Releases: TouchController/E1epack
Releases · TouchController/E1epack
SetBlock-TNT_v3.0
- 迁移项目,现在不再需要单独安装 DFL
- 移除了对于 DFL 的加载检测
- 现在不再在玩家动作栏显示实时实体数量
- Migrated the project, no longer requires separate DFL installation
- Removed DFL loading detection
- No longer displays real-time entity count in player action bar
datapack-function-library_v5.1
- 重命名 dfl:tick/relax 为 dfl:tick/mith
- 现在 dfl:tick/mith 函数除死亡不掉落外,均仅对执行者生效
- Renamed dfl:tick/relax to dfl:tick/mith
- The dfl:tick/mith function now only affects the executor, except for keep inventory on death
Lucky-Block-Island_v3.0
- 重构数据包,现在可以用命令修改一些设置
- 现在数据包会修改世界生成设置
- Refactored the data pack, now some settings can be modified with commands
- The data pack will now modify the world generation settings
Localization-Resource-Pack_v1.5
更新本地化相关内容,适配 Lucky-Block-Island
Update localization content to support Lucky-Block-Island
stone-disappearance_v4.3
- 规范设置中布尔值的存储,不再使用字符串
- Standardize the storage of boolean values in settings, no longer use strings
auto-lucky-block_v3.0
- 重构数据包,现在支持使用命令修改幸运方块激活时间。
- Refactored the data pack, now supports modifying the lucky block activation time using commands.
stone-disappearance_v4.2
- 修改完 gametime dfl_scoreboard 记分项后进行恢复,避免其他使用此记分项的项目出现问题
- Restore the gametime dfl_scoreboard objective after modification to avoid problems with other projects that use this objective
stone-disappearance_v4.1
- 更新 README
- 更正支持的版本列表
- Update README
- Correct supported version list
datapack-function-library_v5.0
- 加入 gpl 和 lgpl 协议原文对话框
- 项目更名
- 杂项
- Added original GPL and LGPL license text dialogs
- Project renamed
- Miscellaneous
stone-disappearance_v4.0
- 重构数据包,添加全新的设置界面(基于对话框)
- 添加全新的清除算法,在确保性能的同时保证效果
- 设置界面选项丰富,设备性能好的用户可以拥有更好的游戏体验
- 核心算法:
- 每次执行时,以玩家为中心,螺旋遍历周围区块
- 成功清除第一个区块后退出算法,或遍历到未加载区块,或遍历范围达到限制
- 可自定义遍历范围,可自定义清除成功判定
- 适配多人游戏,适配服务器
- Refactored the data pack and added a brand new settings interface (based on dialogs)
- Added a brand new clearing algorithm to ensure effectiveness while maintaining performance
- The settings interface has rich options, allowing users with high-performance devices to have a better gaming experience
- Core algorithm:
- Each execution spirals through surrounding chunks centered on the player
- The algorithm exits after successfully clearing the first chunk, or when it reaches an unloaded chunk, or the traversal range limit is reached
- Customizable traversal range and success criteria for clearing
- Compatible with multiplayer and servers