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-0.1.10.13-beta.jar

File name[SI] SingularityIteration-0.1.10.13-beta.jar
Uploader
MioPhaSideMioPhaSide
Uploaded
Oct 19, 2026
Downloads
60
Size
14.6 MB
Mod Loaders
NeoForge
File ID
9255302
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:singularity-iteration-1617642:9255302"

Learn more about Curse Maven

What's new


## 0.1.10.13

基于 0.1.10.12(`pr-0.1.10.12-20261019`)。共 2 项。详细说明见 `docs/releases/0.1.10.13/UPDATE.md`。

- GitHub issue #18:其他模组的配方 `getResultItem` 返回 null 时,未用扳手破坏的机器(例如 Explosion Overhaul 的爆炸破坏模式扫描仪)在掉落计算中抛出 NullPointerException 使服务器崩溃。新增 `RecipeResults`(null 与异常视为空结果),机器回收掉落跳过不合规的配方与材料、整体失败时掉落机器本身;电炉与感应炉的熔炼结果同样防护。
- 僚机持纳米剑、量子剑、枪械、工具等(拔刀剑以外)时的手部抖动:挥击期间姿势整体切换为原版姿势(每次攻击开始与结束时跳变)、空中的行走摆臂、枪械每发挥手并中途重新开始。新类 `WingmanPose`:由平滑状态计算持物姿势(近战防御架势、远程双手瞄准)、失效保护平滑(1.6 tick,最大 0.45 rad/tick)、挥击/后坐/斩击叠加且两端为零;挥手不再中途重新开始,射击改为后坐。离线测试中所有场景的跳变与 1 Hz 以上抖动均为 0(0.1.10.12:跳变最多 70 次)。
- 全量静态审查 `tools/wingman_hold_audit_1113.py`(物品种类、模型第三人称变换与左手翻转、客户端钩子、僚机代码规则)。
- 工具:新检查 `check_1113.py` 与离线测试 `Harness1113`;GameTests `Round1113GameTests`。

## 0.1.10.12

基于 0.1.10.11(`pr-0.1.10.11-20261019`)。共 2 项。详细说明见 `docs/releases/0.1.10.12/UPDATE.md`。

- 反应堆事故调查:每台核反应堆在内存中记录最近 40 个周期(外壳热量、产热与散热、冷却液、液体冷却、列数与区块、元件热量、熔毁与耗尽的元件、自动化),事故(核爆炸、局部爆炸、关闭爆炸时的熔毁、高温拆除)时保存为事故记录(主世界存档,最近 64 起),并分析主因与次要因素(冷却不足的热失控、冷却元件熔毁、高温冷却液储罐已满、冷却液耗尽、液体冷却停止、外部过电压、反应仓丢失、未加载区块、热量骤升等)。
- 新命令 `/mio_icif reactor audit`(列表、`<编号>`、`clear`);爆炸现场掉落“反应堆黑匣子”(不燃、抗爆、发光、不消失),使用即打开报告。
- 调查报告界面:时间、坐标、维度、所有者与附近玩家;主因与说明;最后一个周期的堆芯布局(熔毁元件红色打叉、耗尽反射板、枯竭燃料、元件热量与剩余燃料);最近 40 秒的外壳热量曲线与每周期产热/散热;指标。指南新增“反应堆事故调查”页。
- 电网饥饿:公平模式下额定输入无上限的大负载(分子重组仪)按比例拿走几乎全部输出,储电设备要等负载满足后才充电,其后面的普通机器断电。改为最大最小公平(注水)分配,为下游机器供电的储电设备在第一阶段获得一 tick 的输出量,接收端窗口每 tick 轮换。报告的电网模型中 7 台机器从 0 恢复到 224 EU/t(全部运行)。
- API:`FairShareDistributor.Receiver` 新增 `relay`;新类 `OverloadBlastLog`(API 指南第 18 节)。
- 工具:`lang_1112.py`、`art/blackbox_1112.py`;新检查 `check_1112.py` 与离线测试 `Harness1112`;GameTests `Round1112GameTests`。

## 0.1.10.11

基于 0.1.10.10(`pr-0.1.10.10-20261019`)。共 10 项。详细说明见 `docs/releases/0.1.10.11/UPDATE.md`。

