
Tuanzi'sMod
A module for Tuanzi's server, which requires the client to install it.
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Tuanzi's Mod 1.0.3 更新日志
新增功能
- 新增材料: 坚守者的心脏 (Warden Heart):
- 稀有掉落: 击杀监守者 (Warden) 时有 25% 的概率掉落(受到抢夺附魔影响,每级抢夺增加 10% 掉落率)。
- 核心原料: 是锻造究极防御武器“回响破障者”的必不可少的核心材料。
- 新增武器/防具: 回响破障者 (Echo Breaker):
- 锻造合成: 由 1 个 坚守者的心脏 与 3 个 回响碎片 和 1 根 木棍 在工作台合成。
- 被动属性 (声波吸收): 仅在主手持有时生效。在面临监守者(Warden)音波爆破袭击时,自动减免 30% 的爆破伤害。
- 主动技能 (完美格挡): 右键使用可提供持效 0.5 秒 的格挡防卫,且在副手无物品时才可以使用。格挡期间免疫 100% 监守者音波爆破伤害。
- 完美反弹 (声波反射): 在完美格挡音波爆破成功的瞬间,会将致命声波完美折返反射,使发射源(监守者)立即受到 15 点真实伤害 并产生强烈的反冲退避击退。
- 格挡代价: 每次格挡成功时额外消耗 3 点 耐久值(共计消耗 4 点)。
- 格挡冷却: 若格挡失败(未拦截到音波伤害)则进入 5.0 秒 冷却时间;若格挡成功(完美折返反弹)则触发 8.0 秒 冷却时间。
- 装备修复: 可以使用坚守者的心脏 (Warden Heart) 在铁砧中来修复这个物品。
- 新增附魔: 熔炼 (Smelting):
- 核心功能: 省去回家烧炉子的繁琐步骤。使用该工具挖掘“可在熔炉中烧炼的方块”时,直接掉落其烧炼后的产物。
- 完美兼容: 与 时运 (Fortune) 完美兼容,可以获得更多熔炼后的掉落物。
- 惩罚机制: 附魔产生的高温会加速工具磨损。每挖掘一个可熔炼方块,额外消耗 1 点 耐久(加上原本消耗,共计 2 点)。
- 适用部位: 镐、斧、锹。
- 冲突机制: 与 精准采集 (Silk Touch) 冲突,无法同时存在。
- 获取方式: 属于“宝藏附魔”,无法通过附魔台获得。
- 遗迹探索: 有概率出现在的宝箱中。
- 新增附魔: 连锁采掘 (Chain Mining):
- 核心功能: 按住快捷键激活(默认为
~键),在挖掘方块时瞬间连锁破坏并采集周围相连的同类方块。 - 开采上限: 每级连锁 16 个方块,最高等级 IV 可连锁开采 64 个方块。
- 耐久损耗: 连锁破坏的每个方块正常扣除工具耐久。若在连锁中工具损毁,连锁会即刻安全切断。
- 饱食度消耗: 每额外挖掘 1 个方块,额外增加 0.25 消耗度。系统直接计算并即时扣除您的饱和度和饥饿值,免去 tick 判定延迟。
- 激活提示: 当连锁采掘激活(手持连锁附魔工具且按住快捷键)时,屏幕左上角会显示一个类似 F3 界面效果的灰色背景 HUD 提示,清晰直观。
- 获取限制: 目前暂无生存获取方式,仅限创造模式获取。
- 核心功能: 按住快捷键激活(默认为
- 新增物品: 稻草人 (Scarecrow):
- 无序合成: 由 1 个干草块、1 根木棍和 1 个雕刻南瓜合成。
- 基础原料: 这是一个可防守与装饰的实体道具,也是制作高级战略物资“假目标”的必不可少的核心基础。
