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Heavy loads 🔗

Military mod for mineclonia

this is beta, expect it to be a little rought on the edges and drastic balance changes in the future (including nerfs)

Feature and balance suggetions are welcome on the issue tracker or the forum post

Features 🔗

  • system for creating custom rounds with explosives, penetration, complex fuses and specialized addatives like mustard gas or napalm
  • granades (fragment, napalm, mustard gas, flashbang)
  • Flamethrower
  • bunker blocks
  • barbed wire
  • gas mask
  • landmines

Note about survival 🔗

If playing in survival, i recommend playing with the elepower modpack

Creating your rounds 🔗

The mod introduces a complex system for building your own custom rounds

To start with, place the Round maker block

On the side with the hole, start building

Propulsion 🔗

We start with the propulsion. Place however many you need. The more you add, the further your round will go, and the less it will arc when aiming straight on. There is normal propellant and super propellant, the super variant gives a bigger kick for the same volume

Explosives 🔗

After placing the propellant you can start placing the main body of the round. This will usually be the explosives plus some bits

For your first round, just place some TNT

Shooting it 🔗

This is it, you made the simplest possible round. To fire it, craft a 1m empty round and put it inside the Round maker and give it redstone power. This will put the load inside the round, which can be fed to the artillery. Details on the artillery are further below

But before we get into that, we ought to explain the other bits of the round system

Penetration 🔗

Some nodes are penetrative when put in your round. This means that they won't explode on impact, but instead dig into the ground and break, when they break they will reveal the next component, which will be the explosives or another penetration block. This effectively creates a bunker buster

These nodes are:

  • light penetrative head
  • iron block
  • netherite block

There are some caveats though...

First of all, adding more penetration will drastically increase the weight of the round, meaning you need more propellant. If you don't have enought propellant, the round will be stuck in the ground, and not explode

Another issue is over penetration. Say you are trying to bust a bunker, you might penetrate into the bunker, but go straight through and explode way past the bunker, doing minimal damage

This is why we have.....

Fuses 🔗

Fuses are special compnents that will trigger an explosive load before the TNT impact. One of the more useful usecases is for bunker busters. Create a round like this

round_maker -> propellant -> penetration fuse -> explosive_charge -> TNT -> penetration head

This will act as a bunker buster. It will dig into the ground, and if it detects an air cavity, it will explode. The fuse prevents the possibililty of overpenetrating

note: fuses can only trigger explosive charges, you can't trigger TNT directly

There are some other fuses, like the proximity fuses. These will explode before hitting the ground, and they're useful for...

Explosion modifiers 🔗

There are components that mix with explosions for special effects. These are smokescreen capsule, mustard gas, flashbang, shrapnel, napalm

For a modifier to trigger, it needs to neighbour the exploding node

Put more modifiers near each other to make the effect stronger

There is a balancing act between the explosive power that triggers the modifier, and the modifier streangth

For example. Putting more napalm capsules will increase the amount of flames that go out, while increasing the explosive power will launch the individual flames further. But it doesn't mean that bigger number = better, you might want to intentionally reduce the explosive power so that the flames aren't sent into the stratosphere

tip: generally, you always want to put the midifier BEFORE the TNT, otherwise it might not trigger on impact. Since the modifier hits the wall before the TNT explode, it gets wasted

Artillery 🔗

Okay, that enought of the round system

To use the artillery, use the artillery spawner item to spawn it

  • Left click while not controlling to load the round into the artillery
  • Right click on the artillery to gain control of the artillery. The barrel will follow your cursor
  • Left click while controlling to shoot the round
  • Shift to stop controlling
  • Shift and right/left click to extend and retract the trail (the stabilizers)
  • While controlling, press E to make the whole artillery follow your cursor, this lets you to pitch up/down the the entire body to get extra range
  • While controlling and pressing E, if the trails are fully retracted, the artillery will also yaw towards your cursor. This allows you to aim horizontally. Walking will also move the artillery backwards/forward

Thats the gist of it

Shooting the artillery while the trails aren't extended will deal a lot of knockback, so make sure to extend them. But be vigilant, the sovels in the trails can only dig into shovely nodes. This means that if the trails stand on stone, you will get the full knockback too

For ideal destruction. Have 2 operators, one that aims and shoots, and another that loads the artillery constantly, this gives the fastest rate of fire

Other crap 🔗

Yeah, there is also some additional items

They're pretty self explanatory. To reload the flamethrower use the anvil with napalm bottles

Credit 🔗

rstck - that is me, i made the mod

media - see MEDIA-LICENSE in the repo

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