- 纳米剑与量子剑手持时的紫黑格子:3D 模型含有 1.21.1 不接受的元素旋转,整个模型加载失败;改为合法的单轴旋转。量子剑两种形态新增 GUI 变换。
- `models/item/3d` 的 29 个 JSON 移到 `models/item`,替换 `separate_transforms` 包装模型(包装模型在 GUI 中改用 png,覆盖模型自己的 GUI 设置),保留 `overrides`;护甲模型在物品栏中也显示 3D 部件。
- 青金石/红石冷却液注入器:方块数量行与居中标题重叠,移到槽位与玩家物品栏之间的空行。
- 新增调试用“创造模式发电机”:仅限创造模式(放置、界面;生存无法挖掘、无掉落),输出 0~1 万亿 EU/t 自由设定(k/M/G/T、预设、x10、/10、开关),忽略电压与电流限制且不过载(新 API `IOverloadFreeEnergySource`)。
- 装罐机:流体弹出升级向相邻装罐机弹出时进入了对方的右侧储罐(端口选反),改为进入左侧(输入)储罐;抽入从输出储罐取出。
- 区块加载器:稳定状态只扣电(不再每 tick `setChanged()`、复制集合、扫描升级);新增配置 `ChunkLoaders`(总开关、每台/每名玩家的区块数、每名玩家的加载器数、所有者离线分钟数、每区块 EU、随机刻、仅所有者编辑)、所有者、管理员停用、因规则停止后自动恢复,命令 `/mio_icif chunkloaders`;界面显示停止原因。
- 僚机:待机时(无目标 2 秒且主人在地面)降落到主人身旁并关闭推进器,有目标、命令或主人移动时立即起飞。
- 僚机持拔刀剑:飞行系数与着陆过渡平滑插值、持刀手臂静止,消除手部抖动;每次斩击同步并播放挥刀动作(斜斩、横扫、双手下劈),连段输入改为每 8 tick 一次。
- 采矿镭射超高能爆破模式:专用等离子爆破特效(核心、光柱、冲击环与冲击壳、火花与电弧、余辉、离子雾、闪光与震动)与新音效,取代原版爆炸外观与声音。
- 工具:`models_1111.py`、`lang_1111.py`、`sfx_1111.py`;新检查 `check_1111.py` 与离线测试 `Harness1111`;GameTests `Round1111GameTests`。

## 0.1.10.10

基于 0.1.10.9(`pr-0.1.10.9-20261019`)。服务器 TPS 改进 Phase D(D1~D7),结果不变。详细说明与验证记录见 `docs/releases/0.1.10.10/UPDATE.md`。

- D1:30 个 tick(太阳能、风力、水力、地热、半流体、柴油、RTG、动能、斯特林动能、蒸汽、热源等发电机及其基类)不再每 tick 调用 `setChanged()`(每次都会通知 6 个邻居方块,含其他模组),改为只标记区块需保存(`TickMarks.saved`)。有比较器输出的发酵机与炼油机不变。
- D2:状态灯追踪只读取有玩家观察的区块,并按区块分散到 10 tick;无人观察的区块在首个玩家观察时重新读取。运行标志属性按方块缓存。
- D3:热能与动能机器的邻居能力查询使用缓存 `NeighbourCaps`(邻居方块状态与方块实体不变时复用,最长 100 tick;不加载区块)。两种斯特林机器的热能视图不再每次新建。
- D4:电压检测器、物品与流体分配器、储物箱、液体热源、半流体与柴油发电机的客户端更新改走 `ClientSyncThrottle`(每个方块实体最多 5 tick 一次,最终状态必定送达)。
- D5:E11 公平分配模式下,所有用电器都没有空间的窗口提前结束(10 万组随机情形验证不移动能量)。E12 端口表中只随方块状态或端点编辑变化的部分(方块类型、导线面、发射位置)与端点列表在 tick 之间保留。
- D6:辐射检查不再挂在每个实体每 tick 的事件上:玩家从玩家 tick 检查,其他生物只在佩戴核物品时检查;按实体 ID 分散。
- D7:`/mio_icif perf` 新增负载行(最近 100 tick 每 tick 的 setChanged、保存标记、客户端同步、状态灯检查、邻居能力查询与缓存命中、休眠的机器 tick,以及饱和窗口数)。
- 工具:`lang_1110.py`;新检查 `check_1110.py` 与离线测试 `Harness1110`;GameTests `Round1110GameTests`。

## 0.1.10.9

基于 0.1.10.8(`pr-0.1.10.8-20261019`)。按确认的规格调整斯特林发电机的受热面。详细说明见 `docs/releases/0.1.10.9/UPDATE.md`。

- 斯特林发电机:正面(铜板那一面,放置时朝向玩家)新增为受热面,背面照旧受热(双面受热,已有的背面布置不受影响)。两面都有热源时,按需抽热先取背面、再取正面;热交换机等推热设备两面都能推入。正面仍输出 EU,背面仍不输出。
- 热交换机的正面铜板为传热面:维持 0.1.10.5 的规格,不作改动(已确认)。
- 指南:斯特林发电机与液体热源页(三种语言)。GameTests `Round1109GameTests`。

## 0.1.10.8

基于 0.1.10.7(`pr-0.1.10.7-20261019`)。服务器 TPS 改进 Phase C:分配削减与路由计划复用、机器休眠、流体升级节流、套装与僚机的批量化。电网结果不变。详细说明与验证记录见 `docs/releases/0.1.10.8/UPDATE.md`。

- 路由计划缓存:多窗口电网(超过 32 个电源等)在快照、路由视图、端点编辑与首个接收端不变时复用各窗口的计划(此前每 tick 重建)。每个电网最多 64 个计划,有内存上限。
- 窗口的余额变化用 `EnergyAmount` 累加(此前每个端口一个 `BigInteger`),结果与异常相同;每个用电器的爆炸限值每窗口只查一次。
- 机器空闲休眠:粉碎机、电炉、提取机、压缩机、回收机、金属成型机空闲 1 秒后不再检查配方,物品栏、设置或储电变化时立即醒来,最迟 1 秒复查(配置 `Performance.machineSleep`;附属模组 `idleSleepAllowed()`)。回收机空闲时不再每 tick `setChanged()`。
- 流体弹出/抽入升级与物品升级同样节流(储罐或物品栏变化立即运行);重写了流体传输的机器不受影响。满的普通储罐不再每 tick 检查容器槽。
- 套装同步哈希无装箱;相位跃迁充能上限每 tick 只算一次;HUD 储备/热量/相干度条平滑显示。
- 僚机:目标选择与射击位置每次只查询一次小队与敌对生物,视线射线只算最优候选(选择结果相同);分离推力与弹道扫描每 2 tick 一次。
- `/mio_icif perf` 新增一行:计划缓存复用次数、休眠跳过的机器 tick 数。
- 工具:`lang_1108.py`;新检查 `check_1108.py` 与离线测试 `Harness1108`;GameTests `Round1108GameTests`。

