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Ground Burst

Assemble everything from grenades to ICBMs from the ground up, mushroom clouds, fallout and radiation.
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GroundBurst-0.4.0

File namegroundburst-0.4.0.jar
Uploader
RLawmanRLawman
Uploaded
Oct 31, 2026
Downloads
13
Size
12.0 MB
Mod Loaders
NeoForge
File ID
9383252
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:ground-burst-1770131:9383252"

Learn more about Curse Maven

What's new

0.4.0 — 2026-10-31 A network for your launchers across the whole world, a bigger missile defence, a storm that knocks defences out, and an alarm system for your base.

Launch Control Station Launch Control Station: a console desk and instrument bank with a satellite uplink on top (3 wide, 2 deep, 3 high), that runs your launchers anywhere in its dimension, loaded or not: Launch Silos, Launch Complexes, Missile Silos, Cruise Missile Launchers, the SCUD Storm and the Nuclear Missile.

Launch Codes: take them from the station, then use them on a launcher (its controller or any part of it) or a Radar Array to link it; sneak to unlink. Hand a card to a friend to share the network; sneak-use one on a second station to make it a second control room. New codes voids every old card. Its screen: a map of the whole dimension (zoom out to 1:128) with every launcher, target and strike, the network's missiles in the air and what its radars track; the launchers and their state; a log of launches, impacts, missiles lost and orders that failed. Pick several launchers to aim them in a pattern (a line, a ring or a grid round the point). LAUNCH fires every armed launcher at once, or on target together: each launch held so all the first warheads land at the same moment.

A launcher far away is woken to fire: its chunks load, it counts down, launches and settles, then sleeps again. It needs its energy stored beforehand. On the console: the network's state on its big screen, a status board lamp for each launcher, two launch keys that turn and a guarded LAUNCH button whose cover lifts while anything is armed; a key-switch clack, the launch tones and a teletype printing each report. Alarm system

Ten devices that warn a base, linked over alarm channels (0 to 9999, set on each device's screen; all start on channel 0, so they work together as soon as they are placed). None needs power. Missile Warning Receiver: listens to the Radar Arrays and warns of every missile they track that will come down within its warning radius (64 to 1,024 blocks), as real missile warning systems warn only where the missile is going. It gives redstone (steady, by the number incoming, or rising as impact nears), shows the time to impact and plays an attention tone.

Alarm Panel: sound, silence or test the alarm by hand, or set it off with any redstone signal.

Hazard Monitor: alarms on radiation over a set dose rate (10 to 1,000 RAD/h) or on poison gas.

Air-Raid Siren: a Cold War siren whose horn turns as it sounds, its wail swelling as the horn sweeps past you, heard 160 blocks off; Attack (wailing) or Alert (steady), winding up and down, and the All Clear after an attack.

Klaxon (klaxon, slow whoop, evacuate, hi-lo and a ship's general alarm) and Alarm Bell.

Warning Beacon: rotating with sweeping beams, flashing or steady, in red, amber, blue, green or white (use a dye), on any face; Emergency Light: a caged bulkhead lamp, white or dark, red and flashing in an alarm. Alert Display: ALL CLEAR, or the alert: missiles inbound and the time to impact, the dose rate, the gas.

Alarm Relay: wireless redstone while its channel is alarming (or while all is clear), to shut blast doors. Anti-missile defence

Interceptor Complex: the multiblock missile defence, a 5 by 5 deck three high. A vertical launcher of 24 cells under armoured hatches stands in front of a deckhouse whose face is a fire-control radar. Beside an Interceptor Battery it reaches two and a half times as far (640 blocks with a Radar Array tracking, 240 on its own radar), its interceptors kill 95% of small missiles, radar array or not, and it sends a volley of two at each missile (four at class L and bigger), fired two at a time: the hatches swing open and the interceptors leap straight up out of their cells. Built from Launch Pads, six new Launch Cells, six new Phased Array Panels, Machine Casing and an Energy Port and an Item Port; the Holo-Projector shows it. A late-game build: its controller is made round a whole Interceptor Battery, and its cells and panels take dense steel, tungsten and military circuits.

An EMP now fries interceptors flying through it, and an Interceptor Battery's screen says when an EMP has knocked it out. Changes

The Storm ICBM's lightning strikes each send out an EMP pulse 24 blocks round for twelve seconds (it was 4 blocks for five): a ring of blue sparks runs out along the ground from each strike. At the storm's height almost anywhere in it sits under a pulse most of the time, so machines and missile defences inside it go dark, interceptors flying through it are fried, and unhardened missiles flown through it may turn duds. Lightning rods still take strikes safely, pulse and all.

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