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Happenings

A NeoForge chaos mod firing random events at regular intervals — 82 happenings across 4 tiers, unlocked by exploring the Nether, the End, and the Deep Dark. No two sessions will ever feel the same. Actively in development.

File Details

happenings-neoforge-21.1.219-1.0.6.jar

  • R
  • Mar 22, 2026
  • 411.79 KB
  • 66
  • 1.21.1
  • NeoForge

File Name

happenings-1.0.6.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:happenings-1490713:7793474"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Happenings 1.0.6 — Patch Notes

New Feature

  • /happening admin stop <id> — Forcibly stops any active happening or weather event
    • Tab-completion only suggests currently active happenings
    • Properly releases the weather slot so another can start immediately
    • Fully localized in English and French

Bug Fixes

Eclipse

  • Fixed a server crash (NullPointerException on LookAtPlayerGoal) when force-stopping — mob AI goals are no longer manually interrupted, setTarget(null) is used instead

Blood Moon

  • Force-stopping no longer grants the 10 experience levels reward (surviving naturally still does)

Blizzard

  • Force-stopping now removes all placed snow, including snow auto-placed by Minecraft's vanilla precipitation engine
  • The natural end of the event now uses the same reliable cleanup system
  • Fixed a client rendering issue where removed snow chunks appeared grey until approached

Reconnection

  • All happening state sets (FASTING_PLAYERS, ECLIPSE_PLAYERS, ACTIVE_PLAYERS, etc.) are now properly cleared on server start — no more "ghost" happenings after reconnecting in a single-player world

Residual sky after stop

  • Sky overrides (Ramadan orange, Blue Moon blue, etc.) are now correctly cleared client-side on reconnection, even if the happening was stopped while offline

Technical

  • New ActiveHappeningTracker — centralized registry of force-stop callbacks
  • 44 happenings register a cleanup callback (all happenings with active state)
  • All static player-state sets are reset in onServerStarted