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Bastion Turret

作者:barbarrel5637

Futuristic modular turrets with tiered bases, automatable ammo, FE workstations and fully custom effects.

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介绍

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Bastion Turrets

Futuristic, modular turrets for Forge 1.20.1. Place a base, mount a weapon, feed it ammo and tune it with modules. The muzzle flashes, beams, lightning arcs and explosions were all made for this mod. You won’t find a vanilla particle in there, except the swirls of a potion effect on a mob hit by a tipped or spectral arrow. The Arrow Launcher fires real vanilla arrows, drawn as usual (plain, tipped or spectral); their trails and puffs are ours.

This is a beta. Numbers will move between versions, so back up your world before you update.

Laser Rifle Beam

Weapons

Weapon Base What it does
Gun Turret Standard Precise rifle. Hold a target for a second and the next shot deals x1.5 (another x1.5 on a headshot).
Machine Gun Turret Standard Spins up into a stream of bullets. Builds heat, slows what it hits and overheats if you push it.
Shotgun Turret Standard 8 pellets of 5 damage each, falling off with distance, and heavy knockback.
Sniper Turret Standard Charges behind a laser sight, then sends one heavy round through 2 targets. 64 block range.
Rocket Launcher Turret Standard Leads moving targets. Fires one rocket at a time, or all four tubes at once in Salvo mode. The blast only hurts what the turret is allowed to shoot.
Flamethrower Turret Standard Sets valid targets in a short cone on fire. Burns through Fuel Canisters.
Laser Rifle Turret Standard Charges up and fires one beam through all valid targets in a line. Walls stop it.
Repulsor Standard No damage: after a short charge a wave of force throws everything in front of it, up to 5 blocks out, about 4 blocks back, several mobs at once, so they can’t hug your guns. Too weak for heavy mobs like iron golems, ravagers and wardens. Runs on FE.
Ion Rifle Turret Standard A fast ion bolt. Where it stops, a beam zaps every valid target within 3 blocks for 5 damage, even through thin walls. Runs on FE.
Plasma Repeater Turret Standard Rapid plasma balls you can watch fly; each one splashes the targets around where it lands. Heats up and vents like the Machine Gun. 10 shots per Plasma Cell.
Missile Launcher Turret Large 12 homing missiles. Fire them as they load, or wait for a full salvo spread over everything in range.
Tesla Coil Turret Large Runs on FE instead of ammo. Its lightning hits up to five targets at once.
Railgun Turret Large Anti-boss gun. Each shot takes a Rail Slug and FE: the barrel lights up, crackles, then fires a slug that ignores armor, hits bosses twice as hard and throws mobs around the impact away. Always aims at the biggest target.
Mortar Turret Large Lobs shells over walls at mobs on the ground. Where one lands, a 3×3 fire patch burns for 5 seconds and sets everyone standing in it on fire, you and your animals too. Burnable blocks catch real fire (a server config switch turns that off).
Repulsor Dome Large No damage: a dome of force bursts out and throws every enemy within 9 blocks away, through walls: 6 blocks from the edge of its reach, one more per block closer (heavy mobs 60% less). Runs on FE.
Plasma Cannon Turret Large Charges, then fires a big slow plasma ball that explodes like a BFG: every enemy within 4 blocks of the impact takes heavy damage, more near the middle. One Plasma Cell per shot.
Javelin Missile Turret Fortress One big missile every 8 seconds: out of its silo, a moment’s pause, then its engine lights and it climbs faster and faster until it is gone; a few seconds later it drops straight down onto the thickest crowd of ground enemies under open sky, marked from launch to impact. Its 6-block blast hurts only what the turret may shoot. Each shot takes a Javelin Missile and FE; under a roof, underground or in the Nether it does not fire.
Brood Cannon Turret Fortress Lobs an armoured capsule over walls onto enemies on the ground; it opens like a flower and three robot spiders climb out to hunt and bite whatever the turret may shoot, and blow up when they die or after 10 seconds with nothing to hunt. Hostile mobs go after them. Up to 12 spiders per turret: it waits while they are out. Each shot takes a Brood Capsule and FE.
Hive Carrier Turret Fortress A big hollow hive: while enemies are in reach it sends out waves of three combat drones every 15 seconds through the doorways in its side. They shoot whatever the turret may shoot, flyers too, patrol round the carrier, dive kamikaze when out of bullets or badly hurt, and fly home to dock and reload. Hostile mobs go after them. Up to 9 drones per carrier; each new drone takes a Hive Drone and FE, a docked one only FE. Docked drones are saved with the carrier; drones in flight are gone when the area unloads.
Cobblestone Turret Makeshift A spring cannon that flings cobblestone (or cobbled deepslate): 3 damage per stone, 16 block range.
Snowball Repeater Makeshift A crank drum that fires five snowballs a second, 1.5 damage each. One snowball is four shots.
Potato Shotgun Makeshift A spud gun: 5 potato chunks of 2 damage in a wide cone, 10 block range. Poisonous potatoes work too (no poison).
Arrow Launcher Makeshift A hwacha, an arrow box on a wheeled cart: one arrow fires a volley of 6 on a high arc over walls, onto and around a mob on the ground 6 to 32 blocks away, 3 damage each. Takes any arrow: tipped ones keep their effect, spectral ones make the target glow. Floor bases only.

