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Моды/Koniavacraft
Koniavacraft

Koniavacraft

Explore the fusion of magic and technology in 'Koniavacraft' and drive your arcane industrial revolution!

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0.0.1.9-1

Release29.05.2026

Список изменений

v0.0.1.9-1 | commit 22b9493

  • Pressing R to skip a cinematic now opens a confirmation popup ("Skipping cutscenes will miss the full experience / Skip this scene?") with Yes/No buttons and a "Don't ask again" checkbox. Covers all four R-skip points: boss intro, Phase 2 transition, Nara dialogue, and altar upgrade animation. Checking "Don't ask again" + Yes writes to the client config (cinematicSkipDontAsk) so future skips bypass the popup entirely. No = cinematic continues uninterrupted.

  • 按 R 跳過 cinematic 現在會跳出確認小視窗(「跳過劇情將會缺少完整遊戲體驗 / 請問是否跳過?」)含「是 / 否」按鈕跟「以後不再提示」勾選框。覆蓋四個 R skip 點:boss 進場、Phase 2 變身、娜拉對話、祭壇升級動畫。勾選「以後不再提示」+ 是 → 寫進 client config (cinematicSkipDontAsk),之後直接跳過確認。否 = cinematic 繼續不中斷。

  • The Mirror Dimension no longer has a 501x501 WorldBorder cage. The dimension is being repurposed as a shared boss-arena dimension for future fights, so the hard boundary is gone and each boss will manage its own active range. Center 501x501 still has flat terrain (the rest is void), but you can now walk past the old border. Existing save files with the leftover 501 border are reset to the vanilla maximum on level load.

  • 鏡中世界不再有 501x501 的 WorldBorder 籠子了。這個維度規劃改成多 boss 共用的場地維度,所以硬邊界取消,未來每隻 boss 自己管自己的活動範圍。中央 501x501 仍有平地(外圍是虛空),但現在可以走出原本邊界。舊存檔殘留的 501 邊界會在維度載入時自動重設回 vanilla 最大值。

  • Floating turrets (slot 0/1 auto-attack mode) now target Slime, Ghast, Phantom, and other hostile Mobs that implement the Enemy interface but don't extend Monster. Previously the hostile filter used Monster.class directly, so non-Monster enemies like slimes were silently ignored and the turret just sat there doing nothing while the player took damage. Now it filters on Mob + instanceof Enemy, covering the full set of vanilla "hostile mob" types.

  • 浮游砲(裝備槽 0/1 自走砲模式)現在會攻擊史萊姆、惡魂、幻翼等實作 Enemy 介面但不繼承 Monster 的敵對生物了。之前的敵對過濾直接用 Monster.class,史萊姆這種非 Monster 的敵對被靜默漏掉,砲就乖乖站著不動看你被打。現在改成 Mob + instanceof Enemy,完整覆蓋 vanilla 所有「敵對生物」類型。

  • Player no longer gets controlled by their own floating turret's control projectiles. The control plug-in projectile (slow / root / levitation) was spawned with the turret entity as its owner, not the player; vanilla canHitEntity only skips the projectile's own owner, so the player was a valid target and could get hit by their own bullet on close-range firing arcs. Now the projectile is spawned with the player as owner, matching how the normal attack bullet already worked.

  • 玩家現在不會被自己浮游砲的控制彈控住了。控制彈插件(緩速 / 定身 / 漂浮)發射時 owner 是砲實體不是玩家,vanilla canHitEntity 只擋 owner,所以玩家是合法目標、近距離弧線會打到自己。現在改成 owner 傳玩家,跟普通攻擊彈本來就是這樣的行為一致。

  • Mirror Boss's orbiting / handheld floating turrets are now invulnerable AND non-pickable. Two-layer change: (1) hurt rejects any player-rooted damage on clone turrets so they can't be ground down; (2) isPickable returns false in clone mode so the player's arrows / turret projectiles / melee ray-cast skip the turret entirely and pass through to hit the boss behind it. Previously the turrets could be used as a shield wall around the boss, ruining the fight; now they're a pure visual / offensive threat that players have to dodge but can't waste attacks on. Same-source projectile self-damage is still ignored, and non-player environmental damage still applies.

  • 鏡像 Boss 身邊繞行/手持的浮游砲現在玩家完全打不到也選不到。兩層修法:(1) hurt 對玩家來源傷害一律回 false,無法被磨血;(2) isPickable 在 clone 模式回 false,玩家的箭/浮游砲彈/近戰 ray-cast 直接穿過砲,命中後面的 boss 本體。之前 boss 會把砲當肉盾擋玩家攻擊,體驗很差;現在砲純粹是視覺威脅 + 火力輸出,玩家要閃但不會浪費攻擊在砲上。同源彈自傷免疫保留,非玩家來源環境傷害仍有效。

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koniava-v0.0.1.9-1-mc1.21.1 [NeoForge 21.1.230].jar(29.25 MiB)
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Release

Номер версии

0.0.1.9-1

Загрузчики

NeoForge

Версии игры

1.21.1

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15

Дата публикации

29.05.2026

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