create-icbm-1.21.1-1.0.5.jar
Curse Maven Snippet
What's new
Create: ICBM 1.0.5
For Minecraft 1.21.1, NeoForge 21.1.219 or newer, and Create 6.0.10 or newer.
New
- Friend or foe. Missiles remember the radio channel of the Launch Controller or Cruise Turret that fired them. Radars on that channel don't report them, and Surface to Air Missiles fired from that channel don't chase them.
- Early warning. Long-range missiles cross the map out of sight and drop in right above their target. Radars now warn their Cruise Turrets up to 15 seconds before such a missile comes down inside the detection range, so the turrets are already aimed when it appears.
- Cruise Turret firing delay. The turret's screen has a firing delay field like the Launch Pad: ticks it waits once aimed and charged before it fires (20 ticks a second). It counts for radar, redstone, Launch Controller and Launch button orders.
- Turrets share out radar alerts. A Cruise Turret that takes an incoming missile reserves it, so the other turrets on the channel pick different missiles instead of all firing at the same one. The reservation holds while the turret aims and for about a second after launch, while its SAM locks on. Turrets with a firing delay ignore reservations, so timed salvos still fire.
- Cruise Turret launch cooldown. After each launch a turret waits 20 ticks (1 second) before it fires or answers a radar alert again. An order that arrives during the cooldown is queued and fires when it ends. Two SAMs fit well inside the radar's 15 second warning, so 8 turrets loaded with 2 SAMs each can answer 16 incoming missiles. The cooldown runs alongside the wind-up, and the slower of the two sets the pace. A refused launch does not start it.
- Ponder scenes updated. The launch scene now covers the pad's lock height and firing delay and every way to fire a Launch Controller. The turret scene covers its firing delay and which radio orders it takes. The radar scene covers friend or foe, turret alerts and the Advanced Radar's counter-strike.
Changed
- Only the Advanced Radar sends launch pads. It sends Launch Controllers on its channel to strike the launch site of an incoming missile. A plain Radar Station only calls Cruise Turrets, and Launch Controllers no longer fire their pads at a missile in the sky.
- The Advanced Radar now also calls Cruise Turrets on its channel to shoot down incoming missiles. Turrets ignore counter-strike orders and keep their missile for air defence.
- Radars can be read with the Remote Detonator and Laser Designator to copy their channel.
- Cruise Turrets answer radars only. The Remote Detonator and Laser Designator no longer fire them; they fire Launch Controllers and wired crates.
- Cruise Turrets only answer air defence alerts while they hold a Surface to Air Missile. Turrets without a firing delay don't fire another SAM at a missile that SAMs already in the air will bring down (one SAM for tier 1 to 3, two for tier 4).
- Timed SAM salvos. Turrets with a firing delay always answer a radar alert and fire when their delay runs out, even if the missile is already covered or gone, so a row of turrets with stepped delays (0, 10, 20, 30...) fires in sequence. A SAM without its target hunts any other missile nearby.
- Missile waves are spread over the turrets. Radars name each incoming missile in turn instead of only the closest one, and a turret queued for one missile ignores reports about the others until it has fired.
- Lock height is limited to 0 to 256 blocks, and a negative firing delay counts as none.
- Removed leftover debug messages when right-clicking launch blocks with a stone axe, and unused old code.
Fixed
- Turrets wasted Surface to Air Missiles. The radar repeats its alert every 2 seconds, so a turret fed by a hopper fired a new SAM at a missile that was already being chased, and every SAM left without a target turned towards the world origin until its fuel ran out. Turrets now hold fire while the missile is covered and drop a queued SAM when its target is gone. A SAM that loses its target looks for another missile nearby, or blows up harmlessly in the air after about a second.
- Lock height didn't stick. A value typed into a machine screen (lock height, firing delay, target, ranges) was only set when you clicked somewhere else in the screen. Pressing Enter did nothing and closing the screen threw the value away, so missiles kept climbing to the old lock height. Enter and closing the screen now set it too.
- Radar Ponder scene. It said right-clicking with Redstone switches the radar's redstone output on. The output is on from the start, and Redstone toggles it.
- See-through gaps between machines. Machines placed next to each other could hide each other's sides and leave gaps showing the sky, worst with culling or connected-texture mods. No Create: ICBM block hides a neighbour's face any more, and none of their faces is hidden by a neighbour.
- Black faces and flicker on blocks. Explosive crates and Launch Controllers drew the parts that stick out of the block (straps, plates, antenna) black, and the straps of two crates placed side by side flickered into each other. Both blocks now let light in like the other machines, and the crate strap no longer overlaps its neighbour.
- Turrets fired too late. A radar reported a newly seen missile only after a leftover delay of up to 2 seconds, and missiles falling from the sky landed before the turrets fired. A new missile is now reported at once, and again every 2 seconds while it is still coming.
- Far launch sites now answer the radio. Radio only reaches machines in loaded chunks, so a launch site, Cruise Turret or radar far from every player ignored the Laser Designator, Remote Detonator, radars and counter-strikes. Launch Controllers (with their Launch Pads) and Cruise Turrets on a radio channel that hold a missile, radars on a radio channel, and crates wired to a Remote Detonator now keep their chunks loaded and ticking with saved chunk tickets, like a chunk loader. This also works after a restart, before any player goes there.
- Long-range missiles reach their target in big modpacks. Some optimization and chunk mods stop entities from ticking far from players, even in chunks that should tick, and missiles hung in the air until a player came close. A missile that stops ticking for 3 seconds is now flown on to its target by the missile tracker, or goes off right there if it stalled above its target.
Configuration
create_icbm-main.toml:keep_radio_machines_loaded(on) andradio_machine_load_radius(1, so 3 by 3 chunks around each machine for the shaft that drives it).create_icbm-launcher.toml:cruise_turret_launch_cooldown(20 ticks, 0 to 1200; 0 turns it off).create_icbm-missile.toml:stall_rescue(on) andstall_rescue_ticks(60).create_icbm-radar.toml:sam_delayis now the delay before the same missile is reported again; a new missile is reported at once.
Notes
- Machines without a radio channel, and launchers without a missile, load nothing. A machine drops its chunk tickets when it is broken, emptied or its channel is cleared.
- Missiles fired before this update have no channel and count as hostile.
- Chunk loading, radio and missile tracking work the same in singleplayer, LAN and on dedicated servers. In singleplayer nothing runs while the game is paused (Esc menu), as in vanilla; a world opened to LAN keeps running.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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