The Gun, Machine Gun, Shotgun, Sniper, Ion Rifle and both plasma turrets fire real shots with travel time. Turrets aim ahead of moving targets, and a bullet flies through anything the turret isn’t allowed to shoot, so the villager walking past your wall stays alive.

Tesla Coil

Railgun Turret

Repulsor Dome

Missile Salvo Mode

Arrow Launcher

Turret bases

The standard Turret Base is one block and mounts on floors, walls or ceilings. For the heavy weapons (Missile Launcher, Tesla Coil, Railgun, Mortar, Repulsor Dome and Plasma Cannon) there’s the Large Turret Base, which takes a 2×2 spot on the floor and has more HP. The Fortress Turret Base takes a 3×3 spot on the floor and has the most HP of all; it carries the huge weapons: the Javelin Missile, Brood Cannon and Hive Carrier Turrets. Hold one (or a multi-block workstation) and a hologram shows exactly which blocks it will take, red where something is in the way.

Upgrade kits take a base from T1 up to T3. Each tier adds HP, regeneration, turn speed and slots for ammo and modules, and you can see it happen as armor plates and cooling fins bolt onto the base. Turrets take damage too. Hostile mobs walk up and attack them, modded ones too (Fungal Infection: Spore works out of the box), and bullets from gun mods like TaCZ hit them as well: a turret’s lights turn yellow below half HP and blink red when it’s about to go, and a Repair Kit puts back 40% HP. Let one get destroyed and the weapon and its ammo are gone for good: only the modules drop, plus a Damaged Turret Base that the Part Assembler restores with a Repair Kit, at the tier it had. Mining a base works like breaking a shulker box, so tier and contents stay with the item.

The Makeshift Turret Base is the early one: a crate of wood, stone and iron made at a crafting table, before you have FE or any workstation. It mounts on floors, walls or ceilings and takes only the four early turrets (the Arrow Launcher only on a floor), which fit no other base. It has 50 HP (a T1 Turret Base has 100) and no tiers, module slots, FE or Connector slot. Nothing on it glows: cracks show its damage. Destroyed, it falls apart into an iron ingot and two planks, and the weapon and its ammo are lost; mined, it keeps its contents like the other bases.

Turret in Ceiling

Early Turrets

Targeting and control

  • Choose the categories a turret shoots (Hostile, Neutral, Passive, Players, Bosses), then add rules for specific mobs or players.
  • Priority can be nearest, lowest HP or highest threat.
  • Only you and players you trust can open or change your turrets.
  • Redstone turns a turret on or off, and a comparator reads its ammo (or energy) level.
  • The Turret Configurator copies one turret’s targeting so you can paste it onto others.

