This is damn good, very compact. you could in theory also make this in survival if you have the Create: Diesel Generators addon to replace the Creative motors
Looks amazing i give this a 9.9/10 the only reason im detracting a single .1 is because in the first 20 seconds of the video the turret is off center with its platform and that sets of my ocd.
Красавчик, мы с другом тебя уважаем, за то что ты сделал единственный обзор на многоблочную пушку, мы три день сидели и пытались понять как это сделать, наше уважение ❤❤❤❤❤
I am not able to use Clockwork in my 1.20.1 game (Clockwork only runs on 1.18 and a few earlier versions), but you would not believe the hassel this system saves me on stationary cannons with turning barrels. We were using another design that took up a 15 by 20 square space and was overly complex. This reduces it to 7 by 7. It may not be a naval turret style, but it is still effective. I also replaced the Creative Motors with Strong Motors and combined them with solar cells and batteries to allow the regular server player to operate it without creative motors, though they can also be ran off other electrical sources.
I have developed some large autoloading naval turrets (quad and triple turrets, using 6 and 8 charge guns), are you on the Create: Big Cannons or Valkyrien Skies discord servers? If so I can tag you when I'm sharing their schematics so you could test those out as proper Clockwork turrets (I haven't been able to, as I play 1.19.2 and 1.20.1, and Clockwork isn't available for either version, and I'm mainly waiting for Create: Aeronautics anyway) The turrets have been designed to theoretically be physics object compatible to the best of my knowledge on how Aeronatics (I'm unsure about Clockwork) will work, as they have fixed outer barbette walls and a rotating internal loading system with a 1 block gap to allow rotation in between.
My mechanical arm dont load gun. I didnt everthing same as in video, step by step but when i place mechanical arm it do nothing(Its powered). Can anyone help me?
I have a problem with recreating this. whenever the canons are assembled (the levers are turning them ON) the canon mounts stay in place, when the turret-contraption trys to spin. When I turn the Levers off, the mounts can pe turned along side the rest of the blocks.
what do i do if the arm just keeps taking the cartridge with powder from the depot and keeps putting it in the funnel where empty ones go i have the filter on
I was having the same issue but I found that if you use a filter for the filter slot and set the settings of the filter to respect item attributes the problem is solved.
Ok problem my funnel never take the ammo to the depot and if I manually put the ammo on them the arm just grabs it and puts it back into the storage barrels beside the gun so it just can’t fire it?
you're probably loading them wrong. each chamber (up 4 if using sliding breech) requires to be filled with powder charges, and the shell you're using must be in the first cannon block.
You need to place the HE shell down and then fuze it with whichever fuse u have and then go survival mode to pick it up, and the shell should have the fuze nbt data so that it explodes
Ok so I love the cannon only have one issue on my end and I don’t know how to fix it. The create big cannon shells won’t filter with the mechanical arm. It just throws all the full shells into the deposit barrel even though I have the filter set for empty shells. Any ideas? What mod version are you using?
@@MartyMcRy found out that if you use the filter instead of the item itself and set the settings of the filter to respect item attributes it works fine.
using schematic is useless for this type of build. I tried to build it, copied it into the schematic and when I placed it down, only the contraption below the turret got pasted. I also tried to copy it as 2 separate schematics, one for cannon the other for the motor below. When I hit the phys bearing only the block connected to it spin. it's just how the mod works for now as it's still beta, don't know if it will get better any day soon.
This is damn good, very compact. you could in theory also make this in survival if you have the Create: Diesel Generators addon to replace the Creative motors
your forgetting the simpler answer "hand crank goblins"
You can also use Create: Interactive’s pass-through beaeing, but that would make the build alot more complex.
Could you make a create mod tank in survival? I thought I heard of crafting issues for survival create add-ons...
@@EthanHelliwell-e1w its trackwork that got issues i think but you could if you use wheels
assuming theres other tech mods, you can use create crafts and additions and attach an accumulator
Clockwork mod is the definition of illegal Minecraft
This is why I am waiting for dreadnaughts to show up in minecraft, and it seems I don't have to wait for long.
The video is great, keep it up!
Oh look, a civilian airship!
Amazing. I am a huge fan of the create mods (which will include clockwork when it's finished) and love to see the cool things the community can create
dude this is awesome. im going to build a turbolaser turret from star wars based on your design
Looks amazing i give this a 9.9/10 the only reason im detracting a single .1 is because in the first 20 seconds of the video the turret is off center with its platform and that sets of my ocd.
mindustry in Minecraft is real🗣️🗣️🗣️
Красавчик, мы с другом тебя уважаем, за то что ты сделал единственный обзор на многоблочную пушку, мы три день сидели и пытались понять как это сделать, наше уважение ❤❤❤❤❤
I am not able to use Clockwork in my 1.20.1 game (Clockwork only runs on 1.18 and a few earlier versions), but you would not believe the hassel this system saves me on stationary cannons with turning barrels. We were using another design that took up a 15 by 20 square space and was overly complex. This reduces it to 7 by 7. It may not be a naval turret style, but it is still effective. I also replaced the Creative Motors with Strong Motors and combined them with solar cells and batteries to allow the regular server player to operate it without creative motors, though they can also be ran off other electrical sources.
NEW SUB pls make more tutorial videos like this, i liked it SO MUCHHHHHHHHH
I have developed some large autoloading naval turrets (quad and triple turrets, using 6 and 8 charge guns), are you on the Create: Big Cannons or Valkyrien Skies discord servers? If so I can tag you when I'm sharing their schematics so you could test those out as proper Clockwork turrets (I haven't been able to, as I play 1.19.2 and 1.20.1, and Clockwork isn't available for either version, and I'm mainly waiting for Create: Aeronautics anyway)
The turrets have been designed to theoretically be physics object compatible to the best of my knowledge on how Aeronatics (I'm unsure about Clockwork) will work, as they have fixed outer barbette walls and a rotating internal loading system with a 1 block gap to allow rotation in between.
I'm having problems with selecting funnel with mechanical arm :/
Use the Wrench no the funnel and try it again.
I had the same problem and just got how to solve it
@@shadowwolf1338 actually found out I had to shift then place xD
My mechanical arm dont load gun. I didnt everthing same as in video, step by step but when i place mechanical arm it do nothing(Its powered). Can anyone help me?
I have a problem with recreating this. whenever the canons are assembled (the levers are turning them ON) the canon mounts stay in place, when the turret-contraption trys to spin. When I turn the Levers off, the mounts can pe turned along side the rest of the blocks.
what do i do if the arm just keeps taking the cartridge with powder from the depot and keeps putting it in the funnel where empty ones go i have the filter on
Hmm maybe see if you use the empty cartridge for the funnel filter?
I was having the same issue but I found that if you use a filter for the filter slot and set the settings of the filter to respect item attributes the problem is solved.
this is what is happening to me
Ok problem my funnel never take the ammo to the depot and if I manually put the ammo on them the arm just grabs it and puts it back into the storage barrels beside the gun so it just can’t fire it?
Does the mechanical arm load in order always??? Can it load a big cartridge first by accident possibly?
are there survival compatible alternatives to the phys bearing?
If im building this on a ship do I assemble the ship first or can this be assembled WITH the ship? (Talking about Eureka btw)
Assemble the ship first then build the turret, or there might be some glitches.
@@sebas9865thanks king
Hope to see more ship builds soon
Why can't I place a signal filter for the reciever for the pitch control? Do I need create interactive?
It work, but when i place too long object, my textures glitches and it's invisible, how to fix it?
Good naval cannon, but can you make one without clockwork?
how do you see the mass of blocks? i saw that you can see it
What do I do if the cannons are not firing? I try reloading them and they explode when fired
you're probably loading them wrong. each chamber (up 4 if using sliding breech) requires to be filled with powder charges, and the shell you're using must be in the first cannon block.
my high explosive shells dont explode like in the video, does he have a fuze adding mechanism
You need to place the HE shell down and then fuze it with whichever fuse u have and then go survival mode to pick it up, and the shell should have the fuze nbt data so that it explodes
I don't like the design but it's already a box with all the system in it. Bet you can do a bit of design upgrades above this?
What versions of each mod are you using
I will take a look later.
canary-mc1.18.2-0.2.4
clockwork-forge-0.0.1-alpha350ee73315
create-1.18.2-0.5.1.e
createbigcannons-forge-1.18.2-0.5.2.a
eureka-1.1.1-beta.1
kotlinforforge-3.12.0-all
oculus-mc1.18.2-1.6.4
rubidium-0.5.6
valkyrienskies-118-forge-2.1.1-beta.3e00ea733a3
doesn't work in my environment
Please tell me the combination of MOD versions.
can someone help me cuz im confused when i click on the phys bearing industrial block of iron disapears
Ok so I love the cannon only have one issue on my end and I don’t know how to fix it. The create big cannon shells won’t filter with the mechanical arm. It just throws all the full shells into the deposit barrel even though I have the filter set for empty shells. Any ideas? What mod version are you using?
this is what is happening to me
@@MartyMcRy found out that if you use the filter instead of the item itself and set the settings of the filter to respect item attributes it works fine.
what version?
How I can put all mods in the same version?
yo bro can you make a version of this without clockwork or at least try to?
i think you can replace the phys bearing with a mechanical bearing or something similar. idk if it works, just an idea.
@@c4vi4z it does work, i've tried
@@honey9423it works but not very well
What version you trying to play on or is a compatibility problem?
Can you make a schematic for it?
bit chonky but nothing a little ingenuity cant fix
schematic please
using schematic is useless for this type of build. I tried to build it, copied it into the schematic and when I placed it down, only the contraption below the turret got pasted.
I also tried to copy it as 2 separate schematics, one for cannon the other for the motor below. When I hit the phys bearing only the block connected to it spin.
it's just how the mod works for now as it's still beta, don't know if it will get better any day soon.
not taking into account how many stress units that would require
Wish we gad that on bedrock 😢