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Description:
``` Orbital Railgun Cataclysm ├── 🎯 Activation │ ├── ⏱️ 2s charge-up (green energy surge) │ └── 🚀 Launches full 20s orbital sequence │ ├── 🛰️ Phase 1: Target Scan │ ├── 🔄 Rotating white rings (r=30) │ ├── 🌐 Adaptive green laser grid │ └── 📡 Deep hum + radar tones │ ├── ☄️ Phase 2: Energy Formation │ ├── 🔆 Green/blue energy sphere forms │ ├── ⚡ Lightning arcs & halo rotation │ └── 🎶 Rising power sound buildup │ ├── 🌪️ Phase 3: Implosion │ ├── 🌀 Energy compression vortex │ ├── 💫 Space distortion effect │ └── 🔕 Short silence before impact │ ├── 💥 Phase 4: Detonation │ ├── 🌋 Expanding shockwave sphere │ ├── 🔮 Green fireball + mushroom cloud │ └── 📢 Massive explosion (audible range 400+) │ └── 🛠️ System Notes ├── 🧠 GPU particles + server validation ├── 🛡️ Safe tick-based spawning & pooling └── 🎧 Cinematic 25s audio + spatial effects ``` by 7klow for ModJam competition.
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This will create a new mod based on "Orbital Railgun Cataclysm" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
154
Oct 5, 2025, 05:23 PM
User request: Mod: Orbital Railgun (Fabric, Minecraft 1.21.5). Single weapon item (64×64 texture). Core goals: cinematic math/particle/physics-first animation pipeline; strict client/server separation; progressive visual complexity; terrain-awareness; performance safeguards; mathematically perfect spheres/domes (Fibonacci/voxel); terrain-adaptive systems; effectively unlimited particle budgets via GPU compute & spatial data structures; predictive chunk preloading; robust server-side validation for destructive actions. Palette rules: v5+ Greens explicit ranges, Pure White #FFFFFF, Pure Black #000000; v8+ mandate: no aiming particles during targeting UI. Persistent technical & safety mandates: strict client/server separation (World.isClient guards, @Environment, ClientPlayNetworking/ServerPlayNetworking, PacketByteBuf), packet-size limits, server authorization for destructive actions, try/catch around spawns, null checks, hotbar/charge-interruption handling, cooldowns & HUD sync, predictive chunk preloading, occlusion/frustum culling, LOS checks, GPU compute shaders, memory-mapped buffers, octree/BVH, object pooling, multithreading, adaptive LOD/frame-budget. Cinematic SFX mapping v15: replace TNT/explosion sounds, layered SFX per palette, never white alone, mandatory mixing. v1 (Original) — Activation & pipeline: - Activation: hold right-click 2s charge (charging particles + screen shake); release triggers 20s orbital sequence. - HUD: circular military scope HUD; target preview cylinder 50-block radius; distance & coords. - Networking/Arch: PacketByteBuf, ParticleManager batching, custom Particle classes, async block updates via ThreadExecutor; LOD reduction beyond 24 chunks; ClientTickEvents; WorldRenderer HUD. - Charging: 2s, ELECTRIC_SPARK ~2k/sec at barrel; screen shake; green vignette; BLOCK_BEACON_ACTIVATE pitched; cap up to 30k/sec. - 20s Animation phases (formulas & counts): - Phase1 SCANNING BEAMS (5s): 8k/sec; 16 horizontal rings + 8 vertical beams rotating; END_ROD white core + ELECTRIC_SPARK green. - Phase2 ORBITAL STRIKE (4s): 12k/sec; projectile from y=256; FIREWORK core 1→8; DRAGON_BREATH spiral trail; descent y(t)=256-(256-y0)*(t/4)^0.5. - Phase3 SPHERE EXPANSION (6s): 20k/sec; R(t)=50*(1-cos(π*t/6))/2; Fibonacci sphere; color progression. - Phase4 SPHERE IMPLOSION (5s): 15k/sec; R(t)=50*(1-t/5)^2; inward accel + turbulence. - Phase5 MEGA EXPLOSION (2s): 50k total (10k EXPLOSION_EMITTER flash; 8 concentric shockwaves; 16 FIREWORK tendrils). - Destruction: cylinder radius 50, y∈[y0-30,y0+30]; instant vaporize layered Air→MAGMA_BLOCK→CRYING_OBSIDIAN; one-shot kill entities; synced/delayed with animation. v2 (Particle/visual escalation): - Charging helix 5k ELECTRIC_SPARK/sec; END_ROD concentric circles 2k/sec; exponential camera shake; layered beacon sounds. - Phase escalations: Phase1 → 15k/sec 32 rings; Phase2 → 20k/sec FIREWORK 2→15 with toroidal DRAGON_BREATH; Phase3 multi-layer spheres R=25/35/50, Fibonacci sphere 3k particles/frame + Perlin displacement + 2Hz color cycling; Phase4 R(t)=50*exp(-2t); Phase5 PLASMA APOCALYPSE 40k/sec. - Performance: culling beyond 32 blocks; batching/instancing; frame-rate adaptive counts; async spawning; math primitives added. v3 (Stability, client/server separation, weapon system): - Enforced strict client/server split; particle/sound/renderers registered; Fabric events; packet size limits; validate positions; try/catch/null checks; World.isClient guards. - Weapon: 12s cooldown, maxDamage 1200; hotbar cooldown overlay; lore tooltip; achievement on first strike. - Palette temporary; destruction layering expanded Air→MAGMA_BLOCK→CRYING_OBSIDIAN→OBSIDIAN; CustomDamageSource "orbital_strike". - Client-only heavy particles; server authoritative destruction; HUD slot progress renderer; cooldown sync via ClientPlayNetworking/ServerPlayNetworking. - Perf & safety: LOD beyond 16 chunks, particle batching, async block updates, hotbar/charge-interruption handling. v4 (Cinematic escalation; authorization for extreme particle densities): - Authorization for ultra-high particle counts (200k+); expanded math complexity and multithreading. - Charging: 30k/sec total with quadruple helix; fractal tendrils. - HUD: military scope, digital readouts, 20-block preview radius. - Phases massively scaled (Phase1 80k/sec; Phase2 descent from y=400; Phase3 100k/sec; Phase4 80k/sec; Phase5 200k total). - Destruction: cylinder layers maintained; adaptive LOD 100% within 24 blocks; multithreaded particle physics. v5 (Production-grade overhaul; strict palette; terrain-aware scanning): - Fixes: hotbar slot-switch bug; charge interruption handling; remove player-centered obstructive particles; weapon-focused effects only. - Charging: 2s, weapon-focused 20k ELECTRIC_SPARK/sec along railgun model; HUD reduced to military scope/crosshair/coords/power. - Palette enforcement (v5+): Greens only (#00FF00→#003300), PURE BLACK #000000, PURE WHITE #FFFFFF; mapping rules; other colors removed. - Terrain-aware phases & extreme counts: - Phase1 ADVANCED GROUND SCANNING (5s) — 100k/sec; beams spawn at y=world.getTopY(x,z)+0.5 following terrain topo. - Phase2 MASSIVE ORBITAL IMPACT (4s) — 120k/sec; projectile scales 20→75; descent y=500-(500-y0)*(t/4)^0.1. - Phase3 ULTRA-DENSE ENERGY SPHERE (6s) — 200k/sec; Fibonacci sphere 10k particles/frame; ~50 particles/block^3. - Phase4 CATASTROPHIC IMPLOSION (5s) — 150k/sec. - Phase5 APOCALYPTIC DETONATION (4s) — 300k total. - Destruction realism: cylinder expansion 30 radius, 90 height; scanning-enhanced block detection; particles respect block boundaries/topology. - Tech/perf: object pooling; frame-rate protection adaptive culling to maintain 60 FPS; multithreaded particle physics; network sync; state validation & recovery. v6 (Mathematical perfection, LIDAR, GPU compute): - Fibonacci sphere explicit formula; Poisson disk sampling targeting 100 particles/block³. - LIDAR scanning: ray casting; beams spawn at world.getTopY+0.2; Hilbert curve coverage; 128 beams @2,000 particles each. - Particle system: occlusion testing (LOS spawn), frustum culling & distance LOD; particles simulate Lorentz force. - Advanced phases: relativistic/GR approximations; per-phase rates up to 500k total. - Tech: memory-mapped buffers for 1M+ particles, GPU compute shaders, octree partitioning, predictive chunk loading, multithreaded physics, object pooling, LOD/occlusion, server validation. v7 (Adaptive density, spatial structures, PDE shockwaves): - Density model N(R)=4πR² × ρ × (1 + 0.2×sin(2πR/10)), ρ = 80 particles/block². - BVH for 1M+ particles; Poisson disk d_min = 2 blocks; beam y=getTopY+0.1+0.05×sin(16πt). - Nuclear projectile physics: ogive profile r(y)=R_max(1-(y/H)²)^(3/2); descent y(t)=y₀ - v₀t + 0.5 g t² × erf(t/2) (v₀=50, g=20); rotation φ(t)=2π(1-exp(-t/2)). - Shockwave PDE: ∂²P/∂t² = c²∇²P + β|∇P|². - Phases scaled to hundreds of thousands/millions; audio physics & reverb scaling. - Tech: GPU fluids, octree, memory streaming, frame budget allocation; adaptive quality if FPS<45; distance culling >200 blocks; predictive chunk loading; server validation. v8 (Mathematically perfect spheres; critical visual mandates): - Mandatory rule: Remove ALL aiming particles — targeting UI must have no particles. - Impact must create a visible crater. - Perfectly solid-looking spheres via Fibonacci + adaptive density algorithms. - Fibonacci sphere formula; terrain-adaptive scanning equations; checkerboard color alternation green #00FF47 and black #000000. - Phases scaled massively (PHASE1 300k; PHASE2 500k + crater + 100k flash; PHASE3 1.5M total 8-layer Fibonacci). - Audio & tech: 150-block audible range; memory & GPU for 2M+; occlusion/frustum culling, LOS checks; server validation; strict palette reiterated. v9 (Unlimited particles; dome generation; terrain-adaptive): - Goal: effectively unlimited particles; FIBONACCI DOME (hemisphere) formula with φ,θ conversions. - Density: N(R)=2πR² × 500 particles/block² (R=80 → ~2,000,000 dome particles). - TERRAIN ADAPTATION ENGINE: realtime height mapping; p.y = max(p.y, y_actual + 0.5); compute normals. - ROTATIONAL ENERGY LAYERS: 5 rings at 40° inclination; black rings #000000 with white trails. - Phases scale to millions (PHASE1 800k; PHASE3 8M; PHASE4 12M). - Tech: GPU compute, octree/BVH, memory mapping, predictive preloading; strict palette. v10 (Ultimate mathematical perfection + voxel-solid sphere): - SPHERE GENERATION ALGORITHM (voxel filling): iterate voxels in bbox; spawn cluster if within r(t); r(t) = r_max * (1 - cos(π*t/t_max))/2. - Particle density: 100 particles/voxel for solid appearance. - Color gradient: Core=#001A00, Mid=#006400, Surface=#00FF00, Highlights=#88FF88. - TERRAIN-ADAPTIVE y_actual=getTopY+0.1; normals; dynamic placement above terrain. - Massive counts (millions per phase); GPU compute for voxel calculations; multithreaded terrain sampling; strict palette. v11 (Project: Advanced Terrain Scanning): - Laser Scan Animation + Terrain-Adaptive Particle System. - GEOMETRIC ANIMATION: Rotating Boundary Ring (4-block thick white ring rotates 45°/sec radius 20); 256 Laser Beams follow Lissajous (x=20*cos(3t+φ), z=20*sin(5t+φ)) and extend to terrain intersection; beams hug terrain precisely. - TERRAIN ADAPTATION: Raycast down → y_surface = block_y + 0.2; store material type; voids → ballistic fadeout; multi-resolution sampling. - PARTICLE VISUALS: core/secondary greens #00FF00/#88FF88; impacts spawn enchanted_hit/crit/dust bursts; material-specific reflections. - TECH: particle density ~15,000/frame min; multithreaded sampling for 256-beam update; GPU shaders for beam-terrain collisions; client/server separation; v5+ palette; v8+ no aiming particles. v12 (Project: Nuclear Delivery System): - Formation: voxel-by-voxel formation (core cylinder + parabolic cone + 4 radial fins) 0–1.5s; descent 2.5s easeInOut; trail 20,000 particles/frame lime-green. - Impact: primary flash + sonic shockwave; dust cloud: 500k voxel-filled particles black→lime gradient; crater radius 20 spherical crater. - Tech: GPU shaders compute voxel crater + particle clusters; trails maintain 300-block visibility; explosion persists 2.5s. v13 (Project: Spherical Animation System): - SPHERE GENERATION: Voxel Solid Sphere (per-layer densities Core ρ=80, Mid ρ=100, Surface ρ=150) AND Fibonacci shell formula with golden angle φ = π(3−√5). - TEMPORAL RADIUS FUNCTIONS: smooth expansion, explosive, pulsation, bounce overshoot functions explicitly defined. - PARTICLE VISUALS: greens + white highlights; radial density ρ(d)=ρ_max[1−(d/r)²]³. - Tech: GPU computes Fibonacci shells + voxel fills realtime; particle density ~50,000/frame adaptive to r; strict palette 60% green/25% white/15% black. v14 (Shockwave & Audio System): - Physical shockwave propagation model r(t)=c·t with amplitude decay A(t)=A₀·e^(−kt); triple pulses; particle density at shell ≈ 80,000/frame. - AUDIO: t_delay = d / c; attenuation ∝ 1/d²; stereo panning; Doppler; layered sounds per wave. v15 (Cinematic SFX Redesign): - Replace vanilla TNT/explosion sounds with layered futuristic cinematic SFX; mapping: Green→resonant hums/crystalline tones; White→sharp pings; Black→sub-bass rumble. - Rule: never use TNT sounds; always mix at least one green resonance + one white ping + one black rumble; never white alone. v16 (ORBITAL NUKE 4-PHASE SYSTEM - PRECISE SPEC): - Duration 14s; total ≈16M particles; render range 800 blocks; emissive=true; no fade; unlimited budget assumption; terrain adaptation via getTopY. - PHASE1 TERRAIN SCAN (3s): Boundary ring r=30 thickness=4 rotation 45°/s; 256 points y=topY+0.5 size=2; LASER GRID Lissajous+radial; END_ROD 80%/ELECTRIC_SPARK 20%; green palette. - PHASE2 NUKE DELIVERY (3s): 2s growth +1s contraction; cylinder height=50*(t/2), radius=3*(t/2); energy trail 5k/sec. - PHASE3 PERFECT SPHERE (6s): expansion/contraction formulas; SURFACE via Fibonacci density 8 particles/m² → N=ceil(4πr²*8); color 85% greens/15% white; GLOW size=2.5. - PHASE4 SHOCKWAVE & EXPLOSION (2s): Shockwave (1s) to 50 blocks; MAIN EXPLOSION (1s): 1,000,000 EXPLOSION_EMITTER + 5,000,000 FIREWORK + 4,000,000 CLOUD + 500,000 BLOCK_CRACK. - Particle type breakdown & SFX per v15; tech to support ~16M particles. v19 & v20: - Restatements/refinements of v16: identical PHASE1→PHASE4 numbers/formulas; reassert totals (~16M), render 800 blocks, emissive/no-fade, duration 14s, terrain adaptation, particle distributions and SFX. v21 (Final numeric & algorithmic adjustments) — per-phase numeric refinement & caps: - PHASE1 Scan (4s): Ring r=30,y=h+2,ω=180°/s,dθ=0.125°; layers {29,30,31} → 8640 pts; Lissajous overlay x=29sin(3t),z=29sin(2t+π/2); color distribution 80% Green/15% White/5% Black; Phase1 cap 2M; Range 40Y, 30R (45 shock). - GREEN LASER GRID (256 beams): dust RGB[0,1,0] size=2.5; vertical scan y(t)=80-20t (0–4s); terrain mapping y=max(getTopY+0.5,62); total 61,440 particles over 4s. - PHASE2 PERFECT SPHERE (8s) — SOLID GREEN SPHERE: - Radius funcs: expand 0–4s r(t)=3+27·easeOutElastic(t/4); hold 4–6s r=30; contract 6–8s r=30−27·easeInBack((t−6)/2). - VOXEL SOLID SPHERE ALGORITHM: Δ=0.3 voxel step; inclusion x²+y²+z² ≤ (r−0.5)²; spawn 6 micro-particles/voxel; N(r)≈279·r³ → r=30 ≈ 838k particles. - Surface shell (20% bright green): Fibonacci shell N=2000 φᵢ=arccos(1−2i/N), θᵢ=π(1+√5)i mod 2π. - PHASE3 CYLINDRICAL COLLAPSE (5s): cylinder h=80, r(t)=30·(1−smoothstep(0,1,t/5)); ≈117,920 particles + tendrils; implosion dynamics last 2s. - PHASE4 SHOCKWAVE + EXPLOSION (3s): triple-shell shockwave to r=45 N₁≈180k,N₂≈320k,N₃≈120k; nuclear fireball voxel fill ≈450k; mushroom cloud ~220k. Per-phase caps enforced; totals ~1,987,520 (<2M cap). - Validation: geometric exactness, optimized density ρ=N/V, C² transitions. Cross-cutting algorithms (v10+, v13+, v21+): Fibonacci sphere/dome formulas, hemisphere variants, voxel filling, per-layer & radial density functions, terrain-adaptive raycasts/LIDAR/getTopY sampling/normals/Hilbert/Poisson disk sampling, crater/terrain deformation GPU compute, octree/BVH partitioning, memory mapping, object pools, predictive chunk preloading, GPU compute shaders, anti-flicker & deterministic spawning strategies. v25 (ORBITAL NUKE VISUAL SYSTEM - ENHANCED CINEMATIC SPEC): - Core: 60 FPS guarantee; 5M particles/tick streaming target; Colors 95% GREEN/CYAN, 5% white accents only; animated terrain deformation; SFX phase-locked. - PHASE1 (4s): WHITE BOUNDARY RING triple helix {28.5,30,31.5}; GREEN HOLOGRAPHIC GRID dust RGB[0,1,0.8] size=3; 512 laser beams; ~240,000 particles/tick; SFX 40Hz hum + radar beeps/whooshes Doppler. - PHASE2 PERFECT SPHERE (8s): r(t)=3+27(t/4)³; 7-layer gradient; voxel algorithm no interior gaps; peak 3M at r=30; dynamic lightning bolts. - PHASE3 CYLINDRICAL COLLAPSE (5s): ENERGY VORTEX CYLINDER h=80; radial gradients Outer/Mid/Inner/Axis counts; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s): SHOCKWAVE 5-shell system Shell counts high; NUCLEAR FIREBALL 1.2M; crater 5-block deep, 40-block radius; 500-block audio range. - Streaming & Budgets: 5M/tick target; per-phase tick budgets (P1 240k/tick | P2 850k/tick | P3 460k/tick | P4 1.6M/tick bursts); strict color enforcement. v28 (ORBITAL RAILGUN FIXES — Fabric 1.21.5) — CRITICAL MODIFICATIONS/ADDITIONS ONLY: - Priority fixes: Anti-flickering → Phase 3 sphere modification → Color palette → Audio. - FIX 1 COLOR PALETTE (ALL PHASES): Replace white with green/cyan; New palette: #00AA00,#00FF00,#88FF88,#00FFAA,#008888; Distribution 60% green, 30% cyan, 10% dark; conversions: Dust white→Vec3d(0,1.0,0.67); DUST_COLOR_TRANSITION start=#00AA00 end=#00FFAA; END_ROD→GLOW+green dust overlay. - FIX 2 AUDIO (Addition only; remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED): per-phase SFX specs; 3D spatial audio; Doppler; 150-block audibility. - FIX 3 SOLID SPHERE (PHASE 3 ONLY): Replace voxel-solid interior with SURFACE-ONLY Fibonacci shell rendering (NO interior particles), keep r(t)&duration; pseudocode for Fibonacci shell; multi-layer shells; LOD rules: 12/m² (<50 blocks), 8/m² (50–150), 4/m² (>150). - FIX 4 ANTI-FLICKERING: - particle.setMaxAge(60) minimum; constant alpha or smooth fade last 20%; synchronized spawning deterministic perTick = spawnRate/20; PersistentParticle subclass preventing random removal; NO distance culling <200 blocks; smooth LOD transitions lodFactor = max(0.2,1.0−(distSq/40000.0)). - CHECKLIST (v28 actionable): map white→green/cyan; remove only two vanilla explosion sounds; add layered SFX; Phase3→Fibonacci shell only; set maxAge ≥60 ticks; force alpha/smooth fade; sync spawn rates to ticks; age-based despawn only; no distance culling <200 blocks; test at distances 10/50/150/300. - Enforcement: MODIFICATIONS/ADDITIONS ONLY. NO removal of existing particle systems/animations except specified sound removals. v35 (ORBITAL NUKE SYSTEM - OPTIMIZED GREEN SPEC) — final optimized numeric & color-forced variant: - CORE: hollow surfaces only, FORCE RGB green/cyan, 400 block SFX range. - PHASE1 SCAN (4s): WHITE RING retained; GREEN GRID (750k/tick) breakdown: 512 beams250k; glow spokes220k; Lissajous160k; terrain scrape120k; SFX set. - PHASE2 SPHERE r=20 (8s) HOLLOW ONLY: r(t)=2+18(t/4)³; FIBONACCI SURFACE N=420k (5 layers 84k each); FX lightning 10k; SFX. - PHASE3 CYLINDER h=80 (5s) HOLLOW: r(t)=30(1−(t/5)⁴); 200 rings Δy=0.4; 800 points/ring; ~600k/tick; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s) HOLLOW: shockwave shells with large per-shell counts; NUCLEAR FIREBALL 1.2M; mushroom cloud; crater 5-block deep, 40-block radius. - LIMITS & RULES: Fibonacci hollow enforcement; burst ranges 750k–2.4M; RGB forced green; 400-block SFX range; hollow-only surfaces. Must respect v28 constraints. v36 (ORBITAL NUKE SYSTEM - FORCE GREEN OPTIMIZED): - CORE: hollow surfaces, ONLY GREEN particles, epic SFX 400 blocks. - PHASE1 SCAN (4s): WHITE RING preserved; GREEN GRID (750k/tick) breakdown with precise RGB scales and particle counts; SFX timeline. - PHASE2 SPHERE r=20 (8s) HOLLOW: FIBONACCI N=420k; 5 GREEN LAYERS (84k each); FX lightning; SFX timeline. - PHASE3 CYLINDER h=80 (5s) SOLID NO FLICKER: r(t)=30(1-(t/5)⁴), 250 rings Δy=0.32, 1000 points/ring; 8 LAYERS (900k/tick) with per-layer counts; spirals & tendrils; anti-flicker enforcement. - PHASE4 DETONATION (13s) ALL GREEN: Shockwave (0-2s r:0→55, 2.6M) eight hollow spheres; FIREBALL (2-5s) hollow r=0→35 1.1M; MUSHROOM (5-13s) torus & stem totals; DISCHARGE lightning/fissures/rain totals; full 13s SFX timeline. - Rules: all green palette except preserved white ring; hollow-surface enforcement; 400-block SFX range; anti-flicker lifetime/alpha/spawn sync per v28; GPU streaming for multi-million bursts; client/server separation. v37 ( Edit: Particle crash/flicker/color-fix request) — TASK ADDED: - Problem: particle crashes (lag/crash when too many spawn), flickering/blinking/disappearing during animations/camera movement, and color bugs (some particles appear white). - Requirement: Fix & optimize particle system while keeping all animations, triggers, and SFX fully intact. DO NOT remove/rewrite/disable any animation controller, tick event, or rendering callback. Only change particle rendering & performance logic. - Goals & Constraints: 1. Continuous visibility: particles must remain visible full intended lifetime; no flicker/blink/vanish. 2. Color restriction (green/blue only): clamp RGB for particles that expose color to either green (R=0,G=1,B=0) or blue (R=0,G=0.3–1,B=1); do NOT recolor texture-only/fixed-shader particles. 3. Performance & stability: soft per-frame spawn limit (example 2000 particles) that skips excess gracefully; pooling/reuse of particle instances; avoid memory leaks & NPEs. 4. Preserve animations: do not touch animation code/controllers/SFX triggers/events; spawn triggers remain identical. 5. Version compatibility: target Fabric API, MC 1.21.5; no new external libs. 6. Technical guidance: use setColor() only on particles exposing it; override tick()/buildGeometry() only if necessary; smooth alpha/extend maxAge to avoid flicker; ensure particles never render fully transparent unless intended. - Output requested: Java-style pseudocode/class snippets showing exact changes + short explanation of why each change prevents flickering and enforces color stability. - Summary enforcement across edits: preserve animation controllers/timings/SFX/spawn triggers; only modify particle classes/renderer logic; enforce v5+ palette rules and progressive color-force (v28 mapping then v35/v36 forced green variants) but v37 narrows allowed colors to green/blue with explicit clamping when supported; implement pooling/object reuse, per-tick soft spawn caps, deterministic tick-aligned spawning, anti-flicker lifetimes (setMaxAge ≥60 ticks or smoother alpha), disable distance culling within specified ranges (v28: <200 blocks), smooth LOD transitions with lodFactor clamping; maintain GPU-side acceleration with CPU fallback. v40 (ORBITAL NUKE SYSTEM - CRASH FIX + GREEN/BLUE OPTIMIZED) — CRITICAL EDIT: - CRITICAL FIXES: - StackOverflow fix: MAX 150k particles/tick (batch spawn async). - Colors: naturally green/blue particles ONLY (happy_villager, glow_squid_ink, soul, dripping_water). - Anti-flicker: double-layer surfaces with offset timing. - Async delays: 2 tick gaps between major spawns. - PHASE 1: SCAN (4s) - WHITE RING: dust 1 1 1 0.5 triple r∈{28,30,32} 15k total. - GREEN GRID (120k/tick sustained): happy_villager 45k/tick (256 beams y=80→terrain step 2 blocks); glow_squid_ink 35k/tick (24 spokes ω=120°/s); soul 25k/tick (Lissajous 6 curves); falling_nectar 15k/tick (terrain every 1.2 blocks). - Async spawn: 1 tick delay between layers. - SFX: 55Hz bass rumble, 175Hz drone, 4.8kHz beep, 1.8Hz radar pulse, digital cascade. - PHASE 2: SPHERE r=20 (8s) DOUBLE-LAYER HOLLOW - r(t)=2+18(t/4)³ [0-4s], hold 4-6s r=20, contraction 6-8s. - FIBONACCI 180k (90k per layer): Layer1 happy_villager even ticks, Layer2 glow_squid_ink odd ticks (anti-flicker). - COLOR GRADIENT zones with allocations (core soul 30k, etc.). - FX: lightning soul particles 3Hz 8k; 24 lightning; rotation sets; spawn batches max 60k/tick with 2 tick buffer. - SFX timeline detailed per 0–8s segments. - PHASE 3: CYLINDER h=80 (5s) TRIPLE-LAYER SOLID - r(t)=30(1-(t/5)⁴), 160 rings Δy=0.5, 600 points/ring. - 3 alternating layers (total 140k/tick): Layer1 happy_villager 55k, Layer2 glow_squid_ink 45k, Layer3 soul 40k. - Radial distribution per layer and axis soul beam; spirals & tendrils; batch limit 50k/tick, 2 tick delay. - SFX timeline segments. - PHASE 4: DETONATION (13s) LAYERED HOLLOW - SHOCKWAVE (0-2s r:0→55, 800k total) 6 hollow spheres spawned over 8 ticks (~100k/tick) with per-shell particle allocations across types; Fibonacci surface; async