- 外观重磅升级:
- 外观物理结构完美化(告别悬空,栅栏立柱):
- 橡木栅栏单桩木桩: 彻底隐藏了原版盔甲架双脚木桩与石头底盘的现代科技感违和设计,改由在下方(高度
[-0.35, 0.65])渲染一根自带 3D 精细栅栏纹理、深插于地表以下的橡木栅栏 (Oak Fence),完美形成极具乡村原野风格的经典稻草人单立柱中心木桩支架! - 顶端完美咬合: 将干草块方块的 Y 轴平移高度由
0.45F上提至0.65F(区间[0.65, 1.65])。这样干草块顶端完美塞入并掩埋南瓜头底部(~1.60F),彻底封锁了任何脖颈处的浮空缝隙! - 手臂自然伸展: 水平展开的双手(高度 1.375F)此时从干草块中上部两侧极度生动、自然地穿伸而出,不再有“从南瓜头底下/脖子处长出来”的生硬和断节感。
- 橡木栅栏单桩木桩: 彻底隐藏了原版盔甲架双脚木桩与石头底盘的现代科技感违和设计,改由在下方(高度
- 受击耐久度与左右倾摆物理解压反馈(像船一样): 彻底废止了此前一击即碎的脆弱机制,重构成类似于船 (Boat) 的受击伤害冷却累积机制。
- 解压且抗打: 生存模式下用手需要连续捶打 10 次,或者使用武器砍击数下,稻草人及穿戴护甲才会哗啦一声碎裂掉落回收(冷却期间伤害值每 tick 平缓自动减少)。
- 木头受击音效: 每次受击时稻草人均会发出清脆生动的木质敲击声 (
WOOD_HIT)。 - 物理倾摆晃动: 受击时,整个稻草人本体(包括南瓜头、干草块、左右平举双臂)会一并呈现出极其丝滑、来回倾斜摆动的实体受击骨骼动画,回馈感绝佳!
- 创造便捷性: 创造模式下依然保持方便的一击即碎。
- 日夜智能转换南瓜头与夜间发光: 稻草人头部会在夜晚(当天空变暗时)自动转换为发光的雕刻南瓜灯 (Jack-o'-Lantern),并在头部位置放置亮度为 7 的隐形光源方块,真正地照亮周围环境!白天到来时南瓜灯自动变回普通的雕刻南瓜并移除光源。稻草人被打碎或回收时光源也会自动清除,不留任何残留。晚上收回时的掉落逻辑做了完美的安全过滤,防止晚上拆卸多刷出南瓜灯。
- 南瓜头精准对齐: 南瓜头的模型位置已向上微调,使其正好与干草块顶面重叠,完美消除了任何悬空感。
- 外观物理结构完美化(告别悬空,栅栏立柱):
- 固若金汤: 实体完全处于静止状态,不可被推挤、无法受到物理重力或水流等外力的自主移动,极其稳固。
- 回收机制: 玩家处于蹲下(Secondary Use)状态下右键点击它,或者直接将其击碎,均可将其原地安全收回为稻草人物品掉落。收回时会一并掉落玩家给它穿上的其它装备(如盔甲和手持物),无损回收。
- 新增消耗品: 假目标 (Decoy Totem):
- 无序合成: 由 1 个稻草人和 1 个萤石粉在合成栏无序合成。
- 主动技能 (召唤幻影): 右键使用会在玩家面前生成一个持续 15 秒 的玩家幻影,并触发 15 秒物品冷却。
- 完美伪装: 幻影的外观与释放该道具瞬间的玩家完全一致(包括皮肤、主副手持握物品、以及整套护甲装备)。
- 属性继承: 幻影的生命值与护甲值完美复制自释放瞬间玩家的数值。
- 被动仇恨嘲讽: 幻影会自动以自身为中心,每 5 ticks 强制吸引半径 10 格 内所有敌对生物(Mob)的仇恨至自身。
- 拟真玩家行为: 幻影会随机进行闲置、走动、跑动等动作。
- 受击逃跑机制: 当幻影受到任何来源的伤害时,会立即强制切换为奔跑逃避状态,朝向远离伤害源,并且顺势向前方逃跑!
