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Automation & Mechanisms


CLOCKWORK/REDSTONE MACHINES

Redstone Servo

  • Place a Dispenser into the World.
  • Put a Compass in the Dispenser.
  • Place a block which can be rotated on the dispenser's "face"
  • Activate the Dispenser with a Redstone Pulse to rotate the rotatable-block.


Clockwork Crafters

  • Place a Dropper into the World.
  • Put an Item Frame on any side of the Dropper.
  • Place the Item you wish to craft in the Item Frame.
  • Supply the Dropper with resources required to create said item.


[​IMG]


Hopper Filters

  • Place a Hopper into the World.
  • Put an Item Frame on any side of the Hopper.
  • Place the Item you wish to sort in the Item Frame.
  • Rotate the Item in the Item Frame, to determine the sorter's
  • In/Out function.


Shields

Blocks required: 

  • Dropper: 1

Fuel: Prismarine Crystals

Description: A Shield protects against an explosions' block damage, using 8 Prismarine Crystal per explosion on average, but some weapons, such as Ion Beams, Fire Charges, Torpedos & Proton Torpedos, either drain more Prismarine, or bypass a Shields' protection, or arent affected by Shields in the first place.

 


Optics

Blocks required:

  • Iron Block: 1
  • Sign (any type): 1
  • Piston(s): Optional (used for corners)
  • End Rod: At least 1
  • Lodestone: 1

Fuel: None

Description: An Optic will teleport you to the lodestone when the sign is clicked. These can also be hooked up to a remote sign.


 

Mechanized Doors & Bridges

Blocks required:

  • Dropper:
  • Obsidian/Crying Obsidian: 1

Usable Blocks:

  • Any Stained Glass Blocks
  • Stone Bricks
  • Chiseled Stone Bricks
  • Any Concrete/Concrete Powder
  • Cobblestone
  • Smooth Stone
  • Endstone/Bricks
  • Any Slabs
  • Any Red/Sandstone
  • Normal Glass Blocks

     

Fuel: Redstone Activation

Description: These allow for toggleable Blast Doors & Draw Bridges that function separately from Crafts, and can deploy blocks through Air, Water, and/or Lava.

With a max range of 16 blocks, and being Observer compatible as well, you must have at least 1 more than the amount of Blocks Deployed, to successfully Retract.


RESONANT POWERED-MACHINES

(Resource Pack Required)

The Resonant Power System (First added in the Hybrid & Skygrid Update to Colossal) revamps many of the core mechanics of Colossal Combat. Including but not limited to: Movecraft Ship Power/Fuel Sources, Ore Smelting, Energy-Weapons, Shield-Fuel Generation, and Supply Production. Vehicles can now be powered off of the more efficient Batteries and Capacitors, AND Furnaces.

Resonant Power/"Electricity" is stored in the form of Resonant Crystals, and can be transferred by hand or otherwise, to and from the previously mentioned, Batteries and Capacitors.

(Battery | Above)

Supplies power off of Resonant Crystals/Charge. More expensive than Capacitors with less storage, but also drains slower. Can power a crafts' Movement.

May NOT be layed on its side/horizontally.

Blocks required:

  • Composite Block: 2
  • Dropper (Input/Output/Storage/Activation): 1

Charges at 2 Resonant Crystals per Pulse recieved.

(Fully Charged Battery | Below)


(Capacitor | Above)

Supplies power off of Resonant Crystals/Charge. Cheaper than Batteries with more storage, but also drains much faster. Can power a crafts' Movement.
May NOT be layed on its side/horizontally.

Blocks required:

  • Iron Block: 1
  • Dropper (Input/Output/Activation): 1
  • Barrel (Storage): 1

Charges at 4 Resonant Crystals per Pulse recieved.

 

(Fully Charged Capacitor | Below)


Ionized Redstone Cable Summary

  • By Default, Ionized Redstone Cable-Blocks can broadcast a maximum range of 24 Blocks, Corners and Splitters lower the Maximum Distance, thus making Power-Substations nessisary.
  • Normal Pistons/Normal Piston Heads act as Corners, but cannot output Resonant Power on thier own, thus needing Ionized Redstone Cables.
  • Quartz Pillar Blocks act as Two-Way Splitters, where the Power comes through the side of the Pillar, and then Out the "Top/Bottom" faces.
  • Target Blocks act as Four-Way Splitters. If the Resonant Power comes in from the North, the Splitter will try to send the signal out the Top, Bottom, East, and West faces of the Target Block. (Being worked on. No ETA.)
  • Power Stations are a multiblock which allows for extended range of Resonant Power, via resending the signal when it comes through the back of the Power Station, and out the front of the structure.

