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Elemental : Reactions

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Elemental : Reactions 4.2.0

4.2.0
21 окт. 2026 г.52Minecraft: 26.3neoforge
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Updated for NeoForge 26.3.0.95 适配 NeoForge 26.3.0.95
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Elemental : Reactions 4.1.0

4.1.0
2 окт. 2026 г.62Minecraft: 26.3neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### Jade 悬浮提示显示全部属性强化 / Jade tooltip lists every enhancement 此前一只生物只显示第一种元素的属性强化数值,现按元素逐条列出「属性强化」下的所有条目。 Previously a creature only showed the first element's enhancement value; now every entry under 「属性强化 / Elemental Enhancements」is listed per element. ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。 **喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置目录改名 / Config directory renamed 配置目录从 `config/ElementalCraft/` 改名为 **`config/Elemental_Reactions/`**, 其中的配置文件同时去掉 `elementalcraft-` 前缀。**启动时自动迁移,旧配置不会丢失**—— 升级时的旧配置文件会改名为 `.bak` 备份而不是直接删除,误操作可手工恢复; 若新旧文件同名同时存在,以新文件为准。 The config directory has been renamed from `config/ElementalCraft/` to **`config/Elemental_Reactions/`**, and the config files inside dropped their `elementalcraft-` prefix. Migration runs **automatically at startup** so your existing settings carry over — old files are renamed to `.bak` rather than deleted, so you can recover them by hand if needed. If both an old and a new file exist, the new one wins. ### 元素克制关系不允许自克制 / Self-restraint no longer allowed in config 元素克制关系里此前可以填「赤焰->赤焰」这类自克制条目,导致伤害倍率异常。 现在会在保存时拒绝。 Entries like "fire->fire" in the restraint table used to be accepted and produced abnormal damage multipliers. They are now rejected on save. ### 配置注释与实际默认值对齐 / Config comments match actual defaults 修正了多处配置注释中标错的默认值,并清理了若干从未被读取、写了也没用的配置项。 Several config comments listed the wrong default value; these are corrected, and a number of never-read config options that did nothing have been removed. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与各反应配置的每个配置项前都插入独立空行, 与配置规范及其他各段保持一致,生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. ### 界面提示统一为「XX反制」/ Counter wording unified 自然与雷霆反制的成功提示与失败提示此前叫法不一致,现已统一为「自然反制」「雷霆反制」。 The success and failure messages for Nature and Thunder counters used different wording; they are now consistently 「自然反制」and 「雷霆反制」. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**。debug 只影响你自己, 收到的日志也只与你的战斗相关,不会泄露其他玩家的信息。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:需要管理员权限。 此前普通玩家可以调用写配置的命令,现已修正。 - The `/elemental` root command and `/elemental debug` are available to **all players**. Debug only affects you, and the messages you receive relate to your own combat — no one else's information leaks. - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` require operator permission. Ordinary players could previously run these write commands; that is now fixed. ### 命令输出错位修复 / Command output misalignment fixed `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. ### 强制属性命令补回输入校验 / Forced attribute commands validate input again 用 `/elemental entity` 或 `/elemental item` 写入非法强化点数时,此前会提示成功并写入一条 实际不生效甚至让配置解析报错的记录。现在会明确报错并拒绝写入,点数格式应为 非负整数或形如 `50-200` 的区间。 Writing an invalid enhancement point value used to report success and store a config line that either did nothing or broke later parsing. It now reports the error and refuses to write; the point format must be a non-negative integer or a range like `50-200`. ### 无 key 的自定义群系不再报错 / Unregistered biomes no longer error 群系偏向命令遇到数据包动态生成、没有注册表 key 的群系时,此前会直接抛异常导致命令刷屏报错、 补全失效。现在会给出明确提示并正常返回。 Biome bias commands used to throw on data-pack-generated biomes with no registry key, spamming errors and breaking tab completion. They now show a clear message and return normally. ### 界面提示不再显示原始键名 / No more raw translation keys in messages 部分命令在条件不满足时(如非玩家执行)会显示原始的翻译键名而不是正常提示,现已修正。 Some commands showed the raw translation key instead of a proper message when a condition wasn't met (e.g. non-player execution); this is now fixed. --- ## 🛠️ 修复 / Fixes ### 赤焰反制按施法者独立计算 / Fire Counter is now per-caster 赤焰反制、感电水域与雷暴此前按维度记录,同一维度只能存在一个实例——第二个玩家触发时会被静默丢弃, 雷暴还会覆盖上一场。现在改为按施法者记录,**同一维度可并存多场**,联机时不再互相顶掉。 赤焰反制, 感电水域 and 雷暴 were tracked per dimension, so only one could exist per dimension — a second player's trigger was silently dropped and a new 雷暴 overwrote the previous one. Tracking is now per-caster, so **multiple instances coexist** in one dimension. ### 赤焰反制不再造成永久减伤 / Fire Counter no longer causes permanent damage reduction 赤焰反制的免伤此前写成实体身上的一个标记,只有在特定条件下才会清除。生物一旦在反冲期间走出加载范围, 或玩家在 4 秒窗口内掉线、传送、进传送门,标记就会永远残留——**该实体后续所有伤害都被默认减免 90%**, 几乎无法击杀,且无法自愈。现在改为按「这个实体是否还有正在进行的反冲」判定, 无论卸载、换维度还是离线,反制一结束减伤就随之消失。 Fire Counter's immunity was stored as a marker on the entity and only cleared under specific conditions. If a mob left the loaded area during the counter, or a player disconnected, teleported or entered a portal during the 4-second window, the marker stuck — **all subsequent damage to that entity was reduced by the default 90%** with no way to recover. Immunity is now derived from whether a counter is actually running, so it ends correctly on unload, dimension change or disconnect. ### 赤焰反制不再让生物永久静止 / Fire Counter no longer leaves mobs permanently immobile 赤焰反制会把生物的移动速度基础值存进数据再置 0,但有三处恢复路径里有一处被条件挡住, 导致反冲因区块卸载中断后**生物带着速度 0 永久静止**。现在恢复逻辑已统一,并在登录/重生时兜底还原。 Fire Counter stores a mob's base movement speed, sets it to 0, then restores it through three paths — one of which was gated behind a condition that never held during a counter, so a counter interrupted by unloading left the mob **permanently frozen at speed 0**. Restoration is now unified and also runs as a backstop on login and respawn. ### 定身标志不再跨会话残留 / Immobilisation flag no longer survives a session 赤焰反制的定身标志是纯客户端状态,只靠服务端补发解锁包复位。玩家断线后若连到没装本模组的服务器, **前进/左/后/右/跳跃会被永久屏蔽**。现在断线时直接复位,切换维度与登录时也会复位。 The Fire Counter immobilisation flag lived purely on the client and relied on the server sending an unlock packet. If a player disconnected and then joined a server without the mod, **forward/left/back/right/jump stayed blocked permanently**. It is now reset on disconnect, on dimension change and on login. ### 霜冻减慢与霜冻效果不再互相顶替 / Temporary Frostbite slowness no longer clashes with the effect 临时霜冻减速与霜冻效果自带的减速此前使用同一套标识,两条路径互相顶替:效果结束会把临时减速一并删掉, 临时清理也会删掉效果自身的减速。现已改为各自独立,两者互不干扰。 Temporary frostbite slowness and 霜冻's own slowness used the same identifiers, so the two paths clobbered each other in both directions. They now use separate identifiers and no longer interfere. ### 霜冻与冻结不再让生物永久失去 AI / Frostbite and Freeze no longer leave mobs permanently AI-less 逃跑、冻结、麻痹三者的 AI 开关状态此前相互覆盖,最坏情况是**逃跑过的怪被永久定住不动**。 状态守卫已补齐:逃跑期间不由效果恢复 AI、冻结麻痹期间不动 AI、本就无 AI 的怪(刷怪笼、 指令生成)不再被强行开启。冻结与麻痹现在各自独立记录原始状态,不再互相覆盖。 The AI state of fleeing, freezing and paralysis could overwrite each other; worst case a creature that had fled stayed permanently unable to move. Guards were added: effects no longer restore AI during a flee, 冻结 and 麻痹 no longer touch AI, and creatures that were already AI-less (spawners, command-summoned) are no longer force-enabled. 冻结 and 麻痹 now record their original state separately instead of overwriting each other. ### 冰暴覆盖时释放旧标记 / Overlapping frost bursts release old markers 同一玩家在旧冰暴未结束时再次触发,旧爆发标记的实体再也不会被解冻,**静电破冰**与蒸汽云的冻结清理 被永久跳过。现在覆盖时会释放上一轮的全部标记。 When the same player triggered a new 冰暴 before the previous one ended, entities marked by the old burst were never released, so 静电破冰 and steam cloud freeze cleanup was permanently skipped. Markers from the previous round are now released on overlap. ### 风暴麻痹标记不再永久残留 / Paralysis markers no longer linger forever 雷暴的麻痹标记此前只在风暴结束的结算范围内清除,带标记离开范围的实体永远不会被清理, **再次进入任意风暴就会被无限麻痹**。现在风暴结束时会把范围内所有带标记的实体一并解除。 Paralysis markers were only cleared inside the storm's final area, so entities that left the range kept their marker forever and **were paralysed indefinitely by any later storm**. All marked entities are now cleared when the storm ends. ### 关闭冻结不再反而冻住玩家 / Disabling Freeze no longer freezes the player 把冻结层数上限设为 0 意为关闭冻结反应,但有一条路径没有对应守卫,会给玩家施加一个强度为负的 **冻结**效果——而冻结完全不看强度,导致玩家反而被永久定住。现已在设为 0 时直接跳过。 Setting the 冻结 stack cap to 0 is meant to disable the freeze reaction, but one path had no such guard and applied a 冻结 with negative strength — and 冻结 ignores strength entirely, leaving the player permanently locked. The effect is now skipped entirely at 0. ### 冻结与麻痹的溺水计时不再翻倍 / Freeze and Paralysis drowning timers no longer double 冻结与麻痹此前共用一个溺水计时键,两者同时生效时每刻各加一次,**溺水伤害频率翻倍** (配置里没有任何东西能表达这个行为)。现在两者各用各的计时,互不干扰。 冻结 and 麻痹 shared one drowning timer key, so with both active the counter rose twice per tick and **drowning damage triggered at double the intended rate** — a behaviour no config could express. They now use separate timers. ### 冻结时界面仍可正常点击 / GUI clicks still work while frozen 被冻结或麻痹时,玩家的鼠标点击此前会被无条件拦截,导致**暂停菜单、背包、聊天按钮、死亡界面全部点不动**, ESC 能打开菜单却点不了「保存并退出」。现在只在游戏世界内拦截,界面打开时一律放行。 While frozen or paralysed, mouse clicks were blocked unconditionally, so the **pause menu, inventory, chat button and death screen all became unclickable** — you could open the menu with ESC but not click "Save and Quit". Clicks are now only blocked inside the game world; any open GUI passes through. ### 潮湿等级上限为 0 时不再死锁 / No deadlock when wetness max level is 0 潮湿等级上限设为 0 时,属性生物会永久卡在等待状态**再也不投掷瓶子**。现在会直接跳过。 With the wetness level cap set to 0, elemental mobs waited forever and **never threw a bottle**. They now skip the wait entirely. ### 投掷命中误判修复 / Bottle hit-miss misjudgment fix 投掷命中判定此前读取生物的当前目标,若目标中途换了目标就会误判。现在按投掷时的目标本身记录。 Bottle hit detection used the mob's current target, so changing targets mid-throw caused misjudgement. The target is now recorded at throw time. ### 元素克制配置写错不再导致服务器崩溃 / Invalid element restraint config no longer crashes the server 元素克制关系里写错属性名时会产生空值并抛异常,异常一路上抛导致服务器崩溃。 现在会跳过该条并记一次警告。 An invalid element name in the restraint table produced a null and threw, and the exception propagated all the way up and crashed the server. The entry is now skipped with a one-time warning. ### 毒火爆燃不再作用在已死亡实体上 / Toxic blast no longer affects already-dead entities 毒火爆燃的连锁引爆是延迟执行的,此前不检查目标是否还活着,**可能对已卸载或已死亡的实体继续结算**。 现在范围遍历与连锁调度都会复核存活状态。 Toxic blast's chain detonation is delayed and used to skip the alive check, so it could apply to unloaded or already-dead entities. Both the area sweep and the chain scheduling now re-verify. ### 雷击闪电实体数量收敛 / Lightning bolt count capped 雷暴范围内每个目标原本都会生成一道真实闪电实体,密集刷怪时**单场雷暴每秒可产生上千个实体**。 现每击最多生成 4 道,超出的目标照常结算伤害但不再生成闪电,伤害本身不受影响。 Every target in a 雷暴's radius used to spawn a real lightning entity, which in dense spawns could produce **over a thousand entities per second per storm**. Each strike now spawns at most 4 bolts; extra targets still take damage, just without a bolt entity. ### 雷电充能云伤害不再对部分地区完全失效 / Static cloud damage no longer fails entirely in some regions 雷电充能云把结算伤害格式化成文本再读回来,在以逗号作小数分隔符的地区(德语、法语、俄语等系统语言) 会解析失败,**这些地区的玩家彻底吃不到结算伤害,且没有任何报错**。现已改为与地区无关的格式。 The static cloud formatted its settlement damage to text and read it back; on systems using a comma decimal separator (German, French, Russian, …) parsing failed, so **affected players took no settlement damage at all, silently**. The format is now locale-independent. ### 免疫黑名单真正生效 / Immunity blacklists now respected 配置为免疫的元素此前在部分施加路径上完全没被判定,与配置语义相反。现已补齐免疫判定。 Elements listed as immune were not checked on some application paths, the opposite of what the config says. Immunity checks are now applied consistently. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云每 20 tick 结算一次伤害时已经算过一次火焰保护+保护减免,伤害事件里又算一遍等于 **双倍减伤**——四件火焰保护 IV 加保护 IV 本应减伤 75%,实际只剩 6.25% 伤害, 且调试日志报的值与实际落地伤害对不上。现已移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 already applied fire-protection + protection reduction when settling damage, and the damage event applied it a second time — **double reduction**. With four Fire Protection IV and Protection IV pieces, 75% reduction should have left 6.25% damage taken, and the debug log reported a value that didn't match the real damage. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 26.3 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退与位移同步,行为与其他版本一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scald / lava magic / spores / static shock / frostbite / thermal shock / toxic blast) now have knockback and motion sync disabled — **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### 死亡消息不再显示原始键名 / Death messages no longer show raw keys 被霜冻或热休克致死时,死亡界面此前显示的是原始翻译键名。现在中英文都已补齐。 The death screen used to show the raw translation key when you died to frostbite or thermal shock. Both languages are now complete. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观不显示修复 / Frostbite and frozen visuals not showing 26.3 上被霜冻的生物看不到积雪与冰壳效果。原因是这一版本的游戏在客户端读不到生物的状态效果列表, 即便 HUD 有霜冻图标、Jade 也能正常显示有几层霜冻。现已改用不依赖该读取方式的方案, 霜冻雪块与冻结冰块均恢复正常显示,且两种效果不再同时误显示在同一个生物身上。 On 26.3 creatures with 霜冻 showed no snow or ice shell, because this version's client cannot read the entity's status-effect list — even while the HUD shows the frostbite icon and Jade reports the correct number of stacks. The mod now uses an approach that doesn't rely on that read, so 霜冻 snow and 冻结 ice both display correctly and the two effects no longer appear on the same creature by mistake. ### 三叉戟元素判定修复 / Trident element detection fix 26.3 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败,导致三叉戟武器元素判定退化为空、 等同于没附魔。现已改用新的公开接口。 26.3 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident element detection degraded to empty — behaving as if unenchanted. The mod now uses the new public accessor. ### 粒子与结算伤害的异常数值修复 / Invalid particle and periodic damage values fixed 距离过近时粒子数量会被算成 0,源与目标同坐标时插值点数为 0 会产生无效坐标, 表现为**特效异常或崩溃**;部分结算路径在计时器为 0 时也会算出 0 伤害,表现为"打了没反应"。 已统一补上下界,默认配置不受影响。 When the distance was too small the particle count could compute to 0, and a zero interpolation count at identical coordinates produced invalid coordinates, causing broken effects or a crash; some damage paths computed 0 when the timer was 0, appearing as "hits that do nothing". Lower bounds are now enforced consistently; default configs are unaffected. ### 粒子数量上限化,配置拉满也不失控 / Particle counts capped so extreme configs stay safe 元素视觉、雷暴、静电光环、霜冻光环的粒子数此前都按配置值线性增长且没有上限。 把相关配置拉到极端时,**单个弹射物每 tick 可发出上百个粒子包,雷暴每 tick 上万个**, 全部落在客户端渲染线程上导致帧率骤降。现在各组均补上硬上限,取值都高于默认配置能达到的最大值, 所以默认表现完全不变。 Particle counts for elemental visuals, 雷暴, 静电光环 and 霜冻光环 all scaled with config values and had no ceiling. With extreme settings **a single projectile could emit over a hundred particle packets per tick and a 雷暴 tens of thousands**, all on the client render thread. Hard caps are now applied, all set above what the default configs can reach, so default appearance is unchanged. ### 感电水域的边界特效不再拖垮服务器 / Electrified-water edge particles no longer stall the server 感电水域生效时会在以源点为中心的立方体里逐格扫描,只为画水面火花。作用范围上限配得极大时, 需要遍历的格子数是半径的三次方量级,**会直接把服务器卡死**。现在这段纯表现用的扫描加了半径上限, 实际伤害与麻痹判定范围不变。默认配置完全不受影响。 Electrified water scanned every block in a cube around the source just to draw surface sparks. With a very large configured range the cell count scales with the cube of the radius and **could lock the server up**. This purely cosmetic scan now has a radius cap; the actual damage and paralysis range is unchanged. The default configuration is unaffected. ### 除零与异常数值不再污染计算 / Division by zero no longer corrupts values 属性强化换算、元素书掉落等级、附魔减伤、概率分段、战斗伤害计算的分母此前没有下界保护, 配置为 0 时会得出异常数值,表现为**0 伤害、反向回血、附魔全免或精英区间概率恒为 0**, 元素书掉落时甚至会直接崩服。分母统一加下界,概率与减伤率均钳制到合法区间。 Several divisors had no lower bound, so a value of 0 produced invalid results: **zero damage, healing on hit, full enchantment immunity, or an elite tier with a permanently 0% chance** — and dropping an elemental book could crash the server outright. Divisors are now floored and probabilities/reduction rates clamped to legal ranges. ### 赤焰反制减伤率不再造成回血 / Fire Counter reduction no longer causes healing 赤焰反制的减伤率配到 1 以上时新伤害会变成负值,**攻击处于反制中的目标会回血**。现已钳制到合理上限。 A fire counter reduction above 1 produced negative damage, so **hitting a countered target healed it**. The rate is now clamped to a sane maximum. ### 逃离与冻结麻痹不再互相解除 / Fleeing no longer cancels Freeze or Paralysis 生物逃跑结束时此前会无条件恢复 AI,导致同时被冻结或麻痹定身的生物**借逃跑挣脱了定身**。 现在检测到冻结或麻痹时保持定身。 Ending a flee unconditionally restored AI, letting a creature that was also frozen or paralysed **break free through the flee**. Fleeing now respects the immobilisation. ### 蒸汽致盲不再随重连残留 / Steam blinding no longer survives reconnect 蒸汽致盲时长极长,此前重连时只清理标记不清理效果,**玩家重连后若不在蒸汽云内仍会持续致盲**。 现在清理标记时同步移除致盲效果。 Steam blinding lasts an extremely long time, and reconnect cleanup only removed the marker, not the effect — so **players stayed blinded after reconnect even away from the steam cloud**. Both are now cleared together. ### 跨会话与退出时的状态清理 / State cleanup across sessions and server stop 多种临时状态(反制冷却、雷暴暴露计数、麻痹标记、待发数据包等)此前在生物卸载、玩家登出、 换维度或服务器停止时不会被清理,长会话下持续累积——其中**雷暴暴露计数跨会话保留会让玩家重登后 立刻吃满潮湿**。现在服务器停止时会重置全部反应状态,登录与重生时也会清理各类残留。 Various temporary states (counter cooldowns, 雷暴 exposure counters, paralysis markers, pending packets) were never cleaned up on unload, logout, dimension change or server stop, accumulating over long sessions — notably, **a carried-over 雷暴 exposure counter would instantly max out your Wetness on relog**. All reaction state is now reset when the server stops, and leftovers are cleared on login and respawn. ### 后台任务异常不再中断其他功能 / Background task exceptions no longer break other features 后台任务抛出的异常此前会中断同一刻的其他监听器,导致**无关功能偶发失效**。现在单个任务失败只记录日志。 Exceptions from background tasks previously interrupted other listeners in the same tick, making unrelated features fail intermittently. A single failing task now only logs. ### 调试日志不再泄露他人战斗信息 / Debug logging no longer leaks other players' combat 服务器上只要有一名玩家开启调试,**全服每一次元素命中都会在控制台留下记录**, 与该玩家毫无关系的内容也会被算出来。现在只在确有相关玩家时才会记录, 并按「本人 / 该怪当前目标 / 最近攻击者」过滤接收者。 Whenever a single player enabled debug mode, **every elemental hit anywhere on the server was written to the console**, including content unrelated to them. Logging now happens only when a relevant player is watching, and recipients are filtered to the executor / the creature's current target / its recent attacker. ### 界面与背包在冻结时可用 / Menus remain usable while frozen 被冻结时鼠标滚轮会连带取消容器与聊天界面的操作,现已改为界面打开时不拦截。 While frozen, the scroll wheel also blocked container and chat screens. Scrolling is no longer intercepted when a GUI is open. ### 元素随机选择不再依赖内部顺序 / Element selection no longer depends on internal order 新增元素或调整内部顺序不再导致随机分配出错或崩溃,分布仍然均匀。 Adding a new element or reordering the internal list can no longer cause mis-assignment or a crash; the distribution stays uniform. ### 配置强制属性不再每轮抖动 / Forced attribute values stop fluctuating 强制护甲的「属性强化 + 属性抗性」点数此前每次检查都会重新随机,导致同一件护甲的等级不断变化; 且点数曾被向下截断到 10 的倍数,**写 15-30 可能只给 2 级而不是 3 级**。 现在一次生成后固定不变,点数也按配置区间如实取值。 Forced armor's enhancement/resistance points were re-rolled on every check, so the same piece kept changing levels, and points were truncated down to a multiple of 10 — **a range of 15-30 could yield level 2 instead of 3**. Values are now rolled once and used as configured. ### 首次加载时配置立即生效 / Config takes effect on first load 首次加载时强制物品与群系偏向配置要等下一轮才生效,现在启动即生效。 Forced item and biome bias configuration now takes effect immediately on startup instead of one cycle later. ### 硬性除法与玩家输入的健壮性 / Robust division and player input handling 配置里把换算除数设为 0、概率之和超过 1、强化点数写成非数字等情况此前会产出异常结果甚至让命令崩溃。 现在都有兜底或明确报错。 Setting a divisor to 0, having probabilities sum above 1, or entering a non-numeric point value used to produce invalid results or even crash the command. All are now floored, clamped, or rejected with a clear error. ### 配置保存失败不再让命令崩溃 / Config save failure no longer crashes commands 写配置时若磁盘不可写,命令此前会直接抛异常。现在会给出明确的失败提示并安全返回。 If the disk wasn't writable, write commands used to throw. They now show a clear failure message and return safely. ### 附魔与概率计算跨地区一致 / Enchantment and probability maths are locale-independent 非英语系统语言下,数字格式化会使用本地小数点(逗号),导致配置与调试输出出现异常值、 部分结算直接失效。现已统一使用与地区无关的格式。 On non-English system locales, number formatting used a local decimal separator (comma), producing invalid values in configs and debug output and making some settlements fail outright. Formatting is now locale-independent.
release

