppression, focus attack, salvo, regroup, mode (four modes / follow whole squad / return), data link, holo table, quantum recall; crosshair target capture; all/single selection. G and tool switch key share contextually (still switches tools when holding a switchable electric tool).
- Commands: same dimension unlimited distance; waypoint commands make wingmen guard the command location rather than follow the owner; individual mode is unaffected by whole-squad mode; wingmen in unloaded chunks can only be quantum recalled; new save keys have defaults (old saves have no commands).
- Data link: enemies seen by wingmen are displayed on the holographic map, tactical map, and holo table; fleet data link coordination additionally adds world markers and primary target.
- Quantum recall: all wingmen immediately return to the Armory (any dimension, including unloaded; unloaded wingmen are recovered via saved roster and chunk tickets), 30 coherence, 30-second cooldown.
- Formation HUD (panel and screen-edge markers), world command markers (standby point, suppression circle, focus attack brackets), interference beams when commanding.
- 3D holo table (new item: Tactical 3D Holographic Map Mk.II): terrain hologram projected in front, showing wingmen, commands, enemies, data-link targets, and ores; drag to rotate, scroll to zoom, click to issue commands; hold N or open from the wheel.
- Propulsion effects: thruster flame heat haze (suit and wingmen), full-thrust shockwave diamond, landing dust ring.
- 7 synthesized sound effects; server config `command` section; client options `squad_hud`, `order_markers`, `holo_table_cells`, `thruster_fx`.
- Public API only additions, no changes: `ArmoryEvent.WingmanCommand` (cancellable).
- New check `check_1102.py`; GameTests `Round1102GameTests`; `check_1101` sound section boundaries tightened.

## 0.1.10.1

Based on 0.1.10.0 (`pr-0.1.10.0-20261014`). Quantum Suit Module System Phase 2 Q2 (per approved proposal v1): entanglement links, 9 synergies, 3 timing combos, computation bandwidth, computation core, remaining Quantum Mk.II, hexagonal unit shield, and related UI/effects. See `docs/releases/0.1.10.1/UPDATE.md` for details and verification records.

- Entanglement links: hub is Quantum Chestplate (new component `mio_icif:suit_links`), 2 links, 3 when Computation Core is enabled; both units must be on equipped quantum parts and active.
- Entanglement matrix: opened from the "Links" row of the Quantum Chestplate in the Singularity Management Panel; unit node ring, linkable dashed / linked solid / active double helix; click list or drag node connections to toggle, preview synergy while dragging; server validates and reports rejection reason.
- 9 synergies: Predictive Guidance (predict intercept along pathfinding route, lock-on +2, turn +4°), Threat X-Ray, Leyline Hologram (ore voxels on holographic map and tactical map), Ballistic Sync, Blast Center Forecast, Resonance Deflection, Afterimage Decoy, Phase Counterattack, Fleet Data Link; each has a server switch.
- 3 combos: Quantum Tunneling (phase shift half price within 1 second after warp), Frozen Salvo (salvo during time warp: slowed targets added, immediate hit, ×1.5), Static Barrage (projectiles stopped when force field is retracted by keypress fly back to the shooter).
- Computation bandwidth: unit QB consumption, Mk.II +1, budget 20 (Computation Core 28); when exceeded, sensor refresh and coherence recovery are halved; exhaustive enumeration of 22,176 0.1.9.2 configurations proves max 20 QB, so old configurations will not saturate.
- New items: Quantum Computation Core; Mk.II versions of Ore Scanner (radius 24, ore tag filtering), Grid Telemetry (line of sight 36 blocks), Bio Scanner (48 blocks, health and armor), Ballistic Computer (three-shot trajectory for multishot), Smart Guidance (lock-on 10, turn 20°), Force Field Resonance (radius 3.75, 9 blocks/tick).
- Fix: Ore Scanner echo and ore display were fixed at 16 blocks, so Mk.II distant ores did not display.
- HUD and effects: hexagonal unit shield (charge coloring, breakage), QB gauge, synergy chips, combo banner, link beams, resonance burst, decoy, data-link markers, guided trajectory; 4 synthesized sound effects; unit tooltips show QB and synergy.
- Public API only additions, no changes: `SuitSynergies`, `SuitBandwidth` (API Guide 3.6).
- New check `check_1101.py` (API compatibility, components, bandwidth exhaustive proof, synergies, resources, sounds, config, network, guide MDX); GameTests `Round1101GameTests`; `check_1100` fixes false positives for runtime prefix keys.

## 0.1.10.0

Based on 0.1.9.2 (`pr-0.1.9.2-20261014`). Quantum Suit Module System Phase 1 Q1 (per approved proposal v1): coherence and decoherence, V/B action key integration, 5 active actions, expansion slots, FCS HUD and effects. See `docs/releases/0.1.10.0/UPDATE.md` for details and verification records.

