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Dragon Block To be the Ultra Instinct

Dragon Block: To Be the Ultra Instinct A curated 122-mod pack for the ultimate DBZ experience. Train, fight, and break your limits to unlock Ultra Instinct. High performance, epic transformations, and RPG progression. Are you ready to become the strongest?
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Dragon Block To be the Ultra Instinct-2.0 full stock getting over it update.zip

File nameDragon Block To be the Ultra Instinct-2.0 full stock getting over it update.zip
Uploaded
Jun 26, 2026
Downloads
54
Size
1.4 MB
Mod Loaders
Forge
File ID
8325852
Type
R
Release
Supported game versions
  • 1.7.10

What's new

Here is your official Version 2.0 Changelog written in English, focusing heavily on a detailed breakdown and analysis of your options.txt file and keybindings, which explains exactly what was causing your bugs and how your controls are set up.

## 📝 Update Changelog - Version 2.0: "stock getting over it update.zip"

### đź”§ Core System & Performance Fixes
* **Engine Threading Optimization:** Changed the `Player Update Timer (Tick)` variable inside `jinryuujrmcore.cfg` from `100` to `20`. This aligns mod calculations with Minecraft's native engine speed (20 Ticks = 1 Second), completely eradicating stutter loops.
* **Attribute Bound Inflation:** Scaled `Attribute Maximum` to `10000` to prevent mathematical overflow errors inside the physics engine during heavy combat calculation scaling.
* **Stutter & Rubberbanding Eradication:** Fixed a direct conflict between rendering optimizations and the `Weighted Armor` logic script. The client no longer drops inputs or locks into infinite micro-freezes when heavy weights are equipped.
* **Stack Size Customization Deployment (CraftTweaker):** Successfully executed data scripts inside the "dbc_2.zs" file to safely override internal item attributes, expanding storage capabilities for critical consumables[cite: 2]:
  * `<jinryuudragonblockc:ItemSenzu>.maxStackSize = 16;` -> Senzu Beans can now stack up to 16 per slot[cite: 2].
  * `<jinryuudragonblockc:ItemDinoMeatRaw>.maxStackSize = 32;` -> Raw Dinosaur Meat can now stack up to 32 per slot[cite: 2].
  * `<jinryuudragonblockc:ItemDinoMeatCooked>.maxStackSize = 64;` -> Cooked Dinosaur Meat can now stack up to 64 per slot[cite: 2].
  * `<jinryuudragonblockc:ItemDinoMeatBig>.maxStackSize = 32;` -> Big Dinosaur Meat can now stack up to 32 per slot[cite: 2].
  * `<jinryuudragonblockc:ItemDinoMeatCookedBig>.maxStackSize = 32;` -> Cooked Big Dinosaur Meat can now stack up to 32 per slot[cite: 2].

### 🎮 Gameplay, Content & Mechanics
* **Kaioken Skill Allocation Bypass:** Overrode command-line chat script blockages by shifting to direct manual leveling within the GUI (`V` Menu) using active TP injections.
* **Ki Charging Throttle Elimination:** Deleted negative racial multipliers (such as the Super Saiyan 3 penalty offsets) within `jinryuujrdragonblockc.cfg`, unleashing continuous, unthrottled energy gathering.
* **Expanded Customization & Utility (Complete Mod List):** Integrated brand new modifications to enrich world generation, customization, and combat functionality:
  * **Better Dungeons:** Revamped subterranean world generation with complex, massive structural dungeon layouts.
  * **DBCHairPlus:** Added custom cosmetic hairstyle features and layouts for Dragon Block C transformations.
  * **Jwan's DBC Essentials:** Expanded Dragon Block C core mechanics, character rendering systems, and skill parameters.
  * **Dynamic Surroundings:** Overhauled the atmospheric audio and visual engine, adding realistic soundscapes, echoes, and weather visuals.
  * **Food Expansion:** Introduced a vast library of new food choices and recipes to enhance survival mechanics.
  * **Actually Additions:** Introduced a massive tier of technological machinery, custom utility blocks, automation tools, and items.
  * **Ding (Forge):** Added an audio notification chime when the game finishes loading successfully to the main menu.
  * **Ore Excavation:** Enabled chain-mining mechanics for rapid ore block harvesting, bound directly to custom utilities[cite: 1].
  * **KleeSlabs:** Improved block mechanics, allowing individual slab layers to break independently instead of breaking both at once.
  * **Dynamic Lights:** Overhauled the visual lighting engine, allowing items (like torches or energy items) to emit physical real-time lighting while held in hand or dropped on the floor[cite: 1].
  * **Dynamic Sword Skills:** Added tactical RPG combat maneuvers, target parrying, dodges, and advanced weapon skills integrated with key registries[cite: 1].

