Open Modular Turrets 4.0.0-beta.5+1.20.1
Curse Maven Snippet
What's new
Added
- Turret API for other mods: they can add turrets (with their own weapons, ammo, models and config entries under
turrets.addon_turrets) through theopenmodularturretsentrypoint, seedocs/turret-api.md - Turret API: custom turret logic. Self-targeting weapons find their own targets instead of using the base's, projectile and ray weapons can run code when they hit an entity, and
OMTApi.canDamage/OMTApi.hurtapply the base's trust and damage rules - The crank plays its windup sound when it charges a tier 1 base
- Turret tooltips (with shift): what the turret does, the base tier it needs, its ammo and its energy per shot
- Energy Multiplier Upgrade for the Generator (up to 4 in its new upgrade slot): each doubles energy production and fuel use; the energy per fuel item stays the same
- Upgrade tooltips show which machine the upgrade fits into (turret base or generator)
Changed
- German translation completed (missing turret names, death messages, trust list messages and tooltips)
- English (UK) translation completed (73 entries were missing and showed the American text); fixed its broken Turret Limit label
- The Relativistic Turret is now called Slowing Turret in all languages
- The Slowing Turret's sound event is renamed from
openmodularturrets:relativistictoopenmodularturrets:slowing(resource packs replacing it need the new name) - The Rail Gun Turret ignores Scatter Shot upgrades (no extra rays, ammo, energy or scatter); with them, it dealt a multiple of its damage, since it barely scatters and every ray hit. Its tooltip and the upgrade's details say so
- The Generator has 9 fuel slots instead of 1, so it runs much longer without refuelling
- Generator: energy storage raised from 50,000 to 1,000,000 RF and output limit from 200 to 65,536 RF/t; existing config files still on the old defaults are updated, other values stay
Fixed
- The Melee, Slowing and Teleporter Turrets no longer use more energy with Scatter Shot upgrades installed; they act once per shot, so the upgrades only multiplied their energy use. Their tooltips and the upgrade's details say so now.
- The
turretBreakableconfig option did nothing; turrets can now be broken with a pickaxe when it is enabled - Turret projectiles that flew into a chunk without entity ticking froze there; they remove themselves now, as in 1.12.2
- On the very first start (no config file yet), the disposable ammo list and the entity black and force lists were ignored until the next restart
- The Redstone Reactor addon now burns a redstone block or dust when its energy fits the free storage exactly; before, it needed more room than that
- 1.20.1 on Forge (Sinytra Connector): opening a turret base, generator or camo menu no longer crashes with an AbstractMethodError