基本信息
我的世界Java版本
1.21.1
1.20.4
1.20.1
1.17.1
平台
Fabric
运行环境

搬运团队
搬运资源声明
对于可进行 JAR 文件搬运的许可证,我们提供站内下载服务;其他资源会跳转到原帖下载。资源更新可能不及时,建议前往资源内提供的原帖链接下载最新版本。
详情信息
许可证 MIT
发布于 2024-12-30
更新于 2026-10-21
更新日志
AI Disclosure
- Used to extend the storm simulation system for rendering and handling
- Assisted in the creation of the ground fog feature
- Helped with integrating Simple Voice Chat
- Used to extend steam and flame jet effects, adding additional particles, shader, and lighting where appropriate
- Rebuilt the clock overlay to use an old pocket watch texture with embedded indicators for diurnal cycle, seasons or moon phase (depending on if Serene Seasons is installed)
- Added the option to show the compass and pocket watch in a side or corner of the screen
- Integrated older compass rose textures as possible selections for the compass, and cleaning up the textures
- Ported the light level HUD from older versions as a light level overlay, drawn from a texture for speed
- Identified root causes of several issues and help with the fix
What's New
- Simulated wind affects movement and behavior of Dynamic Surroundings particles
- Includes mist, steam, flame jets, breath, and precipitation (see below)
- Also includes a select group of particles such as Minecraft's smoke, ash, and falling leaves
- Windy biome sound effects have volumes dynamically adjusted based on wind speed
- Becomes louder or quieter as time progresses
- Enhanced when it is storming
- Client side storm simulation, based on older Dynamic Surroundings versions
- Only works in dimensions where there are no modded hooks for weather rendering
- Random seeds tied to the Minecraft day so all players using Dynamic Surroundings will experience the same effects
- When precipitation starts, the storm simulator generates a strength value independent of Minecraft's rain strength
- During a storm the strength surges and eases off below its peak, changing every half minute or so; how far it can ease is the Storm variation option in Weather Options
- The precipitation effects are "particle" like rather than rendered texture sheets, though they are not true Minecraft particles
- Rain drops with a slight slant, and will change direction based on wind
- Rain tint option in Weather Options sets how blue the rain is, from a nearly colorless gray to a deep blue
- Snow drops more slowly, and the impact of wind is more visible
- Textures are sampled from Minecraft's snow.png texture at runtime, meaning the logic will sample any modded replacement
- Sleet (a mix of rain and snow) can occur in transition zones (like elevation)
- Dust storms will occur in deserts when raining, and particles will drift along the ground in the direction of wind
- The dust particles will climb small inclines as well giving the impression of flowing over elevations
- These particles are affected by the wind simulator
- Rain drops with a slight slant, and will change direction based on wind
- Serene Seasons will affect whether rain or dust blows in some biomes, such as Biomes OPlenty's Lush Desert
- Various parts of the system can be enabled/disabled in the Weather Options section
- Snowflakes lie where they land for a moment, then shrink and fade as they melt; blown by the wind into the side of a wall or tree trunk, they stick to it (Snow sticks to sides option in Weather Options)
- Rain blown onto windows (glass blocks and panes) clings, then runs down the glass in short rushes, leaving a wet trail that dries, and drips off a bottom edge over open air; windows facing the wind and open to the sky get the most. Rain on windows option in Weather Options
- For a while after rain stops, water drips from the lowest leaves of trees and from overhanging edges like eaves, less and less as things dry; edges drip while it rains too. Drips after rain option in Weather Options; works even with particle rain off
- In the cold, frost grows on the outside of clear glass windows, in from the window's edges, thickest before sunrise; the sun melts it from east facing windows in the morning and west facing ones in the evening. Frost on windows option in Weather Options;
/dsweather frost 0-100sets it for testing - The weather system will auto disable if Particle Rain or Simple Weather is installed
- Brought back the compass rose textures from older mod versions
- There are 3 rose styles to choose from
- Textures were cleaned up from the originals
- New pocket watch clock display, styled after Minecraft's clock
- Shown above the crosshair (beside the compass if both are shown), with hour and minute hands that tick from minute to minute
- Has some wear like an heirloom handed down: tarnish, scratches, a dent or two, and a hairline crack in the dial
- A window under XII shows day or night, like Minecraft's clock, to tell noon from midnight
- A window above VI shows the season when Serene Seasons is installed, or the moon's phase without it
- Spins where the compass does (the Nether, the End), as Minecraft's clock does there; the clock text leaves out the time (
dsurround:effects/clock_wobblepicks which clocks) - Clock style option in Compass and Clock Options: text, pocket watch, or both; the Render scaling option applies to it as well
- Pocket watch style option picks the look: CLASSIC (the worn round watch) or SQUARE (a square brass watch in pixel art)
- The compass and clock on/off switches are now a NONE choice in their styles; a switch that was off carries over as NONE
- Option to show the compass and pocket watch in a side or corner of the screen while one is in the hot bar or off hand, rather than above the crosshair while held
- Show in screen margin option in Compass and Clock Options turns it on; Screen margin position picks one of the four sides or four corners (left by default)
- Shown together, they sit one above the other on the sides and corners, and side by side at the top and bottom
- The compass rose is upright there, turning with your heading; the compass band is drawn at half size
- Clock text is still shown only while a clock is held
- The compass band texture is now smoothed, so it no longer flickers as it slides at small sizes
- Light level overlay, back from older versions: numbers on the blocks around the player that monsters could stand on, colored by whether they can spawn there
- Turned on and off with the Light Level Overlay key (unbound to start with, under Dynamic Surroundings in the controls)
- Red where monsters can spawn now, yellow where they can at night, green where it is too bright, aqua where they can never spawn; DARK colors also available
- Spawning follows the dimension's own rules: in the Overworld any block light keeps monsters away, in the Nether it goes by light level 7
- Shows block light, skylight, or the brighter of the two; range of 8 to 32 blocks; can hide the safe blocks
- A legend in the bottom right corner of the screen says what the colors mean, and can be turned off
- The numbers are drawn with the game's font, so a resource pack that changes the font changes them too
- Light Level Options in the configuration
- [Experimental] Ground fog in swamps and spooky biomes like Dark Forest and BOPs Ominous Forest
- Heavy rains can thin it out, higher density between midnight and morning
- Wind can shift the drift direction and speed
- Should clear when inside
- There is a quality setting in Weather Options that allow you to control the ground fog rendering parameters
- OFF, Fast, Fancy, and Fabulous; defaults to Fancy
- Fast has some artifacting; Fabulous looks much better but will be computationally intensive (of course NONE is the most performant :D)
- [Experimental] Support for Simple Voice Chat with enhanced sound processing
- On by default; setting can be found in the Enhanced Sounds configuration options
- Hear Self diagnostics setting can be found in the Diagnostics Settings config section; disabled by default
- Will auto disable if enhanced sound processing is not available (ex, Sound Physics Remastered is installed)
- New /dsweather command to control aspects of simulated wind and storm
- I use for testing but if you w
... [内容过长已截断]


