createarms-1.0.0.jar
Curse Maven Snippet
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.PORTALwas 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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

