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Modrinth · Minecraft mod

create-schematic-compute

Create: Schematic Compute brings a graph-based visual programming interface​ to the Create ecosystem, allowing you to build complex computational blueprints without messy redstone dust.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which create-schematic-compute release should I use?

Updated 17 days ago
Latest stable file 1.2.6.2
Game version 1.21.1
Loader NeoForge

create-schematic-compute 1.2.6.2 targets 1.21.1 with NeoForge. Installation on the client is optional. Installation on the dedicated server is optional. All 1 required mods have matching files.

Where it goes

Is create-schematic-compute required on the client, server, or both?

Installation on the client is optional. Installation on the dedicated server is optional.

Client Optional
Dedicated server Optional
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source marks this as usable on both the client and server.

What else does create-schematic-compute 1.2.6.2 need?

1.2.6.2. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Create first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

2 listed on this file 2 pulled in by those mods
Create Needed by create-schematic-compute 1.2.6.2
required
Matching file found Matched file: 6.0.10+mc1.21.1
Sable Optional for create-schematic-compute 1.2.6.2
optional
Matching file found Matched file: 2.0.6+mc1.21.1
ImGuiMC Needed by Sable
pulled in
Matching file found Matched file: 2.0.5+mc1.21.1
Create Needed by Sable
pulled in
Matching file found Matched file: 6.0.10+mc1.21.1

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add create-schematic-compute without breaking your instance.

Built for create-schematic-compute 1.2.6.2. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.2.6.2. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Create first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

  3. 03

    Put it on the correct side

    Installation on the client is optional. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.2.6.2. It opens that exact file at the source.

About this project

What does create-schematic-compute add?

Create: Schematic Compute

🎮 12 Programmable Blocks · 102 Node Types · Formula Syntax Highlighting & Autocomplete · Multiplayer Collaboration
十二种可编程方块 · 102种节点 · 公式语法高亮与自动补全 · 多人实时协作
Drag, connect, and build logic — just like Unreal Engine Blueprints!
拖拽连接,构建逻辑 — 像虚幻引擎蓝图一样直观!
Created by StarryNight_Luo (y15173334444)

GitHub License Version NeoForge Create MC


Table of Contents / 目录


📖 Overview / 简介

🇬🇧 Create: Schematic Compute is a Create mod addon that introduces 12 programmable blocks + 1 portable terminal with a visual node-based programming system. Instead of writing complex redstone circuits, simply drag and connect nodes to build logic — just like Unreal Engine Blueprints or Blender Geometry Nodes. Each computer runs at 20Hz (every game tick) for real-time control. All 12 blocks support real-time multiplayer collaborative editing with live cursor tracking and node lock protection. The FORMULA script editor features syntax highlighting (9 token colours), intelligent autocomplete (functions, variables, @output), real-time validation with error badges, and named constants (PI)/(E).

🇨🇳 机械动力:蓝图计算机 是一个机械动力附属模组,添加了十二种可编程方块和一个便携终端,采用可视化节点图编程系统。无需搭建复杂红石电路,只需拖拽连接节点即可构建逻辑——就像虚幻引擎的蓝图系统或 Blender 的几何节点一样直观。每台设备拥有独立的节点图,以 20Hz(每游戏刻) 的频率运行,适合实时控制应用。全部 12 种方块支持多人实时协作编辑,带实时光标追踪和节点锁定保护。FORMULA 公式脚本编辑器 支持语法高亮(9 种词法颜色)、智能自动补全(函数、变量、@output)、实时校验与错误徽章、以及命名常量 (PI)/(E)。


🖥️ Blocks / 方块

🖥️ Holographic Monitor / 全息显示器

3D floating display / 3D 悬浮显示方块

Feature / 功能 Description / 说明
🖼️ Display Nodes / 显示节点 TEXT, DATA, IMAGE, IMAGE_SEQUENCE / 文本、数值、图片、动画
🎨 16×16 Pixel Editor / 16×16像素编辑器 Multi-frame animation + undo/redo / 多帧动画+撤销重做
📋 Layer Panel / 图层面板 Drag-drop reorder + 24×24 thumbnails / 拖拽排序+缩略图预览
🎯 3D Positioning / 3D定位 X/Y/Z + Roll/Pitch/Yaw freely adjustable / 自由调整位置和旋转
📡 Signal-Driven / 信号驱动 IMAGE position/rotation via input signals / 通过输入信号驱位置旋转
📡 Redstone Input / 红石输入 Read Redstone Link signals / 从红石链接网络读取信号

🖥️ Blueprint Computer / 蓝图计算机

Redstone Link controller / 红石链接控制器

Feature / 功能 Description / 说明
📡 Redstone I/O / 红石I/O Read/Write Redstone Link network / 读写红石链接网络
🔗 Private Signal / 私有信号 Named channel cross-computer communication / 命名通道跨计算机通信
🚌 Bus System / 总线系统 BUS_IN/BUS_OUT multi-band data sharing / 多频段数据共享
📦 Encapsulation I/O / 封装导入导出 File browser import/export .nbt files / 文件浏览器导入导出

⚡ Speed Proxy / 转速代理控制器

Speed Controller direct control / 转速直控

Feature / 功能 Description / 说明
🔄 Speed Control / 转速控制 Set adjacent Speed Controller RPM (-256~256) / 设置相邻转速控制器RPM
🔗 Private Signal / 私有信号输入 Named channel cross-computer coordination / 命名通道跨计算机联动

⚙️ Programmable Transmission / 可编程变速器

In-line programmable gearbox / 轴上可编程变速

Feature / 功能 Description / 说明
🎚️ Target RPM / 目标转速 Scroll-set absolute output RPM; graph TX_OUT node overrides while running / 滚轮设定绝对输出转速,图运行时由 TX_OUT 节点接管
🔀 Face-Relative Direction / 面相对转向 Output CW/CCW follows the placed face, creative-motor style / 输出逆/顺随放置面(创造马达同款语义)
↕️ 3-Axis Placement / 三向放置 Horizontal or vertical in-line placement; wrench on side face rotates the axis / 水平/竖直线上放置,扳手点侧面换轴
⚙️ Bearing Visuals / 轴承动画 Two independent shaft stubs: input follows network, output follows target / 两端独立轴头动画:输入随网络、输出随目标
🤝 Stress Network Member / 应力网络成员 First-class driven member — no input power, no output / 官方应力网络一等成员,无输入动力则无输出

