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Releases: lovexyn0827/MessMod

0.7.3+v20240827

27 Aug 07:34
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Ported 0.7.2+v20240129 to MC1.20.5&6 and 1.21.1. However, due to recent changes in vanilla MC, some features are (temproarily) unavailable.

将0.7.2+v20240129版本一直到了MC1.20.5、1.20.6和1.21.1。因为原版MC的变更,目前有一些特性(暂时)不可用。

0.7.2+v20240129-BETA

29 Jan 02:57
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0.7.2+v20240129-BETA Pre-release
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Fixed

  • Game crashes when rendering the name of an entity (Issue #8) (Affects MC1.19.4+)
  • Removed unnecessary debug markers (Affects MC1.18.2+)
  • The threshold on the TPS chart is scaled incorrectly. (Affects MC1.16.5-MC1.20.2)

修复

  • 渲染实体名称时游戏发生崩溃 (Issue #8)(影响MC1.19.4+)
  • 移除了不需要的调试标记(影响MC1.18.2+)
  • TPS图表当中的阈值未被正确地缩放(影响MC1.16.5-MC1.20.2)

0.7.1+v20240112-BETA

12 Jan 16:02
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Fixed

  • Some entity poses aren't handled properly, causing mc to crash (Issue #7)

0.7.0+v20231216-BETA

16 Dec 15:04
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For 2018.12.16.

新选项

  • serverSyncedBoxUpdateModeInFrozenTicks
    • 游戏运算被地毯端中/tick指令暂停时服务端碰撞箱渲染器的行为。
  • tpsGraphScale
    • 缩放TPS(MSPT)图表以使其可以在屏幕中完整显示。
  • quickStackedEntityKilling
    • 杀死被砖块敲击的实体以及所有位置与其相同的实体。
  • 几条用于快捷地获取实体信息的指令:
    • dumpTargetEntityDataWithPaper
      • 主手持有纸的玩家右键实体时输出目标实体信息。
    • dumpTargetEntityDataWithCtrlC
      • 使用Ctrl + C时输出目标实体信息。
    • dumpTargetEntityNbt
      • 输出目标实体的NBT数据。
    • dumpTargetEntitySummonCommand
      • 生成用于生成目标实体的一条指令。
    • dumpTargetEntityDataOnClient
      • 输出客户端实体信息而不是服务端实体信息。
  • accessingPathDynamicAutoCompletion
    • 支持自动补全Accessing Path中的字段名和方法名。
  • defaultSaveComponents
    • 默认包含在导出的存档中的存档组件。
  • independentEntityPickerForInfomation
    • 独立地为信息提供者(目前只包含指令UUID建议)选取目标实体。
  • getEntityRangeExpansion
    • 在原版的getEntity()方法中,只有与给定AABB的切比雪夫距离小于2m的区段中的实体会被“看到” ,有时这会导致一些较大实体与外界的交互出现问题。将该选项改为一个较大值可以修复这一Bug。
  • disableItemUsageCooldown
    • 禁用末影珍珠和紫颂果等物品的的使用冷却时长。
  • expandedStructureBlockRenderingRange
    • 增加结构方块的渲染距离。

新指令

  • /variable
    • 创建或管理存储Java对象的变量。
  • /logchunkbehavior addColumn|removeColumn
    • 创建或管理自定义区块行为记录器中的列项目。
  • /messcfg list [<label>]
    • 列出具有给定标签的选项。
  • /lag while & /lag once
    • 一次性地卡死一个线程,或者在此后制定游戏刻内的指定阶段中卡死游戏。

其它新内容

  • Accessing Path的自动补全。
  • /logchunkbehavior中加入了更多区块事件。
  • 高级Mixin选择对话框。
  • 运算阶段DIM_REST
  • 变量字面值。
  • 简单节点this
  • 存档组件GAMERULES
  • 实体选择器@t
  • 在Accessing Path中加入了字面值节点。
  • 在标题界面按下F8以选择高级Mixin。

更改

  • 可以省略/export addRegion中的维度参数以更方便地使用当前维度。
  • 默认不再增加结构方块的渲染范围。
  • 不再使用Scarpet脚本实现选项enabledTools
  • 移除了原来的/lag

Fixes

  • creativeUpwardsSpeed默认值的行为与原版行为不完全一致(#4)。
  • 与复制Accessing Path相关的潜在问题。
  • 实体数据记录器生成的日志文件当中的实体名称不完全正确。
  • 实体信息记录器的当中的ConcurrentModificationException会造成崩溃。
  • 导出的存档文件当中的非法字符没有被去除。
  • 更新区块加载状态渲染器所用的Callback不会被正确地移除。
  • /execute中使用一些指令时字段的建议不可用。
  • /hud listFields生成的自定义字段列表不完整。
  • 分量节点不能被正确地编译。
  • 一些选项解析错误没有被正确地翻译。
  • EntitySelectorMixin造成的专用服务端崩溃。
  • Accessing Path不能被正确地去初始化。
  • 已编译的节点的输出类型不正确。
  • generateChunkGrid会在玄武岩三角洲造成世界生成异常。
  • 参数类型信息的注册实际过晚。
  • 在导出的存档名称当中不能使用非ASCII字符。
  • 方法与映射器节点当中不能使用“.”字符。
  • 字符串节点当中的Unicode格式转义字符没有被正确地处理。
  • /lazyload会影响所有维度。
  • 在HUD被渲染在屏幕的左边或下边时会出现渲染错误。
  • 尽管会被拒绝执行,添加名称已经被占用的侧边栏项目仍然被报告为“成功”。
  • HUD标题栏有时会被渲染到屏幕外部。
  • 与Fabric 0.15+不兼容。

New Options

  • serverSyncedBoxUpdateModeInFrozenTicks

    • What the server-side hitbox renderer should do in ticks frozen by the Carpet.
  • tpsGraphScale

    • Scale the TPS (MSPT) graph so that it can be held by the screen.
  • quickStackedEntityKilling

    • Kill the entity being knocked by a brick, along with all entities being at the same position as it.
  • A couple of options to get the information of entities more convenient:

    • dumpTargetEntityDataWithPaper
      • Output the data of the current target entity by right-clicking while holding a paper.
    • dumpTargetEntityDataWithCtrlC
      • Output the data of the current target entity with Ctrl + C.
    • dumpTargetEntityNbt
      • Output the NBT data of the targeted entity.
    • dumpTargetEntitySummonCommand
      • Generate a command to summon the target entity.
    • dumpTargetEntityDataOnClient
      • Output the information of the client-side entity instead of the one of the server-side one.
  • accessingPathDynamicAutoCompletion

    • Support suggestions for fields and methods when auto-completing Accessing paths.
  • defaultSaveComponents

    • Save components that are included in export saves by default.
  • independentEntityPickerForInfomation

    • Pick crosshair-targeted entities for information providers (currently only the UUID suggestor) independently.
  • getEntityRangeExpansion

    • In the vanilla getEntities() method, only entities that are in subchunks whose Cheshev distances to the given AABB are smaller than 2 blocks are seen. Usually, it doesn't matter, but when the height of some of the entities is greater than 2 blocks or the width is greater than 4 blocks, it can lead to some problems, especially when the entity is close to the boundary of subchunks. Changing it to a higher value may fix some bugs about the interaction between entities and something else.
  • disableItemUsageCooldown

    • Disable item usage cooldown for ender pearls and chorus fruits, etc.
  • expandedStructureBlockRenderingRange

    • Expand the maximum visible distance of structure blocks.

New Commands

  • /variable
    • Creates and manages variables that hold Java objects.
  • /logchunkbehavior addColumn|removeColumn
    • Creates and manages custom columns for chunk behavior logger.
  • /messcfg list [<label>]
    • List options with given labels.
  • /lag while & /lag once
    • Freeze a thread of the game for once, or freeze the current game at a given phase for a given number of ticks.

Other New Features

  • Auto-completion of accessing paths.
  • More chunk events for /logchunkbehavior.
  • Advanced mixin selecting dialog.
  • Ticking phase DIM_REST.
  • Variable literals.
  • Simple node this.
  • Save component GAMERULES.
  • Entity selector @t.
  • Literal node in accessing path.
  • Press F8 in the title screen to choose advanced mixins.

Changes

  • The dimension argument in /export addRegion can be omitted to use the current dimension more convenient.
  • No longer expand the rendering range of structure blocks by default.
  • No longer use scarpet for enabledTools.
  • Removed original /lag command.

Fixes

  • The default value of creativeUpwardsSpeed doesn't match the vanilla mechanism perfectly (#4)

  • Potential issues related to forking accessing paths.

  • Entity names are not reflected properly in the name of logs produced by the entity data logger.

  • Crashes caused by ConcurrentModificationException in entity logger.

