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Mob Raids

Incursion adds large-scale hostile mob raids: a giant, invulnerable boss spawns waves of normal-sized minions you must kill to break its boss bar — complete with a blackened sky, scaling difficulty, enchanted gear, and configurable.

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 (MONSTER category) 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;max format)
  • 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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