🔧 CNC Gearbox / 数控齿轮箱

Driven clutch + motion quota / 从动离合器 + 运动配额

Feature / 功能 Description / 说明
🔌 Clutch / 离合器 Output face carries a shaft only while engaged; idle auto-disengages / 仅接合时输出面对外传轴,空闲自动分离
📜 Command Stack / 指令栈 FIFO motion commands: rotate (degrees) / move (meters) / wait / FIFO 运动指令:旋转(度)/ 直线(米)/ 等待
🎯 Motion Quota / 运动配额 Open-loop travel booking, fires a completion pulse at zero / 开环行程记账,配额归零自动打完成脉冲
🔄 Encoder / 编码器 Rotary (degrees) + linear (meters) accumulation for graph readback / 旋转(度)+ 直线(米)累计供图读取
↕️ 3-Axis + Wrench / 三向 + 扳手 Wrench on end face flips the input, side face rotates the axis / 扳手点端面翻转输入端、点侧面换轴

🔌 Program Computer / 编程计算机

Sequential logic / 时序逻辑专用机

Feature / 功能 Description / 说明
📡 Redstone I/O / 红石I/O Redstone Link network communication / 红石链接网络通信
🔗 Private Signal / 私有信号 PRIVATE_IN/PRIVATE_OUT named channel I/O / 命名通道I/O
⏱️ Sequential Nodes / 时序节点 Delay/Latch/T Flip-Flop/Gate/Pulse Extend/Loop/Fuse/Accumulator/Integrator / 延时/锁存器/T触发器/闸门/脉冲延长/循环/保险/累计器/连续积分器

🪑 Control Seat / 控制座椅

Sit-able controller / 可乘坐控制器

Feature / 功能 Description / 说明
⌨️ 58 Key Bindings / 58键绑定 Click-to-bind UI / 点击绑定
🖱️ Dual Mode / 双模式 Joystick (mouse delta) / View Angle (rotation difference) / 摇杆/视角差
🎮 Gamepad / 手柄 Dual stick + 15 buttons + analog triggers LT/RT / 双摇杆+15键+模拟扳机
🔄 Sable Compatible / Sable兼容 Two camera modes (FIXED / VIEW_DIFFERENCE), world-orientation tracking via quaternion / 双相机模式,四元数世界朝向追踪
🚪 Controls / 操作 Right-click sit / Shift+Right-click editor / ~ dismount / TAB mode / ESC release

📐 Attitude Sensor / 姿态传感器

Physics structure orientation / 物理结构姿态读取

Feature / 功能 Description / 说明
📐 ATTITUDE / 姿态 Block world-space pitch and roll (facing × sub-level rotation) / 方块自身世界姿态俯仰与横滚(朝向 × 子世界旋转)
🧭 FORWARD / 前方朝向 World-space forward yaw/pitch / 结构世界空间朝向
⚡ ACCELERATION / 加速度 Block-local X/Y/Z acceleration (structure motion in block axes) / 方块本地加速度(结构运动按方块朝向分解)
🚀 VELOCITY / 速度 Block-local velocity ×2 m/s (structure motion in block axes) / 方块本地速度(结构运动按方块朝向分解)
🔄 POSE_CONVERT / 姿态换算 Coordinate conversion / 坐标系转换

📡 3D Holographic Radar / 3D全息显示雷达

Real-time scanner / 实时实体扫描器

Feature / 功能 Description / 说明
📡 Scan Range / 扫描范围 1-128 blocks configurable / 1-128格可配置
🎯 Target Lock / 目标锁定 Manual right-click + auto closest / 手动右键锁定+自动最近
🖥️ Display Style / 显示风格 Classic XYZ axes / Holographic (white cube + blue plane) / 经典/全息
📊 TARGET_OUT Output X/Y/Z/entity ID/distance / 输出坐标/实体ID/距离
🔍 Filters / 过滤 Show/hide players, mobs, Sable structures / 独立显示玩家/生物/Sable

📱 Portable Terminal / 便携终端

Handheld remote editor / 手持远程编辑器

Feature / 功能 Description / 说明
📡 Device Scan / 设备扫描 Scan 1-128 blocks for programmable blocks / 扫描1-128格可编程方块
✏️ One-Click Edit / 一键编辑 Open native GUI instantly / 即时打开原生GUI
📦 All 12 Blocks / 全12方块 Monitor, Blueprint, Program, Radar, Seat, Sensor, SpeedProxy, Transmission, CNC Gearbox, Kinetic Gauge, Amplifier, Speaker
🔄 Sable Compatible / Sable兼容 Sub-level scanning with rotation correction / 子世界扫描+旋转修正

🎛️ Kinetic Gauge / 动力传感器

In-line kinetic readout + graph host / 轴上传动读数 + 节点图宿主

Feature / 功能 Description / 说明
📊 Built-in Readout / 内置读数 Speed digits + stress bar (green→yellow→red, overload blink) + percentage, painted on the panel / 转速数字 + 应力条(绿→黄→红,超载闪烁)+ 百分比,直接画在面板上
🖥️ Graph Display / 图形接管 DATA/TEXT nodes in its graph take over the panel (server-authoritative eval snapshot) / 图里的 DATA/TEXT 节点接管面板(服务端求值快照权威)
📈 STRESS / 应力状态 4 outputs — ratio (0-1, >1 overloaded), used (SU), unused (0-1), left (SU) / 四个输出——占比、已用(SU)、未用、剩余(SU)
⚡ RPM / 转速 1 output — signed network speed (0 unpowered/overloaded) / 一个输出——带符号网络转速(无动力/过载为 0)
🔄 3-Axis Placement / 三轴放置 Floor/ceiling placement points the display at the player (all 4 yaws, vertical state placeable directly); wall placement uses the clicked face; auto-aligns to a shaft-bearing face / 贴地贴顶正对玩家(四向可选,竖置可直接放出);贴墙用点击面;贴轴自动对齐
🔧 Wrench / 扳手 Shaft end: roll 90° through the four same-shaft poses (shaft fixed); top/bottom: yaw 90° keeping the current tilt; other faces: Create's IWrenchable default / 轴端面:同轴四态滚转 90°(轴不动);点上/下:保持当前俯仰偏航 90°;其余面:Create 官方默认
⚙️ Shaft Pass-Through / 贯通传轴 Passes rotation along its own axis and reads the network it sits in / 自身沿旋转轴贯通传轴,并读取所在动力网络的转速与应力
🧩 Two Model Variants / 双模型变体 Lectern panel for horizontal shafts, flat panel for vertical shafts; text always upright / 水平轴用讲台面板,竖直轴用平板屏,文字永远直立