## 0.1.10.7

基于 0.1.10.6(`pr-0.1.10.6-20261018`)。服务器 TPS 改进:依据 JFR 汇总(SI 电网占主线程 35.3 %)实现优化方案 Phase A 与 Phase B,计算结果不变。详细说明与验证记录见 `docs/releases/0.1.10.7/UPDATE.md`。

- 电网开关缓存:过载/爆炸/熔断/电击开关随配置修订号缓存(此前每根导线每 tick 读取配置,单独占 7 %)。
- 送电路径档案:每条路径记录最低熔断、绝缘击穿与绝缘吸收值;低于全部限值的送电不再逐格遍历(与逐格判定在 20 万组随机情形中一致)。
- 电表采样延迟:采样按原顺序排队,读取电表时才合并。
- 独立电网控制的电缆不再 tick(通电状态改为时间比较)。
- 管理员命令 `/mio_icif perf`:服务器 tick、各维度电网耗时(中位、p95、最大)、路由计划与优化计数。
- 端口扫描的区块状态按结算缓存;无配额时的空闲结算复用;提交校验在无写入时复用。
- 地磁发电机:结构在天线/底座变化时与每 40 tick 检查,磁场与生物群系缓存,空闲时不再每 tick `setChanged()`。物品/经验发电机:空搜索后 10 tick 再搜索。
- 物品弹出/抽入升级:无移动后等待 4、8、16、20 tick,物品栏变化立即唤醒(配置 `Performance.automationPacing`);流体升级不变。邻居分类按面缓存;流体管道使用能力缓存。
- 威胁感知列表仅在变化时发送,非空时每 20 tick 刷新。
- 工具:`lang_1107.py`;新检查 `check_1107.py`;GameTests `Round1107GameTests`。

## 0.1.10.6

基于 0.1.10.5(`pr-0.1.10.5-20261018`)。修复与改进补丁:实机测试与玩家报告的 11 项。详细说明与验证记录见 `docs/releases/0.1.10.6/UPDATE.md`。

- 弹出/抽入升级死循环:未设定方向时按“存储 → 其他方块 → 机器”排序(方块标签 `mio_icif:automation/storage`、`automation/processor`);不弹回 10 秒内抽入过的机器、不从弹出过的机器抽入、不弹给弹出口朝向自己的机器;存储邻居不受限。
- 超频后进度不显示:快速加工在同一 tick 内完成并清零。新 `getDisplayProgress()`,机器菜单同步显示用进度;8 个下标 0 非进度的菜单用 `progressDataIndex()` 区分。
- 新功能:超频调节滑块(左侧面板,拖动/点击/滚轮),提示框显示速度与能耗;C2S 数据包 `mio_icif:machine_overclock`(服务器校验菜单),NBT `scex_oc_throttle`;储能加成保持全部已安装超频升级。
- 量子演算核心可叠加:胸甲与护腿各一个时为 4 条链接、36 QB(`QuantumLinks.activeComputeCores`)。
- 武装展示台的全息人偶新增 `BladeHandLayer`,显示手持的拔刀剑;武装库飞行中的刀更平稳,拔刀姿态平滑过渡到 75°。
- 流体反应堆界面:热冷却液液体位置 192 → 190(回到槽框内);底部信息面板加深色半透明底与带阴影的亮色文字(热量按比例变色);移除错位的旧热量条。
- 牛奶疣:可食用,效果同牛奶(清除状态效果,2 饥饿值);加入 `c:buckets/milk`、`c:drinks/milk`、`c:milks`、`forge:milk`;新蛋糕配方(牛奶位用标签),咖啡配方改用标签。
- 除草剂流体名:补上 `fluid_type.mio_icif.weed_ex`(Weed-EX/除草剂/除草剤);日文补全 15 种流体名。
- 作物监管机:容器可从任意面输入;水槽接受所有水容器、除草剂槽接受除草剂桶与单元;空容器进入输出槽不再被删除;流体抽入升级分别索取水与除草剂。新通用类 `FluidContainerSlots`;全面检查后,热交换机(含热冷却液桶)、流体反应堆、发酵机、装罐机、复制机、5 种发电机、太阳能蒸馏器、洗矿机、斯特林动能发电机都接受通用流体容器;修复 5 种机器储罐将满时白得部分燃料/水的问题。
- 次世代作物扫描仪:催化剂槽接受 UU 物质单元/桶/其他 UU 容器,倒入内置 UU 储罐(4,000 mB,1 mB = 1 个催化剂),空容器回到物品栏。
- 工具:`lang_1106.py`;新检查 `check_1106.py`;GameTests `Round1106GameTests`。

## 0.1.10.5

基于 0.1.10.4(`pr-0.1.10.4-20261015`)。修复补丁:实机测试与玩家报告的 9 项,含存档崩溃循环与装备复制。详细说明与验证记录见 `docs/releases/0.1.10.5/UPDATE.md`。