- 碎裂与烟雾余威: 幻影生命值归零或 15 秒到期时,会直接原地消失,在消失的瞬间,会产生清脆的陶罐碎裂音效,并爆发出大片华丽的 白烟与 Poof 粒子雾化效果。同时,它会激怒周围 10 格 内的所有怪物,使其获得 速度 II 效果持续 10 秒。
- 新增机制: 坐在楼梯上 (Stair Seating):
- 核心体验: 玩家可以右键点击正向放置的楼梯方块(
half=bottom)以直接坐在楼梯上,完美体验家具互动。 - 下车自动清理: 自定义了一个极轻量的隐藏椅子实体
SeatEntity,在服务器端自动检测是否无乘客,一旦玩家主动按下Shift键下车、因传送、离线或死亡脱离骑乘,该实体就会被瞬间discard()彻底清理,绝不在世界中残留任何垃圾实体,实现物理层面的完全无感。 - 防卡头与重叠校验: 智能校验楼梯正上方一格是否有硬实体方块,防止玩家坐下时发生窒息。同时加入了重叠判定校验,若一个楼梯上已经坐有实体,则不会允许其他实体再次重叠坐下。
- 对正常交互无缝兼容: 玩家在潜行(Shift + 右键)时点击楼梯、手持副手物品时,或者楼梯被倒置放置(
half=top)时,不会触发坐下,方便正常放置相邻方块。若坐在楼梯上时楼梯方块被敲毁,玩家将安全着陆,实体自动卸载并销毁。
- 核心体验: 玩家可以右键点击正向放置的楼梯方块(
- 新增附魔: 血怒 (Blood Rage):
- 狂热收割: 手持附有血怒的武器(仅限剑、斧)击杀任何生物时,玩家将获得持续 7 秒 具有暗红炫酷贴图特效的“血怒”状态效果。连续击杀可重置持续时间但不叠加等级。
- 超强爆发: 血怒持续期间,玩家造成的全部攻击伤害乘算大幅提升 40%。
- 防御削弱: 作为代价,血怒状态下玩家受到的所有伤害也乘算提升 30%。
- 命悬一线的反噬: 若血怒时间自然走完(在 7 秒内未再次获得击杀刷新),状态消失时玩家将立刻受到 2 点 (1颗心) 反馈伤害。该反噬伤害具有绝对真实属性:无视护甲、不被保护附魔减免、且不计算自身 30% 的血怒伤害加深。若因反噬而死,将显示特定死亡信息:“
xxxx 因血怒反噬而亡”。 - 适用与互斥: 适用于剑、斧,最高等级 I。与 火焰附加 (Fire Aspect) 互相排斥。
- 获取方式: 可直接从附魔台中附出,或在随机地牢宝箱中搜刮,或与图书管理员村民进行交易获得。
- 新增附魔: 狂战士 (Berserker):
- 核心功能: 穿戴该附魔胸甲时,近战攻击伤害随已损失生命值的比例平滑提升。每损失 10% 最大生命值,近战伤害增加 5%(I级) 或 8%(II级)。最多提升至生命值低于 5%(即已损失 95%)时达到增幅上限。
- 代价惩罚: 穿戴该附魔胸甲时,胸甲自身提供的基础护甲值减少 35%(I级) 或 30%(II级)(即实际保留胸甲基础护甲值的 65% 或 70%,例如 8 点护甲的钻石胸甲在 II 级下仅扣除 2 点,仍可提供 6 点护甲,而非削减到只剩 30% 护甲)。
- 生效范围: 仅对近战攻击(如剑、斧、三叉戟近战攻击、锤重击等)生效。若生命值因治疗恢复,伤害增幅实时平滑回落。
- 互斥机制: 与所有保护类附魔(保护、火焰保护、爆炸保护、弹射物保护、摔落保护)冲突,无法共存。
- 脱下与移除: 附魔胸甲被敲碎、脱下,或使用砂轮洗去附魔时,护甲惩罚与伤害增幅将立刻自动完全恢复。
- 视觉特效: 当玩家穿戴狂战士胸甲且处于低血量(低于 30%)状态时,屏幕边缘会平滑浮现并加深暗红色的血丝特效,提示玩家已进入绝境濒死状态。
- 获取方式: 最高等级 II。可通过附魔台直接附出(稀有级),或在各遗迹搜刮战利品宝箱,或通过图书管理员村民交易获取。
- 新增辅助实体/物品: 试炼假人 (Trial Dummy):
- 合成配方: 由 5 个干草块、2 根木棍、1 个稻草人 和 1 个标靶在工作台合成(合成时将稻草人置于正中央,四周对称摆放其他材料,具体可参照 JEI 详情)。
- 生成放置: 手持物品右键任意固体方块顶部即可放置。为了保护服务器性能,半径 10 格内同一玩家最多只能放置 1 个试炼假人。若放置第二个,第一个将瞬间自动以无损状态回收!
- 安全收回: 玩家处于空手且潜行状态下,右键点击假人实体即可安全回收。回收会扣除假人道具 1 点耐久值(耐久值共计 32 点)。当耐久归零时,假人消散并掉落合成原料(0-2 根木棍和 1 个干草块)。回收时,假人身上穿戴的全部盔甲和手持装备都会无损且安全地掉落!
- 无敌与防御继承: 假人实体本身处于无敌状态,免受所有火焰、窒息、虚空之外的跌落等环境伤害(但创造模式玩家左键依然可以一击破坏)。允许玩家右键自由为其穿戴、替换任意防具盔甲与武器(支持主副手与全身盔甲)。假人在受到攻击时,会完整继承当前所穿戴盔甲的护甲值、韧性、附魔保护、抗性药水效果等,进行 100% 真实的实体化防御力计算!
- 武器与箭矢保护: 为了方便玩家进行无上限的极限输出测试,玩家在使用任何武器/工具攻击假人时,完全不会消耗武器的耐久度!使用弓弩等射击假人时,射出的箭矢会在击中后自动以原样形式回收,绝对不会有箭矢的损耗!
- 伤害跳字动画: 当假人受击时,头顶会产生橙色的 3D Billboard 悬浮伤害数字。数字会像羽毛般在空中缓缓飘落,触地轻微弹跳后渐隐消失,多段连续命中数字会平移错开。
- DPS 实时统计与查询:
- 实时 HUD 反馈: 攻击假人将自动开启 DPS 统计测试,玩家屏幕上方的 Action Bar 会每秒实时更新显示“⚔ 累计 XX.X 伤害 | DPS: XX.X”;若 4 秒内没有继续攻击,测试将自动停止、归档测试会话并发送重置提示。
- 详尽报告: 玩家只需空手(非潜行)右键点击假人,即可在游戏聊天栏中输出本轮(或上一轮已归档)伤害测试的超详尽历史统计数据,包含总累计伤害、最大单次伤害、总受击次数、平均 DPS、以及持续测试时长等!
- JEI 详情集成: 注册了极为详尽的 JEI 玩法与规则介绍说明页。
- 遗迹宝箱搜刮: 可以在掠夺者前哨站的宝箱、以及村庄武器匠小屋的箱子中,以 20% 的极大几率开出此物品。
调整与优化
- 伤害计算重构:
- 引入了伤害计算专用类
DamageCalculator,将“血怒”的伤害增益和易伤计算重构至此。 - 支持**加法累加(Additive)**的多重增伤计算模型,为未来增加其它伤害修改机制打下基础(如血怒 40% 加上未来增伤 20% 时,将累加得到 60% 总伤害增幅,而非阶段乘算)。
- 引入了伤害计算专用类
- 假目标 (Decoy Totem) 合成配方重构:
- 为了增加后期挑战性与制作层次感,假目标的合成配方由原本简单的“稻草人 + 萤石粉”无序合成,重构为极具仪式感与平衡性的九宫格有序合成配方:
空、幽匿脉络、空,幻翼膜、稻草人、幻翼膜,萤石、红石、萤石。JEI 说明信息已同步更新。
- 为了增加后期挑战性与制作层次感,假目标的合成配方由原本简单的“稻草人 + 萤石粉”无序合成,重构为极具仪式感与平衡性的九宫格有序合成配方:
- 不死药水 (Undying Potion) 限制:
- 现在“不死”状态效果仅对 玩家 以及 被玩家驯服的生物(如驯服后的狼、猫等)生效。
- 对其它野生生物或敌对生物不再起作用,防止意外“保护”了敌人。
English Version
Tuanzi's Mod 1.0.3 Changelog
New Features
- New Material: Warden Heart:
- Rare Drop: Defeating a Warden has a 25% chance to drop a Warden Heart (affected by Looting, +10% probability per level).
- Core Ingredient: An essential material for forging the ultimate defensive weapon — Echo Breaker.
- New Weapon/Shield: Echo Breaker:
- Crafting Recipe: Forged using 1 Warden Heart, 3 Echo Shards, and 1 Stick at a Crafting Table.
- Passive Property (Sonic Absorption): Effective only when held in the main hand. Automatically reduces Sonic Boom damage by 30% when attacked by a Warden.
- Active Skill (Perfect Block): Right-click to block for 0.5 seconds, and can only be used when the offhand is empty. Grants 100% immunity to Sonic Boom damage during the blocking window.
- Perfect Deflection (Sonic Reflection): Deflecting a Sonic Boom perfectly in the blocking window deflects the sound wave back to its source, dealing 15 true damage and applying strong knockback to the Warden.
