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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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26 lines
1.5 KiB
Plaintext
26 lines
1.5 KiB
Plaintext
## Added
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* Infinite ammo bag
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* Identical to the regular ammo bag, but ammo is never depleted
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* 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
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* Obviously creative-only
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## Changed
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* Nerfed AP and DU round damage multiplier
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* Effective damage is still much higher than on gunmetal ammo due to the armor piercing effect
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* Increased flamethrower turret detection range from 32 to 48 blocks
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* Flamethrower turrets and chemthrower now use the green fire effect when using balefire fuel
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* Flamethrower turret projectile damage is now capped to 20
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* Balefire fuel should no longer instantly vaporize bosses
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* Tobacco and Hemp plants are now biome tinted and are no longer radioactive green
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* Most chemthrower ammo types with variable damage output are now capped to 15 damage per shot (that is still a ton)
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* Chemthrower combustible liquids now use SEDNA type fire particles
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* Halved recoil on the zebra rifle
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* The laser pistols now make a click when dry firing
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## Fixed
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* Fixed a potential crash caused by cargo dropships landing on cargo docks with no satellite chip installed
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* Fixed potential crash related to hazard handling for dropped items
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* Fixed errors thrown when loading in old system bullet entities
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* Fixed dupe regarding breaking transport drones
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* Fixed 12 gauge flechette DT negation not being the intended value
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* Fixed carbine mistakenly showing a round being chambered even after firing the last loaded round |