- Fixed Inquisitor particles
- fixed Krahg Round bugs
- Shell Catcher and Phantom rounds are incompatible with each other
- Fixed Cog Mace bypassing shield
- TONS of visual bugs fixed ( HUGE thanks to JaDn for compiling them)
- Bunch of new way better textures thanks to Jadn again!
- Final contribution from the great Jadn, spanish lang updates!
- Fixed Aiming Reload bug
- Heavily lowered Drop chance for piglin guns
- added drop weight to gunner mob json
- Some gun stat tweaks n fixes
The Right To Bear Arms Update!
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Standard Mobs can now use guns ( thanks to Miga's code helping me implement)
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Added a tier progression system for guns, acquiring a gun from a tier will allow mobs to spawn with guns from the previous tier
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Cog knight overhaul, now can use guns
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Overhauled Hornlin/Zombified Hornlin (more mob overhauls coming)
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Turret overhaul, mainly internal changes, uses json files for config
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Added Sniper Turret
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Bullet Trail overhaul, looks a lot better now (Huge thanks to Atobá for the help and Migas code!)
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Added The Inquistor (thanks to Albatroz for the model!) Soul fire flamethrower
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Soul fire'd mod compat, 2 new soul fire items will set mobs on soul fire if enabled, normal on fire effects if not
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Added fake soul fire hehe
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Added Hellfire bomb
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Added Nailer (Thanks to Ablatroz for the model once again!)
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Added Lacerated Effect, causes sparatic damage over time
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Added Railworker
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Shatter Round guns cause lacerated
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Added Cog Mace, melee weapon based on speed to increase damage
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Added Drill
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Added Drill Conversion
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Added Whizzbanger
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Scratches rechambered to Flechette
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Thunderhead rechambered to Shatter Round
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Added Needle bullet
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Added Bump Stock
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Visual Overhaul for some nether guns
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Added The Collective Painting
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Airgun overhaul, no longer requires Create for airguns (compatibility still exists)
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Added Air tank and Reinforced Airtank (can be filled manually or via lightning battery) with curios back support
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Added Red Raydar rifle to frontier tier
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Added the Atom Sterilizer to the Scorched tier
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Added Sculk Horde compatibility (Thanks to Atobá for the help!)
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Sulfur Vents have more behavior, can place sulfur layers around it, and destroy grass
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Sulfur vent clouds will be disabled when a vent collector is on top
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Block destruction from explosions config is now set to false by default
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Microjets now have a 1.5 damage multiplier based on distance traveled
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Shotball now deals huge knockback
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Added tons of weapon rebalancing
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Fixed broken gun feedback
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Fixed some Exo Suit bugs
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Fixed some reloading bugs
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Lots of config related changes so id suggest deleting and refreshing game
I was bad with this changelog so theres definitly stuff i forgot to put in here lmao
- Added the Fencer Carabine
- Added the Fencer Thumper
- Tweaked Repeating Musket stats
- Rechambered Winnie to compact copper rounds
- Added the Winnie Millend
- Fixed Jetpack flight Bug
- Controlled descent for jetpacks no longer deal a ton of damage
- Fixed offhand melee not benefiting from enchantments
- Fixed gun bayonet damage not benefiting from corroded
- Tweaked Scope positioning
- Added some death checks to Scamppanzer
- Flight Handling event much more strict, shouldnt interfere with other flight related stuff
- Fixed Rg Jigsaw 3rd Person Stocks
- Fixed a bunch of the Manual Reload Gun stop reload animations
- Added a slight input buffer for semi auto guns
- Added Tooltip for ammo boxes
- Increased Boss Chamber chance in Cog Chamber
- Cog Locator no longer consumes durability on failed use
- Increased distance between Scorched Guns dungeons/structures
- Fixed Server Crash
- Added fix for Exo Suit Plating being shredded by Slimes
- Fixed Mak mkII recycling recipe broken
- Added additional hostile targeting tag for turrets (includes Spore mod entities by default)
- Added New Diamond Steel Armor Icons ( thanks to Albatroz Feroz! once again!)
- Exosuit messages wont display unless you have an Exosuit equipped
- Added Config for Exosuit Core Capacity
- Crossbows are silent and no longer produce gun light
- Fixed Visual bug with aiming and firing during drawing
- Ancient brass can be used for crafting casings
- Fixed Trauma Unit Spawning
- Fixed Double durability damage to guns
- Small tweaks to gun stats
- Reworked gun light system
- Added Trotters- New bolt action Piglin Rifle(thanks to Blumountain and Kel Cat from the discord for the design!)
