Bloons!

Bloons-based technology mod

File Details

Bloons 1.11.0

  • R
  • Jul 1, 2024
  • 16.10 MB
  • 92
  • 1.20.1
  • Forge

File Name

bloons-1.11.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:bloons-504597:5491984")
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BLOONS MOD v1.11.0 CHANGELOG

Energised Update

Now for 1.20.1!

Bugfixes:
-Fixed Zebra Bloons not being MultiLayer-compatible
-Added projectiles for the rest of the acid guns and water gun
-Mini chest GUI size fixed
-Most metal blocks now require a pickaxe to break
-Other boss healthbars work now
-Fixed some boss damage

Optimisation
-Data Wire transmission universalised
-Bounding boxes simplified, probably too far
-Old remnants of money/lives display stuff removed
-Experimental damage only affects entity-sourced attacks

Compatibility:
-Radioactive
-> Depleted Bloontonium is now radioactive - wear rubber armor!
-Optifine
-> Emissive textures compatibility
-> Resource pack for connected textures (sold separately)

Balancing:
-Spawn Bloons can only be thrown on creative mode
-> Inflators were mostly redundant

-Most projectile items require a weapon to fire
-> Darts, Tacks, Blades

-Recipe tweaks to involve empty custom rounds less

-Reworked most recipes for rebalancing

-Item Replicators for crafting with

-Rubber Blocks occlude vibrations, like wool

-Lasers now ignore i-frames, acid ignores armour, and other damage type changes

-Any damage from bloons take lives, not health
-> Armour, the shield projector and any attack-cancelling effects take precedence.

-Better structures
-> Use Deco Blocks
-> Drop one rubber, not 8 and don't have layers
-> New decorative blocks
-> Are bigger
-> Work with /locate
-> MUCH rarer

Features:
-More friendly bloons
-> Red, Blue, Yellow and Pink

-Bloontonium Reactor
-> Process Bloontonium and get power

-Rework of batteries and energy weapon power usage
-> No more free energy - use solar panels, fossil fuels and nuclear power for your weapons
-> More batteries - solar and monster

-Data output for BIC

-More data displays
-> Display a single digit on the actual block's texture based on number input
-> Display a light or dark square on the actual block's texture based on logic input

-Wireless Data Transmitter/Receiver
-> Send data over large distances instantly

-Bloon rubber block texture update
-> Actually a revert to an old, unreleased version

-Press with new recipes and items
-> Plates, bullets and more!

-Recycler to get some materials back from some blocks and items

-Assembler with loads of recipes and modular multiblock - will be WIP for a bit
-> Big 3x3x3 with many block types to process different recipes
-> Some crafting moved from crafting table to this and the press

-New bladed sword with a 3-hit combo

-Rebalanced Chromatic bladed swords

-Some powered utility stuff
-> Shield projector to protect you with energy
-> Overdrive core to make you run, swim and attack faster
-> Flight engine - it's like a jetpack, but e n e r g y

-Removed old Bloon Start, Track and End crafting recipes

-Removed some random placeholder items
-> This is due to MCreator needing to make a ranged item for every projectile, but in the more recent versions, that's gone.

-New Bloon Lead and Bloon Gold armour
-> The mod needed more defensive stuff
-> Bloon Gold needs a smithing template found in Lead Bloon loot

-Changed model of spawn bloons and most ranged weapons from bow model to item model

-Snipers with 8 bullet types
-> Bullets made in press

-Shotgun with 4 shell types
-> Pellets ignore I-frames
-> Merged Dart and Tack Shotgun
-> oh, and knockback

-Rocket Launcher with 7 missile types
-> Nuclear missiles with special explosions

-Reworked Blade Gun to use the new ammo system

-Texture changes for batteries and some metal items
-> Tubes (Gun Barrels)
-> Supports

-Gun barrels renamed to Tubes

-Data outputs have a different texture to inputs

-Pellet form for metals

-Missile rework and crafting

-Auroradium (Green material) now has a multi-step processing recipe

-Introducing: the Chromatic Compounds:

  • Auroradium

  • Fusion Alloy

  • Doomsteel

  • Some items have hazards
    -> High Temperature, Corrosive, Blinding, Explosive, Fragile

-New endgame weapon, The Annihilator, and antimatter ammo

-Moved gamerules MultiLayer Bloons, Static Road Spikes, Experimental Damage and Experimental Tracks into forge config
-> Also added some extra config

-Spellcaster Ray to cast magic spells
-> Takes Liquefied Enchantment and either Lava or Solaris.

-New Railgun weapon
-> Uses iron ingots and energy to deal extreme damage with pierce, and ridiculous recoil.

-Hold shift on a weapon's tooltip to see ammo types and damage numbers

  • Iron and Lead Mini Chests
    -> Literally no difference except blast resistance and heat conduction.
    -> Iron chest can hold high-temp items, but conducts the heat.
    -> What, did you expect a different material to magically grant more space?

-Locks and keys
-> Stop interactions with certain blocks unless the right key is used
-> Have 5 pins, each being between 0 and 9 inclusive
-> Pins are set in the Locksmithing Table
-> Locks can be picked with Iron Pins or an Automatic Lock Picker
-> Each lock has a different chance to pick
-> Autopickers pick with a higher chance

-Forge fluid ids and blocks for all liquids

-New purple ore in the end

-Radar that actually works as a radar