  • Invalid characters in the name of exported saves are not stripped.

  • Update callbacks for chunk info renderer are not removed properly.

  • Field name suggestion is not available when using some commands as a child of /execute.

  • Custom line lists returned by /hud listFields aren't complete。

  • Component nodes are not compiled properly.

  • Some option parsing errors are not translated.

  • Dedicated server crash caused by EntitySelectorMixin.

  • Accessing paths are not uninitialized properly.

  • Compiled nodes have incorrect output types.

  • generateChunkGrid causes world generation glitches in basalt deltas.

  • Argument types are registered on the client too late.

  • Cannot use non-ASCII characters in the name of exported saves.

  • Cannot use . in method & mapper node.

  • Unicode escapes in string literals are not handled properly.

  • /lazyload affects all dimensions.

  • HUDs are rendered incorrectly when rendered on the left or bottom of the screen.

  • Using already used names in new sidebar lines is reported as successful despite rejection.

  • Header lines are sometimes rendered outside the screen.

  • Not compatible with Fabric 0.15+.

0.6.1+v20230907-BETA

07 Sep 10:56
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修复

  • /lazyload add|remove <corner1>不能正常工作。
  • 未安装Carpet会使游戏崩溃。
  • 专用服务端崩溃。
  • 无法撤销对有物品栏的方块的变更。
  • 使用较新的TIS Carpet Additions时无法自动下载混淆映射表。

Fixed

  • /lazyload add|remove <corner1> doesn't work properly.
  • Game crashes if Carpet is not loaded.
  • Dedicate server crash.
  • Changes to blocks with inventories cannot be undone properly.
  • Automatic mapping downloading doesn't work when using modern versions of TIS Carpet Additions.

0.6.0+20230823-BETA-mc1.16

22 Aug 23:32
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或许是最大的一次更新。

新特性

选项

  • allowTargetingSpecialEntities
    • 主要用来支持物品、末影珍珠等实体的UUID建议。
  • fletchingTablePulseDetector
    • 测量红石脉冲的长度和它们确切的起止点(包括运算阶段)。
    • 默认只检测正脉冲,但也可以通过fletchingTablePulseDetectingMode启用对负脉冲的检测。
  • fletchingTablePulseDetectingMode
  • fillHistory
    • 允许撤销/重装/fill操作。
  • allowSelectingDeadEntities
    • 允许目标选择器@e选择死亡的实体。
  • disableEnchantCommandRestriction
    • 移除/enchant对附魔等级与及附魔合理性的限制.
  • blamingMode
    • 用于下面的区块事件原因分析器。
  • blameThreshold
    • 用于下面的区块事件原因分析器。

指令

  • /lazyload
    • 模拟弱加载区块。
    • 目前只是禁用了区块内的实体运算,区块的其他属性并未改变。
    • 与/forceload`不同,这些状态不是持久的。
  • /countentities
    • 更容易地计数实体,尤其是堆叠实体。

其它特性

  • 四种实体选择器选项
    • typeRegex
      • 指定选取的实体类型ID(含命名空间)满足的正则表达式。
    • nameRegex
      • 指定选取的实体名称满足的正则表达式。
    • class
      • 指定选取的实体类名(包名可选)满足的正则表达式。
    • instanceof
      • 指定选取的实体的类的超类或所实现的接口(直接或间接地)的具体名称。
  • Accessing Path编译器
    • 将自定义节点编译为字节码来提高运行效率。
    • 实验性功能。
  • 区块事件原因分析器
    • 允许区块行为记录器(/logchunkbehavior)分析区块事件的原因。
    • 启用后,可以选择是输出Stacktrace还是分析得到的几个标签。
  • 实体信息记录器存储策略
    • 原先,在服务端与客户端运行中产生的记录都会被保存。
    • 现在可以使用/entitylog sub <entities> <policy>/entitylog setDefaultStroagePolicy <policy>禁用其中一方产生的记录。
    • 默认只会保存服务端产生的记录。
    • 也可以将两方产生的记录保存到同一个文件中,但是一般不建议。
  • 在第一次在安装有MessMod时打开某一个生存存档时会弹出一条警告。
  • 服务端运算阶段REST
    • 代表玩家输入等异步任务完成后的时间。
  • Accessing Path节点class
    • 对应输入的类的Class对象。
  • 支持在/exportsave中导出存档的更多部分。
    • 可以使用/exportsave addComponent <comp>/exportsave removeComponent <comp>进行自定义。

