2025-05-01 21:45:46 +02:00

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## 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
## 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