- 僚机手持拔刀剑崩溃:僚机缺少玩家属性(`SWEEPING_DAMAGE_RATIO` 等),拔刀剑斩击实体每次加载都崩溃。僚机获得全部玩家属性(旧存档可直接加载);新 mixin `LevelEntityTickGuardMixin` 与 `WingmanTickGuard`:僚机或其衍生实体出错时归还套装/移除实体,不再崩溃;拔刀剑桥接加上异常捕获。
- 捕捉工具复制装备:对僚机使用物品无效,交互事件被取消,僚机加入各模组捕捉黑名单标签与 `c:capturing_not_supported`;出击令牌(`mio_icif_wingman_sorties`)使已归还或重复的僚机副本在进入世界时不带物品地消失。
- 节能附魔:智能诱导把实际扣除量与名义费用比较而从不生效(预测诱导协同同样);僚机维持费重复由武装库支付。新增 `EnergySaving.maxCost`、`SuitEnergyPool.canPay/payAll/payPart`;所有“够不够电”的判断改为节能后费用(套装单元、核心、协同、API 默认方法与预制类)。
- 爆炸预警通用检测:SI 爆炸物、`PrimedTnt`/苦力怕子类、朝穿戴者飞来的爆炸投射物、名称含爆炸词的实体;实体类型标签与数据映射 `mio_icif:blast_warning`;无计时显示“--”。
- 热交换机:传热面(铜板,`FACING`)与代码一致;改用 SI 自带而未使用的液体热交换机贴图,工作时显示激活帧;指南说明传热面与扳手转向。
- 复制机:数据包复制清单 `uu_replication/*.json`(物品/标签、mB、每件 EU、禁止);默认清单 95 条(新版矿石、稀有材料、生物掉落、植物、SI 粗矿)。
- 指南新页“作物与杂交”(三种语言):品质与需求、湿度、营养、空气质量、光照、杂交几率,全部取自代码。
- 铅块辐射屏蔽:`mio_icif:radiation_shielding`(10 %)与 `_weak`(50 %)方块标签,作用于反应堆 70 % 阶段、放射性方块与核辐射区;反应堆指南新增一节。
- 配方:防辐射容纳盒(并成为 18 格的铅盒)、MOX 核燃料、锂单元、近衰变同位素棒、重新浓缩的铀→铀核燃料、反应堆加热元件;铱中子反射板的配方(0.1.10.4)材料全部可解析。
- 工具:`lang_1105.py`;新检查 `check_1105.py`;GameTests `Round1105GameTests`。

## 0.1.10.4

基于 0.1.10.3(`pr-0.1.10.3-upstream-20261014`)。修复补丁:实机测试与玩家反馈的 11 项。详细说明与验证记录见 `docs/releases/0.1.10.4/UPDATE.md`。

- 剑的资源:导入用户的量子剑与纳米剑 3D 模型(手持)和 16×16 物品栏图标(`neoforge:separate_transforms`);量子剑超频时模型与图标变红(新物品属性 `mio_icif:quantum_sword_hyper`)。`resources.zip` 已于 0.1.8.3 导入,未导入的 24 张均为旧版本。
- HUD 按键名跟随按键设置:纳米 HUD 的芯片、消耗标记与核心爆发,量子 HUD 的芯片与消耗刻度;单元说明中的行动按键也显示当前绑定。
- 僚机使用电动武器:近战加上物品的伤害加成并调用 `hurtEnemy`(纳米剑、电锯、量子剑超频;纳米剑自动开启);采矿镭射枪与等离子发射器成为远程武器(不改变地形)。
- 配方:锡、铅、铜、钛粒 ×9 → 锭;铱中子反射板(6 加厚反射板 + 2 致密铜板 + 铱板);RTG 靶丸中间改为钚(SI 无钋;与离心机回收一致),洗矿副产物不再产出铱。
- 反应堆:指南新增堆温阶段(40/50/70/85 %,5×5×5 / 7×7×7,三种语言);70 % 阶段改为辐射伤害(防化服、量子全套可防);新标签 `mio_icif:reactor_heat_immune` 保护压力容器、接口、反应仓、建筑泡沫等;含水方块只蒸发掉水;浸水时岩浆变黑曜石的说明。
- 等离子发射器:弹体沿视线发射、不叠加射手速度;精确速度随生成数据同步(原版数据包把每轴限制在 3.9 格/tick,8 格/tick 的弹体最多偏 16°);新 3D 模型、物品栏图标、长枪状光束、螺旋约束线与约束环、枪口与命中特效。
- 音爆云:蒸汽锥只在越过音障的瞬间出现 0.65 秒并淡出,凝结烟只在此时喷出,巡航时不再挡视野;音障附近有重新触发的余量。
- 演算核心:按每个部件判断(开关、电量),取最好状态;纠缠矩阵与装备控制台显示状态(运行/关闭/缺电)。
- 反应堆冷却液注入器:正面及接触反应堆部件的面不受电(反应堆最高 8,192 EU 的电包会使 MV 注入器在启动时过压爆炸);能量网络遵守机器的 `IEnergyBlock#canConnect(side)`。
- 工具:`intake_swords_1104.py`、`art/plasma_launcher_1104.py`、`art/item_model_preview.py`、`lang_1104.py`、`guide_1104.py`;新检查 `check_1104.py`;GameTests `Round1104GameTests`。

## 0.1.10.13

Based on 0.1.10.12 (`pr-0.1.10.12-20261019`). 2 items in total. See `docs/releases/0.1.10.13/UPDATE.md` for details.