更改

  • 允许在指令中使用通配符。
    • 格式与DOS文件名通配符接近。
    • 用于涉及增加(关注)或删除(取消关注)项目的指令中,包括:
      • /logchunkbehavior subscribe | unsubscribe <event>
      • /logpacket sub | unsub <type>
  • 不再允许再类型转换节点中使用基本类型。
    • 使用基本类型会导致编译后的Accessing Path出错。
    • 另外这也是不正确的,因为节点的直接输入总是引用类型。
  • 现在映射器节点只识别与给定签名完全相符的方法。
  • 现在方法节点会引用最基本的被覆写方法以增强适应性。
    • 如使用Object.toString()而不是LivingEntity.toString()
  • (取消)监听字段不再会重启实体信息记录器,现在在记录器非空闲时这些操作会失败。
  • 不再标记为与Lithium冲突。
  • 运算事件现在在对应阶段的起点被触发。
  • /logchunkbehavior setSubscribed分为两条指令。
  • /exportsave中耗时测量现在更为准确。
  • 将信道版本从2升级为3。

修复

  • /freezentity会阻止实体的区块位置更新。
  • 一些移动限制在/logmovement中被运算了两次。
  • 在实体选择器选项side中使用未知的参数时输出的错误信息不正确。
  • /exportsave产生的临时文件未被清理。
  • 撤销与重做在一次按键中被执行了两次。
  • 使用快捷键F3 + <Key>时,<Key>对应的动作会被执行。
    • 例如,使用F3 + E时会打开物品栏界面。
  • 即使指定了Descriptor仍有可能找到多个目标。
  • 区块事件TICKET_ADDITIONTICKET_REMOVAL未被正确地触发。
    • 如果这两个事件被写进了文档中。
  • 修改hotbarLength后不能使用原版物品栏材质。
    • 先前只用了一个简单的灰色背景。
  • 存档特定的选项在退出存档后仍被使用。
  • 不同玩家的图像发送互不独立。
    • 例如,原先方块碰撞箱渲染器实际上只对一个玩家(甚至可能是Bot)有效,其他玩家无法使用该功能。
  • /raycast entity在语言设为中文时不能使用。
  • 关于选项设定与方法节点参数列表的一些错误信息未被翻译。
  • 参数类型不能被序列化。
    • 该Bug的一个结果是玩家加入时输出的几条警告,以及在/help中找不到这些类型的参数。
  • 实体信息记录器中,在不指定Accessing Path时监听-THIS-会导致崩溃。
  • 不能使用基本类型的类字面值。
  • /entityfield中不能使用没有对应Mapping的字段。
  • 无法撤销方块实体的变更。
    • 然而,这一Bug并未完全修复,因为容器内的物品栏并不会被恢复。
  • 导出的存档文件夹与给定名称不匹配。

The biggest update since the mod was created, I guess.

New Features

Options

  • allowTargetingSpecialEntities
    • Mainly to enable UUID suggestions for entities like ender pearls and items.
  • fletchingTablePulseDetector
    • Measures the length and exact starting and ending time (including ticking phases) of an redstone pulse.
    • By default, only positive pulses are detected, but you may enable detecting negative pulses with fletchingTablePulseDetectingMode.
  • fletchingTablePulseDetectingMode
  • fillHistory
    • Allow you to undo or redo /fill.
  • allowSelectingDeadEntities
    • Allow entity selector @e to select dead entities.
  • disableEnchantCommandRestriction
    • Remove the restriction on enchantment level and compatibility from /enchant.
  • blamingMode
    • Used by the chunk event cause analyzer mentioned below.
  • blameThreshold
    • Used by the chunk event cause analyzer mentioned below.

Commands

  • /lazyload
    • Simulates lazy loaded chunks.
    • Currently, only entity ticking is disabled within marked chunks, other properties of the chunks are not influenced.
    • Unlike /forceload, the states are not permanent.
  • /countentities
    • Counts entities, especially stacked ones, in a easier way.

