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Details
Licensed LGPL-3.0-only
Published 4 days ago
Updated 2 weeks ago
All versions
0.5.0-vs2.3
Beta
VS: Analog Warfare 0.5.0-vs2.32 weeks ago 11
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
0.5.0
Analog Screwdriver
- HUD now shows the last 3 acted positions and a total acted count
- X-ray wireframes through blocks: amber = acted blocks, red = blocks queued for removal
Analog Scope
- Cannon linking now supports cross-ship links and linking secondary cannons
- 3rd person view toggle (single keypress, fully supported with mouse aim)
- Tweaked controller hub link: opening the scope replaces your main-hand item with a linked drive-by-wire controller (restored on close)
- Artillery high-arc zeroing: apex-based zero for howitzer fire, below-bore depression wheel, smoothed zero pitch
- Scope camera stabilization: world-stable aim on moving/rolling ships, optional elevation lock with a linked stabilizer
Config
- New option to disable collision between entities and contraptions (
disableEntityCollision)
Cannon Decoration Bearing
- The contraption on the bearing aligns itself with the linked cannon
- Rotation pivots around the cannon instead of the contraption origin
- Works for both yaw and pitch
Gyro Stabilizer
- New block: holds the linked cannon's elevation at a world-level angle while the scope lock is engaged (zero vertical drift on rolling ships)
- Roll stabilization while the lock is engaged (world-up level horizon)
- Configurable compensation rate, dead zone, and link range
Invisible Seat
- A seat that is invisible — mount vehicles without visible seat blocks
Turret Mouse Aim (new mode on the Mouse Aim Controller)
- Turret mode: yaw driven through a Clockwork physics bearing by a PID servo (pitch slews on the mount)
- Per-block auto-calibration: a ±2 RPM step test measures the turret's spin-up and stores tuned gains in the block (travels with schematic paste); Reset reverts to the global template
- Output strength = input shaft speed (power as input); fine aim by cranking slowly
- Cannon mode: chase rate now capped at the turret ceiling — no more overshoot at 256 RPM input
Fixes
- Mouse aim block no longer breaks / overstresses the kinetic network on world reload (transmitter-chain networks)
Mods integration
- Now setup block also saves cbctb goggles and steve's army vehicle crew spawn
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:DjnOEDuA:RJk6LH6B"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DjnOEDuA:RJk6LH6B"
}