Elemental : Reactions 3.1.0

3.1.0
2 окт. 2026 г.40Minecraft: 26.2neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。**喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与 ISS 联动配置 的每个配置项前都插入独立空行,与配置规范及其他各段保持一致, 生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry in the main config and the ISS integration config gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限(LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 1.21.1 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退,其中 5 个(高温蒸汽烫伤 / 熔岩魔法 / 静电 / 霜冻 / 热休克) 额外关闭位移同步,行为与 1.20.1 一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the 1.21.1 damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scalding / lava magic / spores / static shock / frostbite / frostbite thermal shock / toxic blast) now have knockback disabled, and five of them additionally have motion sync disabled, matching 1.20.1 behaviour: **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观客户端不渲染修复 / Frostbite & frozen visuals not rendering on client 1.21.1 起游戏内部查询状态效果的方式变了,旧写法在客户端上**必然查不到任何效果**—— 霜冻雪花层、冻结冰块层、屏幕覆盖、输入封锁全部失效。现已适配新的查询方式,全部恢复正常。 Since 1.21.1 the game's internal status-effect lookup changed, and the old approach **could never find any effect on the client** — the 霜冻 snow layer, 冻结 ice layer, screen overlay and input blocker all failed. The mod is now adapted to the new lookup and everything works again. ### 三叉戟元素判定修复 / Trident element detection fix NeoForge 1.21.1 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败, 导致三叉戟武器元素判定退化为空。现改用新的公开接口。 NeoForge 1.21.1 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident weapon element detection degraded to empty. The mod now uses the new public accessor. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云 tick 结算伤害时已按配置算过一次火焰保护+保护减免,伤害事件里又算一遍等于**双倍减伤**。 现已整体移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 tick already applied fire-protection + protection reduction, and the damage event applied it a second time — resulting in **double reduction**. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示;同时固定数字格式的区域设置,防止在特殊区域下把 `100.0` 写成 `100,0` 导致解析失败。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. Number formatting is also pinned to a fixed locale so special locales can't write `100,0` instead of `100.0` and break parsing.
release

Elemental : Reactions 2.1.0

2.1.0
2 окт. 2026 г.112Minecraft: 1.21.1neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 适配 Patchouli 手册 / Patchouli guidebook added 新增游戏内 Patchouli 指南手册(中英双语)。 Adds an in-game Patchouli guidebook (English & Chinese). ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。**喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与 ISS 联动配置 的每个配置项前都插入独立空行,与配置规范及其他各段保持一致, 生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry in the main config and the ISS integration config gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限(LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 1.21.1 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退,其中 5 个(高温蒸汽烫伤 / 熔岩魔法 / 静电 / 霜冻 / 热休克) 额外关闭位移同步,行为与 1.20.1 一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the 1.21.1 damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scalding / lava magic / spores / static shock / frostbite / frostbite thermal shock / toxic blast) now have knockback disabled, and five of them additionally have motion sync disabled, matching 1.20.1 behaviour: **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观客户端不渲染修复 / Frostbite & frozen visuals not rendering on client 1.21.1 起游戏内部查询状态效果的方式变了,旧写法在客户端上**必然查不到任何效果**—— 霜冻雪花层、冻结冰块层、屏幕覆盖、输入封锁全部失效。现已适配新的查询方式,全部恢复正常。 Since 1.21.1 the game's internal status-effect lookup changed, and the old approach **could never find any effect on the client** — the 霜冻 snow layer, 冻结 ice layer, screen overlay and input blocker all failed. The mod is now adapted to the new lookup and everything works again. ### 三叉戟元素判定修复 / Trident element detection fix NeoForge 1.21.1 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败, 导致三叉戟武器元素判定退化为空。现改用新的公开接口。 NeoForge 1.21.1 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident weapon element detection degraded to empty. The mod now uses the new public accessor. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云 tick 结算伤害时已按配置算过一次火焰保护+保护减免,伤害事件里又算一遍等于**双倍减伤**。 现已整体移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 tick already applied fire-protection + protection reduction, and the damage event applied it a second time — resulting in **double reduction**. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示;同时固定数字格式的区域设置,防止在特殊区域下把 `100.0` 写成 `100,0` 导致解析失败。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. Number formatting is also pinned to a fixed locale so special locales can't write `100,0` instead of `100.0` and break parsing.
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Elemental : Reactions 1.8.0