🎛️ Amplifier Computer / 功放计算机

Audio graph host with program-computer timing / 音频图宿主 + 编程计算机时序

Feature / 功能 Description / 说明
🎵 Audio Nodes / 音频节点 MUSIC · AMP · WSHAPE · AUDIO_OUT · CHANNEL · SPEAKER_PLAY / 曲目 · 功放 · 波形整形 · 频段发布 · 声道拆分 · 播放
🎚️ Dynamics Curve / 力度曲线 XY curve on the AMP node: note loudness → output level, chain gain applies after / AMP 节点 XY 曲线:音符力度→输出力度,链上增益随后叠加
🌊 Wave Shaper / 波形整形 Per-sample shaping curve, identity curve = true bypass / 逐采样整形曲线,恒等曲线 = 真旁路
📡 Band Publish / 频段发布 Publish audio to bus / private bands for speaker graphs to subscribe / 发布音频到总线/私有频段,供电音图订阅
⏱️ Timing / 时序 Program-computer capability for play/stop triggers and delay staging / 编程计算机能力,供起停触发与延时编排
📻 Spectrum Monitor / 频谱监听 Lid spectrum plays one monitored source: the graph's topmost MUSIC node by default (encapsulation-IO ordering), pinnable to any MUSIC node in the editor's monitor panel / 盖子频谱单源监听:默认图最上方 MUSIC 节点(封装 IO 同款排序),编辑器监听面板可指定任一 MUSIC 节点

🔊 Speaker / 音响

Band-subscribed playback terminal / 频段订阅式播放终端

Feature / 功能 Description / 说明
🔉 Dumb Terminal / 哑终端 Player-authored graph BUS_IN --audio wire--> SPEAKER_PLAY passes through identically; channel splitting belongs to the upstream CHANNEL / 图由玩家自己摆放(典型 BUS_IN --音频线--> SPEAKER_PLAY)恒等直通,声道拆分归上游 CHANNEL
🔊 World Playback / 世界发声 Plays the subscribed band at its own position / 在自身坐标播放订阅频段
⚙️ Playback Settings / 播放设置 Gain (0-4) · audible radius (1-4096, default 48) · mute, in the editor panel / 编辑器面板设增益(0-4)、可听半径(1-4096,默认 48)、静音
🔴 Redstone Mute / 红石静音 Redstone high silences the speaker / 红石高电平静音

👥 Multiplayer Collaboration / 多人协作(v1.2.4+)

Real-time collaborative graph editing for all 12 block types. Multiple players can edit the same graph simultaneously.
全部 12 种方块支持多人实时协作编辑同一节点图。

Feature / 功能 Description / 说明
🖱️ Live Cursor Tracking / 实时光标 Colored crosshairs with player names / 彩色十字准星+玩家名
📦 Remote Drag / 远程拖拽 Smooth animated node movement / 平滑动画节点移动
🔗 Wire Preview / 连线预览 Live bezier curve while dragging / 实时贝塞尔曲线预览
👤 Player List / 玩家列表 Right-side vertical list, host highlighted / 右侧竖向列表,房主高亮
🔒 Node Lock / 节点锁定 IMAGE nodes protected during pixel edit / 像素编辑时锁定IMAGE节点
🚪 Auto-Close / 自动关闭 UI closes when block destroyed / 方块破坏时自动关闭
⚡ Join/Leave / 加入离开 Appear immediately on open, disappear on close / 打开即现,关闭即消

📝 Formula Script Node / 公式脚本节点

Multi-line script editor (v1.2.0+) — assignments, control flow, vec3, named outputs, comments, line continuation.
多行脚本编辑器 — 支持赋值、控制流、vec3、命名输出、注释、续行。完整语法见 docs/formula-syntax-manual.md。

🧮 Syntax Overview / 语法速览

赋值与输入引脚 / Assignments & input pins — any name assigned anywhere is an internal variable; every other name that is read becomes an input pin. 任何处被赋值的名字是内部变量,其余被读取的名字成为输入引脚:

x = a + 1        -- x 内部变量 / internal; a 成为输入引脚 / input pin
@output x

→ 1 input pin + 1 output / 1 输入 + 1 输出

控制流 / Control flow — repeat / while / if / else / break / continue:

acc = 0
repeat 100 { acc = acc + 1 }
if (acc > 50) { acc = 0 } else { acc = 1 }
@output acc

比较与逻辑 / Comparison & logic — < > <= >= are exact; ==/!= use a 1e-6 tolerance; && || ! judge truthiness as !=0. < > <= >= 精确;==/!= 1e-6 容差;&& || ! 以 !=0 判真。

vec3 与向量函数 / vec3 & vector functions:

v = vec3(3, 4, 0)
@output length(v)     -- 5
@output yaw(v)        -- 角度制,与 DIRECTION 节点一致 / degrees, mirrors DIRECTION
@output v             -- vec3 自动展开为 v.x/v.y/v.z 三个输出引脚 / expands into 3 scalar pins

Vector functions: vec3 length normalize dot cross dist yaw pitch; component access v.x/y/z. 向量函数:vec3 length normalize dot cross dist yaw pitch;分量访问 v.x/y/z。

函数表 / Functions(角度均按度 / trig in degrees):
15 个标量函数 / 15 scalar functions — sin cos tan asin acos atan2 sinh cosh sqrt ln log exp sec csc cot
7 个向量函数 / 7 vector functions — vec3 length normalize dot cross dist yaw pitch

中文输入即转 / CJK input converts live — ()→()、×→*、≥→>=,full-width letters/digits/spaces convert to half-width as you type. ()→()、×→*、≥→>=、全角字母/数字/空格即输即转半角。

预算池 / Budget pool — loop-heavy scripts spread across ticks: a thin progress bar below the node shows solve progress; outputs freeze during the spread and update only on completion (emit-on-done); the warm edit-panel toggle controls whether an input change keeps iterating or strictly freezes. 循环重负载脚本跨 tick 分摊:节点下方进度条显示解算进度,spread 期间输出冻结、完成才更新(emit-on-done);warm 编辑区开关控制输入变更时继续迭代还是严格冻结。典型应用见下方火控弹道解算示例。

🎯 火控弹道解算示例 / Fire-Control Ballistic Solver Example

Segment-collision aim solver aligned with the CreateBigCannons 5.11.x ballistic model (semi-implicit Euler dt=1/20, linear drag, per-tick segment hit test matching the in-game raycast), validated against the CBC tick-model golden reference — landing error ≤ 0.24 blocks across five scenarios.
弹道反解火控,对齐 CreateBigCannons 5.11.x 弹道模型(半隐式欧拉 dt=1/20、线性阻力、逐 tick 线段碰撞判定,与游戏内 raycast 同语义),对照 CBC tick 模型金标准五组场景对拍通过(落点误差 ≤ 0.24 格)。
Full paste-ready script: docs/examples/ballistic_solver.formula — ~2.5k–9k interpreter steps per solve (~65–250× leaner than the v1 600 000-step Newton solver), spread across ticks by the budget pool with a progress bar. Parameters baked in for a size-7 barrel · 8 charges · HE/AP shell (v0=160 b/s, g=20 b/s², fd=0.2); the script header table shows how to re-derive them for other charges or shell types.
完整可粘贴脚本:docs/examples/ballistic_solver.formula(每次解算约 2.5k–9k 步,较 v1 的 60 万步牛顿法精简 65–250 倍,由预算池跨 tick 分摊、带进度条)。参数已内化:7 系炮管 · 8 装药 · HE/AP 弹(v0=160、g=20、fd=0.2),脚本头部表格给出换装药/弹种的换算方法。