- GitHub issue #18: When other mods' recipes' `getResultItem` returns null, machines broken without a wrench (e.g., the blast-breaking mode scanner from Explosion Overhaul) threw a NullPointerException during drop calculation, crashing the server. Added `RecipeResults` (treats null and exceptions as empty results); machine recovery drops now skip invalid recipes and materials, and drop the machine itself upon total failure; electric furnace and induction furnace smelting results are similarly protected.
- Hand jitter when wingmen hold nano swords, quantum swords, firearms, tools, etc. (other than Slashblades): During a swing, the entire pose switches to the vanilla pose (snapping at the start and end of each attack), walking arm swing in mid-air, and firearms waving their hands and restarting mid-way. New class `WingmanPose`: calculates item-holding poses from a smoothed state (melee defensive stance, ranged two-handed aiming), fail-safe smoothing (1.6 ticks, max 0.45 rad/tick), swing/recoil/slash stacking with zero at both ends; waving no longer restarts mid-way, shooting is changed to recoil. In offline tests, snapping and jitter above 1 Hz in all scenarios are 0 (0.1.10.12: up to 70 snaps).
- Full static audit `tools/wingman_hold_audit_1113.py` (item types, model third-person transforms and left-hand flips, client hooks, wingman code rules).
- Tools: New check `check_1113.py` and offline test `Harness1113`; GameTests `Round1113GameTests`.

## 0.1.10.12

Based on 0.1.10.11 (`pr-0.1.10.11-20261019`). 2 items in total. See `docs/releases/0.1.10.12/UPDATE.md` for details.

- Reactor accident investigation: Each nuclear reactor records the last 40 cycles in memory (casing heat, heat generation and dissipation, coolant, liquid cooling, column count and chunk, component heat, melted and depleted components, automation). Upon an accident (nuclear explosion, partial explosion, meltdown with explosions disabled, high-temperature dismantling), it saves an accident record (Overworld save, latest 64 cases) and analyzes primary and secondary factors (thermal runaway due to insufficient cooling, cooling component meltdown, hot coolant tank full, coolant depletion, liquid cooling stopped, external overvoltage, reactor chamber lost, unloaded chunks, heat spikes, etc.).
- New command `/mio_icif reactor audit` (list, `<id>`, `clear`); explosion sites drop a "Reactor Black Box" (non-flammable, blast-resistant, glowing, does not despawn), using it opens the report.
- Investigation report UI: time, coordinates, dimension, owner and nearby players; primary cause and description; core layout of the last cycle (melted components crossed out in red, depleted reflectors, exhausted fuel, component heat and remaining fuel); casing heat curve and per-cycle heat generation/dissipation for the last 40 seconds; metrics. Added a "Reactor Accident Investigation" page to the guide.
- Power grid starvation: In fair mode, large loads with no upper limit on rated input (Molecular Reassembler) take almost all output proportionally, and energy storage devices wait until the load is satisfied before charging, cutting off normal machines behind them. Changed to max-min fair (water-filling) allocation; energy storage devices supplying downstream machines receive one tick's worth of output in the first phase, and the receiver window rotates every tick. In the reported grid model, 7 machines recovered from 0 to 224 EU/t (all running).
- API: `FairShareDistributor.Receiver` added `relay`; new class `OverloadBlastLog` (API Guide Section 18).
- Tools: `lang_1112.py`, `art/blackbox_1112.py`; new check `check_1112.py` and offline test `Harness1112`; GameTests `Round1112GameTests`.

## 0.1.10.11

Based on 0.1.10.10 (`pr-0.1.10.10-20261019`). 10 items in total. See `docs/releases/0.1.10.11/UPDATE.md` for details.

- Purple-black missing texture squares when holding nano and quantum swords: The 3D models contained element rotations not accepted by 1.21.1, causing the entire model to fail to load; changed to legal single-axis rotations. Added GUI transforms for both forms of the quantum sword.
- Moved 29 JSONs from `models/item/3d` to `models/item`, replacing the `separate_transforms` wrapper models (the wrapper models now use png in the GUI, overriding the models' own GUI settings), retaining `overrides`; armor models also display 3D parts in the inventory.
- Lapis/Redstone coolant injector: The block count row overlapped with the centered title, moved to the empty row between the slots and the player inventory.
- Added a debug "Creative Generator": Creative mode only (placement, UI; unbreakable in survival, no drops), freely configurable output from 0 to 1 trillion EU/t (k/M/G/T, presets, x10, /10, toggle), ignores voltage and current limits and does not overload (new API `IOverloadFreeEnergySource`).
- Canner: When a fluid ejection upgrade ejects into an adjacent canner, it entered the other's right tank (wrong port selected), changed to enter the left (input) tank; insertion takes from the output tank.
- Chunk Loader: In steady state, it only consumes power (no longer `setChanged()`, copies collections, or scans upgrades every tick); new config `ChunkLoaders` (global toggle, chunks per loader/per player, loaders per player, owner offline minutes, EU per chunk, random ticks, owner-only editing), owner, admin disable, auto-resume after stopping due to rules, command `/mio_icif chunkloaders`; UI shows the stop reason.
- Wingman: When idle (no target for 2 seconds and owner is on the ground), lands next to the owner and turns off thrusters; takes off immediately when there is a target, a command, or the owner moves.
- Wingman holding a Slashblade: Flight multiplier and landing transition smoothly interpolated, sword-holding arm is static, eliminating hand jitter; each slash is synced and plays a swinging animation (diagonal slash, horizontal sweep, two-handed downward chop), combo input changed to once every 8 ticks.
- Mining Laser ultra-high energy blast mode: Dedicated plasma blast visual effects (core, light pillar, shock ring and shell, sparks and arcs, afterglow, ion mist, flash and screen shake) and new sound effects, replacing vanilla explosion appearance and sounds.
- Tools: `models_1111.py`, `lang_1111.py`, `sfx_1111.py`; new check `check_1111.py` and offline test `Harness1111`; GameTests `Round1111GameTests`.

