CBC: Terminal Ballistics is a Create: Big Cannons addon that changes how blocks respond when hit by CBC projectiles.
Key Features:
Refined penetration mechanics: When blocks are hit by a projectile, the projectile may sometimes penetrate instead of breaking the block. A new material property, Ductility, has been added. It determines how many repeated hits it takes to break a block. For example, steel armor has high ductility, allowing it to take many hits before breaking.
Caliber matters: Heavy armor plates can now absorb hundreds of rapid-fire autocannon rounds without failing, requiring you to flank weaker, unprotected areas or use a stronger cannon that can punch through the plates at once. Higher-caliber cannons, such as big cannons, can deal substantial integrity damage to armor blocks and break them in two hits.
Projectile impact marks: Autocannons, small/small-medium cannons (CBCMS), medium cannons (CBCMW), and big cannons all produce different penetration holes, stopped dents, and ricochet marks.
Deadly spalling: When an AP shell penetrates a vehicle, it creates a deadly cone of flying metal fragments, or spall, inside the vehicle, damaging players and destroying internal components.
Armored copycat: Adds the Copycat Armor Layer and Framed Collapsible Copycat Armor Block. You can freely adjust their toughness with the Armor Upgrader item.
Dependencies
Main vs2.4
| Mod | Version | Required |
|---|---|---|
| Create | 6.0.8 | Yes |
| Copycats | 3.0.4 | Yes |
| Create Big Cannons | 5.10.2 | Yes |
| Valkyrien Skies | 2.4.7 | Optional |
| CBC More Shells | 0.2.2 | Optional |
| CBC Modern Warfare | 0.0.7 | Optional |
| RHA | 1.1.5 | Optional |
| S_A_B | 1.4.3 | Optional |
Legacy vs2.3
| Mod | Version | Required |
|---|---|---|
| Create | 0.5.1.j | Yes |
| Copycats | 2.2.2 | Yes |
| Create Big Cannons | 5.8.2 | Yes |
| Valkyrien Skies | 2.3.0-beta.5 | Optional |
| CBC More Shells | 0.2.2 | Optional |
| CBC Modern Warfare | 0.0.6c | Optional |
| RHA | 1.1.4 | Optional |
| S_A_B | 1.4.3 | Optional |
NeoForge 1.21.1
| Requirement / Mod | Supported version | Tested version | Required |
|---|---|---|---|
| Minecraft | 1.21.1 | 1.21.1 | Yes |
| NeoForge | 21.1 or newer | 21.1.x | Yes |
| Java | 21 | 21 | Yes |
| Create | 6.0.7-6.0.x | 6.0.10 | Yes |
| Create Big Cannons | 5.10.x-5.11.x | 5.11.7 | Yes |
| Copycats+ | 3.0.4 or newer | 3.0.4 | Yes |
| Ritchie's Projectile Library | Required by CBC | Via CBC | Yes |
| Sable | Compatible | 1.2.2, 2.0.3 | Optional |
| Create: Aeronautics | Compatible | - | Optional |
| CBC Modern Warfare / CBC Neo Warfare | Compatible | - | Optional |
| CBC More Shells | Compatible | - | Optional |
Credits
Create: Big Cannons
- CBC: Terminal Ballistics is built as an addon for Create: Big Cannons.
- Portions of the gameplay logic were developed with reference to the Create: Big Cannons source code.
- Some textures are based on, inspired by, or adapted from assets originally created for Create and Create: Big Cannons.
- Full credit for those assets and systems belongs to their respective authors.
Create & Copycats+
- The implementation and concept of the Copycat Armor Layer were partially inspired by Create & Copycats+.
- Portions of the code were developed with reference to the Copycats+ source code.
A huge thanks to the Create, Create: Big Cannons, and Copycats+ developers for creating the projects that made this addon possible.
