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CurseForge · Minecraft mod

Create ICBM

An addon for the Create mod that is inspired by ICBM! Experience the explosive power of classic ICBM weaponry, reimagined and integrated into the world of Create.

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Quick answer

Which Create ICBM release should I use?

Updated today
Latest stable file create-icbm-1.21.1-1.0.5.jar
Game version 1.21.1
Loader NeoForge

Create ICBM create-icbm-1.21.1-1.0.5.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Create ICBM 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 Create ICBM create-icbm-1.21.1-1.0.5.jar need?

create-icbm-1.21.1-1.0.5.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Create ICBM without breaking your instance.

Built for Create ICBM create-icbm-1.21.1-1.0.5.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use create-icbm-1.21.1-1.0.5.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  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 create-icbm-1.21.1-1.0.5.jar. It opens that exact file at the source.

About this project

What does Create ICBM add?

Create: ICBM

Missiles, radar and launch networks, built the Create way.

Version 1.0.5 Minecraft 1.21.1 NeoForge 21.1.219+ Create 6.0.10+ CC BY-NC 4.0

Full guide and every recipe on GitHub • Report a bug


Create: ICBM is an addon for Create that brings missiles, explosives, radar and launch networks into your factory. Launch pads are wound up by shafts, missiles are put together on Mechanical Crafters and Deployers, explosives are mixed in basins over Blaze Burners, and every block looks like it came out of Create itself. Inspired by the classic ICBM mod.

This page is the short version. The GitHub README has the full guide: every machine, all 26 explosives in detail, every crafting recipe, all config options, commands and the changelog.

AI usage notice: AI assistance was used in making Create: ICBM. Every feature is directed, reviewed and tested in game by the author.

The machines of Create: ICBM

✨ Features

  • Rotation-powered machines. Launch Pads, Cruise Turrets and both radars take a shaft and draw stress like any Create machine. No batteries, no electricity.
  • 26 explosives in 4 tiers, from a beefed-up TNT to antimatter and a red matter black hole. Each is a crate, a missile warhead and a bomb cart.
  • Blasts you see and hear from far away: mushroom clouds for nuclear and antimatter, a blinding antimatter flash, and explosion sounds with the delay of distance for everyone within view distance.
  • Ender missile abduction: a giant Enderman drags players through a purple warp tunnel to a spot far away.
  • Long-range missiles that fly a ballistic arc up to 10,000 blocks, stay visible and fly smoothly all the way to the ground.
  • A real launch network: chain pads, gantries and connectors to one Launch Controller and fire whole salvos.
  • Air defence: a Radar Station spots incoming missiles and Cruise Turrets shoot them down with Surface to Air Missiles.
  • Strike back: the new Advanced Radar sends your Launch Controllers and Cruise Turrets to the launch site of every incoming missile.
  • Delivery Missiles drop a stack of items into a chest across the map, or leave a Mail parcel with the sender's name.
  • Made with Create: every recipe uses only Create and vanilla items, on Create's machines or at a plain crafting table. Ponder scenes, goggles, tooltips and JEI included.
  • Built for big servers: paced and adaptive blast budgets, a worker thread for blast maths, capped chunk loading, smooth client-side missile flight.

📥 Installation

Needs Version
Minecraft 1.21.1
NeoForge 21.1.219 or newer
Create 6.0.10 or newer
JEI, BlueMap, Sable, Mekanism, ServerCore, Immersive Optimization, Tom's Simple Storage optional

Drop the jar into mods next to Create. It is needed on the server and on every client.

🚀 Your first launch

  1. Place a Launch Pad and give it rotation through a shaft from below (8 SU per RPM; about 4 seconds to wind up at 64 RPM).
  2. Build the network: a Launch Gantry beside the pad and a Launch Controller touching it. Launch Connectors work like cables.
  3. Make a missile: Missile Casing, then Missile Module, then deploy an explosive crate onto it.
  4. Load it by hand, or with a hopper, funnel or chute.
  5. Pick a target with a Laser Range Finder, or type coordinates into the controller.
  6. Fire from the controller, with redstone, or with a Remote Detonator or Laser Designator on the same radio channel.

