Patch notes/Horizon/1.0.6

I'm trying to get this patch out quickly to be available for the weapon pack. Hopefully I didn't forget anything major.

(NEW) Incinerator (Hand-held Flamethrower Weapon) >> It looks exactly like it's supposed to.. like someone took a bunch of random parts and made a custom weapon - Only available to Demolition Expert rank 1 and above - Uses Flamer Fuel* - Can be crafted in the Weapons Lab - Can be modded, and has receiver upgrades for each rank of Demolition Expert rank 2 to 4 - Is considered a Flamer in terms of receiving bonuses - It has a "Heavy Weapon" icon when being sorted in your inventory - I had to customize a few mesh pieces from vanilla parts to make the attachments fit together - I have plans to add more mod options to this weapon in the future - NOTE: The texture on the fuel cartridge and the barrel/muzzle connection isn't perfect, but it looks good enough when using the weapon (I'll clean it up later)
 * (I was originally going to have fuel cells to better fit the feel of the weapon, but theres's already enough crafted ammo as it is, so using flamer fuel directly is fine)

(NEW) Townhouse >> A large 2x2 custom prefab building that I created - Full connection points - Full navmeshes to allow NPCs to get all the way up to the rooftop (they can even walk between rooftops if they're linked!) - Can be linked together - Located in structures/warehouse/prefabs - As of right now (as a testing phase), it requires no perks.. but I may make this only unlock with Trailblazer later on - TODO: Currently there's no connection points at the rooftop level, but I may add some later

Settlements - (NEW) Robotics Lab: A new smaller version of the lab is available now (you can choose either) - Placing the Tavern prefab may be easier to place now

Crafting - Converting rotten fruit into fertilizer now gives 2 per craft, but requires 8 fruit and 1 bone

Loot - .45-70 and 7.62 ammo can now drop in ammo boxes (level 7+) - Flamer Fuel can now drop in ammo boxes (level 6+) - The chance for getting nuclear material off of plasma crits is drastically reduced (I didn't even know this existed before)

Vendors - (NEW) Ammo packs for Flamer Fuel now exists and is sold on some weapon vendors - Ammo packs for .45-70 and 7.62 will appear more often on Commonwealth weapon vendors now - The price per unit on some ammo packs were reduced - Many ammo packs now give slightly more ammo - The Diamond City weapon vendor should have less of a random chance to stock some ammo packs - DC/GN/AC vendors can now carry Fusion Casings - BOS vendor can carry more base power armor pieces - BOS vendor no longer can carry high tier power armor mods (Reminder: vendors won't have new items until they respawn their stock)

Armor - (NEW) Insulated Weave (MK1 to MK5): Does the opposite of Ballistic weave, granting higher energy/fire/cryo resistance, and low physical resist - Ballistic Weave's description is fixed to describe the balance of the values better (the actual values are unchanged) - Many armor mod descriptions now show numeric values for bonuses (not completely done, but a fair amount is added)

Ammo Framework - (NEW) .50 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle) - (NEW) .308 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle) - (NEW) .45 Incendiary Rounds (available for future usage) - (NEW) .45 Cryo Rounds (available for future usage) - (NEW) Overcharged Fusion Cells (used in the Holorifle) - 5.56 Incendiary Rounds now use a simpler recipe that can make use of existing 5.56 rounds - 10mm Cryo Rounds now use a simpler recipe that can make use of existing 10mm rounds

Weapon Modifications - (NEW) Hunting Rifle: .45-70 Receiver (replaces the "Tuned Receiver") - (NEW) Combat Rifle: 7.62 Receiver (replaces the "Hair Trigger Receiver") - (NEW) Flamer: Concentrated Napalm Tank - Exceptional Damage - Flamer Weapons: Setting enemies on fire now ticks for less damage per second, but weapon base damage can be upgraded higher now - Combat Rifle: The automatic receivers are increased to right under semi (I must have missed a few of these before) - 10mm Pistol: Hardened auto receiver is increased to right under semi - 10mm Pistol: Cryo receiver was dropped down to Gun Nut rank 2, but requires Science rank 2 also - The 10mm unique item sold on vendors no longer comes with a cryo receiver - Light Machine Gun: .50 Receiver has increased damage (and now requires Commando rank 3) - Light Machine Gun: Incendiary Receivers slightly increased in damage - Light Machine Gun: Advanced receiver is now also automatic (since this weapon is supposed to be automatic-based) - Fixed the order that some receivers display when modding weapons - Fixed a bug with Curie's weapon not generating ammo - Fixed a bug with Nick's 2nd weapon not generating ammo

Protectons / Mr Handy - Cryo arm weapons now do Cryo damage - More flamer fuel should drop from robots with flamer arms

Weapon Naming - Added keyword support for all existing ammo types (not all weapons use the keywords though) - Energy weapons should now sort with an Energy weapon icon (including the Gatling Laser) (I'd like the icons to match with the specialization and style of a weapon)

Misc - Tooltip typo fix on water curing effect

Zones - Coast Guard Pier: The items inside the locked security room will no longer respawn - Coast Guard Pier: The ammo box inside the locked security room is now a "Clean Ammo Box" - Boston Police Rationing Site: The loose grenades in the area will no longer respawn - The water fountain at the entrance to Vault 81 is properly removed

Sim Settlements - Farm plots no longer require rotten fruit