Example Cable Configurations/Layouts

(Two Way Cable | Above)

(One Way Cable | Below)


(Split Cable | Above)

(Split Cable - Annotated | Below)

(Power Station | Above)

Blocks required:

  • Steel Block (Structural): 4
  • Gold Block (Structural): 4
  • Blast Furnace (Power I/O Location): 1
  • Ionized Redstone Cable (For connections): 1+

(Power Station | Below)


Power Generation Components

(Combustion/Coal Generator - OFF | Above)

Generates power off of Fuel sources. Relatively cheap, but will immediately stop when out of fuel. Runs Every 10 Seconds.

Blocks required:

  • Redstone Lamp (On/Off): 1
  • Blast Furnace (Fuel Input): 1
  • Ionized Redstone Cable (Output): 1+

Fuel Sources:

  • Tier 1 Fuel: Coal/Charcoal, have a 1 in 9 chance to be consumed.
  • Tier 2 Fuel: Blaze Powder/Magma Cream have a 1 in 24 chance to be consumed.
  • Tier 3 Fuel: Coal Blocks have a 1 in 90 chance to be consumed.

(Combustion Generator - ON | Below)


(Solar Generator | Above)

Ambiently generates power off of Sunlight at different speeds, depending on the time of day

The Redstone Lamp Must be at or above Y=63.

Ambient Speed Conditions:

  • Dawn: Every 5 Minutes
  • Day: Every 90 Seconds (1.5 Minutes)
  • Dusk: Every 5 Minutes
  • Night: Every 25 Minutes
  • In-Orbit: Every 90 Seconds (1.5 Minutes)

Blocks required:

  • Normal Daylight Detector (Activation - Daytime Mode Only): 1
  • Redstone Lamp (On/Off): 1
  • Dropper (Output Direction): 1
  • Ionized Redstone Cable (Output): 1+

(Encased Turbine/Wind Generator | Above)

Ambiently generates power off of open air, at a consistant speed, dependant on its height and world. The Ionized Redstone Cable-Port must be at or above Y=60 to function. Cannot function in Orbits/Space worlds.

Blocks required:

  • Any Wool Block (Hull/Balloon): 8
  • Iron Bars (Rigid Frame): 4
  • Lever/Etc (Activation): 1
  • Normal Piston (On/Off): 1
  • Ionized Redstone Cable (Output): 1+

Ambient Speed Conditions:

  • Y=1-Y=60: Every 5 Minutes
  • Y=61-Y=99: Every 45 Seconds
  • Y=100-Y=149: Every 30 Seconds
  • Y=150-Y=255: Every 15 Seconds
  • In-Gas Giants (Saturn/Jupiter): Every 10 Seconds
  • In-Orbit: None/Null

(Hydropower Generator | Above)

Ambiently generates power off of Flowing Water, at a consistant speed of Every 10 Seconds.

Blocks required:

  • Steel Block (Hull): 12
  • Lever/Etc (Activation): 1
  • Normal Piston (On/Off): 1
  • Ionized Redstone Cable (Output): 1+

(GeoThermal Generator | Above)

Ambiently generates power off of a minimum of 25 Lava (source-blocks) below its Heat Intake (Iron Block), at a consistant speed of Every 7.5 Seconds.

Blocks required:

  • Iron Block (Heat Intake): 1
  • Obsidian (Heat Shielding): 4
  • Netherbrick (Hull): 8
  • Lever/Etc (Activation): 1
  • Sticky Piston (On/Off/Extension of Heat Intake): 1
  • Ionized Redstone Cable (Output): 1+

Uses for Resonant Power/Related Materials

 


(Powered Vacuum | Above)

Blocks required:

  • Dropper: 1
  • Hopper: 1
  • Ionized Redstone Cable (Power Input): 1+

Power Source: Resonant Power

Description: Vacuums allow ranged Item collection within a 3 Block Radius (6 Block Diameter) Sphere, Power is input through the Dropper.

