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How to play

Robin Seifert edited this page Sep 2, 2024 · 8 revisions

Install

It is recommended to use a launcher such as curse forge or modrith to do this for you. As both will download any requirements and do the setup work for you. Making the process seamless and without stress.

However manual install can still be done. For those new to this it is recommend to google a guide or watch a video. As the following is a high level step list each with their own requirements. Make sure to only use trusted and official sites.

  1. Figure out which Minecraft and Mod version you wish to install. Say for example Minecraft 1.12 and ICBM v6.x.x
  2. (if not installed already) Download and Install Java for the version (java 8 for 1.12)
  3. (if not installed already) Download and Install Minecraft for the version supported.
  4. (if not installed already) Download and Install Forge for the same version
  5. Download ICBM for the matching version
  6. (optional) Download a supporting mod for power and crafting resources such as Mekanism
  7. (optional) Download a supporting mod such as JEI for recipe help
  8. Place ICBM and other mods into your minecraft install's mods folder.

Launcher setup

Before starting make sure you have a supporting mod for power and crafting. ICBM team recommends Mekanism and has tuned some of our recipes to match. If you are not use to mekanism we recommend their tutorials first. https://wiki.aidancbrady.com/wiki/Main_Page

As for launcher setup it is important to understand the launcher isn't a single block. It is a connection of different blocks working together. This concept is known as emergent multiblock, sometimes also called dynamic multiblock. Most setups will have a launch pad to hold the missile, connector blocks to relay power & data, and a controller to send commands from users.

Rest of the tutorial will show you how to setup and fire a missile. Recipes will not be shown as mods like JEI can provide this insight.

Basics

Launchers are comprised of 3 main blocks launch pad, connector, and controller. With the pad acting as the storage and firing point. Connector a way to supply power, data, and resources. Controller as the firing solution planner and trigger.

Additionally some supporting blocks may be required depending on your modpack. Primarily power is needed unless disabled in the config. This is often supplied via wires or direct connection of a generator block. For purpose of this tutorial we will use Mekanism power cables.

Optionally resource pipes or hoppers can be used to feed reloads. For this tutorial we will use hoppers but it is recommend to use a more performance friendly solution.

Launch Pad

Often called Launcher Base, this is the simplest way to store a missile for firing. Functionality of the block is strait forward. It is full block with no special collision rules. Allowing for placement on any surface or embedded into the ground.

launcher pad demo in a concrete launch area. With an example of a missile loaded and others in different placements

The side with an opening allows for insertion of a missile. Either via interactive click or automation such as pipes/hoppers.

launcher with hopper and mekanism creative bin. Showing automation potential.

Supports placement on all 6 sides of a block. Allowing for wild setup for any creative build.

Six Launchers all on different sides of the same block

Connector

In simple terms connectors are decorative versions of pipes and wires featured in other mods. Only they provide access to all blocks in a launcher system. Including anything those blocks may require such as power, inventory, fluids, and data.

Most common connector block you will be using is the Launcher Connector. It is a full sized block with no special collision rules. Its render is also left simple to avoid performance hits and vanish when hidden behind walls. Allowing builders to focus on the missiles and any command center they may desire to create.

connector block being shown on its own. As well used in a setup to provide a launcher with inventory and power.

Additional connector blocks are provided for decorative and build creativity. Such as launcher frames. Which act the same as connector but with a decorative visual.

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Controller

Controller is the brain of the launcher system. Being responsible for storing target information, relaying data commands, connecting to radio systems, and generating a firing solution. The most basic version of this is Launcher Screen.

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Launcher Screen is also the main way to interface with the system.

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Allowing for manual input of target position, recharge of the system via battery, and firing using the large button.

Full setup

There are 1000s of possible solutions to setting up a launcher. A very common classic setup involves a launch pad, remote link to controller (often in a bunker), power connection, and missile storage. Usually these would be spread over a base and shared with dozens of silos hidden underground.

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For those that desire compact designs you can move everything together. As the only requirement is all blocks be connected.

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Silos are also supported and even recommended.

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For those with creative spirit doors (not shown here) and other mechanics can easily be created. For those willing to go the extra mile there are endless ways to setup launchers.


Using the launcher

First ensure your launcher is in a safe location, has a clear path for the missile to fly, and is a good distance from possible targets. Launcher does have basic safety checks and range limitations. Beyond this you can fire a launcher manually using the button in the UI or using a radio signal.

Most common way to use a launcher setup is with the Laser Designator.

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This will feed the target position to the launcher and trigger a launch via radio signal. Though does require linking to the same frequency as the controller. To do this interact (right click) the controller.

To use the designator simply aim at the target, stand a safe distance away, and interact (right click). You should get a message in chat confirming the launch or indicating any error.

Other less common solution involve remote detonator. This requires manually setting the target position in the launcher. As well linking in the same way as the designator. Main advantage to this tool is pre-aimed launchers all sharing the same frequency. While each maintains a different target and firing solution.

Advanced Setups

One of the best features of the launcher system is the option for complex setups. First of this is multiple launch pad support.

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Each launcher setup is a data connected network. Allowing for commands to be sent to groups or all launchers connected to a screen. This also means any number of screens can also be connected. As well other mods that supply their own controllers. Such as our addon for computer craft.

As well launchers do not need to be directly next to each other. Can be more creatively positioned for better visuals.

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Though considerations need to be given to the setups. Separating launchers will increase distance traveled and accuracy calculations of each. More missiles fired will also impact the accuracy of the entire group. It is best to fire one missile at a time and for short distances to ensure target hit.

Beyond this missiles can collide in the air. So highly dense setups will need launch offsets to avoid collisions. This can be done in the launch pad's UI.

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Firing delay is in game ticks (20 ticks per second). Few tick delay can make a large difference to avoid collision. Also setting lock height (blocks/meters) can reduce how likely missiles are to collide. Adjusting setup may be required and it is recommend to test your setup with smoke missiles to avoid damage.

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