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WMD: Weapons of Mass Destruction
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A mods to enhance PVP, containing a list of weapons ranging from missile to drones to railguns and much more, futuring its own logistic system and power generation.
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Disclaimer:
Please note this mod contains heavy use of AI, if this is something you are against please dont download this mod. I did my best to ensure compatability and a streamlined experience, and extensive testing on my own server. There still will be bugs and I hope with the help of community to find more ways to enhance the experience.
WMD: Weapons of Mass Destruction
Build your own missiles, part by part. Defend your base with radar, interceptors and lasers. Drop a rod from orbit.
WMD is a large modern-military mod for NeoForge 1.21.1, made for PvP servers and big bases. You build a real industry, assemble guided missiles in an animated bay, and fight wars across thousands of blocks. Every explosion leaves its mark on the world. Featuring:
Build a missile, part by part
There's no single "nuke item". Every missile is a hybrid of four parts: an airframe for size and armour, a motor for range and speed, a guidance module for accuracy, and a warhead for what happens when it lands.
- Four tiers. T1 to T4, each on its own launch pad. T4 is a two-stage rocket with stage separation in flight, and it can carry a MIRV bus or a satellite.
- The assembly bay. Robots, welders, a crane and a paint line build the missile in front of you. Finished missiles are painted by tier: green, grey, black.
- Real launches. Fuelling, a countdown, smoke, and missiles that cruise high on long shots and arc steeply on short ones.
Over 20 warheads, each with its own explosion
Every warhead is a different event, not just a bigger number:
- The basics: HE, incendiary, fragmentation and cluster.
- Bunker work: thermobaric clouds that ignite, and breachers that tunnel through walls. Bunker busters dig in before they go off.
- EMP and HEMP: they drain energy from any FE mod and shut down machines, radars and air defences.
- Nukes: tactical and thermonuclear warheads with a real rolling mushroom cloud, plus the Tsar.
- Exotic warheads: cryo freezes everything, a gravity well throws things around, nanites eat blocks, and there's antimatter.
- Every blast does damage: a flash, a fireball, a shockwave, debris, and lasting craters, scorch marks and glass.
Radar, alarms and defence
- Radar: each radar sweeps a 180-degree arc up to 10,000 blocks out. Your missiles show blue, others red, and an enemy launch sets off alarm sirens on your frequency.
- Interceptors: launchers, batteries and silos, plus CIWS, a laser defence and a forcefield dome.
- Fooling the enemy: decoys and chaff pull interceptors and radar away from the real threat.
- The dead hand: a walk-in bunker that fires back automatically if your command center is destroyed.
Every kind of weapon
- Artillery: howitzers with laser-guided shells, mortars and MLRS rocket launchers, with counter-battery radar to answer them.
- Cruise missiles that follow waypoints.
- Drones, including a launcher that releases a 49-drone swarm.
- Shoulder-fired: MANPADS and Javelin-style anti-tank missiles.
- Bombs: heavy bombs, bomb racks and bomb sights.
Space
- Satellites: put recon, navigation and relay satellites into orbit with a T4 rocket.
- A space station you build module by module.
- Orbital strikes: a rod from orbit, an asteroid you redirect onto a target, a solar mirror that burns the ground, and a railgun strike shown to the whole server as a cinematic.
Destruction you can see
- Buildings come down. Hit a tower low and it collapses; hit it high and only the top goes. (experimental)
- Debris flies. With Sable installed, collapsing buildings and airships break into real physics pieces. (experimental)
- Visible from far away. With Distant Horizons, missile trails and explosions show from far beyond your render distance.
A real industry behind it
- Oil: a full refinery chain from pumpjack to jet fuel, through distillation, cracking and coking.
- Metallurgy: blast furnace steel, titanium, tungsten, aluminium and uranium enrichment.
- Research: a research station and tech chips that unlock the bigger weapons.
- Power ladder: coal and steam engines, then solar arrays that track the sun, wind turbines that give more the higher you build them, lava heat, diesel, gas and steam turbines, a nuclear reactor and a fusion reactor. Battery tiers run from a single rack module up to a container-sized storage block.
Base war
- Command center: CCTV cameras, perimeter sensors and floodlights.
- Defences: sentry turrets, a robot sentry dog, mines, claymores and electric fences.
- Raid kit: C4, a hacking device, a portable jammer and a seismic scanner.
- Hardened blocks: reinforced concrete and blast doors.
Made with care
- Real 3D models. Every machine is a real model with its own animation, particles and sounds; nothing is a plain cube.
- One clean interface. Every screen shows its ports, power and status the same way.
- Built-in help. An in-game field manual, a "?" help button on every screen, and recipe lookup with JEI / EMI.
- Mod friendly. Fluids pass to and from any mod's pipes and tanks. Our power grid can run Mekanism and other FE machines, and a grid converter brings outside power in.
- Server friendly:
- Blasts respect land claims (Open Parties and Claims, FTB Chunks).
- Effects scale down when the server lags.
- Optional offline-raid protection.
- Most rules can be changed in the server config.
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Requirements
- NeoForge 1.21.1 (21.1.200 or newer)
- GeckoLib 4.8 or newer
Optional (recommended)
- Veil: glowing lights, flashes and machine glow
- Distant Horizons: far views of missiles and explosions
- Jade: machine info when you look at a machine
- JEI or EMI: recipes
- CC: Tweaked: control launchers and defences from computers
- Sable (and Create Aeronautics): physics debris, and airships that take damage and break apart
- BlueMap: strikes on the web map
WMD is built for PvP. There is no undo, so blasts are real. Server owners can turn on claim protection, offline-raid protection and the experimental destruction options in the server config.
Optional explained
None of these are needed. WMD runs without them and adds the extras below when they’re installed.
- Distant Horizons: missile trails, explosions and mushroom clouds can be seen far past your normal render distance, so a strike across the map is a sight on the horizon.
- Veil: real dynamic light. Machines glow while they run, warheads flash, and fire and blasts light up their surroundings.
- Sable + Create Aeronautics: buildings that collapse break into real physics debris. Airships can be hit by missiles and shells, catch fire and break apart, and air defence tracks them.
- JEI / EMI: every WMD process, reactor and research recipe gets its own page. Right-click a machine’s progress bar to see what it makes.
- Jade: look at a WMD machine to see its state, output or charge without opening it.
- CC: Tweaked: every WMD machine is a read-only computer peripheral. Your programs can show its status, power, tanks and progress on monitors. Launching stays with the command center.
- BlueMap: the web map shows WMD strike history and zones. Server owners can also turn on an admin layer (every machine and flight) or a war map (what recon would show).
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