Underground Bunkers & Nuclear Weapons
Minecraft 1.21.1 · NeoForge
This mod adds procedurally generated underground military installations, the security systems that run them, the garrison that defends them, and the rifle you will probably need on the way out.
Four installations, built four different ways
They are not one layout with the blocks swapped. Each kind of site is planned by its own method, so the shape of the place tells you what it is before you read a single sign.
| Site | What it is |
|---|---|
| Military bunker | A dense warren of rooms grown outwards cell by cell. Armouries, ammunition stores, barracks, a command centre and a vault. |
| Research bunker | Built along a straight spine corridor with laboratory wings budding off it. Sealed pens with live test subjects inside, observation tanks, biohazard containers, and decontamination airlocks between the clean side and containment. |
| Nuclear facility | Built around a reactor hall four cells across — twenty six blocks of open floor with a cylindrical vessel, a service gantry, coolant risers and operator stations. Plus turbine halls, a coolant basin, and two hyperboloid cooling towers on the skyline. |
| Abandoned bunker | Written off decades ago. No cameras, no sirens, no garrison. Collapsed rooms with the ceiling down and the floor buried, a fence lying in pieces, watchtowers reduced to stumps, and a yard the ground has taken back. Nothing is lit, so it fills with whatever wanders in. |
Every site is planned before a single block is placed. The growth always forms a spanning tree, so every room is genuinely reachable, and extra doors are added afterwards so there are loops to be chased through instead of dead ends everywhere.
Also drawn from the seed: the size and shape of the compound, which wall the gate is in, which corners carry a watchtower, one of three entrance buildings (concrete blockhouse, open vehicle shelter, or a low armoured hatch), and the orientation every room lays its furniture out in.
Surveillance you actually operate
- Cameras mount on walls and ceilings, pan and tilt, and spot intruders inside a real field of view with a real line of sight — glass will not save you, a wall will.
- Ownership. A camera you place is bound to you. Another player opening a monitor never even sees it listed, and asking for its feed gets ACCESS DENIED. Ownership is written into the level save and survives restarts.
- The monitor lists your cameras plus the ones belonging to the installation it is wired into, with their status, and puts the feed on screen. Your body does not move while you watch: the operator stands at the desk, exposed, exactly where you left them.
- Mouse control. Move the mouse to pan the camera. Sneak or jump to disconnect.
Alarms that behave like alarms
Three sirens — intruder, biohazard, nuclear — each looping at the exact length of its recording.
- Volume is worked out per player from their distance, so an alert fades as you run and cuts out entirely once you are clear.
- Hitting DISABLE ALARM at a security terminal silences it instantly, not thirty seconds later.
- A more serious alert replaces a lesser one instead of playing on top of it.
- Break the glass on a biohazard container and the site escalates to a biohazard alert, with a lingering toxic cloud to go with it.
A garrison, not a mob spawner
One entity, nine uniforms, five roles. Guards are hostile for a reason: they open fire because the site is on alert or because you are standing inside the perimeter the signs warn you about.
- Patrol walks a beat, then converges on the sighting from a scattered approach point.
- Stationary holds a doorway or a tower deck and does not abandon it.
- Security advances and stops at firing distance.
- Rapid response goes straight for the last known position.
- Technician is non-combatant staff.
They fire in short bursts, keep their distance, only shoot with a clear line, and radio a sighting through so the rest of the garrison hears about it.
The M16
Server-side hitscan. The client only ever reports that the trigger was pulled, so nothing about the shot is up for negotiation.
| Control | Action |
|---|---|
| Left click | Fire |
| Right click | Aim (tighter spread, narrower FOV) |
R |
Reload |
Ammunition lives on the stack, so a loaded magazine survives being dropped, stored or traded. Damage, range, magazine size, fire rate and reload time are all configurable.
Content
45 blocks — surveillance cameras, monitors, sirens, security terminals, blast doors, electrified fencing in three grades with gates, seven warning signs, reactor cores and casings, generators, transformers, server racks, computers, control panels, industrial and emergency lighting, pipes, cables, grating, crates, ammunition boxes, cabinets, biohazard containers and a full set of concrete and metal building blocks.
12 items — the M16 and its ammunition and magazines, steel plate, electronic components, circuit boards, camera lenses, a field radio, classified documents, level 4 samples and uranium rods.
Everything craftable has a recipe, with 53 recipes balanced so the electronics and the rifle sit behind the simpler parts. 10 chest loot tables cover armouries, ammunition stores, offices, laboratories, the reactor level, infirmaries, barracks and vaults.
Configuration
config/bunkers-common.toml exposes weapon damage and range, camera link and detection range, camera
sweep interval, alarm duration and audible range, electric fence damage, and garrison density.
Compatibility
Works in singleplayer and on dedicated servers. All security logic, detection, alarms and shots are resolved server side.