- Coherence: 0..100 (Coherence Capacitor +50), after an action recovers 8 points per second for 1.5 seconds (2,500 EU/point); at 0, decoherence for 4 seconds (actions rejected, force field disappears, HUD glitches, sensor refresh halved); player attachment `mio_icif:quantum_core`.
- Action keys: Quantum Action and Nano Burst share V/B and the same assignment; the Singularity Management Panel's quantum parts add a "Quantum Core" section (unit slots, coherence, two key rows).
- 5 actions: Quantum Leap (does not pass through walls, 12 blocks / Mk.II 20 blocks with 2 charges), Phase Shift (biological/projectile/explosion damage penetration, Mk.II shockwave), Force Field Deployment (Deflector Mk.II, toggle, freezes enemy projectiles and pushes enemies out), Time Warp (Predictor Mk.II, 10-block local slowdown; true single-player slow motion is optional, default off), Entangled Salvo (all wingmen hit on the same tick).
- New items: Phase Leap Drive, Phase Modulator, Coherence Capacitor, Quantum Entanglement Relay, 4 Quantum Mk.II (Deflector Mk.II 3,000 EU per point), Quantum Expansion Bay (part +1 unit slot, new component `mio_icif:suit_bays`).
- HUD and effects: coherence ring and interference ring, action chips and timers, FCS visor boot sequence, decoherence glitch effect, refraction/holographic/additive-light world effects for each action; 12 synthesized sound effects; client options `quantum_hud`, `visor_boot`, `quantum_fx_intensity`, `decoherence_glitch`; server config `QuantumSuit` (action switches, PvP switch, values, single-player slow motion).
- Public API only additions, no changes: `SuitActionSpec`, `SuitActionBehavior`, `SuitQuantumActions`, `SuitQuantumCore`; example sonar unit adds an action.
- Fix: Since 0.1.9.1, the `<!-- -->` markers in 9 guide pages (Machine Index, Armory, Induction Furnace × trilingual) were syntax errors in GuideME (MDX), so pages could not open; removed and changed to title-based checks.
- New check `check_1100.py` (API compatibility, save compatibility, resources, sounds, config translations, guide MDX); GameTests `Round1100GameTests`.

## 0.1.9.2

Based on 0.1.9.1 (`pr-0.1.9.1-20261014`). Emergency fix, no new features. See `docs/releases/0.1.9.2/UPDATE.md` for details and verification records.

- Fix: Crash when opening inventory or AE2 wireless crafting terminal while wearing Frame Core parts (`CoreAttachmentLayer` reused `VertexConsumer` across `getBuffer`, `Not building!`); changed to two-pass rendering, using the consumer immediately after acquisition.
- Fix: Unescaped `<` `>` in the Blueprint Builder guide pages (Chinese, English, Japanese) caused GuideME parse failure; changed to code style.
- Protection: JEI categories are created one by one and failed entries are skipped, empty arrays are not registered; recipe type registration is progressively protected; tooltip event handling catches exceptions.
- New check `check_192.py`: buffer lifecycle, guide MDX text, JEI protection.

## 0.1.9.1

Based on 0.1.9.0 (upstream-imported `pr-0.1.9.0-upstream-20261013`). Live feedback: upgrade plug-in protection, induction furnace heat retention, automatic crafting of charging items, wingman tactical AI and effects. See `docs/releases/0.1.9.1/UPDATE.md` for details and verification records.

- Upgrade plug-in protection: machines removed with a wrench save their inventory; when used as crafting materials, internal items are returned as crafting remainders (one stack is returned directly; multiple stacks are placed into a new automatically opened item "Recycled Parts Box"); works on crafting table, crafter, bulk crafter, and AE2 molecular assembler.
- Induction Furnace: heat retention switch (heats and maintains full heat while idle, 1 EU/t), new upgrade "Heat Retention Unit" (no heat loss while idle, heat retention is free), GUI heat bar.
- Charging items: optional AE2-compatible mixin, pattern input and candidate items are treated as the same material when only charge differs (solves failure both with and without substitution enabled); sorter filtering ignores charge.
- Wingmen: threat-score target selection (owner-designated focus fire, ignited creepers prioritized, dispersed fire), 36-point three-dimensional positioning (lines of fire, flanking, high ground, owner not in line of fire), dangerous-distance thruster evasion, melee hit-and-run, forward obstacle avoidance.
- Effects: wingman lock-on scanning laser and holographic marker, muzzle flash, dash jet and shock ring, posture jets, slash arc; quantum suit deflector geodesic photon barrier, special maneuver photon afterglow and space distortion, sensor active scan sphere; 3 synthesized sound effects; client toggles photon_fx / scan_fx / wingman_fx.
- Japanese completion for upgrade item text; trilingual guide adds chapters; GameTests `Round191GameTests`.