How to Install CBC: Terminal Ballistics (Mod)
CBC: Terminal Ballistics by MeguminErika is verified for Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1 (latest release: 0.4.0, file size: 510 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.21.1) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded CBC: Terminal Ballistics file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add Version## **Persistent Shell Embedding**
- Shells that stop inside a block are saved and rendered persistently (
embeddedShellLifetimeTicks, 0 = permanent) - Embed depth is based on the projectile's penetration ratio
- Embedded shells follow VS ships — stored ship-locally, rendered in the ship's live frame
- Loaded fuze and shattering projectiles retain their native behavior (they never embed)
- Per-block and global render caps (
embeddedShellsPerBlock,maxRenderedEmbeddedShells)
## **Ballistic Repair**
- Right-click a damaged block with the **Cannon Welder** (CBC's existing item) to clear impact marks, embedded shell visuals, and accumulated armor integrity damage
- Shift-click removes embedded shells only
## **Impact Synchronization**
- Impact marks and embedded shells are sent to players when they join
- Embedded shells resynchronize with nearby players every 2 seconds; impact marks update on change
## **Artillery & Terminal View (hitcam)**
- Cinematic **artillery chase cam** following shells in flight, with sticky targeting so rapid fire doesn't constantly retarget mid-flight
- Terminal x-ray view** on impact: slow-motion penetration breakdown of the shell's path, plate hits, spall cones, and a verdict (CRITICAL HIT / HIT / RICOCHET / NO PENETRATION / DETONATION)
- Critical-hit damage report**: broken mechanical components and crew kills listed in the x-ray (data-driven
critical_blocksdatapack; PlayerRevive downing counts as a crew kill) - Multi-shell burst accumulation**: follow-up shells merge into the running x-ray diagram — autocannon bursts render as layered live impacts instead of restarting the view
- Salvo ghost shells**: other shells in the salvo render in the PiP alongside the tracked one
- Terrain streaming**: real chunks stream around the shell's flight path and impact area; Distant Horizons compatibility modes (LOD fallback or suppression) for the chase cam; terminal streaming is exempt from the artillery
terrainStreampreference - Ballistic Goggles**: right-click a cannon mount to link the goggles to up to 16 cannons; linked cannons' shells get the artillery/terminal views. Links are ship-anchored so they survive the ship sailing. VS Analog Warfare's Vehicle Setup Block can automatically relink goggles on vehicle rebuild
- Spotter Goggles**: opt in to viewing nearby shells from any cannon
- Configurable via the
hitcam/hitcam_xrayclient configs and the hitcam server config section
## **Other**
- Optional Create contraption collision for projectiles (
hitCreateContraptions, default off) - Data-driven **ignored blocks**: pack authors can make projectiles phase through specified blocks untouched
- Combatgear ammo racks cook off when broken by shells or spall
- Ship-following impact decals,
/cbctbadditions (marks refresh/delete,goggles list/clear,shells refresh/delete)
## **Persistent Shell Embedding**
- Shells that stop inside a block are saved and rendered persistently (
embeddedShellLifetimeTicks, 0 = permanent) - Embed depth is based on the projectile's penetration ratio
- Embedded shells follow VS ships — stored ship-locally, rendered in the ship's live frame
- Loaded fuze and shattering projectiles retain their native behavior (they never embed)
- Per-block and global render caps (
embeddedShellsPerBlock,maxRenderedEmbeddedShells)
## **Ballistic Repair**
- Right-click a damaged block with the **Cannon Welder** (CBC's existing item) to clear impact marks, embedded shell visuals, and accumulated armor integrity damage
- Shift-click removes embedded shells only
## **Impact Synchronization**
- Impact marks and embedded shells are sent to players when they join
- Embedded shells resynchronize with nearby players every 2 seconds; impact marks update on change
## **Artillery & Terminal View (hitcam)**
- Cinematic **artillery chase cam** following shells in flight, with sticky targeting so rapid fire doesn't constantly retarget mid-flight
- Terminal x-ray view** on impact: slow-motion penetration breakdown of the shell's path, plate hits, spall cones, and a verdict (CRITICAL HIT / HIT / RICOCHET / NO PENETRATION / DETONATION)
- Critical-hit damage report**: broken mechanical components and crew kills listed in the x-ray (data-driven
critical_blocksdatapack; PlayerRevive downing counts as a crew kill) - Multi-shell burst accumulation**: follow-up shells merge into the running x-ray diagram — autocannon bursts render as layered live impacts instead of restarting the view
- Salvo ghost shells**: other shells in the salvo render in the PiP alongside the tracked one
- Terrain streaming**: real chunks stream around the shell's flight path and impact area; Distant Horizons compatibility modes (LOD fallback or suppression) for the chase cam; terminal streaming is exempt from the artillery
terrainStreampreference - Ballistic Goggles**: right-click a cannon mount to link the goggles to up to 16 cannons; linked cannons' shells get the artillery/terminal views. Links are ship-anchored so they survive the ship sailing. VS Analog Warfare's Vehicle Setup Block can automatically relink goggles on vehicle rebuild
- Spotter Goggles**: opt in to viewing nearby shells from any cannon
- Configurable via the
hitcam/hitcam_xrayclient configs and the hitcam server config section
## **Other**
- Optional Create contraption collision for projectiles (
hitCreateContraptions, default off) - Data-driven **ignored blocks**: pack authors can make projectiles phase through specified blocks untouched
- Combatgear ammo racks cook off when broken by shells or spall
- Ship-following impact decals,
/cbctbadditions (marks refresh/delete,goggles list/clear,shells refresh/delete)
- HE contact rounds now break the block they detonate on reliably.
- Entity damage is now applied before a projectile stops on block impact.
- Fixed client-server projectile impact outcome synchronization.
- NeoForge 1.21.1: test-launcher-fired shells are no longer removed on impact.
- Mortar projectiles (mortar_stone, drop_mortar_shell) now bypass CBCTB terminal-ballistics handling so their native explosion behavior is preserved.
- HE contact rounds now break the block they detonate on reliably.
- Entity damage is now applied before a projectile stops on block impact.
- Fixed client-server projectile impact outcome synchronization.
- NeoForge 1.21.1: test-launcher-fired shells are no longer removed on impact.
- Mortar projectiles (mortar_stone, drop_mortar_shell) now bypass CBCTB terminal-ballistics handling so their native explosion behavior is preserved.
- HE contact rounds now break the block they detonate on reliably.
- Entity damage is now applied before a projectile stops on block impact.
- Fixed client-server projectile impact outcome synchronization.
- NeoForge 1.21.1: test-launcher-fired shells are no longer removed on impact.
- Mortar projectiles (mortar_stone, drop_mortar_shell) now bypass CBCTB terminal-ballistics handling so their native explosion behavior is preserved.
- Toughness- and velocity-based ricochets, & ricochet mass lost
- Ballistic test launcher improvements
- APHE no detonation fix
- Dedicated-server Valkyrien Skies impact-mark fixes
- Toughness- and velocity-based ricochets, & ricochet mass lost
- Ballistic test launcher improvements
- APHE no detonation fix
- Dedicated-server Valkyrien Skies impact-mark fixes
- Data parity between main and vs2.3 branch (VS2.3 is the source of truth)
- Added copycat armor max level config
- CBCMW HEAT bypass (original logic apply)
- Rotary (CBCMW) and heavy autocannon (CBCAT) follow same logic as autocannon
- Realistic spall system: Amount of fragments, damage of fragements, cone angle of fragement now varies base on projectile type, velocity, post penetration energy, armor toughness, spall mlultiplier of blocks
- Fixed spall fragment distribution (stronger centre bias)
- Made automatic toughness check on copycat armor blocks, so copycat armor blocks exceeding the configurated armor level limit will be cut automatically
- Data parity between main and vs2.3 branch (VS2.3 is the source of truth)
- Added copycat armor max level config
- CBCMW HEAT bypass (original logic apply)
- Rotary (CBCMW) and heavy autocannon (CBCAT) follow same logic as autocannon
- Realistic spall system: Amount of fragments, damage of fragements, cone angle of fragement now varies base on projectile type, velocity, post penetration energy, armor toughness, spall mlultiplier of blocks
- Fixed spall fragment distribution (stronger centre bias)
- Made automatic toughness check on copycat armor blocks, so copycat armor blocks exceeding the configurated armor level limit will be cut automatically
Use dependencies of 0.3.0 version