Cannons are multiblock structures that fire explosive projectiles. While many cannons serve as weapons for specific Movecraft vehicles (aka ‘crafts’), others can be used standalone and can be used to both attack and defend towns during sieges.
Torpedo launchers are special variants of cannons that fire torpedoes, cannon projectiles with unique mechanics.
Most cannons are designed to be used on specific Movecraft vehicles.
Some crafts use the Firepower system. Firepower is a unit used to limit the total amount of cannons that can be mounted on a craft.
/firepower
.Many crafts, such as warships, will mount their cannons on Turret subcrafts. Turret subcrafts can rotate independently of the craft they are on. This allows the craft to rotate its cannons without rotating itself as a whole.
Other cannons can be used without Movecraft. There are divided into two types:
Cannons cannot damage peaceful towns nor be fired from inside them.
Non-peaceful towns can be damaged by cannons during sieges if any of its defenders are close to the town. However, most cannon damage to towns will be automatically repaired after the siege ends.
There exists a variety of cannons you can use for different purposes. Each cannon has its own requirements and projectiles that can be loaded in.
A cannon's (Maximum) Range in this page is calculated by firing a projectile horizontally at 45 degrees vertical angle, from and to the same y level. Each projectile fired will not always be consistent in distance travelled due to projectile spread.
The position of cannons' blocks is exact for building cannons, and is shown in all screenshots below. On the other hand, the orientation of these blocks does not matter when building the cannons themselves, and is only indicative here for aesthetic reasons.
These cannons can generally be used on the ground or on a select few lesser craft. When built on the ground, they can only be fired from inside Non-Peaceful towns.
Please note the Tripwire Hook limit of 3 per chunk.
A basic, antique cannon. Exclusive to the Cog, Caravel and East Indiaman.
Firepower: 1
Cannon ID: cannon
Requirements:
Projectiles:
Range: 150 m
Any reload chest must be filled with gunpowder as well as cobblestone.
Powerful land defense cannon.
Firepower: 4
Cannon ID: 57mmArtilleryL
Requirements:
Projectiles:
Range: 150 m
Versatile field artillery that can be piloted as a FieldGun
Movecraft vehicle (/pilot FieldGun
), which allows it to be moved. It can be fired from Wilderness. Trucks can mount Field Guns.
The Field Gun is the only cannon that can fire canister shot, an anti-personnel projectile.
Firepower: 5
Requirements:
Projectiles:
Range: 200 m
A powerful cannon that can be used from Wilderness. A wide variety of cannon projectiles can be used with it.
Firepower: 6
Cannon ID: 240mmHowitzerL
Requirements:
Projectiles:
Range: 300 m
Ultra-long range indirect fire artillery. Fires shells at a minimum vertical angle of 45°. It is the only cannon that can fire HE, Shrapnel and Observer projectiles. The Howitzer can only be fired from Wilderness.
The Howitzer must be loaded with gunpowder before firing. Loading more gunpowder increases the Howitzer's range (up to a maximum of around 500 blocks), but also its temperature.
At high temperatures, the Howitzer can explode. The Howitzer will slowly cool down by itself, but right-clicking it with ice will accelerate this process. The Howitzer's temperature and explosion chance can be checked by right-clicking it with a gold nugget.
The Observer projectile is a special projectile exclusive to the Howitzer that makes its operator follow the projectile until it impacts the ground. Upon impact, the operator is teleported back to the Howitzer. This is extremely useful for adjusting aim at long ranges.
Trucks can mount Howitzers.
Requirements:
Projectiles:
Manually aiming a Howitzer can be a cumbersome affair, even with the help of Observer projectiles. Target Assist was added to make this process less tedious. It will automatically adjust the Howitzer's aim to a set of given coordinates, provided it is within the Howitzer's range.
To use Target Assist:
/targetassist set <x> <y> <z>
.Angles calculated by Target Assist may deviate from those necessary to precisely hit the position by a few degrees, meaning some manual adjustment can be required. This is intentional behaviour.
The Anti-Air Gun has a big vertical angle for taking out enemy aircraft, but is limited horizontally. Please note that this cannon is entirely separate and different from Anti-Aircraft Dispensers that launch fireballs.