spawn 2 tick gaps. - FIREBALL (2-5s): hollow r=0→35, 4 layers 450k spawn over 6 ticks (75k/tick) with per-type allocations; pulse r±4 15Hz. - MUSHROOM (5-13s): torus R=28 r=12 hollow 350k + stem r=11 h=50 hollow 200k + spirals 80k; spawn over 12 ticks (50k/tick). - DISCHARGE: 40 lightning soul 80k, 20 fissures glow_squid_ink 45k, rain happy_villager 180k; async batched 2 tick delays. - MEMORY OPTIMIZATION: - Max particles alive: 800k concurrent. - Particle lifetime: 4–8 seconds (auto-despawn). - Chunk unload: clear particles beyond 10 chunks. - Async spawn queue: never exceed 150k/tick. - GC friendly: reuse particle objects. - SFX (13s): detailed SFX timeline per segments. - ANTI-CRASH RULES (explicit): - Batch spawn max 150k/tick. - 2 tick async gaps between phases. - Naturally colored particles only (use Minecraft particle types listed). - Double/triple layering for solidity (anti-flicker). - Particle pool max 800k concurrent. - Auto-despawn old particles. - Final constraints: Fixes must keep all animations/triggers/SFX intact; only change particle rendering, coloring, pooling, spawning budgets, LOD/culling rules, and anti-flicker logic; maintain Fabric 1.21.5 compatibility and server-authoritative destructive actions. v41 (ORBITAL NUKE SYSTEM - NATURAL PARTICLES ONLY) — current edit: - PARTICLES allowed: happy_villager (green), glow_squid_ink (cyan), soul (blue), spore_blossom_air (lime). CORE: 120k/tick max, NO DUST, NO FLICKER, full sphere. - PHASE 1: SCAN (4s) - WHITE RING: end_rod triple r∈{28,30,32} 12k. - GREEN GRID (100k/tick): happy_villager 320 beams y=80→terrain 40k; spore_blossom_air 28 spokes ω=100°/s 30k; glow_squid_ink Lissajous 5 curves 20k; soul terrain every 1.5 blocks 10k. - SFX: precise list (52Hz subwoofer, 168Hz drone, 4.5kHz scanner beep, 1.6Hz radar panning). - PHASE 2: SPHERE r=20 (8s) FULL SOLID - r(t)=2+18(t/4)³ [0-4s], hold 4-6s r=20, contraction 6-8s r=20-18((t-6)/2)³. - TRIPLE FIBONACCI 240k (80k each offset): tick offsets for types; explicit Fibonacci formula and coordinates. - ZONES by radius spawn color assignments (soul blue inner → spore lime outer). - FX: lightning soul 20 (2Hz) 6k; rotation sets; halos; spawn cap 80k/tick max. - SFX timeline detailed per 0–8s segments. - PHASE 3: VORTEX CYLINDERS (5s) — 5 cylinders with varying radii & tilts: - Each cylinder defined with r ranges, h shrink 90→20, 180 rings; per-cylinder particle mixes and point/ring counts; tilt transform formula given; synchronized spiral rotation θ(t)=θ₀+10πt; convergence velocity v=25(t/5)⁴ m/s; spawn alternating: 100k/tick max across cylinders. - SFX timeline. - PHASE 4: DETONATION (13s) - SHOCKWAVE (0-2s r:0→55, 720k): 5 hollow Fibonacci spheres async across ticks with per-type allocations; spawn cadence 90k/tick with 2 tick gaps. - FIREBALL (2-5s): hollow r=0→35, 400k with type splits and tick allocations; pulse 14Hz. - MUSHROOM (5-13s): torus R=28 r=12 hollow 320k + stem r=11 h=50 hollow 180k + spirals 70k; spawn over 10 ticks 60k/tick. - DISCHARGE: lightning, fissures, rain allocations; batched 2 tick delays. - SFX: 13s timeline with frequency bands, sonic wall, inferno, storm, decay. - LIMITS & RULES: - 120k/tick max, natural particles only, async gaps, 700k concurrent. - PHASE2 specified as FULL SOLID (triply-offset Fibonacci spawning). - Transform, tilt, rotation and convergence formulas provided; explicit coordinate formulas for Fibonacci and cylinder tilts. - Must preserve all animations/triggers/SFX; only particle/render/pooling/spawn logic modifications allowed. - Test and validate absence of flicker, white/color artifacts, and crashes; obey Fabric 1.21.5 compatibility and server-authoritative destructive actions. Actionable aggregated checklist for implementation (carry-through from entire edit history): - Preserve all animation controllers, spawn triggers, timelines, SFX and server-authoritative destruction; only change particle classes, renderers, pooling, spawning budgets, LOD/culling, anti-flicker & color-clamping logic. - Apply palette rules per version lineage: v5+ green constraints, v28 replace white→green/cyan mapping, v35/v36 forced green/cyan, v37 restrict exposed-color particles to green or blue clamping (R=0,G/B ranges), v40/v41 restrict to specific natural particle types only. - Implement deterministic tick-aligned spawning, per-tick soft spawn caps, async batched spawns with 1–2 tick gaps for large bursts, spawn queue with max per-tick (v40 150k/tick; v41 120k/tick), and concurrent pool caps (e.g., 700k–800k). - Anti-flicker: setMaxAge≥60 ticks where required (v28), persistent particle subclass to prevent random removal, double/triple layered offset-timing spawning for solid appearance, synchronized perTick = spawnRate/20 deterministic divisions, smooth alpha fade last 20% of lifetime. - Color handling: use setColor() only where supported; clamp colors per v37 (green or blue), do not recolor texture-only/fixed-shader particles; apply v28 palette mapping conversions for dust/END_ROD→green overlays. - Performance architecture: GPU compute paths for heavy bursts, memory-mapped buffers, octree/BVH partitioning, predictive chunk loading, occlusion/frustum culling, LOS checks, CPU fallback pooling & streaming, object reuse, avoid NPEs, try/catch around spawns. - Distance/LOD rules: disable distance culling inside thresholds (v28: <200 blocks), LOD factors clamp lodFactor = max(0.2,1.0−(distSq/40000.0)), frame-budget adaptive counts, test at distances 10/50/150/300. - Audio: remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED (v28), replace with layered cinematic SFX per palette mapping (v15), 3D spatialization, Doppler, attenuation, phase-locked triggers; audible ranges vary (v8 150-block; v25 500-block; v35 400-block; v36 400-block). - Sphere/dome algorithms: implement Fibonacci formulas (explicit φ/θ conversions), hemisphere/dome variants, voxel filling algorithm pseudocode (Δ voxel step, inclusion test x²+y²+z² ≤ (r−0.5)²), per-layer densities, and LOD density rules (v21/v28). - Stability & testing: enforce try-catch, null checks, hotbar/charge interruption handling, HUD sync, cooldowns, packet validation, server-side validation for destructive world changes, and run memory/latency tests to hit 60FPS target under specified per-phase caps and streaming budgets. Edit v42: ORBITAL NUKE SOUNDTRACK - CINEMATIC AUDIO (25s TOTAL) PHASE 1: TARGETING (0-4s) BASS: 48Hz subwoofer rumble crescendo 60%→100%, 85Hz sub-harmonic pulse 0.8Hz heartbeat MID: 165Hz→185Hz metallic drone rising (machine awakening), 495Hz synthetic hum (AI targeting) HIGH: 4.2kHz scanner beep every 0.5s, 7.8kHz digital cascade, 1.5Hz binaural radar LR panning 180° sweep ATMOSPHERE: white noise 2kHz→8kHz sweep, metallic clank percussion random 0.3-0.8s TONE: Oppressive dread, technological menace, inevitability PHASE 2: ENERGY ACCUMULATION (4-12s, 8s) 0-2s CHARGE: 28Hz→168Hz exponential rise (power spooling), 210Hz metallic resonance harmonic growing, 420Hz tension drone, 6kHz crystalline shimmer increasing 2-6s PEAK INTENSITY: 168Hz brutal subwoofer wall maximum, 504Hz screaming harmonic surge, 7.5kHz violent electrical crackling, 4.8Hz bass wobble, 45Hz underlying rumble 6-7.5s CONTAINMENT: 88Hz breathing pulse 4.2Hz modulation (living organism), 265Hz void resonance hum, reduced highs, pressure building 7.5-12s IMPLOSION: 168Hz→42Hz rapid descending whoosh 1.5s (gravitational collapse), space-time compression bass drop, reality warping distortion, 0.15s TOTAL SILENCE at 11.85s TONE: Mounting terror, cosmic dread, pregnant silence PHASE 3: REALITY COLLAPSE (12-17s, 5s) 0-2.7s VORTEX CRESCENDO: 20Hz ultra-subwoofer exponentially growing (world-ending), 355Hz wind howling layered 3 octaves, 155Hz metallic strain grinding (reality tearing), Doppler pitch shift 2.7-4.5s DRAMATIC SILENCE: Only 32Hz faint rumble (void), 0.82Hz heartbeat distant, 12kHz ultra-faint tinnitus ring, suffocating absence 4.5-4.88s APOCALYPSE INCOMING: 32Hz→420Hz explosive pitch escalation (missile scream), frequency sweep exponential, 8kHz dimensional scream rising (reality crack) 4.88-5s SINGULARITY COLLAPSE: 58Hz COLOSSAL PULSE single massive hit (universe-ending), all frequencies compressed, chest-thumping shockwave, immediate Phase 4 transition TONE: Apocalyptic terror, void horror, explosive climax PHASE 4: DETONATION (17-30s, 13s) 0-0.08s INSTANT DETONATION: 8Hz ultra-subwoofer CATASTROPHIC IMPACT (bones vibrating), 20Hz-20kHz white noise burst 80ms, transient peak maximum 0.08-2s SHOCKWAVE WALL: Full-spectrum sonic wall, 28Hz earthquake subsonic chest compression, glass shatter 4kHz-12kHz layered cascade, concrete exploding 200Hz-800Hz, metal tearing 2kHz, building collapse 40Hz-120Hz 2-4s NUCLEAR INFERNO: 42-185Hz modulating roar fire storm, crackling 3kHz-8kHz dense, 5.2kHz metal vaporizing hiss, 1.5kHz screaming energy, 50Hz bass sustained 4-7s MUSHROOM ASCENT: 72Hz thunder rumble sustained, 380Hz tornado howling, debris impacts 100Hz-600Hz random, steam hissing 6kHz-10kHz, atmospheric pressure waves 7-10s ENERGY STORM: 145Hz-11kHz lightning arc symphony, electrical crackling 4kHz-9kHz dense, thunder layers 80Hz-400Hz, 220Hz power overload buzzing, 1.8kHz dimensional tear warping 10-13s APOCALYPTIC DECAY: 38Hz→18Hz slow exponential fadeout, distant thunder 60Hz-150Hz receding, debris rain 2kHz-5kHz settling, wind whistling 800Hz fading, silence at 13s, tinnitus 11kHz last element TONE: Absolute destruction, overwhelming assault, world-ending catastrophe, haunting aftermath TECHNICAL SPECS: Sample: 48kHz 24-bit, heavy bass compression brick wall limiting, subwoofer LFE 20Hz-120Hz dedicated, spatial 5.1 surround/binaural, peak -0.1dBFS, dynamic range 60dB+, audible 400+ blocks MASTERING: Bass +6dB physical impact, highs +3dB clarity, mids -2dB prevent mud, sidechain compression mid/high on bass hits, reverb cathedral 4.5s decay explosion, minimal delay spatial only, saturation analog bass/digital highs (Only touches audio and sfx, and nothing else)
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Oct 5, 2025, 03:10 PM
User request: Mod: Orbital Railgun (Fabric, Minecraft 1.21.5). Single weapon item (64×64 texture). Core goals: cinematic math/particle/physics-first animation pipeline; strict client/server separation; progressive visual complexity; terrain-awareness; performance safeguards; mathematically perfect spheres/domes (Fibonacci/voxel); terrain-adaptive systems; effectively unlimited particle budgets via GPU compute & spatial data structures; predictive chunk preloading; robust server-side validation for destructive actions. Palette rules: v5+ Greens explicit ranges, Pure White #FFFFFF, Pure Black #000000; v8+ mandate: no aiming particles during targeting UI. v1 (Original) — Activation & pipeline: - Activation: hold right-click 2s charge (charging particles + screen shake); release triggers 20s orbital sequence. - HUD: circular military scope HUD; target preview cylinder 50-block radius; distance & coords. - Networking/Arch: PacketByteBuf, ParticleManager batching, custom Particle classes, async block updates via ThreadExecutor; LOD reduction beyond 24 chunks; ClientTickEvents; WorldRenderer HUD. - Charging: 2s, ELECTRIC_SPARK ~2k/sec at barrel; screen shake; green vignette; BLOCK_BEACON_ACTIVATE pitched; cap up to 30k/sec. - 20s Animation phases (formulas & counts): - Phase1 SCANNING BEAMS (5s): 8k/sec; 16 horizontal rings + 8 vertical beams rotating; END_ROD white core + ELECTRIC_SPARK green. - Phase2 ORBITAL STRIKE (4s): 12k/sec; projectile from y=256; FIREWORK core 1→8; DRAGON_BREATH spiral trail; descent y(t)=256-(256-y0)*(t/4)^0.5. - Phase3 SPHERE EXPANSION (6s): 20k/sec; R(t)=50*(1-cos(π*t/6))/2; Fibonacci sphere; color progression. - Phase4 SPHERE IMPLOSION (5s): 15k/sec; R(t)=50*(1-t/5)^2; inward accel + turbulence. - Phase5 MEGA EXPLOSION (2s): 50k total (10k EXPLOSION_EMITTER flash; 8 concentric shockwaves; 16 FIREWORK tendrils). - Destruction: cylinder radius 50, y∈[y0-30,y0+30]; instant vaporize layered Air→MAGMA_BLOCK→CRYING_OBSIDIAN; one-shot kill entities; synced/delayed with animation. v2 (Particle/visual escalation): - Charging helix 5k ELECTRIC_SPARK/sec; END_ROD concentric circles 2k/sec; exponential camera shake; layered beacon sounds. - Phase escalations: Phase1 → 15k/sec 32 rings; Phase2 → 20k/sec FIREWORK 2→15 with toroidal DRAGON_BREATH; Phase3 multi-layer spheres R=25/35/50, Fibonacci sphere 3k particles/frame + Perlin displacement + 2Hz color cycling; Phase4 R(t)=50*exp(-2t); Phase5 PLASMA APOCALYPSE 40k/sec. - Performance: culling beyond 32 blocks; batching/instancing; frame-rate adaptive counts; async spawning; math primitives added. v3 (Stability, client/server separation, weapon system): - Enforced strict client/server split; particle/sound/renderers registered; Fabric events; packet size limits; validate positions; try/catch/null checks; World.isClient guards. - Weapon: 12s cooldown, maxDamage 1200; hotbar cooldown overlay; lore tooltip; achievement on first strike. - Palette temporary; destruction layering expanded Air→MAGMA_BLOCK→CRYING_OBSIDIAN→OBSIDIAN; CustomDamageSource "orbital_strike". - Client-only heavy particles; server authoritative destruction; HUD slot progress renderer; cooldown sync via ClientPlayNetworking/ServerPlayNetworking. - Perf & safety: LOD beyond 16 chunks, particle batching, async block updates, hotbar/charge-interruption handling. v4 (Cinematic escalation; authorization for extreme particle densities): - Authorization for ultra-high particle counts (200k+); expanded math complexity and multithreading. - Charging: 30k/sec total with quadruple helix; fractal tendrils. - HUD: military scope, digital readouts, 20-block preview radius. - Phases massively scaled (Phase1 80k/sec; Phase2 descent from y=400; Phase3 100k/sec; Phase4 80k/sec; Phase5 200k total). - Destruction: cylinder layers maintained; adaptive LOD 100% within 24 blocks; multithreaded particle physics. v5 (Production-grade overhaul; strict palette; terrain-aware scanning): - Fixes: hotbar slot-switch bug; charge interruption handling; remove player-centered obstructive particles; weapon-focused effects only. - Charging: 2s, weapon-focused 20k ELECTRIC_SPARK/sec along railgun model; HUD reduced to military scope/crosshair/coords/power. - Palette enforcement (v5+): Greens only (#00FF00→#003300), PURE BLACK #000000, PURE WHITE #FFFFFF; mapping rules; other colors removed. - Terrain-aware phases & extreme counts: - Phase1 ADVANCED GROUND SCANNING (5s) — 100k/sec; beams spawn at y=world.getTopY(x,z)+0.5 following terrain topo. - Phase2 MASSIVE ORBITAL IMPACT (4s) — 120k/sec; projectile scales 20→75; descent y=500-(500-y0)*(t/4)^0.1. - Phase3 ULTRA-DENSE ENERGY SPHERE (6s) — 200k/sec; Fibonacci sphere 10k particles/frame; ~50 particles/block^3. - Phase4 CATASTROPHIC IMPLOSION (5s) — 150k/sec. - Phase5 APOCALYPTIC DETONATION (4s) — 300k total. - Destruction realism: cylinder expansion 30 radius, 90 height; scanning-enhanced block detection; particles respect block boundaries/topology. - Tech/perf: object pooling; frame-rate protection adaptive culling to maintain 60 FPS; multithreaded particle physics; network sync; state validation & recovery. v6 (Mathematical perfection, LIDAR, GPU compute): - Fibonacci sphere explicit formula; Poisson disk sampling targeting 100 particles/block³. - LIDAR scanning: ray casting; beams spawn at world.getTopY+0.2; Hilbert curve coverage; 128 beams @2,000 particles each. - Particle system: occlusion testing (LOS spawn), frustum culling & distance LOD; particles simulate Lorentz force. - Advanced phases: relativistic/GR approximations; per-phase rates up to 500k total. - Tech: memory-mapped buffers for 1M+ particles, GPU compute shaders, octree partitioning, predictive chunk loading, multithreaded physics, object pooling, LOD/occlusion, server validation. v7 (Adaptive density, spatial structures, PDE shockwaves): - Density model N(R)=4πR² × ρ × (1 + 0.2×sin(2πR/10)), ρ = 80 particles/block². - BVH for 1M+ particles; Poisson disk d_min = 2 blocks; beam y=getTopY+0.1+0.05×sin(16πt). - Nuclear projectile physics: ogive profile r(y)=R_max(1-(y/H)²)^(3/2); descent y(t)=y₀ - v₀t + 0.5 g t² × erf(t/2) (v₀=50, g=20); rotation φ(t)=2π(1-exp(-t/2)). - Shockwave PDE: ∂²P/∂t² = c²∇²P + β|∇P|². - Phases scaled to hundreds of thousands/millions; audio physics & reverb scaling. - Tech: GPU fluids, octree, memory streaming, frame budget allocation; adaptive quality if FPS<45; distance culling >200 blocks; predictive chunk loading; server validation. v8 (Mathematically perfect spheres; critical visual mandates): - Mandatory rule: Remove ALL aiming particles — targeting UI must have no particles. - Impact must create a visible crater. - Perfectly solid-looking spheres via Fibonacci + adaptive density algorithms. - Fibonacci sphere formula; terrain-adaptive scanning equations; checkerboard color alternation green #00FF47 and black #000000. - Phases scaled massively (PHASE1 300k; PHASE2 500k + crater + 100k flash; PHASE3 1.5M total 8-layer Fibonacci). - Audio & tech: 150-block audible range; memory & GPU for 2M+; occlusion/frustum culling, LOS checks; server validation; strict palette reiterated. v9 (Unlimited particles; dome generation; terrain-adaptive): - Goal: effectively unlimited particles; FIBONACCI DOME (hemisphere) formula with φ,θ conversions. - Density: N(R)=2πR² × 500 particles/block² (R=80 → ~2,000,000 dome particles). - TERRAIN ADAPTATION ENGINE: realtime height mapping; p.y = max(p.y, y_actual + 0.5); compute normals. - ROTATIONAL ENERGY LAYERS: 5 rings at 40° inclination; black rings #000000 with white trails. - Phases scale to millions (PHASE1 800k; PHASE3 8M; PHASE4 12M). - Tech: GPU compute, octree/BVH, memory mapping, predictive preloading; strict palette. v10 (Ultimate mathematical perfection + voxel-solid sphere): - SPHERE GENERATION ALGORITHM (voxel filling): iterate voxels in bbox; spawn cluster if within r(t); r(t) = r_max * (1 - cos(π*t/t_max))/2. - Particle density: 100 particles/voxel for solid appearance. - Color gradient: Core=#001A00, Mid=#006400, Surface=#00FF00, Highlights=#88FF88. - TERRAIN-ADAPTIVE y_actual=getTopY+0.1; normals; dynamic placement above terrain. - Massive counts (millions per phase); GPU compute for voxel calculations; multithreaded terrain sampling; strict palette. v11 (Project: Advanced Terrain Scanning): - Laser Scan Animation + Terrain-Adaptive Particle System. - GEOMETRIC ANIMATION: Rotating Boundary Ring (4-block thick white ring rotates 45°/sec radius 20); 256 Laser Beams follow Lissajous (x=20*cos(3t+φ), z=20*sin(5t+φ)) and extend to terrain intersection; beams hug terrain precisely. - TERRAIN ADAPTATION: Raycast down → y_surface = block_y + 0.2; store material type; voids → ballistic fadeout; multi-resolution sampling. - PARTICLE VISUALS: core/secondary greens #00FF00/#88FF88; impacts spawn enchanted_hit/crit/dust bursts; material-specific reflections. - TECH: particle density ~15,000/frame min; multithreaded sampling for 256-beam update; GPU shaders for beam-terrain collisions; client/server separation; v5+ palette; v8+ no aiming particles. v12 (Project: Nuclear Delivery System): - Formation: voxel-by-voxel formation (core cylinder + parabolic cone + 4 radial fins) 0–1.5s; descent 2.5s easeInOut; trail 20,000 particles/frame lime-green. - Impact: primary flash + sonic shockwave; dust cloud: 500k voxel-filled particles black→lime gradient; crater radius 20 spherical crater. - Tech: GPU shaders compute voxel crater + particle clusters; trails maintain 300-block visibility; explosion persists 2.5s. v13 (Project: Spherical Animation System): - SPHERE GENERATION: Voxel Solid Sphere (per-layer densities Core ρ=80, Mid ρ=100, Surface ρ=150) AND Fibonacci shell formula with golden angle φ = π(3−√5). - TEMPORAL RADIUS FUNCTIONS: smooth expansion, explosive, pulsation, bounce overshoot functions explicitly defined. - PARTICLE VISUALS: greens + white highlights; radial density ρ(d)=ρ_max[1−(d/r)²]³. - Tech: GPU computes Fibonacci shells + voxel fills realtime; particle density ~50,000/frame adaptive to r; strict palette 60% green/25% white/15% black. v14 (Shockwave & Audio System): - Physical shockwave propagation model r(t)=c·t with amplitude decay A(t)=A₀·e^(−kt); triple pulses; particle density at shell ≈ 80,000/frame. - AUDIO: t_delay = d / c; attenuation ∝ 1/d²; stereo panning; Doppler; layered sounds per wave. v15 (Cinematic SFX Redesign): - Replace vanilla TNT/explosion sounds with layered futuristic cinematic SFX; mapping: Green→resonant hums/crystalline tones; White→sharp pings; Black→sub-bass rumble. - Rule: never use TNT sounds; always mix at least one green resonance + one white ping + one black rumble; never white alone. Cross-cutting technical & safety mandates (reiterated across versions): - Strict client/server separation, World.isClient guards, @Environment, ClientPlayNetworking/ServerPlayNetworking, PacketByteBuf, packet-size limits, server authorization for destructive actions. - Strict palette v5+: Greens explicit ranges, White #FFFFFF, Black #000000. v8+ rule: no aiming particles during targeting phase. - Terrain-adaptive systems: raycasts/LIDAR, getTopY sampling, normals, Hilbert/Hemisphere/Fibonacci/Poisson disk sampling; beams hug terrain; craters/terrain deformation. - Sphere/dome algorithms: Fibonacci (v6/v8/v9/v13), hemisphere variants, voxel filling (v10/v13/v21); per-layer & radial density functions. - Particle system & perf tech: GPU compute shaders, memory-mapped buffers, octree/BVH, object pooling, multithreaded particle physics, predictive chunk preloading, occlusion/frustum culling, LOS checks, adaptive LOD/frame-budget, distance culling, async block updates. - Physics/math/audio: temporal radius functions; parametric trajectories; Lorentz/relativistic/GR approximations; shockwave PDEs; Navier-Stokes approximations; Doppler/infrasound/attenuation. - Stability & safety: try-catch around particle spawns, null checks, hotbar/charge-interruption fixes, cooldowns & HUD sync, packet validation, predictive chunk preloading. v16 (ORBITAL NUKE 4-PHASE SYSTEM - PRECISE SPEC): - Duration 14s; total ≈16M particles; render range 800 blocks; emissive=true; no fade; unlimited budget assumption; terrain adaptation via getTopY. - PHASE1 TERRAIN SCAN (3s): Boundary ring r=30 thickness=4 rotation 45°/s; 256 points y=topY+0.5 size=2; LASER GRID Lissajous+radial; END_ROD 80%/ELECTRIC_SPARK 20%; green palette. - PHASE2 NUKE DELIVERY (3s): 2s growth +1s contraction; cylinder height=50*(t/2), radius=3*(t/2); energy trail 5k/sec. - PHASE3 PERFECT SPHERE (6s): expansion/contraction formulas; SURFACE via Fibonacci density 8 particles/m² → N=ceil(4πr²*8); color 85% greens/15% white; GLOW size=2.5. - PHASE4 SHOCKWAVE & EXPLOSION (2s): Shockwave (1s) to 50 blocks; MAIN EXPLOSION (1s): 1,000,000 EXPLOSION_EMITTER + 5,000,000 FIREWORK + 4,000,000 CLOUD + 500,000 BLOCK_CRACK. - Particle type breakdown & SFX per v15; tech to support ~16M particles. v19 & v20: - Restatements/refinements of v16: identical PHASE1→PHASE4 numbers/formulas; reassert totals (~16M), render 800 blocks, emissive/no-fade, duration 14s, terrain adaptation, particle distributions and SFX. v21 (Final numeric & algorithmic adjustments) — per-phase numeric refinement & caps: - PHASE1 Scan (4s): Ring r=30,y=h+2,ω=180°/s,dθ=0.125°; layers {29,30,31} → 8640 pts; Lissajous overlay x=29sin(3t),z=29sin(2t+π/2); color distribution 80% Green/15% White/5% Black; Phase1 cap 2M; Range 40Y, 30R (45 shock). - GREEN LASER GRID (256 beams): dust RGB[0,1,0] size=2.5; vertical scan y(t)=80-20t (0–4s); terrain mapping y=max(getTopY+0.5,62); total 61,440 particles over 4s. - PHASE2 PERFECT SPHERE (8s) — SOLID GREEN SPHERE: - Radius funcs: expand 0–4s r(t)=3+27·easeOutElastic(t/4); hold 4–6s r=30; contract 6–8s r=30−27·easeInBack((t−6)/2). - VOXEL SOLID SPHERE ALGORITHM: