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SCC: Calculated Defense

SCC add-on: your base defends itself - star towers, a shield dome, spawn protection and a holo radar, powered by the SCC network.

SCC: Calculated Defense

Base defense from the stars – powered by your SCC network.

Requires Super Cool Calculator (SCC) 1.5.0+ – this is an add-on and does nothing on its own.

Place a Bastion Calculator on your SCC cable and it claims a protected zone around your base.

Inside it, Star Towers – floating crystals over steel pedestals – turn towards hostile mobs and fire beams of light, solar flashes, chain lightning, gravity wells and tiny black holes.

A hexagonal Star Shield dome stops arrows, fireballs and creeper blasts, Star Wards prevent spawns, Light Fences and Gravity Mines keep mobs away – and every drop and every point of experience goes straight into your SCC storage.

Star Towers in action

BASTION

The Bastion Calculator is the heart of your defense:

  • Claims a zone: radius 16, 24, 32, 48, 64 or 96 blocks by tier (normal SCC tier upgrades).
  • Powers every defense block inside the zone from its SCC network – towers need no cable of their own.
  • Look at it and the zone border lights up.
  • Holo radar: the zone from above with a sweeping radar – hostile mobs red, neutral yellow, players and allies blue, towers in their tier colour with their range. Click a dot or tower for details.
  • Combat log: what was defeated when and where, by which tower, which loot went into storage – and the energy used per tower.
  • Alarm: sound, action bar message and a redstone signal when hostile mobs enter the zone.

The holo radar of the Bastion Calculator

The combat log: defeated mobs, loot and energy per tower

STAR TOWERS

One weapon per tier:

  • Basic – Star Beam: a simple beam of starlight.
  • Red Dwarf – Ember Laser: a thin red laser that sets its target on fire.
  • Yellow Star – Solar Flash: a salvo of light in a cone, blinds, double damage to the undead.
  • Blue Giant – Plasma Arc: chain lightning that jumps to up to 4 enemies.
  • Neutron Star – Gravity Well: pulls enemies together, holds them for 3 seconds, keeps creepers away.
  • Singularity – Event Horizon: a tiny black hole that slows everything nearby and pulls it in.

Shots are pure light: no projectile entities, a throttled target search and no lag, even with dozens of mobs.

Every tower weapon at once, seen from above

Star Towers and their range

Upgrades – up to 4 per tower, forged in the SCC Star Forge:

  • Range Lens
  • Pulse Capacitor – fire rate
  • Plunder Prism – Looting up to III
  • Flux Condenser – efficiency

Special ammunition (optional, pulled from your SCC storage by the tower itself): fire (Blaze Powder), frost (Packed Ice) or stardust (Star Shard) for bonus damage.

Target cards: hostile only, hostile + neutral, or your own mob list as whitelist or blacklist.

The Star Tower window: target card, upgrades and ammunition

Loot into storage

Mobs defeated by towers drop their loot as if a player defeated them – with Looting from the Plunder Prism – and it goes straight into the SCC storage of the Bastion.

Experience flows into the network as liquid experience when your pack has one, otherwise the Bastion keeps it for you.

With SCC: Calculated Mobs: every Star Tower gets a core slot. Put in a Specimen Core and the tower's kills of that mob count as hunting knowledge for you – "Studying: Zombie – Yellow Star 64 %". Bosses never count.

SHIELD & WARDS

  • Star Shield: a glowing hexagonal dome over the whole zone. Stops arrows, fireballs and shulker bullets and prevents block damage from creeper and ghast explosions. Every hit ripples across the dome and costs FE – run dry and it flickers and falls.
  • Star Ward: no natural hostile spawns in its radius. Mob spawners (your mob farm) keep working.
  • Light Fence: two posts in a line link up into a glowing barrier. Hostile mobs bounce off, players, pets and villagers walk through.
  • Gravity Mine: an inconspicuous plate that launches hostile mobs high into the air.

The Star Shield over a village at night

Arrows hit the Star Shield – every hit ripples across the dome

Hostile mobs bounce off the Light Fence, villagers walk through

Raids and invasions

During a pillager raid near the zone, or when a large group of hostile mobs floods in (mod invasions), the towers go into overload mode: double fire rate at double energy cost. The radar shows the wave.

The radar during a raid

FAIR PLAY

  • Towers never attack players – no PvP.
  • Bosses are off limits: Wither, Ender Dragon and modded bosses (c:bosses) are not attacked unless the server config allows it – boss fights stay with the players.
  • Never targeted: named mobs, pets, villagers, wandering traders, golems and allays.
  • FTB Chunks: claims of other teams are respected. FTB Teams: members of your team may use your defense blocks. Both optional.

It looks like it belongs

Star Forge style blocks in the SCC tier colours, glowing crystals and beams, a hexagon dome with hit ripples, 3D items, windows in every SCC design (F7), quiet sounds, a JEI category with info pages and its own chapter in the SCC guide.

For pack makers

Every effect can be switched off in scc_defense-server.toml. Ranges, damage, cooldowns, energy costs, zone and ward radii, fence length, ammunition items, raid overload and the FTB compatibility are all configurable.

Tags: scc_defense:bosses (never attacked), scc_defense:ignored (never targeted).

Languages: English, Brazilian Portuguese, Spanish, Russian, Chinese.


Requires Super Cool Calculator (SCC) 1.5.0+ · NeoForge · Minecraft 1.21.1 and 26.1.2

Made by XxRonaldxX

Like it? Support SCC on Patreon – supporters get the newest versions first.

SCC: Calculated Defense Team

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