Firepower: 0; Craft have separate limits for this cannon.
Cannon ID: AntiAirGun
Requirements:
Projectile: Anti-Air Ammunition
These cannons can only be used on battle-tier craft classes that are piloted. They are loaded with exclusive projectiles to each cannon.
Please note that, when manually tearing down Craft Cannons, they cannot be destroyed by breaking the barrel, but only the base (typically the Observer). This does not affect ship combat.
Can be used on the Aircraft Carrier, Corvette, Destroyer, and Submarine.
Firepower: 10
Cannon ID: 4InchGun
Requirements:
Projectile: 4-Inch Shell
Can be used on the Cruiser.
Firepower: 12.5
Cannon ID: 9InchGun
Requirements:
Projectile: 9-Inch Shell
Can be used on the Cruiser and Dreadnought.
Firepower: 20
Cannon ID: 12InchGun
Requirements:
Projectile: 12-Inch Shell
Can be used on the Dreadnought.
Firepower: 25
Cannon ID: 14InchGun
Requirements:
Projectile: 14-Inch Shell
Exclusive to the Fighter.
Cannon ID: FighterGun
Requirements:
Projectile: Fighter Gun Magazine (holds 25 rounds)
Exclusive to the Fighter. Fires more slowly than the Fighter Gun, but inflicts more block damage.
Cannon ID: FighterAutocannon
Requirements:
Projectile: Fighter Autocannon Magazine (holds 15 rounds)
Exclusive to the Heavy Tank.
Cannon ID: HeavyTankCannon
Requirements:
Projectiles:
Exclusive to the IFV.
Cannon ID: IFVCannon
Requirements:
Projectile: IFV MG Magazine (holds 40 ammo)
Exclusive to the Tank.
Cannon ID: TankCannon
Requirements:
Projectiles:
Exclusive to the Tank.
Cannon ID: TankMG
Requirements:
Projectile: Tank MG Magazine (fires 40 rounds one after another at a rate of 5 per second)
Exclusive to the Bomber and Zeppelin. Drops bombs vertically downwards.
Cannon ID: BombBay
Requirements:
Projectile: Bomb
Main article: Guided Projectiles
Exclusive to the Bomber. Fires missiles which can be either unguided, or guided using /lockon
.
Cannon ID: MissileLauncher
Requirements:
Projectile: Air-Launched Missile
Exclusive to the Bomber and Destroyer. Fires depth charges which, upon hitting a block, causes explosions on all submarines within 70 blocks.
Cannon ID: DepthChargeLauncher
Requirements:
Projectile: Depth Charge
Main article: Guided Projectiles
Exclusive to the Fighter and Bomber. Fires flares that distract locked-on missiles. Since locked-on missiles are only enabled on the Creative server, this does not yet have a use on Nations.
Cannon ID: FlareLauncher
Requirements:
Projectile: Flares (5 flares each item)
Cannons can be loaded with a large variety of projectiles to fire at enemies and structures. Their recipes can be found under the “CCNet Explosives & Ammunition” category of the Slimefun guide. Cannon projectiles are used for battlefield control, whereas hand grenades are effective in player-to-player combat. Cannon projectiles can also inflict damage and negative effects to friendly players.
Most cannon projectiles and hand grenades inflict Shell Shock, a negative effect. Shell Shock triples the damage a Shock class gun deals on-hit. Players will glow while shell-shocked, allowing them to be more easily identified by enemies. The duration is lowered with each block away from the impact and in the Shell Shock Radius.
Cannon projectiles are either of two types:
Effect durations are based on distance from impact, maximum durations listed below.
