Open Modular Turrets

A mod that adds tons of modular turrets, upgrades, add-ons, for effective security measures!
Back to Files

Open Modular Turrets 4.0.0-beta.5+1.21.1

File nameopenmodularturrets-4.0.0-beta.5+1.21.1.jar
Uploader
KeridosKeridos
Uploaded
Oct 21, 2026
Downloads
11
Size
1.3 MB
Mod Loaders
Fabric
File ID
9272604
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:openmodularturrets-224663:9272604"

Learn more about Curse Maven

What's new

Added

  • Turret API for other mods: they can add turrets (with their own weapons, ammo, models and config entries under turrets.addon_turrets) through the openmodularturrets entrypoint, see docs/turret-api.md
  • Turret API: custom turret logic. Self-targeting weapons find their own targets instead of using the base's, projectile and ray weapons can run code when they hit an entity, and OMTApi.canDamage / OMTApi.hurt apply the base's trust and damage rules
  • The crank plays its windup sound when it charges a tier 1 base
  • Turret tooltips (with shift): what the turret does, the base tier it needs, its ammo and its energy per shot
  • Energy Multiplier Upgrade for the Generator (up to 4 in its new upgrade slot): each doubles energy production and fuel use; the energy per fuel item stays the same
  • Upgrade tooltips show which machine the upgrade fits into (turret base or generator)

Changed

  • German translation completed (missing turret names, death messages, trust list messages and tooltips)
  • English (UK) translation completed (73 entries were missing and showed the American text); fixed its broken Turret Limit label
  • The Relativistic Turret is now called Slowing Turret in all languages
  • The Slowing Turret's sound event is renamed from openmodularturrets:relativistic to openmodularturrets:slowing (resource packs replacing it need the new name)
  • The Rail Gun Turret ignores Scatter Shot upgrades (no extra rays, ammo, energy or scatter); with them, it dealt a multiple of its damage, since it barely scatters and every ray hit. Its tooltip and the upgrade's details say so
  • The Generator has 9 fuel slots instead of 1, so it runs much longer without refuelling
  • Generator: energy storage raised from 50,000 to 1,000,000 RF and output limit from 200 to 65,536 RF/t; existing config files still on the old defaults are updated, other values stay

Fixed

  • The Melee, Slowing and Teleporter Turrets no longer use more energy with Scatter Shot upgrades installed; they act once per shot, so the upgrades only multiplied their energy use. Their tooltips and the upgrade's details say so now.
  • The turretBreakable config option did nothing; turrets can now be broken with a pickaxe when it is enabled
  • Turret projectiles that flew into a chunk without entity ticking froze there; they remove themselves now, as in 1.12.2
  • On the very first start (no config file yet), the disposable ammo list and the entity black and force lists were ignored until the next restart
  • The Redstone Reactor addon now burns a redstone block or dust when its energy fits the free storage exactly; before, it needed more room than that
  • 1.20.1 on Forge (Sinytra Connector): opening a turret base, generator or camo menu no longer crashes with an AbstractMethodError
Type
Name
Game Versions
Mod Loaders
Size
Downloads
Uploaded