-- 输入:mx,my,mz 炮口 / tx,ty,tz 目标(参数已内化,见脚本头部参数表)
-- inputs: mx,my,mz muzzle / tx,ty,tz target (ballistic params baked in, see the header table)
-- 输出:ay 射向角[0,360) / ap 射角 / hit 可达 / vx0,vy0,vz0 初速向量
-- outputs: ay aim yaw [0,360) / ap aim pitch / hit reachable / vx0,vy0,vz0 velocity vector
ay = atan2(tx - mx, 0 - (tz - mz))
if (ay < 0) ay = ay + 360
cy = cos(ay)
sy = sin(ay)
-- 俯仰粗扫描(46 点 × 4°,记录低伸首谷+全局最优谷)+ 线段碰撞弹道模拟(半隐式欧拉 dt=1/20,距离持续增大 20 步提前终止)
-- pitch coarse scan (46 pts × 4°, flat-first + best valleys) + segment-collision simulation (semi-implicit Euler dt=1/20, early exit after 20 steps of increasing distance)
p = -89.899
bestwd = 1000000
repeat 46 {
  vx = v0 * cos(p) * sy
  vy = v0 * sin(p)
  vz = v0 * cos(p) * (0 - cy)
  -- ... 400 步线段碰撞模拟(完整脚本见上方链接) ... / 400-step segment simulation (full script linked above)
  p = p + 4
}
-- 细扫(0.5° × 17 点)+ 割线精化(≤10 轮),先低伸解、失败回退高抛解
-- fine scan (0.5° × 17 pts) + secant refinement (≤10 rounds), flat-first with high-arc fallback
@output ay
@output ap
@output hit

→ 6 inputs + 6 outputs / 6输入 + 6输出

🎨 Syntax Highlighting / 语法高亮

Real-time colour-coded editing with 9 token categories.
9 种词法分类的实时彩色标注。

Token Type / 词法类型 Colour / 颜色 Examples / 示例
Functions / 函数 🟡 Yellow / 黄色 sin, cos, sqrt, exp
Constants / 常量 🩷 Pink / 粉色 (PI), (E) — 仅分组括号内视为字面量
Identifiers / 标识符 🩵 Light Cyan / 浅青 x, speed, myVar
Numbers / 数字 🟠 Orange / 橙色 3.14, 42, 0.5
Operators / 运算符 ⬜ Grey / 灰色 +, -, *, /, ^, %
Parens / 括号 ⬜ Grey / 灰色 (, )
Comments / 注释 🟢 Green / 绿色 -- this is a comment
@output / 输出 🟣 Purple / 紫色 @output
Assignment / 赋值 🟣 Purple / 紫色 =
Unknown / 未知 🔴 Red / 红色 Invalid characters / 非法字符

🔍 Autocomplete / 自动补全

Type to trigger suggestions near the caret, rendered above all pins.
输入即触发,候选框显示在光标下方、所有引脚上方。

Trigger / 触发方式 Behaviour / 行为
Type identifier char / 输入标识符字符 Filtered dropdown: functions, constants, current variables / 过滤候选:函数、常量、当前变量
Type @ / 输入 @ Immediately suggests @output / 立即建议 @output
Tab / Enter Accept selected candidate / 接受选中候选项
↑ ↓ Navigate candidates / 导航候选项
Esc / any other key Close popup / 关闭候选框
Click candidate / 点击候选项 Accept and insert / 接受并插入
Zoom-aware / 缩放感知 Popup scales with graph zoom level / 候选框随图缩放

✅ Real-Time Validation / 实时校验

Issues shown as red ⚠ badge on the node title bar. Hover the badge to see details.
错误以红色 ⚠ 徽章显示在节点标题栏,悬停查看详情。

Check / 校验项 Type / 类型
Bracket matching / 括号匹配 Error / 错误
Unknown function / 未知函数 Error / 错误
Function arity / 函数参数数量不符 Error / 错误
Invalid assignment / 无效赋值 Error / 错误
Duplicate output names / 重复输出名 Warning / 警告
@output invalid start / @output 起始非法 Warning / 警告(表达式输出合法,如 @output length(v))
Red border on MLE / 输入框红色边框 Visual feedback / 视觉反馈

📐 Named Constants / 命名常量

(PI) and (E) in grouping parentheses are literal constants (π ≈ 3.14159, e ≈ 2.71828).
Bare PI / E or PI / E inside function calls like sin(PI) are treated as variable references (create input pins).
(PI) 和 (E) 在分组括号内视为字面常量。裸 PI/E 或函数调用内的 sin(PI) 视为变量(创建输入引脚)。

-- (PI) = literal π, not a variable / 字面量π,不是变量
-- sin(PI) = PI is a variable input / PI 是变量输入
result = (PI) + sin(PI)
@output result

→ 1 input pin (PI) + 1 output / 1 输入引脚 + 1 输出


🚌 BUS System / BUS 总线系统

Global named-channel communication across computers. Like publish-subscribe message bus.
全局命名通道跨计算机通信系统,类似发布-订阅消息总线。

Feature / 功能 Description / 说明
🚌 BUS_OUT / 总线输出 Write values to named channel with bands / 写入命名通道+频段
🚌 BUS_IN / 总线输入 Read band values from channel / 从通道读取频段值
📋 Band System / 频段 Named sub-fields per channel / 每通道命名字段
🔢 Ref Counting / 引用计数 Auto-cleanup when no BUS_OUT references / 无引用时自动清理
⚠️ Conflict Detection / 冲突检测 Reject duplicate channel names / 拒绝重名通道

🧩 Node Reference / 节点参考(102 种)

