Minecraft 1.21.1 · NeoForge
This mod adds procedurally generated underground military installations, the security systems that run them, the garrison that defends them, and the rifle you will probably need on the way out.
They are not one layout with the blocks swapped. Each kind of site is planned by its own method, so the shape of the place tells you what it is before you read a single sign.
| Site | What it is |
|---|---|
| Military bunker | A dense warren of rooms grown outwards cell by cell. Armouries, ammunition stores, barracks, a command centre and a vault. |
| Research bunker | Built along a straight spine corridor with laboratory wings budding off it. Sealed pens with live test subjects inside, observation tanks, biohazard containers, and decontamination airlocks between the clean side and containment. |
| Nuclear facility | Built around a reactor hall four cells across — twenty six blocks of open floor with a cylindrical vessel, a service gantry, coolant risers and operator stations. Plus turbine halls, a coolant basin, and two hyperboloid cooling towers on the skyline. |
| Abandoned bunker | Written off decades ago. No cameras, no sirens, no garrison. Collapsed rooms with the ceiling down and the floor buried, a fence lying in pieces, watchtowers reduced to stumps, and a yard the ground has taken back. Nothing is lit, so it fills with whatever wanders in. |
Every site is planned before a single block is placed. The growth always forms a spanning tree, so every room is genuinely reachable, and extra doors are added afterwards so there are loops to be chased through instead of dead ends everywhere.
Also drawn from the seed: the size and shape of the compound, which wall the gate is in, which corners carry a watchtower, one of three entrance buildings (concrete blockhouse, open vehicle shelter, or a low armoured hatch), and the orientation every room lays its furniture out in.
Three sirens — intruder, biohazard, nuclear — each looping at the exact length of its recording.
One entity, nine uniforms, five roles. Guards are hostile for a reason: they open fire because the site is on alert or because you are standing inside the perimeter the signs warn you about.
They fire in short bursts, keep their distance, only shoot with a clear line, and radio a sighting through so the rest of the garrison hears about it.
Server-side hitscan. The client only ever reports that the trigger was pulled, so nothing about the shot is up for negotiation.
| Control | Action |
|---|---|
| Left click | Fire |
| Right click | Aim (tighter spread, narrower FOV) |
R |
Reload |
Ammunition lives on the stack, so a loaded magazine survives being dropped, stored or traded. Damage, range, magazine size, fire rate and reload time are all configurable.
45 blocks — surveillance cameras, monitors, sirens, security terminals, blast doors, electrified fencing in three grades with gates, seven warning signs, reactor cores and casings, generators, transformers, server racks, computers, control panels, industrial and emergency lighting, pipes, cables, grating, crates, ammunition boxes, cabinets, biohazard containers and a full set of concrete and metal building blocks.
12 items — the M16 and its ammunition and magazines, steel plate, electronic components, circuit boards, camera lenses, a field radio, classified documents, level 4 samples and uranium rods.
Everything craftable has a recipe, with 53 recipes balanced so the electronics and the rifle sit behind the simpler parts. 10 chest loot tables cover armouries, ammunition stores, offices, laboratories, the reactor level, infirmaries, barracks and vaults.
config/bunkers-common.toml exposes weapon damage and range, camera link and detection range, camera
sweep interval, alarm duration and audible range, electric fence damage, and garrison density.
Works in singleplayer and on dedicated servers. All security logic, detection, alarms and shots are resolved server side.