Skip to content

Game EN

Nikita edited this page Sep 20, 2026 · 1 revision

86: how to play

Languages and home page

1. About the pack

Cooperative survival with industry, firearms, vehicles and a dynamic war against robots. Players organise their own state, build bases, gather intelligence and command troops. KubeJS runs the enemy and records front conditions; it does not make your tactical decisions.

All participants need the same pack version. The host creates the shared world; players divide responsibilities such as production, logistics, reconnaissance and command.

2. Starting a world and surviving

  1. Choose a host and a GM. Both may also participate as ordinary players.
  2. The host creates a world and opens it to LAN, or runs a dedicated server. Others join that world. Opening LAN alone does not provide internet connectivity; agree on a connection method for remote players.
  3. Before active fighting, the GM marks the war area, safe base and invasion origin. Instructions are below.
  4. Gather wood and stone, prepare food, build shelter and make a bed. Do not start by attacking the robot army.
  5. Open FTB Quests. Use JEI/EMI for recipes and Create's Ponder for machinery. Resolve conflicting keybinds in Controls.

Cold Sweat, Survival Instinct, First Aid and PlayerRevive make temperature, injuries and helping teammates important. Carry food, dressings and medicine made using the pack's recipes. Check each mod's interface for treatment and revival instructions; one medical item does not solve every condition.

A safe zone prevents robot spawning under the front rules, but does not make players invulnerable. Falls, temperature, player weapons and other hazards remain. Robots can approach from outside: a spawn restriction is not an impassable border.

3. Industry, supplies and troops

Create and its addons support production, electricity, fuel and transport. Build railway lines between bases and industrial sites to move resources and supply the front.

The Military Supply Crate supplies territorial defence. Its production uses Create mechanical crafting. Look up the exact pattern and ingredients in JEI/EMI; a normal crafting table does not replace that process.

TaCZ supplies firearms and ammunition; Superb Warfare and addons supply vehicles and heavy weapons. Equipment requires suitable ammunition and resources. Troops and army controls are associated with Simple Enemy Mod and Combined Arms. Players determine orders, routes and assault formations using those mods.

A profile title such as president or general is cosmetic RP. It does not grant GM permissions, automatically control soldiers or change server administration rights.

Do not use Peaceful difficulty as routine cleanup. It affects hostile modded entities and may remove soldiers you intended to keep. Use GM maintenance tools and world backups instead.

4. Understanding the front

War is confined to a selected territory, with an enemy origin and safe rectangles. Large sectors are subdivided into smaller tactical zones; garrison accounting and individual map zones may use different scales.

Robots expand control from their origin. The boundary forms the front. Robot deaths reduce control, while players and recorded allied defence can push the enemy back. Unprotected areas can be retaken. Enemy rear areas are not necessarily empty.

Rivers and mountains slow enemy expansion. Use them to strengthen defensive positions and secure bridges and crossings.

Deploy allied soldiers to defend sectors. HQ records forces present in a sector; check its defence before sending your main force elsewhere.

When a tactical zone is liberated, remaining robots tracked by the front are removed; your soldiers stay. Consolidate your gains with trenches, barricades, bridges and defensive positions.

5. Headquarters, maps and commands

Open headquarters with /front hq or its assigned key, H by default. Change the binding in Controls if it conflicts.

  • Overview: current zone, control and territorial defence.
  • State: state name; an active GM can rename the enemy.
  • HQ+: mail, RP profile and operations.
  • Co-op: war setup and GM access.
  • GM and Cheats: require active GM mode.
Command Purpose
/front hq Open headquarters
/front status Check front status
/front map Request nearby front waypoints for Xaero
/front garrison Deploy defence when conditions are met
/front garrison upgrade Upgrade defence
/front garrison status Check defence
/frontgm Toggle GM mode for an already authorised player

Xaero messages let you add temporary waypoints. Gold marks supplied front zones, dark purple marks zones without supply, and red marks the enemy origin. Base and garrison references may appear when data is available. These are snapshots, not continuously moving borders. Refresh after changes and remove outdated TMP waypoints. If no active front is found yet, the command reports that.