- Block Cost: Each successful block consumes an extra 3 durability points (total 4 points).
- Block Cooldown: Triggers a 5.0-second cooldown on failure (no damage deflected); triggers an 8.0-second cooldown on success (perfectly blocked & deflected).
- Equipment Repair: Can be repaired in an anvil using a Warden Heart.
- New Enchantment: Smelting:
- Core Function: Skip the hassle of returning home to use a furnace. When mining blocks that can be smelted, it directly drops the smelted results.
- Full Compatibility: Perfectly compatible with Fortune, allowing for increased smelted drops.
- Penalty: The high temperature generated by the enchantment accelerates tool wear. Each smeltable block mined consumes 1 extra durability (total 2 points per block).
- Applicable To: Pickaxe, Axe, Shovel.
- Conflict: Mutually exclusive with Silk Touch; they cannot coexist on the same tool.
- Acquisition: A "Treasure Enchantment" that cannot be obtained from the enchantment table.
- Exploration: May be found in chests within Nether Fortresses or Desert Temples.
- Trading: Rarely offered by Master-level Librarians (costs 40-64 emeralds).
- New Enchantment: Chain Mining:
- Core Function: Hold the activation key (default
~/ Grave Accent key) while mining to instantly mine surrounding connected blocks of the same type. - Mining Limits: Each level mines up to 16 blocks (max Level IV mines up to 64 blocks).
- Durability Cost: Each chained block consumes tool durability normally. The chain stops safely if the tool breaks.
- Hunger Cost: Each extra block mined adds 0.25 exhaustion. The exhaustion is accumulated and applied instantly to deduct your saturation and food level (capped at 40F exhaustion per tick, i.e., maximum 10 saturation/food points deduction per action), eliminating tick-deduction delay.
- Active HUD Overlay: When Chain Mining is active (holding the keybind while wielding a tool with Chain Mining), a F3-style transparent gray overlay showing "Chain Mining Active" is rendered in the top-left corner, with "Active" highlighted in light green (§a).
- Acquisition: Creative mode only; currently unavailable in survival mode.
- Core Function: Hold the activation key (default
- New Item: Scarecrow:
- Shapeless Crafting: Crafted using 1 Hay Block, 1 Stick, and 1 Carved Pumpkin.
- Base Ingredient: An essential defensive and decorative prop, also acting as the indispensable core ingredient to craft the advanced Decoy Totem.
- Major Visual Overhaul:
- Visual Framework Perfection (No Floaty Parts, Oak Fence Pillar):
- Oak Fence Center Post: Completely hid the modern and out-of-place default dual wooden stand legs and stone baseplate of the ArmorStand. Replacing it with a high-fidelity, beautifully textured Oak Fence block rendered underneath at height
[-0.35, 0.65](deeply dug into the ground and meeting the hay block seamlessly), forming a classic single-post rustic wooden framework. - Perfect Tight Fit: Shifted the 3D Hay Block's rendering Y-level offset from
0.45Fto0.65F(height span[0.65, 1.65]). This allows the top of the hay block to fit perfectly inside and cover the bottom of the pumpkin head (~1.60F), sealing any floaty neck/head gaps! - Natural Arm Extension: The sideways horizontally-extended arms (at height 1.375F) now emerge naturally and elegantly from the upper-middle section of the Hay Block's side panels, eliminating any zombie-like look or disconnecting issues under the neck.
- Oak Fence Center Post: Completely hid the modern and out-of-place default dual wooden stand legs and stone baseplate of the ArmorStand. Replacing it with a high-fidelity, beautifully textured Oak Fence block rendered underneath at height
- Premium Boat-like Durability & Wiggling Physical Feedback: Completely abolished the fragile one-hit instant-break mechanism, refactoring it to behave like a Boat with accumulated damage durability and smooth cooldown decay.
- Durable and Satisfying: In survival mode, players need to hit the scarecrow 10 times with bare hands (or a few times with weapons) to break and retrieve it. Hit damage points smoothly decay at 0.1F/tick when not attacked.
- Wood Impact Sounds: Every single strike triggers satisfying wood impact sound events (
WOOD_HIT). - Physical Wiggling: Striking the scarecrow triggers a dynamic event (
byte 32) that causes the entire entity (including the pumpkin head, 3D hay block, and extended arms) to sway and wiggle left and right smoothly, offering superb physical strike feedback! - Creative Mode Convenience: Hitting the scarecrow in creative mode still immediately breaks/discards it for instant clearing.
