File Details
hyperionshipdis-1.2.jar
- R
- May 26, 2026
- 2.54 MB
- 41
- 1.12.2
- Forge
File Name
hyperionshipdis-1.2.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
Command Split
- Added new
/disasterscommand covering all natural disaster systems:ash,quake,acidrain,lightning,rockfall,toxic,solarflare,geyser,volcano,meteorite,dune /hyperiondisnow covers only spaceship/tech systems:add/list/remove(steam/sparks/shake/cryo),vacleak,vent,seal,nonseal,shield,fog,sublimation,testfog,reload- Both commands registered simultaneously; full tab-completion on both
Rockfall Overhaul
- Fixed core bug: attempts scaled from
shake(max 0.17) instead ofmagnitude— at M9.9 only 1 attempt was made with an 88% skip chance; now scales to ~8 attempts with no probability gate - Replaced ±10 block horizontal offset (frequently landing inside cave walls) with ±4 blocks; first attempt always scans directly above the player (guaranteed cave space)
- Added
canSeeSky()guard: surface terrain blocks are never dislodged - Added
isAirBlock(below)confirmation before treating a solid block as a cave ceiling - Block-tier filter: dirt/gravel/sand/grass (M3+), logs/planks (M4+), vanilla stone (M5+), modded blocks (M6+)
Bug Fixes
- Toxic burst: effects were applied one extra tick after the burst's visual had ended (off-by-one on
ticksRemaining % 20) - Quake stacking: multiple simultaneous earthquakes could accumulate in the same dimension; new quakes are now skipped if one is already active
- ConcurrentModificationException risk:
HazardRegistry,ToxicRegistry, andSolarFlareRegistryiteration now uses defensive copies (new ArrayList<>(registry.getAll())) - Removed duplicate
meteoritesubcommand from/hyperiondis(already present in/disasters)
Dune Wind Sound
- Registered new
SoundEvent:hyperionshipdis:dune_wind(category: ambient, streamed) - Added
DuneSound— aMovingSoundthat loops for the duration of a dust storm, follows the player, and smoothly scales volume withintensity × shelterFactor(quieter indoors, silent inside sealed buildings) - Sound fades out gracefully when the storm ends; self-terminates via
isDonePlaying()