Other Features

  • Four kinds of entity selector options
    • typeRegex
      • Specify a regular expression matching the ID (including the namespace) of selected entities.
    • nameRegex
      • Specify a regular expression matching the name of selected entities.
    • class
      • Specify a regular expression matching the class (package name is optional) of selected entities.
    • instanceof
      • Specify a concrete class name of the super class or implemented (directly or indirectly) of the class of selected entities.
  • Accessing path compiler
    • Compiles custom accessing path nodes into bytecode to enable higher performance.
    • Experimental feature.
  • A chunk event cause analyzer
    • Allows the chunk behavior logger (/logchunkbehavior) analyze the cause of chunk events.
    • When enabled, you can select whether raw stacktrace or a few analyzed tags will be written to the file with option blamingMode.
  • Storage policies for entity logger.
    • Previously, logs produced when both the server and the client ticks are saved.
    • But now, you can disable logs from one of these sides by specifing a policy with /entitylog sub <entities> <policy> or /entitylog setDefaultStroagePolicy <policy>.
    • By default, only logs from the server are saved.
    • Saving all logs in a single file is possible, but not recommended.
  • A warning screen displayed when trying to load a survival save for the first time with MessMod.
  • Server ticking phase REST.
    • Represents the point where all async tasks like player inputs are finished.
  • Accessing path node class.
    • The Class object representing the class of the input.
  • Support exporting more parts of saves in /exportsave.
    • It can be customized with /exportsave addComponent <comp> and /exportsave removeComponent <comp>.

Changes

  • Allow using wildcards in commands.
    • The format is similar to DOS filename wildcard.
    • It can be used in commands involving adding (subscribing) or removing (unsubscribing) some items, including:
      • /logchunkbehavior subscribe | unsubscribe <event>
      • /logpacket sub | unsub <type>
  • No longer permit using primitive types in class cast node.
    • Using them may lead to failure in compiled accessing paths.
    • And they are actually invalid as all direct input of all nodes are of refercence types.
  • Methods nodes now references one of the deepest overriden method correctly, which makes them more adaptable.
    • For example, Object.toString() instead of LivingEntity.toString() is used.
  • Mapper nodes now only recognize targets with exactly matching descriptors.
  • (Un)subscribing fields won't restart entity information logger, instead, it fails if the logger isn't idle.
  • No longer marked as conflicting with lithium.
  • Ticking events are now triggered at the beginning of corresponding stages.
  • Spilt /logchunkbehavior setSubscribed into 2 commands.
  • More accurate elapsed time measuring in /exportsave.
  • Updated channel version from 2 to 3.

Fixes

  • /freezentity prevents the chunk position of entities from updating.
  • Certain movement restrictions are calculated twice in /logmovement.
  • The error message sent when using a undefined network side in entity selectors is incorrect.
  • Temproary files produced by /exportsave are not cleaned.
  • Undo and redo are performed twice within a single click.
  • When using key bindings F3 + <Key>, actions attached to <Key> are performed.
    • For example, when pressing F3 + E, the inventory screen is opened.
  • Multiple targets can be found even if a descriptor is specified.
  • Chunk event TICKET_ADDITION & TICKET_REMOVAL is not triggered correctly.
    • If the are documented before.
  • Vanilla hotbar texture is not available when hotbarLength is modified.
    • Previously a simple grey background is used.
  • Save specific options are still used after exiting from the save.
  • Shapes for different players are not sent independently.
    • For example, previously the block outline renderer effectively only renders shapes for one player (possibly a bot), making the feature not available for other players.
  • /raycast entity fails when the language is set to Chinese.
  • Some error messages related to options setting or arguments in method and mapper nodes are not translated.
  • Argument types are not serializable.
    • An consequence of the bug is that some warning messages are output when players log on and that arguments of these types are absent in /help.
  • Listening to -THIS- in entity information logger without specifing an accessing path leads to crash.
  • Class literal of primitive types cannot be used.
  • Fields without a mapping couldn't be referenced in /entityfield.
  • Block entity changes cannot be undone.
    • However, it is not completely fixed now, as inventories is still unable to get restored.
  • Exported save folder doesn't match the given name.

0.5.1+v20230612-1.16

12 Jun 07:09
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修复

  • 与Pehkui不兼容(详见Issue#4)
  • 与Java 8/9不兼容

Fixed

  • Not compatible with Pehkui (See Issue#4)
  • Not compatible with Java 8 & 9

0.5.0-20230404-1.16

04 Apr 16:24
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Notice

该版本为实验性快照
This version is a experimental snapshot

新内容

  • Accessing Path中加入类型转换节点
  • Accessing Path中加入映射器节点
  • 流体流向向量的可视化
  • 区块加载状态显示(对应选项chunkLoadingInfoRenderer)
  • /accessingpath list
  • 客户端运算事件,可用于实体信息记录器和Sidebar
  • 选项optimizedEntityPushing(与原版不一致)
  • 区块行为记录器
  • 选项dedicatedServerCommands

