All versions
1.0.3
Release
Fix Bugs and New / 1.21.1 - 1.0.33 months ago 140
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Added
Guided Missile
- Added a player-controlled guided missile with 120 HP.
- Added professional-controller operation over radio and fiber optics.
- Added acceleration with `Space` and active braking with `Shift`.
- Added aerodynamic stall behavior: a slow missile begins to descend and pitches its nose downward.
- Added working heat flares.
- Added target-lock and incoming-threat warnings.
- Added a clean first-person view and an elevated GTA-style chase camera toggled with `F5`.
- Added custom thrust, heat, shockwave, and supersonic shaders.
- Generated original ignition, jet-engine, and sonic-boom sounds with Python.
Anti-Drone Net
- Added two-point net placement.
- Tensioning duration now scales with net size.
- Added a countdown timer to `0.00 s`.
- Added tensioning and final-latching sounds.
- Added natural fabric sag.
- Nets now stop at the ground instead of passing through the surface.
- Captured drones visibly become tangled and struggle inside the net.
- Creative-mode placement is now instant and does not consume the item.
Electronic Warfare and Communications
- Added Creative-mode power for stationary and portable jammers without a battery.
- Creative power is immediately disabled when the owner returns to Survival mode.
- Restored the classic active-jammer effects from version 1.0.2:
- smoke;
- electrical sparks;
- antenna operating sound. - Restored the volume and audibility of jamming sounds.
- Improved jammer interaction with radios, FPV systems, and voice integrations.
FPV and Visual Effects
- Added separate camera effects for moderate and critical damage.
- Added custom interference, EMP, thrust, shockwave, and damage shaders.
- Added heat flares for the advanced drone and guided missile.
- Improved the physical operator copy used during remote-control sessions.
- Updated warnings for jamming, EMP, interception, missiles, and target locks.
Improved
- Reworked the portable-jammer interface with a larger panel, improved spacing, better contrast, and corrected slot positions.
- Restored the familiar positions of the special-actions panel and distance indicator.
- Moved warning banners above the center of the screen so they no longer obstruct the crosshair.
- Improved the geometry of the MANPADS protective shield.
- The shield now blocks pistol and assault-rifle hits that physically strike the shield model.
- Sniper and heavier ammunition can still penetrate it.
- Improved player-decoy behavior and compatibility with other entity mechanics.
- Optimized guided-missile explosions without removing gameplay or visual features.
- Reduced the server load caused by expensive particle bursts during large explosions.
- Improved Russian and English localization and restored missing names and tooltips.
Fixed
Guided Missile
- The missile now detonates immediately after a valid impact with terrain or an obstacle.
- Fixed delayed detonation after ground contact.
- Fixed freezes and control jitter during missile destruction.
- Fixed the player being unable to move after an explosion until the controller was removed from their hand.
- FPV state, camera, invisibility, gravity, and collision settings are now restored before the explosion is processed.
- In first person, the missile model is hidden only for its pilot; other players can still see it normally.
- Fixed third-person camera placement: it is now positioned above and behind the missile and aims directly at it.
- Guided missiles are excluded from anti-drone net capture.
- Replaced the inappropriate metallic sonic-boom sound.
Drones and FPV
- Fixed player movement jitter after leaving drone control.
- Fixed the player occasionally being unable to move after an emergency FPV exit.
- Fixed invisibility, disabled gravity, and zero-sized collision remaining active after leaving FPV.
- Fixed the camera remaining at the last position of a destroyed drone or missile.
- Fixed the anti-drone-net warning being inherited by a newly linked drone.
- Removed dirty brown campfire particles from drone destruction effects.
Anti-Drone Net
- Fixed drones falling or endlessly sinking through the net.
- Collision is now checked against the center and corners of the drone hitbox, including high-speed edge impacts.
- Captured drones now receive a hard server-side position lock with gravity disabled.
- Fixed premature release caused by hitbox synchronization drift.
- Fixed captured drones falling or returning home after becoming visually tangled.
- Fixed trapped-state data leaking from an old drone to a newly linked drone.
Interception and Controls
- Interception now correctly takes control of the target camera only.
- Disabled free mouse camera rotation while intercepting.
- Disabled independent operator movement during interception.
- Camera and movement controls are restored correctly when interception ends.
Electronic Warfare, Audio, and Interface
- Fixed missing audio and visual effects on active jammers.
- Fixed jamming sounds becoming nearly inaudible because their volume was reduced twice.
- Restored smoke and electrical sparks around an operating antenna.
- Fixed misaligned labels, buttons, and slots in the jammer interface.
- Fixed missing translations and raw localization IDs appearing in the interface.
Compatibility
- Forge 1.20.1
- NeoForge 1.21.1
- Superb Warfare 0.8.0+
- Optional Simple Voice Chat and Plasmo Voice integration
- Kotlin for Forge 5.8.0+ is required on NeoForge
Technical
- Updated the mod version to **1.0.3**.
- Synchronized functionality between Forge 1.20.1 and NeoForge 1.21.1.
- Both builds must be installed on the client and server.
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:LXGHZvhO:G30iwXWF"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:LXGHZvhO:G30iwXWF"
}![[SBW] Electronic Warfare](https://cdn.modrinth.com/data/LXGHZvhO/8265ec033a4c6b1f3ffb363c36791fafdcce3bed_96.webp)