Something above the pad? Raise its Lock Height in the pad's screen (0 to 256 blocks, press Enter): the missile climbs that far straight up before it turns.

Launch Pad lock height: the missile climbs to the lock height, flies its arc and drops onto the target

🏭 Machines

Machine Power In short
Launch Pad 8 SU/RPM Holds a missile and launches it in a ballistic arc, up to 10,000 blocks.
Launch Gantry / Connector none Link pads, controllers and storage into one launch network.
Launch Controller none Target, radio channel and the Launch button for a whole network.
Cruise Turret 6 SU/RPM Aims and fires a missile in a straight line, also fires Surface to Air Missiles.
Radar Station 4 SU/RPM at 100 m, 16 RPM+ Tracks incoming missiles up to 500 blocks and calls Cruise Turrets to shoot them down. Longer range, more stress.
Advanced Radar Same as Radar Station Sends launchers on its channel to the launch site of incoming missiles.

🚀 Missiles

Every missile

  • Missile Module: the motor and casing, the base of every missile.
  • Explosive missiles: a module armed with any of the 26 explosives. Health 50 (tier 1) up to 200 (tier 4).
  • Surface to Air Missile: hunts other missiles; a hit shoots one down without setting off its warhead.
  • Delivery Missile: carries one stack of items to a container, or leaves a Mail parcel.

💣 Explosives

All 26 explosives

Tier 1 mixes in a plain Basin, tier 2 over a Blaze Burner, tiers 3 and 4 over a superheated one. Each is made from a lower explosive.

Tier Explosives
1 Condensed (radius 6), Shrapnel (900 shards), Incendiary, Debilitation and Chemical gas, Anvil, Repulsive, Attractive, Colorful, Smoke Marking, Flashbang, Recon
2 Fragmentation, Contagious gas, Sonic, Breaching, Thermobaric, Phantom Enemy, Darkness
3 Nuclear (levels 35 blocks, lethal 50, fallout 80), Exothermic (Nether land), Endothermic (frozen land), Anti-Gravitational, Ender (vortex and abduction)
4 Antimatter (erases 55 blocks, lethal 110, bedrock too), Red Matter (a growing black hole)

Every explosive also makes a bomb cart (powered activator rail lights it) and a missile warhead.

🧰 Tools

  • Laser Range Finder: reads a block's coordinates and hands them to a launcher.
  • Remote Detonator: fires Launch Controllers and wired crates on its radio channel, at any distance.
  • Laser Designator: paints a block and calls a strike on it.
  • Rocket Launcher: Direct / Ballistic: shoulder launchers, straight line or high arc.

🛡️ Air defence

Spin a Radar Station at 16 RPM or more, set its range and radio channel, then put Cruise Turrets on the same channel loaded with Surface to Air Missiles. The moment a missile is seen, the turrets fire, and long-range missiles are announced up to 15 seconds before they drop in, so the turrets are already aimed. Missiles launched on your own channel are friendly: radars and SAMs leave them alone.

To hit back, use an Advanced Radar: its turrets shoot down the missile, and Launch Controllers with armed pads on its channel fire at the place it was launched from. It is the only radar that sends launch pads. A strike only counts once a missile really fires or is queued; otherwise the radar retries every second.

Cruise Turrets only answer radars: the Remote Detonator and Laser Designator fire Launch Controllers, never turrets.

Advanced Radar counter-strike

🎬 Effects and sounds

  • Mushroom clouds for Nuclear (70 % size) and Antimatter, drawn by each client from one packet, with a configurable particle budget.
  • Antimatter flash blinds everyone in the blast and up to 100 blocks beyond.
  • Sounds: full-volume nuclear blast within 50 blocks, antimatter within 100, and a distant explosion for anyone within view distance.
  • Ender cutscene: stare, purple warp tunnel, arrival. Configurable or off with blast.ender.abduct_players.

🖥️ Server performance

Paced block edits with a time budget that shrinks while the server lags, a blast worker thread (1 to 8), a cap of 512 missile chunk tickets per dimension, stall rescue for missiles that an optimization mod stops from ticking, armed launch sites and radars on a radio channel kept loaded so they answer from anywhere, half the position updates with client-side smoothing, capped debris effects and clean-up on unload. Ops get /icbm lag and /icbm remove. Details in the README.