1.8.0
2 окт. 2026 г.172Minecraft: 1.20.1forge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 适配 Patchouli 手册 / Patchouli guidebook added 新增游戏内 Patchouli 指南手册(中英双语)。 Adds an in-game Patchouli guidebook (English & Chinese). ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 配置目录改名 / Config directory renamed 配置目录从 `config/ElementalCraft/` 改名为 **`config/Elemental_Reactions/`**, 其中的 `elementalcraft-*.toml` 同时改名为 `elemental-*.toml`。**启动时自动迁移,旧配置不会丢失**; 若新旧文件同名同时存在,旧文件会被删除并以新文件为准。 Patchouli 手册内的配置文件路径说明已同步更新。 The config directory has been renamed from `config/ElementalCraft/` to **`config/Elemental_Reactions/`**, with `elementalcraft-*.toml` files renamed to `elemental-*.toml`. Migration runs **automatically at startup**, so existing settings carry over. If both an old and a new file exist, the old one is deleted in favour of the new one. The Patchouli guidebook's config path pages were updated to match. ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。同时允许**喷溅型平凡药水**与**喷溅型浓稠药水**也能触发潮湿。 Now only **splash water bottles** can trigger Wetness (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger Wetness. ### 雷暴/带电更稳定 / More stable Thunder & electrified water 雷暴与水体带电的追踪改为按实体记录,多人不再互相覆盖或阻塞;实体离开或服务器停止时自动清理。 Thunder & electrified-water tracking is now per-entity, so multiple players no longer overwrite or block each other. Effects are cleaned up when the entity leaves or the server stops. ### 霜冻周期伤害节奏调整 / Frostbite DoT timing rework 霜冻周期伤害改为按实际效果时长计时,每次伤害至少间隔 20 刻,不再被无敌帧吞掉。 Frostbite DoT now follows the actual effect duration and has a 20-tick floor between hits, so it can no longer be swallowed by invulnerability frames. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限 (LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 赤焰反击定身软锁修复 / Fire Counter soft-lock fix 跨维度、实体卸载后不再永久卡住,伤害减免标记不再残留。 Fixed Fire Counter immobilization soft-lock across dimensions and after entity unload. ### 蒸汽致盲永久失明修复 / Permanent blindness fix 重登后不再永久失明。 Fixed permanent blindness after re-login caused by steam. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 之前同一跳蒸汽伤害会被附魔减免两次,现在每次蒸汽伤害只正常减免一次(附魔对每一跳蒸汽伤害都持续生效)。 Previously a single steam damage tick could be reduced twice by enchantments; now each steam hit is reduced exactly once (enchantment reduction still applies to every steam tick). ### 雷法术附魔永久丢失修复 / Lost enchantment fix after thunder spells 雷法术命中后,怪物武器附魔被剥离却无法还原的问题已修复。 Fixed ISS caster mobs permanently losing weapon enchantments after being hit by thunder spells. ### 冻结/麻痹叠加 AI 卡死修复 / Frozen-paralysed AI lock fix 冻结与麻痹叠加时生物 AI 恢复错乱、卡住不动的问题已修复。 Fixed mobs staying frozen/permanently no-AI when Freeze and Paralysis overlapped. ### 雷暴麻痹标记残留修复 / Lingering paralysis marker fix 离开风暴范围后麻痹标记不再残留。 Fixed paralysis marker lingering after leaving a thunderstorm. ### 毒爆链式传染稳定性修复 / Toxic blast chain stability fix 增加存活与区块加载校验。 Fixed spore-blast chain infection stability (alive & chunk-load checks). ### 投掷水瓶死锁修复 / Water bottle throw deadlock fix `wetnessMaxLevel<=0` 配置下不再死锁。 Fixed a deadlock when throwing water bottles with max wetness set to 0. ### 投掷命中误判修复 / Bottle hit-miss misjudgment fix 现在按目标 UUID 记录,不会因为怪物更换目标而误判。 Fixed bottle hit/miss misjudgment by tracking the target UUID. ### 火焰反制减伤上限修复 / Fire Counter reduction cap fix 现在 clamped 到 99%,避免完全无敌。 Fixed Fire Counter reduction now capped at 99%. ### 寒冷生物群系冻结负面等级修复 / Cold-biome freeze amplifier fix 不再出现 amplifier=-1。 Fixed negative freeze amplifier in cold biomes. ### 静电/临时静电抖动修复 / Static flicker fix 伤害路径覆盖导致的抖动问题已修复。 Fixed temporary static flicker caused by overlapping tracking paths. ### `chance_80_100` 配置项生效修复 / chance_80_100 config now works `chance_80_100` 配置项现在真正生效(默认分布保持不变)。 The `chance_80_100` config option now actually takes effect (default distribution unchanged). ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome add` 与 `/elemental blacklist` 命令输出不再错位。 Fixed placeholder misalignment in biome & blacklist command messages (Chinese).
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Elemental : Reactions 4.0.0

4.0.0
19 сент. 2026 г.46Minecraft: 26.3neoforge
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ElementalCraft: Reactions 3.0.0

3.0.0
6 сент. 2026 г.47Minecraft: 26.2neoforge
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**First release for NeoForge 26.2. This build may contain many issues — if you run into any problems, please submit an issue on GitHub.** **第一个 26.2 NeoForge 版本,可能存在大量问题,如遇问题请在GitHub中提交 issue。**
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Elemental : Reactions 2.0.0

2.0.0
5 сент. 2026 г.76Minecraft: 1.21.1neoforge
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**This is the first Neoforge version for 1.21.1, containing all content from the 1.20.1 version. There may be issues—if you encounter any, please submit an issue on GitHub.** **这是第一个1.21.1 Neoforge版本,包含完整1.20.1版本内容,可能存在问题,如果你遇到问题请在github提交issue**
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ElementalCraft: Reactions 1.7.6

1.7.6
5 сент. 2026 г.107Minecraft: 1.20.1forge
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### Changed - Water-bottle-throwing mobs (attribute mobs and ISS caster mobs) now check whether the target can currently gain the Wetness effect before throwing. They stop throwing while the target is Scorched, Wetness-immune (Nether dimension / water animals / blacklist), afflicted by Paralysis or Freeze, or at maximum Flammable Spores stacks, and resume once the target can gain Wetness again. - 投掷水瓶的属性生物与ISS施法生物现在会在投掷前检测目标当前能否获得潮湿效果:目标处于灼烧、潮湿免疫(下界维度/水生生物/黑名单)、麻痹或冻结状态,或易燃孢子满层时停止投掷,待目标能再次获得潮湿时恢复投掷。 - The Fire Counter, Frost Counter, Thunder Counter and Nature Counter now check whether the health drop was actually caused by an entity attack, avoiding meaningless counters triggered by self-inflicted damage such as falls, burning, starvation, poison ticks or the mod's own damage-over-time effects. - 赤焰反制、冰霜反制、雷霆反制与自然反制现在会检测血量下降是否由实体攻击导致,避免因自行受伤(摔落、灼烧、饥饿、中毒或本Mod自身的持续伤害等)触发无意义的反制。 - Attribute attack effects are now bound to the attacking item itself. Projectile attacks (tridents, thrown potions and other thrown items, arrows fired from a bow or crossbow) only carry the Fire/Frost/Nature/Thunder Aspect enchantment of the projectile itself or of the weapon that fired it, and melee only considers the main-hand item: holding an Aspect-enchanted weapon in one hand no longer applies its effects to a splash potion thrown from the other hand, and the melee slash visual no longer triggers when using or throwing an offhand item — it now only triggers on actual main-hand attack swings. - 属性攻击特效现在只认实际进行攻击的物品。投射物攻击(三叉戟、投掷的药水等投掷物、弓弩射出的箭)只携带投射物自身或发射它的弓弩上的赤焰/冰霜/自然/雷霆属性附魔,近战也只认主手物品:另一只手持有属性附魔武器时,投掷喷溅药水不再触发任何属性特效;副手使用或投掷物品时也不会再误触发近战挥砍特效,该特效现在仅在真正的主手攻击挥动时触发。 ### Note - This is likely the last version for 1.20.1 Forge; the next version may be the official release for 1.21.1 NeoForge. - 这可能是1.20.1 Forge的最后一个版本,下一个版本可能是1.21.1 NeoForge正式版。
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ElementalCraft: Reactions 1.7.5

1.7.5
3 сент. 2026 г.40Minecraft: 1.20.1forge
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### Changed - Flammable Spore equipment corrosion now damages durability as a percentage of each item's max durability (configurable, default 1% per second) instead of a fixed amount. - 易燃孢子的装备耐久腐蚀由固定点数改为按装备最大耐久的百分比计算(可配置,默认每秒 1%)。 - Debug mode now only shows messages related to you: your own reactions, or those of mobs currently fighting you. Events between other creatures are no longer displayed. - Debug 模式现在只显示与自身相关的信息:你自己的反应,或正在与你战斗的生物的反应;其它生物之间的事件不再显示。
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ElementalCraft: Reactions 1.7.4

1.7.4
1 сент. 2026 г.40Minecraft: 1.20.1forge
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### Added - Added a config option for the Fire Counter damage reduction ratio (default 90%), adjustable from no reduction to full immunity. - 新增赤焰反制伤害减免比例的配置项(默认 90%),可在不减免到完全免疫之间自由调整。 ### Changed - Flammable Spore contagion is no longer limited to a single spread: a source entity now spreads spores repeatedly while its spore effect lasts. Each entity can only be infected once per spore effect. - 易燃孢子传染不再限定为一次:携带孢子的实体在效果持续期间可持续传染;每个实体在持有孢子效果期间只会被传染一次。 ### Fixed - Fixed Thunder caster mobs' inconsistent bottle hit/miss detection by unifying them with the shared throw logic used by other elements. - 修复雷霆施法生物投掷药水瓶命中/未命中判定与其他元素不一致的问题,统一使用共享投掷判定逻辑。
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ElementalCraft: Reactions 1.7.3

1.7.3
28 авг. 2026 г.92Minecraft: 1.20.1forge
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### Added - Fire attribute mobs now throw Splash Poison Potions instead of water bottles. 赤焰属性生物改为投掷喷溅剧毒药水而非水瓶。 - Added a configurable cooldown for caster mob bottle throwing. 新增施法生物投掷药水瓶冷却时间的配置项。 ### Changed - Reworked bottle throwing for attribute and caster mobs: fixed number of throws per round with a cooldown between rounds; throwing stops when the target's Wetness is full and resumes after the effect fades. 重做属性/施法生物的投掷药水行为:每轮固定次数投掷,轮次间有冷却;目标潮湿满层时停止投掷,潮湿消退后恢复。 - Fire Counter now reduces all types of damage, including elemental damage. 赤焰反制期间现在减免所有类型的伤害,包括属性伤害。
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ElementalCraft: Reactions 1.7.2

1.7.2
27 авг. 2026 г.23Minecraft: 1.20.1forge
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### Added - Elemental creatures now have a chance to obtain and throw potion bottles with no effect. 属性生物现在有概率获得并投掷无效果药水瓶。
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ElementalCraft: Reactions 1.7.1

1.7.1
3 авг. 2026 г.1,5 тыс.Minecraft: 1.20.1forge
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### Added - Vanilla potion bottles (Potion / Splash Potion / Lingering Potion) can now stack up to 64. 原版药水瓶(药水 / 喷溅药水 / 滞留药水)支持最大 64 堆叠。 - Added compatibility with the Cataclysm mod. 增加对灾厄(Cataclysm)模组的兼容。 ### Fixed - Fixed Trident and Creeper-related features not working properly in the game. 修复三叉戟与苦力怕相关特性在游戏中无法正常工作的问题。
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ElementalCraft: Reactions 1.7.0