Δ=0.3 voxel step; inclusion x²+y²+z² ≤ (r−0.5)²; spawn 6 micro-particles/voxel; N(r)≈279·r³ → r=30 ≈ 838k particles. - Surface shell (20% bright green): Fibonacci shell N=2000 φᵢ=arccos(1−2i/N), θᵢ=π(1+√5)i mod 2π. - PHASE3 CYLINDRICAL COLLAPSE (5s): cylinder h=80, r(t)=30·(1−smoothstep(0,1,t/5)); ≈117,920 particles + tendrils; implosion dynamics last 2s. - PHASE4 SHOCKWAVE + EXPLOSION (3s): triple-shell shockwave to r=45 N₁≈180k,N₂≈320k,N₃≈120k; nuclear fireball voxel fill ≈450k; mushroom cloud ~220k. Per-phase caps enforced; totals ~1,987,520 (<2M cap). - Validation: geometric exactness, optimized density ρ=N/V, C² transitions. Persistent objectives (v10+, v13+, v15): - Mathematically perfect sphere/dome generation via Fibonacci formulas, hemisphere/dome variants, voxel filling algorithms and per-layer densities. - Terrain-adaptive systems: raycasts/LIDAR, getTopY sampling, normals, Hilbert/Hemisphere/Fibonacci/Poisson disk sampling; crater/terrain deformation and crater voxel computations (GPU). - Unlimited budgets via adaptive LOD, GPU compute, memory-mapped buffers, octree/BVH, object pools, multi-threading, predictive chunk preloading, occlusion/frustum culling, LOS checks; explicit per-phase caps (v21 Phase1 2M; v16 ~16M); v25 streaming targets (5M/tick) and v28 anti-flicker/LOD constraints. - Robust server validation & authoritative actions; client-only heavy visuals. - Cinematic SFX mapping (v15/v16): replace TNT/explosion with layered futuristic SFX mapped to palette; mandatory mixing rules. - Stability & safety: try-catch, null checks, hotbar/charge-interruption fixes, cooldowns & HUD sync, packet validation, predictive chunk preloading. v25 (ORBITAL NUKE VISUAL SYSTEM - ENHANCED CINEMATIC SPEC): - Core: 60 FPS guarantee; 5M particles/tick streaming target; Colors 95% GREEN/CYAN, 5% white accents only; animated terrain deformation; SFX phase-locked. - PHASE1 (4s): WHITE BOUNDARY RING triple helix {28.5,30,31.5}; GREEN HOLOGRAPHIC GRID dust RGB[0,1,0.8] size=3; 512 laser beams; ~240,000 particles/tick; SFX 40Hz hum + radar beeps/whooshes Doppler. - PHASE2 PERFECT SPHERE (8s): r(t)=3+27(t/4)³; 7-layer gradient; voxel algorithm no interior gaps; peak 3M at r=30; dynamic lightning bolts. - PHASE3 CYLINDRICAL COLLAPSE (5s): ENERGY VORTEX CYLINDER h=80; radial gradients Outer/Mid/Inner/Axis counts; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s): SHOCKWAVE 5-shell system Shell counts high; NUCLEAR FIREBALL 1.2M; crater 5-block deep, 40-block radius; 500-block audio range. - Streaming & Budgets: 5M/tick target; per-phase tick budgets (P1 240k/tick | P2 850k/tick | P3 460k/tick | P4 1.6M/tick bursts); strict color enforcement. v28 (ORBITAL RAILGUN FIXES — Fabric 1.21.5) — CRITICAL MODIFICATIONS/ADDITIONS ONLY: - Priority fixes order: Anti-flickering → Phase 3 sphere modification → Color palette → Audio. - FIX 1 COLOR PALETTE (ALL PHASES): Replace white with green/cyan; New palette: #00AA00,#00FF00,#88FF88,#00FFAA,#008888; Distribution 60% green, 30% cyan, 10% dark; conversions: Dust white→Vec3d(0,1.0,0.67); DUST_COLOR_TRANSITION start=#00AA00 end=#00FFAA; END_ROD→GLOW+green dust overlay. - FIX 2 AUDIO (Addition only; remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED): per-phase SFX specs; 3D spatial audio; Doppler; 150-block audibility. - FIX 3 SOLID SPHERE (PHASE 3 ONLY): Replace voxel-solid interior with SURFACE-ONLY Fibonacci shell rendering (NO interior particles), keep r(t)&duration; pseudocode for Fibonacci shell; multi-layer shells; LOD rules: 12/m² (<50 blocks), 8/m² (50–150), 4/m² (>150). - FIX 4 ANTI-FLICKERING: - particle.setMaxAge(60) minimum; constant alpha or smooth fade last 20%; synchronized spawning deterministic perTick = spawnRate/20; PersistentParticle subclass preventing random removal; NO distance culling <200 blocks; smooth LOD transitions lodFactor = max(0.2,1.0−(distSq/40000.0)). - CHECKLIST (v28 actionable): map white→green/cyan; remove only two vanilla explosion sounds; add layered SFX; Phase3→Fibonacci shell only; set maxAge ≥60 ticks; force alpha/smooth fade; sync spawn rates to ticks; age-based despawn only; no distance culling <200 blocks; test at distances 10/50/150/300. - Enforcement: MODIFICATIONS/ADDITIONS ONLY. NO removal of existing particle systems/animations except specified sound removals. Actionable enforcement checklist (aggregated): - Enforce strict client/server separation & network sync; v5+ palette rules; v8+ no-aiming-particles; v28 replace white with specified green/cyan mapping; v25 95% green-cyan / 5% white accents. - Implement terrain-adaptive beam/particle placement via raycasts/getTopY; crater/terrain deformation via GPU. - Implement Fibonacci & voxel solid-sphere algorithms exactly as specified across versions (v6/v8/v9/v10/v13/v21/v28), hemisphere/dome variants, multi-layer densities & LOD rules. - Architect particle system for effectively unlimited budgets: GPU compute shaders, memory-mapped buffers, octree/BVH, object pools, multi-threading, predictive chunk preloading, occlusion/frustum culling, LOS checks, adaptive LOD/frame-budget controls; respect explicit per-phase caps and streaming targets. - Replace vanilla explosion/TNT sounds per v15 & v28; implement layered cinematic SFX mapped to palette with spatialization, Doppler, attenuation, phase-locked triggers, mandatory mixing rules. - Implement phase timelines, counts, particle types, formulas and numeric algorithms per v16/v19/v20/v21/v25; incorporate v28 changes (color mapping, audio additions, Phase3 Fibonacci shell, anti-flicker). - Add robust stability & safety: try-catch for particle spawns, null checks, hotbar/charge-interruption handling, cooldowns & HUD sync, packet validation, server-side authorization, predictive chunk loading and recovery. - Validate performance targets: 60FPS guarantees, per-phase caps, adaptive LOD/frame-budget enforcement, test distances. v35 (ORBITAL NUKE SYSTEM - OPTIMIZED GREEN SPEC) — final optimized numeric & color-forced variant: - CORE: hollow surfaces only, FORCE RGB green/cyan, 400 block SFX range. - PHASE1 SCAN (4s): WHITE RING retained; GREEN GRID (750k/tick) breakdown: 512 beams250k; glow spokes220k; Lissajous160k; terrain scrape120k; SFX set. - PHASE2 SPHERE r=20 (8s) HOLLOW ONLY: r(t)=2+18(t/4)³; FIBONACCI SURFACE N=420k (5 layers 84k each); FX lightning 10k; SFX. - PHASE3 CYLINDER h=80 (5s) HOLLOW: r(t)=30(1−(t/5)⁴); 200 rings Δy=0.4; 800 points/ring; ~600k/tick; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s) HOLLOW: shockwave shells with large per-shell counts; NUCLEAR FIREBALL 1.2M; mushroom cloud; crater 5-block deep, 40-block radius. - LIMITS & RULES: Fibonacci hollow enforcement; burst ranges 750k–2.4M; RGB forced green; 400-block SFX range; hollow-only surfaces. Must respect v28 constraints. v36 (ORBITAL NUKE SYSTEM - FORCE GREEN OPTIMIZED): - CORE: hollow surfaces, ONLY GREEN particles, epic SFX 400 blocks. - PHASE1 SCAN (4s): WHITE RING preserved; GREEN GRID (750k/tick) breakdown with precise RGB scales and particle counts; SFX timeline. - PHASE2 SPHERE r=20 (8s) HOLLOW: FIBONACCI N=420k; 5 GREEN LAYERS (84k each); FX lightning; SFX timeline. - PHASE3 CYLINDER h=80 (5s) SOLID NO FLICKER: r(t)=30(1-(t/5)⁴), 250 rings Δy=0.32, 1000 points/ring; 8 LAYERS (900k/tick) with per-layer counts; spirals & tendrils; anti-flicker enforcement. - PHASE4 DETONATION (13s) ALL GREEN: Shockwave (0-2s r:0→55, 2.6M) eight hollow spheres; FIREBALL (2-5s) hollow r=0→35 1.1M; MUSHROOM (5-13s) torus & stem totals; DISCHARGE lightning/fissures/rain totals; full 13s SFX timeline. - Rules: all green palette except preserved white ring; hollow-surface enforcement; 400-block SFX range; anti-flicker lifetime/alpha/spawn sync per v28; GPU streaming for multi-million bursts; client/server separation. v37 ( Edit: Particle crash/flicker/color-fix request) — TASK ADDED: - Problem: particle crashes (lag/crash when too many spawn), flickering/blinking/disappearing during animations/camera movement, and color bugs (some particles appear white). - Requirement: Fix & optimize particle system while keeping all animations, triggers, and SFX fully intact. DO NOT remove/rewrite/disable any animation controller, tick event, or rendering callback. Only change particle rendering & performance logic. - Goals & Constraints: 1. Continuous visibility: particles must remain visible full intended lifetime; no flicker/blink/vanish. 2. Color restriction (green/blue only): clamp RGB for particles that expose color to either green (R=0,G=1,B=0) or blue (R=0,G=0.3–1,B=1); do NOT recolor texture-only/fixed-shader particles. 3. Performance & stability: soft per-frame spawn limit (example 2000 particles) that skips excess gracefully; pooling/reuse of particle instances; avoid memory leaks & NPEs. 4. Preserve animations: do not touch animation code/controllers/SFX triggers/events; spawn triggers remain identical. 5. Version compatibility: target Fabric API, MC 1.21.5; no new external libs. 6. Technical guidance: use setColor() only on particles exposing it; override tick()/buildGeometry() only if necessary; smooth alpha/extend maxAge to avoid flicker; ensure particles never render fully transparent unless intended. - Output requested: Java-style pseudocode/class snippets showing exact changes + short explanation of why each change prevents flickering and enforces color stability. Summary enforcement across all edits (to carry into implementation): - Preserve all animation controllers/timings/SFX/spawn triggers; only modify particle classes/renderer logic. - Enforce v5+ palette rules and progressive color-force rules (v28 mapping then v35/v36 forced green variants) but v37 narrows allowed colors to green/blue with explicit clamping when supported; do not recolor texture-only particles. - Implement pooling/object reuse, per-tick soft spawn caps, deterministic tick-aligned spawning, anti-flicker lifetimes (setMaxAge ≥60 ticks or smoother alpha), disable distance culling within specified ranges (v28: <200 blocks), and smooth LOD transitions with lodFactor clamping. - Maintain GPU-side acceleration paths where present; add fallback CPU-side pooling & per-tick budgeting for stability. - Remove only two vanilla explosion sounds (ENTITY_GENERIC_EXPLODE, ENTITY_TNT_PRIMED) as per v28; add layered cinematic SFX synchronized to particle timestamps (v15/v28). - Testing: verify at distances 10/50/150/300; confirm no new NPEs, no memory leaks, stable FPS targets (60FPS) under per-phase caps/streaming targets. v40 (ORBITAL NUKE SYSTEM - CRASH FIX + GREEN/BLUE OPTIMIZED) — CRITICAL EDIT: - CRITICAL FIXES: - StackOverflow fix: MAX 150k particles/tick (batch spawn async). - Colors: naturally green/blue particles ONLY (happy_villager, glow_squid_ink, soul, dripping_water). - Anti-flicker: double-layer surfaces with offset timing. - Async delays: 2 tick gaps between major spawns. - PHASE 1: SCAN (4s) - WHITE RING: dust 1 1 1 0.5 triple r∈{28,30,32} 15k total. - GREEN GRID (120k/tick sustained): happy_villager 45k/tick (256 beams y=80→terrain step 2 blocks); glow_squid_ink 35k/tick (24 spokes ω=120°/s); soul 25k/tick (Lissajous 6 curves); falling_nectar 15k/tick (terrain every 1.2 blocks). - Async spawn: 1 tick delay between layers. - SFX: 55Hz bass rumble, 175Hz drone, 4.8kHz beep, 1.8Hz radar pulse, digital cascade. - PHASE 2: SPHERE r=20 (8s) DOUBLE-LAYER HOLLOW - r(t)=2+18(t/4)³ [0-4s], hold 4-6s r=20, contraction 6-8s. - FIBONACCI 180k (90k per layer): Layer1 happy_villager even ticks, Layer2 glow_squid_ink odd ticks (anti-flicker). - COLOR GRADIENT zones with allocations (core soul 30k, etc.). - FX: lightning soul particles 3Hz 8k; 24 lightning; rotation sets; spawn batches max 60k/tick with 2 tick buffer. - SFX timeline detailed per 0–8s segments. - PHASE 3: CYLINDER h=80 (5s) TRIPLE-LAYER SOLID - r(t)=30(1-(t/5)⁴), 160 rings Δy=0.5, 600 points/ring. - 3 alternating layers (total 140k/tick): Layer1 happy_villager 55k, Layer2 