Revenge — Mobs Fight Back
A revenge system with modded mob support, escalating attack waves, chaotic modifiers, and rewards—built for solo and party play.
截图
介绍

Revenge
Kill enough mobs, and they’ll come looking for you. Even the chickens.
Revenge adds personal mob retaliation, random hostile encounters and world events. Sometimes that means a Skeleton attack. Sometimes it means cows riding bees. Apparently, they have options.
Public beta: balancing and compatibility are still being worked on. Bugs are possible, and unusual modded creatures, mounts, shaders and sound systems may need additional fixes. Back up important worlds before updating.
Visual limitations: this version adds no custom items with unfinished item textures. Creatures and player apparitions use existing models and skins. HUD portraits are generated from mob renderers; some third-party mobs can look odd or use a fallback icon. Shader support for event atmosphere is not guaranteed.
Features
Personal Revenges
Kills build Aggression for a mob family, or for an individual mob type outside a family. Passive creatures can retaliate too; bosses and the Warden are excluded by default.
The default families are Zombies, Skeletons, Spiders, Piglins and Illagers. Families can contain modded mobs. Biome spawn data, entity tags and home-dimension rules influence attackers and mounts.
- Normal kills add 1 Aggression; babies and recognized small variants add 10.
- A warning appears at 20 points, and a Revenge is queued at 40.
- Preparation takes 30 seconds, followed by escalating waves and a 20-minute cooldown after the attack.
- Killing Revenge attackers gives Revenge XP without adding more Aggression.
- Each family or independent mob type progresses from Level 1 to Level 10. Default attacks range from 2–3 waves starting with 3–4 attackers at Level 1 to 4–5 waves starting with 9–10 at Level 10. Later waves add two original attackers before modifiers.
- Attacks search nearby surface and cave floors. When space is unsuitable, they remain queued and retry. Saved wave progress and surviving real attackers can resume after logout or a server restart.
- Sun-sensitive attackers wait for night outdoors, but can attack during daytime when the target and spawn positions are sheltered. Open-sky arrival modifiers may still have to wait underground.
Wave modifiers
There are 36 modifiers. Normal Revenge waves have a 20% chance of none, 40% of one, 30% of two and 10% of three compatible modifiers. Cavalry has twice the selection weight of other modifiers.
They include shared mounts, flying Bees, mob towers, falling attackers, underground entrances, invisible enemies, spinning models, moonwalking, disco outlines and Hot Potato. Lunch Break pauses the survivors for eight seconds once half the wave has been defeated; they remain vulnerable. Location modifiers are mutually exclusive, and unsuitable combinations are filtered.
Independent Attack encounters
Attacks need no Aggression and use their own schedule, cooldown and difficulty. Each is one wave of mixed hostile creatures from local biome or structure spawn lists.
| Difficulty | Original attackers | Automatic selection |
|---|---|---|
| 1 | 3–4 | 65% |
| 2 | 5–6 | 25% |
| 3 | 7–8 | 10% |
A ten-second preparation tracker precedes the start popup. Attackers arrive after that popup has finished. Ordinary Attacks have an 80% chance of no modifier and a 20% chance of one. Without modifiers, creatures retain native combat values and size. Only 5% of Attacks can include a Creeper, limited to one where the local spawn pool supports it. If a valid mixed group is unavailable, the automatic opportunity is skipped.
Successful Attacks award 50 additional Minecraft XP per eligible participant by default, with an Attack-specific completion popup. They do not spend personal Aggression or use Revenge Levels/RXP.
World events
Events have independent switches and settings. By default they start with a warning popup, a 60-second tracker and a start popup. Blood Moon and Solar Eclipse warnings pay tribute to Terraria. Each atmospheric event has ten possible start lines.
- Blood Moon: lasts until actual dawn, blocks sleeping, increases hostile spawn attempts and caps within configured limits, and can request up to five Attack encounters. Remaining event attackers retreat for 30 seconds before disappearing.
- Solar Eclipse: a daytime event that hides the sun and darkens the world for ten minutes. Hostile spawning increases, sun-sensitive mobs stop burning, and Attack encounters can occur.
- Dark Night: lasts until morning. The sky and ambient light become extremely dark while block lighting remains useful. It adds no attackers or combat bonuses and does not block sleep.
- The Fog: a daytime event lasting up to five minutes or until nightfall. Dense fog fades in and out over ten seconds. Familiar-looking player apparitions appear, usually one and never more than three at once. Most stand still; 20% appear behind their target and can strike once for half a heart before armor, only while actually behind them. Player hits make apparitions puff away. They copy the represented player’s skin, name and armor; offline armor is limited to equipment observed during the current server session. Without another known profile, your own profile is used.
During The Fog, 75% of newly spawned ordinary creatures become harmless illusions that puff away when hit. Existing creatures and Revenge/event attackers remain real. Illusions give no loot, Aggression or RXP and cannot be harvested. World and ambient sounds routed through Minecraft’s sound engine become quieter; music and records are muted. Saved volume settings remain unchanged.
Combat events report waves survived and mobs killed. Visual-only events have a simpler ending message. Vanilla Raids also receive a preparation countdown and completion report while retaining their original combat and rewards.
Rewards and controls
Personal Revenge survivors can choose Mob Loot, visible Local Loot, hidden Random Loot or extra Minecraft XP. Local Loot depends on the area; Random Loot draws from the dimension. Higher Revenge Levels improve chest-loot chances. Party rewards remain personal, and nearby members do not need to deal damage to participate.
