File Details
cyber_ware_port-1.5-hf5.jar
- R
- Jan 31, 2026
- 865.13 KB
- 702
- 1.20.1
- Forge
File Name
cyber_ware_port-1.5-hf5.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Changelog - Version 1.5-hf5
Major Bug Fixes and Improvements:
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Surgery & Exploits:
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Fixed a major surgery exploit where players could bypass installation limits (maxInstall) by manipulating "ghost" items and cancelling surgery queues.
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Installation limits are now strictly enforced both during item placement and surgery execution.
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Attribute & Performance Fixes:
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Resolved the "Sticky Attributes" bug: Fixed an issue where attribute modifiers (Health, Speed, Attack Damage, etc.) would remain on the player even after the corresponding cyberware was removed.
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Fixed a "Modifier already applied" crash: Resolved a critical crash occurring during player ticks when recalculating cyberware capacity.
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Balance & Logic Adjustments:
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Limb Exclusivity: Fixed logic where stackable implants (like Myomer Muscles) were being incorrectly removed due to body part exclusivity.
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Compressed Oxygen Implant: Adjusted oxygen refill rates to prevent "infinite air" with only a single implant. It now scales properly with the number of implants installed.
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Retractable Claws: Fixed damage bonuses not scaling with stack count.
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Hyperoxygenation Boost: Fixed the "flickering" speed effect and enabled proper speed level scaling based on stack count.
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Threat Matrix: Fixed the dodging logic to only trigger on physical/projectile attacks (no longer "dodges" fall, fire, or poison damage).
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Deployable Wheels: Adjusted step-height values to ensure Salvaged versions still allow stepping over 1-block heights.
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Citrate Enhancement: Fully implemented the missing fall damage reduction logic.
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HUD & UI:
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HUD Logic: Fixed the battery/energy HUD appearing with only a Cyber Eye installed. A HUDjack is now correctly required for internal status displays.
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Fixed an issue in the Cyberware Workbench where items could not be extracted manually if they were part of a valid recipe.
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World & Spawning:
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Blueprint Consumption: Added a new config option to toggle whether Blueprints are consumed upon use in the Workbench (Default: False).
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Radar Beacon / Cranial Broadcaster: Revamped the logic for these items. They now correctly boost the spawn rate of cybernetic mobs in the surrounding area instead of attempting to "summon" them directly.
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New Config Options:
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consumeBlueprints: (Boolean) Set to true if you want Blueprints to be consumed after crafting.