Type | Name | Explosion Radius | Shell Shock Radius, Duration (point blank range) |
Description |
Basic Cannon Projectiles |
||||
Explosive | Cobblestone | 5 | 8, 8s | Basic explosive projectile. |
Explosive | Shell | 4 | 16, 16s | Upgraded explosive projectile. |
Explosive | High Explosive (HE) Shell | 4 | 18, 20s | Upgraded explosive projectile; more destructive variant of the Shell. |
Explosive | Armor-Piercing Shell | 8 | 16, 14s | High-tier explosive projectile; a precise shell that penetrates up to 4 blocks in order to deal deep damage to craft, walls, and enemies. Effective against Terracotta armor on piloted craft. Effects: Shell Shock II 6s. |
Explosive | Anti-Air Ammunition | 5 | - | Loaded in the Anti-Air Gun. |
Explosive | Canister Shot | 4 | 3, 5s | High-tier explosive projectile; a precise, anti-personnel shell that deals high damage to players. If it fails to make contact with a block quickly, it may explode mid-air within 3 seconds. |
Effect | Incendiary Shell | 5 | 12, 18s | Sets players and flammable structures on fire. |
Explosive |
Shrapnel Shell |
|||
Craft Cannon Projectiles |
||||
Explosive | 4-Inch Naval Shell | 7 | - | Loaded in the 4-Inch Gun. |
Explosive | 9-Inch Naval Shell | 8 | - | Loaded in the 9-Inch Gun. |
Explosive | 12-Inch Naval Shell | 6 | - | Loaded in the 12-Inch Gun. |
Explosive | 14-Inch Naval Shell | 6 | - | Loaded in the 14-Inch Gun. |
Explosive | Tank Shell | 8 | - | Loaded in the Tank Cannon. |
Explosive | Heavy Tank Shell | 10 | - | Loaded in the Heavy Tank Cannon. |
Explosive | Fighter Gun Magazine | - | - |
Loaded in the Fighter Gun. Each Magazine holds 25 ammo. |
Explosive | Fighter Autocannon Magazine | - | - |
Loaded in the Fighter Autocannon. Each Magazine holds 15 ammo. |
Explosive | IFV MG Magazine | 2 | - |
Loaded in the Infantry Fighting Vehicle Cannon. Deals no block damage. Each Magazine holds 40 ammo. |
Explosive | Tank MG Magazine | 2 | - |
Loaded in the Tank Machine Gun. Deals no block damage. Each Magazine holds 40 ammo. |
All cannons can be operated manually.
To manually load a cannon, right-click its barrel with an accepted projectile.
The Howitzer requires projectiles to also be pushed in by using Iron Bars (right-click) on the barrel.
A few cannons will require gunpowder to be loaded before the projectile. Gunpowder is loaded in the same way as projectiles. The amount loaded will determine how fast the projectile travels.
To load the cannons on a piloted craft, ensure they have Reload Chests attached stocked with projectiles (and gunpowder, if the cannon requires it). Then, left-click while holding a Clock.
The aim of a cannon consists of two components: yaw (horizontal) and pitch (vertical). When aiming, Glass indicators may show up, to approximately indicate the firing angle, and Glowstone indicators for the approximate calculated projectile destination.
There are two methods of manually aiming a cannon: by using a clock, and right-clicking the cannon.
Fine Aiming Mode adjusts the cannon's aim in 0.5 degree intervals. This is useful for cannons which require very high precision, such as the Howitzer.
(*): Left and right faces of the cannon, when looking at the back of the barrel (the same direction the barrel is looking toward, as it was built).
Only applies to piloted crafts.
To aim the cannons on a piloted craft, hold a Clock and hold the right mouse button in the direction you want them to aim at. Only cannons with the ability to aim at that direction will adjust their aim towards it.
It is possible to only aim cannons of a specific type by renaming the Clock to the name of the cannon type. This can be done by left-clicking with the Clock while sneaking: each click will cycle the Clock's name through the cannon types present on the craft.
After adjusting the cannon's aim, and loading a projectile and/or gunpowder in it, you are ready to fire it.
Right-click the trigger (Tripwire Hook on Basic Cannons / Button on Craft Cannons).
For cannons that do not have a trigger, use the Movecraft firing mode.
Only applies to piloted crafts.
Left-click in the direction you intend to fire the cannons at. Only cannons that can aim in that direction will fire.
As with aiming, it is possible to only fire cannons of a specific type by renaming the Clock to the name of the cannon type.
When containers (such as chests, barrels, etc.) that store cannon projectiles/ammunition are exploded, they will trigger an additional explosion.
The secondary explosion's strength depends on the amount of projectiles stored in the container.