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Details
Licensed GPL-3.0-or-later
Published 2 years ago
Updated 11 months ago
All versions
0.5.3
Release
Scorched Guns 2 0.5.3last year 6,185
Compatibility
Minecraft: Java Edition
1.20–1.20.1
Platform
Forge
Supported environments
Client-side
Changes
- Fixed the dissident sounds (provided by Razzller)
- Fixed fake soul fire stacking on itself
- added fixed mold textures (thanks to jadn once again)
- fixed blueprint bug
- Removed some additional remnants of redcoat stuff
- increased distance from player for raid spawning
- added config for days between raids
- allowed for raid boss/henchmen to spawn with nbt stuff
- fixed raid henchmen sometimes spawning with incorrect tier stuff
- added config timeout for raid bosses (default 10 minute raid)
- White flag despawns henchmen too
- Raids shouldnt crash if boss despawns
- Fixed Charge weapons maintaining charge after swapped
- improved a bunch of the stuff regarding sky carriers, visual and mechanical
- Curse of binding now works on attachments (creative mode allows removal still)
- Gun tiers restructured, easier for addons to add new tiers
- Added damage falloff for all guns
- Scaled down the laser sight slightly
- Extended barrel and muzzle brake attachments now increases damage falloff range
- Fixed the bumpstock to work more consistently, has a variable increase depending on initial fire rate so all guns benefit
- Its tooltip just displays increased fire rate since its varies significantly per gun
- Fixed double application of damage decrease for standard silencer oop
- Enemy turrets ignore players with invisiblity
- Player turrets ignore entities with invisiblity (unless range module attached)
- Turret projectiles more closely match the behavior of the rounds it fires, (gibbs increase xp, etc)
- Added shatter round compat for turrets
- Removed gibbs from basic turret, added shatter rounds
- Buffed Bearpack damage for turret
- Added Armor penetration variable to Turret Json
- Added bunch of new EPIC blocks thansk to Jadn!
- Fixed Anthralite knife not being able to harvest grass
- Bayonets serve as knives as well
- Readded the sensitivity multiplier for scopes
- POSSIBLY fixed scope bug with choppy input, havent pinpointed whats causing it but made some changes that might help
- Fixed cogknight held item position
- overhauled blaze rod projectile (used by nervepinch) a lot cooler now
- Tweaked some trade recipes
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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:lDzXAiqs:nmYEQkDl"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lDzXAiqs:nmYEQkDl"
}

