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MCM: Devices

A roll-up heavy gate with its own lever, an air raid siren that wails on redstone, raids and hostile crowds, and the Horde Decoy: a small robot that lures mobs away and blows up without breaking blocks.
01 Lineup - MCM Devices 0.1.0.jpg

01 Lineup - MCM Devices 0.1.0.jpg

02 Heavy Gate open close - MCM Devices 0.1.0.gif

02 Heavy Gate open close - MCM Devices 0.1.0.gif

03 Gate Lever opens gate - MCM Devices 0.1.0.gif

03 Gate Lever opens gate - MCM Devices 0.1.0.gif

04 Air Raid Siren wail - MCM Devices 0.1.0.gif

04 Air Raid Siren wail - MCM Devices 0.1.0.gif

05 Horde Decoy lure detonate - MCM Devices 0.1.0.gif

05 Horde Decoy lure detonate - MCM Devices 0.1.0.gif

Description

Part of MCM (Minecraft Comes Military), a set of separate military mods: Aircraft, Devices, Hordes and Air Support. Each one works without the others.

Minecraft 1.21.1 · Fabric · mod id mcm_devices · version 0.1.0

Standalone defence devices. Works on its own with vanilla Minecraft and Fabric API; no other mod is required.

Contents

Item What it does
Heavy Gate A 4×4 roll-up gate. The shutter slides up into the head box in 2 seconds. Solid only while closed.
Gate Lever A wall, floor or ceiling lever that opens and closes one linked Heavy Gate.
Air Raid Siren A rising-and-falling siren audible about 128 blocks away.
Horde Decoy A small tracked robot that lures hostile mobs, leads them away from you and self-destructs.

Heavy Gate and Gate Lever

  • Place the gate on the ground: the block you click becomes the second column of the bottom row, and the other 15 cells must be free. Breaking any cell removes the whole gate and drops one item.
  • Redstone: a signal on any of the 16 cells opens it; when every cell loses power it closes. Only changes act, so a lever toggle is not overridden afterwards.
  • The lever gives no redstone output. It links to the gate stored on the item (sneak + right-click a gate with the lever item to store it), or else to the nearest gate within 16 blocks when placed. Its handle follows the gate's state.

Air Raid Siren — when it sounds

The siren wails in any of these cases:

  1. Redstone: as long as the siren block is powered.
  2. Vanilla raid: while a raid is in progress within 96 blocks of the siren (from the moment the raid bar appears, through the waves, until the raid is won, lost or stopped).
  3. Hostile crowd: when at least 10 hostile mobs are within 24 blocks (horizontally) of the siren. Checked every 2 seconds.

Cases 2 and 3 start an alert of about 45 seconds, renewed while the cause continues, and also set off every loaded siren within 128 blocks. Several sirens in one place are slightly detuned so they do not merge into one tone. All thresholds can be changed or switched off in the config.

Horde Decoy

  1. Use it on the top or side of a block. It looks up to 4 blocks down for footing and cannot be placed in water or lava.
  2. It beeps and flashes; hostile mobs within 48 blocks walk to it. Mobs chasing something farther than 6 blocks away drop it.
  3. When the nearest mob is within 28 blocks it drives away from the player who placed it (climbs 1 block, drops up to 2, avoids fluids, never moves back towards that player).
  4. After its lead budget (60 s or 160 blocks), when no mobs are around for a while, or when it is stuck, it stops and arms a 15 s fuse while still luring.
  5. Then it detonates: fire, smoke and sound, no block damage, and damage to hostile mobs only. Players, villagers, traders, tamed animals, anything with an owner and anything a player is riding are never hurt. Mobs killed by the blast give no XP.

Blast radius has three sizes (small 6, medium 10, large 16 blocks), switched with a command and saved per world. Up to 4 decoys run at once. While running it keeps its chunk loaded.

Targets are every Monster (modded hostile mobs included) plus the entity tag #mcm_devices:decoy_targets, minus #mcm_devices:decoy_immune (Ender Dragon, Wither, zombie and skeleton horses by default). If Undead Nights is installed, its horde zombies are zombies and are lured like any other; they are also listed in the tag as optional entries.

