AMBUSH
No reviews yet
A datapack-driven hostile encounter engine with configurable triggers, combat waves, bosses, arrow rains, mobs, special ai for mobs and optional compatibilites.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
About
Description

Build encounters that make your modpack fight back.
Ambush is a data-driven encounter framework for Minecraft 1.21.1 NeoForge, built for modpack creators who want full control over hostile events.
Create custom encounters using datapack JSON files without writing Java, maintaining KubeJS scripts, or rebuilding the mod whenever you want to make a change.
An encounter can be as simple as enemies approaching from outside the player’s view, or as complex as a multi-stage fleet boss with skeleton crews, cannon volleys, reinforcements, fog, sounds, rewards, and shared health.
Made for Modpack Creators
Ambush gives you control over nearly every part of an encounter.
Trigger conditions can use biomes, dimensions, structures, weather, time, player height, inventory items, mob kills, villager trades, portals, active machines, and more.
Spawn behavior can place enemies outside the player’s view, around the player, inside caves, in open air, on land, at sea, underwater, or near structures.
Combat behavior can include custom equipment, effects, attributes, targeting ranges, pursuit behavior, projectile attacks, reinforcements, and multiple encounter stages.
Progression and rarity can use flat chance, weighted selection, cooldown groups, increasing chance after failed rolls, and player-based unlock conditions.
Definitions can be updated through datapacks and reloaded without rebuilding the mod.
Encounters That Feel Natural
Enemies do not need to appear directly in front of the player.
Ambush can place them outside the player’s line of sight, send them in from a chosen direction, surround the player in multiple groups, or have them approach a structure before detecting their target.
Flying enemies can spawn in valid open-air locations and continue pursuing their assigned player over long distances.
Water encounters can require the ocean surface or underwater space, while land encounters can reject water entirely.
Placement only uses loaded chunks and bounded spawn attempts.
Waves and Directional Attacks
Encounters can have several stages that begin after a delay, repeat on an interval, activate when an earlier wave dies, or trigger when a boss reaches a health threshold.
Directional attacks can include normal arrows, spectral arrows, tipped arrows, potion volleys, flying attackers, entity rain, compatible modded projectiles, and Create Big Cannons ammunition.
You can configure firing direction, launch height, velocity, spread, burst size, delay, safe radius, firing range, exact targeting, ballistic compensation, and attacks from several staggered sources.
Moving Ships and Fleet Battles
With compatible Create Aeronautics, Simulated, and Sable mods installed, Ambush can turn structure-template files into moving ship and aircraft encounters.
Ships can track players, steer based on their position, move forward or reverse, hold firing distance, and choose the correct side for broadside attacks.
Skeleton crews and other custom crews can actively acquire targets, operate redstone-controlled weapons, and fire cannon volleys from the correct side of the ship.
Ships can appear alone, surround the player in formations, attack from above, or arrive as coordinated fleets.
Several ships can share one boss health bar, call in reinforcements, activate weapons at different health levels, and begin destruction sequences as they take damage.
Ship movement, steering, crew aggression range, cannon timing, propulsion, balloon fill, engine power, formations, loot, and health events are all configurable.
Aircraft support is optional. Standard mob encounters work normally without any aircraft mods installed.
Structure Bosses
Moving structures can use their remaining blocks as health and display that health with a boss bar.
A single ship can act as a boss, or an entire fleet can share one health pool.
Health-based events can fire cannon volleys, summon reinforcements, spawn additional ships, activate redstone components, apply fog or effects, play directional sounds, create fireworks, place reward structures, trigger destruction sequences, or begin another ambush.
Structure health uses bounded processing limits to reduce lag during large encounters.
Per-Player Encounter Tracking
Ambush tracks encounters, cooldowns, targeting, unlocks, and cleanup separately for each player.
One person triggering an ambush does not automatically affect everyone else on the server.
Encounter state can persist across server restarts, allowing more advanced progression and long-running encounter systems.
Built-In Creator Tools
Ambush includes commands for loading encounters, forcing tests, validating datapack definitions, viewing rarity weights, inspecting player state, enabling detailed diagnostics, clearing active encounters, controlling natural spawning, and unlocking gated content during development.
External datapack definitions can be updated with /reload.
Requirements
Minecraft: 1.21.1
NeoForge: 21.1.228 or newer
Java: 21
Optional Integrations
Create
Create Aeronautics
Simulated
Sable
Create Big Cannons
Datapacks only require the mods used by the entities, items, projectiles, machines, ships, or other content they reference.
AMBUSH adds dynamic, configurable encounters that can strike players throughout their worlds. Ambushes range from traditional monster attacks, hunting parties, mounted enemies, and arrow rains to powerful bosses, timed reinforcements, escalating battles, and supports fully assembled Sable airships. Monsters can appear with custom equipment, increased health and damage, banners, particles, sounds, targets, and specialized behavior. Encounters can react to the player’s location, dimension, height, surroundings, distance, and time alive. Larger battles can change as they progress, summoning additional monsters, environmental attacks, bombardments, or other ambushes when a boss loses health or enough time has passed. The mod includes an accessible datapack system for creating custom encounters with adjustable spawn conditions, monster groups, equipment, attributes, boss bars, reinforcements, visual effects, sounds, loot tables, and battle events. Optional compatibility allows encounters to incorporate moving ships from create aeronautics, with functioning cannons from create big cannons. The mod is currently undergoing active development. All features involving Create Aeronautics are subject to change.
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers