
Create Warnautics expands Create Big Cannons with bombs, mines, missiles, and more.
Main features
Aerial bombs
- Small Bomb
- Medium Bomb
- Large Bomb
- Sea Torpedo
Bombs are activated with a redstone pulse, at which point they fall and explode upon impact. Wrenches are also able to rotate them.
Small-bomb bundles
Small bombs can be combined into bundles containing 2, 3, or 4 bombs.
- Right-click a placed small bomb with more small bombs to assemble a bundle in survival.
- While powered, a bundle releases one bomb every 1.3 seconds.
Land mines
- Small Mine — antipersonnel mine that produces shrapnel, intended for use on people.
- Large Mine — anti-vehicle charge designed for heavier targets and moving structures.
Optional Compatibility
- Sable - Very much recommended as this mod is mostly useless without it. Bombs damage and launch from physics objects. Physics objects also activate large mines.
- Sable Player Ragdoll / Ragdoll Reactions — Ragdoll when near an explosion.
- Veil — Recommended as it enhanced the explosions effects.
Requirements
- Minecraft: 1.21.1
- Loader: NeoForge 21.1.243
- Required: Create 6.0.10 or newer
- Required: Create Big Cannons 5.11.x
- Required by CBC: Ritchie's Projectile Library 2.1.2
Configuration
Server config, writes to serverconfig/cbc_more_content-server.toml upon first load.
| Option | Default | Effect |
|---|---|---|
detonation.friendlyChainDetonation |
false |
Let Warnautics blasts trigger other Warnautics bombs. |
detonation.externalChainDetonation |
true |
Let TNT, shells, fire and lava trigger placed bombs. |
performance.blastFxScale |
1.0 |
Multiplier on blast particles and flash packets sent to clients. |
performance.releaseImpulse |
1.0 |
Multiplier on the release arc. 0.0 gives a pure drop that only inherits carrier velocity. |
Disclaimer
AI tools may be used during development to create or refine code, comments, and changelog entries. All content is reviewed and approved by the project maintainers before release.
License
Create Warnautics is distributed under the GNU General Public v3 License.
All Versions
+ Add Version- Add bombsight, C-8 rocket pod, Claymore and C4 presets; overhaul missile flight and chunk handling**
- Bombsight: ballistic impact prediction for nearby bomb racks, target runs with automatic release on Sable ships, optical view (RMB with empty hand) with etched reticle, drum counters and release lamp; floor/wall/ceiling mounting
- C-8 rocket pod: assembled one section at a time, ripple/salvo settings panel, hopper loading, launch sounds and effects; redstone-triggered firing with unloaded-area handling
- M18A1 Claymore: directional 60-degree fan of steel balls, 3 s arming delay, detonator/tripwire/redstone triggering; walls block fragments, ship-aware facing and carrier velocity, chain detonation and sub-level support
- C4: pre-throw presets for immediate activation, one-click start, timer or detonator with auto-pairing; configurable keypad lockout after incorrect codes
- Detonator: reaches charges on Sable ships by world position; reports fired, out-of-range, not-ready and lost charges
- Cruise missile and AIM-9: new models, folding fins, smoother client motion, improved autopilot, continuous animated plume and contrails
- AIM-9: live status and hold-fire reasons in its panel, launches from Sable ships with corrected sky checks on flipped ships
- Munition flight: keeps terrain ahead loaded and waits for missing chunks instead of vanishing; removed forced-tick tickets that NeoForge failed to purge, causing permanent chunk ticking and server TPS drops
- Tripwires: multiple wires per post; reworked anti-tank mine
- Mine explosions: CBC white shrapnel clouds and vanilla flame effects
- UI: unified GUI kit, notices HUD and consistent tooltip palette
- Added recipes for all items; test fixtures no longer depend on grid layout
### Fixed
- C4's now replace pathblocks with dirt and become waterlogged in water, working underwater.
- Cruise missiles now waterlog when placed in water and can not be ignited while in water. Upon hitting water, they stop their engine.
- Explosions no longer leave air pockets in water or destroy it in odd ways.
### Changed
- Changed License from MIT to GPL 3.0
# Fixed
- Hand model disappearing when sodium extras was installed and an explosion had gone off.
- Siren using 1024 SU x RPM
- Torpedoes not water logging and instead breaking when placed in water.
- Tripwires being broken by physics objects that are farther than a block away
# Changed
- C4 Recipe now uses wired fuse
- Sea Torpedo recipe now uses a propeller and impact fuse instead of a slab and kelp.
Small update, mainly fixing some bugs with the Siren.