🔌 Compatibility

JEI (all recipes), BlueMap (missiles, impact clouds and Mail on a map layer), Sable (hit and fire from airships), Mekanism (Teleporter portals), ServerCore and Immersive Optimization (missiles keep flying far from players), Tom's Simple Storage (auto-stock launchers), claim mods like FTB Chunks (claimed land is spared). Everything optional is only touched when installed. See the README.

🔨 Crafting recipes

Almost everything can be made two ways: on Create's machines (Mechanical Crafting, Mixing, Deploying, Milling) or at a crafting table. Missiles and bomb carts are an explosive crate plus a Missile Module or a Minecart, on a Deployer or in the crafting grid.

All recipes are listed in the README crafting section, and JEI shows them in game.

⚙️ Configuration and commands

Config files are create_icbm-*.toml in the config folder (main, launcher, radar, missile, blast, client, thread, jei, bluemap). Commands are under /icbm (operators): help, remove, lag, blast list, blast trigger, blast spread. Every option is in the README.

📝 Latest: 1.0.5

  • Turrets answer radars only: the Remote Detonator and Laser Designator no longer fire Cruise Turrets.
  • No more wasted SAMs: turrets without a firing delay hold fire when SAMs already in the air will bring the missile down, and a SAM that loses its target retargets or blows up harmlessly instead of flying off.
  • Timed SAM salvos: turrets with a firing delay always fire on a radar alert, so a row of turrets with stepped delays fires in sequence. Radars spread a missile wave over the turrets.
  • Friend or foe: radars and Surface to Air Missiles ignore missiles launched on their own channel.
  • Faster air defence: a new missile is reported to turrets at once, with early warning for missiles still out of sight.
  • Cruise Turret firing delay, like the Launch Pad's.
  • Lock height fixed: values typed into machine screens now also set on Enter or when you close the screen, so the Launch Pad's lock height sticks.
  • Updated Ponder scenes for lock height, firing delays, friend or foe and the Advanced Radar.
  • Fixed block rendering: no more see-through gaps between machines placed side by side, and no black faces or flicker on explosive crates and Launch Controllers.
  • Only the Advanced Radar sends launch pads; a plain Radar Station calls Cruise Turrets only.
  • Far launch sites answer: armed Launch Controllers and Cruise Turrets, radars on a radio channel and wired crates keep their chunks loaded, so the Laser Designator, Remote Detonator, radars and counter-strikes reach them from anywhere, also after a restart.
  • Missiles always arrive: a missile that an optimization or chunk mod stops from ticking is flown on to its target by the missile tracker.

1.0.4

  • New: Advanced Radar, counter-strikes at the launch site of incoming missiles, and a new circular radar scope.
  • Fixed counter-strikes: unanswered strikes retry every second instead of waiting the full cooldown, delayed and aiming launches count as fired, Cruise Turrets turn down orders they can't carry out, and a cancelled target no longer fires at the old one.
  • Fixed radio: Launch Controllers reconnect to their network and radio after loading, and removed blocks no longer answer twice.
  • Optimizer compatibility now exempts every Create: ICBM entity, including surface-to-air missiles, blast controllers, missile seats, decoys and flying blocks. Diagnostics are opt-in. Full changelog.

🙏 Credits

Inspired by ICBM-Classic by Built Broken Modding, led by Robin "DarkGuardsman" Seifert, and the original ICBM mod by Calclavia. Built for Create by simibubi and the Creators of Create. An unofficial addon, not affiliated with the ICBM-Classic or Create teams.

📜 Licence

© 2026 Navin Hariharan. Code and art: CC BY-NC 4.0. Sounds in 1.0.1 and earlier came from ICBM-Classic and keep their original licensing; from 1.0.2 they are CC BY-NC 4.0. Parts based on ICBM-Classic remain under its MIT licence (see LICENSE).

Project description from CurseForge.

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Create ICBM by Minecraft version and loader

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Create ICBM versions and loaders

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