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Mekanism Missiles project artwork

CurseForge · Minecraft mod

Mekanism Missiles

Adds missiles/ICBM in "Mekanism style". Missiles are launched from buildable multiblock silo.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Mekanism Missiles release should I use?

Updated 2 days ago
Latest stable file Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1
Game version 1.21.1
Loader NeoForge

Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1 targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.

Where it goes

Is Mekanism Missiles required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1 need?

Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1. Change the file and its required mods may change too.

All 2 required mods have matching files

Install Mekanism, Mekanism Nuclear Weapons & Explosives first. We found matching files for this game-version and loader setup. 21 come through another mod in the chain.

3 listed on this file 21 pulled in by those mods
Sable Optional for Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1
optional
Matching file found Matched file: Sable NeoForge 2.0.6 for mc1.21.1
Mekanism Needed by Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1
required
Matching file found Matched file: Mekanism-1.21.1-10.7.19.85.jar
Mekanism Nuclear Weapons & Explosives Needed by Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1
required
Matching file found Matched file: Mekanism Nuclear Weapons & Explosives 1.8.0 - NEOFORGE 1.21.1
Create Needed by Sable
pulled in
Matching file found Matched file: Create 6.0.10 for mc1.21.1
ImGuiMC Needed by Sable
pulled in
Matching file found Matched file: ImGuiMC NeoForge 2.0.5 for mc1.21.1
The One Probe Needed by Mekanism
pulled in
Matching file found Matched file: TheOneProbe - 1.21_neo-12.0.9
JEITweaker Needed by Mekanism
pulled in
No matching file
Just Enough Items (JEI) Needed by Mekanism
pulled in
Matching file found Matched file: 19.70.0.469 for NeoForge 1.21.1
ConnectedTexturesMod Needed by Mekanism
pulled in
Matching file found Matched file: CTM - 1.21-1.2.1+3
WTHIT Forge Edition Needed by Mekanism
pulled in
Matching file found Matched file: [NeoForge 1.21.1] 12.10.3
Biomes O' Plenty Needed by Mekanism
pulled in
Matching file found Matched file: Biomes O' Plenty NeoForge 1.21.1-21.1.0.14
OpenComputers II Needed by Mekanism
pulled in
Matching file found Matched file: oc2-MC1.21.1-0.11.0
Flux Networks Needed by Mekanism
pulled in
Matching file found Matched file: Flux-Networks-1.21.1-8.0.0
ProjectE Needed by Mekanism
pulled in
Matching file found Matched file: ProjectE-1.21.1-PE1.1.0.jar
CC: Tweaked Needed by Mekanism
pulled in
Matching file found Matched file: cc-tweaked-1.21.1-forge-1.113.1.jar
EMI Needed by Mekanism
pulled in
Matching file found Matched file: emi-1.1.24+1.21.1+neoforge
GrandPower Needed by Mekanism
pulled in
No matching file
Oh The Biomes We've Gone Needed by Mekanism
pulled in
Matching file found Matched file: Oh-The-Biomes-Weve-Gone-NeoForge-2.6.3
Applied Energistics 2 Needed by Mekanism
pulled in
Matching file found Matched file: AE2 19.2.19 [NEOFORGE]
FramedBlocks Needed by Mekanism
pulled in
Matching file found Matched file: FramedBlocks-10.6.3.jar
Jade 🔍 Needed by Mekanism
pulled in
Matching file found Matched file: [NeoForge 1.21.1] 15.10.6

21 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Mekanism Missiles without breaking your instance.

Built for Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Mekanism, Mekanism Nuclear Weapons & Explosives first. We found matching files for this game-version and loader setup. 21 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Mekanism Missiles 1.6.0 - NEOFORGE 1.21.1. It opens that exact file at the source.

About this project

What does Mekanism Missiles add?

Mekanism Missiles

Adds missiles/ICBMs in "Mekanism style", and radars to see them coming. Missiles are launched from a buildable multiblock silo. You can check how to build the silo in the gallery, or in game with Ponder.

A missile is assembled from parts in the launch controller: engine, airframe, guidance, fins and warhead. The parts you pick decide the missile class and its attributes: range, speed, accuracy and flight path.

Warheads come from the required dependency: Mekanism Nuclear Weapons & Explosives.

Can be fully automated: parts and solid fuel go in through Mekanism logistical transporters, liquid propellant through chemical pipes, power through cables. Missiles can be launched with redstone, and the controller emits a comparator signal based on how complete the missile is.

Missiles keep flying and still hit their target when they cross unloaded chunks.

Building the silo

  • Tier 1: 3x3 pad, corner pillars 3 tall
  • Tier 2: 5x5 pad, 2x2 corner pillars 4 tall
  • Tier 3: 7x7 pad, 3x3 corner pillars 5 tall

Bigger airframes need bigger silos. The controller tells you which tier you built and which one you need. Holding a part over a slot that won't take it tells you why.

