2.0.0
Compatibility
Changes
Main Changes
-
In short, it’s just better
-
In short, it’s just better
-
In short, it’s just better
-
Completed core scope refactor: Target binding now uses cannon UUID and local coordinates instead of guessing based on nearby cannons.
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Rewrote barrel geometry positioning: Directly reads cannon structure and orientation from Create Big Cannons, supports both positive and negative axes, and calculates scope position based on actual barrel end.
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Fixed coordinate issues after Sable physicalization: Uses a consistent frame for coordinate projection to avoid scope drift or misalignment.
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Added target caching and safe exit: When cannon, connector, dimension, or camera coordinates are abnormal, the view automatically restores, no more black screens or wrong camera states.
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Improved zooming experience: Supports 2×/4×/8× zoom, automatically stays in first-person when zooming, hides first-person hand model and irrelevant HUD layers.
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Optimized compatibility: Particle suppression now only affects areas near the current barrel, no longer globally blocks Create Big Cannons projectile particles; mouse firing is not blocked.
Scope Assets and Keybinds
- Classic scope textures are retained, with added Minecraft pixel-style artillery scope textures.
- Numpad
/switches between the two types of scope textures; this key can be rebound in Minecraft key settings. - Scope item icon changed to the mod's own 16×16 texture, no longer referencing the vanilla spyglass texture.
- Default keys:
=attaches to barrel top,,attaches to barrel muzzle; mouse wheel changes zoom level.
Compatibility
- Minecraft 1.21.1
- NeoForge 21.1.x
- Create Big Cannons 5.11.7 mc.1.21.1
- Sable is optional; static cannon aiming works fine even if Sable is not installed.
- Old static connector data can still be read; after upgrading, no need to remake existing connectors.
- In short, it’s just better
- In short, it’s just better
- In short, it’s just better
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:hw2GUVrm:bhbgSuyF"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:hw2GUVrm:bhbgSuyF"
}

