MineTrigger_Data_v0.4.3.zip
What's new
MineTrigger v0.4.3
Combat & Trigger System Update
Attacker Force Blaster
- Replaced the Attacker kit's old slot 2 weapon with a dedicated Force Blaster.
- The Force Blaster is designed as a short-range utility sidearm rather than a damage weapon.
- Deals only 1 damage.
- Applies strong knockback to struck entities.
- Intended for:
- Creating space
- Breaking enemy pressure
- Repositioning targets
- Setting up melee attacks
- Uses its own MineTrigger item identity instead of reusing another gun.
Projectile Improvements
- Improved Asteroid, Hound, and Egret projectile collision handling.
- Fixed projectiles failing to properly register against Training Trion Soldiers.
- Projectile collision now works more reliably against stationary practice targets.
- Existing projectile travel, range, block collision, and impact behavior remain intact.
Training Dummy Improvements
- Training Trion Soldiers now properly receive damage from MineTrigger projectiles.
- Increased training dummy health to 1000 HP.
- Dummies can now be used for extended combat testing without being destroyed after only a few shots.
- Training targets remain compatible with:
- Asteroid
- Hound
- Egret
- Force Blaster
- Existing melee Triggers
Trion System Overhaul
- Increased player starting Trion to 1000.
- Increased default Trion to 1000.
- Increased maximum Trion to 1000.
- Existing players with older lower Trion limits are migrated to the new baseline.
- Players now begin with:
1000 / 1000 Trion
- Designed to allow substantially longer combat sessions without constantly running out of Trion.
Trigger Control Hotbar Layout
Added dedicated Trigger lifecycle items directly to the hotbar.
Slot 7
- Trigger On while the player's Trion body is inactive.
- Trigger Off while the player's Trion body is active.
- The item automatically changes according to the current Trigger state.
Slot 8
- Intentionally left empty.
- Creates visual and functional separation between Trigger controls and the emergency Bail Out slot.
Slot 9
- Bail Out while Trigger On is active.
- Remains the dedicated emergency exit position across all active combat kits.
Trigger Lifecycle
The active layout now follows:
Combat Items → Trigger Control → Empty Slot → Bail Out
- Trigger On activates the player's selected Trigger Set.
- Trigger Off intentionally ends the Trion body and returns the player to standby.
- Bail Out remains the emergency termination/return action.
- Resume and loadout restoration continue rebuilding the appropriate hotbar based on the player's Trigger state.
Kit Updates
Attacker
- Kogetsu
- Force Blaster
- Shield
- Grasshopper
- Bagworm
- Trigger On / Off
- Bail Out
Shooter
- Asteroid
- Hound
- Shield
- Grasshopper
- Bagworm
- Trigger On / Off
- Bail Out
Sniper
- Egret
- Chameleon
- Shield
- Grasshopper
- Bagworm
- Trigger On / Off
- Bail Out
All-Rounder
- Kogetsu
- Asteroid
- Shield
- Grasshopper
- Bagworm
- Trigger On / Off
- Bail Out
Previous v0.4 Improvements Preserved
- Border Wheel custom MineTrigger interface.
- Custom Trigger items.
- Dedicated item-use reactions.
- Visible Asteroid, Hound, and Egret projectiles.
- Projectile block/entity collision.
- Grasshopper Bail Out protection.
- Custom loading and intro presentation.
- MineTrigger-owned menu flow.
- Trigger Holder lifecycle.
- Existing save compatibility.
Compatibility
- Remains compatible with DAI 1.9.9.
- Existing MineTrigger saves remain supported.
- Stable
minetriggermanaged-pack identity is preserved. - Existing progression, loadout selection, and player state remain compatible.
This mod has no additional files

