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Sable Long Range Warfare

A massive expansion for Create / Sable featuring advanced modern weaponry. Includes chunk-loaded missiles, 5000m BVR targeting, IFF systems, top-attack & sea-skimming guidance, and high-speed missile combat designed for realistic modern warfare.
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createarms-1.0.0.jar

File namecreatearms-1.0.0.jar
Uploader
defpwoqdefpwoq
Uploaded
Aug 17, 2026
Downloads
1.0K
Size
2.6 MB
Mod Loaders
NeoForge
File ID
8667115
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sable-long-range-warfare-1580529:8667115"

Learn more about Curse Maven

What's new

Full visual effects overhaul

  • Implemented MTS-compliant explosion presets. Explosion visuals are now separated into presets for each ammunition type, with multiple layers—flash, fireball, shockwave, smoke, debris, and scorch marks—appearing with different timings.
  • Separated explosion scale into ExplosionTier. The block-destruction radius (explosionPower, which is based on game balance) does not necessarily correspond to the visual scale of an explosion (which is based on the real-world warhead), so these values are now handled separately. For example, the AGM-114K has an in-game power of 32, but its real warhead is a 9 kg shaped charge, so its visual explosion is scaled more like an air-to-air missile.
  • Added particles such as mushroom clouds, ground rings, flashes, spark bursts, scorch marks, water surface rings, and cartridge smoke.
  • Organized particle rendering types into three categories: ground-attached quads, upright quads, and tumbling quads.

Thermal Vision

  • Implemented thermal imaging. Thermal visuals are rendered as white-hot imagery through Veil's shader preprocessor, with a separate mask buffer for entities.
  • The rendering path automatically switches depending on whether Sodium / Iris / Oculus / Embeddium are present.
  • Thermal vision can be toggled from both the targeting pod display and the TV missile camera.

Weapons & Damage Processing

  • Implemented HEAT (High-Explosive Anti-Tank) penetration through ArmorPenetration. Instead of a spherical explosion, the shaped-charge jet creates a 1-block-wide hole along its axis, continuing until the armor has absorbed the jet's energy. It references the armor hardness values from Create: Big Cannons.
  • Fixed ship hull damage from explosions by converting the damage position into the ship's sub-level coordinate system before applying it. Previously, the position was referenced in world coordinates, meaning explosions had no effect on ship hulls. The processing is now distributed across multiple ticks.
  • Changed the contact fuze to use the physics engine's collision callback system. Since the engine provides the exact moment of contact, fast-moving projectiles can no longer pass through between ticks without triggering.

Core

  • Introduced a dedicated ticket type for forced chunk loading (ModTickets). Previously, TicketType.PORTAL was reused, which was incorrect for two reasons.
  • Changed radar display paint types to use a registration-based system (RadarPaintRegistry).
  • Added targeting pod latch memory (PodLatchMemory), so the selected target remains locked even after closing and reopening the MFD.

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