NemesisSystem Minecraft Mod
Required Dependency ToroTraits.
Add a little more personality to the vanilla mobs in Minecraft with the NemesisSystem Mod! NemesisSystem is inspired from Shadow of Mordor’s nemesis system, and adapted for Minecraft. Every time a player is killed by a nemesis class mob (zombies and skeletons by default) a new Nemesis is created.
Getting Started
When the game is first started, up to half of the total allowed nemeses (default total is 16) will be created. Your first goal will be looking for discovery books to gain intel on the nemeses in your world. The easiest way to get discovery books is by killing standard mobs which have a chance of dropping them (settable with the BOOK_DROP_CHANCE_MOB config parameter). Discovery books can also be found in loot chests. The body guards that spawn with the nemesis will have a higher chance to drop books. Once you find a book containing the location of a nemesis you can make plans to fight them. Nemeses are not guaranteed to spawn but instead have a chance to spawn within a 100 meter radius of their location. Nemeses will only spawn when standard mobs spawn and only if within eyesight of a player.
Levels
Every nemesis is given a unique name and trait. Nemeses start at level one and increase in level after every successful battle with a player or another nemesis. The number of body guards accompanying the nemesis and the amount of health given to the nemesis is proportional to the nemesis’s level. When defeated, a nemesis will lose a level. If a nemesis is at level one when defeated, they be permanently killed and removed from the system.
Traits
Every time a nemesis is promoted they will gain more enchantments on their armor and weapons along with an improved trait. Each nemesis starts with one strength trait and has a chance to gain additional traits as they level up. Traits can also be a weakness which can be used against a nemesis to gain the upper hand.
GUIs
Pressing the k
key will open the Nemesis List GUI (the keyboard key used can be changed in the client settings).
Clicking on a nemesis in the Nemesis List GUI will open the Nemesis Details GUI which shows more information for that particular nemesis.
Discovery System
Command for OP Players and Testing
NemesisSystem provides the nemesis_system
command to allow OP players to interact and control the nemesis system. The sub commands are listed below:
- create : create a new nemesis using the provided mob type (example: minecraft:zombie) and level
- spawn : spawn the provided nemesis
- promote : increase the provided nemesis's level
- demote : decrease the provided nemesis's level
- give_book: give a nemesis discovery book to the player running the command
Mod Packs
This mod can be included in mod packs. While vanilla mobs are used by default, custom mobs can be used too. Simply add the mob’s name in the MOB_WHITELIST config option. The available config options are:
- MOB_WHITELIST: Mobs that will be used to create nemeses. (Must extend EntityCreature)
- BOOK_DROP_CHANCE_BODY_GUARD: Chance a body guard will drop a discovery book (1 out of n)
- BOOK_DROP_CHANCE_MOB: Chance a mob will drop a discovery book (1 out of n)
- DISCOVERY_ENABLED: Provides the ability to disable the discovery system
- NEMESIS_LIMIT: Maximum number of nemeses in each dimension
Such a cool mod, a real shame its essentially abandoned
such a shame you abandoned the mod since it doesn't work for multiplayer and I would be thrilled to play it with my friends
Is there a way to disable the join messages? Coudnt found something to setup in the configs?
I really want to try this but apparently it doesn't work in multiplayer. I followed the mod in case of file updates. This seems like the kind of mod that would blow up if it were fixed to me.
I cant believe that Torocraft abandoned such mod like this, i wish you take the work again!
bruh. Top tier mod, but I desire it to work in multiplayer. Other than that though, feels great knowing enemies that deserve to stick around the world will.
please make 1.15 this mod is great
Out of curiosity does this mod work with mob stages?
This mod looks awesome! I hope at least someone else can pick it up to work on it. Especially since I wanna use it for my multiplayer server, but it appears to be glitchy in that regard.
I really do hope that this mod is revived. It sounds fascinating, but as I see comments about a multiplayer crash, I don't dare use it.
Hello ToroCraft, I'm back and I gotta say it would be awesome for the Nemesis System to continue. Blamm and his crew are still trying to encounter it but Multiplayer is glitchy with it unfortunately. It would be an honor if you worked on it again!
So a quick update: Your Nemesis system seems to work in multiplayer concerning the books, haven't seen any close combat yet. BlammCraft reads the unread Nemesis books on 1:44:32 on his Hunting Monsters Let's Play!
This mod is awesome! I love being able to have Betweenlands and Mowzie mobs being able to lead these armies! It is also scary to hear the double lightning bolt when the Harvester is the leader! https://www.curseforge.com/minecraft/mc-mods/harvesters-night.
I think this mod will have a great home in my Hunting Monsters modpack! https://www.curseforge.com/minecraft/modpacks/averys-hunting-monsters-modpack
Again, thank you for this blessing.
I couldn't help but come back to check out the mod once more so I made a new vanilla instance of MC with multiMC and downloaded the mod. I absolutely love the system and it's neat how they enter with the thunderstrike sound.
Seeing some of the comments saddens me a bit as the devs of the mod moved on. If I knew anything about modding I'd try and pick it up but sadly I do not.
The config even makes me believe that we could do mobs from other mods. Would be even more cool if we could config modded weapons armors etc. too.
Sigh too bad though.
Here's to hoping someone picks up the mod again and tries it again, I will certainly be willing to beta test it if so.
Thank you mod creator(team?) for making the mod all the same. Really awesome project.
In reply to Kainoa25:
I've been able to allow Nagas from Mowzie's Mobs to lead armies across the realm. I really want this mod to come back. It is super interesting and I added it to my Hunting Monsters modpack.
It seems that the nemeses tend to not spawn when you enter their area. Is that a bug or a probability chance?
Since I am starting the No Mod Left Behind movement, I hope that it can be still used, since I've been able to do multiple modded mobs other than the Naga, such as every mob from Fish's Undead Rising and Mutant Mobs from Mutant Beasts mod.
In reply to TheRealZonko:
Idk how the modder coded it but based on when I tried the mod out the zombie needed to spawn at night but spawned on the surface. if there's cave it could spawn in there? but idk for sure.
In reply to TheRealZonko:
Do the Nemeses work or is it a bug? I've been testing but it doesn't seem to work.
In reply to Aerosma:
They have a chance to occur, but when they do in Multiplayer it instantly crashes. Apparently this mod is discontinued so its dead.