 


(Radar Structure | Above)

(Radar Sign Format | Below)

Blocks required:

  • Gold Block: 1
  • Iron Bars: 1 to 64
  • Iron Block: 1
  • Redstone Torch: 1
  • Ionized Redstone Cable (Power Input): 1+

Power Source: Resonant Power

Description: Radars tell all Players in a 4-5 Block Radius (8-10 Block Diameter), how close other players are to the gold block of the radar. The range that the radar detects depends on how many iron bars there are. To activate the radar, send Resonant Power through Ionized Redstone Cables, into the Gold Block.


https://starmap.zapto.org/wiki-img/PrismaticConverter-Main.png

https://starmap.zapto.org/wiki-img/PrismaticConverter-Inside.png

(Prismatic Converter | Above)

Generates Prismarine Crystals off of a Resonant Power Source, depositing Prismarine Crystals in its inventory.

Blocks Required:

  • Composite Block (Resonant Shielding): 2
  • Aluminum Block (Prismatic Converter-Hull): 4
  • Redstone Lamp (Prismatic Converter-Hull): 4
  • Dispenser (Centrifuge/Output): 1
  • Redstone Blocks (Reactor Core): 2
  • Ionized Redstone Cable (Power Input): 1+

Output-Rate:

  • 1 Resonant Signal
    • 2 Prismarine Crystals

(Refinery Structure | Above)

Blocks required:

  • Redstone Block: 4
  • Blast Furnace: 1
  • Barrel/Dropper/Dispenser/Chest (Material Input/Output): 1
  • Ionized Redstone Cable (Power Input): 1+

Power Source: Resonant Power

Description: Refineries allow one to extract more valuable/useful materials from more common, or less common supplies. An example of this is Iron/Gold Nuggets from Cobblestone. To activate a Refinery send Resonant Power through Ionized Redstone Cables, into the Blast Furnace.

Refinery-Conversion Rates are as follows:

  • 9 Rotten Flesh
    • 1 Charcoal
  • 2 Wheat
    • 4 Wheat Dough
  • 16 Wheat Dough & 1 Milk/Water Bucket
    • 8 Wheat Batter
  • 4 Bone
    • 1 Charcoal
  • 1 Bone Block
    • 5 Charcoal
  • 12 Bonemeal
    • 3 Charcoal
  • 6 Emeralds & 9 Redstone Dust
    • 3 Crystallized Radon (Hyperfuel)
  • 8 Sweet Berry & 1 Brick
    • A combination of: Red Dye, Brown Dye, Purple Dye, Magenta Dye and/or Pink Dye
    • 1 Brick
  • 1 Cobblestone
    • A combination of: Iron Nuggets, Gold Nuggets, Charcoal, Sand, Flint, Gravel, Clay, and/or Bonemeal
  • 1 (Unpolished) Granite
    • A combination of: Nether Quartz Item, Gold Nuggets, Charcoal, Sand, Flint, Gravel, and/or Cobblestone

https://starmap.zapto.org/wiki-img/ArcSmeltery-Side.pnghttps://starmap.zapto.org/wiki-img/ArcSmeltery-Top.png

(Arc-Smeltery Structure | Above)

Blocks required:

  • Steel Block: 4
  • Dropper (Material Input): 1
  • Barrel (Material Output): 1
  • Ionized Redstone Cable (Power Input): 1+
  • Iron Block: 3

Power Source: Resonant Power

Description: An Arc-Smeltery allows one to gain more Ingots and Nuggets from certain ores. An example of this is Iron/Gold Ingots/Nuggets from their Respective Ores. To activate an Arc-Smeltery send Resonant Power through Ionized Redstone Cables, into the Dropper.

Arc-Smeltery Rates are as follows:

  • 1 Iron Ore
    • 1 Iron Ingot
    • 1-4 Iron Nuggets
  • 1 (Nether) Gold Ore
    • 1 Gold Ingot
    • 0-5 Gold Nuggets
  • 1 Diamond Ore
    • 2 Diamonds
  • 1 Redstone Ore
    • 5 Redstone Dust
  • 1 Cobblestone
    • 2 Stone Bricks
  • Clay Ball
    • 2 Brick-Items
  • 1 Raw Clay Block
    • 2 White Glazed Terracotta
  • 1 Normal Stone
    • 2 Smooth Stone
  • 1 Normal Stone Slab
    • 4 Smooth Stone Slab

https://starmap.zapto.org/wiki-img/Resonant%20Powered%20GrowthLamp-1.png

https://starmap.zapto.org/wiki-img/Resonant%20Powered%20GrowthLamp-2.pnghttps://starmap.zapto.org/wiki-img/Resonant%20Powered%20GrowthLamp-3.png

