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1.0.0
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Project AirSystem 1.0.0
First release. Twenty unmanned aircraft, an air raid alarm system and four anti-aircraft gun mounts for NeoForge 1.21.1.
Full documentation is in the wiki — start with Crafting and Flying a Drone.
Requirements
| Minecraft | 1.21.1 |
| Loader | NeoForge 21.1.209 or newer |
| Java | 21 |
| Optional | TACZ — bullets and ammunition are recognised automatically |
What is in it
Twenty aircraft in three roles. Loitering munitions dive onto a target and detonate; reconnaissance types loiter and come home; strike carriers release a guided bomb and return. Each airframe follows the planform of the real aircraft, and performance — speed, ceiling, toughness, warhead — differs from type to type.
Four gun mounts. Gepard, Slinger, Terrahawk Paladin and MANTIS. Three can be crewed or left on automatic; MANTIS only ever runs itself. Automatic mounts identify friendlies by launch point and never engage a drone launched within 70 blocks of them, and their fire genuinely misses — hit chance falls off with range and target speed, and a failed roll walks the burst wide.
Air raid alarm. Loudspeakers audible over 160 blocks, buttons, and a linking cable to bind them. The siren is synthesised as an electromechanical siren — a rotor chopping air through stator ports, shaped by a horn — not as a tone.
Operation from a remote. Mark a target on the world map, launch, then fly by hand or let the autopilot work. A flight can also be launched with no target at all: the aircraft takes off and is handed straight to you.
Notable details
- Engine sound carries live Doppler shift and rpm lag, so a pass overhead drops in pitch the way a real one does.
- The vanilla explosion is replaced entirely: staged flash, fireball, ground dust wave and smoke column, with the report arriving late by the speed of sound.
- Where you hit a drone matters — centre, engine bay or wing are told apart.
- Every model, texture and sound is generated from scratch by the scripts in
tools/. No sampled audio, no third-party assets.
Known limitations
- Drones are not entities. That is what gives them unlimited range and low server cost, but it also means mods that act on entities will not see them: entity radars, entity-based protection and third-party anti-air will not detect a drone. Explosion-based protection still works.
- Crafting does not vary by type. Every aircraft uses the same recipe with either a warhead or a camera module, so a Shahed-238 costs the same as a KUB-BLA. Server owners who want the heavy types rarer should edit the recipes.
- Tested in single-player and on a dedicated server; no compatibility testing against large modpacks yet.
Configuration
Everything is in config/airsystem-common.toml — flight time, cruise altitude,
chunk loading radius, IFF radius, automatic hit chance, alarm duration, and
switches for glass breaking and fires. See
Configuration.
License
GPL-3.0-or-later. Source: https://github.com/RBXLU/AirSystem
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:DofowZDW:Ich3QeVh"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DofowZDW:Ich3QeVh"
}