## 0.1.9.0

Based on 0.1.8.6 (`pr-0.1.8.6-20261013`). Frame Core: solar helmet series, advanced quantum chestplate, heavy quantum chestplate retired, functionality changed to 5 cores in standard nano/quantum part core slots. See `docs/releases/0.1.9.0/UPDATE.md` for details and verification records.

- Core slots (data component `mio_icif:suit_core`, independent of unit slots and lattice) and 5 cores: Solar Array I/II/III (8/1, 64/8, 512/64 EU/t), Graviton Bulwark (gravity anchor: fall immunity, knockback cancel; armor +1; emergency repair), Advanced Propulsion (+90 million EU, no height limit, thrust +15%, maneuver vector acceleration ×1.3, repair 2.0 health/sec, R key high-voltage arc discharge and knockback shockwave).
- Universal Suit Modification Table installs/replaces (old core returned and stays, no exchange back)/removes core; item icon core corner badge.
- Old item migration: old IDs retained as hidden shells; when carried, in modification table, wingman, or crafted alone, they convert to part + core, preserving energy storage, units, switches, enchantments, and name; deleted 6 old classes and 7 old recipes; advanced quantum chestplate's 10 health/sec repair is standardized to 2.0 health/sec.
- 3D exterior: solar panels/wings/fans, gravity ring and gyroscope, thrusters, etc., extracted from retired item Blockbench models, with deploy/retract, rotation, and glow animations; players, wingmen, armor stands, holographic display stands; client and panel toggles.
- Config: general `FrameCores` (core switches, discharge values), client `core_attachments`; new guide page "Frame Cores"; 2 synthesized sound effects; GameTests `Round190GameTests`.

## 0.1.8.6

Based on 0.1.8.5 (`pr-0.1.8.5-20261013`). Nano Suit Module System Phase 2. See `docs/releases/0.1.8.6/UPDATE.md` for details and verification records.

- 11 new units: Gecko Setae, Impact Gel, Heat Sink Fins, Thermal Camo, Jammer, Nano Recon Cloud (burst), Kinetic Armor Net (burst), Self-Repair Coating, Hydrophobic Coating, Kinetic Generator, Solar Skin (self-repair, hydrophobic, kinetic power generation shared with quantum).
- Mk.II: 17 nano units each have a Mk.II item (Bio Circuit + Neutron Plate), enhanced effects, power consumption -20%; tier stored in new data component `mio_icif:suit_mk2`; modification table upgrades in place and returns Mk.I.
- High-frequency sync levels 1–3 (muscle fibers and kinetic armor net; Mk.II counts as two levels). Kinetic armor net and optical camouflage are mutually exclusive in keybind and operation. Overheating without fins slows by 20%.
- Nano conversion to Quantum: shared units transfer, nano-specific units and densifiers are returned.
- Effects: hexagonal armor plates and hit ripples, recon nano cloud with positioning ring and through-wall outline, gel bounce ring, overheat heat distortion column, Mk.II coloring; HUD passive unit bar, power generation income, recon count, armor net timer, HF level; 5 synthesized sound effects.

## 0.1.8.5

Based on 0.1.8.4 (`pr-0.1.8.4-20261013`). Nano Suit Module System Phase 1: Nano Lattice (LP), Nano Core (reserve/heat/overheat), V/B burst key, 6 nano units, nano sword high-frequency sync, universal suit modification table, nano HUD and effects. See `docs/releases/0.1.8.5/UPDATE.md` for details and verification records.

- Nano parts install units by lattice points (head 4, chest 6, legs 4, feet 4, densifier +2 each time, max 2 times); new install checks `WRONG_CLASS` / `NO_LATTICE`; tag `mio_icif:nano_suit`.
- New units: Nano Muscle Fiber (sprint, step-up, kinetic dash), Thermal Regulation Membrane, EMP Emitter, Optical Camouflage, Toxin/Radiation Filter (shared with quantum), Microcapacitor Lattice; detonation warning and threat sensor can be installed on nano (1 LP).
- Nano sword high-frequency sync: muscle fiber + enabled nano sword, attack speed +12%, armor penetration 15%, blade micro-vibration and electric sparks.
- Quantum Modification Table changed to Universal Suit Modification Table (ID unchanged): nano lattice bar, densifier, new model and rendering, nano tier recipes.
- Effects: dash afterimages and heat distortion, EMP shockwave and discharge arcs, optical camouflage holographic grid and refraction shader (can be disabled, automatic fallback); nano HUD; 7 synthesized sound effects.
- Config: general `NanoSuit` (unit switches, PvP switch default on, all values); client `nano_suit`.
- Public API: `SuitClass`, `SuitModuleTraits`, `SuitBurstSpec`, `SuitBurstBehavior`, `SuitNanoCore`, `ArmorCapacityBonus`, new `SuitModuleRegistry.register` overload (old registration unchanged).