(Resonant Powered Growth Lamp | Above)

Blocks required:

  • Ionized Redstone Cable (Power Supply): 1+
  • Dropper (Power/Material Input): 1
  • Active Redstone Lamp (Growth Stimulator / Heat Lamp) : 1
  • Redstone Block/Lever/Redstone Torch/Powered Redstone Dust: 1
  • Any Hoe/"Scythe" (Optional | Harvesting): 1+
  • Carrot / Potato / Wheat Seeds / Beetroot Seeds (Optional | Planting): 1+

Notes:

  • The Dropper Must be Facing downwards, into the Redstone Lamp
  • The Redstone Lamp must be Lit for the Growth Lamp to function.
  • Cables must be Powering the Resonant Powered Growth Lamp from above.
  • Any Hoe/"Scythe" deposited into the Dropper will lose durability regardless of its Enchantments.
  • All Items harvested by the Growth Lamp will not be picked up automatically without external mechanisms.

(IntraShipEnergy "ISE" | Above)

 

 

 

 


(Tesla Coil | Above)

Blocks required:

  • Beacon (Power Distributor): 1
  • Gold Block: 1 to 12
  • Iron Bars (Coil):
  • Ionized Redstone Cable (Power Input): 1+

Power Source: Resonant Power

Description: Tesla Coils allow for charged/lightning-traps, ambient base defense, and supercharging entities and players with full Golden Armor being worn. The range of a Tesla's AOE is determined by the number of Iron Bars in a 5 Block Radius (10 Block Diameter) around the upper Beacon. Each Iron Bar increases the range by 0.25 Blocks. To activate a Tesla Coil send Resonant Power through Ionized Redstone Cables, into the Lowest Gold Block.

Tesla Coils Effects:

  • Wearing Full Leather or Full Diamond Armor negates all Negative AND Positive effects, providing Immunity.
  • Wearing Full Gold Armor negates all negative AND applies Swiftness 2, Regen 2 effects along with Repairing the Gold Armor, providing some Immunity and a Buff. Only works in the Tesla Coils' AOE.
  • Wearing any peice of Netherite or Iron Armor amplifies the damage dealt. Along with this, Netherite Armor will "chain" the effects to surrounding Entities/Players.
  • Standing on/in Gold Blocks or Iron Blocks/Bars/Doors/Trapdoors will always strike lightning, regardless of the Armor worn.
  • Standing on/in Gold Blocks or Iron Blocks/Bars/Doors/Trapdoors will also "chain" the effects to surrounding Entities/Players.
  • Iron Golems will gain Regeneration 1, from Teslas along with "chaining" the effects to surrounding Entities/Players.
  • Previously stated armor conditions still apply to the "chained" Entities/Players.

Weapons Types

Weapon Types


Plasma Cannon

Ammo: 3 Redstone Blocks

Sign: [Plasma-Cannon]

Penetrates Shields (Yes/No): No

Has Vertical Varaint (Yes/No): Yes


Pulse Cannon

Ammo: 4 Quartz Items

Sign: [Pulse-Cannon]

Penetrates Shields (Yes/No): No

Has Vertical Varaint (Yes/No): Yes


Super Laser

Ammo: 32 Resonant Crystals

Sign: [Super-Laser]

Penetrates Shields (Yes/No): No

Has Vertical Varaint (Yes/No): No


MassDriver

Ammo: 10 Redstone Dust

Sign: [MassDriver]

Penetrates Shields (Yes/No): No

Has Vertical Varaint (Yes/No): Yes


Torpedo Tube

Ammo (Type 1): 4 TNT (Small Explosion)

Ammo (Type 2): 1 Ender Crystal (Medium-Large Explosion)

Sign: Torpedo

Has Vertical Varaint (Yes/No): No

Penetrates Shields (Yes/No): Yes


Point Defense Laser Cannon

Ammo: 4 Resonant Crystals

Sign: [PDLC]

Has Vertical Varaint (Yes/No): Yes, Omni-Directional, with Upwards and Downwards oriented variations

Penetrates Shields (Yes/No): No - The weak explosions do deal damage to Shielding on hit.