- Added the Stiletto- New single shot Krahg Pistol
- Added New ammo type - Shatter Rounds
- Added the M3 Marksman rifle
- Added the RG-Jigsaw
- Added the Homemaker
- Added the Micina- Burst fire revolver
- Added the Grandle (og), renamed existing Grandle to Grandle Conversion
- Added Saketini IronPort
- Reworked Scamps, removed Scamp Controller, now will seek out Barrels (specifically barrels) to deposit items when it has picked up 3 items during its patrolling
- Fixed Scamps Going for dropped items even in sit mode
- Fixed Scamps not being able to be healed with Ancient Brass
- Buffed Speed mag modifier so its actually useful now lmao
- Tamed Mobs no longer are affected by gun shots
- Fixed issue with turrets not opening
- Fixed Bearpack issues for snow layers
- Added Some modifiers to scopes
- Medium And Long Scope now have slightly increased sensitivity during aiming to compensate for fov changes
- Animated Armors now hide second skin layers when worn
- Diamond Steel armor is now 3d (thanks again to Albatroz Feroz on the discord for the model!)
- Added proper (kinda ugly but functional) 3rd person weapon pose for Vehicles (horse/boat/minecart/etc) as well as crawl/swim
- Molds now properly can use Unbreaking enchantment
- Fixed up the Diamond steel conversion process, added recipes for create compat and Create enchantment industry
- Added ability to offhand swords and bayonets with 1 handed weapons, as well as use other offhand stuff like food and torches
- Reworked the gun lights feature so its less buggy
- Added the Cog Chambers Dungeon to the world
- Added the Scamppanzer boss
- Added the Exo Suit, blueprint drops from the Scamppanzer boss
- Added a small speed decrease during reloads, can be negated with Light Frame and/or Swift Sneak (thanks to brandon on the discord for the idea!)
- Light Frame now has 2 levels, for non heavy weapons it can increase movement speed by 5%-10% (5% max for heavy weapons)
- Hypervelocity now has a chance to do double durability damage on fire, increases per level
- Sharpshooter reworked, still has increased crit chance and increases armor penetration, but decreases base damage slightly
- Tight Seal now gives a 15% damage boost underwater, continues to prevent double durability damage underwater.
- Tight seal can be applied to the Ocean tier guns, have a 25% chance to not add durability damage when fired underwater alongside damage boost
- Ramrod rounds now do 1.75x damage to undead and apply weakness
- Gibbs Rounds drop an additional 25% xp and apply 2 level of looting on kill
- Beowulf round drop an additional 75% xp and 2 level of looting on kill
- Flamethrowers now clear sculk, uses sculk_block tag for what it can clear ( thank to Atobá in the discord for the idea!)
- Attachment tooltips are clearer with what they do
- Cog Knight now has a Charge Attack
- Dissident now have Leap Attack
- Added Gun Rust Curse, found on guns found in structures. Always has a chance to jam guns
- Fixed Turret modules issues with up and down
- Vent output is set by the tag geothermal_vent_output and sulfur_vent_output. ( data driven vents planned for later)
- Sulfur dust can be placed like Niter
- Niter no longer "melts" in heat sources
- Improved the Dynamic Headshot system
- Improved the Advantage system, uses the advantages.json file to set advantage values
- Added the Corroded Enchantment for melee weapons, increases damage against Automaton mobs and poisons non-automaton mobs
- Reworked Plasma Projectiles slighty
- Added Smooth Phosphorite
- Added Cog Locator for finding Cog Chambers
- Added conditional checks for tons of the compat recipes
- Added Config option to disable fire placement for flamethrowers
- The Merchant only has its special behavior if summoned via the Pact
- Fixed Melee not being able to be re-bound
A LOT of internal changes so BACK UP YOUR WORLD! Existing guns may be affected, better be safe than sorry!