- Diurnal Jack-o'-Lantern Transition & Night Light Emission: The scarecrow's head automatically transforms into a glowing Jack-o'-Lantern at night (when the sky darkens), and places an invisible Light Block with brightness level 7 at the head position, genuinely illuminating the surrounding area! It automatically transitions back to a normal Carved Pumpkin when day arrives, removing the light source. The light block is also automatically cleaned up when the scarecrow is broken or retrieved, leaving no residual data. A safety recovery drop filter prevents duplicate Jack-o'-lantern drops during night disassembly.
- Pumpkin Head Precision Alignment: The pumpkin head model position has been shifted slightly upward so it sits perfectly flush with the top of the hay block, eliminating any gap.
- Visual Framework Perfection (No Floaty Parts, Oak Fence Pillar):
- Completely Stationary: The entity is fully stationary, meaning it cannot be pushed by other entities, nor will it be affected by gravity or fluid currents, providing rock-solid placement.
- Easy Recovery: Players can retrieve the scarecrow by sneaking (Secondary Use) and right-clicking the entity, or by simply hitting it to break it. Recovery will safely drop the Scarecrow item along with any extra armor or items equipped on it by the player without loss.
- New Consumable: Decoy Totem:
- Shapeless Crafting: Crafted using 1 Scarecrow and 1 Glowstone Dust.
- Active Skill (Summon Phantom): Right-click to spawn a player phantom in front of the player lasting 15 seconds, triggering a 15-second item cooldown.
- Perfect Disguise: The phantom looks exactly like the player at the moment of spawn (including skin, mainhand/offhand items, and armor set).
- Data Inheritance: The phantom's health and armor values are perfectly copied from the player at the moment of spawn.
- Passive Agro Taunt: Every 5 ticks, the phantom automatically draws agro from all hostiles (Mobs) within a 10-block radius.
- Lifelike Player Behavior: The phantom randomly performs idle, walk, and run movements. The head no longer remains stiffly locked to the player's look direction at the moment of spawn (e.g., staring straight down if spawned while looking down). Instead, the phantom possesses an active, independent head-look animation, allowing it to smoothly look around or nod/tilt its head (larger yaw/pitch freedom during idle/walk, focused forward look with subtle head tilting during runs), making it look incredibly alive. Random jumping for no reason has been completely removed. The phantom will only jump to navigate obstacles (horizontal collision) or execute bunny-hops with a 5% chance while in a sprint (Run) state. Sprinting while in the air grants a 20% speed boost, providing highly natural parkour and tactical escape visuals.
- Fleeing Mechanism: When hurt by any damage source, the phantom immediately panics and flees away from the damage source, executing a large escape jump forward!
- Shatter & Smoke Revenge: Upon expiring after 15 seconds or health dropping to zero, the phantom vanishes instantly to avoid any red damage tinting or fall-over death animation. It shatters with a clay pot sound, producing a large burst of beautiful white smoke and Poof particles, and enrages hostiles within a 10-block radius, granting them Speed II for 10 seconds.
- New Feature: Stair Seating:
- Core Function: Players can right-click any normally placed stairs (
half=bottom) to sit on them, enjoying a seamless furniture interaction experience. - Automatic Dismount Cleanup: Custom-designed an extremely lightweight, invisible seat entity (
SeatEntity). The server automatically detects if there are no passengers, and once the player dismounts (via pressingShift, teleportation, disconnection, or death), the entity is immediatelydiscard()ed. This ensures absolutely no ghost entities are left behind in the world. - Suffocation and Stacking Prevention: Intelligently checks if the block directly above the stairs has a solid collision shape to prevent players from suffocating when sitting. It also includes an overlapping check that prevents multiple players/entities from sitting on the exact same stair block at the same time.
- Seamless Compatibility with Normal Play: Players will not trigger sitting when sneaking (Shift + right-click), right-clicking with offhand items, or when the stairs are upside down (
half=top), allowing adjacent blocks to be placed normally. If the stair block is broken while sat upon, the player is safely dismounted and the entity is automatically destroyed.
