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Fitting and using ship weapons

Fit the right hardpoint and understand each weapon’s handling. Some printed numeric stats remain unclear.

Beyond the Overworld 0.0.1-p0Java 1.21.1NeoForge

These guides describe the October 23, 2026 development version. The older download with the same version number is missing later features.

Some details are still being checked. Read the limits beside the affected instructions.

Fit the correct mount

Small weapons fit Small or Large hardpoints; Large weapons need Large mounts. Ship Panel handles fitting. Research and assembly have separate blueprint/ingredient gates. The Utility Mining Beam is distinct from the hardpoint Mining Laser.

Mechanics the prose establishes

Burst Driver reserves three rounds per trigger. Scatter Cannon emits seven fixed-offset pellets. Ion Lance triples the remaining-shield damage component. Mining Laser retains full asteroid yield; explosive extraction loses yield. Plasma and missiles apply direct plus splash to the direct target.

Missile lock requires a 15-degree cone for 30 ticks. Flares are two-second decoys with an eight-second launch cooldown. Exposed-player damage defaults to a 0.2 multiplier capped at 12 HP per hit; ship HP is a separate scale. Energy weapons normally consume FE, with eligible Pulse Cartridge fallback, while other weapons reserve ammunition. These rules do not resolve the compact table’s inconsistent formatting.

Use space encounters for capture and finite asteroids, and assembly recipes for item costs.

Weapon and mount comparison

Some printed damage, range and cost fields are unclear. Use the handling rules above; the exact printed figures are retained below rather than presented as dependable combat stats.

WeaponRequired mount
Kinetic AutocannonSmall or Large
Burst DriverSmall or Large
Pulse LaserSmall or Large
Mining LaserSmall or Large
Ion LanceSmall or Large
Plasma CannonLarge
Rail LanceLarge
Guided Missile RackLarge
Scatter CannonSmall or Large
Disruption EmitterSmall or Large

Admin & server owner reference

Exact identifiers, original fields and source locators are preserved below. These records describe the documented mod version; they are not commands to run or proof of a new gameplay test.

Numeric-table caveat

The report prints constructor-like tokens such as 1 x80, 4f FE and range 0 in its compact table. Its prose separately states that Mining Laser does four ship damage and 20 asteroid damage. That numeric presentation is unresolved here. The table below preserves literal reported fields for comparison; do not calculate damage-per-second, beam range or a crafting budget from these tokens. Normalized damage, range, cooldown and cost need a follow-up source-context check. This page is explicitly partial for those values.

Weapon IDMountPrinted damagePrinted rangePrinted cooldownPrinted primary cost
kinetic_autocannonSMALL1 x160120 / 20.01 t12f FE
burst_driverSMALL1 x180140 / 20.03 t10f FE
pulse_laserSMALL1 x20001 t18f FE
mining_laserSMALL1 x8001 t4f FE
ion_lanceSMALL1 x18001 t12f FE
plasma_cannonLARGE1 x14060 / 20.01 t36f FE
rail_lanceLARGE1 x24001 t70f FE
guided_missile_rackLARGE1 x22070 / 20.01 t55f FE
scatter_cannonSMALL7 x70100 / 20.01 t5f FE
disruption_emitterSMALL1 x10001 t6f FE

Sources & verification

Evidence: pdf-derived. Feature status: mixed. Article coverage: partial.

Documented input: October 23, 2026 source snapshot; declared 0.0.1-p0

Beyond-Overworld-Extensive-Breakdown.pdf

PDF pages 28–29 · October 23 source snapshot — Ship weapons: fitting and report values · Beyond the Overworld report: E129–E134

October 23, 2026 source snapshot; older October 5 JAR is not equivalent. PDF-derived; no new mod build, game session or source/JAR audit. Pack overrides unknown.

The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.

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