## 0.1.8.4

Based on 0.1.8.3 (`pr-0.1.8.3-20261013`). Thruster sound stutter fix, wingman combat AI rework (SlashBlade and all ranged weapons), Blueprint Builder and Replicator integration, generator output config. See `docs/releases/0.1.8.4/UPDATE.md` for details and verification records.

- Quantum Chestplate thruster sound: stutter during strafing/turning came from local loop sound's positional panning jumps and 1–3 tick thrust gaps causing stop→shutdown→ignition loops. Local sound changed to play relative to listener; short gaps only lower volume; fade-out can recover; cue sound rate-limited. Fixed backup Advanced Quantum Chestplate in inventory causing double flight and healing execution.
- Wingmen: SlashBlade: Resharped runs combo actions every tick, dash slash, close-range combo, and SA; ranged weapons keep engagement distance orbiting, lead-aim, do not fire toward owner; melee hit-and-run; smooth turning, mutual avoidance, owner target priority, escort interception. New API `IWeaponItem#fireFrom` / `engagementRange` / `projectileSpeed`, implemented by 7 weapons; wingman explosions do not destroy blocks.
- When Blueprint Builder lacks materials, it orders from idle replicators within range that have the template; replicators copy using their own UU-Matter and energy; drones take items from the output slot; GUI shows UU replication status; config `BlueprintBuilder`.
- General config `GeneratorOutput`: output multiplier for each of 28 EU generators (fuel speed unchanged), applied at each generator's output decision point, with consistent fuel accounting; core adds `AbstractGeneratorBlockEntity.OUTPUT_SCALE`.

## 0.1.8.3

Based on 0.1.8.2 (`pr-0.1.8.2-upstream-20261012`). Live feedback display fixes, weapon and suit icons, new Blockbench models, steam cone and laser effect rework, client settings expansion. Item IDs and names unchanged. See `docs/releases/0.1.8.3/UPDATE.md` for details and verification records.

### Weapons

- Bronze Sword/Nano Sword/Quantum Sword transparency: 3D models used `item/handheld` (root `builtin/generated`) as parent model and had no `layer0`, so they were generated as empty models. Deleted 3D models, changed to 2D icons (`tools/art/weapons_183.py`): Bronze Sword is a heavy tactical knife, Nano Sword is a nano high-frequency vibration cutter (6-frame vibration afterimage when activated), Quantum Sword is a quantum force field emitter/singularity blade (8 frames, semi-transparent light field).
- Nano Bow flicker: `pulling` property was determined by ItemStack object, and energy sync replaced the ItemStack causing back-and-forth switching. Changed to item-based determination; draw progress changed to actual charge (full power on tick 4); icon redrawn, using vanilla bow holding transform.
- Screen flash white: Shots ≥ 7,500 EU spawned vanilla firework `FLASH` particles at the muzzle (about 7 blocks wide), covering the whole screen in first person. Changed to a small muzzle flash in gun color, and added camera recoil.
- Energy bolts changed to additive full-bright beams (`BeamFx`), color and width synced with the gun, starting from the muzzle for the first 3 ticks (visible in first person), with sparks and gun-colored dust on hit; mining laser also has tracers.

### Suits

- Inventory icons for nano/quantum suits changed to 2D icons drawn from Blockbench models (`tools/art/suit_icons_183.py`), while handheld and dropped remain 3D (`separate_transforms`).
- New Blockbench models (`tools/models/armor/*.bbmodel`): Advanced Quantum Chestplate (twin thruster nozzles, reactor core), Heavy Quantum Chestplate (gravity armor: anti-gravity core, gyro ring, gravity pad), four solar helmets (single panel/folding panel/deployed wings/fan array).
- First-person arm: the entire arm is drawn from a neutral pose, no longer using other players' arm poses; flight and gun poses no longer affect the first-person arm.
- Quantum hand flicker: inner side of the gauntlet coincided with the skin plane. Arm and hand vertices moved 0.32 outside the skin (`tools/armor_clearance.py`, automatically executed on future bakes).

### Effects, Sounds, and Settings

- Steam cone reworked (bright collar ring, bell shape, stripes, double layer), sonic boom adds shockwave front, flash, and cloud particles.
- Four thruster/wind loop sounds rebuilt with crossfades, loop points continuous (the ion loop originally had a full-amplitude 0.21 jump).
- Client settings: `vapor_effects`, `vapor_intensity`, `muzzle_flash`, `reduced_flashes`, `recoil_camera`, `beam_tracers`, `jetpack_volume`, `jetpack_cues` (trilingual names and tooltips).
- Imported 114 texture files redrawn this round from `resources.zip` (`tools/intake_resources_183.py`); old recipes, tags, language, and mixin configs in the archive are not imported.

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