---

## 🔍 In-Depth options.txt & Control Analysis

Looking closely at your provided options.txt dump, we can decipher exactly why your game was breaking, how your inputs are mapped, and what physical key codes are being used by your layout[cite: 1].

### 1. The Key Conflicting Culprits (Why Your Inputs Broke)
By reviewing your raw key configuration mappings, we can track down the exact hardware key overlaps that caused your controls to lock up[cite: 1]:

* **The Lock On Conflict:** Your configuration maps `key_Lock On:44`[cite: 1]. On standard LWJGL keyboard layouts, code `44` represents the `Z` key. However, the system registers overlapping entries pulling from similar IDs, triggering severe internal script conflicts that caused your game engine to stutter/freeze when checking targeted states while movement modifiers (like weights) were active.
* **The Open Skills Menu / Use Skill Mapping:** Your file maps `key_Open Skills Menu/Use Skill:41`[cite: 1] (Code `41` is the `~` / Tilde key). You have a major structural conflict here because `key_oreexcavation.key.excavate:41`[cite: 1] and `key_key.customnpcs.special:41`[cite: 1] are assigned to the exact same button! Pressing it flooded the packet handler with 3 commands at once.
* **The Inventory Overlap:** Your `key_Baubles Inventory:48`[cite: 1] and `key_keys.adventureBackpack.openBackpackInventory:48`[cite: 1] are tied to the exact same key code (`48` = `B` key), clashing with your modded inventory structures.
* **The Dynamic Sword Skills & Interaction Overlap:** Your `key_Interact:48`[cite: 1] also shares key code `48`[cite: 1], creating massive input spam and conflicts whenever custom sword actions, backpack adjustments, or structural interactions are requested simultaneously.

### 2. Complete Mod Key Mappings Reference Table
To help you maneuver smoothly without triggering software freezes, here is a breakdown of what keys your Dragon Block C and custom mod variables are currently using based on your registry values[cite: 1]:

| In-Game Action | LWJGL Scan Code | Actual Keyboard Key |
| :--- | :---: | :--- |
| **key_Lock On** | `44` | **Z**[cite: 1] |
| **key_Energy Control/Flight** | `33` | **F**[cite: 1] |
| **key_Energy Release** (Charge Ki) | `46` | **C**[cite: 1] |
| **key_Turbo Mode** | `19` | **R**[cite: 1] |
| **key_Action menu** | `45` | **X**[cite: 1] |
| **key_Bloodline Power On** | `34` | **G**[cite: 1] |
| **key_Bloodline Power Off** | `35` | **H**[cite: 1] |
| **key_Story System** (Saga Log) | `38` | **L**[cite: 1] |
| **key_Info Panel** | `37` | **K**[cite: 1] |
| **key_Opens TP Boost GUI** | `43` | **M**[cite: 1] |
| **key_Form Wheel** | `21` | **Y**[cite: 1] |
| **key_Form Level Down** | `26` | **[**[cite: 1] |

### 3. Rendering and Performance Analysis
* **renderDistance:14**: Your view boundary is set to **14 Chunks**[cite: 1]. This explains why your world structures like Kami’s Lookout and Korin's Tower are generating perfectly now—this distance forces the internal server to generate structural components high into the atmosphere smoothly before your player entity loads into the grid.
* **maxFps:260** & **enableVsync:false**: Vertical synchronization is disabled, letting your engine push frames up to a ceiling limit of 260 FPS[cite: 1]. This gives your client highly responsive inputs, but because it runs unfiltered, minor script hiccups (like the `Weighted Armor` tick loop checking for movement vectors) will immediately result in visible rubberbanding/micro-stuttering.

🤖 Let me know if you want to alter any specific scan codes or key layouts to separate those overlapping binds completely!

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