1.7.0
22 июл. 2026 г.87Minecraft: 1.20.1forge
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## ElementalCraft: Reactions V1.7.0 Update Log ### I. NEW: Frost Element Reaction Chain **Frostbite Mechanic** * Frost attacks now apply Frostbite stacks to targets. Frostbite deals ice damage every 5 seconds and reduces movement speed and attack speed based on stack count. * Frostbite application respects entity immunity and blacklists — immune targets are completely unaffected. * Frostbite stack layers gradually increase with each frost attack, up to a configurable maximum. **Freeze System** * When a target with Frostbite is affected by Wetness, they become Frozen — completely immobilized, unable to move, attack, or use any AI. The ice shell increases elemental damage taken but blocks physical damage. * Fire attacks can melt the Frozen state, converting it directly to Wetness. Enhancement threshold determines whether the melt succeeds. * Static Shock can also break Freeze with a configurable chance and stack threshold. **Frost Counter & Ice Burst** * Entities damaged by Static Shock while having sufficient Frost Enhancement may trigger an expanding Frost Burst. The burst radius grows over time and damages all entities in range. * Frost Burst starts at base layers and accumulates additional layers over time (1 layer per 3 seconds, max 10). **Frostbite Aura** * Entities with high Frostbite stacks emit a damaging frost aura around themselves, affecting nearby creatures. ### II. Fire Attribute - Major Enhancements **Scorch System Expansion** * Scorch can no longer be applied to entities inside condensing steam clouds or frozen targets — more tactical interplay with other reactions. * Scorch duration now dynamically adjusts based on the target's elemental alignment (Nature extends duration, Frost shortens it). * The original attacker who applied Scorch is now tracked, enabling more precise damage attribution. * Added Temporary Scorch system: entities within a Scorch Aura range are considered Scorched only while inside the aura — the effect disappears instantly upon leaving. **Creeper Ignition** * Scorched Creepers are immediately ignited. If the Creeper is also Poisoned when ignited, it gains a power boost — its explosion radius doubles and the fuse time is greatly accelerated. * Poison-enhanced Creeper explosions deal additional poison area damage to all affected entities. **Scorch Interaction Updates** * Entities affected by both Scorch and Flammable Spores now trigger a Toxic Blast reaction each tick, consuming spores to deal area poison damage. * Scorch is now properly blocked if the target is in a condensing steam cloud or frozen — no more applying fire effects through interference. ### III. Thunder Attribute - Major Enhancements **Static Shock Expansion** * Static Shock can now be blocked if the target is already Paralyzed — paralyzed entities are immune to new static buildup. * Added stacking bonus chance: targets already carrying Static Shock have an increased chance to gain additional stacks. * Thunderstorm weather now provides a significant trigger chance bonus for Static Shock, but only if the target can see the sky. * Static Shock now properly checks for in-water state and triggers water electrification reactions. * When Static Shock is successfully applied, wetness conflicts on the target are now resolved immediately. **New: Water Electrification** * When Static Shock is applied to a target in water, an electrified zone is created around them. The zone expands over time and damages all entities within. * Water Electrification has a configurable range, duration, and settlement damage. It also applies Paralysis stacks to affected entities. * The electrification has a built-in cooldown per dimension to prevent repeated triggers. **New: Thunder Storm System** * Entities can trigger an expanding Thunder Storm centered on themselves. The storm cloud expands outward and periodically strikes entities within its radius with lightning. * Thunder Storm configurable parameters: max radius, expansion speed, strike interval, and dwell time. **Static Break Freeze** * Static Shock can now break Frozen targets, converting the freeze to Wetness with a configurable chance and static stack threshold. **Static Spore Blast** * Targets carrying both Static Shock and Flammable Spores may trigger an extra spore explosion each time static is applied or static damage is taken. Explosion probability scales with both static and spore stack counts. ### IV. Steam System - Major Expansion **New: Steam Cloud Condensation** * Low-heat steam clouds now act as condensation zones. Entities inside a condensing steam cloud gradually gain Wetness stacks over time. * The condensing effect pauses wetness decay entirely — entities can maintain wetness indefinitely while inside the cloud. **New: Steam Cloud Freezing** * Frost-enhanced attacks and projectiles can freeze steam clouds, creating Frosted Steam Clouds. These clouds have different properties and affect entities differently. **New: Steam Cloud Electrification** * Thunder-enhanced attacks and projectiles can electrify steam clouds, creating Static Steam Clouds that deal shock damage to entities inside. **New: Steam Scalding Tick Damage** * Entities inside steam clouds now take periodic scalding damage. The damage scales with cloud level and is mitigated by Fire Protection and regular Protection enchantments. * Scalding damage has a floor percentage for Frost and Nature targets, preventing over-mitigation by high enchantments. **Steam Blindness & Mob Behavior** * Entities inside non-high-heat steam clouds receive Blindness. The effect is removed instantly upon leaving the cloud. * Mobs inside steam clouds attempt to flee outward. High-heat clouds cause more aggressive fleeing with smarter pathfinding. **Spore Growth in Steam** * Entities carrying Flammable Spores inside low-heat condensation clouds have their spore stacks gradually grow over time (configurable rate). **Defense Calculation Enhancements** * Steam damage reduction from all sources (Fire Protection, Protection) now has a strict global cap, preventing complete immunity. * Enchantment-based reduction now uses a configurable denominator for more predictable mitigation. ### V. Wetness System - Interaction Expansion **Reaction Conflict Resolution** * Added proper resolution for concurrent wetness application from multiple sources. When Wetness is applied while a conflicting reaction is active, the system now correctly prioritizes and resolves the conflict. **New Interactions** * **Frostbite → Wetness Conversion**: When Frostbite and Scorch coexist, the frostbite can be converted to wetness and the scorch cleared. * **Wetness + Frostbite → Freeze**: Entities with both Wetness and high Frostbite stacks can spontaneously convert to Frozen state. * **Wetness + Static → Static Consumes Wetness**: When Static Shock is applied to a wet target, the static consumes wetness layers. **Steam Cloud Wetness** * Entities in condensing steam clouds gain wetness over time. The wetness persists as long as the entity remains in the cloud. **Exhaustion System Enhancement** * Exhaustion from wetness is now configurable per level, with separate base and scaling exhaustion values. ### VI. Spores & Nature - Environmental & Counter Systems **Environmental Spore Triggers** * Flammable Spores now react to environmental conditions: * **Nether**: Spore carriers in the Nether dimension are automatically Scorched. * **Lava nearby**: Spore carriers near lava sources (2-block radius) are automatically Scorched. * **Magma Block**: Standing on magma blocks without nearby water triggers Scorch. * **On Fire**: First time an entity catches fire while carrying spores, Scorch is applied. * These environmental triggers apply Scorch automatically without needing an attacker. **Paralysis + Spores Interaction** * Entities under both Paralysis and Flammable Spores effects automatically trigger a Static Spore Blast every few ticks. **Counter Recovery Auto-Removal** * Counter cooldowns (Fire Counter, Thunder Counter, Frost Counter) are now automatically removed when the entity's health recovers above a configurable threshold — no more stuck cooldowns after healing. **Nature Parasite Enhancements** * Targets already carrying Flammable Spores have an increased chance to receive additional spore stacks from Nature attacks (stacking bonus). * Nature Parasite now properly checks for frozen targets and blocks application if the target is frozen. **Iron's Spells Magic Damage Bypass** * Magic damage from Iron's Spells 'n Spellbooks (`*_magic` damage type) no longer triggers elemental reactions, preventing double-dipping when spell effects already carry element logic. ### VII. NEW: Iron's Spells 'n Spellbooks Integration * Added full integration with the Iron's Spells 'n Spellbooks (ISS) magic system: * Fire spells from ISS can now trigger Scorch and related fire reactions. * Frost spells from ISS can now trigger Frostbite and freeze reactions. * Nature spells from ISS can now trigger Flammable Spores and spore reactions. * Thunder spells from ISS can now trigger Static Shock and thunder reactions. * Poison Cloud spells from ISS interact with the Flammable Spores system. * ISS spell particles are now used in elemental reactions where applicable, ensuring visual consistency. ### VIII. Combat System Updates **Fire Counter Invulnerability** * Entities marked with Fire Counter invulnerability now take only 10% of incoming damage, providing meaningful protection during the counter window. **Ranged Weapon Handling** * Bows and crossbows no longer trigger elemental reactions on attack, preventing unintended interactions with ranged weaponry. **Spore Physical Damage Reduction Removed** * The physical damage reduction from Flammable Spores stacks has been completely removed. Spores now focus on their explosive and poison identity. **Frozen Melt Damage Multiplier** * Fire attacks against Frozen targets now deal increased damage (configurable multiplier) and can melt the freeze when Enhancement threshold is met. ### IX. NEW: Item & UI Features **Auto-Force Elemental Attributes** * Crafted or picked-up weapons and armor now automatically receive elemental attribute assignments based on the player's biome and equipment type. The system ensures that gear always has relevant elemental properties. **Elemental Tooltips** * Items now display their Enhancement and Resistance values in tooltips, with element-specific icons for easy identification. **Spell Book Drops** * Mobs can now drop elemental spell books. Drop chance is configurable per entity type. **Update Checker** * The mod now checks for updates on Modrinth and CurseForge on startup, notifying players when a new version is available. ### X. Backend & Data Improvements **NBT Data Migration** * Legacy NBT keys from older versions are automatically cleaned up and migrated to the new format, ensuring save data compatibility. **Player State Tracking** * Player join/leave events are tracked for improved state management across sessions. **Mob Attribute Logic Expansion** * Mob attribute generation now considers biome-based bias — creatures in different biomes receive different elemental affinity distributions. * Specific entity types can have forced element attributes via configuration. * Dimension-based defaults: Nether mobs favor Fire, End mobs favor Thunder. * Caster mobs (spellcasters) receive separate casting element attributes distinct from their melee attributes. * Mobs can now spawn with elemental armor equipment, providing both Enhancement and Resistance. ### XI. Debug Logging Overhaul * All elemental reactions now produce structured debug logs with clear success, failure (with reason), and breakdown information: * **Scorch**: Duration breakdown, element multipliers, damage calculation details. * **Static Shock**: Threshold failure reasons, chance breakdown, paralysis state info. * **Frostbite**: Stack application, freeze conversion, frost burst parameters. * **Steam**: Cloud generation parameters, scalding damage breakdown, level multipliers. * **Wetness**: State transition details, conflict resolution outcomes. * Reaction failures now include specific reasons (blacklisted, immune, already active, cooldown, threshold not met, frozen, in steam cloud, etc.). * Cooldown remaining time is displayed in both ticks and seconds. --- --- ## 属性锻造:元素反应 V1.7.0 更新日志 ### 一、全新冰霜元素反应链 **霜冻机制** * 冰霜攻击现在会对目标施加霜冻层数,每 5 秒造成冰冻伤害,并根据层数降低目标的移动速度和攻击速度。 * 霜冻施加会检查实体免疫和黑名单——免疫目标完全不受影响。 * 霜冻层数随冰霜攻击逐步叠加,可达到配置的上限值。 **冻结系统** * 带有霜冻的目标受到潮湿影响时,会进入**冻结**状态——完全无法移动、攻击或使用任何 AI。冰壳会增加元素伤害但格挡物理伤害。 * 赤焰攻击可以融化冻结状态,直接转化为潮湿。强化值达到阈值时才能成功融化。 * 静电也有概率破除冻结(可配置概率和静电层数阈值)。 **冰霜反制与冰暴** * 拥有足够冰霜强化的实体受到静电伤害时,可能触发向外扩展的**冰暴**。冰暴半径随时间增长,伤害范围内的所有实体。 * 冰暴初始具有基础层数,随时间累积额外层数(每 3 秒 +1 层,上限 10 层)。 **霜冻光环** * 霜冻层数高的实体在自身周围释放霜冻光环,影响附近生物。 ### 二、赤焰属性 - 重大增强 **灼烧系统扩展** * 处于冷凝蒸汽云中或被冰冻的实体不再能被施加灼烧——与其他反应形成更多战术互动。 * 灼烧持续时间现在根据目标的元素属性动态调整(自然属性延长、冰霜属性缩短)。 * 系统现在追踪施加灼烧的原始攻击者,实现更精确的伤害归属。 * 新增**临时灼烧系统**:处于灼烧光环范围内的实体被视为灼烧,离开光环范围后效果立即消失。 **苦力怕点火** * 被灼烧的苦力怕会立即点燃。如果苦力怕在点燃时同时处于中毒状态,将获得力量提升——爆炸半径翻倍,引信时间大幅缩短。 * 中毒增强的苦力怕爆炸对所有受影响的实体造成额外毒区域伤害。 **灼烧交互更新** * 同时处于灼烧和易燃孢子状态的实体每 tick 触发毒火爆燃反应,消耗孢子造成范围毒伤害。 * 目标在冷凝蒸汽云中或被冰冻时,灼烧施加被正确阻挡——不再穿过干扰施加火焰效果。 ### 三、雷霆属性 - 重大增强 **静电系统扩展** * 处于麻痹状态的目标不再能被施加静电层数——麻痹免疫静电累积。 * 新增叠层加成概率:已携带静电的目标获得额外层数的概率提高。 * 雷暴天气下静电触发概率显著提升,但目标必须能看见天空。 * 静电现在会正确检查目标是否在水中,并触发感电水域反应。 * 静电成功施加后,目标身上的潮湿冲突会被立即解决。 **全新感电水域系统** * 静电对水中的目标施放时,会在目标周围创建感电区域。区域随时间扩大并伤害范围内的所有实体。 * 感电水域具有可配置的范围、持续时间和结算伤害,同时对受影响实体施加麻痹层数。 * 感电水域存在维度级冷却,防止短时间内重复触发。 **全新雷暴系统** * 实体可以触发以自身为中心向外扩展的雷暴云。雷暴云向外扩散并周期性以闪电打击范围内的实体。 * 雷暴可配置:最大半径、扩散速度、打击间隔和停留时间。 **静电破冰** * 静电现在可以破除冻结状态,将冻结转化为潮湿,具有可配置的概率和静电层数阈值。 **静电孢子爆燃** * 同时携带静电和易燃孢子的目标,在每次叠加静电层数或受到静电伤害时,可能触发一次额外的孢子爆燃。概率随静电和孢子层数提升。 ### 四、蒸汽系统 - 重大扩展 **全新蒸汽云冷凝** * 低温蒸汽云现在作为冷凝区域。处于冷凝蒸汽云内的实体逐渐获得潮湿层数。 * 冷凝效果完全暂停潮湿衰减——只要在云内,潮湿层数不会自然减少。 **全新蒸汽云冻结** * 冰霜增强的攻击和弹射物可以冻结蒸汽云,创建**霜寒蒸汽云**,具有不同的属性。 **全新蒸汽云感电** * 雷霆增强的攻击和弹射物可以使蒸汽云感电化,创建**感电蒸汽云**,对内部实体造成电击伤害。 **全新蒸汽烫伤 Tick 伤害** * 蒸汽云内的实体现在受到周期性烫伤伤害。伤害随云等级缩放,受火焰保护和普通保护附魔减免。 * 烫伤伤害对冰霜和自然属性目标存在保底比例,防止高附魔导致过度减免。 **蒸汽致盲与生物行为** * 处于非高温蒸汽云内的实体获得失明效果,离开云后立即移除。 * 蒸汽云内的生物会向外逃跑。高温蒸汽云中的逃跑行为更积极,寻路更智能。 **蒸汽中孢子生长** * 处于低温冷凝云中的易燃孢子携带者,其孢子层数随时间逐渐增长(速率可配置)。 **防御计算增强** * 所有来源的蒸汽伤害减免(火焰保护、普通保护)现在严格受全局上限约束,防止完全免疫。 * 基于附魔的减伤现在使用可配置的分母,提供更可预测的减免效果。 ### 五、潮湿系统 - 交互扩展 **反应冲突解决** * 新增多个来源并发施加潮湿时的冲突解决机制。当在活跃反应存在期间施加潮湿时,系统正确优先处理并解决冲突。 **全新交互** * **霜冻→潮湿转换**:当霜冻和灼烧同时存在时,霜冻可转化为潮湿,灼烧被清除。 * **潮湿 + 霜冻 → 冻结**:同时拥有潮湿和高层数霜冻的实体可自动进入冻结状态。 * **潮湿 + 静电 → 静电消耗潮湿**:静电施加到潮湿目标时,静电层数消耗潮湿层数。 **蒸汽云潮湿** * 处于冷凝蒸汽云中的实体随时间获得潮湿层数,只要在云内就保持潮湿。 **饱食度消耗系统增强** * 每层潮湿的饱食度消耗现在可配置,具有独立的基础和缩放消耗值。 ### 六、孢子与自然 - 环境与反制系统 **环境孢子触发** * 易燃孢子现在对环境条件做出反应: * **下界**:下界中的孢子携带者自动被施加灼烧。 * **附近熔岩**:熔岩源附近(2 格半径)的孢子携带者自动被施加灼烧。 * **岩浆块**:站在岩浆块上且附近无水源时触发灼烧。 * **着火**:实体首次着火时,如果携带孢子则施加灼烧。 * 这些环境触发器自动施加灼烧,无需攻击者。 **麻痹 + 孢子交互** * 同时处于麻痹和易燃孢子效果下的实体每几个 tick 自动触发静电孢子爆燃。 **反制冷却自动移除** * 反制冷却(赤焰反制、雷霆反制、冰霜反制)在实体生命恢复至可配置阈值以上时自动移除——不再有愈合后冷却卡死的问题。 **自然寄生增强** * 已携带易燃孢子的目标受到自然攻击时,获得额外孢子层数的概率提高(叠层加成)。 * 自然寄生现在正确检查目标是否被冰冻,被冻结的目标不会被施加孢子。 **Iron's Spells 魔法伤害跳过** * 来自 Iron's Spells 'n Spellbooks 的魔法伤害(`*_magic` 类型)不再触发元素反应,防止法术效果已携带元素逻辑时重复触发。 ### 七、全新 Iron's Spells 'n Spellbooks 集成 * 新增与 Iron's Spells 'n Spellbooks(ISS)法术系统的完整集成: * ISS 的赤焰法术现在可触发灼烧及相关赤焰反应。 * ISS 的冰霜法术现在可触发霜冻及冻结反应。 * ISS 的自然法术现在可触发易燃孢子及孢子反应。 * ISS 的雷霆法术现在可触发静电及雷霆反应。 * ISS 的毒云法术与易燃孢子系统交互。 * 元素反应中尽可能使用 ISS 法术粒子,确保视觉效果一致。 ### 八、战斗系统更新 **赤焰反制无敌** * 带有赤焰反制无敌标记的实体仅承受 10% 的伤害输入,在反制窗口内提供有意义的保护。 **远程武器处理** * 弓和弩不再触发元素反应,防止与远程武器产生意外交互。 **孢子物理减伤移除** * 易燃孢子层数的物理伤害减免机制已完全移除。孢子现在专注于其爆炸和毒伤定位。 **融冰伤害倍率** * 赤焰攻击冰冻目标时造成额外伤害(可配置倍率),强化值达到阈值时可融化冻结。 ### 九、全新物品与 UI 功能 **自动强制元素属性** * 制作或拾取的武器和护甲现在根据玩家所处群系和装备类型自动获得元素属性分配。系统确保装备始终具有相关的元素属性。 **元素提示框** * 物品现在在提示框中显示其强化和抗性值,附带元素专属图标便于识别。 **法术书掉落** * 生物现在可以掉落元素法术书。每种实体类型的掉落概率可配置。 **更新检查器** * 模组现在启动时检查 Modrinth 和 CurseForge 上的更新,有新版本时通知玩家。 ### 十、后端与数据改进 **NBT 数据迁移** * 旧版本的遗留 NBT 键被自动清理并迁移到新格式,确保存档数据兼容性。 **玩家状态追踪** * 记录玩家加入/离开事件,改进跨会话的状态管理。 **生物属性逻辑扩展** * 生物属性生成现在考虑群系偏向——不同群系的生物获得不同的元素亲和分布。 * 特定实体类型可通过配置文件强制指定元素属性。 * 维度默认值:下界生物偏向赤焰,末地生物偏向雷霆。 * 施法生物(法术施放者)获得独立的施法元素属性,区别于近战属性。 * 生物现在可以携带元素护甲装备生成,同时提供强化和抗性。 ### 十一、调试日志全面升级 * 所有元素反应现在产生结构化调试日志,包含清晰的成功、失败(含原因)和详细分析信息: * **灼烧**:持续时间分析、元素倍率、伤害计算详情。 * **静电**:阈值失败原因、概率分析、麻痹状态信息。 * **霜冻**:层数施加、冻结转换、冰暴参数。 * **蒸汽**:云生成参数、烫伤伤害分析、等级倍率。 * **潮湿**:状态转换详情、冲突解决结果。 * 反应失败现在包含具体原因(黑名单、免疫、已激活、冷却中、阈值不足、被冻结、在蒸汽云中等等)。 * 冷却剩余时间同时以 tick 和秒显示。
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ElementalCraft: Reactions 1.6.0