Click once and wait for the response. Rapid identical requests are limited. “A free sector is required” or “no target nearby” may be a gameplay condition rather than a broken button.

6. Territorial defence and operations

Territorial defence (ТрО in Russian/Ukrainian interfaces) is a small local garrison, not your main army.

Level Cost of this step Target strength
1 2 crates 3 soldiers
2 3 additional crates 4 soldiers
3 4 additional crates 5 soldiers

Deployment needs a free sector inside the war area, outside safe territory, and supplies in your inventory. It is not a way to buy a garrison inside enemy-controlled territory.

HQ+ offers missions against a mortar operator, supply unit or commander when a suitable live robot already exists nearby in the loaded war area. It does not spawn an enemy just to provide a mission. One mission can be active at a time; successful completion applies a cooldown.

The credited killer matters: another player or allied soldier killing the target may not complete your mission. Success temporarily weakens relevant support or delays expansion; it does not end the war. Objectives on another continent outside the war area are GM-organised events, not generated by this system.

7. Computers and MSOS

MSOS is a separate CC:Tweaked military-network program. Source and setup: Military-system.

Run this inside a CC:Tweaked computer terminal, not Minecraft chat:

wget run https://raw.githubusercontent.com/ZonaCZO/Military-system/main/install/install.lua

Follow the repository's current instructions. Downloading requires permitted HTTP access to the address; a wireless modem handles the in-game network and does not itself enable HTTP. Coordinate the program server, accounts and .net_config with the host. Do not invent a new state ID to bypass an access error or publish the network password.

Use the MSOS map for shared planning and markers. Mark reconnoitred positions, crossings, bases and objectives. Refresh the map before an operation and compare it with your scouts’ observations.

8. Quests and resources

FTB Quests is a mod guide, not a mandatory unlock system for every mechanic. With the translation package installed, Russian, Ukrainian and English follow each client's Minecraft language independently.

The current book's item tasks do not consume items. Practical objectives may use manual checkmarks: obtaining a block does not prove a machine works. The authored chapters do not provide standard automatic rewards.

Progression resources are gathered and produced in the Overworld. Check JEI/EMI for alternative production chains for Nether and End resources, medical supplies and Cyberware components.

9. Host and GM: setting up a war

  1. Back up the world. Build or place the starting base manually.
  2. /front hq → Co-op → enable GM mode. The host can toggle it; the host/operator can appoint another online player using their name on Access.
  3. In the Overworld, mark two war-area corners, two safe-area corners and the enemy origin. Stand at each location and click its corresponding button. Boundaries use X/Z, not elevation. You can also use the map from Panoptic; I recommend it.
  4. Alternatively, use Generate around me, select size and invasion direction, then inspect Preview. This creates geometric boundaries; it does not search for cities or suitable land.
  5. Keep the origin inside the war area and outside safe territory. Leave space between base and front. Coordinates from another map do not automatically suit your world.
  6. Validate in Preview, then confirm within 10 seconds. Applying REPLACES existing boundaries rather than adding to them, and pauses the war.
  7. Check the map and safe area, then resume from the GM tab.

GM mode turns off on logout, while an appointment may remain. Enable the mode again after reconnecting. The host/operator can revoke access. An RP title does not grant permissions.

Remove director robots removes loaded robots while preserving territorial control. Reset war restarts the campaign: it clears control, territorial garrisons, missions and front data, restores the initial origin and removes loaded war-service entities. Buildings and inventories remain. Back up the world before resetting.

10. Preparing for an operation

Before deployment, check weapons, ammunition, food, medicine and transport. Refresh front markers, assign an objective and a rally point. Leave defensive forces at key positions and arrange supply delivery and a withdrawal route.

After combat, check territorial control, reinforce your garrison and update the shared MSOS map. Liberated ground must be held: keep forward positions connected to rear-area supplies.

Clone this wiki locally