## 0.1.10.10

Based on 0.1.10.9 (`pr-0.1.10.9-20261019`). Server TPS Improvement Phase D (D1-D7), results unchanged. Detailed descriptions and verification records in `docs/releases/0.1.10.10/UPDATE.md`.

- D1: 30 blocks (solar, wind, hydro, geothermal, semi-fluid, diesel, RTG, kinetic, Stirling kinetic, steam, heat source generators, etc., and their base classes) no longer call `setChanged()` every tick (which notifies 6 neighboring blocks, including other mods), changed to only mark the chunk as needing saving (`TickMarks.saved`). Fermenters and refineries with comparator outputs remain unchanged.
- D2: Status light tracking now only reads chunks observed by players, and is spread across 10 ticks per chunk; unobserved chunks re-read when first observed by a player. Running flag properties are cached per block.
- D3: Neighbor capability queries for thermal and kinetic machines use the `NeighbourCaps` cache (reused when neighbor block states and block entities are unchanged, up to 100 ticks; does not load chunks). Thermal views for both Stirling machines are no longer recreated each time.
- D4: Client updates for voltage detectors, item and fluid distributors, storage crates, liquid heat sources, semi-fluid and diesel generators now use `ClientSyncThrottle` (at most once every 5 ticks per block entity, final state is always delivered).
- D5: In E11 fair allocation mode, windows where no consumer has space end early (verified across 100,000 randomized cases that no energy is moved). E12 port tables preserve parts that only change with block state or endpoint edits (block type, wire face, emission location) and endpoint lists between ticks.
- D6: Radiation checks are no longer hooked to every entity's every-tick event: players are checked from the player tick, other mobs only when wearing nuclear items; distributed by entity ID.
- D7: `/mio_icif perf` added a load line (setChanged, save marks, client syncs, status light checks, neighbor capability queries and cache hits, sleeping machine ticks, and saturated window counts per tick over the last 100 ticks).
- Tools: `lang_1110.py`; new check `check_1110.py` and offline test `Harness1110`; GameTests `Round1110GameTests`.

## 0.1.10.9

Based on 0.1.10.8 (`pr-0.1.10.8-20261019`). Adjusted the heat-receiving faces of the Stirling Generator according to confirmed specs. See `docs/releases/0.1.10.9/UPDATE.md` for details.

- Stirling Generator: The front face (the copper plate side, facing the player when placed) is added as a heat-receiving face, while the back continues to receive heat (double-sided heating, existing back-face setups are unaffected). When both faces have heat sources, on-demand heat extraction takes from the back first, then the front; heat-pushing devices like heat exchangers can push into both faces. The front still outputs EU, and the back still does not output.
- The front copper plate of the heat exchanger is a heat-transfer face: maintains the 0.1.10.5 spec, unchanged (confirmed).
- Guide: Stirling Generator and Liquid Heat Source pages (three languages). GameTests `Round1109GameTests`.

## 0.1.10.8

Based on 0.1.10.7 (`pr-0.1.10.7-20261019`). Server TPS Improvement Phase C: Allocation reduction and route plan reuse, machine sleeping, fluid upgrade throttling, batching for suits and wingmen. Power grid results unchanged. Detailed descriptions and verification records in `docs/releases/0.1.10.8/UPDATE.md`.

- Route plan cache: Multi-window power grids (more than 32 sources, etc.) reuse plans for each window when the snapshot, route view, endpoint edits, and first receiver are unchanged (previously rebuilt every tick). Up to 64 plans per grid, with a memory limit.
- Window balance changes accumulate with `EnergyAmount` (previously one `BigInteger` per port), results and exceptions are the same; the explosion limit per consumer is queried only once per window.
- Machine idle sleeping: Macerator, electric furnace, extractor, compressor, recycler, and metal former no longer check recipes after 1 second of idling, waking up immediately upon inventory, setting, or energy changes, with a recheck at most after 1 second (config `Performance.machineSleep`; addon mods `idleSleepAllowed()`). The recycler no longer calls `setChanged()` every tick when idle.
- Fluid ejection/insertion upgrades and item upgrades are throttled similarly (runs immediately on tank or inventory change); machines with rewritten fluid transfer are unaffected. Full standard tanks no longer check container slots every tick.
- Suit sync hash avoids boxing; phase shift charge limit is calculated only once per tick; HUD reserve/heat/coherence bars display smoothly.
- Wingman: Target selection and firing position query squads and hostile mobs only once each time, line-of-sight rays only calculate the best candidate (same selection result); separation thrust and ballistic scans every 2 ticks.
- `/mio_icif perf` added a line: plan cache reuse count, machine ticks skipped by sleeping.
- Tools: `lang_1108.py`; new check `check_1108.py` and offline test `Harness1108`; GameTests `Round1108GameTests`.