1.6.0
1 мая 2026 г.341Minecraft: 1.20.1forge
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Что нового
## ElementalCraft: Reactions V1.6.0 Update Log ### I. Fire Attribute **Core Mechanic Iterations** * Scorch application cooldown is now calculated per attacker: The cooldown for applying Scorch is now bound to the attacker. Different attackers can independently apply Scorch to the same target without interfering with each other. * Attribute Trigger Logic Consistency Fix: Triggering the Self-Drying effect now requires both conditions to be met simultaneously: the weapon must have a Fire attribute attack, and the attacker must have Fire Enhancement equipped. * Dynamic Scorch Duration Based on Target Attribute: * Nature attribute targets: Scorch duration is extended by a multiplier set in the configuration file. * Frost attribute targets: Scorch duration is shortened by a multiplier set in the configuration file. * Instant Scorch Removal at High Fire Resistance: If the target's Fire Resistance points reach the threshold set in the configuration file, the Scorch state is completely removed the moment it is detected. * Removed Bonus Damage Against Nature Targets: Nature attribute targets no longer take an independent Scorch damage multiplier. **Self-Drying Penalty Fix** * The damage penalty from an attacker's own Wetness during a Fire attack no longer persists or triggers repeatedly, making Self-Drying damage calculation more stable and accurate. **Toxic Blast Interaction Logic Adjustment** * When a target that is both affected by Wetness and of the Nature attribute is hit by a Fire attack, it will prioritize triggering the Steam reaction over the Toxic Blast reaction, avoiding reaction conflicts. * Added a preliminary check before applying Scorch: If the target already carries Flammable Spores and the attacker's Fire Enhancement reaches the Toxic Blast trigger threshold, the Scorch application process is skipped and the Toxic Blast is triggered directly. * Toxic Blast damage calculation now uses only the portion of Fire Enhancement that exceeds the trigger threshold, making it more closely tied to attribute investment. * Weak Ignition damage multiplier parameter adjustment: The base damage is now calculated based on the Fire Enhancement value first, and then the damage multiplier is applied. * After a Flammable Spores explosion is triggered while under the Scorch state, the target's Scorch effect and fire visual effects are immediately removed to prevent state remnants. **Damage, Visual, and Sound Optimizations** * Fire visual lock time optimization: The fire visual lock time now directly follows the remaining Scorch ticks, rather than a fixed duration calculated from the configuration file. * Scorch damage calculation expansion: A damage multiplier parameter has been added to the Scorch damage calculation to support dynamic damage adjustment within reaction chains. * Comprehensive enhancement of visual and audio feedback: * When Scorch is applied, the number of generated lava particles is increased. * When continuous damage ticks occur, additional smoke particles are generated. * When entering water and triggering Thermal Shock, steam explosion particles are denser, and the sound maintains high recognizability. ### II. Nature Attribute **Core Mechanic Adjustments** * Removed Nature Siphon Mechanic: The Nature Siphon effect attached to Nature attribute attacks has been completely removed. **Complete Overhaul of Flammable Spores Contagion Mechanic** * Contagion Source Tracking and Back-Propagation Protection: After a target is infected, it records the source of contagion. Subsequent spreads automatically avoid propagating back to the original source, effectively preventing cyclic cross-infection. This feature can be toggled via the configuration file. * Added an option to reset the infection marker after the Flammable Spores effect expires. When enabled, the same target can be infected again. * Contagion Target Filtering Logic Optimization: * During contagion spread, targets that already carry the Flammable Spores effect are automatically skipped to avoid redundant application. * Added an optional "Hostile Mobs Only" spreading restriction. When enabled, players, tamed pets, and neutral creatures will be excluded. * Added an option that allows contagion to be triggered again once the infected target reaches a threshold. > ⚠️ **Risk Warning**: In scenarios with a large number of Wetness-affected creatures, enabling this re-trigger option may cause serious performance issues! * Unified Wetness-to-Spores Conversion: During contagion spread, the target's Wetness stacks are converted into Flammable Spores stacks at a unified, fixed ratio, consistent with the global Wetness system rules. **Damage and Reduction Rule Refinements** * Flammable Spores Physical Damage Reduction Rule Optimization: * The physical damage reduction from Flammable Spores stacks only applies to melee attacks and projectiles; spores applied within the same game tick do not contribute to damage reduction for that tick. * The damage over time from Flammable Spores is no longer reduced by armor. * A unique death message has been added for units killed by Flammable Spores: "%1$s was consumed by flammable spores". * Integrated Flammable Spores Fire Vulnerability Calculation: The vulnerability bonus when attacking a spore-infested target with Fire is now calculated together with Wetness reduction and Self-Drying penalty, making the calculation flow more logical. **Status Feedback Enhancement** * A unique sound effect plays when a target first gains the Flammable Spores effect. * The visual presentation of the particle effect chain during contagion spread is now clearer and more intuitive. ### III. Thunder Attribute **Core Mechanic Adjustments** * Thunder Counter trigger condition amendment: A Nature attribute attack triggering Thunder Counter now requires both of the following conditions: * The target is wielding a weapon with the Thunder attribute and has Thunder Enhancement points. * The target itself has an active Flammable Spores effect. * The counter-attack is now guaranteed to trigger when conditions are met, no longer relying on probability. * Counter target adjustment: The lightning bolt now strikes the one who initiated the Nature attack, rather than the attacked target. * Effects after being struck by lightning: * If the attacker carries the Wetness effect, their Wetness is removed and a Paralysis effect is applied based on the Wetness stacks. * If the attacker does not have the Wetness effect, the Static Shock effect is applied. * A built-in cooldown has been added to prevent repeated triggers in a short period. **Deep Reconstruction of Static Shock System** * **Immunity Blacklist**: An immunity entity blacklist for Static Shock and Paralysis has been added to the configuration files. Listed creatures will be completely immune to Static Shock damage and Paralysis. * **Stack Overflow Trimming**: When Static Shock stacks unexpectedly exceed the maximum, they are automatically trimmed to the cap with a corresponding duration reduction, preventing state inflation. * **Damage Calculation Enhancement**: * Static Shock damage is now mitigated by the target's Protection and Projectile Protection enchantments, making defensive stats more valuable. * The damage value is influenced by the target's dominant attribute: Nature and Frost targets will take different multipliers of Static Shock damage (configurable). * **Static Conduction Mechanic**: When taking Static Shock damage, if the conduction feature is enabled, damage or effects will be spread to nearby creatures centered on the victim. * Conduction range is increased by current Static Shock stacks. * Configurable to affect only hostile mobs or to exclude friendly units. * If a conduction target is affected by Wetness, it will be directly converted into Paralysis instead of taking further Static Shock damage. * Targets already affected by Static Shock can optionally be skipped. * Both conduction damage and Paralysis conversion are subject to cooldown and immunity checks. **Complete Paralysis Mechanic Rework** * **Total AI Disable**: The Paralysis effect now completely deprives affected creatures of autonomous consciousness—unable to move, attack, or perform any AI actions. The original AI state is automatically restored when the effect ends. The old speed and attack speed reduction mechanism has been removed for a more thorough paralysis. * **Spread Mechanic Rework (Contagious Paralysis)**: * **Spreads Only via Wetness**: Paralysis spread now only requires the target to carry the Wetness effect to trigger, no longer relying on Static Shock stacks. When spreading, the target's Wetness is directly removed and corresponding Paralysis stacks are applied, skipping the intermediate Static phase. * **Contagion Source Tracking and Back-Propagation Protection**: Similar to Flammable Spores contagion, Paralysis spread records the source and subsequent spreads automatically avoid looping back to the original source, preventing cyclic infection. * **Intelligent Target Filtering**: * Automatically skips targets that already have Paralysis or are in a cooldown state. * Added an "Only Hostile Entities" option. When enabled, players, tamed pets, and all friendly creatures will not be paralyzed by spread. * Excludes previously infected targets (configurable to allow chain spread). * **Infection Marker Lifecycle**: Targets infected by Paralysis spread are marked as "infected." The marker is automatically cleared when the Paralysis effect ends, allowing the same target to be paralyzed again later. * **Threshold Changed to Fixed Stacks**: The Paralysis stack threshold required to trigger spread has been changed from a percentage to an absolute value in the configuration file, making numerical planning more intuitive. * **Post-Effect Cleanup**: When the Paralysis effect wears off on a target, related contagion markers are cleared synchronously to avoid residual data. * **Cooldown Protection**: Paralysis spread has a built-in cooldown to prevent repeated bursts in a short time. **New: Static Spore Blast** * When a target carries both Static Shock and Flammable Spores, each stack of Static Shock added or hit of Static Shock damage taken has a chance to trigger an extra Flammable Spores explosion, with the probability increasing with the stacks of both effects. **Log Optimizations** * When Static Conduction is triggered, the debug log now clearly outputs the conduction range, total number of affected entities, and the number that were converted to Paralysis. * Paralysis trigger logs now mark the source as "Environment" or "Entity" for easier identification of the reaction initiator. ### IV. Steam Reaction **Major Trigger Rule Overhaul** * **Fire Trigger Condition Restriction**: A Fire attribute attack can only trigger a High-Heat Steam Cloud if it hits a target with the Wetness effect. Attacking Frost attribute targets no longer generates steam. * **Attacker Wetness Blocks Trigger**: If the Fire attacker themselves carries the Wetness effect, they cannot trigger the Steam reaction. * **Steam Trigger Cooldown Now Attacker-Bound**: The cooldown after triggering a Steam reaction is now tied to the attacker. Different attackers can independently trigger Steam reactions on the same target without blocking each other. * **High-Heat Steam Generation Strengthened**: When a Fire attack hits a Wet target, the generated Steam Cloud level is now determined by the attacker's Fire Enhancement points combined with the target's Wetness stacks. Higher Fire investment and wetter targets produce more violent steam. * **Low-Heat Steam Calculation Optimized**: When a Frost attack hits a Fire attribute target, the Steam Cloud level now comprehensively considers the attacker's Frost Enhancement points and the target's Fire Enhancement points, allowing the confrontation of attributes to be more fully reflected in steam intensity. **Damage and Defense Calculation Optimizations** * **Steam Damage Reduction Cap**: The total reduction from all sources (Fire Protection, regular Protection, etc.) is now strictly constrained by a global configuration option, preventing over-immunity. * **Low Damage Safety Net**: For Frost and Nature attribute targets, Steam Scalding damage has a minimum guaranteed percentage, preventing it from dropping to an unreasonable zero due to high enchantments. * **Steam Cloud Level Damage Adjustment**: The scalding damage from High-Heat Steam Clouds scales more smoothly with cloud level, making damage from lower-level clouds more in line with expectations. **Mechanic and Experience Optimizations** * **Instant Blindness Removal**: The blindness effect gained upon entering a Steam Cloud will vanish immediately upon leaving the cloud's area, leaving no residue. * **Precise Height Check**: The height-based influence range of Steam Clouds is now more strictly determined. Entities exceeding the configured height ceiling no longer take scalding damage, effectively preventing airborne units from receiving unreasonable damage. * **Enhanced Mob Escape Behavior**: Creatures in High-Heat Steam Clouds that take scalding damage will now attempt to flee more actively, with smarter pathfinding. * **Spore Growth Environment**: Carriers of Flammable Spores within a Low-Heat Condensation Cloud will have their spore stacks gradually increase over time (rate is configurable). * **Independent Blindness Management**: Steam Clouds no longer apply blindness through the potion cloud mechanic but are managed manually, ensuring the visual disturbance only applies while inside the cloud. **Stability and Sound** * Fixed issues with double-counting damage and log spam in reactions like High-Heat Steam. * Unified Wetness clearing logic to avoid residual data. * All steam burst sounds are now unified for more consistent audio feedback. ### V. Nature Counter **Trigger Rule Amendments** * Nature Counter now only triggers when a Nature attribute unit is under the Scorch state. * Logic Fix: When Nature Counter triggers, it now correctly clears the Scorch state from the caster (the Nature attribute unit), not the target. Relevant residual data on the caster is also cleared. ### VI. Wetness System **Core Mechanic Adjustments** * **Persistent Wetness in Condensation Clouds**: When a creature is within the range of a Low-Heat Steam Cloud, its Wetness stacks will no longer decay naturally, and the timer is completely paused, allowing it to maintain the Wetness state indefinitely. * **Scorch Forcefully Clears Wetness**: * When a creature gains the Scorch effect, all Wetness stacks are removed immediately, and related potion effects are completely blocked. * A unit in the Scorch state cannot be affected by any Wetness effect (including rain, submersion, or potion splashes). Wetness particles and dripping sounds are also suppressed. * **Fire Standing Clear Timer Optimization**: When standing on fire, the clear timer only accumulates if the current Wetness stacks are greater than 0. Once Wetness is cleared, the timer resets immediately, fixing an issue where the timer accumulated despite no Wetness state. **Particle and Sound Optimizations** * Water droplet splash and drip particles no longer play while underwater, in rain/snow, or under the Scorch state, resulting in cleaner visual feedback. * The dripping sound effect now only triggers periodically in completely dry environments (not in water, not exposed to rain/snow, and not scorched), avoiding redundant audio interference when wet or underwater. **Stability Fixes** * Fixed a division by zero exception that could occur when the Wetness check interval was configured to 0. * Optimized the immunity check during the Wetness-to-Spores conversion process, fixing an issue where potion effects were applied repeatedly. * Wetness clearing now also removes the fire standing timer to prevent state remnants. ### VII. Comprehensive Visual Upgrade * Steam Cloud Particles Enhanced: * The distinction between high-heat and low-heat Steam Cloud creation and dissipation particle effects is more obvious, greatly improving visual identification. * The number of persistent smoke particles within Steam Clouds has been significantly increased, making the cloud bodies more present and their coverage easier to identify. * Static Shock Effects Full-Link Optimization: * When an entity takes Static Shock damage, small electric spark particles are generated around its body, intuitively feeding back the trigger effect. * Entities in the Static Shock state have purple light spots and end rod particles continuously floating around them, strengthening the visual identification of the electrified state. * When Static Conduction triggers, a flickering arc particle chain is generated between targets, clearly showing the conduction path. * Attribute-Specific Attack Effect Updates: * Added a new Thunder attribute-specific attack effect. * Remade the Fire attribute-specific projectile effect. * Remade the Nature attribute-specific projectile effect. * Added a new Frost attribute-specific attack effect. ### VIII. Global Mechanism Optimizations **Element Icon System** * Each element attribute now has a unique icon symbol (🔥 Fire, ⚡ Thunder, ❄️ Frost, 🌿 Nature), making element types more intuitive to identify in in-game tooltips. **Configuration Hot Reload** * Changes made to configuration files now take effect automatically in-game without needing to restart the server or client. All caches are automatically refreshed. **Configuration Directory Reorganization** * All configuration files are now uniformly stored in the `ElementalCraft` subfolder for a cleaner structure. * Reaction configuration files are split into independent files by attribute: Fire & Nature reactions, and Thunder & Frost reactions, making it easier to find and adjust parameters. **Trident Attribute Inheritance Fix** * Thrown Tridents now reliably inherit the elemental attributes from their enchantments, fixing an issue where attribute attacks would not trigger. **Elemental Attack Determination Strengthened** * When holding weapons with different elemental attributes in the main and off hands, the system can correctly identify which element type should be active. * If a weapon has an elemental attribute but the corresponding enhancement points are 0, no elemental reactions or additional damage will trigger. **Elemental Damage Armor Penetration** * Elemental bonus damage now follows the same rule as physical damage: it is first absorbed by the target's damage absorption effects (such as Golden Apple shields) before the remainder is applied. **Blacklist Command Expansion** * Added several independent blacklist commands to separately manage lists for Scorch immunity, Flammable Spores immunity, Static Shock immunity, Paralysis immunity, Steam immunity, and Wetness immunity, offering finer granularity. **Debug Information Display Fully Optimized** * A new summary line after each elemental attack displays key statuses like the attacker's enhancement level, target's resistance level, Wetness stacks, and Spores stacks. * **Damage calculation chain completely transparent**: Combat debug information has been fully restructured to display each modifier factor independently, including: * **Elemental damage chain**: Base Enhancement Damage → Global Damage Multiplier → Attribute Restraint Multiplier → Spore Vulnerability Multiplier → Wetness Base Reduction → Self-Drying Penalty Multiplier, making each multiplicative step clear at a glance. * **Physical damage chain**: When physical damage is reduced by Flammable Spores, it additionally displays the original physical damage, spore stacks, reduction percentage, and final physical damage, visually presenting the spores' defensive contribution. * **Defense side**: Target Resistance Reduction × Global Resistance Multiplier, making defense calculations clear and traceable. * All new debug entries are fully localized to ensure readability. * The underlying debug architecture has been refactored to use context objects, ensuring complete and easily extensible fields, laying the foundation for future debug feature iterations. **JADE Tooltip** * Added element relation display, including unique icon symbols for each element for more intuitive visual identification. ### IX. Command Format Unification * All blacklist command formats have been unified under the `/elementalcraft blacklist` directory. --- ## 属性锻造:元素反应 V1.6.0 更新日志 ### 一、赤焰属性 **核心机制迭代** * 灼烧施加冷却改为攻击者独立计算:灼烧施加冷却现已与攻击者绑定,不同攻击者可独立对同一目标施加灼烧效果,互不干扰。 * 属性触发逻辑一致性修复:触发自我干燥效果,必须同时满足「武器带有赤焰属性攻击」+「装备带有赤焰强化」两个条件。 * 灼烧持续时间动态适配目标属性: * 自然属性目标:灼烧持续时间按配置文件设定的倍率延长 * 冰霜属性目标:灼烧持续时间按配置文件设定的倍率缩短 * 高火抗即时清除灼烧状态:若目标的赤焰抗性点数达到配置文件阈值,灼烧状态将在检测到的瞬间被完全清除。 * 移除自然属性目标额外伤害加成:自然属性目标不再承受独立的灼烧伤害倍率。 **自我干燥惩罚修复** * 赤焰攻击时自身潮湿产生的伤害惩罚不再残留反复生效,自我干燥的伤害计算更稳定准确。 **毒爆反应交互逻辑调整** * 同时处于潮湿状态且自身为自然属性的目标,受到赤焰攻击时,将优先触发蒸汽反应,不再触发毒爆反应,避免反应冲突。 * 灼烧施加新增前置检查:若目标已带有易燃孢子,且赤焰强化达到毒爆反应阈值,则跳过灼烧施加流程,直接触发毒爆反应。 * 毒爆反应的伤害计算,改为基于超出阈值的赤焰强化部分,与属性强化的关联更紧密。 * 弱效引燃伤害倍率参数调整:改为先按赤焰强化值计算基础伤害,再应用伤害倍率。 * 灼烧状态下触发易燃孢子爆炸后,将立即移除目标的灼烧效果与火焰视觉效果,防止状态残留。 **伤害、视觉与音效优化** * 火焰视觉锁定时间优化:火焰视觉锁定时间将直接跟随灼烧剩余刻数,不再基于配置文件计算固定的锁定时长。 * 灼烧伤害计算扩展:为灼烧伤害计算新增伤害倍率参数,支持在反应链中进行动态伤害调整。 * 视觉与听觉反馈全面强化: * 施加灼烧时,增加熔岩粒子的生成数量 * 持续跳伤时,额外生成烟雾粒子 * 入水触发热休克时,蒸汽爆炸粒子更密集,音效保持高辨识度 ### 二、自然属性 **核心机制调整** * 移除自然汲取机制:自然属性攻击附带的自然汲取机制现已完全移除。 **易燃孢子传染机制全面重制** * 传染源追踪与回传防护:目标被传染后将记录传染源信息,后续扩散时自动规避回传至传染源,有效杜绝重复交叉感染,该功能可通过配置文件开关。 * 新增易燃孢子效果消失后重置传染标记的选项,开启后同一目标可被再次感染。 * 传染目标筛选逻辑优化: * 传染扩散时自动跳过已携带易燃孢子效果的生物,避免无效叠加 * 新增可选「仅敌对生物」传播限制,开启后将排除玩家、已驯服宠物与中立生物 * 新增「被传染目标达到阈值后可再次触发传染」的选项 > ⚠️ **风险提示**:该再次传染选项在存在大量带潮湿效果生物的场景中,触发传染后可能引发严重的性能问题! * 潮湿转易燃孢子机制统一:传染扩散过程中,目标的潮湿层数将统一按固定比例转化为易燃孢子层数,转化规则与全局潮湿系统完全一致。 **伤害与减伤规则细化** * 易燃孢子物理伤害减免规则优化: * 易燃孢子层数对物理攻击的伤害减免,仅对近战攻击与投射物生效;且同一游戏刻内施加的孢子,不参与该刻的伤害减免计算 * 易燃孢子的持续伤害,不再被盔甲值减免 * 易燃孢子造成的单位死亡,新增专属死亡信息提示:「%s 被易燃孢子侵蚀致死」 * 易燃孢子赤焰易伤计算整合:赤焰攻击易燃孢子目标时的易伤加成,现在会与潮湿减伤、自我干燥惩罚等共同作用,计算流程更合理。 **状态反馈增强** * 目标首次获得易燃孢子效果时,新增专属音效提示 * 传染扩散触发时,粒子特效链路的视觉展示更清晰直观 ### 三、雷霆属性 **核心机制调整** * 雷霆反击触发条件修正:自然属性攻击触发雷霆反击,需同时满足以下两个条件: * 目标手持带有雷霆属性的武器,且拥有雷霆强化点数 * 目标自身带有生效中的易燃孢子效果 * 条件满足后反击必定触发,不再依赖概率判定。 * 反击目标调整:闪电现在会对发动自然攻击的一方降下,而非被攻击的目标。 * 被闪电击中后的效果: * 若攻击者携带潮湿效果,清除其潮湿并基于潮湿层数施加麻痹效果 * 若攻击者无潮湿效果,则施加静电效果 * 新增内置冷却时间,防止短时间内连续触发。 **静电系统深度重构** * **免疫黑名单**:配置文件新增静电和麻痹的免疫实体黑名单,被列入的生物将完全不受静电伤害与麻痹影响。 * **层数超限裁剪**:当静电层数意外超过最大堆叠数时,会自动裁剪至上限并相应缩减持续时间,避免状态膨胀。 * **伤害计算增强**: * 静电伤害现在受目标装备的保护和弹射物保护附魔减免,使防御属性更具价值。 * 伤害数值受目标主属性影响:自然、冰霜属性的目标会承受不同倍率的静电伤害(可配置)。 * **静电传导机制**:受到静电伤害时,若传导功能开启,将以受害者为中心向周围生物扩散伤害或效果。 * 传导范围受当前静电层数加成。 * 可配置只影响敌对生物或排除友好单位。 * 传导目标若处于潮湿状态,会被直接转化为麻痹,而非再次受到静电伤害。 * 传导目标已有静电效果时,可选择跳过。 * 传导伤害与麻痹转化均受冷却和免疫检查约束。 **麻痹机制彻底重做** * **AI 完全禁用**:麻痹效果现在会使受影响生物完全丧失自主意识——无法移动、攻击或进行任何 AI 行为,效果结束后自动恢复原有 AI 状态。旧版的降低速度与攻速的机制已被移除,麻痹表现更彻底。 * **扩散机制重制(传染性麻痹)**: * **仅通过潮湿传播**:麻痹扩散现在只需目标**携带潮湿效果**即可触发,不再依赖静电层数。扩散时直接清除目标的潮湿并施加对应层数的麻痹,省略中间的静电阶段。 * **传染源追踪与防回传**:与易燃孢子传染类似,麻痹扩散会记录传染源,后续扩散自动规避回传给最初的传播者,杜绝循环感染。 * **智能目标筛选**: * 自动跳过已有麻痹效果或处于冷却中的目标。 * 新增「仅敌对生物」选项,开启后玩家、驯服宠物及所有友好生物将不会被扩散麻痹。 * 排除已感染过的目标(可配置允许链式扩散)。 * **感染标记生命周期**:被扩散麻痹的目标会标记为"已感染",麻痹效果结束后标记自动清除,同一目标后续仍可被再次麻痹。 * **阈值改为固定层数**:触发扩散所需的麻痹层数阈值从百分比改为配置文件中的绝对数值,数值规划更直观。 * **效果结束后清理**:目标麻痹效果消失时,扩散相关的传染标记同步清零,避免残留数据。 * **冷却保护**:麻痹触发扩散存在内置冷却,防止短时间内重复爆发。 **新增静电孢子爆发** * 目标同时携带静电和易燃孢子时,每次叠加静电层数或承受静电伤害都有几率引发一次额外的易燃孢子爆发,概率随静电与易燃孢子层数上升。 **日志优化** * 静电传导触发时,调试日志将明确输出传导范围、受影响实体总数、最终转化为麻痹效果的数量。 * 麻痹触发日志会标注来源为「环境」或「实体」,便于定位反应发起方。 ### 四、蒸汽反应 **触发规则大幅调整** * **赤焰触发条件限制**:赤焰属性攻击**仅对带有潮湿效果的目标**才能触发高温蒸汽云,攻击冰霜属性目标不再产生蒸汽。 * **攻击者潮湿阻止触发**:若赤焰攻击者自身携带潮湿效果,则无法触发蒸汽反应。 * **蒸汽触发冷却改为攻击者绑定**:触发蒸汽反应后的冷却时间现在与攻击者绑定,不同攻击者可独立对同一目标触发蒸汽反应,不再互相阻塞。 * **高温蒸汽生成强化**:赤焰攻击命中潮湿目标时,生成的蒸汽云等级现在由攻击者的**赤焰强化点数**与目标的**潮湿层数**共同决定,赤焰投入越高、目标越湿,蒸汽越猛烈。 * **低温蒸汽计算优化**:冰霜攻击命中赤焰属性目标时,蒸汽云等级将综合考量**攻击者的冰霜强化点数**与目标的赤焰强化点数,双方的属性对抗更充分反映在蒸汽强度上。 **伤害与防御计算优化** * **蒸汽伤害减伤上限限制**:所有来源的减伤(火焰保护、普通保护等)总和现在严格受全局配置项约束,避免过度免疫。 * **低伤害保障**:对冰霜、自然属性的目标,蒸汽烫伤伤害存在最低保障比例,不会因高附魔而降至不合理的零伤害。 * **蒸汽云等级伤害调整**:高温蒸汽云的烫伤伤害随云等级增长的幅度更平滑,低等级云的伤害更符合预期。 **机制与体验优化** * **致盲效果即时移除**:进入蒸汽云获得的致盲效果,离开云范围后将**立即消失**,不再残留。 * **高度判定精确化**:蒸汽云的高度影响范围判定更严格,超出配置高度上限的实体不再受到烫伤伤害,有效避免高空单位受到不合理伤害。 * **生物逃离逻辑强化**:高温蒸汽云中的生物受到烫伤伤害后,逃离行为更积极,寻路逻辑更智能。 * **易燃孢子成长环境**:处于低温冷凝云中的易燃孢子携带者,其孢子层数会随时间逐渐增长(速率可配置)。 * **致盲效果独立管理**:蒸汽云不再通过药水云施加致盲,改为手动控制,确保视觉干扰只在云内生效。 **稳定性与音效** * 修复了高温蒸汽等反应中,伤害重复计算、日志冗余的问题。 * 潮湿清除逻辑统一,避免残留数据。 * 所有蒸汽爆发音效统一,听觉反馈更一致。 ### 五、自然反制 **触发规则修正** * 自然反制仅当自然属性单位受到灼烧状态时,才会触发。 * 逻辑修复:触发自然反制时,会清除触发者自身的灼烧状态,而非目标的灼烧状态。触发者的灼烧相关残留数据一并清除。 ### 六、潮湿系统 **核心机制调整** * **蒸汽冷凝云持久保潮**:生物处于低温蒸汽云范围内时,潮湿层数将不再自然衰减,且计时完全暂停,可无限期保持潮湿状态。 * **灼烧强制清除潮湿**: * 生物获得灼烧效果时,所有潮湿层数将被**立即清除**,且相关药水效果被完全阻止。 * 处于灼烧状态的单位**无法被施加任何潮湿效果**(包括雨水、水下、药水溅射等),潮湿粒子与滴水音效也将被抑制。 * **火焰站立清除计时器优化**:站在火焰上时,只有**当前潮湿层数大于 0** 才会累积清除计时器;一旦潮湿被清空,计时器立即重置,修复了无潮湿状态却持续累加计时器的残留问题。 **粒子与音效优化** * 水下、雨雪天气或灼烧状态下,不再播放任何水滴飞溅粒子和水滴滴落粒子,视觉反馈更干净。 * 滴水音效现在**仅在完全干燥的环境**(不在水中、未暴露于雨雪、且无灼烧)时周期性触发,避免了水下/雨天时的冗余听觉干扰。 **稳定性修复** * 修复了潮湿检测间隔配置为 0 时,可能引发的除零异常。 * 优化了潮湿转化易燃孢子过程中的免疫检查,修复了药水效果重复添加的问题。 * 潮湿清除现在会一并移除火焰站立计时器,杜绝状态残留。 ### 七、视觉效果全面升级 * 蒸汽云粒子增强: * 高温/低温蒸汽云的生成、消散粒子效果区分更明显,视觉辨识度大幅提升 * 蒸汽云内的持续烟雾粒子数量显著增加,云体存在感更强,覆盖范围更易识别 * 静电特效全链路优化: * 实体受到静电伤害时,身体周围会生成小型电火花粒子,直观反馈触发效果 * 处于静电状态的实体,身体周围会持续浮现紫色光点与末地烛粒子,强化带电状态的视觉标识 * 静电传导触发时,目标之间会生成闪烁的电弧粒子链,清晰展示传导路径 * 属性专属攻击特效更新: * 新增雷霆属性专属攻击特效 * 重制赤焰属性专属投射物特效 * 重制自然属性专属投射物特效 * 新增冰霜属性专属攻击特效 ### 八、全局机制优化 **元素图标系统** * 各元素属性现在拥有专属的图标符号(🔥 赤焰、⚡ 雷霆、❄️ 冰霜、🌿 自然),在游戏内的信息提示框中可更直观地识别元素类型。 **配置文件热重载** * 现在修改配置文件后无需重启服务器或客户端,改动会在游戏中自动生效。所有缓存会被自动刷新,参数调整即时应用。 **配置文件目录重组** * 所有配置文件现统一存放于 `ElementalCraft` 子文件夹下,结构更整洁。 * 反应配置文件按属性拆分为独立文件:赤焰与自然反应、冰霜与雷霆反应各自独立,便于查找和调整各自参数。 **三叉戟属性继承修复** * 投掷出的三叉戟可稳定继承附魔的元素属性,修复了属性攻击不生效的问题。 **元素攻击判定强化** * 主副手同时持有不同元素属性武器时,系统能正确识别当前应生效的元素类型。 * 武器带有元素属性但对应强化点数为 0 时,不会触发任何元素反应与附加伤害。 **元素伤害护甲穿透** * 元素附加伤害现在与物理伤害规则统一,会先被目标的伤害吸收效果(如金苹果护盾)抵消,剩余部分计入最终伤害。 **黑名单命令扩展** * 新增多种独立黑名单命令,可分别管理灼烧免疫、易燃孢子免疫、静电免疫、麻痹免疫、蒸汽免疫及潮湿免疫的生物列表,粒度更精细。 **调试信息显示全面优化** * 每次元素攻击后,新增一行**摘要信息**,集中展示攻击方强化等级、目标抗性等级、潮湿层数、孢子层数等关键状态。 * **伤害计算链条完全透明化**:战斗调试信息现已全面重构,各项增减益因子均独立展示,包括: * **元素伤害链**:基础强化伤害 → 全局伤害倍率 → 属性克制倍率 → 易燃孢子易伤倍率 → 潮湿基础减伤 → 自我干燥惩罚倍率,每一步的乘算关系一目了然 * **物理伤害链**:受到易燃孢子减伤时,额外显示原始物理伤害、孢子层数、减免比例、最终物理伤害,直观呈现孢子的防御贡献 * **防御端**:目标抗性减免 × 全局抗性倍率,减伤计算清晰可查 * 所有新增调试条目均完成完整的本地化适配,确保信息可读性。 * 调试信息底层架构重构,统一采用上下文对象传递,确保字段完整且易于扩展,为后续调试功能迭代奠定基础。 **JADE 信息提示框** * 新增元素关系展示,包含各元素的专属图标符号,视觉辨识更直观。 ### 九、命令格式统一 * 所有黑名单命令格式,已统一整合至 `/elementalcraft blacklist` 目录下。
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ElementalCraft 1.5.2

