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MCHeli Rework 1.1.0-beta.6

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@github-actions github-actions released this 01 Nov 12:11
· 83 commits to main since this release
v1.1.0-beta.6
f093dc0

Phase 10 of the road to 1.1.0: the rest of the equipment. Betas are not uploaded to CurseForge,
and this one ships the Forge 26.3 jar only. Worlds from 1.1.0-beta.5 load as before; the original
content is imported again on the first start. Players and servers need the same version, since
the network protocol changed (9).

Added

  • M18 smoke grenades in red, green, violet and yellow, from the original throwable files. Hold
    use to draw, release to throw: the longer the draw, the further it goes. They bounce off blocks
    and pour out coloured smoke for half a minute. Dispensers throw them too. Packs can add their own
    throwables in a throwable folder; they share one mcheli:throwable item, like the vehicles.
  • The GLTD target designator. Set it on the ground, right-click to sit behind it, and look through
    its sight (70 degrees either way). Z zooms, K steps through night vision and thermal view, and
    use marks the spot under the cross: an A-10 makes three gun runs over it. The sight shows when
    the next A-10 can be called (about 22 seconds).
  • The laser rangefinder. Held up to the eye it is a scope that reads the range; Z and X zoom in and
    out, C picks what to spot (players and vehicles, mobs, or a point), and the attack key spots.
    Spotting uses one of ten charges; crafting it with redstone charges it again.
  • Spotted players, mobs and vehicles show up for the spotter and their team only, as markers on
    the HUD: a triangle over the target with its distance, or a diamond at the screen edge when it is
    out of view. They last 15 seconds (mobs a minute). Teammates are never spotted. A marked point
    gets its own marker with distance and coordinates for a minute, and goes to the team's chat.
  • The cargo container: a crate with a large chest's worth of room that floats and can be pushed.
    Racks that list container load and drop it like vehicles (J and U), and dropped with no ground
    within 20 blocks it comes down under a parachute.
  • The FIM-92 Stinger and FGM-148 Javelin, shoulder launched. Hold use to raise the sight, keep a
    target in the cross until it locks (aircraft for the Stinger, ground vehicles for the Javelin),
    then attack to fire. Z zooms, and X switches the Javelin between direct and top attack. Each
    holds one missile: lower an empty launcher with a missile in your inventory to reload it.
  • The tow chain. Use it on both ends, in either order, 2 to 16 blocks apart; one end must be a
    vehicle, which always does the pulling, so a helicopter can lift a container on a sling. Use it
    on either end again to take it off. Each step shows a message above the hotbar.
  • The UAV station and the portable UAV controller. Sit at one, put a drone in its slot and fly it
    from there with the usual controls, HUD and weapons; the HUD shows the link's range and
    strength. The launch point is set with the station's buttons, Continue takes the last drone
    again, and Shift leaves it. The portable controller only takes small UAVs and opens with Shift
    and right-click. A drone flown more than 123 blocks from its station is lost. A target drone
    goes up with a full tank and flies itself, as something to shoot at. While flying, the pilot
    is hidden and unhurt, and comes back beside the station when they leave or lose the drone.
  • Troops. When the pilot climbs in, mobs standing close by take the free crew seats. Y lets them
    out: helicopters with rappelling hooks lower ropes from a steady hover and the mobs slide down
    them; vehicles with EnableParachuting open the hatch and drop them one by one under parachutes
    at the drop point; near the ground they simply get out. Players in the back press Y to slide down
    a rope or jump with a parachute themselves.
  • Search lights, for vehicles that list them: K switches them on and off from the pilot or first
    crew seat. A turning light follows the crew's aim, a fixed one points along the vehicle and a
    steering one turns with the front wheels.
  • Helicopters with EnableFoldBlade fold their blades with Z when the engine is stopped, and
    cannot take off until they unfold them; folded on the ground, A and D turn them slowly.
  • Rotor downwash raises dust or spray under a helicopter, boats with EnableSeaSurfaceParticle
    throw spray off the sea, AddParticleSplash points spray through water, jet nozzles smoke with
    the throttle, and fast landing gear kicks up the ground.
  • Targeting pods that mark blocks now mark the point under the crew's view for the team, and
    mortars show where their shell would land on the HUD.
  • The drafting table. Right-click it to browse every MCHeli recipe by list (helicopters, planes,
    vehicles, tanks, equipment): the recipe, a vehicle's numbers or the original's illustrated
    description, and Create to make the item into the output slot from your inventory. Shift and
    right-click switches its lamp. It is drawn with the original model.
  • The team manager, for operators, on M: switch PvP, shuffle every player into the teams, make a
    team with a colour and friendly fire, send everyone to their spawn point, or remove every
    vehicle. The teams and their players are listed beside it.
  • Recipes for the smoke grenades, GLTD, rangefinder, container, chain, launchers and missiles,
    UAV station, portable controller and drafting table, from the original config.

Changed

  • The equipment tab lists the new items and every loaded throwable, and is rebuilt after a content
    reload.
  • The E-767 can be crafted at last: its recipe needs a UAV station. The content is imported again
    on the first start (import format 4).
  • The README is shorter: the full controls, equipment guide, commands and settings moved to
    docs/PLAYING.md, and the screenshots of earlier phases to
    docs/SCREENSHOTS.md.