📦 Values / 数值
Node / 节点 Description / 说明
Constant / 常量 Outputs constant value / 输出常量值
Redstone Input / 红石输入 Reads from Redstone Link / 从红石链接网络读取
Private Signal Input / 私有信号输入 Reads float from named channel / 从命名通道读取浮点数
Bus Input / 总线输入 Reads bus channel bands / 从总线通道读取频段值
📊 Kinetic Readings / 动力读数 (Kinetic Gauge / Transmission / CNC Gearbox)
Node / 节点 Description / 说明
Stress Status / 应力状态 Kinetic network stress, 4 outputs: ratio (0-1, >1 overloaded), used (SU), unused (0-1), left (SU); all 0 with no network or zero capacity / 动力网络应力,四个输出:占比(0-1,超载 >1)、已用(SU)、未用(0-1)、剩余(SU);无网络/零容量全 0
Speed (RPM) / 转速 Network rotation speed, signed (negative = reversed), 0 when unpowered/overloaded / 网络转速,带符号(负=反转),无动力/过载为 0
⚙️ Transmission & Gearbox / 变速器·齿轮箱 (Programmable Transmission + CNC Gearbox / 可编程变速器·数控齿轮箱)
Node / 节点 Description / 说明
Target Speed / 目标转速 Passthrough desired output RPM; the rev toggle negates it and the host transmission writes the target / 透传期望输出转速,rev 取反,宿主变速器写入目标
Move / 移动 Command stack: rising edge enqueues "move N meters" (value = param, wire-overridable) / 指令栈:上升沿入队「移动 N 米」(数值=参数,可连线覆盖)
Rotate / 转动 Command stack: rising edge enqueues "rotate N degrees" / 指令栈:上升沿入队「转动 N 度」
Wait / 等待 Command stack: rising edge enqueues "wait N ticks" / 指令栈:上升沿入队「等待 N 刻」
Clutch / 离合 Standing clutch intent / 常接合意图
Encoder / 编码器 Motion feedback: angle (deg) · linear position (m) · actual speed (RPM); reset is body input pin 0 (level-triggered) / 运动反馈:角度(度)·线性位置(米)·实际转速(RPM);清零为节点体 0 号输入引脚(电平触发)
🔢 Basic Math / 基础运算
Node / 节点 Description / 说明
Add / 加法 A + B
Subtract / 减法 A - B
Multiply / 乘法 A × B
Divide / 除法 A ÷ B (0 if B=0)
Modulo / 模运算 A % B
Power / 次幂 A ^ B
Root / 次方根 B-th root of A
Absolute Value / 绝对值 |input|
Ceil / 向上取整 Round up
Floor / 向下取整 Round down
📐 Advanced Math / 高级运算
Node / 节点 Description / 说明
Formula / 公式 Multi-line script editor / 多行脚本编辑器
Round / 保留N位小数 Round to N decimals / 保留N位小数
Comparison Router / 比较路由 |A-B| smart routing / 智能信号分流
Pose Convert / 姿态换算 Pitch/Yaw/Roll coordinate conversion / 姿态角转换
Split / 分割 Positive/negative signal split / 正负信号分离
Angle Compare (A-B) / 角度比对 Two-angle compare: (A-B) folded into -180180 or 0360 / 双角度比对:差角 A-B 折返,-180180 或 0360 两模式

Trig / 三角函数(度): Sine · Cosine · Tangent · Arc Sine · Arc Cosine · Arc Tangent 2 · Hyperbolic Sine · Hyperbolic Cosine

Other / 其他: Square Root · Natural Log · Base-10 Log · Exponential · Secant · Cosecant · Cotangent · Direction (3-in 3-out)

🧠 Logic / 逻辑
Node / 节点 Description / 说明
Greater Than / 大于 A > B
Less Than / 小于 A < B
Greater or Equal / 大于等于 A ≥ B
Less or Equal / 小于等于 A ≤ B
Equals / 等于 A = B
AND Gate / 与门 A > 0.5 and B > 0.5
OR Gate / 或门 A > 0.5 or B > 0.5
Bool / 布尔 Boolean with invert toggle / 布尔(可反转)
Gate / 闸门 Signal gate with Set/Reset/Toggle / 信号门
Relay A / 继电器A SPDT relay — contact false→A, contact true→B / 双掷继电器
Relay B / 继电器B SPST relay — out = contact ? B : A / 单掷合并继电器
🎛️ Control / 控制
Node / 节点 Description / 说明
PID Controller / PID控制器 SP/PV PID (scalable output, anti-windup) / SP/PV 双输入 PID(输出可缩放,抗积分饱和)
Power PID / 动力PID PID with base power input / 带基础动力PID
Clamp / 限制 Min/Max clamp / 限幅
Map Range / 映射范围 Range mapping / 范围映射
📤 Output / 输出
Node / 节点 Description / 说明
Redstone Output / 红石输出 Write to Redstone Link (0~15) / 写入红石链接
Private Signal Output / 私有信号输出 Write to named channel / 写入命名通道
Bus Output / 总线输出 Writes to bus channel / 写入总线通道
Speed Control / 转速控制 Speed Controller RPM (-256~256) / 转速控制
⏱️ Sequential / 时序 (Program Computer only / 仅编程计算机)
Node / 节点 Description / 说明
Delay / 延时 Delay N ticks / 延时N tick
Latch / 锁存器 Set/Reset latch, configurable default / 可配置默认状态
T Flip-Flop / T触发器 Toggle flip-flop, configurable default / 可配置默认状态
Pulse Extender / 脉冲延长 Extend input pulse N ticks / 脉冲延长N tick
Loop / 循环 Fire pulse every interval, repeat count times / 循环脉冲
Safety Timer / 保险 Trigger (rising edge) or held-high input → 2-tick pulse → cooldown; held-high repeats as pulse generator / 触发(上升沿)或持续高电平 → 2 tick 脉冲 → 冷却;持续高电平自动循环(脉冲发生器)
Accumulator / 累计器 Rising-edge step counter / 累计器
Continuous Integrator / 连续积分器 Continuous integration, configurable limit / 连续积分器
🎮 Input / 输入 (Control Seat + Attitude Sensor / 控制座椅+姿态传感器)
Node / 节点 Description / 说明
Keyboard Key / 键盘按键 58 bindable keys / 58键绑定
Mouse Joystick / 鼠标摇杆 Dual mode: incremental (mouse delta) / absolute (stick with memory). Toggle in edit panel. / 双模式:增量/绝对值,编辑区切换
View Angle / 视角差 View angle delta / 视角差
Mouse Button / 鼠标按键 Left/Right mouse buttons / 鼠标按键
Gamepad Joystick / 手柄摇杆 Dual stick LX/LY/RX/RY / 双摇杆
Gamepad Button / 手柄按键 15 buttons / 15按键
Gamepad Trigger / 手柄扳机 Analog triggers LT/RT (0~1) / 模拟扳机
World View / 世界视角 Player absolute world view direction / 玩家绝对视角
Attitude / 姿态 Block world-space pitch and roll (facing × sub-level rotation) / 方块自身世界姿态俯仰与横滚(朝向 × 子世界旋转)
Forward / 前方朝向 World-space forward yaw/pitch / 结构朝向
Acceleration / 加速度 Block-local X/Y/Z acceleration (structure motion in block axes) / 方块本地加速度(结构运动按方块朝向分解)
Velocity / 速度 Block-local velocity ×2 m/s (structure motion in block axes) / 方块本地速度(结构运动按方块朝向分解)
World Position / 世界坐标 World position with offset / 世界坐标(可偏移)
Target Output / 目标输出 Radar target X/Y/Z/entityId/distance / 雷达目标
🖼️ Display / 显示 (Monitor + Control Seat HUD / 全息显示器+控制座椅抬头显示)
Node / 节点 Description / 说明
Text / 文本 Text display with color / 文字显示
Data Display / 数值显示 Float value display / 数值显示
Image / 图像 16×16 pixel image, signal-driven position / 像素图片
Image Sequence / 图像序列 Multi-frame animation, signal-driven frame / 多帧动画
Pitch Ladder / 俯仰梯 AR HUD pitch ladder (Control Seat), range & interval params / AR HUD 俯仰梯(控制座椅),range/interval 参数
🎵 Audio / 音频 (Amplifier Computer + Speaker / 功放计算机·音响)
Node / 节点 Description / 说明
Music / 曲目 Song host + transport: NBS playback, loop, play/stop, activation & start policy / 曲目宿主+传输:NBS 播放、循环、起停、输入激活×起播策略
Amplifier / 功放 Gain 0-4 plus a dynamics curve (note loudness → output level) / 增益 0-4 + 力度曲线(音符力度→输出力度)
Wave Shaper / 波形整形 Per-sample shaping curve; identity curve = true bypass / 逐采样整形曲线;恒等曲线 = 真旁路
Audio Output / 音频输出 Publish audio to a named band / 发布音频到命名频段
Channel Split / 声道拆分 Split multi-channel audio to standard layouts (stereo/quad/5.1/7.1) / 多声道音频按标准布局拆分(立体声/四声道/5.1/7.1)
Speaker Play / 播放 Playback sink: hands the source to the host speaker / 播放下沉:把音源交给宿主音响发声
📦 Structure / 结构
Node / 节点 Description / 说明
Encapsulation / 封装 Nest sub-graphs inside a node / 嵌套子图
ENCAP_INPUT / 封装输入 External input pin / 外部输入引脚
ENCAP_OUTPUT / 封装输出 External output pin / 外部输出引脚
🔧 Debug / 调试 (All blocks / 全部方块)
Node / 节点 Description / 说明
Comment / 便利贴 Sticky-note annotation, resizable (808000×406000), scrollable, 3-color customizable. Drag header to move, parent-move contains nodes. Pure visual — skipped during evaluation. Press C with nodes selected to wrap. / 可调大小/滚动/三色自定义。拖拽顶部移动,父级移动携带内部节点。纯视觉辅助。选中节点按 C 包裹。
Signal Generator / 信号发生器 Test signal source with XY curve preview + Y-axis range label, manual control-point curve or custom f(x) formula, frequency-generate or input-driven output modes, percentile-based robust auto-scale / 测试信号源,XY曲线预览+Y轴范围标注,手动控制点曲线或自定义f(x)公式,频率发生/指定模式输出,百分位数稳健自动缩放
Signal Probe / 信号探针 Real-time signal monitor with 100-tick trend chart, percentile-based robust auto-scale (p1-p99), freeze/clear / 实时信号监视,100 tick趋势图,百分位数稳健自动缩放(p1-p99),冻结/清除

