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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 Create Aeronautics and Create Big Cannons support.
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ambush-1.1.1.jar

File nameambush-1.1.1.jar
Uploader
TiyunSolTiyunSol
Uploaded
Aug 9, 2026
Downloads
47
Size
651.7 KB
Mod Loaders
NeoForge
File ID
8612564
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ambush-1611008:8612564"

Learn more about Curse Maven

What's new

Ambush 1.1.1

Summary

added new surface, underground, weather, Trial Chamber, Nether, and ship ambushes. expanded ship fleets and boss encounters, improved ship combat and crew behavior, added remote ambush command, and fixed broadside cannons, mortars, ranged crew, targeting, ship positioning, and performance issues.

 

Got suggestions? join the discord!

New ambushes and content

  • Added the Pillager Combined Fleet encounter.
  • Added HE shell barrages with impact fuzes.
  • Added underground mining ambushes with armored zombies and weapon-carrying skeletons.
  • Added invisible spider and speed-skeleton underground encounters.
  • Added Trial Chamber encounters with telegraphed arrow and mob attacks.
  • Added full-moon witch coven encounters with potion effects and potion rains.
  • Added Nether piglin and piglin brute encounters.
  • Added blaze and breeze cohort encounters with telegraphed firecharge and windcharge attacks.
  • Added axolotl-and-vex storm encounters with mixed arrow and potion attacks.
  • Added new ship fleet formations, ship reinforcements, and boss-barge encounter content.
  • Added additional ship container loot where appropriate.

Ship gameplay

  • Broadside ships orbit the player at an 8–12 block side-on range.
  • Multiple ships spread into formation slots instead of stacking above or below the player.
  • Ships now match the player or target structure’s world height more reliably.
  • Ships can target players standing on Sable structures.
  • Ships use improved clutch and station-keeping behavior when aligned with a target.
  • Ships recover more reliably when stuck and avoid runaway chase behavior.
  • Spawn positioning is more consistent across terrain, structures, and trees.
  • Boss ships use improved reinforcement pacing and encounter balance.

Cannons and artillery

  • Broadside cannons now reload and fire independently on both sides.
  • Cannon batteries can assemble and fire reliably across large ships.
  • Autocannon buttons produce distinct presses instead of remaining powered.
  • Mortar cannons support dropmortar shells with timed impact fuzes.
  • Cannon reloads and firing are more consistent after the first volley.
  • Cannon behavior remains button-controlled where the encounter requires manual firing.

Crew and weapon compatibility

  • Seated pillagers now retain their native crossbow behavior, including aiming, charging, firing, and reloading.
  • Ship crew now uses correct world-space visibility, range, and aiming while on Sable ships (they dont miiss horribly and fall through the world).
  • Seated crew is initialized after the ship is assembled and its propulsion is ready.
  • Pillagers and vindicators use normal mob behavior wherever AMBUSH-specific control is not required.
  • Owner-targeted mobs can re-aggro other valid players when their original owner is unavailable.
  • Spectator players are excluded from offensive target selection.

Commands and administration

  • Added /ambush player <player> [type] to target another online player.
  • Added /ambush disable [pack] and /ambush enable [pack] for datapack-level control.
  • Improved /ambush clear, persistent ambush state, cleanup, and restart recovery.
  • Added/ambush admin spawning , disabling normal ambush spawning or individual ambushes (some ambushes in the bundled examples may damage the enviroment).

Performance and reliability

  • Reduced unnecessary entity, schedule, and presentation scans.
  • Added rotating work budgets so large encounters do not starve later entities.
  • Improved cleanup and persistence for large encounters and ship formations.
  • Added safer optional-mod compatibility for Sable, Aeronautics and Create Big Cannons.

 

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