The Orbital Strike Cannon

Quick rating

The Orbital Strike Cannon

No reviews yet

Feel the power of orbital strike cannons ready to send TNT raining down and your command just like Wemmbu from the unstable SMP

Mod Loaders
Forge
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Unsupported
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
orbitalcannon-1.0.0DISCONTINUED.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

How It Works

Orbital rods are vanilla fishing rods tagged with NBT data. They're UUID-locked to whoever they were given to, so nobody else can fire them. When you use the rod (depending on trigger style), it calls down the strike you configured.
Getting a rod is done through commands — there's no crafting (yet). Rods can be configured with a shot type, delay in ticks before the strike fires, size, and optionally a fixed target coordinate that ignores where you're looking.

Trigger Styles

There are three ways rods can fire, set globally with 
/orbital setting triggerstyle:

Instant — Right click, rod breaks, strike fires after delay. Simple.
Cast — Right click to throw the bobber, it sits for a second, then fires and breaks. Looks clean.
Reel — First click casts the bobber, second click reels it in and fires. This is the preferred style and what most setups use.
If your raycast misses (looking at sky/void), the MissFailsafe gamerule controls whether the rod breaks or gives you another chance.

Shot Types


- Stab — A vertical TNT column from Y=319 to Y=-64. Three TNT every three blocks with a slight random offset. The classic.
- Straight Stab — Same as stab but one clean TNT per block, no offset, perfectly vertical.
- Accurate Stab — Based on CubicMeter's orbital cannon design. Hundreds of accelerator TNT chain-detonate at Y=319 driving piercer TNT deep underground before they go off. Actually drills through terrain.
- Nuke MK4 — A Saturn-ring formation. TNT spawns as a tight cluster above the target then expands outward into concentric rings as it falls. Classic orbital nuke look.
- Nuke MK2 — The big one. Fires two separate batches. The first creates a cone and mushroom cloud shape that scales height based on size. The second batch spawns as a compact cluster at a fixed height, freefalls for 50 ticks, then explodes outward into a massive ring. The height of the cone scales proportionally with size so it always looks right.
- Nuke MK6 — Fast and aggressive. All TNT spawns at the center and immediately blasts outward with strong downward velocity using eased acceleration across rings. Quick and devastating.
- Accurate Nuke - A fully accuratlly simulated nuke shot exactly how cubic metre does it CURRENTLY NOT WORKING AS OF 2026-06-10

Commands

/orbital give <shot> <delay> <amount>
/orbital give <shot> <delay> <size> <amount>
/orbital strike <shot> <delay> <pos>
/orbital strike crosshair <shot> <delay>
/orbital strike crosshair <shot> <delay> <size>
/orbital strike give <shot> <delay> <pos>

Strike give creates a fixed-target rod that always hits the specified coordinates regardless of where the user is looking.

Settings

You probably dont wanna mess with these i added these so that i could tweak values without restarting mc every single time


/orbital setting triggerstyle

/orbital setting nukemk4 OFFSET_HEIGHT
/orbital setting nukemk4 INNER_RING_MULTIPLIER
/orbital setting nukemk4 OUTER_RING_MULTIPLIER
/orbital setting nukemk4 IMPERFECTION_PERCENT
/orbital setting nukemk4 TNT_FUSE

/orbital setting nukemk2 RING_BASE_SPEED
/orbital setting nukemk2 TNT_FUSE

/orbital setting nukemk6 OFFSET_HEIGHT
/orbital setting nukemk6 TNT_FUSE

/orbital setting stab DEPTH
/orbital setting stab OFFSET
/orbital setting stab AMOUNT_PER_PIECE

/orbital setting accuratestab PIERCER_COUNT
/orbital setting accuratestab ACCELERATOR_COUNT
/orbital setting accuratestab PIERCER_FUSE
/orbital setting accuratestab ACCELERATOR_FUSE
/orbital setting accuratestab DOWN_VELOCITY

Gamerules

/orbital setting gamerule OrbitalChatAnnouncement
Toggles all command feedback messages. Errors always show regardless.
/orbital setting gamerule AdvancedRodNames
False: rods show as "nuke shot" or "stab shot". True: shows full details like "nukemk2 40 16".
Updates all existing rods instantly.
/orbital setting gamerule FancyRods
Makes all rods bold gold with an enchantment glint. No actual enchantment, just cosmetic. Updates existing rods instantly.
/orbital setting gamerule MissFailsafe
When true, rods don't break if the raycast misses. Gives you another chance.
/orbital setting gamerule OneUseCreative
When true, rods break in creative mode same as survival. False lets you fire infinitely in creative.
/orbital setting gamerule Mk2NukeCloudOnly
Disables the second batch on the MK2 nuke, leaving only the cone and cloud.

Notes

- All rods are UUID-locked. If someone else picks up your rod it does nothing
- Size parameter controls scale for nukes (recommended 12 or 16) and is ignored for basic stab shots
- Settings are not currently saved across restarts
- Server-side only, no client mod required

Source Code & Issues

This mod is open source. If something breaks, crashes, or you want to suggest something:
GitHub: https://github.com/FoxyWoxy12000/Orbital-Strike-Mod
Built on Fabric for Minecraft 1.21.10/11. Requires Fabric API.

