promotional bannermobile promotional banner

Fallout: Power armor

Mod that adds power armor

File Details

power_armor-1.12.2-1.0.8

  • B
  • Jan 7, 2025
  • 14.83 MB
  • 4.8K
  • 1.12.2
  • Forge

File Name

power_armor-1.12.2-1.0.8.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:fallout-power-armor-1131896:6063912")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

  • Fixed an issue where the activation sound of the power armor played when attempting to enter the exoskeleton, but the armor itself did not equip due to the player's armor slots being occupied.

  • Fixed an issue where exiting the armor resulted in a blank exoskeleton appearing instead of a block of any power armor type for about 250 ms.

  • Fixed an issue where, upon exiting power armor, there was an unknown likelihood of the player receiving a duplicate armor item.

  • Improved the logic for processing walking and jetpack sounds for all types of power armor, enhancing optimization and code readability.

  • Fixed an issue where the character continued to fly upwards on the jetpack (by itself) after re-entering the world following an exit during flight on the jetpack.

  • Improved the logic for collecting the exoskeleton (now there is no delay).

  • Power armor now protects against caustic vapors, radiation, etc., from HBM NTM extended edition.

  • The NBT tag "capacity" for power armor has been changed to "Energy" for the support of a unified template.

  • Now the change in the model of broken armor parts occurs by altering the block properties (blockstate).

  • The LightOpacity of the exoskeleton has been changed from 0 to 2.

  • Reduced the energy requirement for power armor (80 million -> 40 million).

  • Changed the darkening overlay screen when wearing armor.

  • Added cracks on the screen; the more damaged the armor, the more cracks appear.

  • Tag assignments for power armor now occur in the addInformation method (during initialization) instead of the onUpdate method (which triggers every tick), resulting in improved optimization.

  • Now, if the power armor is severely damaged (the average sum of all armor elements ≤ 10% of the total maximum durability of all armor pieces).

  • Other changes that I may have forgotten to mention...