Incursion
Incursion turns any hostile mob into the centerpiece of a full-blown raid event. A massively scaled-up, invulnerable version of the mob spawns and floods the area with waves of normal-sized minions. Killing minions chips away at the boss's progress bar — clear enough of them and the boss falls, exploding (without damaging terrain) and dropping a loot-filled chest.
Features
- Scaled boss mob — any hostile (
MONSTERcategory) mob can become a raid boss, growing dramatically larger and completely invulnerable until the raid ends. - Wave-based minions — the boss periodically summons normal-sized copies of itself. Killing them is the only way to damage the boss and progress the raid.
- Boss bar progress — a server-wide boss bar tracks how close the raid is to completion.
- Blackened sky — while a raid is active, the sky turns pitch black (no stars, sun, or moon), day or night.
- Difficulty scales with player count — five tiers, from Easy (1–2 players) to Infernal (15+), each increasing boss size, minion strength, and rewards:
| Difficulty | Players |
|---|---|
| Easy | 1–2 |
| Normal | 2–5 |
| Advanced | 5–10 |
| Hard | 10–15 |
| Infernal | 15+ |
- Dangerous minions — Speed and Health Boost from the start, Strength on higher difficulties, and undead mobs get Fire Resistance so they don't burn out during the fight.
- Randomized enchanted gear — minions and the boss can spawn wearing partial or full iron/diamond armor sets and wielding enchanted swords, with odds and enchantment levels that scale with difficulty.
- Configurable, LootR-compatible rewards — define your own reward pools per difficulty in the config; the mod builds real loot tables under the hood, so LootR-style per-player loot works out of the box.
- Natural (automatic) raids — optionally let raids trigger on their own, once per in-game day, with a fully configurable daily chance (default 10%). Can be disabled entirely.
- Open-sky requirement — raids can only be started (manually or naturally) in a spot with a clear view of the sky.
- Only one raid at a time — keeps things focused and performance-friendly.
- Fully translatable — every message, name, and error uses standard Minecraft language files.
Commands
/raid <mob> start [difficulty]— starts a raid with the given hostile mob. Difficulty is optional; if omitted, it's chosen automatically based on the number of online players./raid stop— force-ends the currently active raid.
Both require operator permission (permission level 2).
Configuration
All values live in the mod's common config, including:
- Wave timing, minion caps, and spawn radius
- Base required kills and base reward roll count
- Per-difficulty reward pools (
item;weight;min;maxformat) - Natural raid toggle, daily chance, and eligible mob pool
Compatibility
- Requires NeoForge.
- Reward chests use standard Minecraft loot tables, so mods like LootR that generate per-player loot from unopened loot-table chests work automatically — no special integration needed.
Notes
- The boss's own health bar (shown above its head) is cosmetic — raid progress is tracked entirely through the boss bar and minion kill count.
- Explosions on raid completion do not damage terrain.
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