- Fixed some issues regarding beams
- Adjusted 3rd person beam position
- Added a player knockback to guns, mostly shotguns, and heavy rifles
- added the Big Bore Rifle, using the classic Osborne Slug
- Fixed issues with enemy turret
- Added Block breaking behavior to Krahg Round
- Fixed Entity Piercing for Bearpack Shell
- Some other stuff probably
Bigggg update
- Added 2 new firing modes, Beam and Semi-automatic Beam, pretty much lasers
- Added 3 new beam weapons, CR4K Mining laser, for brass tier, Shard Culler for Diamondsteel and Flayed God, Scorched Tier
- Reworked the Laser Musket (formerly Rail Musket formerly Laser Musket) AGAIN, now its actually a laser musket, kickass. And reworked the Waltz Conversion to be a laser gun
- Added Plasmabuss, plasma counterpart to the laser musket
- Implemented the Single item reload, requiring 1 of the ammo to fully reload gun, used in all beam weapons, and all blaze fuel weapons
- Reworked blaze fuel, much more expensive, but now is more efficient in its use, and you can now huff the blaze fuel.
- Reworked the entire energy core/plasma core system to be less tedious.
- Added Gun attributes (Thanks Billnotic!
- Added a change, where the previous create specific guns (umax, venturi and gale) will load as energy guns instead of airguns if create is not loaded
- Added Scratches, a shoulder fired nitro buckshot airgun.
- Fixed the airgun projectiles not considered projectiles, causing issues with I frames
- Added Nervepinch, new Scorched charge Energy gun, fires blaze rods
- Reworked Charge/pulse firing type, now can be fired without fully charging, with a heavy nerf to damage if not fully charged
- Added Grandle rifle to brass tier
- Added Valora to diamond steel tier
- Added built in crit chance to all guns, ranging from 0.25% chance up to 15% chance depending on the gun
- Added a ton to the gun building json, primarily regarding muzzle flash stuff, making most of it data driven now, as well as added new sound stuff for reloading
- Added Plasma Block
- Added Range finder item, using it will display targeted entity/block type and distance from user
- Added Diamond Steel and Treated Brass armor sets (thanks to Albatross Feroz for the diamond steel!)
- Added Empty core and Empty tank, used in recipes and as byproducts when reloading
- Added Purity seals to Diamond Steel guns, adding faith to them
- Shrunk plasma projectile explosion radius, slightly less dangerous to use
- Added new particles to Beowulf projectiles
- Tweak to log items to glint when they have stored entities inside
- Buffed Super Shotgun, as well as some tweaks to the model to look less ridiculous
- Added retrievle chance for airgun projectiles
- Made Heavy guns, Piglin guns and ocean gun event handlers to now use tags, allowing to add or remove categories.
- Added some more tweaking to Sky Carrier spawning
- Probably some other stuff i forgot about lmao
Added Vietnamese lang, thanks to logm1lo! Added a fix to geothermal vent crashing, thanks to LTDigor! Added a bullet wiz affect to certain guns, thanks to AtobaAzul! Some minor model tweaks, suggested by AtobaAzul Adjusted Hand position for 2 handed weapons Added config to adjust polar generator power output Added The Felix Memorial block, memorializing the late cat Felix of the talented musician for the mod, KryoX
- Fixed Broken immersive camera setting in config, now you can run immersive camera without holding a gun
- Fixed Adrien helm position -Tweaks to custom armor, potentially solving some issues :/
- Fixed dark matter missing bolt, fixed scope position
- adjusted lockewood vert grip
- added cinematic camera config, adds a bit of camera shake to melee and firing
- adjusted bayonet stab anim
- make built in bayonet and carbine candidate weapons a tag, allowing for easier modification
- fixed an issue where bayonet increases gun damage
- fixed macerator show recipes button overlapping the output slot
- added skeleton horse to white blood tag
- fixed visual bug of firing one handed pistol when blocking with shield
- Fixed dying scamp masks
- Fixed a null exception with scamp controller
- Added A tooltip for scamp controller
- Added Scamp Package, allowing to create scamps when use Create Mod
- Added Enemy Turret, currently unused and uncraftable
- Added Mob Trap, also unused, but functions as a single use mob spawner
- Added Ammo Box, a chest container
- Improved penetrator placement
- Increased Plasgun velocity
- Added the Asgharian Citadel Structure (thanks to suggestedone9 on the discord server!)
- Adjusted the existing structures to generate more naturally
- Fixed turrets targeting mobs without a targeting module installed
- Completely reworked the Laser Musket, to use the new Energy Gun type(chargeable in lightning battery)
- Added The Waltz Conversion, the first of a few more new Energy Guns
- Added MK43 rifle, a gyrojet rifle
- Reverted some changes to gyrojet pistol, heavily nerfed damage, to serve more as a rocket jumping tool
- Fixed not being able to make a Supply scamp follow
- Fixed Locust being a manual reload
- Balanced some enchantment values
- Added tooltips to the healing salves
- Made powder and ball and grapeshot require Hardended pebbles now
- Added Energy core, used for crafting Plasma Core, and is used in the new energy guns
- Added Enemy log, allowing you to specifiy the mobs you want your turrets to shoot
-Adjusted turrets to be able to fire at smaller mobs
-Fixed incorrect casing ejection for turrets
-Added a system where Electric guns can disable turrets for a few seconds
-Adjusted hitbox of turret to make it a bit easier to hit
-Made Auto turret slower as it was firing too fast and wasting bullets due to I frames
-Added Ammo turret module, a cooler looker hopper to supply ammo
-Tweaked the modules, to more easily place towards the turrets
-Made Plasma a fuel source
-Added Plasma Lantern
-Added the Gun Shelf
-Added a system where certain 1 handed guns can become carbines when equipped with an extended barrel, and makes them more stable
-Removed use of the Two handed One handed weapon type, swapped all them to 1 handed
-Added the Hot barrel enchantment, shooting fills a gauge that increases fire rate and damage, at the cost of recoil and accuracy
-Removed Flame Seeder (formely fire starter)
-Tweaked all enchantments to be a bit more balanced
-Added the Piglin Blueprint to piglin bartering loot table, as well as sheol dust
-Added Copper and Iron blueprints to the supply scamp loot table
-Increased the odds of getting an iron blueprint from Gunsmith villagers at level 5 higher
-Vastly increased the health of TAMED scamps, and made hitbox much smaller to prevent sufficating in walls as much
-Inverted the right click behavior of the scamp, shift right clicking now changes state
-Added patrolling state for scamp, emitting particles to shows its "Patrol Origin Point" in this state it will attempt to deposit its inventory into any container
-Added the scamp controller wand, allowing for more control over scamps, such as Shift right clicking a container to set it as the linked scamps drop off point, or shift right clicking a non container to set its patrol origin
-Hopefully fixed Sky Carrier spawning issues
-Adjusted sulfur gas to take into account the "gas_mask" tag, with a few mods gas masks added by default
-Added the brawler, an iron tier bearpack shotgun
-Added nitro buckshot, used in bearpack shells and nitro keg
-Adjusted some Grenade and Powder keg to use buckshot
-Added a "Vent Power" system to the 2 vents, where stacking vents (up to 5) now increase production rate of the vent collector
-Fixed Sulfuric vents considering its own stacked vents to be considered new vents
-Various gun tweaks
-Shotguns in general now fire slightly tighter spreads
-Decreased the ADS modifier for tightening spread
-Adjusted some of the create recipes to accept sulfur dust alongside sulfur chunks
-Fixed some model issues
-Added a system where different bullet types interact with shields differently, causing more damage, some damage bypass, and chances of putting shield on cooldown
-Added recipe for crushing vehement coal into nitro powder dust -Increased the yield of Diamond Steel Blend
- Fixed a few messed up models, Winnie, Saketini, Locust and Earths Corpse
- Added Config for adjusting turret damage per bullet type.
- Added Scaling turret damage config option (disabled by default) in the same style as scaling gun damage
- Added Create compat for creating casings
- Added Plasma and Shock Cells recipes for Create Crafts and Addtions and Create New Age
- Added Plasma Core recipe to sequenced assembly
- Tweaked Heavy weapon slowness affect to hopefully not break other mods
Oops i forgot to update here. A MEGA update
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Compatable with the newest version of framework!
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Added Shotgun and Auto Turrets
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Added Team log item, allowing to blacklist specific mobs or whole mob types
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Added a new slot to the turrets so break and re-place them or youll crash!
-Made shell catcher module a container which will hold spent shells
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Reworked the Vent Collector, requiring filters for use, With all wool, and The new composite filter as the default filter items
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Added Phosphorite and Phosphor, Generating in the world
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Phosphorite being a stone type, with bricks and such
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Phosphor being a component needed in a few higher tier recipes, or to increase yeild of gun powder
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Added the Advanced Composter, inserting compostables (default minecraft compostables) and after a delay obtain Bone meal, Phosphor dust and Niter dust by default.
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Added Powder Keg, and Nitro Keg, 2 new explosives
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Made TNT and the kegs explodable by bullets
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Added a particle effect for shooting lava
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Added a new config option, Scaling Damage, which allows for your gun damage to scale based on day, with options for ammount scaled per day, and a cap
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Added Sulfuric vents that generate in the nether, alongside 2 Respirators, Anthralite and Netherite
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Including the extremely dangerous Sulfur Cloud
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A gas grenade using the sulfur cloud
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Added Extended Barrel attachement: increasing Projectile speed and tightening spread, at the cost of more recoil
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Reworked all attachements to be more unique and fitting
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Various gun redesigns that bring the mod to a more cohesive state, including Saketini, Boomstick and makeshift rifle
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Buffed the Copper tier weapons
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Added Treated Iron, a component in Iron tier weapons, as well as tagged to work as an iron subsitute, allowing to get more iron for your buck
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Added Storage blocks for Treated iron, Treated Brass, Diamond steel and Vehement Coal
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Added the metals to the Beacon blocks tag
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Added 3 new enchantments:
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Heavy Shot: Increases damage but lowers projectile speed
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Waterproof: Decreases Gun damage durability
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Elemental Pop: Added random effects to projectiles
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Added 3 Airguns, utilizing Create Backtanks, Umax Pistol: copper tier, Venturi: iron Tier and Gale: brass tier
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Added Energy Gun code, none implemented yet, but if any addons are in the works, its available
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Added basic Mekanism compat with Anthralite
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Fixed Mob generation, allowing the sky carrier to spawn again
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Fixed Turret crashing in multiplayer if owner is offline and the menu opened
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Fixed the Custom helmets not accepting Helmet enchantments
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Probably more stuff i cant thik of lol
-Added 3 end weapons, Shellurker, Carapice and Dark Matter. With new shulk homing bullets!
-Added Adrien armor set, and Topridge cowboy hat
-Added Iron Javeline, a light version of Iron Spear
-Added Treated Bronze Blueprints to Bastions, and Diamond steel Blueprint to ancient city chests
-Upped the amount of Nitro powder you get in relation to ancient debris
-Added Valkryian Skies Compat, Thanks Miga!
-Fixed armor piercing rounds not leaving bullet impact
-Fixed creative reloading
-Hopefully fixed the immersive camera crashes
-Minor tweaks