How It Works

Orbital rods are vanilla fishing rods tagged with NBT data. They're UUID-locked to whoever they were given to, so nobody else can fire them. When you use the rod (depending on trigger style), it calls down the strike you configured. Getting a rod is done through commands — there's no crafting (yet). Rods can be configured with a shot type, delay in ticks before the strike fires, size, and optionally a fixed target coordinate that ignores where you're looking.

Trigger Styles

There are three ways rods can fire, set globally with

/orbital setting triggerstyle:

Instant — Right click, rod breaks, strike fires after delay. Simple. Cast — Right click to throw the bobber, it sits for a second, then fires and breaks. Looks clean. Reel — First click casts the bobber, second click reels it in and fires. This is the preferred style and what most setups use. If your raycast misses (looking at sky/void), the MissFailsafe gamerule controls whether the rod breaks or gives you another chance.

Shot Types

  • Stab — A vertical TNT column from Y=319 to Y=-64. Three TNT every three blocks with a slight random offset. The classic.
  • Straight Stab — Same as stab but one clean TNT per block, no offset, perfectly vertical.
  • Accurate Stab — Based on CubicMeter's orbital cannon design. Hundreds of accelerator TNT chain-detonate at Y=319 driving piercer TNT deep underground before they go off. Actually drills through terrain.
  • Nuke MK4 — A Saturn-ring formation. TNT spawns as a tight cluster above the target then expands outward into concentric rings as it falls. Classic orbital nuke look.
  • Nuke MK2 — The big one. Fires two separate batches. The first creates a cone and mushroom cloud shape that scales height based on size. The second batch spawns as a compact cluster at a fixed height, freefalls for 50 ticks, then explodes outward into a massive ring. The height of the cone scales proportionally with size so it always looks right.
  • Nuke MK6 — Fast and aggressive. All TNT spawns at the center and immediately blasts outward with strong downward velocity using eased acceleration across rings. Quick and devastating.
  • Accurate Nuke - A fully accuratlly simulated nuke shot exactly how cubic metre does it CURRENTLY NOT WORKING AS OF 2026-06-10

Commands

/orbital give <shot> <delay> <amount>
/orbital give <shot> <delay> <size> <amount>
/orbital strike <shot> <delay> <pos>
/orbital strike crosshair <shot> <delay>
/orbital strike crosshair <shot> <delay> <size>
/orbital strike give <shot> <delay> <pos>

Strike give creates a fixed-target rod that always hits the specified coordinates regardless of where the user is looking.

Settings

You probably dont wanna mess with these i added these so that i could tweak values without restarting mc every single time

/orbital setting triggerstyle <instant|cast|reel>

/orbital setting nukemk4 OFFSET_HEIGHT <value>
/orbital setting nukemk4 INNER_RING_MULTIPLIER <value>
/orbital setting nukemk4 OUTER_RING_MULTIPLIER <value>
/orbital setting nukemk4 IMPERFECTION_PERCENT <value>
/orbital setting nukemk4 TNT_FUSE <value>

/orbital setting nukemk2 RING_BASE_SPEED <value>
/orbital setting nukemk2 TNT_FUSE <value>

/orbital setting nukemk6 OFFSET_HEIGHT <value>
/orbital setting nukemk6 TNT_FUSE <value>

/orbital setting stab DEPTH <value>
/orbital setting stab OFFSET <value>
/orbital setting stab AMOUNT_PER_PIECE <value>

/orbital setting accuratestab PIERCER_COUNT <value>
/orbital setting accuratestab ACCELERATOR_COUNT <value>
/orbital setting accuratestab PIERCER_FUSE <value>
/orbital setting accuratestab ACCELERATOR_FUSE <value>
/orbital setting accuratestab DOWN_VELOCITY <value>

Gamerules

/orbital setting gamerule OrbitalChatAnnouncement <true|false>

Toggles all command feedback messages. Errors always show regardless.

/orbital setting gamerule AdvancedRodNames <true|false>

False: rods show as "nuke shot" or "stab shot". True: shows full details like "nukemk2 40 16". Updates all existing rods instantly.

/orbital setting gamerule FancyRods <true|false>

Makes all rods bold gold with an enchantment glint. No actual enchantment, just cosmetic. Updates existing rods instantly.

/orbital setting gamerule MissFailsafe <true|false>

When true, rods don't break if the raycast misses. Gives you another chance.

/orbital setting gamerule OneUseCreative <true|false>

When true, rods break in creative mode same as survival. False lets you fire infinitely in creative.

/orbital setting gamerule Mk2NukeCloudOnly <true|false>

Disables the second batch on the MK2 nuke, leaving only the cone and cloud.

Notes

  • All rods are UUID-locked. If someone else picks up your rod it does nothing
  • Size parameter controls scale for nukes (recommended 12 or 16) and is ignored for basic stab shots
  • Settings are not currently saved across restarts
  • Server-side only, no client mod required

Source Code & Issues

This mod is open source. If something breaks, crashes, or you want to suggest something:

GitHub: https://github.com/FoxyWoxy12000/Orbital-Strike-Mod

Built on Fabric for Minecraft 1.21.10/11. Requires Fabric API.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~29,000
Total Downloads
CurseForge
~24,000
Modrinth
~5,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works