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Revenge — Mobs Fight Back

A revenge system with modded mob support, escalating attack waves, chaotic modifiers, and rewards—built for solo and party play.

Why I Made This Mod

Honestly, I just thought it would be funny if mobs eventually got tired of being killed and decided to do something about it.

So it started with a few attack waves.

Then came the modifiers.

Now there are cows riding bees, villagers stacked on top of each other, and somehow, moonwalking disco pigs playing hot potato.

That wasn’t exactly the original plan, but I think it’s pretty fun, so here we are.

The idea is pretty simple: Let mobs get their revenge and make each attack a little different.

That's pretty much it.

What Does This Mod Do?

Adds a revenge system where killing mobs builds Aggression and eventually triggers an attack against you. Includes mob families, biome-based attackers, escalating waves, 35 modifiers, progression, and personal rewards, with optional Open Parties and Claims integration.

Aggression and Revenge Attacks

Killing mobs builds Aggression for their family. Mobs without a configured family have their own counter.

The following values are the defaults:

Action or Threshold Result
Kill a normal mob +1 Aggression
Kill a baby mob +10 Aggression
Reach 20 Aggression Receive a warning
Reach 40 Aggression Queue a Revenge
Preparation time 30 seconds
Attack ends 20-minute cooldown

Killing Revenge attackers does not add Aggression.

New Aggression can build up during the cooldown, but the next attack has to wait. Sun-sensitive attackers also wait for nightfall.

Revenges are tied to their home dimension. Overworld attackers wait for the Overworld, Nether attackers for the Nether, and End attackers for the End. Leaving during an attack queues a fresh attempt for your return, without a completion reward. In a party, the attack continues while another eligible member remains nearby in the original dimension.

Warning and attack thresholds, preparation time, cooldowns, wave settings, modifier chances, progression, and reward settings can be adjusted. Home-dimension assignments can also be changed through datapack tags.

Shared Mob Families

Some mobs share Aggression and Revenge XP instead of having separate counters.

The default families are:

Family Mobs
Zombies Zombie, Husk, Drowned, Zombie Villager
Skeletons Skeleton, Stray, Bogged
Spiders Spider, Cave Spider
Piglins Piglin, Piglin Brute
Illagers Pillager, Vindicator, Evoker

Other supported mobs have their own counters—and yes, that includes passive mobs. Bosses and the Warden are excluded.

Families can be added or changed in the configuration, including families containing mobs from other mods.

Wave Modifiers

Normal waves can have up to three compatible modifiers.

Some make the fight harder. Others are the reason this mod exists.

Modifier Effect
Speed Attackers gain Speed I.
Resistance Attackers gain Resistance I.
Reinforced Attackers have 30% more health.
Relentless Attackers are harder to knock back.
Numerous Adds 50% more attackers, rounded up, within the wave’s size limit.
Small Fry Attackers spawn as babies where supported.
Sick Attackers have 25% less health.
Cavalry The whole wave rides the same randomly selected type of mount.
Bouncy Attackers keep jumping while pursuing you.
Big Attackers are 50% larger.
Disco Their glowing outlines cycle through colors.
Bombardment Attackers fall from the sky nearby, one per second, without fall damage.
Peekaboo Attackers remain invisible until their first attack attempt.
Russian Dolls Larger attackers release two smaller attackers when killed.
Dinnerbone Attackers appear upside down.
Mixed Company Adds 50% extra attackers from another local family.
Stampede Attackers arrive from one direction with a short speed boost.
Smoke and Mirrors Harmless copies appear alongside the real attackers and disappear when hit.
Hot Potato A fast attacker carries a bomb with a 15-second timer. Killing it or letting it explode passes the bomb to another attacker with a fresh timer.
Second Wind Surviving attackers briefly speed up after half the wave is defeated.
Confused Attackers look around for 10 seconds, then wander for 5 seconds before pursuing you.
Heavy Hands Attacks have stronger knockback.
Titan Roughly a quarter of the usual attackers, rounded up, but much larger, tougher, and stronger.
Red Light Attackers freeze when a target player looks directly at them with a clear view.
Tag Team Red and blue teams take turns attacking every five seconds.
Glass Cannon Half the health, 50% more damage.
Moonwalk Attackers face backwards while pursuing you and move 20% slower.
Village People Attackers and their mounts make Villager sounds.
Not the Bees! Attackers arrive riding flying bees.
Tower Attackers stack into moving towers of up to ten mobs.
Lead Together Nearby attackers are connected by leads.
Stage Entrance Attackers appear nearby with smoke and instrument notes, one unit every two seconds.
Bad Connection Attackers briefly freeze, then speed up to catch up.
Buried Alive Attackers emerge from the ground nearby, with particles and sounds warning you before they can attack.
Oiia Oiia Their models spin while they move and attack normally.

The default chances are:

Modifiers per Wave Chance
None 20%
One 40%
Two 30%
Three 10%

Cavalry has a higher selection weight than the other modifiers. Both the modifier-count chances and Cavalry’s weight can be changed in the configuration.

Bombardment, Stage Entrance, and Buried Alive are Location modifiers. Only one can appear in a wave. Conflicting combinations and modifiers a mob cannot use are excluded automatically.

Revenge Levels

Each mob family—and every supported mob outside a family—has its own Revenge XP (RXP) and progresses from Level 1 to Level 10.

RXP is separate from Aggression and ordinary Minecraft XP.

Action RXP
Kill a normal mob or a real Revenge attacker 1
Win a Revenge 10 per completed wave, plus 5 per modifier used on each wave

Revenge kills give RXP without adding Aggression. Babies also give only 1 RXP.

Failed attacks keep the RXP earned through kills, but do not grant a completion bonus. Admin tests do not award RXP.

The default level ranges are:

Revenge Level Waves Starting Attackers
1 2–3 3–4
2 2–3 4–5
3 2–3 5–6
4 2–3 6–7
5 3–4 6–7
6 3–4 7–8
7 3–4 8–9
8 3–4 9–10
9 4–5 8–9
10 4–5 9–10

The wave count and starting group size are randomly chosen within these ranges when the Revenge begins. Each later wave adds two original attackers before its modifiers are applied.

RXP requirements, level ranges, and RXP rewards can be adjusted in the configuration. Progression can also be disabled.

Rewards, Menus and Compatibility

Survive a Revenge and be nearby when it ends to receive Minecraft XP and choose between Mob Loot, visible Local Loot based on your biome, hidden Random Loot from your dimension, or Just some extra XP. Higher Revenge Levels improve chest-loot chances.

Press V to check your counters, levels, and pending attacks. The HUD shows the current wave and defeated attackers. Admins also have commands and a test menu.

Open Parties and Claims optionally adds shared party counters, levels, attacks, and cooldowns. Rewards remain personal, and nearby party members do not need to deal damage to qualify. Claims do not prevent attacks.

Mod Menu is optional. Additional mobs and biomes are supported through registries, spawn data, and tags, though unusual combinations may still need compatibility fixes.

Planned Improvements

  • More modifiers and ridiculous combinations.
  • Further reward and difficulty balancing.
  • Compatibility fixes for additional mobs.
  • More translations.

No fixed schedule. I'll work through these as the mod develops.

What's Next?

This is the first public Beta, so balancing and compatibility are still being worked on.

If something doesn't work or you have an idea, feel free to leave a comment. For bug reports, please include your mod list and latest.log.

And if something ridiculous happens, I'd like to see that too.

Anyway, have fun!

— Surving

Revenge — Mobs Fight Back Team

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