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Create - Base Defense Addon

Addon mod for Create & Create Aeronautics, added multiple type of turrets & a thermoseal spray
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ckbd-1.4.2.jar

File nameckbd-1.4.2.jar
Uploader
jcr40ejcr40e
Uploaded
Oct 18, 2026
Downloads
601
Size
1.8 MB
Mod Loaders
NeoForge
File ID
9240412
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-base-defense-addon-1682573:9240412"

Learn more about Curse Maven

What's new

# Changelog — vX.X.X

## ✨ New Features

### Turret Ownership
- Turrets are now owned by the player who places them. Ownership is stored on the turret, not the item, and team membership is checked live.
- Unowned turrets are excluded from all team rules and turret-vs-turret combat.
- `/ckbd turret owner` shows a turret's owner; `/ckbd turret claim` claims an unowned turret.
- If an owner leaves their team, their turrets become hostile to the old team.

### Team Systems
- New `teamSystem` setting: choose **STANDALONE** or **FTB_TEAMS**. Server operators can change it in the **Teams** tab of the settings panel.
- If `FTB_TEAMS` is selected but FTB Teams isn't installed, the mod falls back to standalone teams.
- New `turretsTargetPlayers` setting (default: **on**) controls whether turrets fire on players outside the owner's team.

### Standalone Teams
- Teams have an **Owner** and **Members** (no Officer rank). Each player belongs to one team; solo teams are allowed.
- If the owner leaves, ownership passes to the longest-standing member. A solo owner leaving disbands the team.
- Press **U** to open the team screen, which includes an invite picker:
  - Lists every known player, with search and multi-select.
  - Filter tabs: **All**, **Online**, **No team**.
- Invites persist, reach offline players, and expire after 7 Minecraft days.
- Leaving, kicks and disbands notify affected players. Offline players receive the notice on their next login.
- Commands: `/ckbd team create | invite | cancel | accept | decline | kick | leave | disband | list | info`

### Turret Access & Protection
- Only the owner's team can man, repair, refill or dismantle a turret (dismantle with **Sneak + Right-click** using a wrench).
- Team members and allies cannot damage their team's turrets.
- Outsiders are targeted when `turretsTargetPlayers` is on. They can destroy turrets by dealing damage (melee, arrows or TACZ rounds), but cannot mine or break turret blocks.
- Turret blocks cannot be mined in survival by anyone.
- Explosions (TNT, creepers) damage a turret's health with normal falloff, but the turret blocks themselves are protected from the blast.
- A team's own TNT does not damage its turrets. Tesla collapse bursts no longer damage other machines.
- A player who loses access while manning a turret is ejected. Their trigger is released first, and the turret holds fire on them for 5 seconds.
- **Note:** Players killed by turrets drop everything they carry. This is intended behaviour.

### FTB Teams Integration *(soft dependency — not yet play-tested)*
- FTB parties determine team membership. Standalone team data is kept on disk but ignored, and standalone team commands are refused with an explanation.
- FTB allies are never targeted or damaged, but do not get turret access. Only members of the owner's party do.
- The **U** key opens FTB's own **My Team** screen.
- Leave/kick notices are generated from FTB party events. Since FTB doesn't distinguish kicks from leaves, the wording is neutral.
- Any party membership change re-checks everyone currently manning a turret.

### Manned Gun Turret
- Players can now man the gun turret: **Right-click with an empty hand** to take the seat. The turret aims where you look, fires with the attack key, and zooms with the use key.
- Hanging (ceiling) turrets can be manned too, using a dedicated hanging model so the gunner isn't upside down.
- Manual fire uses the same heat, spin-up, overheat lockout, ammo and wear as automatic fire.
- The gunner is rendered with their own skin, posed from the model's guide figure.
- Soft compatibility with **Shoulder Surfing** keeps the camera coupled while mounted.

### Turret vs. Turret Combat
- Opposing turrets can now damage each other: gun turret, homing missile pod, cluster launcher and mounted gun rounds all count. Mobs, explosions, melee, arrows and TACZ rounds can also damage turrets.
- Automatic turrets prioritise mobs and enemy players, and only target an opposing turret when nothing else is in sight. Disabled turrets are skipped.
- Turrets on **Sable** ships can't be destroyed. Instead they're knocked out at the worn floor (5%) until repaired with a wrench and brass.
- Hits on a manned ship turret also damage the gunner.
- A knocked-out mounted turret keeps its gunner seated but cannot fire.
- **ThermoSeal**-covered ship turrets are immune to fire and blast damage.
- New `turretsTargetTurrets` setting (default: