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Eternal Defense - A MC Tower defense mod

A co-op base-defense campaign for minecraft centralizing on TaCZ and Create: plant a beacon, build a fortress and hold it against raids of the infected, with your own artillery, turrets, drones and a supports like a field kitchen.
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Description

Eternal Defense

Plant a beacon. Build a base worth defending. Hold it when the night comes.

Minecraft 1.20.1 · Forge · built around TaCZ guns and Create

The base at sunset, beacon beam up

There is optional setting in the beacon setting tab that let you enable or disable beacon zone and beam.

Night falls. Past the edge of your base, something is gathering. The turrets are loaded, the walls are patched, and the beacon in the middle of it all is humming. You have one day left to get ready.

Eternal Defense turns Minecraft into a co-op base-defense campaign. Plant a Defense Beacon, survive the first raid, and grow a muddy camp into a fortress with a factory behind it, a kitchen inside it and a cannon on the hill that answers your call.

  • Raids that grow with you: waves, elites, bosses and four special raid types
  • Five Ages of guns: from flintlocks to sci-fi, all from one workshop
  • Your own artillery: a personal support cannon with 12 kinds of fire support
  • Real base defense: powered turrets, traps, walls and spotlights
  • A world fighting back: infected land, hearts to destroy, villages to take over
  • An After-Action Report after every raid: where they hit, who killed what, and what to fix
  • Drones, a squad kitchen, loadout kits and a lot more

Your base is the objective

Your base

Plant the Defense Beacon and a glowing zone marks your turf. From then on, the beacon is what everything fights for. Lose it and the campaign is over. Hold it and everything gets better.

  • Build pretty, earn more. The beacon scores your base on structure, palette, details, lighting, furniture, layout, factory and weapon stations. A better base raises your reward tier, from 0 to 10, and the raids grow with it.
  • Grow the beacon. Upgrade it from Mk-1 to a hulking Mk-4, with upgrades for logistics, damage reduction, healing, raider detection and protection from above.
  • Win and it's fixed. A won raid puts back every block the raiders broke. Lose, and the ruins stay.
  • You set the pace. Cap the raid level, call the next raid early, or pay for a break.

The Defense Beacon at Mk-4

The beacon's Overview: next raid, payout tier, base score


Raids: they come for the beacon

They breach, they dig, they shoot. Raiders go for your doors first and punch through walls when they have to. Shooters hang back and fire from range. Glowing elites carry special powers, and bigger raids bring mini-bosses and a boss.

A raid comes for the gate

The horde comes up the beach

The infected

Every raider is infected: eighteen mobs, each with its own look and its own way of making your night worse. Grunts fill every raid. Elite kinds join as the raid level climbs: Bastion Turtles from level 2, Cavalry Riders from level 3, the anti-tank Bastion Turtle from level 4. From raid level 3 the last wave brings a mini-boss, and from level 4 a hard raid ends with the Grave Titan.

The infected: every enemy you'll fight

Enemy Rank What it does
Blight Zombie Grunt The backbone of every horde. Tougher than a zombie, and it hits a little harder
White Skeleton Grunt Carries a rifle instead of a bow and shoots from 24 blocks
Spore Runner Grunt Throws spore sacs: slowness, weakness, poison, or more damage taken
Hollow Lantern Grunt Its hits blind you for three seconds
White Zombie Grunt A pale shambler. The Broodmaw Maggot keeps making more
Bloat Mosquito Grunt Flies over your walls and makes you bleed
False Villager Grunt Looks like a villager until it doesn't. Takes over villages on infected land
Giant Rat Grunt Small, fast and everywhere underground
Shotgun Husk Elite Charges in with a bayonet that makes you bleed
Tri-Hound Elite A fast, three-headed hound
Cavalry Rider Elite A mounted sabre that hits for 16 and makes you bleed
Bastion Turtle Elite A walking bunker with a machine gun: bursts of six from 28 blocks
Bastion Turtle AT Elite Anti-tank shells from 48 blocks: 26 damage in a 4-block blast
Pale Web Spider Elite Climbs your walls. Kill it and three more spiders burst out
Carrion Bastion Mini-boss A walking fortress with 320 health and 17-bullet bursts
Broodmaw Maggot Mini-boss Bursts out of the ground and keeps spawning White Zombies
Slender Priest Mini-boss Hovers, sends lines of fangs at you and calls in Giant Rats
Grave Titan Boss 11 blocks tall, 1,500 health. Its slams blast everything near it, and its roar speeds up the whole horde

A giant elite Bastion Turtle reaches the wall

Elites

Any raider can show up as an elite: its name in gold over its head, a glowing ring at its feet in its power's colour, and one special power. The first elite of a wave is announced in chat, every wave with one pays an extra Ardent Energy, and every elite drops Ardent Energy of its own. Elites start rare and become several a wave at the top raid levels.

Elites: Healer, Badass, Speedster and Frostbite

Elite Its power
Badass I to V Up to 16 times the health and up to 5 times the size. From level II it's a giant that smashes through the blocks in its way
Speedster 80% faster
Healer Heals every hostile mob within 8 blocks
Matrioska Explodes when it dies and splits into two copies, which split again
Long Shot A bow or crossbow user that sees 85 blocks further and fires exploding arrows
Flak Armor Explosions barely hurt it
Body Armor Bullets and arrows barely hurt it
Vampiric Heals by half the damage it deals
Frostbite Its hits slow you down and slow your digging
Berserker Hits harder the more you hurt it, up to twice as hard

Special raids

Pick a special raid in the beacon's Raid control for extra Ardent Energy:

Raid What it asks of your base
Air raid Flyers ignore your walls. Build anti-air, not thicker walls
Paratroopers Heavies drop from the sky under red parachutes. Shoot them on the way down
Siege Shooters and wall-digging creepers. Your walls get tested
They are thousands Double the zombies, spawning nonstop. Bring a lot of ammo

Paratroopers dropping over the base

Paratroopers landing inside the walls

Raid modifiers

Feeling strong? Make the next raid harder on purpose and get paid for it. Pick any number of modifiers on the beacon's Raid control page: each one makes the raid's reward cache bigger and makes raid mobs drop Ardent Energy more often. They last for the next raid only.

Modifier What it does Raid pay Ardent drops
Reinforcements 30% more mobs every wave +20% +8%
Elite Cadre One more elite every wave +15% +9%
Hardened Raid mobs have 35% more health +15% +8%
Forced March Raid mobs move 20% faster +10% +6%
Fog of War Raiders don't glow, even with the beacon's Reconnaissance upgrade +10% +5%
Exposed Beacon Hits on the beacon do 50% more damage +15% +6%
A special raid Its own twist (above) Its own bonus +8%

Stack all six with a special raid and raid mobs drop Ardent Energy twice as often.


The armory

The armory

Four workshop tables keep a huge gun collection organized instead of overwhelming:

Table What it does
Weapon Platform Every gun you've unlocked, one click away. Five Ages from flintlocks to sci-fi, plus grenades and supplies
Ammo Platform Hold your gun, get exactly the rounds it eats. Pay with materials or Ammo Coins
Attachment Platform Scopes, grips, extended mags: only the parts that fit what you're holding
Armor Platform Five Age armor sets with real set bonuses, plus two drone pilot suits

Guns are built from receivers made in your Create factory, so the factory and the frontline feed each other.

The weapon tables

The Weapon Platform's gun browser

Armor sets with personality: Quick Draw, Stormtrooper (fire hurts 25% less), Night Operator, Exo Bulwark (explosions hurt 20% less) and Ardent Ward, plus the Drone Pilot and Potion Seller suits.

The armor sets on display


Call in Support

Call in Support

Every player gets their own Support Platform and Support Cannon: a hulking 3 × 3 gun with your name on a brass plate. Throw a flare and it answers:

  • Support Flare: load the platform's grid, throw the flare, and a supply chest parachutes in.
  • Return Flare: a purple portal opens where it lands. Step through and you're home.
  • Fire Support Flare: your cannon grinds around, settles and shells the target. Every time, exactly on the flare.

The Support Cannon fires and throws its spent case

Twelve kinds of fire support. Pick yours at the cannon or on the Handheld Radio:

Explosion Barrage Spotter Arrows Narukami's Favor (lightning)
Bunker Buster Healing Barrage Curse of Debilitation
Cluster Strike Cryo Shell Napalm Carpet
Gravity Well Shockwave Starshell

A Napalm Carpet lands on a raid

And more to call on:

  • Handheld Radio: call your flares in from a distance. A glowing ring shows exactly where they'll land.
  • Loadout Station: save a full kit into a coin. Step in, and six seconds later you're dressed for war.

Drones

Drones

Build a Drone Pad in your base: a landing deck with a hangar and a 108-slot storage that hoppers and Create can pull from. Every drone works out of it.

  • Recovery Drone: died far from home? Send it from the pad for 6 Ardent Energy. It flies out to your deaths from the last 30 minutes, picks up your dropped gear, and empties your body or grave too (Corpse, Gravestone and other grave mods). Then it brings everything back to the pad.
  • Sweeper Drone: a little floor robot that drives around your base, picks up loose items and drops them into the pad's storage. Pay once and it stays on duty.
  • Package Drones: set one down anywhere, fill its 9-stack hold and hit SEND. It floats up on a balloon and lands on your pad.
  • Deliveries land here: boxes from the Specialty Seller and the Drill Harvester come down on the pad instead of next to the beacon.

The Drone Pad


Drone backpacks

Drone backpacks

Wear a drone on your back, or fit it to any Eternal Defense chestplate and it's drawn over your armor in the set's colours. Press U to open the pack you're wearing.

  • A7 Drone Arm: a robot arm that drinks Healing for you when you're low, throws splash Healing at hurt teammates, and throws your harmful potions at the nearest enemy. Load it once: it never uses up a potion. A D7 gun drone flies out at the infected

  • D7 Drone Deployer: put any TaCZ gun and its ammo in the pack. When an enemy comes close, a gun drone flies out, circles over your head and fights with that gun: its real fire rate, bolt action and recoil. It holds fire when a friend is in the way, and it reloads from the pack's ammo slots.

  • Cores power them. An Attack Core runs the D7 and a Support Core runs the A7. Your own hits on monsters charge them back up, and the Drone Pad sells and recharges them for Infected Ardent Energy. The A7 Drone Arm on a Potion Seller rig

  • Pilot suits: the Drone Pilot suit charges an Attack Core 50% faster. The Potion Seller rig gets more throws from a Support Core, and harmful splash potions don't touch you.


Hold the line

Hold the line

Spin Create shafts into power, wire your base with Power Poles, and switch on the defenses:

  • Turrets in three Marks: machine guns, shotguns, flamethrowers and tesla coils (no ammo, chain lightning)
  • The Heavy Cannon, with a 40-block reach and incendiary shells
  • The Curse Gas Totem, which rolls waves of slowness and poison over the attackers
  • Spotlights, sandbags, barricades, punji traps, and barbed wire that a Shock Box makes live

Buy them all at the Defense Depot with Ammo Coins.

Gate defenses: sandbags, barbed wire and barricades

The gate turrets open up on a raid


The After-Action Report

After every raid, won or lost, the beacon writes you a one-page debrief:

  • A map of your base from above, with red where the raiders hit your walls and doors, and the worst spots numbered
  • Who killed what: every player, turret, support strike, drone and trap
  • What came: raiders by kind, elites, the mini-boss and the boss
  • What it cost and paid: shots fired, strikes called, blocks broken, Ardent Energy earned
  • One piece of advice for next time, picked from what actually happened

The last five reports are kept, so you can see whether your base is getting better. And the raiders learn too: where they got stuck on the way in, fewer come next time.

The After-Action Report


The kitchen

The kitchen

A fed squad is a winning squad. The Mess Hall cooks meals that buff the whole team, and every meal buff counts double at home. Make sandwiches, a nine-serving stew, 15 legendary gun meals and MRE ration bars for the road.

Drinks work differently. The Drink Station brews vanilla potions and mixes up to three of their effects into one drink. A drink doesn't double: it makes the potion last much longer. Each effect keeps its full strength for 10 minutes, or up to 30 with sweetener, and at home it doesn't run out at all.

The kitchen line: Mess Hall, Cook Pot, dispensers, Drink Station, Brew Pot and MRE Station

The Mess Hall


Out in the world

Out in the world

  • Half the world is infected. Infected land spawns infected mobs, and it gets worse as the days go by. Each infected region has a heart with its own mission: a zeppelin, a church, a bunker, trenches. Beat its guardian and break its core to take the land back.
  • Forward Operating Bases. Take over a village, win its raid, and you have an outpost far from home, with a supply rail that pays tribute.
  • Command Table and Satellite Beacon. A live satellite map: hunt enemy warbands and Warlords, and get paid for it.
  • Tactical Enchanting Table. Enchant with Ardent Energy instead of XP.

