Deterrence Mod (1.21.1) – Launch Nukes at Rival Factions and Shoot
Deterrence Mod brings nuclear weapons, ballistic missiles, air defense and rival factions to Minecraft. Most explosion mods just delete a ball of blocks, but this mod copies how a real blast works. A shock front rolls out over several seconds, a bright flash starts fires, and hills block the damage behind them. You build rockets to carry your warheads, set up radars and interceptors to shoot enemy missiles down, and claim your base with a flag. Four rival factions share the world with you, and they fight back.
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Features:
- Real Blast Physics: The shock wave spreads out and slows down, breaks weak blocks long before strong ones, and leaves a blast shadow behind hills.
- Thirteen Bombs: Goes from small high-explosive bombs all the way up to the Tsar Bomba, at half or full power.
- Real-Scale Missiles: Three rockets launch from their own pads and fall on a true ballistic arc.
- Air Defense: Radars, a smart console, SAM launchers, guns and nuclear interceptors protect your base from incoming missiles.
- Land Claims: Flags claim land for your team and keep other teams from breaking or building there.
- Rival Factions: Four factions own bases across the world and fire missiles at your sites every few in-game days.
- Adds a long crafting path to the bomb, starting with mining uranium and lead.
- Adds an oil chain that turns crude oil into liquid rocket fuel.
- Leaves glowing craters, drifting fallout and a new Nuclear Wasteland biome after a nuclear blast.
- Includes Radiation Sickness and Iodine Protection effects, plus a Geiger Counter.
- Spreads the destruction over many ticks so servers keep running smoothly.
- Works with Xaero’s maps and FTB Teams for targets, claims and allies.
The Blast:
- You see the flash first, then wait in silence for the blast to reach you.
- Glass breaks hundreds of blocks away, trees fall and wooden houses fold, while reinforced concrete holds.
- Ground zero turns into a glowing, fused crater with an ejecta rim and trinitite.
- The flash sets fires and blinds anyone who looks at it.
- Radioactive fallout drifts with the wind and fades over time.
- Chunks that were not loaded when the wave passed get wrecked as soon as they load.
Bombs and Explosives:
- High-explosive, cluster, thermobaric and dirty bombs handle smaller targets.
- The MOAB and FOAB bring huge non-nuclear blasts.
- Tactical, fission, thermonuclear, neutron and strategic nuclear bombs, plus the Tsar Bomba, cover the nuclear side.
- The large bombs are real multi-block devices.
- C4 charges and dynamite take care of small jobs.
- Building a nuke means enriching uranium in gas centrifuges and making explosive lenses, neutron reflectors, heavy water and a fusion stage.
Missiles:
- Lance: a 7-block rocket on a 1×1 pad.
- Jupiter: a 16-block rocket on a 3×3 pad with a service tower.
- Titan II: a 32-block rocket on a 5×5 pad with a flame trench.
- Rockets drop their stages as they climb and carry their warhead’s colours and markings.
- Rocket flames look real, and smoke trails drift on the wind for minutes.
- Flights stay visible far past your render distance, even behind Distant Horizons terrain.
- A warhead fits its own airframe or a bigger one, so a high-explosive warhead on a Titan II reaches 15 km.
- Decoys look just like the warhead high in the sky, and chaff hides it from fire-control radar.
- The missile silo has a clamshell hatch, a blast door, windows and a ladder shaft, and the Titan climbs straight out of it.
Launch Control:
- Pressing the red button sounds a klaxon and starts a voice countdown, American for American missiles and Russian for Soviet ones.
- Launch control cable links panels in a bunker to your pads.
- You can fire several pads at once as a salvo.
- Launch batteries store from 50K to 1M FE of power.
Oil and Rocket Fuel:
- Oil spouts gush out of the ground in the world.
- The solar pumpjack pumps crude oil, the distillation column refines it, and the fuel plant turns it into liquid rocket fuel.
- Pipes plug into marked ports: green for input, red for output.
- Fuel tanks stack, barrels can be placed down, and every oil machine has barrel slots.
Air Defense:
- Radars include an early-warning radar on tower sections, three fire-control radars and an X-band tracking radar.
- The Air Defense Console shows every radar track on a green scope, beeps for each enemy, tells friend from foe and fires on its own.
- Weapons include SAM launchers, a CIWS that fires tracers, an 88 mm flak cannon, a quad heavy machine gun and a long-range ABM launcher.
- You can man the flak cannon and the machine gun yourself with a ring sight.
- Sprint, Gazelle and Spartan nuclear interceptors fire only after you flip the console’s guarded Nuclear Release switch.
- Nuclear interceptor bursts light up the land, black out radars and send out an EMP that knocks out unprotected machines.
- A shoulder-fired launcher locks onto hot targets like blazes, ghasts, phantoms, elytra flyers and burning missiles.
- A radar jammer blinds enemy radars and fills their screens with noise.
- Air-raid sirens sound, and incoming missiles your radars see show up on Xaero’s maps.
- In Creative mode, the Target Launcher fires dummy or live missiles at your defenses to test them.
Claims:
- An outpost flag claims the 3×3 chunks around it, and a base flag claims 7×7, from bedrock to the sky.
- Your FTB Teams party shares the claims, and you get more land as the team grows.
- Claims that touch join into one territory in your team’s colour on Xaero’s minimap and world map.
- Other teams cannot break, build, open chests or doors, use buckets or hurt animals inside your claim.
- Their pistons, dispensers and flowing water or lava cannot reach in, but player fights still happen as usual.
- Bombs and gunfire still wreck claims, and a flag with 100 hit points falls if it takes too much damage or its ground is blown away.
Rival Factions:
- The Crimson Directorate, Cobalt Coalition, Verdant Front and Amber Syndicate each hold regions about 12 km across.
- Their outposts and bases have launch pads or a silo, radars, SAMs, a CIWS, guards and loot.
- Guards walk over to blow up your sites, but you can break their charge in time to defuse it.
- Attacking a faction makes it angry, so it strikes sooner and harder and its bases shoot at you.
- A faction calms down a few in-game days after your last attack.
- Breaking a faction’s sites with a pickaxe makes them yours, and tearing down its flag takes the whole base.
- Rivals also fire missiles at each other, and you may spot it on radar.
Configuration:
These settings live in config/deterrence-common.toml.
blocksPerTick: sets how many blocks a blast can break each tick.maxBlastMillisPerTick: sets how much time a blast can use each tick.
How to Use:
- Build a launch pad: 1×1 for the Lance, 3×3 for the Jupiter or 5×5 for the Titan II. The Titan II can also launch from a missile silo.
- Craft the airframe you want together with your warhead. A warhead fits its own airframe or a bigger one.
- Get power from any FE/RF mod or the fuel generator and store it in launch batteries.
- Connect the launch panel to the pad with launch control cable.
- Set a target with the Target Designator, type the X and Z on the targeting panel, or Right-click on Xaero’s World Map.
- Flip up the safety cover and press the red button to start the countdown.
Screenshots:




How to Install:
New to Minecraft? Follow our step-by-step guide to install Mods on your PC.View Guide
Requirements:
Deterrence Mod Download Links
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