### **Changelog - Version 1.5-hf5**
**Major Bug Fixes and Improvements:**
* **Surgery & Exploits:**
* **Fixed a major surgery exploit** where players could bypass installation limits (maxInstall) by manipulating "ghost" items and cancelling surgery queues.
* Installation limits are now strictly enforced both during item placement and surgery execution.
* **Attribute & Performance Fixes:**
* **Resolved the "Sticky Attributes" bug:** Fixed an issue where attribute modifiers (Health, Speed, Attack Damage, etc.) would remain on the player even after the corresponding cyberware was removed.
* **Fixed a "Modifier already applied" crash:** Resolved a critical crash occurring during player ticks when recalculating cyberware capacity.
* **Balance & Logic Adjustments:**
* **Limb Exclusivity:** Fixed logic where stackable implants (like Myomer Muscles) were being incorrectly removed due to body part exclusivity.
* **Compressed Oxygen Implant:** Adjusted oxygen refill rates to prevent "infinite air" with only a single implant. It now scales properly with the number of implants installed.
* **Retractable Claws:** Fixed damage bonuses not scaling with stack count.
* **Hyperoxygenation Boost:** Fixed the "flickering" speed effect and enabled proper speed level scaling based on stack count.
* **Threat Matrix:** Fixed the dodging logic to only trigger on physical/projectile attacks (no longer "dodges" fall, fire, or poison damage).
* **Deployable Wheels:** Adjusted step-height values to ensure Salvaged versions still allow stepping over 1-block heights.
* **Citrate Enhancement:** Fully implemented the missing fall damage reduction logic.
* **HUD & UI:**
* **HUD Logic:** Fixed the battery/energy HUD appearing with only a Cyber Eye installed. A **HUDjack** is now correctly required for internal status displays.
* Fixed an issue in the **Cyberware Workbench** where items could not be extracted manually if they were part of a valid recipe.
* **World & Spawning:**
* **Blueprint Consumption:** Added a new config option to toggle whether Blueprints are consumed upon use in the Workbench (Default: False).
* **Radar Beacon / Cranial Broadcaster:** Revamped the logic for these items. They now correctly boost the spawn rate of cybernetic mobs in the surrounding area instead of attempting to "summon" them directly.
**New Config Options:**
* `consumeBlueprints`: (Boolean) Set to true if you want Blueprints to be consumed after crafting.
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" }