## 0.1.10.7

Based on 0.1.10.6 (`pr-0.1.10.6-20261018`). Server TPS Improvement: Implemented optimization plans Phase A and Phase B based on JFR summary (SI power grid accounted for 35.3% of the main thread), calculation results unchanged. Detailed descriptions and verification records in `docs/releases/0.1.10.7/UPDATE.md`.

- Power grid switch cache: Overload/explosion/fuse/electric shock switches cached by config revision number (previously config was read every tick per wire, accounting for 7% alone).
- Power delivery path profiles: Each path records the minimum fuse, insulation breakdown, and insulation absorption values; power delivery below all limits is no longer traversed cell-by-cell (matches cell-by-cell determination in 200,000 randomized cases).
- Energy meter sampling delay: Samples are queued in original order and merged when the meter is read.
- Cables controlled by independent power grids no longer tick (powered state changed to time comparison).
- Admin command `/mio_icif perf`: Server tick, grid time per dimension (median, p95, max), route plans and optimization counts.
- Chunk states from port scanning are cached per settlement; idle settlement when there is no quota is reused; commit validation reused when there are no writes.
- Geomagnetic Generator: Structure checked when antenna/base changes and every 40 ticks, magnetic field and biome cached, no longer `setChanged()` every tick when idle. Item/XP Generators: Search again after 10 ticks following an empty search.
- Item ejection/insertion upgrades: Waits 4, 8, 16, 20 ticks after no movement, wakes immediately on inventory change (config `Performance.automationPacing`); fluid upgrades unchanged. Neighbor classification cached per face; fluid pipes use capability cache.
- Threat awareness lists are only sent upon change, refreshed every 20 ticks when not empty.
- Tools: `lang_1107.py`; new check `check_1107.py`; GameTests `Round1107GameTests`.

## 0.1.10.6

Based on 0.1.10.5 (`pr-0.1.10.5-20261018`). Bug fixes and improvements patch: 11 items from in-game testing and player reports. Detailed descriptions and verification records in `docs/releases/0.1.10.6/UPDATE.md`.

- Ejection/insertion upgrade infinite loop: When no direction is set, sorted by "storage → other blocks → machines" (block tags `mio_icif:automation/storage`, `automation/processor`); does not eject back into machines it inserted from within 10 seconds, does not insert from machines it ejected to, does not eject to machines whose ejection port faces itself; storage neighbors are unrestricted.
- Progress not displaying after overclocking: Fast processing completed and reset within the same tick. New `getDisplayProgress()`, machine menus synchronously display the progress used; 8 menus where index 0 is not progress use `progressDataIndex()` to differentiate.
- New feature: Overclock adjustment slider (left panel, drag/click/scroll wheel), tooltip displays speed and energy consumption; C2S packet `mio_icif:machine_overclock` (server validates menu), NBT `scex_oc_throttle`; energy storage bonus retains all installed overclock upgrades.
- Quantum compute cores can be stacked: 4 links, 36 QB when one is in the chestplate and one in the leggings (`QuantumLinks.activeComputeCores`).
- The holographic figure on the armament display stand now has `BladeHandLayer`, displaying held Slashblades; blades in flight in the armory are more stable, and the blade-drawing pose smoothly transitions to 75°.
- Fluid reactor UI: Hot coolant fluid position 192 → 190 (back inside the slot frame); bottom info panel added a dark semi-transparent background and bright text with shadow (heat changes color proportionally); removed the misaligned old heat bar.
- Milk Wart: Edible, same effect as milk (clears status effects, 2 hunger points); added to `c:buckets/milk`, `c:drinks/milk`, `c:milks`, `forge:milk`; new cake recipe (using the tag for milk), coffee recipe changed to use tags.
- Herbicide fluid name: Added `fluid_type.mio_icif.weed_ex` (Weed-EX/除草剂/除草剤); Japanese completed 15 fluid names.
- Crop regulator: Containers can be input from any face; water tank accepts all water containers, herbicide slot accepts herbicide buckets and cells; empty containers entering the output slot are no longer deleted; fluid insertion upgrade requests water and herbicide separately. New generic class `FluidContainerSlots`; after a thorough check, the Heat Exchanger (including hot coolant buckets), Fluid Reactor, Fermenter, Canner, Replicator, 5 generators, Solar Still, Ore Washer, and Stirling Kinetic Generator all accept generic fluid containers; fixed the issue where 5 machines' tanks gained some fuel/water for free when almost full.
- Next-gen crop scanner: Catalyst slot accepts UU Matter cells/buckets/other UU containers, pours into the built-in UU tank (4,000 mB, 1 mB = 1 catalyst), empty containers return to inventory.
- Tools: `lang_1106.py`; new check `check_1106.py`; GameTests `Round1106GameTests`.

## 0.1.10.5

Based on 0.1.10.4 (`pr-0.1.10.4-20261015`). Bug fixes patch: 9 items from in-game testing and player reports, including save crash loops and equipment duplication. Detailed descriptions and verification records in `docs/releases/0.1.10.5/UPDATE.md`.