glow_squid_ink 45k, Layer3 soul 40k. - Radial distribution per layer and axis soul beam; spirals & tendrils; batch limit 50k/tick, 2 tick delay. - SFX timeline segments. - PHASE 4: DETONATION (13s) LAYERED HOLLOW - SHOCKWAVE (0-2s r:0→55, 800k total) 6 hollow spheres spawned over 8 ticks (~100k/tick) with per-shell particle allocations across types; Fibonacci surface; async spawn 2 tick gaps. - FIREBALL (2-5s): hollow r=0→35, 4 layers 450k spawn over 6 ticks (75k/tick) with per-type allocations; pulse r±4 15Hz. - MUSHROOM (5-13s): torus R=28 r=12 hollow 350k + stem r=11 h=50 hollow 200k + spirals 80k; spawn over 12 ticks (50k/tick). - DISCHARGE: 40 lightning soul 80k, 20 fissures glow_squid_ink 45k, rain happy_villager 180k; async batched 2 tick delays. - MEMORY OPTIMIZATION: - Max particles alive: 800k concurrent. - Particle lifetime: 4–8 seconds (auto-despawn). - Chunk unload: clear particles beyond 10 chunks. - Async spawn queue: never exceed 150k/tick. - GC friendly: reuse particle objects. - SFX (13s): detailed SFX timeline per segments. - ANTI-CRASH RULES (explicit): - Batch spawn max 150k/tick. - 2 tick async gaps between phases. - Naturally colored particles only (use Minecraft particle types listed). - Double/triple layering for solidity (anti-flicker). - Particle pool max 800k concurrent. - Auto-despawn old particles. - Final constraints: Fixes must keep all animations/triggers/SFX intact; only change particle rendering, coloring, pooling, spawning budgets, LOD/culling rules, and anti-flicker logic per prior mandates; maintain Fabric 1.21.5 compatibility and server-authoritative destructive actions. Edit v41: ORBITAL NUKE SYSTEM - NATURAL PARTICLES ONLY PARTICLES: happy_villager (green), glow_squid_ink (cyan), soul (blue), spore_blossom_air (lime) CORE: 120k/tick max, NO DUST, NO FLICKER, full sphere PHASE 1: SCAN (4s) WHITE RING: end_rod triple r∈{28,30,32} 12k GREEN GRID (100k/tick): - happy_villager: 320 beams y=80→terrain 40k - spore_blossom_air: 28 spokes ω=100°/s 30k - glow_squid_ink: Lissajous 5 curves 20k - soul: terrain every 1.5 blocks 10k SFX: 52Hz subwoofer rumble oppressive growing, 168Hz tension drone dread rising, 4.5kHz scanner beep sharp, 1.6Hz radar LR panning, digital cascade PHASE 2: SPHERE r=20 (8s) FULL SOLID r(t)=2+18(t/4)³ [0-4s], 20 [4-6s], 20-18((t-6)/2)³ [6-8s] TRIPLE FIBONACCI 240k (80k each offset): - Tick 0,3,6: happy_villager 80k - Tick 1,4,7: glow_squid_ink 80k - Tick 2,5,8: soul 80k N=80000, φᵢ=arccos(1-2i/N), θᵢ=2πi/1.618, x=r·sin(φ)cos(θ), y=r·sin(φ)sin(θ), z=r·cos(φ) ZONES (spawn y=-20 to +20 ALL radius): - r<7: soul blue - 7-13: glow_squid_ink cyan - 13-18: happy_villager green - 18-20: spore_blossom_air lime FX: 20 lightning soul 2Hz 6k, rotation ω∈{50,-35,25}°/s, 6 halos 3k, 80k/tick max SFX: 0-2s 30Hz→158Hz turbine+208Hz harmonic, 2-4s 158Hz wall+474Hz surge+6.8kHz discharge+5Hz wobble, 4-6s 92Hz pulse 4.5Hz breathing, 6-8s 158Hz→45Hz collapse+0.16s silence PHASE 3: VORTEX CYLINDERS (5s) SAME ANCHOR POINT 5 CYLINDERS same center, different radius, tilted inward h(t)=90→20 shrinking, r(t)=r_base(1-(t/5)⁴) converging CYL 1 (innermost): r=3→0.5 tilt 5° inward, h=90→20, 180 rings Δy=0.5→0.11 - soul + happy_villager alternating 600pts/ring 108k total CYL 2: r=10→2 tilt 12° inward, h=90→20, 180 rings - glow_squid_ink + spore_blossom_air 800pts/ring 144k CYL 3: r=17→4 tilt 20° inward, h=90→20, 180 rings - happy_villager + soul mix 900pts/ring 162k CYL 4: r=24→7 tilt 30° inward, h=90→20, 180 rings - glow_squid_ink + spore_blossom_air 1000pts/ring 180k CYL 5 (outermost): r=30→10 tilt 42° inward, h=90→20, 180 rings - soul + happy_villager + glow_squid_ink triple mix 1100pts/ring 198k TILT INWARD (converging to center): For cylinder at radius r, tilt angle α inward toward axis Circle points: θ_j=j·2π/N for j=0→N Base: x=r·cos(θ), z=r·sin(θ), y∈[-45,45]→[-10,10] Tilt toward center: x'=x·cos(α), y'=y, z'=z·cos(α), shift y'=y'+x·sin(α) SPIRAL ROTATION: all cylinders rotate θ(t)=θ₀+10πt synchronized CONVERGENCE: v=25(t/5)⁴ m/s inward, height compress 90→20 over 5s Spawn alternating: 100k/tick max across all cylinders SFX: 0-2.7s VORTEX 23Hz subwoofer exponential growing+365Hz howling+158Hz strain reality tearing, 2.7-4.5s SILENCE 35Hz faint+0.85Hz heartbeat unbearable tension, 4.5-4.88s RISE 35Hz→405Hz explosive sweep screaming, 4.88-5s COLLAPSE 62Hz COLOSSAL PULSE soul-shaking PHASE 4: DETONATION (13s) SHOCKWAVE (0-2s r:0→55, 720k): 5 hollow Fibonacci spheres async 8 ticks: 1. 0-18: soul 180k 2. 18-30: glow_squid_ink 170k 3. 30-40: happy_villager 150k 4. 40-48: spore_blossom_air 130k 5. 48-55: soul 90k 90k/tick, 2 tick gaps FIREBALL (2-5s): hollow r=0→35, 400k - glow_squid_ink cyan 140k/3ticks - happy_villager green 130k/3ticks - spore_blossom_air 90k/2ticks - soul edge 40k/1tick Pulse r±4 14Hz MUSHROOM (5-13s): torus R=28 r=12 320k + stem r=11 h=50 180k + 60 spirals soul 70k Cap: happy_villager+glow_squid_ink, Stem: spore_blossom_air rising Spawn 10 ticks 60k/tick DISCHARGE: 35 lightning soul 70k, 18 fissures glow_squid_ink 40k, rain happy_villager 160k, batched 2 tick delays SFX (13s): 0-0.10s 10Hz DETONATION soul-shake, 0.10-2s sonic wall 30Hz+shatter+explode, 2-4s 45-178Hz inferno+crackle+5.5kHz hiss, 4-7s 75Hz thunder+tornado+impacts, 7-10s 148Hz-10.5kHz storm+overload, 10-13s 40Hz→20Hz decay+silence LIMITS: 120k/tick max, natural particles only, async gaps, 700k concurrent
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Oct 5, 2025, 02:32 PM
User request: Mod: Orbital Railgun (Fabric, Minecraft 1.21.5). Single weapon item (64×64 texture). Core goals: cinematic math/particle/physics-first animation pipeline; strict client/server separation; progressive visual complexity; terrain-awareness; performance safeguards; mathematically perfect spheres/domes (Fibonacci/voxel); terrain-adaptive systems; effectively unlimited particle budgets via GPU compute & spatial data structures; predictive chunk preloading; robust server-side validation for destructive actions. Palette rules: from v5+ Greens explicit ranges, Pure White #FFFFFF, Pure Black #000000; v8+ mandate: no aiming particles during targeting UI. v1 (Original) — Activation & pipeline - Activation: hold right-click 2s charge (charging particles + screen shake); release triggers 20s orbital sequence. - HUD: circular military scope HUD; target preview cylinder 50-block radius; distance & coords. - Networking/Architecture: PacketByteBuf, ParticleManager batching, custom Particle classes, async block updates via ThreadExecutor; LOD reduction beyond 24 chunks; ClientTickEvents; WorldRenderer HUD. - Charging: 2s, ELECTRIC_SPARK ~2k/sec at barrel; screen shake; green vignette; sound BLOCK_BEACON_ACTIVATE pitched; cap up to 30k/sec. - 20s Animation phases with formulas & counts: - Phase1 SCANNING BEAMS (5s): 8k/sec; 16 horizontal rings + 8 vertical beams rotating; END_ROD white core + ELECTRIC_SPARK green. - Phase2 ORBITAL STRIKE (4s): 12k/sec; projectile from y=256; FIREWORK core 1→8; DRAGON_BREATH spiral trail; descent y(t)=256-(256-y0)*(t/4)^0.5. - Phase3 SPHERE EXPANSION (6s): 20k/sec; R(t)=50*(1-cos(π*t/6))/2; Fibonacci sphere; color progression. - Phase4 SPHERE IMPLOSION (5s): 15k/sec; R(t)=50*(1-t/5)^2; inward accel + turbulence. - Phase5 MEGA EXPLOSION (2s): 50k total (10k EXPLOSION_EMITTER flash; 8 concentric shockwaves; 16 FIREWORK tendrils). - Destruction: cylinder radius 50, y∈[y0-30,y0+30]; instant vaporize layered Air→MAGMA_BLOCK→CRYING_OBSIDIAN; one-shot kill entities; synced/delayed with animation. v2 (Particle/visual escalation) - Charging helix 5k ELECTRIC_SPARK/sec; END_ROD concentric circles 2k/sec; exponential camera shake; layered beacon sounds. - Phase escalations: Phase1 → 15k/sec with 32 rings; Phase2 → 20k/sec FIREWORK 2→15 with toroidal DRAGON_BREATH; Phase3 multi-layer spheres R=25/35/50, Fibonacci sphere 3k particles/frame + Perlin displacement + 2Hz color cycling; Phase4 R(t)=50*exp(-2t); Phase5 PLASMA APOCALYPSE 40k/sec. - Performance: culling beyond 32 blocks; batching/instancing; frame-rate adaptive counts; async spawning; math primitives added. v3 (Stability, client/server separation, weapon system) - Enforced strict client/server split; particle/sound/renderers registered; Fabric events; packet size limits; validate positions; try/catch/null checks; World.isClient guards. - Weapon: 12s cooldown, maxDamage 1200; hotbar cooldown overlay; lore tooltip; achievement on first strike. - Palette temporary; destruction layering expanded Air→MAGMA_BLOCK→CRYING_OBSIDIAN→OBSIDIAN; CustomDamageSource "orbital_strike". - Client-only heavy particles; server authoritative destruction; HUD slot progress renderer; cooldown sync via ClientPlayNetworking/ServerPlayNetworking. - Perf & safety: LOD beyond 16 chunks, particle batching, async block updates, hotbar/charge-interruption handling. v4 (Cinematic escalation; authorization for extreme particle densities) - Authorization for ultra-high particle counts (200k+); expanded math complexity and multithreading. - Charging: 30k/sec total with quadruple helix; fractal tendrils. - HUD: military scope, digital readouts, 20-block preview radius. - Phases massively scaled (Phase1 80k/sec; Phase2 descent from y=400; Phase3 100k/sec; Phase4 80k/sec; Phase5 200k total). - Destruction: cylinder layers maintained; adaptive LOD 100% within 24 blocks; multithreaded particle physics. v5 (Production-grade overhaul; strict palette; terrain-aware scanning) - Critical fixes: hotbar slot-switch bug; charge interruption handling; remove player-centered obstructive particles; weapon-focused effects only. - Charging: 2s, weapon-focused 20k ELECTRIC_SPARK/sec along railgun model; HUD reduced to military scope/crosshair/coords/power. - Palette enforcement (v5+): Greens only (#00FF00→#003300), PURE BLACK #000000, PURE WHITE #FFFFFF; mapping rules; other colors removed. - Terrain-aware phases & extreme counts: - Phase1 ADVANCED GROUND SCANNING (5s) — 100k/sec; beams spawn at y=world.getTopY(x,z)+0.5 following terrain topo. - Phase2 MASSIVE ORBITAL IMPACT (4s) — 120k/sec; projectile scales 20→75; descent y=500-(500-y0)*(t/4)^0.1. - Phase3 ULTRA-DENSE ENERGY SPHERE (6s) — 200k/sec; Fibonacci sphere 10k particles/frame; ~50 particles/block^3. - Phase4 CATASTROPHIC IMPLOSION (5s) — 150k/sec. - Phase5 APOCALYPTIC DETONATION (4s) — 300k total. - Destruction realism: cylinder expansion 30 radius, 90 height; scanning-enhanced block detection; particles respect block boundaries/topology. - Tech/perf: object pooling; frame-rate protection adaptive culling to maintain 60 FPS; multithreaded particle physics; network sync; state validation & recovery. v6 (Mathematical perfection, LIDAR, GPU compute) - Fibonacci sphere explicit formula provided; Poisson disk sampling targeting 100 particles/block³. - LIDAR scanning: ray casting; beams spawn at world.getTopY+0.2; Hilbert curve coverage ordering; 128 beams @2,000 particles each. - Particle system: occlusion testing (LOS spawn), frustum culling & distance LOD; particles simulate Lorentz force. - Advanced phases: relativistic/GR approximations; per-phase rates up to 500k total. - Tech: memory-mapped buffers for 1M+ particles, GPU compute shaders, octree partitioning, predictive chunk loading, multithreaded physics, object pooling, LOD/occlusion, server validation. v7 (Adaptive density, spatial structures, PDE shockwaves) - Density model N(R)=4πR² × ρ × (1 + 0.2×sin(2πR/10)), ρ = 80 particles/block². - BVH for 1M+ particles; Poisson disk d_min = 2 blocks; beam y=getTopY+0.1+0.05×sin(16πt). - Nuclear projectile physics: ogive profile r(y)=R_max(1-(y/H)²)^(3/2); descent y(t)=y₀ - v₀t + 0.5 g t² × erf(t/2) (v₀=50, g=20); rotation φ(t)=2π(1-exp(-t/2)). - Shockwave PDE: ∂²P/∂t² = c²∇²P + β|∇P|². - Phases scaled to hundreds of thousands/millions; audio physics & reverb scaling. - Tech: GPU fluids, octree, memory streaming, frame budget allocation; adaptive quality if FPS<45; distance culling >200 blocks; predictive chunk loading; server validation. v8 (Mathematically perfect spheres; critical visual mandates) - Mandatory rule: Remove ALL aiming particles — targeting UI must have no particles. - Impact must create a visible crater. - Perfectly solid-looking spheres via Fibonacci + adaptive density algorithms. - Fibonacci sphere formula (v8) provided; terrain-adaptive scanning equations; checkerboard color alternation green #00FF47 and black #000000. - Phases scaled massively (PHASE1 300k; PHASE2 500k + crater + 100k flash; PHASE3 1.5M total 8-layer Fibonacci). - Audio & tech: 150-block audible range; memory & GPU for 2M+; occlusion/frustum culling, LOS checks; server validation; strict palette reiterated. v9 (Unlimited particles; dome generation; terrain-adaptive) - Goal: effectively unlimited particles; FIBONACCI DOME (hemisphere) formula (φ,θ conversions) specified. - Density: N(R)=2πR² × 500 particles/block² (R=80 → ~2,000,000 dome particles). - TERRAIN ADAPTATION ENGINE: realtime height mapping; p.y = max(p.y, y_actual + 0.5); compute normals. - ROTATIONAL ENERGY LAYERS: 5 rings at 40° inclination; black rings #000000 with white trails. - Phases scale to millions (PHASE1 800k; PHASE3 8M; PHASE4 12M). - Tech: GPU compute, octree/BVH, memory mapping, predictive preloading; strict palette. v10 (Ultimate mathematical perfection + voxel-solid sphere) - SPHERE GENERATION ALGORITHM (voxel filling): iterate voxels in bbox; spawn cluster if within r(t); r(t) = r_max * (1 - cos(π*t/t_max))/2. - Particle density: 100 particles/voxel for solid appearance. - Color gradient: Core=#001A00, Mid=#006400, Surface=#00FF00, Highlights=#88FF88. - TERRAIN-ADAPTIVE y_actual=getTopY+0.1; normals; dynamic placement above terrain. - Massive counts (millions per phase); GPU compute for voxel calculations; multithreaded terrain sampling; strict palette. v11 (Project: Advanced Terrain Scanning) - Laser Scan Animation + Terrain-Adaptive Particle System. - GEOMETRIC ANIMATION: Rotating Boundary Ring (4-block thick white ring rotates 45°/sec radius 20); 256 Laser Beams follow Lissajous (x=20*cos(3t+φ), z=20*sin(5t+φ)) and extend to terrain intersection; beams hug terrain precisely. - TERRAIN ADAPTATION: Raycast down → y_surface = block_y + 0.2; store material type; voids → ballistic fadeout; multi-resolution sampling. - PARTICLE VISUALS: core/secondary greens #00FF00/#88FF88; impacts spawn enchanted_hit/crit/dust bursts; material-specific reflections. - TECH: particle density ~15,000/frame min; multithreaded sampling for 256-beam update; GPU shaders for beam-terrain collisions; client/server separation; v5+ palette; v8+ no aiming particles. v12 (Project: Nuclear Delivery System) - Formation: voxel-by-voxel formation (core cylinder + parabolic cone + 4 radial fins) 0–1.5s; descent 2.5s easeInOut; trail 20,000 particles/frame lime-green. - Impact: primary flash + sonic shockwave; dust cloud: 500k voxel-filled particles black→lime gradient; crater radius 20 spherical crater. - Tech: GPU shaders compute voxel crater + particle clusters; trails maintain 300-block visibility; explosion persists 2.5s. v13 (Project: Spherical Animation System) - SPHERE GENERATION: Voxel Solid Sphere (per-layer densities Core ρ=80, Mid ρ=100, Surface ρ=150) AND Fibonacci shell formula with golden angle φ = π(3−√5). - TEMPORAL RADIUS FUNCTIONS: smooth expansion, explosive, pulsation, bounce overshoot functions explicitly defined. - PARTICLE VISUALS: greens + white highlights; radial density ρ(d)=ρ_max[1−(d/r)²]³. - Tech: GPU computes Fibonacci shells + voxel fills realtime; particle density ~50,000/frame adaptive to r; strict palette 60% green/25% white/15% black. v14 (Shockwave & Audio System) - Physical shockwave propagation model r(t)=c·t with amplitude decay A(t)=A₀·e^(−kt); triple pulses; particle density at shell ≈ 80,000/frame. - AUDIO: t_delay = d / c; attenuation ∝ 1/d²; stereo panning; Doppler; layered sounds per wave. v15 (Cinematic SFX Redesign) - Replace vanilla TNT/explosion sounds with layered futuristic cinematic SFX; mapping: Green→resonant hums/crystalline tones; White→sharp pings; Black→sub-bass rumble. - Rule: never use TNT sounds; always mix at least one green resonance + one white ping + one black rumble; never white alone. Cross-cutting technical & safety mandates (reiterated across versions) - Strict client/server separation, World.isClient guards, @Environment, ClientPlayNetworking/ServerPlayNetworking, PacketByteBuf, packet-size limits, server authorization for destructive actions. - Strict palette v5+: Greens explicit ranges, White #FFFFFF, Black #000000. v8+ rule: no aiming particles during targeting phase. - Terrain-adaptive systems: raycasts/LIDAR, getTopY sampling, normals, Hilbert/Hemisphere/Fibonacci/Poisson disk sampling; beams hug terrain; craters/terrain deformation. - Sphere/dome algorithms: Fibonacci (v6/v8/v9/v13), hemisphere variants, voxel filling (v10/v13/v21); per-layer & radial density functions. - Particle system & perf tech: GPU compute shaders, memory-mapped buffers, octree/BVH, object pooling, multithreaded particle physics, predictive chunk preloading, occlusion/frustum culling, LOS checks, adaptive LOD/frame-budget, distance culling, async block updates. - Physics/math/audio: temporal radius functions; parametric trajectories; Lorentz/relativistic/GR approximations; shockwave PDEs; Navier-Stokes approximations; Doppler/infrasound/attenuation. - Stability & safety: try-catch around particle spawns, null checks, hotbar/charge-interruption fixes, cooldowns & HUD sync, packet validation, server-side authorization. v16 (ORBITAL NUKE 4-PHASE SYSTEM - PRECISE SPEC) - Duration 14s; total ≈16M particles; render range 800 blocks; emissive=true; no fade; unlimited budget assumption; terrain adaptation via getTopY. - PHASE1 TERRAIN SCAN (3s): Boundary ring r=30 thickness=4 rotation 45°/s; 256 points y=topY+0.5 size=2; LASER GRID Lissajous+radial; END_ROD 80%/ELECTRIC_SPARK 20%; green palette. - PHASE2 NUKE DELIVERY (3s): 2s growth +1s contraction; cylinder height=50*(t/2), radius=3*(t/2); energy trail 5k/sec. - PHASE3 PERFECT SPHERE (6s): expansion/contraction formulas; SURFACE via Fibonacci density 8 particles/m² → N=ceil(4πr²*8); color 85% greens/15% white; GLOW size=2.5. - PHASE4 SHOCKWAVE & EXPLOSION (2s): Shockwave (1s) to 50 blocks; MAIN EXPLOSION (1s): 1,000,000 EXPLOSION_EMITTER + 5,000,000 FIREWORK + 4,000,000 CLOUD + 500,000 BLOCK_CRACK. - Particle type breakdown & SFX per v15; tech to support ~16M particles. v19 & v20 - Restatements/refinements of v16: identical PHASE1→PHASE4 numbers/formulas; reassert totals (~16M), render 800 blocks, emissive/no-fade, duration 14s, terrain adaptation, particle distributions and SFX. v21 (Final numeric & algorithmic adjustments) — per-phase numeric refinement & caps - PHASE1 Scan (4s): Ring r=30,y=h+2,ω=180°/s,dθ=0.125°; layers {29,30,31} → 8640 pts; Lissajous overlay x=29sin(3t),z=29sin(2t+π/2); color distribution 80% Green/15% White/5% Black; Phase1 cap 2M; Range 40Y, 30R (45 shock). - GREEN LASER GRID (256 beams): dust RGB[0,1,0] size=2.5; vertical scan y(t)=80-20t (0–4s); terrain mapping y=max(getTopY+0.5,62); total 61,440 particles over 4s. - PHASE2 PERFECT SPHERE (8s) — SOLID GREEN SPHERE: - Radius funcs: expand 0–4s r(t)=3+27·easeOutElastic(t/4); hold 4–6s r=30; contract 6–8s r=30−27·easeInBack((t−6)/2). - VOXEL SOLID SPHERE ALGORITHM: Δ=0.3 voxel step; inclusion x²+y²+z² ≤ (r−0.5)²; spawn 6 micro-particles/voxel; N(r)≈279·r³ → r=30 ≈ 838k particles. - Surface shell (20% bright green): Fibonacci shell N=2000 φᵢ=arccos(1−2i/N), θᵢ=π(1+√5)i mod 2π. - PHASE3 CYLINDRICAL COLLAPSE (5s): cylinder h=80, r(t)=30·(1−smoothstep(0,1,t/5)); ≈117,920 particles + tendrils; implosion dynamics last 2s. - PHASE4 SHOCKWAVE + EXPLOSION (3s): triple-shell shockwave to r=45 N₁≈180k,N₂≈320k,N₃≈120k; nuclear fireball voxel fill ≈450k; mushroom cloud ~220k. Per-phase caps enforced; totals ~1,987,520 (<2M cap). - Validation: geometric exactness, optimized density ρ=N/V, C² transitions. Persistent objectives (v10+, v13+, v15) - Mathematically perfect sphere/dome generation via Fibonacci formulas, hemisphere/dome variants, voxel filling algorithms and per-layer densities. - Terrain-adaptive systems: raycasts/LIDAR, getTopY sampling, normals, Hilbert/Hemisphere/Fibonacci/Poisson disk sampling; crater/terrain deformation and crater voxel computations (GPU). - Unlimited budgets via adaptive LOD, GPU compute, memory-mapped buffers, octree/BVH, object pools, multithreading, predictive chunk preloading, occlusion/frustum culling, LOS checks; explicit per-phase caps (v21 Phase1 2M; v16 ~16M); v25 streaming targets (5M/tick) and v28 anti-flicker/LOD constraints. - Robust server validation & authoritative actions; client-only heavy visuals. - Cinematic SFX mapping (v15/v16): replace TNT/explosion with layered futuristic SFX mapped to palette; mandatory mixing rules. - Stability & safety: try-catch, null checks, hotbar/charge-interruption fixes, cooldowns & HUD sync, packet validation, predictive chunk preloading. v25 (ORBITAL NUKE VISUAL SYSTEM - ENHANCED CINEMATIC SPEC) - Core: 60 FPS guarantee; 5M particles/tick streaming target; Colors 95% GREEN/CYAN, 5% white accents only; animated terrain deformation; SFX phase-locked. - PHASE1 (4s): WHITE BOUNDARY RING triple helix {28.5,30,31.5}; GREEN HOLOGRAPHIC GRID dust RGB[0,1,0.8] size=3; 512 laser beams; ~240,000 particles/tick; SFX 40Hz hum + radar beeps/whooshes Doppler. - PHASE2 PERFECT SPHERE (8s): r(t)=3+27(t/4)³; 7-layer gradient; voxel algorithm no interior gaps; peak 3M at r=30; dynamic lightning bolts. - PHASE3 CYLINDRICAL COLLAPSE (5s): ENERGY VORTEX CYLINDER h=80; radial gradients Outer/Mid/Inner/Axis counts; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s): SHOCKWAVE 5-shell system Shell counts high; NUCLEAR FIREBALL 1.2M; crater 5-block deep, 40-block radius; 500-block audio range. - Streaming & Budgets: 5M/tick target; per-phase tick budgets (P1 240k/tick | P2 850k/tick | P3 460k/tick | P4 1.6M/tick bursts); strict color enforcement. v28 (ORBITAL RAILGUN FIXES — Fabric 1.21.5) — CRITICAL: MODIFICATIONS/ADDITIONS ONLY - Priority fixes order: Anti-flickering → Phase 3 sphere modification → Color palette → Audio. - FIX 1 COLOR PALETTE (ALL PHASES): Replace white with green/cyan while keeping spawn logic/positions/frequencies/timings. - New palette: #00AA00, #00FF00, #88FF88, #00FFAA, #008888. Distribution 60% green, 30% cyan, 10% dark. Conversions: Dust white → Vec3d(0,1.0,0.67); DUST_COLOR_TRANSITION start=#00AA00 end=#00FFAA; END_ROD → GLOW + green dust overlay; bright RGB map to green/cyan; Black unchanged. - FIX 2 AUDIO (Addition only; remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED): per-phase SFX specs (Phase1 hum/chirps/ping; Phase2 whoosh/plasma crackle/triple impact; Phase3 resonance/drone/vacuum; Phase4 white noise layers) with 3D spatial audio, Doppler, 150-block audibility. - FIX 3 SOLID SPHERE (PHASE 3 ONLY): Replace voxel-solid interior with SURFACE-ONLY Fibonacci shell rendering (NO interior particles), keep same r(t) & duration (8s). - Fibonacci shell algorithm pseudocode specified; multi-layer shells for appearance (Outer N, Mid N×0.7, Inner N×0.5) with colors #00FFAA/#00FF00/#00AA00. - LOD rules: 12/m² (<50 blocks), 8/m² (50–150), 4/m² (>150). - FIX 4 ANTI-FLICKERING: - Extend lifetime: particle.setMaxAge(60) minimum (~3s). - Constant alpha: particle.setAlpha(1.0f) OR smooth fade last 20% of life. - Synchronized spawning: spawn deterministic perTick = spawnRate/20. - Despawn protection: PersistentParticle subclass preventing random removal; NO distance culling <200 blocks. - Smooth LOD transitions: lodFactor = max(0.2, 1.0−(distSq/40000.0)); adjustedCount = baseCount*lodFactor. - Disable culling <200 blocks; ensure spawn overlap; use PARTICLE_SHEET_TRANSLUCENT. - CHECKLIST (v28 actionable): map white→green/cyan; remove only two vanilla