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MCHeli Rework 1.1.0-beta.4
Pre-release
Pre-release
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350 commits
to main
since this release
Phase 8 of the road to 1.1.0: fuel, the first equipment carried over from phase 4, hit boxes that
cover the whole vehicle, and crash spins. Betas are not uploaded to CurseForge. From this beta on,
betas ship one jar, Forge for Minecraft 26.3; the other loaders and 1.21.1 come back for 1.1.0.
Worlds from 1.1.0-beta.3 load as before. Players and servers need the same version, since the
network protocol changed.
Added
- Fuel. Vehicles with a
MaxFuelburn theirFuelConsumptionwhile the throttle is open, and the
engine winds down when the tank runs dry. The HUD'sfuelandlow_fuelvalues are live, so the
original fuel gauges and low fuel warnings work. Fuel trucks top up every vehicle within their
FuelSupplyRange. Server configvehicles.infiniteFuelturns fuel use off. - The fuel can (
mcheli:fuel): right-click a vehicle to pour in up to 100 units, right-click in
the air with coal or charcoal in the inventory to fill it again. The original poured it through
the vehicle's inventory screen, which is not ported yet. - The wrench (
mcheli:wrench): right-click a vehicle to repair 10 hit points, once a second; with
Shift it switches the vehicle to its next paint scheme. - The parachute (
mcheli:parachute): use it in mid-air to float down, hold W to glide forward. - An Equipment creative tab for the three, and the original's crafting recipes for them. Their
icons and names come from the imported content, like the vehicles'. - Zoom: through a camera, a gunner sight, gunner mode or a UAV, Z doubles the zoom up to the
vehicle'sCameraZoomand then goes back to 1x. Elsewhere Z still folds wings and hatches, as in
the original. The HUD'scam_zoomfollows it. - Night vision on K for vehicles with
EnableNightVision. The HUD'scam_modefollows it. - Vehicles collide with each other by their whole hull (the
BoundingBoxlines), not just the
small box at their feet: a vehicle cannot drive or fly into another one, a helicopter can set
down on top of a parked truck, and ramming uses the same boxes for crash damage. Vehicles that
can be loaded onto each other's racks still pass through, so they can drive onto the rack. - Hit boxes for the parts a vehicle's
BoundingBoxlines leave out, such as the MD-90's tail fin,
made from its model when the content loads: every one-block cell of the model's surface that no
listed box covers becomes part of the hull. Rotor blades and propellers are left out. Vehicles
without anyBoundingBoxline (the MH-6, the R44 and others) get a hull this way too. - With F3+B on, the hull boxes are outlined next to the main box: the definition's in cyan, the
generated ones in amber. - Heavy aircraft (
MaxFuelof 3000 or more: the MD-90, C-5, E-767, B-29, B-2A, AC-130, US-2 and
H8K) go up in three blasts like a destroyed boat, when wrecked on the ground or when their wreck
crashes. Only a hull in the water sinks afterwards. - Crash spin: a shot down plane or jet rolls into a nose-down spiral, and a helicopter spins up
faster than before with some wobble, until it is close to the ground. The direction comes from
the entity, so everyone sees the same spin.
Changed
- Ejection seats come down on a parachute instead of with slow falling.
- Vehicles are placed with a full tank (the original placed them empty, to be filled from the
inventory screen), and vehicles saved by earlier versions load with a full tank. - The Z key is called "Zoom / Fold Wings / Hatch" in the controls.
Fixed
- Rounds no longer seem to fly through a vehicle they hit. The server always counted the hit on
the hull, but the client kept drawing the round until the server removed it; it now stops and
disappears where it struck. Clients also learn who fired, so a round never stops on its own
vehicle. - With an Iris shader pack, tracers, rocket motors, flares and explosion glows no longer turn into
long purple and teal lines running to the horizon. The glow pipelines are now handed to Iris,
which draws them with its emissive entity and translucent particle programs.