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World Bosses

Summon, fight, and loot epic world bosses across every dimension, with custom shrines, ritual items, raid rewards, trophies, and a final primordial boss.
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world-bosses-neoforge-26.1.2-1.4.1.jar

File nameworld-bosses-neoforge-26.1.2-1.4.1.jar
Uploader
MKI96MKI96
Uploaded
Sep 12, 2026
Downloads
265
Size
938.8 KB
Mod Loaders
NeoForge
File ID
8862575
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:world-bosses-1545677:8862575"

Learn more about Curse Maven

What's new

🐉 World Bosses 1.4.1

🛕 Shrines now actually spawn. Natural shrine generation was rebuilt from the ground up after reports of worlds with only a single shrine. In our test world, 25 of 25 regions got a shrine – the old generator managed 7. On top of that, a boss bug that could make bosses unkillable is fixed, and five versions that crashed on startup run again.

🛕 Shrine generation, rebuilt

Every region of the world owns one shrine. Before this update a region got exactly one attempt: if the spot was a forest, a slope, water or a structure, the shrine was silently skipped – and never tried again.

  • 🌲 Tree trunks no longer count as terrain. Forests used to look like extremely rough ground and were rejected almost every time.
  • ⛰️ Steeper ground is accepted. If no flat spot is found nearby, a wider area is searched and the platform is levelled at mid height: higher ground is carved away, lower ground gets a foundation.
  • 🔁 Up to 4 candidate spots per region. If one fails, the region moves on to the next instead of staying empty. Regions that are pure ocean end up without a shrine.
  • 🏘️ Villages, dungeons, structures from other mods and player builds are never overwritten. Chests, spawners, planks, stairs, fences, doors and similar blocks keep a shrine away.
  • ⚡ No lag spikes: a spot is only checked once all surrounding chunks are loaded – the generator never loads chunks on its own.
  • 💾 Shrines are remembered per world in world/data/worldbosses_shrines.json and survive restarts.

ℹ️ Shrines are placed while players explore, when a player gets close to a shrine spot. Pre-generating the world with tools like Chunky does not place them, which is expected.

🧭 Shrine Locator Compass

  • 🎯 No more empty coordinates. Spots where no shrine could be placed are skipped.
  • 🏗️ Shrines in loaded terrain are built the moment you use the compass, so it points at a real shrine. Farther spots are shown as [predicted] and appear once you get close.

🌍 Biome rules

  • ✅ Generated shrines ignore biome rules. Natural shrines appear in every biome, so a shrine in the plains could summon nothing before. Crafted shrines still follow the biome lists. Switch with ignoreBiomeRulesForGeneratedShrines.
  • 🏷️ Biome tags are supported: entries starting with #, e.g. #minecraft:is_forest or #c:is_desert, which also covers modded biomes. New configs get vanilla tags by default.

🐛 Fixed

  • 🎁 Rewards no longer vanish. Rewards go to eligible players nearby, and Creative players are not eligible. If nobody qualifies, the element, raid cache and fragment now drop at the boss instead of disappearing.
  • 📈 Global health scaling is no longer applied again every time a boss’s chunk reloads (only relevant with globalHealthMultiplier other than 1.0).
  • 💥 Startup crashes fixed on Forge 1.20.1, Forge 1.21.1, NeoForge 1.20.1 and NeoForge 1.21.1 (block and spawn egg registration), and on Fabric 1.21.1 (GeckoLib requires a newer Fabric Loader).

⚙️ New config options

All in config/worldbosses.json. Existing config files get the new keys with their defaults automatically.

  • worldGeneration.fallbackShrineTerrainSearchRadius – 32: wider search when no flat spot is found
  • worldGeneration.fallbackMaxShrineTerrainHeightDifference – 10: allowed slope for that wider search
  • worldGeneration.maxPlacementAttemptsPerRegion – 4: candidate spots per region
  • worldGeneration.ignoreBiomeRulesForGeneratedShrines – true
  • shrineLocator.generatePredictedShrinesOnLocate – true

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