- Wingman holding a Slashblade crash: Wingmen lacked player attributes (`SWEEPING_DAMAGE_RATIO`, etc.), causing a crash every time the Slashblade struck an entity after loading. Wingmen now receive all player attributes (old saves can load directly); new mixin `LevelEntityTickGuardMixin` and `WingmanTickGuard`: when a wingman or its derived entity errors, it returns the suit/removes the entity instead of crashing; Slashblade hooks add exception catching.
- Capture tools duplicating equipment: Using the item on a wingman had no effect and the interaction event was canceled; wingmen added to various mods' capture blacklists and `c:capturing_not_supported`; sortie tokens (`mio_icif_wingman_sorties`) cause returned or duplicate wingman copies to disappear without items when entering the world.
- Energy-saving enchantment: Smart induction compared the actual deducted amount with the nominal cost and never took effect (predictive induction synergy likewise); wingman maintenance costs were paid twice by the armory. Added `EnergySaving.maxCost`, `SuitEnergyPool.canPay/payAll/payPart`; all "is there enough energy" checks changed to post-energy-saving costs (suit units, cores, synergies, API default methods and prefab classes).
- Universal blast warning detection: SI explosives, `PrimedTnt`/creeper subclasses, explosive projectiles flying toward the wearer, entities with explosion words in their names; entity type tags and data mapping `mio_icif:blast_warning`; displays "--" when there is no timer.
- Heat Exchanger: Heat transfer face (copper plate, `FACING`) matches the code; switched to SI's own unused liquid heat exchanger texture, displaying an active frame when working; guide explains the heat transfer face and wrench rotation.
- Replicator: Datapack replication list `uu_replication/*.json` (items/tags, mB, EU per item, forbidden); default list of 95 entries (new ores, rare materials, mob drops, plants, SI raw ores).
- New guide page "Crops and Crossbreeding" (three languages): Quality and requirements, humidity, nutrients, air quality, light, crossbreeding chance, all taken from the code.
- Lead block radiation shielding: `mio_icif:radiation_shielding` (10%) and `_weak` (50%) block tags, applied to the reactor 70% stage, radioactive blocks, and nuclear radiation zones; added a section to the reactor guide.
- Recipes: Radiation-proof containment box (becomes an 18-slot lead box), MOX nuclear fuel, lithium cell, short-decay isotope rod, re-enriched uranium → uranium nuclear fuel, reactor heating element; the iridium neutron reflector recipe (0.1.10.4) materials are all resolvable.
- Tools: `lang_1105.py`; new check `check_1105.py`; GameTests `Round1105GameTests`.

## 0.1.10.4

Based on 0.1.10.3 (`pr-0.1.10.3-upstream-20261014`). Bug fixes patch: 11 items from in-game testing and player feedback. Detailed descriptions and verification records in `docs/releases/0.1.10.4/UPDATE.md`.

- Sword resources: Imported the user's quantum sword and nano sword 3D models (held) and 16x16 inventory icons (`neoforge:separate_transforms`); quantum sword model and icon turn red when overclocked (new item property `mio_icif:quantum_sword_hyper`). `resources.zip` was imported in 0.1.8.3; the 24 unimported ones are all old versions.
- HUD key names follow keybindings: Nano HUD chips, consumption marks, and core bursts; quantum HUD chips and consumption scales; action keys in unit descriptions also display the current binding.
- Wingmen using electric weapons: Melee adds the item's damage bonus and calls `hurtEnemy` (nano sword, chainsaw, quantum sword overclock; nano sword activates automatically); Mining Laser and Plasma Launcher become ranged weapons (do not alter terrain).
- Recipes: Tin, lead, copper, titanium nuggets x9 → ingot; Iridium neutron reflector (6 reinforced reflectors + 2 dense copper plates + iridium plate); RTG pellet center changed to plutonium (SI has no polonium; consistent with centrifuge recovery), ore washing byproducts no longer produce iridium.
- Reactor: Guide added reactor temperature stages (40/50/70/85%, 5x5x5 / 7x7x7, three languages); 70% stage changed to radiation damage (hazmat suit, full quantum set can protect); new tag `mio_icif:reactor_heat_immune` protects pressure vessels, ports, reaction chambers, construction foam, etc.; water-containing blocks only evaporate the water; clarified that lava turns into obsidian when submerged in water.
- Plasma launcher: Projectiles fire along the line of sight, do not add the shooter's velocity; exact velocity syncs with spawn data (vanilla datapack limits each axis to 3.9 blocks/tick, 8 blocks/tick projectiles deviate up to 16°); new 3D model, inventory icon, spear-like beam, spiral constraint lines and constraint rings, muzzle and impact effects.
- Sonic boom cloud: Steam cone only appears for 0.65 seconds when breaking the sound barrier and fades out, condensed smoke only sprays at this time, no longer blocking vision during cruise; re-trigger margin near the sound barrier.
- Compute core: Judged per component (toggle, power), taking the best state; Entanglement Matrix and equipment console display status (running/off/missing power).
- Reactor coolant injector: The front face and faces touching reactor components are not powered (a reactor's maximum 8,192 EU power packet will cause the MV injector to overvoltage and explode on startup); the energy network respects the machine's `IEnergyBlock#canConnect(side)`.
- Tools: `intake_swords_1104.py`, `art/plasma_launcher_1104.py`, `art/item_model_preview.py`, `lang_1104.py`, `guide_1104.py`; new check `check_1104.py`; GameTests `Round1104GameTests`.

This mod has no additional files