# Fixed
- Missiles and Large bombs now penetrate properly
- Sirens Audibility
- Siren:
- Added Effects Explosions Create Big Canonns
- Added Settings Command /cw panel
- Fixs and new**
- Unstable Release!**
Many mechanics are broken or non-functional, or there are other issues; it was released solely to showcase the new functionality.
# Fixed
- Fire a public NeoForge event right after BombExplosionHandler#applyBlastToEntities builds explosion.getToBlow() but before capToBlow/vaporizeBlastCore/finalizeExplosion consume it, so third-party mods can veto individual BlockPos entries without mixing into private internals.
- Crash when deep seas and sodium were installed at the same time, which would crash the game upon a bomb falling and exploding.
- An issue that arose due to mod mixes and broke builds when activating a bomb on the client.
Create Warnautics 1.0.1, focused on making heavy bombers actually buildable, with more fixes and more support, particularly for Sable, Sodium/Iris and claim protection mods!
NOTE: This update rebalances every explosive recipe against the Create Big Cannons material economy. Existing autocrafters and schematics for bombs and mines will need to be rebuilt!
NOTE: The large bomb uses a new model and a single atlas texture. Resource packs that retextured
large_bomb_side, large_bomb_top, large_bomb_bottom or large_bomb_fin will no longer apply.### Added
- Added a server config (
serverconfig/cbc_more_content-server.toml) covering detonation chaining, blast performance limits and release impulse - Added a renderer-agnostic detonation flash that draws on every client
- Veil clients keep their point lights and bloom pass; the overlay tops them up instead of replacing them
- Clients with no Veil, and clients running Sodium, Embeddium, Iris or Oculus, now get the flash for the first time
- Added an emissive fireball core built from flame, small flame, lava and soul fire flame particles
- Shader packs light these as real emitters, unlike the dust particles used before
- Added whole-rack release interval editing
- Sneak + right-click now applies the selected interval to every bomb in the contiguous rack and reports how many were set
- Added
detonation.friendlyChainDetonationto restore pre-1.0.1 chaining for packs that want it (disabled by default) - Added
detonation.externalChainDetonationto control cook-off from TNT, shells, fire and lava (enabled by default) - Added
performance.maxBlocksPerDetonationto cap how many blocks one detonation may change - Added
performance.blastFxScaleto scale blast particles and flash packets sent to clients - Added
performance.releaseImpulseto scale the release arc, including0.0for a pure drop - [1.21.1] Added
message.cbc_more_content.release_delay_rackto English and Russian translations
### Changed
- Changed the large bomb model and texture, courtesy of creat560
- Four 16x16 textures replaced by a single 64x64 atlas, cutout render type, and 45-degree X-shaped fins
- Changed small bomb recipe to require a powder charge and four iron plates
- Changed sea bomb recipe to mechanical crafting, now using two high explosive materials
- Changed medium bomb recipe to mechanical crafting, now using three high explosive materials and a powder charge
- Changed large bomb recipe to use five high explosive materials, two powder charges, eight iron plates and a cast iron nose
- Changed small mine recipe to yield one instead of two, now using shot balls and gunpowder
- Changed large mine recipe to use two high explosive materials and cast iron
- Changed the release impulse to follow the bomb's nose exactly plus a small downward bias
- A side rack now throws the bomb out flat and it steepens into a dive, a nose-up rack lobs it, a nose-down rack drops it immediately
- The separate arc and lift impulses, which added height regardless of facing, have been removed
- Changed bomb release to pick the nearest free side when the nose side is walled in, instead of spawning inside the carrier
### Fixed
- Fixed bombs cooking off other bombs, which made multi-bomb aircraft unusable
- The payload guard covered only the crater pass and stopped before
finalizeExplosion, which is what actually dispatches entity damage andwasExploded - Both flying bombs and bombs still on the rack were therefore free to chain
- Fixed side-mounted bombs being flung upward into the aircraft that released them
- The spawn point was offset strictly along the nose, placing the bomb inside the hull, and collision resolution then pushed it out upward
- Fixed placed bombs scheduling cook-off unconditionally when caught in any explosion
- Fixed bombs digging through protected land
- The Sable explosion path replaces the vanilla explosion outright and never posted
ExplosionEvent.Detonate, so claim protection never saw the blocks - Candidate blocks are now filtered through the event before anything is broken
- Fixed unbounded craters flooding clients with block updates, the most likely cause of stalls and out-of-memory crashes during carpet bombing
- Fixed the detonation flash never rendering without Veil
- The flash payload arrived and was tracked client-side, but nothing consumed it
- [Sable] Fixed hull and entity damage on sub-levels re-entering bomb cook-off
- [Sodium] [Iris] Fixed detonations producing no flash and no emissive core
### Removed
- Removed the unused
launchArcandlaunchUpbomb tier fields