When using a PDLC, look in the direction you wish to target, and after roughly 1.5 seconds of right clicking a linked remote sign, it will fire.

(Upwards-oriented Variant)


Mining Beam Turret

Ammo: 8 Resonant Crystals

Sign: [MBT]

Has Vertical Varaint (Yes/No): Yes, Omni-Directional, with Upwards and Downwards-oriented variations

Penetrates Shields (Yes/No): No - The weak explosions may do deal damage to shielding when hittng blocks it cannot mine, and can only mine where the user can mine as well.

When using a(n) MBT, look in the direction you wish to excavate, and after roughly 1.5 seconds of right clicking a linked remote sign, it will fire.

(EXTRA) Can Mine: Grass Block, Sandstones, Sands, Gravel, Natural-Stones, Dirt, Leaves, Any Ore and Mossy Cobblestone

(Upwards-oriented Variant)


IonBeam

Ammo: 16 Resonant Crystals

Sign: [IonBeam]

Has Vertical Varaint (Yes/No): No

Penetrates Shields (Yes/No): Yes - It ONLY drains shielding, no hull/block damage. It also Drains 16 Prismarine Crystals per shot, in a RADIUS of 5 around the impact. Good against lightly Shielded Craft.


Mining Beam

Ammo: 8 Resonant Crystals

Sign: [Mining-Beam]

Has Vertical Varaint (Yes/No): Only Downwards

Penetrates Shields (Yes/No): No - Cannot damage Crafts in any way, and can only mine where the user can mine as well.

(EXTRA) Can Mine: Grass Block, Sandstones, Sands, Gravel, Natural-Stones, Dirt, Leaves, Any Ore and Mossy Cobblestone


Movecraft Vehicle Types


Fuel/Power requirements for all Craft Types/Vehicles besides Turrets, Doors, DropPods, and Elevators follow these equations:

Resonant Battery Power Cost Equation: (Magma Blocks * 0.0005) + (Gearshift Number * 0.25) + (Beacon Blocks * 0.001)

Resonant Capacitor Power Cost Equation: ((Magma Blocks * 0.0005) + (Gearshift Number * 0.25) + (Beacon Blocks * 0.001)) + 2

Furnace Fuel Cost Equation: (Magma Blocks * 0.001) + (Gearshift Number * 0.25) + (Beacon Blocks * 0.05) + (Craft Size  * 0.0001)

Crystallized Radon Cost Equation: (((Craft Size) - 15) / 50) + 3

RiftDrive Warm Up Time Equation: (((Craft Size) - 50) / 25) + 12

THINGS TO NOTE:

  • ALL Decimals are rounded UP to the next whole number.
  • Although Capacitors & Batteries are generally more efficient, they do have a relatively high installation cost/material requirements to make, and require some way to be charged.
  • Fuel Tiers:
    • Tier 1 Fuel: Coal/Charcoal, have a 1 in 9 chance to be consumed.
    • Tier 2 Fuel: Blaze Powder/Magma Cream have a 1 in 12 chance to be consumed.
    • Tier 3 Fuel: Coal Blocks have a 1 in 25 chance to be consumed.
    • Capacitor / Battery Fuel: Resonant Crystals have a 1 in 14 chance to be consumed.
    • Hyperfuel / RiftDrive Fuel: Crystallized Radon are consumed at thier Calculated rate, every Warp/Jump
      • Crystallized Radon is used by every Vehicle type which is Warp/Jump capable between/within Orbits.

      • Crystallized Radon is obtained primarily through mining Redstone Ore.

  • Fuel/Power Management will be a very useful skill to know how to use.
    • Fuel/Power is only consumed when Moving.
    • If you run out of Fuel/Power in Orbit you will be stranded until you find help, or drop yourself out of Orbit manually.
    • Carry more than enough to get where you're going, AND Backup
  • Teleporting / Jumping takes time to Warm Up, and while this is occuring the Vehicle which is preparing to Jump CANNOT Move, Rotate, or be Released (even via disconnecting)
    • The Vehicle will fail to Jump if not enough Crystallized Radon is found or an obstruction is at the destination (Still uses Radon even if unable to Warp).
    • The Vehicle will succeed Teleportaton / Jumping if there is enough room to Move in the area of the Destination, AND if there is enough Crystallized Radon in the Top-Slot of the Craft's Fuel Reserves/Furnaces.
    • To Safely halt a Warp, run /riftdrive tp <cancel/stop/end>

[OUTDATED]

This Movecraft Type Info is now outdated; and is able to be accessed with the in-game command: /craftwiki

These Craft Types are universal on Colossal Combat. From Creative to StarCivs, they dont change inbetween.