The HUD shows pending attacks, timers, wave progress and defeated attackers. Settings cover personal display/audio preferences and permission-checked server controls. Administrators can start, stop and test Revenges, encounters and events separately.
Getting started
Press V to open your status menu. Change the key in Minecraft Controls if needed. Check Rewards for pending choices and Settings for HUD and audio preferences.
The Admin area is available only with the required permissions. With a compatible SGL client, its guided flow asks what to start, offers searchable mob selection and shows the modifier limit. Random modifiers can be drawn once for all waves or separately for each wave. Saved mob levels are managed separately from temporary test previews.
Commands remain available: /revenge status, /revenge rewards, /revenge settings and /revenge admin. Use Tab completion for the supported action, mob and modifier arguments. Diagnostic starts can move the clock to the event’s appropriate time.
Configuration
Personal Revenge rules are stored in config/revenge.json, independent encounters/events in config/revenge-events.json, and client preferences in config/revenge-client.json.
Configure Aggression thresholds, preparation, cooldowns, wave counts, progression, rewards, modifier chances, event schedules and dimensions. Families can be changed in configuration; datapack entity/biome tags provide additional control over classification, dimensions and mount selection. No separate mob-AI mod is required.
Gameplay-rule changes require reopening the world or restarting the server. Event enable switches apply immediately; disabling a normal timed event ends it, while an existing standalone Attack finishes normally. Existing configuration choices are preserved. Newly generated configurations enable independent encounters and events by default; each can be disabled separately.
Compatibility and integrations
- Fabric API — required on Fabric. Not required for the NeoForge build.
- Open Parties and Claims — optional. Uses the party API for shared Aggression, RXP, attacks, cooldowns and party names. Rewards remain personal. Claims do not prevent attacks. The 26.3 integration has been exercised with 0.33.0; other party systems are not automatically supported.
- Surving’s GUI Library (SGL) — optional, Fabric client only. Provides shared themed menus, inventory navigation, Notifications, Popups and Trackers when the corresponding API exists. The full guided interface uses the 0.3.0 development API, including fixes exercised with dev.9. Older or missing SGL falls back to native menus; a shared-display feature needs its matching API. NeoForge uses native presentation. SGL is not required on the server.
- Mod Menu — optional, Fabric client. Adds a configuration shortcut; 21.0.0 is the 26.3 integration target. NeoForge uses its own Mods-screen shortcut.
- Better Days — optional time integration. Reads configured day/night boundaries as a fallback. Extended nights naturally extend night-long events. The checked Fabric version is 4.1.1.7.
- Ecliptic Seasons : Fabricated — optional seasonal time integration. Reads live seasonal night boundaries through its API before the Better Days fallback. The checked Fabric version is 0.15.0-rc-4. This is limited to time boundaries, not every feature of the seasons mod. The separate NeoForge Ecliptic Seasons project has not received equivalent validation here.
- Other mobs and biomes: registries, local spawn tables and tags are used where possible. Custom navigation, renderers and unusual mounted combinations may still need fixes; this does not promise universal mod compatibility.
Known external conflict: Ecliptic Seasons : Fabricated 0.15.0-rc-4’s Voxy bridge can crash with Voxy 0.2.20-beta. Disabling the [mixin.compat.voxy] hooks in Ecliptic Seasons’ mixin configuration avoids that bridge but removes its distant seasonal-color integration. Revenge does not repair that upstream bridge. Fog audio changes cannot control sounds played outside Minecraft’s sound engine.
Requirements and installation
This update: Minecraft 26.3 · Java 25 · Fabric Loader 0.19.5+ with Fabric API, or NeoForge 26.3.0.99+. Use the separate JAR for your loader; do not install both.
Install matching Revenge builds on the server and participating clients for menus, synchronized visuals and the full interface. Server-only use retains text commands, but unmodded clients do not receive the custom UI or every visual effect. Install optional SGL and Mod Menu on clients only.
The older Minecraft 1.21.1 Fabric release remains available separately and requires Java 21 and the matching Fabric API. It does not include this update’s new encounters, world events, Lunch Break or SGL interface.
This is a beta, not a guarantee that every modpack combination will work. Please include the Minecraft version, loader, Revenge version, mod list and relevant log when reporting a problem.
常见问题
Revenge — Mobs Fight Back 支持哪些 Minecraft 版本?
Revenge — Mobs Fight Back 支持 Minecraft Java 版 1.21.1–26.3,共 2 个版本,可用的加载器:Fabric / NeoForge。下载时注意选择和你游戏版本一致的文件。
Revenge — Mobs Fight Back 怎么安装?
先用 PCL2 或 HMCL 启动器安装对应版本的 Fabric / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。
Surving 的其他作品
查看全部 →Naturalist x Farmer’s Delight Compat
通过添加新配方、扩展烹饪选项以及处理动物掉落物的实用方式,增强Naturalist、农夫乐事及部分附属模组之间的兼容性——不引入新物品或方块。
MWC Together
A feature-rich multiplayer modpack combining exploration, technology, farming, building, new animals, and quality-of-life improvements.
Surving’s GUI Library (SGL)
Customizable GUI themes, shared menus and live Player Stats. Works independently and supports mod integrations.
Surving’s Enchantment & Equipment Fixes (SEEF)
Consistent enchantments, shared equipment categories, predictable XP costs and clearer protection rules.
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