THIS MOD IS COMPLETELY INSPIRED BY THE POPULAR GAME "Totally Accurate Battle Simulator (TABS)" AND IS A TRANSFER OF THIS GAME TO MINECRAFT. I STRONGLY RECOMMEND THAT YOU FAMILIARIZE YOURSELF WITH THIS GAME BEFORE GETTING ACQUAINTED WITH THE MOD. THIS MOD IS NOT PART OF SURVIVAL, YOU CAN TRY OUT THE MOD ONLY WITH CREATIVE (or using cheats). NEED GECKOLIB!
Have you heard about the Totally Accurate Battle Simulator, in which you need to arrange battles between red and blue warriors? Now I want to ask you - have you heard of at least one mod that transfers TABS to Minecraft? At least I'm not. In that case, I present you my mod:
Cubic Combat Simulator mod (CCSM) is a mod about the war between blue and red dummies, the so-called "units". Each unit has a special model, texture, characteristics and abilities. Here you can create armies of warriors and compete between friends, as well as be creative in creating your own maps.
This mod has:
- Russian and English localizations
- More than 50 units with their factions
- Unique blocks & items
- Many functions
- And much more!
This mod completely copies the game "Totally Accurate Battle Simulator", created by Landfall. Before playing with Cubic Combat Simulator mod, I highly recommend trying TABS. The mod is not confirmed by Landfall!. This mod only works using cheats or creative mode. This is not a survival mod. The mod requires a library (additional mod) GeckoLib
This mod has its own wiki created on the fandom website. Here you can familiarize yourself with the entire mod, since the information does not fit on this page:
Cubic Combat Simulator wiki
Version status:
✔️ - Stable version is supported/contains all functions;
❌ - Not supported/may contain bugs/some functions are missing;
✔️ 1.20.1 [Forge]
❌ 1.19.x [Forge/Fabric]
❌ 1.18.x [Forge/Fabric]
❌ 1.17.x [Forge/Fabric]
❌ 1.16.x [Forge/Fabric]
❌ 1.15.x [Forge/Fabric]
❌ 1.14.x [Forge/Fabric]
❌ 1.12.x [Forge/Fabric]
Permissions and FAQ:
Q: When I log into Minecraft, I get an error message, what should I do?
A: Maybe you haven't installed the Geckolib library. The mod won't work without it
Q: Where do you create this mod?
A: I don't know how to program, so I use the MCreator application to create a mod, which allows me to build a mod without programming. In addition, I use Blockbench to create models and the Geckolib plugin to create animations
Q: Will you port the mod to older versions/for Fabric?
A: Only if it is possible. After porting, there are often a lot of incorrigible errors for my mod
Q: I found a bug, where should I write so that you notice my message?
A: Just let me know in the comments on the MCreator or Curseforge pages
Q: I noticed your mod on another site (not MCreator and Curseforge), are you its owner?
A: No, I posted my mod only on MCreator and Curseforge sites, the rest are not mine
Q: Why are updates taking so long to come out?
A: In most cases, this is due to the fact that I lose interest in mod development and take a long vacation. Also, sometimes it may be due to the fact that I add a lot of complex features
Q: Can I use your mod in my videos?
A: Yes, of course
Q: Can I upload your mod to my website?
A: You are allowed to upload the mod to a third-party website if the download link leads to the Curseforge or MCreator website with the page of this mod
You can also support me with a donation by clicking on this link
UPDATE 0.5.8:
WARNING! PLEASE READ THIS!
Due to the complete redesign of adding units to CCSM, units from old save files will not attack and move, and they will have only 1 hp. To fix the problem, you will need to re-arrange the units and save the changes, or use the command /ccsm units fixCharacteristics. Thanks to this command, the units will automatically reset their characteristics and you will only have to export the changes to save.
I'm sorry that this happened, but it is necessary for the further development of CCSM.
NEW
–Added 1 unit from the Secret Faction:
Cheerleader
–Now many ranged units have zero inaccuracy, which means they won't miss their projectile now
–Level Maker interface
This interface is located in the CCSM interface in the form of the lvl word. With this interface, you can create conditions for creating your own levels and customize them as you wish. In it, you can set conditions such as:
- The name of the level to be displayed on the CCSM overlay
- Any commands that will be executed after unloading the save, after the start of the battle and after the end of the battle
- As well as the location and interaction with the team line
The team line is a line divided into two sides - red and blue. It is needed to display the territory of the red and blue teams. The length of this line can be adjusted. The line itself is divided into 6 variants. The first 4 options are the direction of the line and its sides. Options 5 and 6 turn this line into a square, the size of which can also be adjusted. In addition, team line has settings such as:
- Rotate units to the team line
- Remove red team units located behind the team line
- Remove blue team units located behind the team line
I think there is no need to explain each setting, since they have obvious names.
All these settings, conditions, and commands can be exported to any save.
–Added the command /ccsm teamline [x] [y] [z] [length] v1/v2/v3/v4/v5/v6
With this command you can set the location, length and version of the team line
FIXES
1. Fixed a bug where Zeus couldn't walk unless he was pushed
2. Fixed a bug that caused the Healer to not heal
3. Fixed a bug where the Dragon could attack with fire upwards, although in TABS the Dragon cannot adjust the height of the fire
4. Fixed a bug where the textures of some projectiles were invisible from the back
5. Fixed a bug where units could be duplicated after the start of the battle, and their duplicated versions did not have AI, the number of units doubled and saves broke
6. Fixed a bug that caused the attack of a unit controlled by the player to not work if there are dead units nearby
7. Fixed a bug that caused the red Longship to not be in the Viking Faction creative tab
8. Fixed a bug that caused Hay Baler to not play the death animation
9. Fixed a bug that caused the total number of units to decrease by 2 instead of 1 when Hay Baler died
CHANGES
1. Now, if the unit control key is set to F, then the item in the main hand will not change from items in the off hand
2. Added melee animation for the Dragon (for its carriers) when its enemy is under the Dragon
3. The number of projectiles has been increased and the cooldown of the Hwacha has been reduced. Now Hwacha shoots 60 arrows in 1 second
4. Now the Catapult stone can pierce up to 3 units with a small chance. If the stone touches the ground after that, its shock wave will cause damage to units in a small radius. If the stone has pierced more than 3 units, then it will not be able to damage units with a shock wave
5. Improved the Painter's dodge
6. The particles from the explosion of the fireworks of the Firework Archer have been changed
7. The ability to control the height of the Valkyrie has been removed (as it turned out, there is no such function in TABS)
8. Improved animation of the Healer's attack
9. Improved the flight of units on the fireworks of the Firework Archer. Now the strength of the flight will depend on the size of the unit
10. Balloon Archer balloons have been completely changed. Now balloons lift units up depending on the size of the unit
11. Now the Tree Giant attack will raise units up depending on their size
12. Now the Samurai Giant attack will raise units up depending on their size
13. Now the bones of the Bone Mage will raise units up depending on their size
14. Improved the ability of the Ballooner
15. The texture of the Target Elimination item has been changed
16. The texture of the Remove Blocker item has been changed
17. Added death animation for Scarecrow
18. Now the Scarecrow attacks with 6 crows instead of 3
19. Now players can control crows and snakes
20. Added the ability to use the Halfling's jumping ability when controlling it
21. Now a Musketeer's bullet can pierce through 1 enemy
22. Units can now blink after a random number of seconds instead of every 3.5 seconds
Changing and facilitating complex mod processes (for developers)
I'm trying to give people who know Java or can work with MCreator the opportunity to create extensions to CCSM. To do this, I will need to simplify as much as possible all the complex processes performed by my mod. I almost managed to implement all the plans and maybe soon people who care about my mod will be able to create addons to CCSM. When I manage to implement this system, I will write about all this in the CCSM wiki. In this update, features such as:
1. The unit cost system has been changed. Now, when placing a unit, it will be assigned a numeric NBT tag UnitCost and after 1 tick, the value of this tag is assigned to global variables (before everything was much more complicated).
2. The unit placement system has been completely changed. Prior to this update, each unit was divided into 4 variants - Red, Blue, Red without AI, Blue without AI. Units without AI performed the function before the start of the battle, that is, in placement mode, and when the battle began, these units died and their AI variants were placed in their places. Now the units have only 2 variants (with AI), which greatly simplifies the process of creating new units and optimizes CCSM
I'm already working on Unit Creator. To be honest, I HAVE A LOT OF PROBLEMS. I am unlikely to be able to make custom clothes for the unit, because custom models do not support the display of armor on the mob. I'm trying to make an alternative for this. The new update is 70% ready.
Also, I want to add A LOT of differences for mapmakers. I still have a lot of ideas.
I often take a break and, because UnitCreator took me about 200 mod elements, and I haven't finished it yet.
At the moment, you can only put the cost, some characteristics and the name of the unit in UnitCreator, but hopefully in the future I will be able to implement this completely.
I'll try to add everyone I can. But I'm afraid that it won't be right very soon, because every time I add a new mob, I have to take up fashion more and more time. I mean, in order to force red to attack blue, I have to add an attack block to their AI, and so I have to do with all mobs for 2000 clicks.
But after the new update, which will be released soon, I will start adding units from the "Legacy" and "Secret" factions, but gradually, as it was in the TABS itself
It will be easy to do, only model beautifully will be difficult, and texture is easy. Also, if you look at my requests on forums, you can understand that I am now staying on the most difficult function of my fashion-unit creator. The fact is that only the can "Biped" and "Zombie" can display armor and things in hand. I don't think I can make support for the unit's clothes
Wow! I didn't expect the mnc to write Klemen itself! Thanks for the good feedback from you :)