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Create: Warnautics 1.0.1

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@Wizardtastic Wizardtastic released this 16 Aug 16:47
· 32 commits to main since this release
be582c5

1.0.1 - Create Warnautics

Create Warnautics 1.0.1, focused on making heavy bombers actually buildable, with more fixes and more support, particularly for Sable, Sodium/Iris and claim protection mods!

NOTE: This update rebalances every explosive recipe against the Create Big Cannons material economy. Existing autocrafters and schematics for bombs and mines will need to be rebuilt!

NOTE: The large bomb uses a new model and a single atlas texture. Resource packs that retextured large_bomb_side, large_bomb_top, large_bomb_bottom or large_bomb_fin will no longer apply.

Added

- Added a server config (serverconfig/cbc_more_content-server.toml) covering detonation chaining, blast performance limits and release impulse
- Added a renderer-agnostic detonation flash that draws on every client
    - Veil clients keep their point lights and bloom pass; the overlay tops them up instead of replacing them
    - Clients with no Veil, and clients running Sodium, Embeddium, Iris or Oculus, now get the flash for the first time
- Added an emissive fireball core built from flame, small flame, lava and soul fire flame particles
    - Shader packs light these as real emitters, unlike the dust particles used before
- Added whole-rack release interval editing
    - Sneak + right-click now applies the selected interval to every bomb in the contiguous rack and reports how many were set
- Added detonation.friendlyChainDetonation to restore pre-1.0.1 chaining for packs that want it (disabled by default)
- Added detonation.externalChainDetonation to control cook-off from TNT, shells, fire and lava (enabled by default)
- Added performance.maxBlocksPerDetonation to cap how many blocks one detonation may change
- Added performance.blastFxScale to scale blast particles and flash packets sent to clients
- Added performance.releaseImpulse to scale the release arc, including 0.0 for a pure drop
- [1.21.1] Added message.cbc_more_content.release_delay_rack to English and Russian translations

Changed

- Changed the large bomb model and texture, courtesy of creat560
    - Four 16x16 textures replaced by a single 64x64 atlas, cutout render type, and 45-degree X-shaped fins
- Changed small bomb recipe to require a powder charge and four iron plates
- Changed sea bomb recipe to mechanical crafting, now using two high explosive materials
- Changed medium bomb recipe to mechanical crafting, now using three high explosive materials and a powder charge
- Changed large bomb recipe to use five high explosive materials, two powder charges, eight iron plates and a cast iron nose
- Changed small mine recipe to yield one instead of two, now using shot balls and gunpowder
- Changed large mine recipe to use two high explosive materials and cast iron
- Changed the release impulse to follow the bomb's nose exactly plus a small downward bias
    - A side rack now throws the bomb out flat and it steepens into a dive, a nose-up rack lobs it, a nose-down rack drops it immediately
    - The separate arc and lift impulses, which added height regardless of facing, have been removed
- Changed bomb release to pick the nearest free side when the nose side is walled in, instead of spawning inside the carrier

Fixed

- Fixed bombs cooking off other bombs, which made multi-bomb aircraft unusable
    - The payload guard covered only the crater pass and stopped before finalizeExplosion, which is what actually dispatches entity damage and wasExploded
    - Both flying bombs and bombs still on the rack were therefore free to chain
- Fixed side-mounted bombs being flung upward into the aircraft that released them
    - The spawn point was offset strictly along the nose, placing the bomb inside the hull, and collision resolution then pushed it out upward
- Fixed placed bombs scheduling cook-off unconditionally when caught in any explosion
- Fixed bombs digging through protected land
    - The Sable explosion path replaces the vanilla explosion outright and never posted ExplosionEvent.Detonate, so claim protection never saw the blocks
    - Candidate blocks are now filtered through the event before anything is broken
- Fixed unbounded craters flooding clients with block updates, the most likely cause of stalls and out-of-memory crashes during carpet bombing
- Fixed the detonation flash never rendering without Veil
    - The flash payload arrived and was tracked client-side, but nothing consumed it
- [Sable] Fixed hull and entity damage on sub-levels re-entering bomb cook-off
- [Sodium] [Iris] Fixed detonations producing no flash and no emissive core

Removed

- Removed the unused launchArc and launchUp bomb tier fields