## 1.0.1 - Create Warnautics
Create Warnautics 1.0.1, focused on making heavy bombers actually buildable, with more fixes and more support, particularly for Sable, Sodium/Iris and claim protection mods!
NOTE: This update rebalances every explosive recipe against the Create Big Cannons material economy. Existing autocrafters and schematics for bombs and mines will need to be rebuilt!
NOTE: The large bomb uses a new model and a single atlas texture. Resource packs that retextured `large_bomb_side`, `large_bomb_top`, `large_bomb_bottom` or `large_bomb_fin` will no longer apply.
### Added
* Added a server config (`serverconfig/cbc_more_content-server.toml`) covering detonation chaining, blast performance limits and release impulse
* Added a renderer-agnostic detonation flash that draws on every client
* Veil clients keep their point lights and bloom pass; the overlay tops them up instead of replacing them
* Clients with no Veil, and clients running Sodium, Embeddium, Iris or Oculus, now get the flash for the first time
* Added an emissive fireball core built from flame, small flame, lava and soul fire flame particles
* Shader packs light these as real emitters, unlike the dust particles used before
* Added whole-rack release interval editing
* Sneak + right-click now applies the selected interval to every bomb in the contiguous rack and reports how many were set
* Added `detonation.friendlyChainDetonation` to restore pre-1.0.1 chaining for packs that want it (disabled by default)
* Added `detonation.externalChainDetonation` to control cook-off from TNT, shells, fire and lava (enabled by default)
* Added `performance.maxBlocksPerDetonation` to cap how many blocks one detonation may change
* Added `performance.blastFxScale` to scale blast particles and flash packets sent to clients
* Added `performance.releaseImpulse` to scale the release arc, including `0.0` for a pure drop
* [1.21.1] Added `message.cbc_more_content.release_delay_rack` to English and Russian translations
### Changed
* Changed the large bomb model and texture, courtesy of creat560
* Four 16x16 textures replaced by a single 64x64 atlas, cutout render type, and 45-degree X-shaped fins
* Changed small bomb recipe to require a powder charge and four iron plates
* Changed sea bomb recipe to mechanical crafting, now using two high explosive materials
* Changed medium bomb recipe to mechanical crafting, now using three high explosive materials and a powder charge
* Changed large bomb recipe to use five high explosive materials, two powder charges, eight iron plates and a cast iron nose
* Changed small mine recipe to yield one instead of two, now using shot balls and gunpowder
* Changed large mine recipe to use two high explosive materials and cast iron
* Changed the release impulse to follow the bomb's nose exactly plus a small downward bias
* A side rack now throws the bomb out flat and it steepens into a dive, a nose-up rack lobs it, a nose-down rack drops it immediately
* The separate arc and lift impulses, which added height regardless of facing, have been removed
* Changed bomb release to pick the nearest free side when the nose side is walled in, instead of spawning inside the carrier
### Fixed
* Fixed bombs cooking off other bombs, which made multi-bomb aircraft unusable
* The payload guard covered only the crater pass and stopped before `finalizeExplosion`, which is what actually dispatches entity damage and `wasExploded`
* Both flying bombs and bombs still on the rack were therefore free to chain
* Fixed side-mounted bombs being flung upward into the aircraft that released them
* The spawn point was offset strictly along the nose, placing the bomb inside the hull, and collision resolution then pushed it out upward
* Fixed placed bombs scheduling cook-off unconditionally when caught in any explosion
* Fixed bombs digging through protected land
* The Sable explosion path replaces the vanilla explosion outright and never posted `ExplosionEvent.Detonate`, so claim protection never saw the blocks
* Candidate blocks are now filtered through the event before anything is broken
* Fixed unbounded craters flooding clients with block updates, the most likely cause of stalls and out-of-memory crashes during carpet bombing
* Fixed the detonation flash never rendering without Veil
* The flash payload arrived and was tracked client-side, but nothing consumed it
* [Sable] Fixed hull and entity damage on sub-levels re-entering bomb cook-off
* [Sodium] [Iris] Fixed detonations producing no flash and no emissive core
### Removed
* Removed the unused `launchArc` and `launchUp` bomb tier fields
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }