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Launch Pads
Launch pads hold missiles and fire them at a target. There are five kinds, plus the Launch Control that fires several pads from one place.
| Pad | Size | Missiles | What it can carry |
|---|---|---|---|
| Launch Pad | 8 × 8 | 1 | Conventional missiles (Tactical, Incendiary, Cluster, Bunker Buster, Thermobaric) |
| Nuclear Launch Pad | 8 × 8 | 1 | Nuclear missiles only (Nuclear, MIRV, Mark 6, ICBM) |
| Multi Launch Pad | 8 × 8 | 4 | Conventional missiles or Interceptor Missiles |
| Abort Launch Pad | 8 × 8 | 1 | Hypersonic Interceptor only |
| Missile Silo | 3 × 3 hatch, 28 blocks deep | 1 | Any attack missile, nuclear included |
You place a pad like a single block and it builds itself around that spot. Make sure there is enough flat space. The tower and missile slots turn with the direction you're facing.
When you place the silo, it digs a 28 block deep shaft lined with reinforced concrete below the hatch. The missile sits at the bottom. On launch the blast doors swing open, steam and smoke come out of the shaft and the missile climbs out. The hatch stays open for 10 seconds.
If something blocks the shaft, the silo won't fire.
Holds a Hypersonic Interceptor and only fires on orders from the command center. Its job is to shoot down one of your own missiles in flight, for example if you launched at the wrong target. See Command Center.
Right-click the pad to open it and put the missile into the slot. You can also feed missiles in with a hopper. Hoppers only put missiles in, nothing comes out.
There are three ways:
- Target Finder: right-click a block with it to mark that spot (up to 512 blocks away, the chunks need to be loaded). Sneak + right-click clears it. Put the finder into the pad and the target is set right away.
- Map: with a Target Finder in the pad, the pad screen shows a map of everything you've explored, plus other players. Drag to pan, scroll to zoom, right-click to set the target.
- Command center: plans the target for you. See Command Center.
Only X and Z matter. The missile finds the ground height on its own.
The pad screen shows the missile, target, distance and range, and the estimated flight time.
- From the pad: open the safety cover, then press LAUNCH. On a Multi Launch Pad there's also LAUNCH SALVO, which fires all four.
- Detonator: link it to the pad and right-click into the air.
- Redstone: a redstone signal on any part of the pad fires it once (on the rising edge).
- Launch Control or Command Center: see below.
The pad tells you why it can't fire: no missile, no target, target too close (under 48 blocks), out of range, wrong pad for the missile type, or silo shaft blocked.
Put a Salvo Computer into a Multi Launch Pad and salvos fly in formation. The weaker half of the missiles rush ahead, spread out, and act as decoys. The main missiles follow close behind. Nuclear warheads are always the last to be used as decoys.
The Launch Control fires missiles from several pads.
- Connect the Launch Control to your pads with Power Cables. The cables work as a data line here, they don't need power.
- Put a Target Finder into it to set the target.
- Pick a missile type or ALL TYPES.
- Press FIRE to launch one missile. Each press goes to the next pad in line.
AUTO mode fires from every linked pad as soon as it's loaded. At most one missile every 1.5 seconds and at most 4 of your missiles in the air at the same time.
Target lock: the Launch Control looks at the target. If there's a structure there, it locks on the structure. Otherwise it treats it as a ground target. Once the structure is gone (or the ground has a crater at least 5 deep), it reports TARGET DESTROYED and stops firing.
Right-click a Launch Control (or a reactor controller or air defense console) with the Remote Terminal to link it. Right-click into the air to open its screen from anywhere. The block's chunk has to be loaded and in the same dimension.
Creative only. Right-click to choose a missile type (sneak to go back). Put it into a launch pad or air defense battery and it never runs out.
See Recipes.
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