1.21.1-0.8.5
Compatibility
Changes
Tactical Update (We are in the ENDGAME) Version: 0.8.5
Preparing to strap <@525724443427995658> to a torpedo on the official 1.0.0 release
Here's a draft announcement:
š” TACTICAL SYSTEM ā BUILD UPDATE
The tactical combat and navigation system has received a major update. Here's everything that's been added and improved.
āļø COMBAT
The weapons console now has a target facing selector ā instead of the system auto-calculating which shield facing gets hit, you can manually designate FORE, AFT, PORT, or STARBOARD before firing. The current selection is displayed in the weapons panel header. Click the active facing again to return to AUTO.
Torpedoes now bypass heavily depleted shields ā when a facing is below 25% integrity, torpedoes punch through with reduced resistance.
šļø DAMAGE ZONES
Ships now have physical damage zones mapped directly to blocks in your Minecraft build. When a shield facing is driven below 25% and hull damage bleeds through, a random zone on that facing can be hit. When a zone's HP reaches zero, the registered blocks in the world are physically replaced with debris ā air gaps, fire, black concrete, and gray concrete.
Zones have real gameplay consequences that persist until Engineering repairs them:
zone.engines ā Maximum speed cut to 50% zone.weapons_fore ā Forward phaser power reduced 30% zone.torpedo_bay ā Torpedo bay destroyed, reloading impossible zone.engineering ā Total power output reduced 25% zone.sensors ā Sensors offline, targeting accuracy degraded zone.shield_emit ā Shield regen rate halved zone.bridge ā Targeting accuracy penalty -15% zone.weapons_aft ā Aft hardpoints disabled zone.life_support ā Crew inside the section receive status effects
Status effects are scoped ā only players physically standing inside the damaged section of the ship are affected, not the entire crew.
š§ ZONE TOOL
Admins map zones to ship blocks using the Damage Zone Tool:
Right-click a block ā registers it to the active zone context Sneak + right-click ā removes a block from the zone Right-click air ā cycles between MODEL and REAL block mode Registered and removed blocks fire locator particles so you can see exactly what's mapped MODEL blocks pulse blue/white REAL blocks pulse orange/yellow
Zone registrations survive server restarts ā you only need to map a ship once.
š ļø GM COMMANDS
New commands for testing and management:
/gm ship navstatus <encounter> <ship> ā full navigation, power, and active zone penalty readout for any ship in any encounter /gm ship zones <encounter> <ship> ā lists all zones with current HP, status, and registered block counts /gm ship zonedamage <encounter> <ship> <zone> ā instantly destroys a zone for testing /gm ship zonerepair <encounter> <ship> <zone> ā instantly repairs a zone /admin hardpoint zone locate <ship> <zone> ā fires locator particles on all registered blocks in a zone /admin hardpoint zone clear <ship> <zone> <MODEL|REAL|ALL> ā clears block registrations /admin hardpoint zone remove <ship> <zone> ā removes an entire zone entry
šŗ TACTICAL CONSOLE
Encounter log is now scrollable ā mouse wheel over the status panel, or use the ā²/ā¼ buttons Current target facing is displayed in the weapons panel header (shows AUTO when none selected) The status panel now shows active destroyed zones in the navstatus readout
Zone damage is still early ā repair currently restores blocks to stone bricks as a placeholder until original block snapshots are implemented. Block destruction and stat penalties are fully functional.
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:s61qAFVq:NyyuXGCG"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:s61qAFVq:NyyuXGCG"
}