- Core Function: Players can right-click any normally placed stairs (
- New Enchantment: Blood Rage:
- Furious Harvest: Killing any mob while holding a weapon enchanted with Blood Rage (Swords & Axes only) grants the player the Blood Rage status effect for 7 seconds with a custom dark-red aura icon texture. Consecutive kills will refresh the duration but will not stack the amplifier level.
- Combat Surge: During Blood Rage, all outgoing attack damage dealt by the player is increased by 40% (multiplicative).
- Defense Collapse: As a cost, all incoming damage received by the player is also increased by 30% (multiplicative).
- Fateful Backlash: If the Blood Rage duration expires naturally without any new kills to refresh the timer, the player will immediately suffer 2 points (1 heart) of feedback damage. This feedback damage has absolute true properties: it bypasses all armor, is not reduced by Protection enchantments, and does not trigger the 30% Blood Rage incoming damage vulnerability. Dying to this backlash displays a unique death message: "
xxxx died of Blood Rage backlash". - Applicability & Conflicts: Applies to Swords and Axes, with a maximum level of I. It is mutually exclusive with Fire Aspect but perfectly compatible with Sharpness, Smite, and Bane of Arthropods.
- Acquisition: Can be obtained directly from the Enchanting Table, salvaged from random dungeon chest loot, or traded with Librarian Villagers.
- New Enchantment: Berserker:
- Core Function: When wearing the enchanted chestplate, melee attack damage is boosted based on the proportion of lost health. For every 10% max health lost, melee damage increases by 5% (Level I) or 8% (Level II). The boost reaches its cap when health falls below 5% (i.e., 95% max health lost).
- Side Effect: As a penalty, the chestplate's base armor value is reduced by 35% (Level I) or 30% (Level II) (meaning the chestplate still retains 65% or 70% of its base armor value. For example, a Diamond Chestplate with 8 base armor will only lose 2 points under Level II, still providing 6 armor points, instead of being reduced to only 30% armor).
- Scope: Effective only on melee attacks (Swords, Axes, Trident melee attacks, Mace smash, etc.). The damage boost decreases in real-time if health is restored by healing.
- Exclusion: Mutually exclusive with all protection enchantments including Protection, Fire Protection, Blast Protection, Projectile Protection, and Feather Falling.
- Removal & Dismount: The armor penalty and damage boost are immediately and automatically restored if the chestplate is broken, unequipped, or when the enchantment is removed in a Grindstone.
- Visual Effect: When wearing a Berserker chestplate and health falls below 30%, a smooth dark-red vignette blood vessels effect fades in around the screen edges, intensifying as health drops closer to 5%, warning the player of their critical state.
- Acquisition: Max level II. Obtainable via Enchanting Table (rare weight 2), random loot chests, or Librarian Villager trades.
- New Utility Entity/Item: Trial Dummy:
- Crafting Recipe: Crafted using 5 Hay Blocks, 2 Sticks, 1 Scarecrow, and 1 Target block at a Crafting Table (the Scarecrow is placed in the center, other ingredients arranged symmetrically; see JEI for details).
- Placement: Right-click on top of any solid block. To preserve server performance, a player can have at most 1 Trial Dummy within a 10-block radius. Placing a second one instantly and safely retrieves the first one without loss!
- Safe Recovery: Sneak and right-click the dummy with an empty hand to recover it as an item. Recovery consumes 1 durability point (the item has 32 durability in total). If durability reaches 0, the item breaks and drops basic materials (0-2 sticks and 1 hay block). Upon recovery, all equipped armors and hand-held items drop safely without loss!
- Invulnerability & Defense Inheritance: The dummy entity is completely invulnerable to environmental damage (except Void and creative-mode instant destruction). Players can right-click to dress or swap any armor/handheld items on it. The dummy inherits all armor points, toughness, protection enchantments, and active effects from its equipped gear, providing a 100% realistic entity defense calculation for incoming attacks!
- Weapon & Ammo Protection: Wielding any weapon/tool to strike the dummy does not consume any tool durability! Shooting it with a bow/crossbow automatically recovers the arrow at the impact location, resulting in zero arrow consumption!
- Floating Damage Indicators: Striking the dummy triggers 3D billboard-rendered orange floating damage digits. The text drifts down like a feather, bounces slightly on the ground, and fades out within 1.5 seconds. Consecutive hits smoothly offset the text to avoid overlapping.
