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Bastion Turret

Futuristic modular turrets with tiered bases, automatable ammo, FE workstations and fully custom effects.
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bastion-1.20.1-0.2.0-beta.jar

File namebastion-1.20.1-0.2.0.jar
Uploaded
Oct 16, 2026
Downloads
83
Size
2.8 MB
Mod Loaders
Forge
File ID
9208914
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:bastion-turret-1730108:9208914")

Learn more about Curse Maven

What's new

New Turrets

  • Ion Rifle (Standard Base, FE): Fires a fast blue ion bolt. Where it stops, an ion core zaps every valid target within 3 blocks with a beam for 5 damage, even through thin walls. Costs 1,200 FE per shot.

  • Plasma Repeater (Standard Base): Fires rapid plasma balls that splash targets around their landing point. Heats up and vents like the Machine Gun. Holds 10 shots per Plasma Cell.

  • Plasma Cannon (Large Turret Base): Charges for 1 second, then fires a large, slow plasma ball that explodes like a BFG. Every enemy within 4 blocks takes up to 14 damage, with half damage at the edge. The directly hit target takes an additional 18 damage. Uses one Plasma Cell per shot.

  • Plasma Cell: Crafted at the Ammo Workstation. Empty cells can be refilled at the Charging Station.

New: Turret Control Hub

  • Build a 3x3x3 cube using parts crafted at the Module Workstation. Place a Hub Interface in the middle of one side at eye level, Hub Casings (8 per craft) with at least one Hub Power Port, and a Satellite Uplink on top. Right-click an unfinished Interface to display a hologram showing what's missing.

  • Hub Connector (4 per craft): Right-click the Interface to link a stack, then place one in a turret's new Connector slot. Only turrets holding a connector linked to that hub will appear in it.

  • The hub screen displays connected turrets within a range of 1, 3x3, or 7x7 chunks, depending on the Satellite Uplink tier (T1/T2/T3). Turrets appear on a map and in a list, with colors indicating health, alongside their ammo and state. Click a turret to open its screen remotely and swap modules, top up ammo, or change targeting settings. Alternatively, select multiple turrets to change categories, priority, mob rules, trusted players, or power state simultaneously.

  • The hub runs on FE, consuming 20 / 60 / 150 FE per tick for T1/T2/T3, respectively. Its 200,000 FE buffer is filled through Power Ports, each supporting up to 2,000 FE/t. When depleted, the hub goes OFFLINE and comes back online once it has enough energy for 5 seconds of upkeep.

New Sounds

  • Every turret now has proper sound effects instead of placeholders, including shots, charge-ups, reloads, rocket and missile flight, blasts, and muffled sounds heard from a distance. The Machine Gun spins up, fires one continuous barrage, and winds down. Rocket and Missile Launchers clank as each round slides into place. The Large Turret Base has its own destruction sound.

  • Mobs hit by turrets now groan at most twice per second, at a lower volume. The server configs turretHurtSoundInterval and turretHurtSoundVolume control the interval and volume. Previously, every single bullet triggered a hurt sound. Death sounds remain unchanged.

  • Removed for now: bullet impact sounds and the Mortar shell's falling whistle. Mortar shells now fall silently.

New Features

  • Upgrade Modules: Modules now come in Mk1, Mk2, and Mk3 variants (x1.5 / x2 compared to Mk1, with Penetrator +1/+2/+3). Upgrade existing modules at the Module Workstation using 2 diamonds and 4 redstone, followed by 1 netherite scrap, 2 diamonds, and 1 amethyst shard. Each turret can have one module of each type, regardless of its Mk.

  • Rocket Launcher Salvo Mode: Added a fire-mode button to the turret screen, similar to the Missile Launcher. The launcher waits until all 4 tubes are loaded, then fires all four rockets simultaneously, side by side, at its target before reloading one tube at a time. Damage per second remains the same as Single mode, but all damage is delivered in one burst.

  • Placement Hologram: Holding a Large Turret Base or a multiblock workstation shows a transparent model and a box for each block it will occupy. Blocks appear red where something is obstructing placement.

  • Health Lights: Turret base lights turn yellow below 50% HP and blink red with sparks below 25% HP, while the weapon retains its glow. Previously, they only blinked red below 30%. The base lights are now larger, with taller window slits and a thicker energy ring. The Large Turret Base ring no longer spins, and its straight bars cut through the body as they turn.

  • Creative Tab: Turret Base and Large Turret Base now also appear as ready-made T2 and T3 versions.

  • Module Tooltips: Hold Shift while hovering over a module to see which turrets it actually affects, such as Coolant Loop: Machine Gun.

Compatibility

  • Other Gun Mods: Guns from other mods, tested with TaCZ, can now hit turrets. Previously, their bullets passed through. Owner protection still applies, so only turrets that don't belong to the shooter, or turrets hit by hostile mobs, can be damaged.

  • Fungal Infection: Spore: Its mobs can now be targeted by turrets and attack them like other hostile mobs.

Changes

  • Repulsor Dome: Range increased from 7 to 9 blocks. It still throws targets approximately 6 blocks.

  • Destroyed Turrets: When a turret reaches 0 HP, its weapon module and ammo are lost; only its modules drop. The base always drops as a Damaged Turret Base that retains its tier. Restore it at the Part Assembler using a Repair Kit to recover it as a T1, T2, or T3 base. Previously, everything dropped, and the base only dropped one tier. Mining your own base still preserves everything.

  • Mortar: Blast damage increased from 6 to 20. A shell now kills a regular zombie where it lands.

  • Burning: Burning damage from the Flamethrower and Mortar fire patch increased from 1.5 to 3 damage per second.

  • Camera Shake: Rocket Launcher launches and explosions, along with Repulsor Dome bursts, cause significantly less camera shake. Shake from multiple turrets no longer stacks; simultaneous fire produces only the shake of the strongest source.

Fixes

  • Fixed worlds getting stuck loading forever after leaving and rejoining a world containing several Large Turret Bases.

  • Turrets can now hit mobs standing directly against the muzzle. Previously, shots started inside the target and passed through it.

  • Railgun: Fixed the ion trail briefly flashing through and past the target before the hit appeared. The trail now stops where the slug lands from the first frame.

  • Railgun: Fixed the inability to target grounded mobs a few blocks away when mounted on a raised base. Its downward aiming limit has been increased from 10° to 30°. Also fixed slugs disappearing when fired downward near the bottom of the world, such as in superflat worlds. The latter fix applies to all bullet weapons.

  • Workstations: Placing a workstation no longer builds its upper and back blocks around a mob or pet standing in the way, preventing suffocation.

  • Feed Hub: Fixed ammo items disappearing when a turret refused to accept them at the last moment. The items now remain in the hub.

  • Textures: Fixed several incorrectly displayed texture sections, including the Machine Gun fan blades and barrel rings, Flamethrower fuel pipe, Part Workstation bottom drawer, and a wrench on its tool board.

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