Missiles & the Anti-Missile System
Missiles are offensive ordnance fired from a Launch Pad at map coordinates. There are eleven missiles across three tiers, each assembled from rare blueprints. Tier 3 warheads cannot be intercepted.
Getting a missile
Missiles are not crafted from raw materials — each is assembled from 9 identical signed Blueprints arranged in a full 3×3 grid. Blueprints are rare loot found three ways:
- Moon village chests and barrels (per-tier drop chance).
- Killing a Giant Zombie on the Moon (small chance).
- Fishing (ultra-rare reel-up).
Higher tiers are always rarer, and you need nine of the same blueprint to build one missile — so assembling a high-tier missile is a long-term grind.
The missiles
| Tier | Missile | Effect |
|---|---|---|
| Tier 1 | Basic | All-purpose warhead; wide, moderately deep crater. |
| Incendiary | Sets the impact alight. | |
| Piercing | Narrow but very deep penetrator. | |
| Cluster | Bursts into a spread of ~25 mini-blasts over a wide area. | |
| Tier 2 | Bunker Buster | Drives almost straight down; very deep, very narrow. |
| Basic II | Heavier all-purpose warhead. | |
| Lava Spreader | Leaves temporary lava across a wide area. | |
| Water Spreader | Leaves temporary water across a wide area. | |
| Tier 3 no intercept | Earthquake | Lifts and throws blocks across a huge radius. |
| EMP | Wrecks redstone systems in a wide radius; little physical damage. | |
| Anti-Matter | Carves a massive deep crater and leaves the area toxic for a while. |
Firing a missile
- Build a Launch Pad and a linked Command Station. The pad must be of the missile's tier or higher — a higher-tier missile needs a higher-tier pad.
- Right-click the pad while holding the missile to load it.
- Open the linked Command Station and type the target X and Y coordinates in chat when prompted.
- Launch. The missile flies for a few seconds and then detonates at the target coordinates (with the missile's built-in scatter / precision).
The Anti-Missile System
The Anti-Missile System is a research-gated defensive battery. It is an electric machine (~150 power/sec) and must end each tick powered to be able to fire.
- While powered, it shoots down any inbound tier 1 or tier 2 missile whose impact would land within its protection radius (default 64 blocks).
- Tier 3 warheads can never be intercepted.
- After a successful interception it must reload for about 20 seconds before firing again — overlap several batteries to hold against a barrage.
- Both the attacker and the defender get a message when a missile is shot down.
It is end-of-branch power tech: a town must research the full oil → fuel chain up through the Combustion Generator first (see Investigation).