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AMBUSH

A datapack-driven encounter engine. Design ambushes that stalk players with custom triggers, multi-wave assaults, bosses, arrow storms, and sharpened mob AI — pure JSON, plus optional airship and artillery support.
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ambush-1.1.0.jar

File nameambush-1.1.0.jar
Uploader
TiyunSolTiyunSol
Uploaded
Aug 6, 2026
Downloads
17
Size
528.3 KB
Mod Loaders
NeoForge
File ID
8587100
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ambush-1611008:8587100"

Learn more about Curse Maven

What's new

AMBUSH 1.1.0

Join the discord to help come up with ambushes and builds!

Ambush 1.1.0

A major content and capability update. New encounter types, gated ambushes, unlock systems, and refined behavior across all encounters. All encounters are just examples of what you can do with your own data packs!

New Encounters

  • Sculk tower and sculk spike: Surface and boss-barge variants with customizable placement and scaling.
  • Restless skies phantom ambush: Night-only, above Y120—gated high-altitude encounter with phantom swarms.
  • Projected Skeleton Volley: Telegraph-free directional arrow rain with proper archer positioning and volley control.
  • Bone Tempest raid: Five-wave thunder-night encounter with hidden archers, lightning sword troops, skeleton cavalry, arrow barrages, and wither-skeleton final champion.
  • Nine activity-consequence encounters: Structure-specific revenge ambushes that scale with your progress.
  • Six unlock-gated encounters: New ships and balloons that scale in rarity based on pillager kills instead of flat spawning.

New Fleet Types

  • Three new tiny pillager ships: TNT variant, grapeshot-loaded log cannon, and three-crew chaser.
  • Mortar balloon, autocannon balloon, and grapeshot ship: Now built into the mod directly (previously separate datapack) with updated schematics and proper integration.

New Systems

  • Unlock detection: Track structure kills, mined blocks, Y-level mining, dimension transitions, biome residence, and boat residence to gate encounters and scale their weight.
  • Crew engagement: Ship crew and encounter mobs now actively retarget and engage at their configured aggro range with proper pursuit distance.
  • Fragment cleanup: Split-off ship debris is now actively managed, cleaned up after encounters, and properly tracked for adoption or removal.
  • Range-holding: Broadside and boarding ships can now reverse propulsion to hold firing distance instead of overshooting targets.
  • Glue and propeller assembly: Create's super glue and Simulated's honey glue now properly persist through ship placement and movement.
  • Balloon fill reliability: Envelope fill now waits for proper balloon graph linking and handles simultaneous spawns (boss fleets, reinforcement waves).
  • Cannon behavior: Volleys now fire all shots consistently, with correct flank selection that updates live as ships maneuver.

New Commands

  • /ambush admin unlockall — unlock all gated encounters for testing.
  • /ambush admin spawning — toggle natural ambush spawning globally or per-encounter.

Refinements

  • All ambush definitions renamed for consistency (ship_*, balloon_*; encounter names now consistently include their type).
  • Every ambush definition now has an explicit weight.
  • Skelly ship volleys no longer telegraph with circles; duration shortened to 2 seconds with proper origin positioning.
  • Ship death sequences trigger at health percentage thresholds instead of requiring complete destruction.
  • Mounted-pursuit consequence ambush now only triggers at pillager outposts on hour-long cooldown.
  • Pillager cannon barge temporarily removed (schematic preserved, will return).

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