Signal Generator Modes / 信号发生器模式:

Mode / 模式 Description / 说明
🎯 Manual Curve / 手动曲线 Drag control points on XY chart. Double-click to add, right-click to delete, drag X/Y freely (X clamped between neighbors, server-sorted). Points synced via multiplayer collaboration. / XY图上拖拽控制点。双击添加,右键删除,XY双向自由拖拽(X被相邻点夹持,服务端排序)。多人协作同步。
📐 Custom f(x) / 自定义公式 Enter formula expression using variable x (01). Supports all math functions (trig in degrees), auto full-width paren conversion. Speed/amplitude disabled — formula controls everything. / 输入公式表达式,变量 x(01)。支持全部数学函数(三角函数用度),自动全角括号转换。speed/amplitude 禁用。
🔄 Frequency Generate / 频率发生 X auto-advances 0→1 cyclically. Speed control (manual mode only). Current X position shown as sky-blue marker on chart. / X自动0→1循环推进。speed控制速度(仅手动模式)。天蓝色标记线显示当前X位置。
🎯 Input-Driven / 指定模式 X set by dragging sky-blue marker line on chart. No EditBox — pure drag interaction. / 拖拽天蓝色标记线设置X值。无输入框,纯拖拽交互。

Signal Probe Features / 信号探针功能:

  • 100-tick ring buffer trend chart with percentile-based robust auto-scale (p1-p99)
  • Percentile filtering replaces fixed ±5 clipping — correctly displays large-range data (e.g. 0~360)
  • Right-click: Freeze/Unfreeze, Clear History
  • Shows "---" when blueprint not running

🎮 Controls / 操作指南

Action / 操作 Input / 按键
Add node menu / 添加节点 Right-click empty / 右键空白
Two-column layout / 双列布局 Click the state-label button on the menu title row (1 Col/2 Col), gold = two columns on / 点击菜单标题行右侧状态文字按钮(单列/双列),金色=双列开启
Edit params / 编辑参数 Left-click → ▶ / 左键→▶
Connect / 连接 Drag output pin → input pin / 拖拽输出→输入
Delete node / 删除节点 Hover + X / 悬停+X
Delete connection / 删除连线 TAB + Left-click / TAB+左键点击
Delete selected / 删除选中 Delete
Box select / 框选 TAB + drag / TAB+拖拽
Duplicate / 复制 Ctrl + D
Undo / 撤回 Ctrl + Z
Redo / 重做 Ctrl + Y
Wrap in Comment / 注释包裹 Select nodes + C / 选中节点+C
Edit Comment text / 编辑注释文本 Double-click comment body / 双击注释节点
Resize Comment / 调整注释大小 Drag bottom-right corner / 拖动右下角
Scroll Comment / 滚动注释 Ctrl + Scroll / Ctrl+滚轮
Zoom / 缩放 Scroll wheel / 滚轮
Pan / 平移 Left-drag blank canvas (drag on a node = move it) / 左键拖拽空白处(节点上拖拽=移动节点)
Open editor (most blocks) / 打开编辑器 Right-click / 右键
Speaker — Playback settings (gain/radius/mute) / 播放设置(音量/半径/静音) Second-row button in the speaker editor / 音响编辑器第二行按钮
Control Seat — Sit / 乘坐 Right-click (empty hand) / 右键(空手)
Control Seat/Radar — Editor / 编辑器 Shift + Right-click / Shift+右键
Control Seat — Dismount / 下马 ~
Control Seat — Switch mode / 切换模式 TAB
Control Seat — Release mouse / 释放鼠标 ESC
Signal Gen — Add control point / 添加控制点 Double-click XY chart / 双击XY图
Signal Gen — Delete control point / 删除控制点 Right-click control point / 右键控制点
Signal Gen — Drag control point / 拖拽控制点 Left-drag (X clamped, Y free) / 左键拖拽
Signal Gen — Drag X marker / 拖拽X标记 Left-drag sky-blue line (input mode) / 左键拖拽天蓝色线
Signal Gen — Switch mode / 切换模式 Click toggle button (confirm with second click) / 点击切换按钮(二次点击确认)
Probe — Freeze/Unfreeze / 冻结解冻 Double-click probe node / 双击探针节点
Probe — Clear/Clear History / 清除历史 Right-click probe node / 右键探针节点
Bookmark — Open panel / 打开书签面板 Click ★ bottom-right / 点击右下角★
Bookmark — Add / 添加书签 [+] in panel or Ctrl+M / 面板内[+]或Ctrl+M
Bookmark — Rename / 重命名 Click ✎ on bookmark row / 点击书签行✎
Bookmark — Delete / 删除 Click × on bookmark row / 点击书签行×
Bookmark — Jump / 跳转 Click → or name / 点击→或名称
Bookmark — Reorder / 拖拽排序 Drag name area to new position / 拖拽名称区域到新位置
Bookmark — Reset view / 重置视角 [↺] in panel or Home key / 面板[↺]或Home键