Here are their basic statistics/descriptions:

(Sign) Name Min Blocks | Max Blocks Vehicle Type Required Blocks (%) Capacities
Dreadnaught
10500 | 187500
Air/Space

BEACON 0.25%,
REDSTONE_BLOCK or SEA_LANTERN 2.0%

CAN Fly/Move (Very Slowly),
CAN Teleport/Warpdrive between Orbits/Worlds,
CAN have: (Any) CONCRETE, STONE_BRICKS, etc. Use these for landing pads and other structures. CANNOT have above 15.0%
-


Starship



1250 | 10000



Water/Air/Space


BEACON 0.2%,
REDSTONE_BLOCK or SEA_LANTERN 4.5%
CAN Teleport/Warpdrive between Planets/Worlds,
CAN carry other Crafts via Piston-Connections (or otherwise),
As long as the Starship can support them,
CAN Submerge,
Use Endstone for Heavier Armor
-
Hyperring 450 | 2300 Air/Space REDSTONE_BLOCK or SEA_LANTERN 2.25%,
BEACON 0.15%
CAN Fly,
CAN Teleport/Warpdrive between Orbits/Worlds,
CAN have a MAXIMUM of 5% Dispensers/Droppers,
CAN be composed of 5% Chest/Barrel, and still Function. CANNOT have above 15.0%
-
Starfighter 200 | 1150 Air/Space REDSTONE_BLOCK or SEA_LANTERN 2.25%,
WOOL 35.0%
CAN Fly,
CANNOT Teleport/Warpdrive between Planets/Worlds without a Support Ship/Carrier/Hyperring,
CAN have a MAXIMUM of 4.5% DROPPER,
CAN be composed of 1.5% Chest/Barrel, and still Function.
-

 

 

Freighter

 

1500 | 42500



Air/Space

 

REDSTONE_BLOCK or SEA_LANTERN 2.5%,
BEACON 1.5%

CAN Fly,
CAN Teleport/Warpdrive between Orbits/Worlds,
CAN have a MAXIMUM of 4% DROPPER,
CAN have a TOTAL of 16 DISPENSER,
CAN be composed of 22.5% Chest/Barrel, with no speed reduction. CANNOT have above 15.0%
-
CargoShuttle 300 | 2500 Air/Space REDSTONE_BLOCK or SEA_LANTERN 2.25%,
WOOL 25.0%
CAN Fly,
CAN Teleport/Warpdrive between Orbits/Worlds,
CAN have a MAXIMUM of 1.5% DROPPER,
CAN have a TOTAL of 4 DISPENSER,
CAN be composed of 17.5% Chest/Barrel, with no speed reduction.
-
Plane 12 | 1200 Air REDSTONE_BLOCK or SEA_LANTERN 7.5%,
WOOL 30%
CAN Fly, Fast & Cheap, Sub-Orbital (Cant goto Space)
-
Airship 1050 | 25000 Air REDSTONE_BLOCK or SEA_LANTERN 5.0%,
WOOL 45.0%
CAN Fly,
CANNOT Teleport,
Less expensive than a Starship, Sub-Orbital (Cant goto space)
-
Submarine 250 | 25000 Sea
REDSTONE_BLOCK or SEA_LANTERN 7.25%,
WOOL 6.0%
IRON_BLOCK 1.5%
CAN Fly AND Submerge,
CANNOT have Water-Based Cannons
-
MagmaRaft 10 | 1000
Lava/Sea REDSTONE_BLOCK or MAGMA_BLOCK 7.5%, 20% Nether Woods/Logs/Nether Bricks Floats on Lava or Water, CAN have 4.5 Chest/Barrel,
-
Ship 10 | 7500 Sea REDSTONE_BLOCK or WOOL or SEA_LANTERN 5.0%,
IRON_BLOCK or STAINED_TERRACOTTA 15.0%
Floats On Water, Restricted to the Seas, Generally Faster than a Plane
-
Turret 15 | 7500 Weapons Platform NONE CAN be used independantly or as a 'subcraft'.
CAN only rotate.
-
BaseCannon 50 | 50000 Weapons Platform NONE CAN be used independantly or as a 'subcraft'.
CAN only rotate,
Best used as a Stationary Fortification.
-
Elevator 5 | 5000 Utility NONE CAN be used independantly or as a 'subcraft'.
CAN move vertically,
CANNOT have Water.
-
Door 5 | 2500 Utility NONE CAN be used independantly or as a 'subcraft'.
CAN rotate, and Cruise
CANNOT have Water.
Useful as a blast-door/fortified entryway.
-
Tank 25 | 17500 Land IRON_BLOCK or STAINED_CLAY or SLABS 7.5%,
REDSTONE_BLOCK or SEA_LANTERN 4.5%
Glides/Rolls across the Land,
CAN tread through water, but doesnt float,
CANNOT have Water-Based Cannons.
-
Train 25 | 9500 Land/Rail IRON_BLOCK 7.5%,
REDSTONE_BLOCK or SEA_LANTERN 4%
Must be touching (any) Minecart Rail to move.
CANNOT have Water-Based Cannons.
May be made of 40% Chest(s),
Noteably slower than most other crafts.
-