修复

  • x、y、z和identityHash不可用
  • 方法描述符中基本类型未被正确地处理
  • 一条报错信息存在缺失的参数
  • 实体的自定义名称在实体信息记录器中未被正确地处理
  • Vec3d字面值在方法调用中不可用,因为逗号也是参数间的分隔符
  • 方法调用和映射器节点不能被初始化且其toString()方法被调用时产生空指针异常
  • NaN和无限值在字面值中不可用
  • 方法调用和映射器节点使用重写方法时产生的一些Bug
  • 方法调用和映射器节点在枚举字面值被用到时行为异常
  • /entitysidebar remove的反馈信息未被翻译
  • 地毯端未被加载时结构方块的渲染距离未被扩大
  • 方法调用和映射器节点中异常处理存在问题
  • 或许更多

Added

  • Class casting node in accessing path (not available)
  • Mapper node in accessing path
  • Visualization of the fluid flowing direction
  • Chunk loading state renderer (option chunkLoadingInfoRenderer)
  • /accessingpath list
  • Client ticking events, which can be used in entity logs and sidebars.
  • Option optimizedEntityPushing (inconsistent with the vanilla behavior)
  • Chunk behavior logger, and command /logchunkbehavior
  • Option dedicatedServerCommands

Fixed

  • x, y, z and identityHash couldn't be used
  • Primitive types in method descriptors couldn't be handled well
  • Unable to load languages when some mods (carpet-extra, for example) are installed
  • A warning message has missing arguments
  • Custom names of entities are not processed well in entity logs
  • Vec3d literals couldn't be used in method invocations as the commas are also delimiters of arguments
  • NPE are thrown when MethodNode & MapperNode couldn't be parsed and its toString() are called.
  • NaN & Infinities are not allowed in literals
  • Some bugs caused by using overriding methods in mapper & method nodes.
  • Misbehavior of mapper & method nodes, when literal E+ENUM is used.
  • The feedback of /entitysidebar remove is not translated.
  • The rendering distance of structure block is not enlarged when the carpet is not installed.
  • Buggy exception handling in mapper & method nodes.
  • Maybe more

0.4.0+20221217-mc1.16

17 Dec 13:25
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0.4.0+20221217-mc1.16 Pre-release
Pre-release

选项

  • minecartPlacementOnNonRailBlocks:允许在铁轨以外的方块上放置矿车
  • quickMobMounting:允许使用刷怪蛋直接将生物放置在载具内
  • generateChunkGrid:在地表生成一层表示区块范围的方块

指令

  • /accessingpath:自定义Accessing Path节点(将来可能会扩增其他功能)
  • /exportsave:导出指定区域为存档(功能很不完善)

其他特性

  • Vec3d字面值

修复

  • 将hideSuvivalSave改为hideSurvivalSave以修正拼写错误
  • 修复了帮助信息中的一些语法错误
  • 很多指令执行后没有任何反馈信息
  • 在HUD中定义新字段会覆盖重名的旧字段
  • BlockPos字面值无法解析

Options

  • minecartPlacementOnNonRailBlocks: Allow players to place minecarts directly on the ground
  • quickMobMounting: Placing mobs into vehicles
  • generateChunkGrid: Generate a layer of glass on the ground to show the chunks

Commands

  • /accessingpath: Manage custom nodes in accessing paths. (Some other features may be introduced in the future.)
  • /exportsave: Export some given areas as a new save.

Other Features

  • Vec3d literal

Fixes

  • Changed hideSuvivalSave to hideSurvivalSave to correct a spelling mistake.
  • Fixed some grammatical mistakes.
  • Many commands have no feedback.
  • In HUDs, listened fields get replaced when a newer line with the same name is created.
  • Couldn't parse BlockPos literals.

0.3.0+20221001-mc1.16.x

01 Oct 15:38
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Pre-release

试验性快照
/partlykill - 杀死选中实体中的一部分
在/entityfield中使用更多字面值(已经应用在Accessing Path中方法节点中)
在/entityfield modify指令中使用Accessing Path以及-THIS-
修复:字面值中的负数和带有后缀的数字不被正常解析

Experimental Snapshot
/partlykill - Kill a part of selected entities
More literals (which has been used in method nodes in accessing paths) in /entityfield
Accessing paths and -THIS- in /entityfield modify
Fix: Negative number or numbers with suffix in literals couldn't be parsed