Tags
Creators
Details
1.0.1
Compatibility
Changes
1.0.1 - Create Warnautics
Create Warnautics 1.0.1, focused on making heavy bombers actually buildable, with more fixes and more support, particularly for Sable, Sodium/Iris and claim protection mods!
NOTE: This update rebalances every explosive recipe against the Create Big Cannons material economy. Existing autocrafters and schematics for bombs and mines will need to be rebuilt!
NOTE: The large bomb uses a new model and a single atlas texture. Resource packs that retextured large_bomb_side, large_bomb_top, large_bomb_bottom or large_bomb_fin will no longer apply.
Added
- Added a server config (
serverconfig/cbc_more_content-server.toml) covering detonation chaining, blast performance limits and release impulse - Added a renderer-agnostic detonation flash that draws on every client
- Veil clients keep their point lights and bloom pass; the overlay tops them up instead of replacing them
- Clients with no Veil, and clients running Sodium, Embeddium, Iris or Oculus, now get the flash for the first time
- Added an emissive fireball core built from flame, small flame, lava and soul fire flame particles
- Shader packs light these as real emitters, unlike the dust particles used before
- Added whole-rack release interval editing
- Sneak + right-click now applies the selected interval to every bomb in the contiguous rack and reports how many were set
- Added
detonation.friendlyChainDetonationto restore pre-1.0.1 chaining for packs that want it (disabled by default) - Added
detonation.externalChainDetonationto control cook-off from TNT, shells, fire and lava (enabled by default) - Added
performance.maxBlocksPerDetonationto cap how many blocks one detonation may change - Added
performance.blastFxScaleto scale blast particles and flash packets sent to clients - Added
performance.releaseImpulseto scale the release arc, including0.0for a pure drop - [1.21.1] Added
message.cbc_more_content.release_delay_rackto English and Russian translations
Changed
- Changed the large bomb model and texture, courtesy of creat560
- Four 16x16 textures replaced by a single 64x64 atlas, cutout render type, and 45-degree X-shaped fins
- Changed small bomb recipe to require a powder charge and four iron plates
- Changed sea bomb recipe to mechanical crafting, now using two high explosive materials
- Changed medium bomb recipe to mechanical crafting, now using three high explosive materials and a powder charge
- Changed large bomb recipe to use five high explosive materials, two powder charges, eight iron plates and a cast iron nose
- Changed small mine recipe to yield one instead of two, now using shot balls and gunpowder
- Changed large mine recipe to use two high explosive materials and cast iron
- Changed the release impulse to follow the bomb's nose exactly plus a small downward bias
- A side rack now throws the bomb out flat and it steepens into a dive, a nose-up rack lobs it, a nose-down rack drops it immediately
- The separate arc and lift impulses, which added height regardless of facing, have been removed
- Changed bomb release to pick the nearest free side when the nose side is walled in, instead of spawning inside the carrier
Fixed
- Fixed bombs cooking off other bombs, which made multi-bomb aircraft unusable
- The payload guard covered only the crater pass and stopped before
finalizeExplosion, which is what actually dispatches entity damage andwasExploded - Both flying bombs and bombs still on the rack were therefore free to chain
- The payload guard covered only the crater pass and stopped before
- Fixed side-mounted bombs being flung upward into the aircraft that released them
- The spawn point was offset strictly along the nose, placing the bomb inside the hull, and collision resolution then pushed it out upward
- Fixed placed bombs scheduling cook-off unconditionally when caught in any explosion
- Fixed bombs digging through protected land
- The Sable explosion path replaces the vanilla explosion outright and never posted
ExplosionEvent.Detonate, so claim protection never saw the blocks - Candidate blocks are now filtered through the event before anything is broken
- The Sable explosion path replaces the vanilla explosion outright and never posted
- Fixed unbounded craters flooding clients with block updates, the most likely cause of stalls and out-of-memory crashes during carpet bombing
- Fixed the detonation flash never rendering without Veil
- The flash payload arrived and was tracked client-side, but nothing consumed it
- [Sable] Fixed hull and entity damage on sub-levels re-entering bomb cook-off
- [Sodium] [Iris] Fixed detonations producing no flash and no emissive core
Removed
- Removed the unused
launchArcandlaunchUpbomb tier fields
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:DtRY2QQN:C4THVs4b"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DtRY2QQN:C4THVs4b"
}

