
Cyberware: Reforged
Unofficial 1.20.1 port of Cyberware by Flaxbeard and Robotic Parts by An_Sar
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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.
Файлы
cyber_ware_port-1.5-hf5.jar(865.13 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.5-hf5
Загрузчики
Forge
Версии игры
1.20.1
Загрузок
371
Дата публикации
31.01.2026
