Encounters

⭐ — (15 endorsements) 📥 490 downloads 📌 v0.2.2+neoforge 📅 5/5/2026
🟡 Updated this year

By Payangar · adventure

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 5/13/2026 📅 Created: 5/5/2026
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #486 of 590 adventure mods in this game by downloads

📋 About This Mod

✅ 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

# 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 <details> <summary><b>Lightning Overcharge</b></summary> 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.scale` attribute 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. </details> <details> <summary><b>Nether Portal Invasion</b></summary> 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_eligible` entity tag in SNBT. </details>

# 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

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.scale` attribute 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_eligible` entity tag in SNBT.

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
Payangar
Version
0.2.2+neoforge
Downloads
490
Endorsements
15
Category
adventure
Created
5/5/2026
Updated
5/13/2026
Game Versions
1.21.1
Tags
adventure, magic, mobs

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

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Visit the official mod page for specific installation instructions for this mod.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Encounters support?

The author lists 1.21.1. Other versions may work but are untested by the author.

What is the latest version of Encounters?

Version 0.2.2+neoforge, published 2026-05-13 with 490 downloads recorded at the source.

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