- Real-Time DPS Stats & Query:
- HUD Status: Attacking the dummy starts a DPS session, rendering "⚔ Total XX.X | DPS: XX.X" on the player's Action Bar every second. If no attack occurs for 4 seconds, the test stops, archives, and prompts a reset message.
- Detailed Summary: Right-click the dummy with an empty hand (without sneaking) to print a comprehensive summary in the chat, detailing total damage, max single strike, hit count, average DPS, and session duration!
- JEI Description: Includes a fully detailed JEI guide explaining placement rules, armor logic, and stats.
- Chest Loot: Spawns in Pillager Outposts and Village Weaponsmith chests with a high probability of 20%.
Creative Mode & JEI Support
- Creative Mode Integration: Both "Scarecrow" and "Decoy Totem" are added to Tuanzi's Mod custom creative tab.
- JEI Description Integration: Added custom JEI info description pages for "Scarecrow" and "Decoy Totem", allowing players to easily look up recipes, mechanics, and usage details in JEI.
Adjustments & Optimizations
- Fix Chain Mining Hunger Synced Issue:
- Resolved the issue where Chain Mining hunger exhaustion was not correctly synced and updated on the client. Now it immediately sends a status sync packet (
ClientboundSetHealthPacket) to the client, guaranteeing that the HUD food/saturation bars are updated instantly.
- Resolved the issue where Chain Mining hunger exhaustion was not correctly synced and updated on the client. Now it immediately sends a status sync packet (
- Fix Smelting and Fortune Conflict:
- Resolved the issue where the Smelting enchantment incorrectly conflicted with Fortune. Now they are fully compatible, can coexist on a single tool, and will properly drop multiple smelted outputs when under the influence of Fortune.
- Warden Combat Runtime Crash Fix:
- Refactored the underlying Mixin entry point design. Migrated the original
@Redirectdamage redirection logic to a highly secure head-injection intercept inLivingEntity.hurtServer. - Completely resolved the game runtime crash caused by Lambda synthetic method matching failures during Warden combat or summoning (
Mixin transformation of net.minecraft.world.entity.ai.behavior.warden.SonicBoom failed), greatly improving mod stability and compatibility in complex combat scenarios.
- Refactored the underlying Mixin entry point design. Migrated the original
- Damage Calculation Refactoring:
- Introduced the centralized
DamageCalculatorutility class to manage and calculate all mod-related damage modifications. - Refactored "Blood Rage" damage boosts and vulnerability calculations to leverage this utility.
- Supports an additive (Additive) damage calculation model for multiple concurrent modifiers (e.g., if a player has Blood Rage (+40%) and a future +20% damage buff, they will accumulate to a +60% total damage increase instead of being applied multiplicatively).
- Introduced the centralized
- Decoy Totem Recipe Refactored:
- The Decoy Totem recipe has been refactored from a simple shapeless crafting (Scarecrow + Glowstone Dust) to a highly tactical, shaped recipe: Top row [Empty, Sculk Vein, Empty], Middle row [Phantom Membrane, Scarecrow, Phantom Membrane], Bottom row [Glowstone, Redstone, Glowstone] at a Crafting Table. JEI descriptions have been fully updated.
- Trial Dummy Armor & Enchantment Inheritance Fixed:
- Completely resolved the critical bug where armors and enchantments equipped on the Trial Dummy failed to calculate and reduce incoming damage. The dummy now correctly behaves as a standard
LivingEntity, correctly reducing damage according to armor values, toughness, potions, and active enchantments to provide a 100% accurate DPS testing environment!
- Completely resolved the critical bug where armors and enchantments equipped on the Trial Dummy failed to calculate and reduce incoming damage. The dummy now correctly behaves as a standard
- Undying Potion Restrictions:
- The "Undying" status effect now only applies to Players and Tamed Mobs (e.g., tamed wolves, cats).
- It no longer works on wild or hostile mobs, preventing accidental protection of enemies.
- Expanded JEI Support:
- Registered detailed JEI encyclopedic description guides for the new Smelting enchantment, Warden Heart, and Echo Breaker in both English and Chinese, making it convenient for players to query drop rates, crafting methods, and defensive/reflective attribute values.
Файлы
tuanzis_mod-1.0.3.jar(211.64 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.0.3
Загрузчики
Fabric
Версии игры
26.1–26.1.2
Загрузок
18
Дата публикации
24.05.2026
