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Encounters
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Adds immersive, fully customizable encounters. More challenge, more surprises.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
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.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Description
Encounters
Adds configurable encounter events to Minecraft. Each event has its own
trigger, behavior and mob pool, defined in config/encounters.json5
or edited in-game through the YACL config screen.
More events are planned.
Configuration
- In-game GUI powered by YACL (required on both loaders)
- Config file:
config/encounters.json5 - Each event exposes its own toggles, chances and a weighted mob pool
- Pool entries accept custom SNBT (same syntax as
/summon) for gear, attributes, effects… - Entries referencing a missing mod are skipped at load, so a single config works across any modpack
Global options
mobsDropEquipment— when off (default), mobs spawned by any event keep the gear they spawned with instead of dropping it on death
Events
Lightning Overcharge
Natural lightning bolts during a thunderstorm may spawn a group of mobs at the impact point, preceded by a short cinematic.
Options
- Enable toggle
- Trigger chance per bolt
- Group size (min / max)
- Group cohesion — the first mob acts as leader, followers regroup around it when they stray too far
- Mob pool (weighted, with per-entry SNBT and optional label)
Compatibility
- Iron's Spells 'n Spellbooks — adds a shockwave at the impact point
- Epic Fight — honors the vanilla
generic.scaleattribute so scaled mobs render at the correct size - The default mob pool ships with entries referencing Iron's Spells, Epic Fight and Simply Swords. Each entry is ignored automatically when the corresponding mod is missing.
Encounters
Adds configurable encounter events to Minecraft. Each event has its own
trigger, behavior and mob pool, defined in config/encounters.json5
or edited in-game through the YACL config screen.
More events are planned.
Configuration
- In-game GUI powered by YACL (required on both loaders)
- Config file:
config/encounters.json5 - Each event exposes its own toggles, chances and a weighted mob pool
- Pool entries accept custom SNBT (same syntax as
/summon) for gear, attributes, effects… - Entries referencing a missing mod are skipped at load, so a single config works across any modpack
Global options
mobsDropEquipment— when off (default), mobs spawned by any event keep the gear they spawned with instead of dropping it on death
Events
Lightning Overcharge
Natural lightning bolts during a thunderstorm may spawn a group of mobs at the impact point, preceded by a short cinematic.
Options
- Enable toggle
- Trigger chance per bolt
- Group size (min / max)
- Group cohesion — the first mob acts as leader, followers regroup around it when they stray too far
- Mob pool (weighted, with per-entry SNBT and optional label)
Compatibility
- Iron's Spells 'n Spellbooks — adds a shockwave at the impact point
- Epic Fight — honors the vanilla
generic.scaleattribute so scaled mobs render at the correct size - The default mob pool ships with entries referencing Iron's Spells, Epic Fight and Simply Swords. Each entry is ignored automatically when the corresponding mod is missing.
Nether Portal Invasion
Active nether portals in the overworld may suddenly disgorge several escalating waves of nether mobs, preceded by a short buildup cinematic.
Trigger
- Periodic passive scan around each overworld player (only one invasion may run at a time globally; a configurable cooldown gates the next one)
- Portal frame analysis picks one of the two perpendicular spawn faces; the chosen face must offer a walkable foot row across the full portal width
Cinematic
- The next wave starts only when the current one is fully wiped (with a short grace period to absorb AoE wipes)
- Portal teleportation is disabled for everyone (mobs and players) while an invasion runs, with a brief grace period after it ends
Waves
- Random wave count between configurable min/max
- Linear size progression:
firstWaveSize + (n-1) * step - Rarity bias: later waves shift toward rare entries (capped at 4× base weight, so very-rare mobs never become dominant)
Mobs
- Default roster: Piglin Soldier / Marksman / Shieldbearer, Wither Skeleton, Blaze, Piglin Brute, Hoglin + Piglin Brute (Tusked Vanguard), Hoglin + crossbow Piglin (Crossbow Outrider) and a very rare Ghast
- Hoglins and piglins spawned by the event are immune to vanilla zombification so they don't morph mid-fight
- Encounter piglins ignore gold-armor pacification — they keep fighting regardless of player gear
Army identity
- All invasion mobs share an allies tag — no friendly fire across goal-driven or brain-driven AI
- Per-wave group cohesion: the first survivor acts as leader, others regroup around it when not in active combat
- Per-wave portal leash: mobs straying too far from the portal are pulled back, unless they're chasing the player
- One of six curated banner themes (Bloodflag, Skullbearer, Brimstone, Iron Phalanx, Cinder Banner, Hellscar) is rolled per invasion; ~30 % of eligible mobs become banner bearers, with the matching pattern stamped on any vanilla shield they carry. Two parallel invasions look like distinct armies.
Options
- Enable toggle
- Trigger chance per scan
- Scan interval (ticks)
- Portal cooldown after an invasion (ticks)
- Wave count (min / max)
- First wave size and per-wave step
- Group cohesion enable + radius
- Mob pool (weighted, with per-entry SNBT and optional label).
Banner eligibility is opt-in per entry via the
encounters_banner_eligibleentity tag in SNBT.
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