A destroyed silo with a fuelled missile in it explodes. The more fuel, the bigger the blast.

Missile parts

Engines (thrust and fuel)

  • Rocket Engine (solid)
  • Composite Solid Motor (solid)
  • Liquid Rocket Engine (liquid)
  • Liquid Rocket Engine II (liquid)
  • Cryogenic Rocket Engine (liquid or cryogenic)
  • Fusion Drive (exotic)
  • Antimatter Torch Drive (exotic)

Airframes (fuel capacity, mass, biggest warhead, silo tier needed

  • Rocket Body (tier 1 silo)
  • Light Airframe (tier 1 silo)
  • Heavy Airframe (tier 2 silo)
  • Silo-Class Airframe (tier 3 silo)

Guidance (CEP - accuracy)

  • Rocket Nose Cone
  • Inertial Guidance Unit
  • GPS Guidance Unit
  • Terminal Seeker

Fins tighten accuracy, Vectoring Vanes are needed for cruise missiles.

  • Fixed Fins
  • Grid Fins
  • Vectoring Vanes

Warhead: any bomb from Mekanism Nuclear Weapons & Explosives. An airframe doesn't accept a warhead that is too big for it, and a heavy warhead reduces range.

A missile with thrust to weight (T/W) under 1 won't clear the gantry. It stalls and falls back down with a live warhead.

Missile classes

The controller works out the missile class from the parts you used, and each class flies a different profile:

  • SRBM: light airframe on a solid motor. Stays low and fast, depressed trajectory.
  • MRBM: light airframe on a liquid engine. Ballistic arc.
  • IRBM: heavy airframe on a Liquid Rocket Engine II. Lofted arc.
  • ICBM: cryogenic or exotic engine on a heavy or silo-class airframe. Climbs above the world and comes back down.
  • Cruise: vectoring vanes plus Inertial Guidance or better, on any airframe except the Silo-Class. Hugs the terrain the whole way to the target.

Fuel

Solid fuels go into the fuel slot as items, liquid propellants are piped into the controller's chemical tank (or loaded by right clicking the controller).

  • Black Powder Grain (solid)
  • Composite Grain (solid) - Black Powder Grain + Nitrogen in a Chemical Injection Chamber
  • Kerolox Propellant (liquid) - Kerosene (coal in a Chemical Oxidizer) + Oxygen in a Chemical Infuser
  • Hypergolic Propellant (liquid) - Kerolox + Nitrogen in a Chemical Infuser
  • Cryogenic Propellant (cryogenic) - Hydrogen + Oxygen in a Chemical Infuser
  • Deuterium-Tritium Cell (exotic)
  • Antimatter Pellet (exotic)

Each engine only burns the fuels it was built for. Cryogenic propellant slowly boils off while the missile waits on the pad, so you can't keep one fuelled forever. The launch controller needs power for fuelling and launching.

Targeting

You can type coordinates directly or use the GPS Targeter: right click a block to lock its coordinates, then right click a launch controller.

The launch controller shows you the missile info before you fire: class, flight profile, cruise speed, climb rate, delta-v, thrust to weight, mass, maximum range, CEP (accuracy), silo tier needed, warhead tier, fuel type and fuelling progress.

Early Warning Radar

  • Needs power and tracks every missile in the air it can see. Right click it to open the tracking console.
  • 3 tiers: on its own it is tier 1. Put a 3x3 platform of Radar Array Panels directly under it for tier 2, or a 5x5 platform for tier 3. Higher tier = more range.
  • What the radar can see depends on the missile. An ICBM above the world is visible from very far away, a ballistic missile shows up once it has climbed, and a 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.
  • Comparator signal based on time to impact: far away is 1, about to hit is 15.

Warning Siren

  • 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 b efore impact.
  • Puts out a redstone signal the whole time it is going off.
  • Right click it to see 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.

Ponder

With Ponder (or with Create) installed, hold W over the launch controller, the silo casing, any missile part or fuel, the GPS Targeter, the radar or the siren to watch how it works

Config

Mod can be configured in the config file, usually: %appdata% -> .minecraft -> config -> mekmissilesconfig.properties

Silo height, cruise altitude, speed, range, fuel tank, energy, boil off, cruise terrain following, radar range and power, siren range and more.

Requirements

  • Mekanism
  • Mekanism Nuclear Weapons & Explosives 1.7.1 or newer

In development, many more features coming.

FAQ

I have an issue / bug / crash / report / request, where can I contact you about it ?

Use my Discord server, you can join on this link: https://discord.gg/y366spsSjv

Can I put this mod into my modpack ?

Yes you can but you can't repost the mod on an another website.

Does this mod support servers ?

Yes it does.

Project description from CurseForge.

Pick your setup

Mekanism Missiles by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Mekanism Missiles versions and loaders

20 of 20 releases match

Looking for an older file? The official CurseForge project page is in Resources.