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Communication and Security

MaikyDevs edited this page Nov 1, 2026 · 1 revision

Communication and Security

Teleprinter

The teleprinter does three things:

  1. Prints the log: connected to a command center with a Power Cable, it types out every log entry.
  2. Radio net: set a channel name (up to 16 characters) and it sends and receives messages from every teleprinter on that channel, anywhere in the world.
  3. Fax: receives maps faxed from a strategy table.

Open it to read the paper, send a message or set the channel. Tear off gives you the printed paper as a written book, together with any faxes that came in. Each teleprinter keeps up to 8 faxes until you tear them off.

A bell rings when a message or fax arrives.

Red Telephone

A fixed line between exactly two red telephones.

  1. Use the Linker on the first phone, then on the second one. Now they're paired.
  2. Open the phone and press Call. The other phone rings for up to 30 seconds.
  3. Whoever picks up on the other end can type. Lines show up on both phones and in the chat of everyone standing within 10 blocks.
  4. Hang up when you're done.

Keycard Reader and Keycards

The keycard reader goes on the wall next to a door. A registered keycard gives a redstone signal for 3 seconds, enough to open a door (for example a Bunker Door).

  • A blank Keycard gets issued to whoever uses it first.
  • The first card swiped on a new reader is registered automatically.
  • The player who placed the reader can add or remove cards by swiping them while sneaking.
  • An unknown card gets ACCESS DENIED.

Link a reader to a command center with the Linker (reader first, then the command center). Every attempt, allowed or denied, then shows up in the command center's log and access list.

Linker

Pairs things that aren't connected by cable:

  • Keycard Reader → Command Center
  • Red Telephone → Red Telephone

Sneak + use in the air to forget the current selection.

Sirens and lights

Block What it does
Air Raid Siren Long range motor siren. The rotor spins up and down.
Alarm Siren Smaller siren
Rotating Warning Light Red warning light

All three react to redstone and to a command center connected by cable. The command center sends three signals:

  • Air raid: rising and falling tone while missiles are inbound
  • Launch alarm: fast two-tone during a nuclear countdown
  • All clear: steady tone for one minute after the threat is over

A siren plays one full cycle and then repeats after a minute while the signal is still on.

The command center also outputs redstone for sirens placed right next to it, and a Radar Station on its own gives a redstone signal when a missile is coming. That's the easiest way to build an early warning system without a command center.

Recipes

See Recipes.

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