Crafting

Result Pattern
Heavy Gate I C I / I P I / I C I — I iron ingot, C chain, P piston
Gate Lever _ R _ / I L I — R redstone, L lever, I iron ingot
Air Raid Siren I N I / I R I / _ I _ — I iron ingot, N note block, R redstone
Horde Decoy _ L _ / N T N / I R I — L lightning rod, N note block, T TNT, I iron ingot, R redstone lamp

All four are also in the creative tab "Minecraft Comes Military: Devices".

Commands

Command Effect Permission
/mcmdevices decoy Show the decoy blast radius and fuse everyone
/mcmdevices decoy radius small|medium|large|next Set the blast radius (saved per world) decoy.commandPermissionLevel (default 2)
/mcmdevices reload Reload the config same

Config config/mcm_devices.json

Created with defaults on first launch; an existing file is never overwritten.

Key Default Meaning
siren.redstone true Wail while powered
siren.raids true Wail during a vanilla raid within 96 blocks
siren.hostileCrowd / hostileCount / hostileRadius true / 10 / 24 Wail when this many hostile mobs are this close
siren.alertRange 128 A triggered siren also sets off loaded sirens within this range
siren.alertTicks 900 Length of one alert (20 ticks = 1 s)
siren.volume 8 Carries 16 × volume blocks
decoy.fuseTicks 300 Stop to detonation (0 = at once)
decoy.radiusSmall/Medium/Large 6 / 10 / 16 Blast radius sizes (1–48)
decoy.defaultRadius small Size used until one is chosen in game
decoy.damage 40 Damage to hostile mobs
decoy.maxActive 4 Decoys running at once
decoy.lureRadius / lureIntervalTicks / lureSpeed 48 / 10 / 1.0 Lure range, interval and walking speed
decoy.distractTargeted / keepTargetWithin true / 6 Make mobs drop far targets
decoy.attractAllMonsters true Every Monster is a target (false = tag and extraTargets only)
decoy.extraTargets / excludedTargets [] Extra or excluded entity ids
decoy.spareNamedMobs false Do not hurt name-tagged mobs
decoy.leadAway / leadTriggerDistance true / 28 Drive away when mobs come this close
decoy.leadMaxTicks / leadMaxDistance 1200 / 160 Lead budget
decoy.waitTicks / sparseCount / sparseTicks 300 / 1 / 200 Waiting and stopping when mobs are scarce
decoy.maxLifetimeTicks 4800 Upper limit of one run
decoy.keepChunksLoaded true Keep the chunk loaded while running
decoy.messages true Action bar messages to nearby players

Known limitations

  • The decoy only clears a mob's target and asks it to walk over. Brain-driven mobs (piglins, hoglins, zoglins, breezes, the warden…) and mobs with their own movement (slimes, ghasts, phantoms, guardians…) respond weakly or not at all; they still take blast damage.
  • If the server stops or the chunk unloads mid-run, the decoy vanishes and the item is not returned.
  • A mob farm next to a siren keeps the hostile-crowd alert going; switch siren.hostileCrowd off or raise hostileCount.

Credits & licenses

  • This mod: all code, block and item models, textures, the decoy model and the siren sound are original work made for this mod (textures drawn pixel by pixel, the siren tone synthesised), MIT License (LICENSE in the jar). No third-party textures, models or sounds are included. The decoy item model only names vanilla block textures; other effects use vanilla sounds by id.
  • Fabric API by FabricMC: Apache-2.0. Required, not included.
  • Undead Nights: optional. Its horde zombies are only listed by entity id in the decoy target tag; nothing from it is included.

Community & support

Bug reports, feature requests and build previews live on the Discord:

Join the VECTOR MODS Discord

If you would rather not use Discord, the CurseForge comment thread is read and answered too.

Support VECTOR MODS on Patreon

MCM: Devices Team

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