Description
!!WIP - Files unarchived, but will update soon - WIP!!
π° Base Raid Mod
Turn your base into a battleground! Base Raid brings the fight home—trigger raids at your base, deploy custom patrols, and tweak the danger to your heart’s content. Designed for vanilla-style immersion but flexible enough to pair with the deadliest raid mods out there. π‘οΈπ₯
π₯ Core Features
1. βοΈ Base-Triggered Raids via Bad Omen
- When the Bad Omen effect expires near a bed:
- A fake invisible villager spawns to claim the bed.
- This tricks vanilla into thinking a village is nearby.
- A raid is naturally triggered without needing a village.
β οΈ Important Notes:
Because this feature relies on vanilla raid logic, once the fake villager claims a bed, that bed becomes permanently marked as “claimed” in the world—even after the villager despawns. This means that any future Bad Omen effect you get will automatically trigger a raid at your base as long as that bed still exists.
To prevent this, you can break and replace the bed after the raid, or remove the villager spawn point.
π₯ IF YOU BREAK THE BED IN THE MIDDLE OF A RAID... YOU WILL HAVE BEEN DEFEATEDπ₯
The raid ends. The horn falls silent. Victory? No... only shame remains.
2. π· Ominous Bottle
- A custom item that increases your Bad Omen level by +1 (up to level 5).
- Includes auto-generated KubeJS loot script based on config settings:
- Toggle exclusive drop from Raid Captains
- Set drop chance
- Choose which mob drops it
β οΈ This will overwrite the mob’s entire loot table. If any datapack modifies the same mob, this setting will conflict. If you'd like to set the bottle to drop, I suggest setting the drop chance to 0, and adding it from another mod, such as: Configurable Extra Mob Drops
3. πΆβοΈ Custom Patrol Spawner
- Replaces vanilla patrols with fully configurable patrol waves:
- Customize pillager count, ravagers, and captains
- Add modded mobs as Special Illagers
- Supports up to 2 random special mobs per patrol
- Patrols only spawn if less than 5 are currently active, avoiding mob spam.
- Automatically disables vanilla patrols if enabled.
π€ Includes support for popular illager overhaul mods—just toggle them on in the config!
π€ Compatibility
This mod was built with modded raiding in mind! The following mods are officially supported via dedicated config toggles that add their mobs into patrols:
- Hunter's Return
- Enchant With Mob
- It Takes a Pillage
- Savage & Ravage
- Illage & Spillage (Regular + Bosses)
- Difficult Raids (Regular + Bosses)
β
Works perfectly with any mod that modifies or expands vanilla raids.
β
Compatible with raid difficulty, village overhaul, and golem AI mods.
β
You configure the chaos—no manual data pack merging needed.
π‘ Installation & Use Tips
- Add Modular Golems to create fully-upgraded sentries that patrol and protect your base.
- Runs on Forge 1.20.1 – 47.4.0+.
- This mod would be perfect for a raid farm trigger by combining the new bottles and base triggering event
- π Dangerous if unprepared
π§ Config Options
Base Raid includes a rich set of config options to help you customize patrol behavior, raid mechanics, and Ominous Bottle loot integration.
A config file is automatically generated the first time you launch Minecraft with the mod installed.
π You can find the file at:
config\baseraid-common.toml
#Requires world reload (quit to main menu and rejoin world to apply)["base raids"]#Add Raids to happen at your base.#*If enabled at first and you want to turn it off after a base raid has happened, you will also have to destroy the bed that the fake villager was claiming.*enable_base_raids = true#Requires FULL Minecraft restart to apply["ominous bottle"]#The ID of the mob that should drop the ominous bottle.#**WARNING: This will replace the entire loot table for the configured mob**#Recommend to use another method like the mod: "Configurable Extra Mob Drops" if you would like another mob to drop the bottle. Noneless it is here if you would like to use it#EX: ("minecraft:ravager" = The bottle will drop from killing a ravager)drop_mob = "minecraft:ravager"#Chance that the configured mob, or captain, will drop the Ominous Bottle.#Set this to 0.0 if you would not like the item to drop at all#EX: (0.75 = 75% chance the bottle will drop)#Range: 0.0 ~ 1.0drop_chance = 1.0#Sets the drop mob to be a pillager with the 'PatrolLeader:1b' tag, aka the pillager with the banner on its head.#*If set to true, this setting overrides the drop mob completely*drop_from_captain = true["pillager patrols"]#Add custom patrol behavior.#If this value is false, special patrols will not spawn either.enable_custom_patrols = true#The amount of time that has to pass when attempting to spawn a patrol.#Vanilla patrols happen on average every 3 days.#EX: (24,000 ticks = 1 minecraft day)#EX: (240,000 ticks = 10 minecraft days)#Range: 20 ~ 240000patrol_spawn_attempt = 12000#The chance that a patrol spawn attempt will succeed.#Vanilla patrols happen on average every 3 days.#EX: (0.8 = 80% chance to spawn)#Range: 0.0 ~ 1.0patrol_spawn_chance = 0.8#Spawn Patrol Leader in patrols.#If you set this to false, you will only be able to get bad omen from outposts or the ominous bottle added with this mod.patrol_leader_spawn = true#Minimum pillagers to spawn in every patrol.#Does not include Patrol Leader.#(Vanilla patrols have 2 - 5 pillagers.)#Range: 0 ~ 40min_pillagers = 4#Maximum pillagers to spawn in every patrol.#Does not include Patrol Leader.#(Vanilla patrols have 2 - 5 pillagers.)#Range: 0 ~ 40max_pillagers = 8#Number of ravengers that spawn in every patrol.#Range: 0 ~ 40patrol_ravengers = 1["special patrols"]#Enable patrols to have "special mobs" that are typically stronger than normal pillagers.add_special_patrols = true#A list of entity IDs that count as "special" illagers. Modded mobs are allowed. Neutral mobs will attack player. Passive mobs are unaffected and will be uselessspecial_illagers = ["minecraft:vindicator", "minecraft:evoker", "minecraft:witch"]#Number of special illagers that will be randomly selected and added to the patrols.#Range: 1 ~ 40special_illager_amount = 2#The chance special illagers will join a patrol.#(0.25 = 25% chance for 2 random special illagers to join a patrol)#(25% is roughly every 4 patrols)#Range: 0.0 ~ 1.0special_patrol_chance = 0.25[compatibility]#Quickly add Hunter Illager to 'special mobs' listhunters_return = true#Quickly add Enchanter to 'special mobs' listenchant_with_mob = true#Quickly add Archers, Skirmishers, and Legioners to 'special mobs' listit_takes_a_pillage = true#Quickly add Griefer, Executioner, Trickster, Iceologer to 'special mobs' listsavage_and_ravage = true#Quickly add Igniter, Twittollager, Preserver, Absorber, Crocofang, and Engineer to 'special mobs' listillage_and_spillage_respillaged = true#Quickly add Magispeller, Spiritcaller, and Freakager to 'special mobs' listillage_and_spillage_boss_mobs = false#Quickly add The Warrior, Tank, Dart, Assassin, Illusioner, Conductor, Necromancer, Shaman, and Frostmage to 'special mobs' listdifficult_raids = true#Quickly add Nuaos, Xydrax, Modur, and Voldon to 'special mobs' listdifficult_raids_boss_mobs = false

