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SC-SuperB Bridge

A lightweight compatibility mod that allows military explosions from SuperbWarfare and all its addons to breach SecurityCraft reinforced blocks.
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sc_superb_bridge-1.2.0.jar

File namesc_superb_bridge-1.2.0.jar
Uploader
VerkoSKVerkoSK
Uploaded
Aug 18, 2026
Downloads
101
Size
12.0 KB
Mod Loaders
NeoForge
File ID
8679281
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:scsuperbbridge-1470884:8679281"

Learn more aboutย Curse Maven

What's new

๐Ÿงจ SC-SuperB Bridge 1.2.0

Now available for Forge 1.20.1 and NeoForge 1.21.1.

This release contains everything since 1.1.4, including the 1.1.5 fixes that were never published separately.


โš ๏ธ Read this before updating

The config was rebuilt around TNT units, and the old option names no longer exist. Your existing config file will be regenerated with defaults on first load โ€” write down any custom values first.

Old option New option How to convert
minExplosionPower minimumTnt divide by 4 โ€” 3.0 becomes 0.75
resistanceFactor breachPerTnt multiply by 4 โ€” 0.70 becomes 2.8

โš ๏ธ Note that breachPerTnt works the opposite way round to the old resistanceFactor: higher = reinforced blocks are weaker.

If you never touched the config, you don't have to do anything โ€” the new defaults behave exactly like the old ones.


๐Ÿ› Fixed

Reinforced Doors can finally be destroyed

Block detection only matched names starting with reinforced_. SecurityCraft registers the Reinforced Door as iron_door_reinforced โ€” suffix, not prefix โ€” so it was silently skipped. Same problem hit reinforced iron bars, scanner doors, keypad doors and laser blocks.

Detection now covers every SecurityCraft block, and won't break again when SecurityCraft names something differently in a future version.

Explosions that shouldn't break blocks no longer break reinforced ones

The mod ran on every explosion regardless of whether that explosion was even allowed to damage terrain. Creepers with mobGriefing=false, and Superb Warfare explosions configured not to break blocks, would still punch straight through reinforced walls. Those rules are now respected.


โœจ Added

Explosion strength is measured in TNT

1.0 = one vanilla TNT block. Config values now map to something you can actually picture instead of raw explosion radii:

Weapon Blast strength Breach radius
Pistols, small arms below 0.75 TNT no effect
One TNT block 1.0 TNT ~2.8 blocks
Tank AP shell ~1.0 TNT ~2.8 blocks
Tank HE shell ~2.5 TNT ~7 blocks
Heavy bombs / cruise missiles ~5.5 TNT ~15 blocks
Nuclear weapons ~7.5 TNT and up ~21 blocks

Three new config options

  • enabled โ€” master switch, turn the mod off without removing the JAR
  • dropBlocks โ€” destroyed reinforced blocks can drop as items instead of being obliterated
  • breakEffects โ€” breaking particles and sound on destruction. Previously reinforced blocks just vanished silently with no feedback at all

Better config documentation

The config now lists reference strengths for common weapons and explains that explosions do not stack โ€” every TNT block detonates on its own, so raising minimumTnt above 1.0 disables plain TNT completely no matter how much you pile up. To make something take more hits, lower maxDestroyChance instead.


โšก Performance

Large explosions are significantly lighter on the server:

  • Positions are range-checked before the world is read โ€” the scanned area's corners fall outside the blast sphere, so roughly half are skipped entirely
  • No square root per position; radii are compared squared
  • "Is this a SecurityCraft block" is cached per block type instead of hitting the registry for every position โ€” a nuke-sized blast previously did around 80,000 lookups

๐Ÿ“ฆ Downloads

  • Forge โ€” Minecraft 1.20.1, Forge 47.2.0+
  • NeoForge โ€” Minecraft 1.21.1, NeoForge 21.1+

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