1.5.2
8 мар. 2026 г.168Minecraft: 1.20.1forge
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# Attribute Forging V1.5.2 Changelog *All the following content (except visual and audio effects) is configurable via configuration files.* ## Content Adjustments ### 1. Static Effect Optimization - **Trigger Logic Fix**: Resolved the issue of missing attribute consistency check. Now, triggering the Static effect requires both the attack item to have Thunder element attack and the equipment to have Thunder element enhancement. - **Trigger Probability Adjustment**: The Wetness effect increases the chance of being affected by Static. Each level of Wetness raises the probability by 5%. - **Damage Mechanism Optimization**: Changed to a single-instance damage at fixed intervals. Targets with Nature or Frost attributes receive differentiated treatment. - **Visual Enhancement**: Added unique effect particles during the effect duration. ### 2. Paralysis Effect Adjustments - **New Spread Mechanism**: High-level Paralysis can spread the Static effect to surrounding entities. The higher the level, the larger the spread range. Configurable options: exclude players / tamed pets, allow chain spread. - **Spread Damage Calculation**: Infected Wetness targets directly receive Static damage at 50% value. The damage value is dynamically adjusted based on the target's elemental attribute (Nature / Frost). - **Spread Protection Added**: Each entity can only spread Static once in its lifetime, preventing infinite contagion from a single Paralysis instance. ### 3. Wetness Effect Adjustments - **New Visual Effect**: When affected by Wetness, water droplet particles will drip from the entity. The higher the Wetness level, the more pronounced the effect. - **New Audio Effect**: A water droplet sound plays every 2 seconds. ## Functional Details Adjustments ### 1. Configuration File Management Refactor - **Automatic Migration**: Old version configuration files are automatically replaced with new version files and migrated to the `config\ElementalCraft` folder (this feature may be removed in future versions). Parameter modifications made in the old configuration files are retained. ### 2. Naming Convention Configuration files are renamed and split according to elemental systems: - `elementalcraft-reactions.toml` → `elementalcraft-fire-nature-reactions.toml` (Fire / Nature reactions) - `elementalcraft-thunderfrost-reactions.toml` → `elementalcraft-thunder-frost-reactions.toml` (Thunder / Frost reactions) ## Underlying Optimizations and Fixes - Optimized mod performance, reduced memory usage. --- # 属性锻造 V1.5.2更新日志 *以下所有内容(除视觉音效效果外)均可通过配置文件自行修改。* ## 内容调整 ### 1. 静电效果优化 - **触发逻辑修复**:修复了没有属性一致性判断的问题。现在触发静电效果需要攻击物品具有雷霆属性攻击,且装备具有雷霆属性强化。 - **触发概率调整**:潮湿效果会增加受到静电效果的概率,每层潮湿提高5%。 - **伤害机制优化**:改为固定时间间隔的单次伤害,对自然/冰霜属性目标进行区别对待。 - **视觉表现强化**:新增效果持续期间的独特效果粒子。 ### 2. 麻痹效果调整 - **新增范围扩散机制**:高层数麻痹可向周围扩散静电效果,层数越高扩散范围越远;可配置排除玩家/驯服宠物、是否允许连锁扩散。 - **扩散伤害结算**:被传染的潮湿目标直接结算50%的静电伤害,伤害值根据目标元素属性(自然/冰霜)动态修正。 - **新增扩散防护**:每个生物在其生命周期内只能扩散一次静电效果,避免单次麻痹无限传染。 ### 3. 潮湿效果调整 - **新增视觉效果**:身上带有潮湿效果时,会看到水滴粒子从身上滴落,潮湿等级越高效果越明显。 - **新增音频效果**:每隔2秒会播放水滴音效。 ## 功能细节调整 ### 1. 配置文件管理重构 - **自动迁移**:旧版本配置文件自动替换为新版本配置文件,并迁移到 `config\ElementalCraft` 文件夹中(后续版本可能会删除此功能),旧版本配置文件中修改的参数会保留。 ### 2. 命名规范 配置文件按元素体系重命名拆分: - `elementalcraft-reactions.toml` → `elementalcraft-fire-nature-reactions.toml`(赤焰/自然反应) - `elementalcraft-thunderfrost-reactions.toml` → `elementalcraft-thunder-frost-reactions.toml`(雷霆/冰霜反应) ## 底层优化与修复 - 优化模组性能,减少内存占用。
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ElementalCraft 1.5.1