[OUTDATED]

This Movecraft Type Info is now outdated; and is able to be accessed with the in-game command: /craftwiki

Maps & Planets

Maps:

Used for viewing locations in two Galaxies:

Used for viewing all plots on Creative:


Teleporting & Travelling between Planets on the StarCivs Server(s):

Teleporting between planets and locations may be no easy task, as one needs to have had already been there, and recorded the location's coordinates, or having been given coords. But nothing is stopping you from teleporting to randomly chosen Coords OR from using the StarMaps to plot your course..

This is how a teleport sign should be formatted.
Explainaton of the x,y,z and WORLD Variables:

The x,y,z variable is required, as these tell the Starfighter/CargoShuttle/Freighter/Starship/Station/Dreadnaught where to teleport to within the targeted orbit/world.

The WORLD variable is technically optional, and will only work on CargoShuttles, Freighters, Starships, Stations, and Dreadnaughts -- This variable tells the Teleport/Warp Sign which World/Orbit(?) to Teleport to (if not already there).

NOTE: NO spaces, the 'Teleport:' and the comma's, should always be present on the their shown-lines.

NOTE: NO spaces between: x,y,z


Teleporting & Travelling between Galaxies/RiftSpaces' within the StarCivs Server(s):

This is how a RiftDrive sign should be formatted.

Firing up a RiftDrive and Jumping between Galaxies is very resource/supply intensive. First off, you already need to have teleported to RiftSpace within your current Galaxy (Server) (Ex; The MilkyWay's RiftSpace), and that costs an amount of Crystallized Radon to perform. Next off, you will need another FULL stack of Radon activate your RiftDrive and cross the intergalactic void.

Explainaton of the "x","y","z", and "GalaxyName" variables:

The x,y,z variables are required,
because they tell the CargoShuttle/Freighter/Starship/Station/Dreadnaught where to teleport in the Other Galaxys' RiftSpace

Unlike the "WORLD" variable used in Teleport signs; the "GalaxyName" variable is NOT optional, and will only work on CargoShuttles, Freighters, Starships, Stations, and Dreadnaughts -- This variable tells the RiftDrive Sign which Galaxy to Teleport to (if not already there).

NOTE: NO spaces, the '[RiftDrive]' and comma's, should always be present on the their shown-lines.

NOTE: NO spaces between: x,y,z

NOTE: ONLY Functions on: CargoShuttles, Freighters, Starships, Stations, Dreadnaughts

NOTE: ONLY Andromeda and MilkyWay will work for the "GalaxyName"

Building a RiftDrive:

Material Requirements:

  • Any Ship-fuel source (For moving after the Jump)
  • ~64 Crystallized Radon (For a one way trip)
  • 24 Slabs (Any variant)
  • 8 Magma Blocks
  • 4 Beacons
  • 1 Blast Furnace


 

 

Utility Signs & Other Controls

Wiki: Utility Signs & Other Controls

How to Power (RPower) Redstone within your Vehicle, from a sign:

This is how a(n) [RPower] sign should be formatted.
Replace the 2nd through 4th Lines to an easily remembered/short name/description.
[RPower] Signs allow you to toggle/activate any Lever/Stone Button adjacent to the sign.
However, it does not adhere to certain redstone mechanics so the actual power source, the activated Lever/Button, will need to be directly connected to a wire/repeater.


