1.0.1
Compatibility
Required content
Changes
Full visual effects overhaul Implemented MTS-compliant explosion presets. Explosion visuals are now separated into presets for each ammunition type, with multiple layers—flash, fireball, shockwave, smoke, debris, and scorch marks—appearing with different timings. Separated explosion scale into ExplosionTier. The block-destruction radius (explosionPower, which is based on game balance) does not necessarily correspond to the visual scale of an explosion (which is based on the real-world warhead), so these values are now handled separately. For example, the AGM-114K has an in-game power of 32, but its real warhead is a 9 kg shaped charge, so its visual explosion is scaled more like an air-to-air missile. Added particles such as mushroom clouds, ground rings, flashes, spark bursts, scorch marks, water surface rings, and cartridge smoke. Organized particle rendering types into three categories: ground-attached quads, upright quads, and tumbling quads. Thermal Vision Implemented thermal imaging. Thermal visuals are rendered as white-hot imagery through Veil's shader preprocessor, with a separate mask buffer for entities. The rendering path automatically switches depending on whether Sodium / Iris / Oculus / Embeddium are present. Thermal vision can be toggled from both the targeting pod display and the TV missile camera. Weapons & Damage Processing Implemented HEAT (High-Explosive Anti-Tank) penetration through ArmorPenetration. Instead of a spherical explosion, the shaped-charge jet creates a 1-block-wide hole along its axis, continuing until the armor has absorbed the jet's energy. It references the armor hardness values from Create: Big Cannons. Fixed ship hull damage from explosions by converting the damage position into the ship's sub-level coordinate system before applying it. Previously, the position was referenced in world coordinates, meaning explosions had no effect on ship hulls. The processing is now distributed across multiple ticks. Changed the contact fuze to use the physics engine's collision callback system. Since the engine provides the exact moment of contact, fast-moving projectiles can no longer pass through between ticks without triggering. Core Introduced a dedicated ticket type for forced chunk loading (ModTickets). Previously, TicketType.PORTAL was reused, which was incorrect for two reasons. Changed radar display paint types to use a registration-based system (RadarPaintRegistry). Added targeting pod latch memory (PodLatchMemory), so the selected target remains locked even after closing and reopening the MFD.
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:OdIsHRW6:44Rr9OI7"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:OdIsHRW6:44Rr9OI7"
}

