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POIs and Raid-Bosses

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POIs and Raid-Bosses

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Trigger raid‑style events at custom Points of Interest where players sacrifice items for rewards and hidden enemy challenges.

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Minecraft

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poiraids-neoforge-1.1.1.jar
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POIs and Raid-Bosses

Source & full guide: github.com/teamdemivfxfish-dev/pois-and-raid-bosses-wiki

Bind a raid to any block. Sacrifice, survive, and take the spoils.

POIs and Raid-Bosses lets a server admin turn any block into a Point of Interest. A player walks up, right-clicks it, sacrifices a configured key item, and a timed raid or a boss fight erupts on the spot. Stay alive through the clock or slay the boss, and the loot drops. A third mode, GUARD, skips the sacrifice entirely: a boss and a ring of minions stand watch over the ground and roam it until someone kills the champion.

Server-authoritative and vanilla-only. No required dependencies, no client trust. Everything is data-driven through one /poi command tree, so a single install can host anything from a "survive fifteen seconds" altar to a named raid boss with a Warden-style emergence and a last-hit steal rule.

The Hidden Threat

Threat level: UNKNOWN. Enemy numbers are deliberately secret. The player who triggers a raid sees a challenge, a sacrifice cost, and a job: keep themselves alive and inside the radius while waves respawn. Enemy counts never travel to the client, so the threat is hidden by construction and there is no way to peek at how many are coming.

The party's whole job is to protect the triggerer, because a raid fails the instant that player dies, logs off, or leaves the area.

Three Raid Modes

One jar, three very different fights, set per POI with /poi set <name> mode.

  • TIMER (default): the sacrifice starts a draining red boss bar. Enemies are a live headcount; every interval the raid tops the pool back up to its target, so the same threat keeps coming. Keep the triggerer alive and in radius until the clock hits zero, and rewards drop straight to their inventory.
  • BOSS: a pre-spawn countdown on a yellow bar, then the boss emerges Warden-style out of the ground, invulnerable and frozen during the rise so it cannot be cheesed or suffocated. The bar turns purple and tracks its health. Minions respawn to their headcount until the boss falls. Kill it to win; there is no timer.
  • GUARD: no sacrifice, no timer. Whenever the chunk is loaded, a boss and a ring of minions auto-spawn, roam, and stand watch. Slay the champion and the slayer takes the loot; the guardians re-arm after the cooldown. They are persistent, so a reload adopts the existing boss rather than duplicating it.

Win, Fail, and Rewards

  • Fail (TIMER and BOSS): the triggerer dies, disconnects, or leaves the radius. Spawned enemies despawn and no reward drops.
  • Reward modes: all hands over every reward stack; one gives exactly one, guaranteed (the player picks which before starting); chance gambles for one, where each reward and a "miss" are equally likely, so the winner may leave with nothing.
  • Last-hit steal: with lasthit on, whoever lands the killing blow on a boss becomes the loot recipient, so a rival can snipe your kill. A non-player kill always falls back to the triggerer, and in GUARD mode the slayer always takes the loot.
  • Victory feedback: a per-POI victory message, a challenge-complete sound at the block, and a server-wide announcement (plain chat or a big on-screen title) on both trigger and win.

How Players Interact

The mod ships no keybinds. All interaction happens through the world and one plain screen: right-click the bound block to open it, press Start Challenge (greyed out unless you hold the sacrifice item), toggle the reward preview, and read that all-important threat level of UNKNOWN. In ONE reward mode you pick which reward before starting. GUARD POIs show info only; their guardians auto-spawn with no manual start.

For Server Admins

Aim at a block, run /poi create <name>, and it becomes a raid trigger. Each POI stores its own position, dimension, radius, timing, sacrifice, reward table, enemy pool, and mode in the world's save data, so it survives restarts and config edits. The bound block is made indestructible; both tool breaking and explosion damage are cancelled on it. The /poi root is ops-only (permission level 2) with full tab-completion, and every set segment also accepts clear to reset only that field.

Three item concepts are kept deliberately separate: the sacrifice (the single key item consumed to start a raid, a Nether Star by default), the challenge items (a display-only flavor line, never a success check), and the rewards (the loot paid on a win).

Command What it does
/poi create <name> Bind a new POI to the block you are looking at (within 6 blocks)
/poi delete <name> Remove the POI and cancel any raid it is running
/poi list / /poi info <name> List every POI, or show one POI's full config in chat
/poi set <name> mode <timer|boss|guard> Win condition and behavior
/poi set <name> sacrifice <item> The key item consumed to start the raid
/poi set <name> reward <item> <count> Add one reward stack (reward clear wipes the table)
/poi set <name> rewardmode <all|one|chance> How rewards pay out
/poi set <name> enemy <entityId> Add an enemy type to the pool (enemy clear empties it)
/poi set <name> enemies <count> Enemies kept alive at once (hidden from players)
/poi set <name> boss <entityId> Boss mob for BOSS/GUARD (default minecraft:ravager)
/poi set <name> bossname|bossdelay|spawnmessage ... Boss display name, emerge countdown, and bar label
/poi set <name> radius <h> <v> Spawn and leash box around the block, in blocks
/poi set <name> duration <seconds> Raid length before rewards drop (TIMER)
/poi set <name> interval <seconds> Seconds between enemy top-up waves
/poi set <name> cooldown <seconds> Per-player retrigger cooldown, real-world seconds
/poi set <name> lasthit <on|off> If on, the killing blow takes the loot
/poi set <name> items <item>:<n>,... Display-only challenge line shown in the UI
/poi set <name> message|victory <text...> Open-POI chat line and win broadcast

The items field takes a comma-separated item:amount spec, for example /poi set altar items minecraft:diamond:5,minecraft:emerald:2. The default enemy pool always contains one zombie, so for a creeper-only raid run enemy clear first, then enemy minecraft:creeper.

Configuration Defaults

Global defaults that new POIs inherit live in config/poiraids-common.toml (server-authoritative). Per-POI values are set with /poi set, not here.

Key Default Range What it does
duration_seconds 15 1 to 3600 Default raid length for a fresh POI (TIMER)
interval_seconds 3 1 to 600 Default seconds between enemy top-up waves
enemy_count 8 0 to 1000 Default enemies kept alive at once
radius_horizontal 16 1 to 256 Default horizontal spawn and leash radius
radius_vertical 8 1 to 256 Default vertical spawn and leash radius
cooldown_seconds 86400 0 to 31536000 Default per-player cooldown, real seconds (1h = 3600, 1d = 86400, 1w = 604800)

Each POI's cooldown is armed the moment a raid starts; in GUARD mode the same value doubles as the guardians' re-arm delay after they are slain.

Compatibility

Loader Minecraft Mod version
NeoForge 1.21.1 1.1.1
Forge 1.21.1 1.1.1

Vanilla-only, with no required or soft dependencies. Any vanilla or modded entity id works as an enemy or a boss, validated by the entity-type argument. The two loaders are incompatible: install the NeoForge build on a NeoForge instance and the Forge build on a Forge instance. Both come from the same logic; only the loader glue differs.

Available on CurseForge

Find POIs and Raid-Bosses, along with the rest of barunn's mods, on CurseForge:

https://www.curseforge.com/members/barunn/projects


Light the altar. Hold the line.

Part of The Warborn Realm, by barunn

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