CBCmoreshells-1.2.1.jar
Curse Maven Snippet
What's new
## [1.2.1] - 2026-07-20 — The Missile Update 🚀

A complete overhaul of the rocket system: real exhaust plumes, proper missile audio, coordinate-guided warheads, uniform missile bodies, and a full visual pass matching the Create Big Cannons art style. Rockets finally look, sound, and fly like missiles.
### New Blocks & Items
- **Rocket Fuselage** — a propellant block (works like a powder charge, strength 2.5) with a uniform missile-body skin: CBC steel with cylindrical shading, panel seams, rivets and a copper roll band. Stack 1-3 between the launchpad and the shell to build clean, uniform missiles. Also usable as cannon propellant.
- **Steel Nose Cone** — an aerodynamic warhead cap for the top of the rocket stack. Slender 7-step ogive, taller than a block, copper-tipped in the CBC shell palette. Purely cosmetic — but your missiles deserve it.
- **Guided Nose Cone** — the smart version: program target coordinates into it and the rocket steers itself. Vertical ascent, tip-over, terminal dive onto the target. Dark radome tip, copper guidance band, status lights.
- **Target Designator** — handheld targeting tool. Sneak+click any block to record its coordinates, click a Guided Nose Cone to program the target, clear with a click in the air. Shows the stored target in its tooltip.
### Rocket Launchpad — complete redesign
- The launchpad **is now the rocket's tail section**: a 10px steel column exactly matching the fuselage silhouette and shading, with a yellow/red hazard band at the base, an engine nozzle underneath, and four swept tail fins that flare out past the block bounds. Stacked under fuselages it reads as one continuous missile.
- **Look-angle placement**: the pad now orients from your aim direction (like a piston) — look at the ground to place it upright, aim at the horizon for a horizontal launcher. Sneak to invert.
### Visuals — exhaust & particles
- **Real smoke trail**: custom `rocket_trail` and `rocket_flame` sprite particles (hand-generated sheets), spawned client-side and interpolated along the travelled segment each tick — the trail stays continuous at any speed.
- **Dispersing exhaust cone**: smoke is ejected backwards inside a wide 24° cone (slow, long-lived, billowing), the flame core inside a tight 9° jet — a proper rocket plume instead of a particle line.
- **Ignition burst** on the first ticks of the burn, plus a **radial ground wash** rolling away from the pad at lift-off.
- Burnt-out rockets leave a thin coasting smoke thread until impact.
### Audio
- 15 new sounds: rocket launch, engine, ordnance whistle, and 4 explosion families with 3 random variants each.
- **True looping engine roar**: a client-attached sound instance follows the rocket in flight and fades out at burnout — not a repeated one-shot.
- **Layered impact audio**: sharp close blast + a long-range rumble audible up to 512 blocks away.
- Bomb-whistle during unpowered terminal descent. Launch roar on both launchpad and cannon firings.
### Texture & model pass (CBC art coherence)
- All rocket parts now use the exact Create Big Cannons colour ramps (sampled from the CBC textures): cool steel `(61,67,76) → (136,145,153)` and shell copper `(153,16,4) → (219,160,100)`.
- Fuselage sides use the same **edge-to-centre cylindrical shading** as CBC cannon barrels, with the copper band curving around the body.
- Nose cone skins are 16×32 at 1:1 pixel density — no stretched texels on the tall ogive.
- Fixed squashed fin textures and incoherent top-down views on the cones (explicit per-face UVs everywhere).
### Tooltips
- **Assembly diagram** on every rocket part (hold Shift): the full stack shown top-to-bottom with coloured squares — nose cone, payload shell, fuselages, launchpad — and a marker highlighting the part you're holding.
- Target Designator shows a 3-step usage guide.
- Restyled the "Hold [Shift] for details" hint across all items: gold chevron and highlighted key instead of the old dark grey line.
### Fixed
- **Shell Holder rocket payloads released empty**: the holder's loaded shells live in its BlockEntity, destroyed at launch — timed/delayed fuzes made the rocket vanish without deploying anything. The contents now ride on the rocket (and survive chunk reloads) and are restored to the released projectile, for both launchpad and cannon firings.
- **Fuze model invisible on placed Shell Holders**: the fuze renderer (and its Flywheel visual) was only registered for the standard shell BlockEntity type, not the holder's own type.
- **Rockets fired from Aeronautics/Sable structures ignored the cannon angle** (flew straight up or wherever): on physics objects CBC applies the muzzle velocity a tick or more late, and the rocket both captured gravity drift as its heading and burned along the wrong fallback direction in the meantime. Thrust now waits for a genuinely ballistic velocity before lighting, and the launchpad path captures the structure-transformed world direction too.
- **Rocket smoke moved fully client-side** — no more server-broadcast particle spam on every flight tick.
### Performance
- **Nuclear Shell Mk.I/Mk.II mushroom cloud, H-Bomb and Mini H-Bomb domes: particle density quartered.** The full-density clouds could hard-freeze clients (thousands of large long-lived translucent quads alive at once). The silhouettes remain intact at a playable framerate.
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