All editor actions above are rebindable — editor settings (top-right button) → Keys tab. / 上表编辑器动作均可在编辑器设置(右上角按钮)→「键位」标签页重绑。


🔄 Sable Physics Integration / Sable 物理集成

Deep integration with Sable physics engine for rotating structures. / 与Sable物理引擎深度集成,支持旋转结构。

Block / 方块 Feature / 功能
Control Seat / 控制座椅 Entity yaw tracks sub-level rotation / 实体yaw追踪子世界
Attitude Sensor / 姿态传感器 Read logicalPose() quaternion / 读取姿态四元数

Thread safe / 线程安全: Shared fields volatile. Without Sable / 无Sable: Control Seat fully functional, Sensor outputs 0 / 控制座椅完全可用,传感器输出0


💾 Schematic Support / 蓝图兼容

All 12 blocks support Create's Schematicannon — graphs and state fully preserved. / 全部十二种方块支持蓝图大炮,图与状态完整保留。

Uses Create's IMergeableBE + SafeNbtWriter / 采用 Create 官方接口


📦 Recipes / 合成配方

Block / 方块 Materials / 材料
🖥️ Monitor / 全息显示器 Redstone Link×2 + Precision Mechanism + Glass Pane×2 + Brass Casing + Glowstone Dust×2
🖥️ Blueprint / 蓝图计算机 Redstone Link×2 + Precision Mechanism + Glass Pane×2 + Repeater + Comparator + Brass Casing×2
⚡ Speed Proxy / 转速代理 Brass Ingot×4 + Cogwheel + Glass Pane×2 + Comparator + Andesite Casing
🔌 Program / 编程计算机 Andesite Casing×4 + Repeater + Glass Pane×2 + Comparator + Andesite Alloy
🪑 Control Seat / 控制座椅 Heavy Weighted Pressure Plate + Iron Ingot×2 + Brass Casing + Redstone + Redstone Link×4
📐 Attitude Sensor / 姿态传感器 Iron Ingot×6 + Repeater + Comparator + Brass Casing×2
📡 Radar / 雷达 Monitor×2 + Iron Ingot×4 + Brass Casing + Redstone Block×2
📱 Portable Terminal / 便携终端 Redstone Link×4 + Blueprint Computer + Glass Pane×4
🎛️ Kinetic Gauge / 动力传感器 Iron Ingot×4 + Shaft×4 + Brass Casing

⚙️ Block Properties / 方块属性

Property / 属性 Value / 值
Hardness / 硬度 1.0 (hand breakable / 空手可破坏)
Hand break / 空手破坏 Drops without NBT / 掉落无NBT
Wrench right-click / 扳手右键 Rotate FACING / 旋转方向
Wrench Shift+right-click / 扳手Shift+右键 Pick up with full NBT / 收回保留NBT
🎛️ Kinetic Gauge wrench / 动力传感器扳手 Shaft end: roll through the 4 same-shaft poses (shaft fixed); top/bottom: tilt-preserving yaw; others: Create's default / 轴端面:同轴四态滚转(轴不动);点上/下:保倾偏航;其余面:官方默认

🔧 Technical Highlights / 技术亮点

Feature / 特性 Description / 说明
👥 Multiplayer Collaboration / 多人协作 Real-time editing, cursor tracking, node lock / 实时编辑、光标追踪、节点锁
⚡ Server-Authoritative Eval / 服务端权威评估 Client receives EvalSnapshot — no local evaluator / 客户端接收快照,无本地评估器
⚡ Topological Sort Eval / 拓扑排序求值 O(1) input query cache / O(1) 输入查询缓存
🚀 GC-Friendly / GC友好 Reused evaluator instances / 重用求值器
🔄 Signal Bus / 信号总线 Global named-channel communication / 全局命名通道通信
🧹 PID Anti-Windup / PID抗饱和 Integral capping / 积分上限钳制
🛡️ Cycle Detection / 环检测 Compile-time circular dependency check / 编译时循环引用检测
🎮 GLFW Raw Input / GLFW原始输入 Bypass Minecraft keybinding system / 绕过MC键位系统
🔄 Sable Integration / Sable集成 BlockEntitySubLevelActor sub-level pose reading / 子世界姿态读取

📜 Changelog / 更新日志

完整变更日志已拆分至 CHANGELOG.md —— 每个版本一个 <details> 块。
The full changelog now lives in CHANGELOG.md — one <details> block per release.

