1.5.0+neoforge-1.21.1
Compatibility
Required content
Changes
I recommend always making backup of your world before updating anything.
Disclaimer: I cant possibly test all the modloaders with all the Minecraft versions so most of them are copy pasted code from the newest version, fixed to compile and not tested in game. If you encounter bugs please report them on discord below thanks.
Please report issues to my discord https://discord.gg/y366spsSjv
1.5.0
-
added the Radar. it needs power and it tracks every missile in the air that is visible to the radar
- the radar has 3 tiers. on its own it is tier 1, put a 3x3 platform of radar array panels directly under it for tier 2 and a 5x5 platform for tier 3. better tier = better range
- right click the radar to open the tracking console
-
what the radar can see depends on the missile. an ICBM coasting above the world is visible from very far away, a normal ballistic missile shows up once it has climbed, and a terrain following cruise missile is only seen from close up and only if the radar can actually see it, hills and buildings hide it
- bigger airframes are easier to see, small ones are harder
- the radar puts out a comparator signal based on time to impact. far away is 1, about to hit is 15
-
added Siren. it takes its contacts from any radar within 64 blocks and sounds off when something is going to land near it, warning everyone nearby with the impact coordinates and the time left
- the siren also puts out a redstone signal the whole time it is going off
- right click a siren and it tells you what it is doing: no radar in range, radar has no power, tracking something but nothing landing near here, all clear, or what is inbound and how long you have
-
never enough configs
-
requires Mekanism Nuclear Weapons & Explosives 1.7.0 or newer
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:mohSajWV:KR3fGgqg"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mohSajWV:KR3fGgqg"
}