1.5.1
6 мар. 2026 г.31Minecraft: 1.20.1forge
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Elemental Craft V1.5.1 Changelog Content Adjustments Optimized Scorched Status The countdown will not be refreshed if a mob already afflicted with Scorched Status receives the effect again. Optimized Trigger Conditions for Wildfire Ejection Only Nature-element mobs in Scorched Status can trigger the Wildfire Ejection counterattack. Optimized Trigger Conditions for Toxic Blast If a target in Scorched Status is afflicted with the Flammable Spores effect, the Toxic Blast reaction will be triggered based on the number of spore stacks. Optimized Flammable Spores The countdown will not be refreshed if Flammable Spores reach the maximum stack limit and the effect is applied again. Adjusted the Flammable Spores damage interval from once per second to once every 5 seconds (configurable). Flammable Spores will convert the acquired Wetness effect into an increase in its own stack count. New Configuration Option for Wildfire Ejection Added a new option in the configuration file to determine whether to clear the mob's own Burning and Scorched effects when the Wildfire Ejection counterattack is triggered. Other Fixes Fixed the issue where Fire Resistance Potion incorrectly granted immunity to Scorched damage. Static Shock Effect Introduction (Preview, Completed) Static Shock is a unique effect exclusive to the Thunder element. When a Thunder-element mob attacks, there is a certain probability to apply Static Shock stacks to the target — the higher the stack count, the stronger the effect. Enhancement Threshold: Thunder Attribute Enhancement Points must meet the configured requirement (20 points by default) for Static Shock to be triggered on attacks. Probability Growth: The trigger chance increases with Thunder Points. For every certain number of additional points (20 points by default), the trigger chance is increased by an extra percentage (5% by default). Maximum Stack Limit: At most 1 stack of Static Shock can be added per attack (configurable), and each stack increases the number of electric shock damage instances (configurable). The target can stack up to 5 layers of Static Shock (configurable), and no more stacks can be added once the limit is reached. Refreshing Duration: Each stack of Static Shock lasts for 5 seconds (configurable). When a new stack is added, the remaining duration of all stacks is uniformly refreshed to "current total stacks × duration per stack". Trigger Interval: During the active period of Static Shock, random damage is dealt to the target every 5 seconds (configurable). Damage Range: Each damage instance randomly fluctuates between 1 and 5 points (configurable), and the damage ignores normal armor. Dry Environment: The remaining duration of Static Shock will only naturally decrease in a dry environment (not in water, not in rain) — this serves as groundwork for the subsequent Paralysis effect. Immunity Threshold: If the target's Thunder Resistance Points meet the configured requirement (80 points by default), they will be completely immune to Static Shock. Sound Effect: An electric shock sound effect plays each time Static Shock damage is triggered. Particle Effect: At the moment of damage, white electric spark particles burst around the target to simulate an electric discharge impact. 属性锻造 V1.5.1 更新日志   内容调整   灼烧状态优化 已经处于灼烧状态的生物如果再次被赋予效果不会刷新倒计时。   野火喷射触发条件优化 只有处于灼烧状态的自然属性生物才会触发野火喷射反击。   毒火爆燃触发条件优化 目标处于灼烧状态时,如果被赋予易燃孢子效果会根据层数触发毒火爆燃反应。   易燃孢子优化 易燃孢子达到最大层数后,如果再次被赋予效果不会刷新倒计时。 易燃孢子伤害间隔从每秒 1 次修改为 5 秒(可修改)一次。 易燃孢子会将获得潮湿效果转化增加自身的层数。   野火喷射新增配置选项 配置文件新增决定野火喷射反击时是否清除自身的燃烧和灼烧效果。   其他修复 修复了抗火药水错误免疫灼烧伤害的问题。     静电效果介绍(预览,已完成)   静电效果是雷霆属性的特有效果。当雷霆属性生物攻击时,有一定概率为目标附加静电层数,层数越高,效果越强。 强化门槛:雷霆属性强化点数必须达到配置要求(默认 20 点),攻击才有可能触发静电。 概率成长:触发概率随雷霆点数提升。每增加一定点数(默认 20 点),额外增加概率(默认 5%)。 最大层数上限:每次攻击最多添加 1 层静电(可配置),每层静电效果增加一次(可配置)电击伤害。目标最多可叠加 5 层静电(可配置),达到上限后无法继续叠加。 刷新式持续时间:每层静电持续 5 秒(可配置)。叠加新层数时,所有层数的剩余时间统一刷新为「当前总层数 × 每层时长」。 触发间隔:静电生效期间,每 5 秒(可配置)对目标造成一次随机伤害。 伤害范围:每次伤害在 1~5 点(可配置)之间随机浮动,伤害无视普通护甲。 干燥环境:只有在干燥环境(不在水中、不在雨中,为后续麻痹效果做底座)中,静电的剩余时间才会自然减少。 免疫阈值:如果目标的雷霆抗性点数达到配置要求(默认 80 点),则完全免疫静电。 音效:每次静电伤害触发时,会播放电击音效。 粒子效果:伤害瞬间,目标周围会迸发出白色电火花粒子,模拟放电冲击。
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ElementalCraft 1.5.0