Version 标题 / Title
v1.2.6.2 修复:NBS 编辑器播放间歇延迟 · Sable 结构内音响无声 · 音频拆分节点编辑区未刷新时连线回退 · 功放菜单隐藏音频输出节点 / Fix: NBS editor playback was sometimes delayed · speaker inside a Sable structure went silent · audio-split node wires reverted when the edit panel wasn't re-selected · amplifier menu hides the audio-output nodes
v1.2.6.1 修复:同名冲突者改名走人误退役频道致 BUS_IN 频段图被清(活候选值守退役)· 删除路径与 BUS_IN 改名的跨 owner 误清 / Fix: renaming a conflicted same-name BUS_OUT away wrongly retired the channel and pruned BUS_IN band graphs (claimant-aware retirement) · cross-owner wipes on the delete path and BUS_IN renames · 总线自愈挂点与收敛守卫实测二轮:自愈排在每 tick 收敛之前(图停止也跑),未定义=空不可证明、跳过保线 · bus self-heal and convergence guard, second in-game round: self-heal runs before the per-tick convergence (even while the graph is stopped) and an undefined channel is no longer proven-empty (skip pruning, keep the wires) · 角度解绕更名「角度比对」:双角度差比对 + 折返区间两模式 · angle unwrap renamed Angle Compare (A-B): two-angle delta compare with two fold-range modes · 音乐节点播放编辑区:输入激活 × 起播策略两模式 · music node playback edit panel: input activation and start-policy modes · 删除连线命中几何与画线同源(遮挡 / z 序门控) · delete-wire hit geometry shares the drawn curve with occlusion / z-order gating · 功放电脑监听音频节点(盖子频谱单源,默认图最上方,可指定) · amplifier monitor node (single-source lid spectrum, graph-topmost by default, pinnable) · 音响/雷达设置面板点击与滚轮穿透封口 · 键位配置重启不加载(v1.2.6 起) · 设置面板点外自动收回 · 私有信号引脚文本随承载类型切换 · 子编辑器(NBS/像素)占用锁跨屏幕保活 + 入口软锁 · speaker & radar settings panels seal their click & wheel leak · keybinding config fails to load at boot (since v1.2.6) · settings panels collapse on outside click · private pin text follows the carried audio/float type · sub-editor occupancy-lock keep-alive + entry soft-lock check · NBS 顶栏导入/导出并成文件钮(新建/导入/导出下拉) · NBS top bar merges import & export into a file button (new / import / export dropdown) · 层行音频钮随静音态换字形(扬声器±声波) · lane-row audio button swaps glyphs with the mute state (speaker with/without waves) · NBS 顶栏曲名点击行内改名(功放监听按曲名显示) · inline song-name rename on the NBS top bar (the monitor list labels by song name) · 功放/齿轮箱节点菜单按功能面收敛(齿轮箱 70→59 去高级运算并隐藏控制/累计/动力读数,功放 69→34 音频+编排控制面) · amplifier & gearbox node menus curated by functional surface (gearbox 70→59 drops math_advanced and hides control/accumulator/kinetic, amplifier 69→34 audio + orchestration plane)
v1.2.6 功放电脑 + 音响 + NBS 钢琴卷帘编辑器(双视图 · 选择/剪贴板 · 拖移搬移 · 逐音符力度/声像/细音高 · 层面板与重排 · 静音 · 配色收编)· 与门节点 · 曲线双节点(AMP 力度曲线 + WSHAPE)· 闸门/T 触发器/锁存器当前态手动切换 / Amplifier Computer + Speaker + NBS Piano Roll Editor (dual views, selection & clipboard, drag-to-move, per-note velocity/panning/pitch, layer panel & reorder, mute, themed palette) · AND gate node · curve duo (AMP dynamics curve + WSHAPE) · manual current-state toggle on Gate / T Flip-Flop / Latch
v1.2.5.2 修复:动力传感器扳手旋转(同轴滚转 · 点上/下保倾偏航)· 贴地放置修正 · 倒置朝下时屏幕读数翻正 · 行走时视角摇晃导致 HUD 虚像晃动 · 切换游戏语言后 HUD 文字变乱线 · 节点分类重构 · 视口裁剪 / 菜单命中 · 数控齿轮箱轴面常在 / 扳手回归官方 · 变速器过载后输出恢复 · 输出指令正反转与负行程 · 编码器清零改节点体引脚 · PID/PID_POWER 积分死区 · 频道名旧草稿回写(#10)· 去掉整图保存覆盖(#17)· 封装子图节点数据同步 · 封装子图展开状态跨玩家同步 · 参数输入框实时同步 · 封装子图顶栏合并 · 占用封装禁删 · 键位系统扩容(删除连线 + 像素编辑器动作)· 统一键鼠序列绑定 · 旧键位配置迁移 · 删节点撤销/重做恢复连线(pinId + 占用检测)· 变速器代理态显示(值盒「(代理)」+ 滚轮拒收) / Fix: Kinetic Gauge Wrench Rotation (Shaft Roll · Tilt-Preserving Yaw) · Floor Placement · Inverted Mount Text Upright · View Bobbing Wobble & Garbled HUD Text After a Language Switch · Node Category Refactor · Viewport Cull / Menu Hit · CNC Gearbox Shaft Faces Always Present / Wrench Back to Official · Transmission Output Recovers After Overload · Output-Command Forward-Reverse & Negative Travel · Encoder Reset on the Node Body · PID/PID_POWER Integral Deadband · channel-name stale-draft write-back (#10) · drop whole-graph save overwrite (#17) · sub-graph node data sync · sub-graph expansion state sync across players · live param-box sync · sub-graph top-bar merge · occupied-encapsulation delete guard · display-mode top-bar merge · display lock follows selection · smooth remote display-layout drags · key-binding system gains delete-wire and pixel-editor actions · unified sequence bindings (legacy key-binding configs migrate) · undo/redo node-delete restores wires (pinId + occupancy check) · transmission proxy display (value-box "(proxy)" + wheel refused while node-driven)
v1.2.5.1 动力传感器(kinetic_gauge,Create 表同款 3 轴放置 · STRESS/RPM 节点 · 蓝屏显示)· 编辑器输入焦点与选中高亮修复 · GUI 巨型文件拆分(HUD 裁剪数学 / 显示编辑器 / 设置界面 tab)
v1.2.5 公式语言升级:控制流 + vec3 + 预算池 / GUI 架构迁移 / 像素编辑器 / 可编程变速箱
v1.2.4.1 回归审计 · 总线系统 · 封装状态 · 公式一致性 · Sable 加固
v1.2.4 多人协作 + 调试工具链 + 公式编辑器体验

更早版本(v1.2.3 及以前)见 CHANGELOG.md。
Older releases (v1.2.3 and earlier): see CHANGELOG.md.


❓ FAQ / 常见问题

Node editor laggy? / 节点编辑器卡顿? Editor drawing is viewport-culled (v1.2.5.2): only on-screen nodes cost render time. 1024 nodes on screen runs fine — node count and PID count are no longer practical limits. / v1.2.5.2 起编辑器绘制做了视口裁剪(只画屏内节点):同屏 1024 个节点也无压力,节点数量与 PID 数量不再是实际限制。
Speed Proxy not working? / 转速代理不工作? Place directly adjacent to a Speed Controller. / 放置在转速控制器相邻面。
State lost after schematic? / 蓝图放置后状态丢失? Use Create 6.0.10+. Full NBT interfaces registered. / 确保使用Create 6.0.10+。
Can computers communicate? / 计算机可以通信吗? Yes — Private Signal I/O (named channels) or BUS_IN/BUS_OUT (banded). / 可以——私有信号I/O或BUS总线。

📥 Installation / 安装

Dependency / 依赖 Version / 版本
Minecraft 1.21.1
NeoForge 21.1.233+
Create 6.0.10+

Sable is optional / Sable 为可选

  1. Install NeoForge + Create / 安装 NeoForge + Create
  2. Place .jar in mods folder / 将 .jar 放入 mods
  3. Launch! / 启动!

🌐 Links / 链接

⭐ If you enjoy this mod, star us on GitHub! / 喜欢请在GitHub点⭐!
Unleash Create's potential with visual programming! / 用可视化编程释放机械动力的潜力!🚀

Project description from Modrinth.

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