TDN — A feature-rich hostile night-time survival-event mod for Minecraft Forge.
Tide Night is a fully-configurable periodic night-time crisis. Once triggered, swarms of dynamically-enhanced mobs will actively hunt players.
Event difficulty progressively scales according to the total historical count of completed Tide Nights. The mod provides deep customization over triggers, mob spawning logic, mob attributes, entity AI, in-game restrictions, client-side atmosphere and HUD.
Features
Event & Trigger System
- Multiple independent trigger modes: full-moon trigger, fixed-day interval trigger, nightly weighted random chance, administrator manual command trigger.
- Configurable event start- and end-tick boundaries; you may adjust exact time window when Tide Night becomes active.
TideNightLifecyclecancellable Forge-bus events (StartingEvent,StartedEvent,StopEvent), allowing other mods to intercept, cancel or react to event lifecycle.- Multi-option notification system: random-pool selectable start / end messages, output target configurable: chat message, title, subtitle or action-bar.
- Execute arbitrary server-side commands automatically on event start and event end.
- Configurable in-event weather override: clear, rain or thunderstorm applied for the duration of Tide Night.
- Restrict
/timeand/weathercommands during active Tide Night to prevent players from bypassing the crisis.
Mob Spawning System
- Independent JSON-formatted mob spawn table (
duskveil-moblist.json). Each mob entry defines valid event-count range, minimum-maximum spawn quantity per wave. Config files auto-repair missing or invalid JSON entries. - Configurable dimension blacklist / whitelist. Separate spawning algorithms for surface-based and underground / nether-like dimensions.
- Spawn position validator: light-level check, collision validation, configurable retry attempts, optional force-spawn fallback.
- Progressive wave-size multiplier: mob quantity increases for each successive spawn-wave within single Tide Night.
- Multi-player mitigation: spawn count scaling factor to avoid overwhelming mob quantity when multiple players are nearby.
- Minimum / maximum spawn distance from player, evenly-distributed spawn mode option.
- Global mob-cap: stop further spawning once total mod-spawned mob count exceeds configured limit.
- Persistence flag toggle: control whether mod-generated mobs obey vanilla mob despawn rules.
- Experimental one-click entity purge: despawn all mod-spawned entities on Tide-Night end.
Attributes & Behaviours
- Stat multipliers for max health, armor, armor toughness, melee-attack damage; separate speed multiplier for ground, flying and water-dwelling mobs.
- Configurable absorption shield value applied on spawn.
- Arbitrary mob effect list: apply configurable potion effects for remaining Tide-Night duration.
- Automatic equipment enchantment: configurable enchant power value; toggle treasure-enchantment eligibility.
- Toggle creeper charged-state on spawn.
- Toggle whether mod-spawned hostile mobs can attack each other.
- Built-in mob survival helpers: anti-suffocation block breaking, temporary fire-resistance when burning, slow-fall for newly-spawned flying mobs.
Gameplay Restrictions
- Mixin-based sleep interception: prevent sleeping during Tide Night without destroying bed blocks. Intercepts both right-click bed and programmatic sleep-invocation.
- Proper gamemode filtering: sleep prevention only applies to survival / adventure players; creative mode remains unaffected.
Administrator Commands
- Full suite of admin-level commands under root
/duskveil. - Every individual sub-command can be fully enabled / disabled inside common configuration file.
- Operations: schedule next-night trigger, instant start / instant stop event, adjust or query historical Tide-Night counter, purge all mod-spawned entities, manual gaze-aggro invocation.
Client-Side Features
- Highly configurable real-time info overlay HUD:
- Display game time & day count, player / camera coordinates, entity / hostile-mob / item count, real-time FPS.
- Anchor to four screen corners: Top-Left, Bottom-Left, Top-Right, Bottom-Right.
- Auto-hide when F1 (GUI hidden) or F3 (debug screen) is active.
- Tunable line spacing, X/Y offset, text shadow toggle, decimal precision for coordinate output.
- Atmosphere rendering:
- Smooth-transition sky & fog tint override during Tide Night, customizable hex-color value.
- Optional gamma-lock to enforce darker visual ambiance for event nights.
Configuration Architecture
- Configuration split into three scopes:
server,client,common. Separation prevents client-only settings from leaking to server and vice-versa. - Custom helper config framework supporting value range validation, enum option restriction, comment banner generation.
- Partial configuration supports live hot-reload; restart requirement clearly defined by config metadata.
- Mob-definition separated out into standalone JSON file, independent from toml config system.
Commands
Commands require corresponding permission levels. Each sub-command may be disabled in the common configuration file.
/duskveil marker: Schedule the subsequent night to become a Tide Night./duskveil start: Immediately start an active Tide-Night event./duskveil stop: Immediately terminate the currently-running Tide Night./duskveil count query: Query total Tide-Night occurrence counter./duskveil count set <value>: Manually set the event occurrence counter value./duskveil count add <value>: Increment event occurrence counter./duskveil count decrease <value>: Decrement event occurrence counter./duskveil clear: Remove all entities spawned by TDN./duskveil gaze <player>: Force nearby hostile / neutral entities to apply gaze aggro against target player./duskveil reload server/moblist: Reload Server/Moblist Configuration.
Configuration Notes
Four configuration artifacts will generate within config/duskveil/:
duskveil-server.toml: Server-only settings. Contains event timing & triggers, spawner parameters, mob attribute multipliers, gaze-mechanic and mob-behaviour settings.duskveil-client.toml: Client-only settings. Info-overlay layout & content toggles, sky-fog tint color and gamma-lock behaviour.duskveil-common.toml: Shared cross-side settings. Command enable/disable toggles, JSON mob-list generation defaults.duskveil-moblist.json: Standalone JSON mob spawn table. Each entry defines mob id, start-history count, end-history count, min-max spawn amount per wave. Automatically repairs missing keys on server startup or config reload.
Known Limitations
- Mob-spawning algorithm for non-surface dimensions (e.g. Nether) remains experimental; terrain collision and position-finding logic may produce sub-optimal spawn positions.
- The end-event automatic mob-despawn feature is experimental and does not guarantee complete entity cleanup under all edge-case conditions.
- Neutral mob gaze behaviour depends on target mob type; some vanilla or modded neutral mob AI may override injected goal selectors.
- Custom goal selectors added by TDN can be overwritten by other mods which fully clear mob goal-selector entries.
License
This project is released under the MIT License.

