Glacier-1.16.5-0.1.7.jar
Curse Maven Snippet
What's new
GLACIER CHANGELOG, BIIIIIIG UPDATE
V0.1.7 “Ar-ray Of Elements” - RELEASED
- Added Lowered Laser Catcher variant. ✅
- Added dedicated Reflection Glass and its dyed variants, for those who don’t want to/don’t know how to use datapacks(full block and panes). ✅
- Added Reflection Gel. Bounces lasers off and can be coated over cubes and players. ✅
- Has support for Gel Dropper from Portalmod: Additions. ✅
- Added Schrödingers Cube. Wirelessly transmits laser with dedicated linking system, multiple Same-ID linking support, laser chaining and more. ✅
- Added Dyed Laser Emitters, Dyed Laser Catchers and Dyed Laser Relays, works the same way as Dyed Fizzlers and Dyed Cubes. ✅
- Added Glass Cube(w/ Dyed Variants). Laser passes through, fragile and breaks on high speed impacts unless it hits a soft surface. ✅
- In conjunction, added a new block tag dedicated to Glass Cube: “glass_cube_soft_surface”, if the glass cube hits a block with this tag, the cube will not shatter(default blocks are wools of all types, hay block and Repulsion Gel) ✅
- Added Wire Mesh Cube and Dirty Wire Mesh Cube. Laser passes through, a sturdier version of Glass Cube ✅
- Added Reflective Cube. Bounces lasers off when directed onto, shatters on impact. ✅
- Added Thermal Hyperfluid Emitter and Catcher. Hyperfluid Laser has gravity after a few blocks and goes down slightly until hitting the ground. ✅
- Added Thermal Hyperfluid Redirection Cube, Hyperfluid Redirection Cube resets the downwards force and redirects the Hyperfluid Laser. ✅
- Added the Remodeled Incendiary Turret. ✅
- Added Grind Turret Icon. ✅
- Force-Fixed Portalmod Cube Dropping being wonky, can be toggled off through config. ✅
- Fixed Antline connectivity being weird with both full-block and wall variants of the Laser Emitter
- Added Turret Voicelines. ✅
- Fixed MANY bugs with the Copy-Cube and its inconsistencies. ✅
- Added Laser and Ice Cube Interaction. Laser fizzles Ice Cubes on contact. ✅
- Added Laser and Turret Interaction. Turrets hit with a laser will be ignited and blown up, permanently decommissioning them. ✅
- Added Battery Cube. Stores charge and fizzles when it runs out of charge. Recharges at dedicated Recharge Station ✅
- Fixed doLaserDamage false gamerule also unaffecting other entities such as Turrets ✅
- Updated the Redirection Cube texture ✅
- Fix Linkage Indicators affecting adjacent fizzles that are in front/behind each other. ✅
- Add a Gamerule option for allowing cube damage. ✅
- Add Dark Fizzler Emitter. ✅
- Fixed the Mortality Sensitive Sensor saying “Morality” when using it on a Combination Fizzler ✅
- Fixed certain connection angles not working with Mortality Sensitive Sensor ✅
- Add Light Disruption Field Emitter. Blocks lasers, light bridges and concentrated light but allows everything else through. ✅
- Add Refractive Smokescreen Field Emitter. Bounces off lasers and concentrated light, but allows everything else through. ✅
- Fixed the Mortality Sensitive Sensor not disabling itself if its own emitter is placed inside the field. ✅
- Add Orbit Cube. Items and Cubes in the radius of the Orbit Cube begin to orbit around it. Floats half a block off the ground and also has no gravity. Orbiting cubes can be stood on and traveled along the path. ✅
- Add a tag system for all interactable objects using following nametags ✅: “disable”: makes the entity physically disabled and float with no gravity. “ungrabable”: similar to disable, but retains gravity and interactions with other special elements. ”collision”: toggles off the collision of the entity, being able to phase through the player and other entities. “enable”: makes the entity return to its original state.
- FUCKING REWORKED THE MORTALITY SENSITIVE SENSOR TO BE SO MUCH BETTER LIKE HOLY SHIT, IT BROKE ITSELF: THE CHRISTMAS PILOT. ✅
- Fixed many countless bugs that couldn’t be listed here, added many small QOL features, as well as finally fixed multiplayer support. Please report any bugs you find! Thank you! ✅
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