How to Remotely Control Weaponry and other Functionality within your Vehicle, from a sign:

This is how a(n) Remote Sign should be formatted.
Replace the 2nd through 4th Lines to an easily remembered/short name/description.
Remote Signs allow you to control/activate ANY Sign based Mechanism on your Piloted Craft/Vehicle,
Such as [RPower] Signs and Turrets

To use this system:

  1. You must be the pilot of a craft.
  2. The craft must have a sign attached, and the sign's 2nd-4th lines must contain the same text as the sign you wish to activate.
  3. Right Click the Remote Sign

How to (Somewhat) Secure your Items:

Keep your stuff safe from other players with [Private] signs,
Which prevent Normal/Non-Staff Players from accessing your items in a chest/trapped chest/doors/other inventory blocks.


How to Remote-Control Weapons and other Functionality within your Vehicle, by Right Clicking a Book Item:

Direct Weapon Control IMG 1

Get a regular Book Item, not one that can be written though.

Rename the Book to what ever is on the sign you wish to activate's 2nd-4th lines.

To use this system:

  1. You must be the pilot of a craft.
  2. The Craft must have a sign attached, and the sign's 2nd-4th lines contain the same text as the Book you named.
  • If there are multiple signs with the same text, it will only activate the first one the system comes across.
  • To get around this, use a Remote Sign (shown in a prior guide).

Fabricators & Structure Printing/Saving


Fabricators:

Base Command: /fab | /fabricator

Note: The part of the commands containing "<" and ">", are not actually written.

Sub-Commands:

  • /fab save <Structure_Name>
  • /fab price <Structure_Name>
  • /fab list

Command Descriptions:

The SAVE command requires you to be piloting a craft to work.

Keep in mind, once a save is in the process of being made, you will be released and will unable to pilot anything else, until the structure finishes. Saving structures also takes time, and depends on how large your structure/ship is.

The PRICE command requires the structure to already be saved.

Calculating prices takes time, and also depends on how large your save is.

The LIST command lists off what saves you have made, if any.

Pricing List:

https://starmap.zapto.org/FabricatorPrices.txt


Fabricator Multiblock:

(Right Click to Construct/Print)

Towny & Wars

Solar Fronts (Nation Wars) Data:

Base Command: /war

  • Cost to Start a Town War: 2500 Credits
  • Winning a War gives: 9500 Credits
  • Losing a War takes: 10500 Credits
  • If the Nation who starts the war, Wins, they get: 10500 Credits
    • (Same as the starting amount)
  • To initiate a Truce, the Nation must have: 4500 Credits
  • To win a War, the Nation must receive: 125 Kills
  • Preparation Time: 30 Minutes
  • Preparation Time for Allies: 45 Minutes
  • Grace Period from Nation Founding: 30 Minutes
  • Cooldown between Wars: 8 Hours
    • (For when any nation or group of nations can start fighting)
  • Time between Vengence-Wars: 3 Hours
    • (For the two nations who first began fighting)
  • Hours before Force-End: 72 Hours
  • Kills per Ally: 25 Kills
    • How many kills are needed for ONE more ally to officially join.
  • Victory Territory Gain: 25 Town Blocks
    • Maximum/Over-all Territory Gain: 250 Town Blocks
  • Territory lost on Losing: 15 Town Blocks
    • Minimum Territory lost: 5 Town Blocks

 

Town Upkeep Data:

[Coming Soon]

 

Town Tiers:

Tier Name Required Players
Base Claims Max Buyable Claims
Maximum Town Outposts
{Remains} 0 4 0 0
{Encampment} 1 64 512 0
(Settlement I) 3 76 512 1
(Settlement II) 6 92 512 1
(Settlement III) 12 128 512 2
(Town I) 16 160 512 3
(Town II) 18 224 512 4
(Town III) 24 256 324 6
]>City-State I<[ 28 512 256 8
]>City-State II<[ 32 1024 128 16
]>City-State III<[ 40 1024 160 18

 

Towny Video Guides:

(Not associated with Colossal Combat by any means.)

BEGINNERS GUIDE:

 

GENERAL OVERVIEW: