Skip to content

Lighting and Defence

JohnBraham edited this page Nov 2, 2026 · 1 revision

Lighting And Defence

LED Bar

baseelectric:led_bar conducts electricity and lights while powered. Buffer 0.5, demand 0.125 electricity per tick, with high request priority. Craft three from glass panes, microchips and wire. Test lighting loss/restoration with a switch before installing a long concealed circuit.

Laser Turret

The player turret defends against monsters and players outside its stored owner/team relationship. Supply a substantial electrical reserve: buffer 2,000, shot cost 1,000, active tracking 1 electricity per tick.

Acquisition radius is 16 blocks and maximum beam ray 32. Charge is 31 ticks; nominal damage is 7, with three seconds of fire. These values describe the implementation, not a guarantee of safe behaviour around allies or modded entities.

Terrain and adjacent cover block the current beam/target path. Do not read historical descriptions of a penetrating line attack as permission to shoot through solid walls. Keep a clear firing lane, secure the target area and test with controlled hostile mobs, never an unsuspecting player.

Redstone disables operation. Ownership/team, orientation and energy are persistent; transient target entities must be reacquired after reload. Check both target response and blocked-line behaviour before relying on a defensive installation.

laser_turret_evil is a hidden hostile/test variant, not normal craftable equipment.

Clone this wiki locally