Turret Control Hub

Build a 3x3x3 cube: a Hub Interface in the middle of one side at eye level, Hub Casings with at least one Hub Power Port, and a Satellite Uplink on top. Right-click an unfinished Interface and a hologram shows what is missing. Link Hub Connectors to the hub and put one in each turret you want on it: once the hub has FE, its screen shows those turrets within 1, 3×3 or 7×7 chunks (Satellite Uplink T1, T2, T3) on a map and a list, coloured by health, with their ammo and state. Click one to open its own screen from the hub: swap modules, top up ammo or change its targeting without walking over. Or select many and change their categories, priority, mob rules, trusted players or on/off all at once.

Overwatch Link: take control of a turret from the Control Hub. Put this Hub Connector with a camera in a turret, select it on the hub’s map and press Take control: you see from the turret (a raised view, or F5 for a sight over the barrel), aim with the mouse with no turn-speed limit and fire yourself, 1.5x farther than the turret reaches on its own, even when it is switched off. Mortar and Brood Cannon shots show their arc and the Javelin marks the spot its missile will hit; Tesla Coils, Repulsor Domes and Hive Carriers can be watched.

Under control, Rocket and Missile Launchers fire one shot per click while a tube is loaded, and R switches between Single and Salvo. The Missile Launcher locks the mob under your crosshair; in Salvo you click mobs to place 12 locks (one mob can take several) and the salvo leaves once all twelve tubes are loaded. The camera HUD shows HP, ammo, FE and loaded tubes as numbers.

Modules

Module Effect
Range Module +25% range
Rapid Cycler +20% fire rate, +15% heat per shot
Damage Amplifier +20% damage
Penetrator pierces 1 more target
Ammo Recycler 20% chance to save ammo
Coolant Loop +40% cooling
Overclock +40% fire rate and +10% damage, paid for with +60% heat per shot and -15% max HP
Targeting AI +25% turn speed, aims ahead of moving targets perfectly
Choke Module -40% spread (Shotgun only)
Autoloader +40% reload speed (Rocket and Missile Launcher only)

Every module comes in Mk1, Mk2 and Mk3 (one and a half and twice the Mk1 effect): upgrade the one you have at the Module Workstation with diamonds, then netherite scrap. Each kind of module fits once per base, whatever its Mk. Different modules add up, and a T3 base has four module slots.

Ammo and automation

Ammo comes in thirteen kinds (Kinetic Rounds, Scatter Shells, Sniper Rounds, Rockets, Missiles, Fuel Canisters, Laser Cells, Rail Slugs, Mortar Shells, Plasma Cells, Javelin Missiles, Brood Capsules and Hive Drones), and the early turrets fire what you already have: cobblestone or cobbled deepslate, snowballs, potatoes and any arrow. Hoppers, Create belts, funnels and chutes or item pipes from other mods can all load a turret, and they can’t put anything else in. Got Create installed? Then Mechanical Arms load turrets directly as well. Or mount turrets on the faces of a Feed Hub and feed just the hub: it hands the ammo out to every turret whose weapon takes it, evenly, and holds what doesn’t fit yet. Place hubs together and they merge, up to 3x3x3, into one block with shared storage and an FE bank: Tesla Coils and Railguns standing on top charge from it, and large turrets on top get their ammo too.

Workstations

Survival players make all turret gear except the early turrets and their base in five machines that run on FE. Each one has an animated model and its own GUI.

  • Part Workstation (2x1x2) machines the parts for each base and weapon.
  • Part Assembler (2x2x2) builds bases and weapons out of those parts and restores damaged bases.
  • Module Workstation and Ammo Workstation (1x1x2) craft instantly from your inventory, or run by themselves when automation feeds them.
  • Charging Station (1x1x1) fills Empty Laser Cells and Empty Plasma Cells with FE.