Tweaked Charge system, now does 85% minimum damage,but projectile speed slowed, and spread heavily increased for non full charge Flipped Redstone requirement for turrets, now are active by default and can be disabled with redstone signal Buffed Turret Damage Adjusted Macerators/Presses to accept input from all faces except back face (still for fuel) Projectile Protection now affects bullet damage Fixed Electrical Arc visually hitting player firing Adjusted Stats of pretty much all guns, mostly buffs across the board Many Animation tweaks, most manual reload is now faster Added a new member of the Callwell Family, the Callwell Terminal, a full length variant of the Callwell Conversion Added the start of the Wrecker Tier, a sidegrade of Iron Tier, with Similar damage, lower durability and mostly uses lower tier ammos, Found commonly from wandering trader and a tier 5 trade from gunsmith Added the Weevil, a new heavy Shulker gun Added the Pact, a mysterious new item Added the Charged Amethyst Relay, a new redstone component that can listen to matching note blocks Blackpowder tier now uses cobblestone instead of smooth stone for crafting Added new Sculk Gun sounds Readded mob reactions to gunshots, some will flee, some will attack Built in Silenced guns is now data driven Fixed Infinite reloading loop bug Lowered use time for cold pack Added Doublet Fixed Inconsistent Rocket Damage, revamped entire system Added Cool new Particles for explosions ( thanks to JROB774 from opengameart!) Added The Terra Incognita, a new Scorched Rocket launcher Various Recipe Fixes Rechambered Iron Spear to Gibbs Round Buffed CR4K Mining laser mining speed and mag size Added New mob; Trauma UnitSky Carriers no longer naturally spawn Added Signal Beacon Entity, Different Cog Enemies can toss it out on death and spawn a swarm of Sky Carriers Added Beacon Grenade, to spawn a signal beacon on impact -Tweaked the Scamp Package recipe -Added Global Gun Damage adjustment Config Fixed Adrien/Anthralite Armor arm bugs New Blueprint system, now can open a new screen, can save recipes to auto create in the Gun Bench Added new Blueprint for the early game weapons (dont worry its easily craftable its just to utilize the new blueprint system) Simplified some of the third person gun models to hopefully fix server bugs Rewrote the entire Hot Barrel Enchantment system, will be less buggy now Nerfed Hyper velocity enchantment slightly Added a strange new clay ritual involving the Brass Mask... Gun Mobs damage is now controlled via data, per enemy for easier configuring Added The Hullbreaker, a new charge cannon for Ocean Tier Added Shotball, ammo for Hullbreaker as well as new throwable Cleaned up a lot of Penetrator code, making it less of a hassle to use Cog minions will now explode when attacking and holding an explosive block Added the Birdfeeder (thanks to BluMountain on discord for the inspiration!) Added WIP Cog Chambers dungeon, currently doesnt spawn naturally Added some new decor blocks Reload Byproduct chance is now handled via data, Affected by Shell Catcher (so a few more guns cant get that enchantment now) Diamond Steel blends now smelt to Depleted Diamond Steel, requiring your soul(xp) to fully create the Final Ingot (mainly for lore) Diamond steel guns gets a huge buff to enchantability Enemies Killed with Diamond Steel weapons now drop 20% more XP Added a bunch of new effects for Elemental Pop Increased Helmet sizes of Anthralite and Adrien Sets When attempting to fire with an empty mag, it will auto reload if possible (can be disabled in config) Gave a bunch of blocks instrument sounds -Some Hud optimzing, maybe will help those who suffer from frame drops because of it
numerous misc bug fixes
- Adjusted Dark Matter recipe to not use Dragon Egg anymore
- Tweaked Earths Corpse recipe
- Added Melee reach to gun json instead of hard coded value
- Player knockback resistance/ attribute now affects knockback from guns
- Fixed Missing callwell stocks
- Fixed issues with Leawinds Third Person mod
- Added Cog Knight Armor set
- Tweaked mending on attachments to be more flexible
- Added built in weaker mending to sculk guns
- Added Forlorn Hope, a new sculk rifle
- Added Crusader, a med gun
- Fixed beam weapons not respecting Fragile blocks
- Enchantment groups now use tags instead of coded lists
- Added optional potion effect impact to guns, used by Dark Matter -More adjustments to creative ammo box, all ammo is now available in it
- Added config to toggle ADS
- Added Immersive HUD config, only rendering Gun info when inspecting
- Added config to disable rendering of player arms
- Tweaked Ancient Brass block to just be storage block for Ancient Brass
- Plasgun reanimation stuff
- Animation update
- Added WIP animations for all guns; most are ugly, refined animations will come in future updates
- Adjusted weapon durability jam sounds to be a 15% chance
- Added gun melee sound effects
- Added gun melee impact effects for normal and banzai
- Rechambered Mas to Gibbs rounds, nerfed damage, increased fire rate and mag size
- Rechambered Lockewood to Advanced Rounds
- Fixed Gun Light persisting on world exit
- Adjusted Creative Ammo box not causing overflow ammo
- Refixed shotgun spread patterns
- Fixed Repair Kit recipe
- Heavy weapons now decrease players speed attribute
- Light frame enchantment removes the speed penalty
- Dynamic crosshair is default~ thanks to miga for code
- added Dynamic headshot for custom mobs using mob eyesight, not perfect, but it works for the most part
- Dozens of gun stat tweaks
- fixed some issues with supply scamps
BACK UP WORLD BEFORE UPDATING JUST IN CASE BECAUSE THIS IS A MAJOR UPDATE
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Now requires Geckolib, currently used for the armor redesigns, and for the upcoming animated weapons
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Redesigns of Adrien set and Anthralite set
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Removed code regarding armor, potentially solving some issues with other mods
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Added the the XL Ultra Knight Hawk .0Z MKII, using Osborne Slugs
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Added config for removing block breaking from beam, and Krahg and osborne
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Added config for light source spawning when firing
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reworked Shulkshot, visually and mechanically much better
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Fixed bobbing issue affecting all forms of bobbing, now just affects beam weapons
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Fixed weapon pose for Rusty Gnat
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Fixed shotgun spread not working at up and down aiming
- 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