Releases: Unknown025/Flans-Mod-Plus
Releases · Unknown025/Flans-Mod-Plus
v1.40-beta
Meta:
- Updated config reference relating to ShootWithDoorOpen
Fixes:
- Teams received some fixes thanks to TankBill_01#5596 (Not sure exactly what was fixed, a lot of tidying up was done though). We'd welcome testing to let us know if anything's still broken.
- Fixed invalid key name crash from planes/vehicles when sprint was bound to a mouse button. Now says undefined.
- Stopped player gun shooting continuously in a vehicle if using same key to board a vehicle
- Recipes now work for paintabletypes (guns, vehicles e.t.c) in the crafting table.
- Mecha armour now does something
- Potentially fixed more nullpointer crashes in gun crafting tables
Features:
- Added
AutoOpenDoorsNearGround
andAutoDeployLandingGearNearGround
configs. Default is true for both. - The amount nanobots can repair is now configurable.
NanorepairAmount
- "RealisticAcceleration". Optional feature. has to be enabled with
UseRealisticAcceleration
in the vehicle's config.EnginePower
is set in engine part config, default is 10.Mass
can be set in vehicle config, and is roughly equivalent to kilograms, default is 1000. More power = better acceleration, higher mass = slower acceleration. Before, everything accelerated related to their max speed only. - Sneak and Crouch modifiers can now be set for changing spread. This was hardcoded before.
SprintSpreadMultiplier
(default 1.75) andSneakSpreadMultiplier
(default 0.63) can be set in the guns config.
v1.39-release
1.39 Update (Bug fixes and new features)
Housekeeping:
- Added documentation about vehicles guns, and how to set them up in config. https://github.com/Unknown025/Flans-Mod-Plus/blob/Ultimate/VehicleGuns.md
- Updated config reference to fix errors related to vehicle guns.
- Excluded models being included in Flansmod.jar, to make building packages for release easier.
Fixes:
- Fixed error where helicopter and plane flying with negative throttle was scaled for positive throttle and not negative throttle.
- Fixed hip fire sprinting logic (again) for servers (wasn't properly listening to flansmod.cfg, When client and server values were different, after loading.) Complicated...
- Fixed casings firing during reload when holding down fire button. (Related to hip fire)
Features:
- Added the same RPM system from guns to vehicles. Fractional firing per tick allows better control of fire rate instead of huge jumps. (RoundsPerMinPrimary and Secondary, changed shootDelay to float.)
- Added damage multiplier config to drivable config for guns/projectiles on the primary and secondary guns of a driveable.
- Fractional firing for passenger guns
- All animation variables for gun models can be modified using a gun's text config. Format is: "anim"+"GunModelVariableNameLikeThis". Vector3 example:
animCasingDistance 0 4 0
.
For Enums:animAnimationType BOTTOM_CLIP
- Distant shooting sounds for guns (Sounds that play for players outside of the range of normal shoot sounds)
- Fancy bullet description for BulletTypes. Shows Damage, Penetration, Rounds, Fall Speed, Explosion Radius, Explosion power, Shot (particles for shotgun), Spread, Guidance for missiles. Some of these will only show when various settings are enabled (e.g. explosion radius will only show up if the BulletType is explosive). This info shows up in the description of the item when pressing shift, like is already the case for guns. Can be disabled in config (FancyDescription)
v1.38-beta
1.37 (No public release)
- Custom explosions no longer bork cauldron/bukkit derivatives
- ExplosionPower which alters the ability for the explosion to break through hard materials, while keeping radius similar
1.38 - Damage keyword for shootable poked (Was removed in previous times?)
- Wrote a markdown doc about the penetration system (https://github.com/Unknown025/Flans-Mod-Plus/blob/Ultimate/ConfigReference.md)
- Fixed attachment multiplier for reload time not working properly
- List of compatible bombs render in the bombs tab for vehicles
- "C" now engages/disengages free look on mechas (People were stuck in it after using vehicle before)
- Fixed CanHipFireWhileSprinting not working correctly on local servers, separate bug with dedicated servers
- LockOnSound from vehicles now uses driver's view rather than the view from vehicle origin to shoot point (why?)
- Investigated passenger traverse sounds, updated config reference
- Added mod (global) config option for the default behaviour of canhipfirewhilesprinting (default is that you can)
- Added mod (global) config option to pick between new and old penetration system (default is to use old)
- Fixed that mecha rendering crash (ModelMecha:106)
- Added protection to stop attachments modifying recoil control too much, and throwing users into the aether
- Added config option which controls wether passenger guns in dead parts can still fire
- Added throttle decay amount config (automatic braking when in a vehicle)
- Added config option to enable/disable throttle pull (throttle always pulls itself towards 0.5) for Helis
- Added config option to change drag on planes/helicopters without a driver
- Teams entity spawner will no longer spawn an entity if other entities are within 3.5 blocks
- ShootDelay time stacking between ticks (Guns with RPM of 600 to 1200 all had same ROF, this makes sure the actual ROF is as close to the RPM as possible. It may make some high ROF guns a bit stuttery though.
- Fancy crosshair rendering. Blue crosshair = headshot. If using new config system, green = full damage, red = no damage
- Fixed a really, really awful bug in vehicle hit detection which meant that the vehicle would detect hits that were nowhere near any of its hatboxes
- Fixed a bug with the new penetration system, incorrect integer division instead of float division meant that the formula was ^2 not ^2.5 (Sorry, small brain moment)
- Fixed ExplosionBreakBlocks config not working after new explosion system
- Converted vehicle health to float, to remove issues with rounding with low damage bullets