## Added * Infinite ammo bag * Identical to the regular ammo bag, but ammo is never depleted * Provides 9,999 units of ammo for the purposes of reloading/belts, meaning that even a single bullet in the bag allows a full reload * Obviously creative-only ## Changed * Nerfed AP and DU round damage multiplier * Effective damage is still much higher than on gunmetal ammo due to the armor piercing effect * Increased flamethrower turret detection range from 32 to 48 blocks * Flamethrower turrets and chemthrower now use the green fire effect when using balefire fuel * Flamethrower turret projectile damage is now capped to 20 * Balefire fuel should no longer instantly vaporize bosses * Tobacco and Hemp plants are now biome tinted and are no longer radioactive green * Most chemthrower ammo types with variable damage output are now capped to 15 damage per shot (that is still a ton) * Chemthrower combustible liquids now use SEDNA type fire particles * Halved recoil on the zebra rifle * The laser pistols now make a click when dry firing * Solid fuel in the rotary furnace no longer ticks down if no recipe is actually being done * Pneumatic tube round robin will now progress even if a destination is not accessible, preventing cases where the tubes are stuck if one of the containers has run full * Tesla cannons now accept low-wavelength capacitors * The resulting beam is non-penetrating and 20% less powerful than standard capacitor beams * In addition to the splash damage, the beam will split and fire smaller beams at any living entity in a 20 block radius, with half damage * Sub-beams do not cause splash damage * Sub-beams will strike the initially hit entity again, meaning that the more sub-beams there are, the more powerful the initial strike ends up being * Renamed the default capacitor ammo to "capacitor (standard)" to avoid confusion ## Fixed * Fixed a potential crash caused by cargo dropships landing on cargo docks with no satellite chip installed * Fixed potential crash related to hazard handling for dropped items * Fixed errors thrown when loading in old system bullet entities * Fixed dupe regarding breaking transport drones * Fixed 12 gauge flechette DT negation not being the intended value * Fixed carbine mistakenly showing a round being chambered even after firing the last loaded round