explosion sounds; add layered SFX; Phase3 → Fibonacci shell only; set maxAge ≥60 ticks; force alpha or smooth fade; sync spawn rates to ticks; age-based despawn only; no distance culling <200 blocks; test at distances 10/50/150/300; verify all animations remain present. - Enforcement: MODIFICATIONS/ADDITIONS ONLY. NO removal of existing particle systems or animations except specified sound removals. Actionable enforcement checklist (aggregated) - Enforce strict client/server separation & network sync; v5+ palette rules; v8+ no-aiming-particles; v28 replace white with specified green/cyan mapping; v25 95% green-cyan / 5% white accents. - Implement terrain-adaptive beam/particle placement via raycasts/getTopY; crater/terrain deformation via GPU where needed. - Implement Fibonacci & voxel solid-sphere algorithms exactly as specified across versions (v6/v8/v9/v10/v13/v21/v28), plus hemisphere/dome variants and multi-layer densities & LOD rules. - Architect particle system for effectively unlimited budgets: GPU compute shaders, memory-mapped buffers, octree/BVH, object pools, multi-threading, predictive chunk preloading, occlusion/frustum culling, LOS checks, adaptive LOD/frame-budget controls; respect explicit per-phase caps and streaming targets. - Replace vanilla explosion/TNT sounds per v15 & v28; implement layered cinematic SFX mapped to palette with spatialization, Doppler, attenuation, phase-locked triggers, mandatory mixing rules. - Implement phase timelines, counts, particle types, formulas and numeric algorithms per v16/v19/v20/v21/v25; incorporate v28 changes (color mapping, audio additions, Phase3 Fibonacci shell, anti-flicker). - Add robust stability & safety: try-catch for particle spawns, null checks, hotbar/charge-interruption handling, cooldowns & HUD sync, packet validation, server-side authorization, predictive chunk loading and recovery. - Validate performance targets: 60FPS guarantees, per-phase caps, adaptive LOD/frame-budget enforcement, test distances. v35 (ORBITAL NUKE SYSTEM - OPTIMIZED GREEN SPEC) — final optimized numeric & color-forced variant - CORE: hollow surfaces only, FORCE RGB green/cyan, 400 block SFX range. - PHASE1 SCAN (4s): WHITE RING retained; GREEN GRID (750k/tick) breakdown: 512 beams250k; glow spokes220k; Lissajous160k; terrain scrape120k; SFX set. - PHASE2 SPHERE r=20 (8s) HOLLOW ONLY: r(t)=2+18(t/4)³; FIBONACCI SURFACE N=420k (5 layers 84k each); FX lightning 10k; SFX. - PHASE3 CYLINDER h=80 (5s) HOLLOW: r(t)=30(1−(t/5)⁴); 200 rings Δy=0.4; 800 points/ring; ~600k/tick; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s) HOLLOW: shockwave shells with large per-shell counts; NUCLEAR FIREBALL 1.2M; mushroom cloud; crater 5-block deep, 40-block radius. - LIMITS & RULES: Fibonacci hollow enforcement; burst ranges 750k–2.4M; RGB forced green; 400-block SFX range; hollow-only surfaces. Must respect v28 constraints. v36 (ORBITAL NUKE SYSTEM - FORCE GREEN OPTIMIZED) - CORE: hollow surfaces, ONLY GREEN particles, epic SFX 400 blocks. - PHASE1 SCAN (4s): WHITE RING preserved; GREEN GRID (750k/tick) breakdown with precise RGB scales and particle counts; SFX timeline. - PHASE2 SPHERE r=20 (8s) HOLLOW: r(t)=2+18(t/4)³ etc.; FIBONACCI N=420k; 5 GREEN LAYERS (84k each); FX lightning; SFX timeline. - PHASE3 CYLINDER h=80 (5s) SOLID NO FLICKER: r(t)=30(1-(t/5)⁴), 250 rings Δy=0.32, 1000 points/ring; 8 LAYERS (900k/tick) with per-layer counts; spirals & tendrils; anti-flicker enforcement. - PHASE4 DETONATION (13s) ALL GREEN: Shockwave (0-2s r:0→55, 2.6M) eight hollow spheres; FIREBALL (2-5s) hollow r=0→35 1.1M; MUSHROOM (5-13s) torus & stem totals; DISCHARGE lightning/fissures/rain totals; full 13s SFX timeline. - Rules: all green palette except preserved white ring; hollow-surface enforcement; 400-block SFX range; enforce anti-flicker lifetime/alpha/spawn sync per v28; GPU streaming for multi-million bursts; client/server separation. v37 ( Edit: Particle crash/flicker/color-fix request) — TASK ADDED (developer-level constraints) - Problem statement: mod has particle crashes (lag/crash when too many spawn), flickering/blinking/disappearing during animations/camera movement, and color bugs (some particles appear white). - Requirement: Fix & optimize the particle system while keeping all animations, triggers, and SFX fully intact. DO NOT remove, rewrite, or disable any animation controller, tick event, or rendering callback. Only change particle rendering & performance logic. - Goals & Constraints: 1. Continuous visibility: Particles must remain visible for full intended lifetime; no flicker/blink/vanish during animations or camera movement. 2. Color restriction (green/blue only): - Particles must display only shades of green or blue. - If particle exposes RGB, clamp to either green (R=0,G=1,B=0) or blue (R=0,G=0.3–1,B=1). - If particle type does NOT support custom RGB (texture-only/fixed shaders), do NOT recolor it; leave as-is and do NOT force global override that breaks rendering. - Never replace textures or delete animation layers. 3. Performance & stability: - Prevent crashes from spawning too many particles per tick. - Introduce a soft per-frame spawn limit (example: 2000 particles) and gracefully skip excess without deleting animations. - Implement pooling/reuse of particle instances instead of re-creating each tick. - Avoid memory leaks and null-pointer exceptions in particle tick updates. 4. Animation preservation: - Do not touch animation code, controllers, SFX triggers, or animation events. - Particle spawn must still be triggered exactly as before by animation events. - Only edit particle rendering and color-handling logic. 5. Version compatibility: - Target Fabric API, Minecraft 1.21.5. - Do not use external libs (e.g., GeckoLib) unless already present. - Keep solution within Fabric particle system (Particle, SpriteBillboardParticle, custom particle classes). 6. Technical approach guidance: - Use setColor(float r, float g, float b) only on particles that expose it. - For each particle subclass, override tick() or buildGeometry() only if necessary to maintain consistent alpha, color, visibility. - If flickering caused by alpha reset or age miscalculation, smooth via interpolation or extend maxAge. - Add safeguard so particles never render completely transparent unless intended. 7. Output format requested in v37: Provide response as Java-style pseudocode/class snippets showing exact changes to apply, plus short explanation of why each change prevents flickering and enforces color stability. - Constraints repeated: Keep all animations & SFX intact; only modify particle rendering/color/performance logic; target Fabric 1.21.5; no new external deps. Summary of enforcement across all edits (to carry into implementation) - Preserve all animation controllers/timings/sfx/spawn triggers; only modify particle classes/renderer logic. - Enforce v5+ palette rules and progressive color-force rules (v28 mapping then v35/v36 forced green variants) but v37 narrows allowed colors to green/blue with explicit clamping when supported; do not recolor texture-only particles. - Implement pooling/object reuse, per-tick soft spawn caps, deterministic tick-aligned spawning, anti-flicker lifetimes (setMaxAge ≥60 ticks or smoother alpha), disable distance culling within specified ranges (v28: <200 blocks), and smooth LOD transitions with lodFactor clamping. - Maintain GPU-side acceleration paths (compute shaders/memory-mapped buffers/octree/BVH) where present; add fallback CPU-side pooling & per-tick budgeting for stability. - Remove only the two vanilla explosion sounds (ENTITY_GENERIC_EXPLODE, ENTITY_TNT_PRIMED) as per v28; add layered cinematic SFX synchronized to particle timestamps (v15/v28). - Testing: verify at distances 10/50/150/300 (v28); confirm no new null pointers, no memory leaks, stable FPS targets (60FPS) under per-phase caps/streaming targets (v25/v35/v36 high-budget constraints). End of summarized edit history (all versions and edits captured). Edit v40: ORBITAL NUKE SYSTEM - CRASH FIX + GREEN/BLUE OPTIMIZED CRITICAL FIXES: - StackOverflow fix: MAX 150k particles/tick (batch spawn async) - Colors: naturally green/blue particles ONLY (happy_villager, glow_squid_ink, soul, dripping_water) - Anti-flicker: double-layer surfaces with offset timing - Async delays: 2 tick gaps between major spawns PHASE 1: SCAN (4s) WHITE RING: dust 1 1 1 0.5 triple r∈{28,30,32} 15k total GREEN GRID (120k/tick sustained): - happy_villager (naturally green): 256 beams y=80→terrain step 2 blocks - 45k/tick - glow_squid_ink (cyan-green): 24 spokes ω=120°/s - 35k/tick - soul (blue-cyan): Lissajous 6 curves - 25k/tick - falling_nectar (green drops): terrain every 1.2 blocks - 15k/tick Async spawn: 1 tick delay between layers SFX: 55Hz bass rumble, 175Hz drone, 4.8kHz beep, 1.8Hz radar pulse, digital cascade PHASE 2: SPHERE r=20 (8s) DOUBLE-LAYER HOLLOW r(t)=2+18(t/4)³ [0-4s], 20 [4-6s], 20-18((t-6)/2)³ [6-8s] FIBONACCI 180k (90k per layer): Layer 1: happy_villager N=90000 even ticks Layer 2: glow_squid_ink N=90000 odd ticks (anti-flicker offset) φᵢ=arccos(1-2i/N), θᵢ=2πi/φ, φ=1.618 COLOR GRADIENT (radius zones): - r<8: soul (blue core) 30k - 8-14: glow_squid_ink (cyan) 50k - 14-18: happy_villager (green) 60k - 18-20: falling_nectar (bright green) 40k FX: 24 lightning soul particles 3Hz 8k, rotation ω∈{60,-45,30}°/s, 8 halos glow_squid_ink 4k Spawn batches: 60k/tick maximum, 2 tick buffer between batches SFX: 0-2s 32Hz→165Hz turbine+215Hz harmonic, 2-4s 165Hz peak+495Hz surge+5.5Hz wobble, 4-6s 95Hz pulse, 6-8s 165Hz→48Hz drop+0.18s silence PHASE 3: CYLINDER h=80 (5s) TRIPLE-LAYER SOLID r(t)=30(1-(t/5)⁴), 160 rings Δy=0.5, 600 points/ring 3 ALTERNATING LAYERS (140k/tick total): Layer 1 (even ticks): happy_villager 6 radius shells - 55k Layer 2 (odd ticks): glow_squid_ink 5 radius shells - 45k Layer 3 (every 3rd tick): soul 4 radius shells - 40k RADIAL DISTRIBUTION (per layer): - r×1.0 outer: falling_nectar dark green - r×0.85: happy_villager bright green - r×0.7: glow_squid_ink cyan - r×0.5: soul blue-cyan - r×0.25: dripping_water core (blue) - axis: soul beam Spiral θ(t)=θ₀+10πt, v=25(t/5)⁴, 20 tendrils happy_villager 30k Batch limit: 50k/tick, 2 tick delay between major spawns SFX: 0-2.8s 25Hz vortex growing+380Hz howl+165Hz strain, 2.8-4.6s SILENCE 38Hz+0.9Hz heartbeat, 4.6-4.92s 38Hz→420Hz rise, 4.92-5s 65Hz COLLAPSE PHASE 4: DETONATION (13s) LAYERED HOLLOW SHOCKWAVE (0-2s r:0→55, 800k total): 6 hollow spheres, spawn over 8 ticks (100k/tick): 1. 0-15: soul (blue core) 180k 2. 15-25: glow_squid_ink (cyan) 160k 3. 25-35: happy_villager (green) 150k 4. 35-43: falling_nectar (bright green) 130k 5. 43-50: happy_villager (darker) 110k 6. 50-55: soul (edge fade) 90k Fibonacci surface, async spawn 2 tick gaps FIREBALL (2-5s): hollow r=0→35, 4 layers 450k Spawn over 6 ticks (75k/tick): - glow_squid_ink (cyan core) 150k - happy_villager (green mid) 140k - falling_nectar (bright) 100k - soul (blue edge) 60k Pulse r±4 15Hz MUSHROOM (5-13s): torus R=28 r=12 hollow 350k + stem r=11 h=50 hollow 200k + spirals 80k All happy_villager + glow_squid_ink mix Spawn over 12 ticks (50k/tick) DISCHARGE: 40 lightning soul 80k, 20 fissures glow_squid_ink 45k, rain happy_villager 180k All async batched 2 tick delays MEMORY OPTIMIZATION: - Max particles alive: 800k concurrent - Particle lifetime: 4-8 seconds (auto-despawn) - Chunk unload: clear particles beyond 10 chunks - Async spawn queue: never exceed 150k/tick - GC friendly: reuse particle objects SFX (13s): 0-0.12s 12Hz DETONATION, 0.12-2s white noise+32Hz+shatter, 2-4s 48-185Hz roar+crackle, 4-7s 78Hz thunder+wind, 7-10s arc storm, 10-13s 42Hz→22Hz decay ANTI-CRASH RULES: ✓ Batch spawn max 150k/tick ✓ 2 tick async gaps between phases ✓ Naturally colored particles only ✓ Double/triple layering for solidity ✓ Particle pool max 800k concurrent ✓ Auto-despawn old particles
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