Encounters

Adds immersive, fully customizable encounters. More challenge, more surprises.

135

Encounters

Encounters

Adds configurable encounter events to Minecraft. Each event has its own trigger, behavior and mob pool, defined in `config/encounters.json5` or edited in-game through the YACL config screen.

More events are planned.

Configuration

- In-game GUI powered by YACL (required on both loaders) - Config file: `config/encounters.json5` - Each event exposes its own toggles, chances and a weighted mob pool - Pool entries accept custom SNBT (same syntax as `/summon`) for gear, attributes, effects… - Entries referencing a missing mod are skipped at load, so a single config works across any modpack

Global options

- `mobsDropEquipment` — when off (default), mobs spawned by any event keep the gear they spawned with instead of dropping it on death

Events

Lightning Overcharge

Natural lightning bolts during a thunderstorm may spawn a group of mobs at the impact point, preceded by a short cinematic.

Options - Enable toggle - Trigger chance per bolt - Group size (min / max) - Group cohesion — the first mob acts as leader, followers regroup around it when they stray too far - Mob pool (weighted, with per-entry SNBT and optional label)

Epic Fight - Epic Fight — adds a shockwave at the impact point - Epic Fight — honors the vanilla `generic.scale` attribute so scaled mobs render at the correct size - The default mob pool ships with entries referencing Iron's Spells, Epic Fight and Simply Swords. Each entry is ignored automatically when the corresponding mod is missing.

Nether Portal Invasion

Active nether portals in the overworld may suddenly disgorge several escalating waves of nether mobs, preceded by a short buildup cinematic.

Trigger - Periodic passive scan around each overworld player (only one invasion may run at a time globally; a configurable cooldown gates the next one) - Portal frame analysis picks one of the two perpendicular spawn faces; the chosen face must offer a walkable foot row across the full portal width

Cinematic - The next wave starts only when the current one is fully wiped (with a short grace period to absorb AoE wipes) - Portal teleportation is disabled for everyone (mobs and players) while an invasion runs, with a brief grace period after it ends

Waves - Random wave count between configurable min/max - Linear size progression: `firstWaveSize + (n-1) * step` - Rarity bias: later waves shift toward rare entries (capped at 4× base weight, so very-rare mobs never become dominant)

Mobs - Default roster: Piglin Soldier / Marksman / Shieldbearer, Wither Skeleton, Blaze, Piglin Brute, Hoglin + Piglin Brute (Tusked Vanguard), Hoglin + crossbow Piglin (Crossbow Outrider) and a very rare Ghast - Hoglins and piglins spawned by the event are immune to vanilla zombification so they don't morph mid-fight - Encounter piglins ignore gold-armor pacification — they keep fighting regardless of player gear

Army identity - All invasion mobs share an allies tag — no friendly fire across goal-driven or brain-driven AI - Per-wave group cohesion: the first survivor acts as leader, others regroup around it when not in active combat - Per-wave portal leash: mobs straying too far from the portal are pulled back, unless they're chasing the player - One of six curated banner themes (Bloodflag, Skullbearer, Brimstone, Iron Phalanx, Cinder Banner, Hellscar) is rolled per invasion; ~30 % of eligible mobs become banner bearers, with the matching pattern stamped on any vanilla shield they carry. Two parallel invasions look like distinct armies.

Options - Enable toggle - Trigger chance per scan - Scan interval (ticks) - Portal cooldown after an invasion (ticks) - Wave count (min / max) - First wave size and per-wave step - Group cohesion enable + radius - Mob pool (weighted, with per-entry SNBT and optional label). Banner eligibility is opt-in per entry via the `encounters_banner_eligible` entity tag in SNBT.

ADS