The crafting table makes only the stations (once researched, see below), the Turret Codex and the early gear (the Makeshift Turret Base and its four turrets). A station accepts nothing but the ingredients of the recipe you picked and hands out only the result, so hooking one up to automation is easy.

You need an FE source. Bastion doesn’t add a generator. Pair it with any mod that makes Forge Energy, for example Create Crafts & Additions, Mekanism, Thermal Series, Powah or Immersive Engineering.

Workstation

GUI

Research and the Turret Codex

Survival worlds open Bastion step by step. Every player gets a Turret Codex the first time they join (or crafts one from a book, an iron ingot and redstone). Its left half is the research tree in three tabs, Turrets, Workshop and Modules, growing from the four early turrets up to the 3×3 ones, with what each card brings along (ammo, stations, tools) beside it. Its right half is a page for the card you pick: the item in 3D, the base it needs and its ammo, bars for damage, fire rate and range, what it unlocks and what it still needs.

  • A card needs the cards below it, and a turret also needs the base of its size. Press Research to pay its cost from your inventory: iron and copper for the first steps, up to diamonds and netherite scrap for the 3×3 turrets.
  • Research unlocks recipes. A researched turret opens its parts and its ammo too. Gear you got another way (loot, creative, another mod) still works.
  • Research is shared by everyone in the world, and a chat line tells them. Worlds from before 0.5.0 start with everything researched.
  • Servers can change every cost in config/bastion-research.toml or switch research off; admins have /bastion research grant|revoke|list.

Turret Codex

Effects

Muzzle flashes, tracers, ejected casings, short bursts of dynamic light, camera shake, custom explosions with smoke, lightning arcs, laser beams, railgun ion trails, flame jets, mortar fire patches and scorch marks that grow on walls. Every turret has its own sounds too: shots, charge-ups, reloads, rocket flight and blasts, with a muffled version when you hear them from far away. Too much for your PC (or your stomach)? The client config has VFX presets LOW, MEDIUM and HIGH plus switches for camera shake and screen flash.

For modpack makers

Built for big bases. The load test runs 400 turrets firing at once. Bases are meshed into the world like blocks, and bullets aren’t entities. Most of the server cost in that test is the mobs attacking, not the turrets. Adding Radium and AI Improvements cut the tick time by about a third.

Every turret’s stats and weapon-specific numbers are also in config/bastion-turrets.toml: each value starts at the mod’s own number; type another and it applies as soon as you save. Weapon stats come from data/bastion/turret_weapons and modules from data/bastion/turret_modifiers, plain datapack JSON like the workstation recipes; a changed number in the config wins over a datapack. What each research costs, and whether research is on at all, is in config/bastion-research.toml. The server config covers HP and regeneration per tier, owner protection, whether mobs attack turrets, whether Mortar shells set blocks on fire, how much energy the workstations, Feed Hubs and the Control Hub hold, take in and use, how often a mob hit by turrets may groan, and which mobs count as too heavy for the Repulsors (add big mobs from other mods there).

Requirements

  • Minecraft 1.20.1 with Forge 47.2 or newer
  • GeckoLib 4.8 or newer (required)
  • Any mod that produces FE, for the workstations, the Tesla Coil, the Railgun, the Ion Rifle, the Repulsors and the Turret Control Hub
  • Create 6.0 or newer if you want Mechanical Arm support (optional)
  • Optional: JEI 15.20+ (recipe pages for the workstations and weapons, research pages, the + button) and Jade 11.13+ (turret, workstation and hub info when you look at them)

Install it on both client and server.

Languages

English and Bahasa Indonesia.

Known limits of this beta

Works with Embeddium and Oculus. With a shader pack on, the cyan glow on the models turns white and holograms turn green. Everything else looks as intended.

Found a bug? Report it at https://github.com/AlifRizza/bastion-turrets/issues

常见问题

Bastion Turret 支持哪些 Minecraft 版本?

Bastion Turret 支持 Minecraft Java 版 1.20.1,可用的加载器:Forge。下载时注意选择和你游戏版本一致的文件。

Bastion Turret 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 Forge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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