CBCmoreshells-1.2.2.jar
Curse Maven Snippet
What's new
# Changelog
## [1.2.2] - 2026-07-20 — The Missile Mount 🎯
Aim your missiles. A new Create-powered launch platform turns the rocket stack into a fully orientable weapon system — plus smarter block placement and a batch of aiming/compat fixes.
### New Block — Missile Mount
- **Missile Mount** — a launch platform derived from CBC's cannon mount, rebound to rocket stacks. Build the rocket **2 blocks above the mount** (the block in between stays free for the rotating platform):
- `Fuselage / Powder Charge ×1-3` → `Shell` → `optional Nose Cone`, with an **optional Rocket Launchpad at the tail** for its fin silhouette.
- **Vertical or horizontal assembly**: build the stack standing up, or lying along the mount's facing (cruise-ramp style — it rests flat and pitch raises it).
- **Redstone at the back**: assemble / disassemble the stack into a contraption.
- **Create rotation aiming**, exactly like CBC cannon mounts: side shafts control **pitch**, the bottom shaft controls **yaw**, with free aiming down to the horizon on either side (±90°). Compatible with sequenced gearshifts and all Create rotation control.
- **Redstone at the front**: launch! The whole stack converts into a rocket flying along the mount's current aim — fuze, tracer, Shell Holder contents and Guided Nose Cone target all carry over — then the mount folds back to idle.
- Works **mounted on Create Aeronautics / Sable structures**: the rocket aligns its thrust on its real world-space velocity, so firing from a moving or rotated craft keeps the aim true.
- Clear assembly errors (shown through Create goggles): missing stack, too much propellant.
- Crafted from a CBC Cannon Mount + Rocket Fuselage + Redstone.
### Quality of life
- **Look-angle placement for Fuselages and Powder Charges**: aim at the horizon to lay the block flat in that direction (perfect for horizontal missile builds), look down onto the stack to keep building vertically — instead of the log-like clicked-face axis.
- **Missile Mount schematic tooltip** (hold Shift): the full setup drawn with coloured squares — stack layout, the block to keep free, and colour-coded controls (assemble / aim / launch).
### Fixed
- **Crash on launch with 1.2.1 + Missile Mount dev builds**: the Create contraption-type registration ran at mod construction, when Create's registry is already frozen (`Registry is already frozen`). It now registers during the proper registration phase, like CBC does.
- **Assembled stack rotated 90° and ignored the mount's facing**: vertical directions have no horizontal angle (`Direction.UP.toYRot()` = 270°), which desynced the contraption's rest yaw from the entity's initial yaw. Both now anchor on the mount's horizontal facing — the stack assembles exactly as built, and the mount's facing defines the pitch axis.
- **Missiles fired from a Missile Mount on an Aeronautics structure flew off course** (straightened up or veered): the aim vector was computed in the structure's frame and baked into the thrust direction. The mount now uses the same deferred thrust-capture as cannon firings — the motor aligns on the rocket's actual world-space velocity on its first tick.
- Mount contraption data (propellant count, stack axis) is now saved with the world — an assembled missile no longer loses its thrust configuration across a reload.
- The Missile Mount always places upright and can no longer be wrenched upside-down.
## [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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