1.5.0
28 янв. 2026 г.140Minecraft: 1.20.1forge
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Version 1.5.0 Update Notes Fixes & Adjustments Fixed the issue where certain configurations in the config file failed to take effect Optimized the runtime performance of the mod Added cooldowns to elemental reactions Adjusted the maximum values of specific items in the config file Restructured the content of the config file Jade is now a required mod All elemental reactions and trigger effects now have cooldowns Visual Effects Added new attack effects for the Blazing Flame and Nature attributes Added a dedicated config file for visual effects, supporting independent toggle control for each attribute's visual effects Elemental Reactions Added new Nature attribute elemental reactions: Toxic Flame Detonation, Wildfire Ejection, Parasitic Siphon Added an exclusive Nature attribute effect: Flammable Spores. V1.5.0 版本更新说明 修复与调整 修复配置文件中部分配置不生效的问题 优化模组运行性能 为元素反应增加冷却时间 调整配置文件内部分项的最大数值 重构配置文件内容 Jade 现已设为必装模组 所有元素反应及触发效果均添加冷却时间 视觉效果 新增赤焰、自然属性攻击特效 新增视觉效果专属配置文件,支持单独开关各属性的视觉效果 元素反应 新增自然属性元素反应:毒火爆燃、野火喷射、寄生汲取 新增自然属性专属效果:易燃孢子
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ElementalCraft 1.4.0

1.4.0
31 дек. 2025 г.3,6 тыс.Minecraft: 1.20.1forge
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🔥 ElementalCraft 1.4.0 Changelog: The Era of Reactions Version: 1.4.0 Type: Major Content Update / Mechanic Overhaul 📝 Overview This update completely overhauls the underlying combat logic of the mod. We are officially introducing the "Environmental Interaction" and "Elemental Reaction" systems. Combat is no longer just about raw numbers—utilizing weather, terrain, and elemental counterplay is now the key to victory. ⚔️ 1. Combat System Overhaul Attribute Consistency Mechanism: Elemental attacks now only trigger if the attribute of your held weapon matches the attribute enhancement provided by your armor. Example: To trigger fire effects with a Fire Sword, you must wear armor that provides Fire Strength. Enchantment Exclusivity Vanilla enchantments "Fire Aspect" and "Flame" are no longer compatible with the mod's elemental attacks. They are now mutually exclusive to ensure game balance. 💧 2. New Status: Wetness "Wetness" is the key prerequisite for triggering subsequent elemental reactions. Acquisition: 🌧️ Rain: Gain 1 stack every 10 seconds while exposed to rain. 🌊 Shallow Water: Standing in 1-block deep water caps Wetness at 60%. 🏊 Deep Water: Being fully submerged instantly grants max Wetness. 🧪 Potions: Being hit by Splash/Lingering Water Bottles adds 1 stack per hit. Status Effects: Incoming Fire Damage: Reduced (Water dampens Fire). Incoming Lightning/Frost Damage: Increased (Conductivity/Freezing). Incoming Nature Damage: Increased (Promotes growth). Hunger: Hunger exhaustion increases slightly faster while wet. Removal: Moving near Lava or Magma Blocks, entering the Nether, or standing in fire will instantly dry you out (within 2 seconds). ☁️ 3. Elemental Reaction: Steam Cloud Triggered when "Ice meets Fire" or "Water meets Fire". 🔥 High-Heat Steam Trigger: Fire Attribute attacks a Wet or Frost entity. Effects: Causes continuous Scalding Damage (bypasses armor), applies Blindness, and forces mobs to lose their aggro target. Range & Damage: Scales based on the attacker's Fire Strength and the victim's Wetness level / Frost Strength. Safe Zone: The cloud is flat; crouching (1 block below) or towering up (3 blocks above) avoids damage. ❄️ Low-Heat Steam Trigger: Frost Attribute attacks a Fire entity. Effects: No damage, but rapidly applies Wetness to entities within the cloud, preparing them for freezing. 🌬️ Self-Drying If a Fire Attribute user is Wet, attacking will consume a portion of the damage output to generate heat and instantly evaporate the moisture on themselves. 🔥 4. Advanced Mechanic: Scorched The ultimate form of the Fire Attribute—deadlier and more stubborn than normal burning. Trigger Condition: Attacker has high Fire Strength, the target is NOT Frost, and both parties are dry. Stubbornness: Cannot be extinguished by Rain. Cannot be extinguished by Shallow Water. While Scorched, the entity is immune to gaining the "Wetness" effect. 🌊 Environmental Interaction: Thermal Shock If a Scorched entity is fully submerged in Deep Water, the rapid temperature change causes a catastrophe. Effect: Instantly detonates 50% of the remaining total DoT damage as burst damage and creates a massive explosion of Low-Heat Steam. Elemental Weakness: Nature Attribute entities take 150% damage from Scorched effects. 🛡️ 5. Balance & Defense To counter these new threats, defensive measures have been upgraded: Enchantment Mitigation: Full set of Fire Protection IV: Reduces High-Heat Steam and Scorched damage by 50%. Full set of Protection IV: Reduces the above damage by 25%. Resistance Immunity: If an entity's Fire Resistance is ≥ 80, they are completely immune to Scorched and Steam Scalding. Configuration: All damage values, probabilities, and durations are fully configurable. Supports a blacklist command to prevent specific mobs from being affected by Wetness or Scalding. Thank you for your support! More elemental reactions (such as Lightning & Nature interactions) will be implemented in future versions! 🔥 ElementalCraft 1.4.0 更新日志:元素反应时代 版本号:1.4.0 更新类型:主要内容更新 / 机制重构 📝 核心概述 本次更新彻底重构了模组的战斗底层逻辑。我们正式引入了**“环境交互”与“元素反应”**系统。现在的战斗不再是单纯的数值比拼,利用天气、地形和元素克制将成为制胜关键。 ⚔️ 1. 战斗系统重构 (Combat Overhaul) 属性一致性判定 (Attribute Consistency) 机制:现在,只有当你手持武器的属性与你盔甲提供的属性强化类型一致时,属性攻击才会生效。 例如:手持赤焰剑,必须穿戴提供赤焰强化的盔甲才能触发燃烧特效。 附魔互斥 (Enchantment Exclusivity) 原版附魔 「火焰附加 (Fire Aspect)」 和 「火矢 (Flame)」 现在不再与模组的属性攻击兼容。为了平衡性,它们现在是互斥的。 💧 2. 新增状态:潮湿 (Wetness) “潮湿”是引发后续元素反应的关键前置状态。 获取途径: 🌧️ 雨中:暴露在雨中时,每 10 秒增加 1 层。 🌊 浅水:站在 1 格深的水中,最高获得最大层数的 60%。 🏊 深水:完全淹没在水中时,瞬间获得满层潮湿。 🧪 药水:被喷溅/滞留水瓶击中,每次叠加 1 层。 状态影响: 受到赤焰伤害:降低(水克火)。 受到雷霆/冰霜伤害:增加(导电/冻结)。 受到自然伤害:增加(植物生长)。 饱食度:处于潮湿状态下,饱食度消耗速度会略微加快。 移除方式: 靠近熔岩、岩浆块,进入下界,或直接走进火中(2秒内烘干)。 ☁️ 3. 元素反应:蒸汽云 (Steam Cloud) 当「冰」与「火」或「水」与「火」相遇时触发。 🔥 高温蒸汽 (High-Heat Steam) 触发:赤焰属性 攻击 潮湿生物 / 冰霜生物。 效果:造成持续的无视护甲烫伤,施加失明效果,并强制使范围内的生物丢失仇恨目标。 范围与伤害:取决于攻击者的赤焰强度和受击者的潮湿层数/冰霜强度。 躲避技巧:蒸汽云呈扁平状,趴在地上(下方1格)或垫高(上方3格)可避免伤害。 ❄️ 低温蒸汽 (Low-Heat Steam) 触发:冰霜属性 攻击 赤焰生物。 效果:无伤害,但在云雾范围内的生物会快速获得“潮湿”效果,为下一次冰冻做铺垫。 🌬️ 自我干燥 (Self-Drying) 如果赤焰属性使用者自身处于“潮湿”状态,攻击时会消耗部分伤害值,转化为热量瞬间蒸发身上的水分。 🔥 4. 进阶机制:灼烧 (Scorched) 赤焰属性的终极形态,比普通燃烧更致命、更顽固。 触发条件:攻击者赤焰强度达标,且目标非冰霜属性、双方均干燥。 顽固特性: 无法被雨水熄灭。 无法被浅水(1格水)熄灭。 处于灼烧状态下,强制免疫/无法获得“潮湿”效果。 🌊 环境博弈:热冲击 (Thermal Shock) 当灼烧者完全浸入深水时,急剧的温差会导致灾难性后果。 效果:瞬间引爆剩余持续时间总伤害的 50% 作为爆发伤害,并炸出大范围低温蒸汽。 属性克制: 自然属性生物受到灼烧时,承受 150% 的易伤。 🛡️ 5. 平衡与防御 (Balance) 为了应对新的威胁,防御手段也进行了升级: 附魔减伤: 全套 火焰保护 IV:减少 50% 的高温蒸汽与灼烧伤害。 全套 保护 IV:减少 25% 的上述伤害。 抗性免疫: 当生物面板的 赤焰抗性 ≥ 80 时,完全免疫灼烧和蒸汽烫伤。 配置: 所有伤害数值、触发概率、持续时间均可在配置文件中调整。 支持通过指令将特定生物加入黑名单,使其免受潮湿或烫伤影响。 感谢大家的支持,更多元素反应(如雷霆与自然的交互)将在后续版本实装!
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ElementalCraft 1.3.0

1.3.0
21 дек. 2025 г.65Minecraft: 1.20.1forge
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Elemental Arsenal V1.3.0 Update [Fixes & Optimizations] Config System Overhaul: Fixed numerous known issues. All configuration changes can now be read and applied correctly without errors. Visual Update: Updated with a brand new Mod Logo. [New Mechanic: Wetness] Acquisition: Rain: Accumulates 1 stack every 10 seconds (Max 5 stacks). Water: Instantly gain 5 stacks. Potions: Applied when hit by any Splash or Lingering Potions. Decay Mechanism: Stacks decay gradually when out of water or rain (simulating clothes drying). Re-exposure to water, rain, or potions will reset the decay timer. Immunity Rules: Aquatic mobs, blacklisted entities, and entities in the Nether are immune to this effect. Entering the Nether will strictly clear any existing Wetness effect. Attribute Effects (Per Stack): Frost / Thunder Resistance: -10% Fire Resistance: +10% Fire Damage Dealt: -10% Hunger Exhaustion: +5% Special Interaction: Taking Fire damage while Wet reduces that damage by 50% and triggers the Steam Cloud reaction. [New Reaction: Steam Cloud] Trigger: Deal Fire damage to a target with the Wetness effect. Effect: Generates a steam cloud. Entities inside suffer from Blindness, and hostile mobs will lose their current aggro target (resets targeting). [Configuration] All values mentioned above are fully configurable in the config file. 属性锻造 V1.3.0更新日志 【修复与优化】 配置系统重构:修复了大量已知错误,现在所有配置文件的修改均可正常读取并生效。 更换全新LOGO 【新增机制:潮湿 (Wetness)】 获取方式: 雨中:每 10 秒叠加 1 层(上限 5 层)。 水中:瞬间获得 5 层。 药水:被投掷型或滞留型药水击中时也会获得潮湿效果。 衰减机制:离开水源或避雨后,效果将逐层衰减(模拟衣物风干),重新接触水源或药水将重置倒计时。 免疫规则:水生生物、黑名单生物及身处下界维度的生物免疫此效果。携带潮湿效果进入下界会被强制清除。 属性影响 (每层): 冰霜/雷霆抗性:-10% 赤焰抗性:+10% 造成的赤焰伤害:-10% 饱食度消耗:+5% 特殊互动:受到赤焰属性攻击时,该次伤害减少 50%,并触发蒸汽云反应。 【新增反应:蒸汽云 (Steam Cloud)】 触发条件:对潮湿状态的生物造成赤焰属性伤害。 效果:生成蒸汽云雾,身处其中的生物将获得失明效果,且敌对生物会丢失当前的仇恨目标(消除索敌)。 【配置】 上述所有数值参数均可在配置文件中自定义。
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ElementalCraft 1.1.0

1.1.0
14 дек. 2025 г.30Minecraft: 1.20.1forge
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