The Drill Harvester

The Drill Harvester

Beaten a heart? Don't just break its core. Plant a Drill Harvester on it.

A Drill Harvester on a reclaimed heart, with its Supply Catapult

  • It takes the land back, just like breaking the core: the infection dies off and the infected turn back into ordinary mobs and villagers.
  • It drills Infected Ardent Energy out of the dead heart: 8 an hour, and up to 32 wait in the drill.
  • It ships home by itself. Put a Supply Catapult in its zone, and every 4 crystals go into a box that's thrown home to your Drone Pad (or next to your beacon).
  • A little outpost. Its zone counts like a forward base: meals and drinks work as if you were home, and you can build defenses around it.
  • What it's worth: Infected Ardent Energy sells for 3 Ardent Energy at the Exchange Shop, and it buys and recharges your drone cores.

The drill turning


Easy to learn

No wiki needed. You start with a gun, ammo, the beacon and a Field Guide that walks you through everything step by step. Every screen says what a thing is, how to unlock it and what can go wrong, and warnings reach the whole team before a raid starts.

The Field Guide


Every block at a glance

Every placeable block of Eternal Defense


Companion mods

  • [TaCZ] Gun Displays: eleven stands, wall racks and glass cases for your gun collection. Your trophy room counts toward your base score.
  • [TaCZ] Gun Information: a small HUD card with the real keys of the gun in your hand, plus a reload ring.

Requirements

Minecraft 1.20.1, Forge 47.4 or newer, TaCZ 1.1.8 or newer (1.1.x), TaCZ Attributes 1.4, Create 6, GeckoLib 4.8 or newer, LesRaisins Tactical Equipments 0.4.3 or newer, and JEI.

An Eternal Defense modpack with everything set up, plus gun packs and quality-of-life mods, is on the way.

Optional requirements

Any TaCZ gun pack works. The Weapon Platform sorts every gun, round and attachment into an Age, and a gun it doesn't know goes into Age 3 or later. The gun packs below were checked one by one: every gun, round and attachment in them has its own place on the table.

Also checked:

  • [TACZ Addons] Daffa's Arsenal
  • [TaCZ] Cinder's masterpiece
  • [TaCZ] CS+
  • [TaCZ] Damascus
  • [TaCZ] edsMCJE Gunpack
  • [TacZ] Elite x Quality Guns Zip Edition
  • [TaCZ] Fatal Contract gunpack
  • [TACZ] Gucci & Vuitton Attachments
  • [TaCZ] mastery
  • [TaCZ] Original HK-416D
  • [TaCZ] Rusty
  • [TaCZ] Timeless Remodernization
  • [TACZ] CS2 to MC
  • [TaCZ] Expeditionary Force: DuYu's Weapon Workshop
  • [TacZ] Guns and Targets
  • [TACZ] LesRaisins Append Pack
  • Ageless & Definitive Zero
  • General Attachments
  • Plazma Burst 2 Guns

On CurseForge:

Other mods Eternal Defense works with: [TaCZ] Gun Displays, [TaCZ] Gun Information, TaCZ Magazines (empty magazines at the Ammo Platform), TaCZ Special Forces (its soldiers join late raids), Corpse and Gravestone (the Recovery Drone empties your body or grave), Shoulder Surfing (recoil moves the camera), Player Animator, and Entity Culling (the beacon beam never vanishes). Every one of these features has an on/off switch in the config.

FAQ

Is it multiplayer? Yes. One beacon per world and one base for the whole team, and every player owns their own support gear.

Do I need a big factory? It helps, but it isn't required. Ardent Energy from kills and won raids buys a lot at the Exchange Shop.

Where are my raid rewards? In the beacon itself: press the reward button in its menu.

Can I turn features off? Yes. Every optional feature has a switch, and every HUD piece can be moved, in the config files.


Your base is the objective. Your factory keeps it alive. Light the beacon.

Eternal Defense - A MC Tower defense mod Team

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