Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Important: Some players may experience FPS drops in Gateway of Doom versions 2.3.0 and newer, particularly on lower-end PCs.
This issue wasn't detected during my initial testing and has only recently come to my attention.
I'm currently investigating and working on a fix. Until the issue is resolved, releases for the remaining mod loaders and Minecraft versions will be temporarily put on hold.
Thank you for your patience and understanding! I'll post an update as soon as the issue is fixed.
Important: This description applies to Gateway of Doom version 2.3.0 and later. All content and features described here are available from this version onward. Older versions do not include many of them.
Gateway of Doom
Gateway of Doom adds wave battles and boss encounters to the Overworld, Nether and End. Find a key, choose a suitable spot and use it to open a Gateway. You then have to defeat several enemy waves within their time limits, followed by a boss. Complete the entire encounter to earn items and experience.
The battles take place right in your world, and you can play solo or with friends. Automatic Gateway events can also appear while you explore.
The mod includes four Gateway types, four custom bosses and 20 additional mobs. It also comes with an extensive in-game editor that lets modpack creators and server admins build their own encounters, rewards and event rules.
Starting your first battle
Gateway Keys can be found in selected structure chests or as rare drops from certain enemies. Their locations match the dimension:
- Overworld: locations include dungeons, abandoned mineshafts, jungle temples and pillager outposts.
- Nether: Nether fortresses and bastions.
- End: End cities.
Hold the key and right-click to throw it. You need solid ground and enough open space. Larger mobs and bosses also need sufficient room overhead.
Once the Gateway opens, you get a short preparation period before the first wave begins. During the fight, the Gateway display shows the current wave, remaining enemies and time left. There are short breaks between waves, and the final boss gets a separate health bar.
Defeat every enemy within the relevant time limits. Completion rewards are awarded after the entire Gateway, including its final boss if one is enabled. If time runs out, the encounter fails.
A key used for a normal defeat is consumed. If a technical spawning problem prevents the fight from continuing, the key is returned.
The four Gateway types
| Gateway | Dimension | Default encounter |
|---|---|---|
| Runestone Gate | Overworld | 5 randomized waves, followed by Runeroot |
| Necromancer Gate | Nether | 6 randomized waves, followed by Reaper |
| Maelstrom Portal | End | 6 randomized waves, followed by Voidwing |
| Golden Rune Gate | Overworld, Nether and End | 5 randomized waves, followed by Azure Ronin |
The Runestone Gate is the starting point. Familiar enemies such as zombies and skeletons are joined by forest kobolds, Boneweavers and Mossguards. More demanding mobs become available in later waves.
The Necromancer Gate combines Nether enemies with Ashwalkers, Cinderweavers, Cinder Wraiths and other mobs. You will have to deal with melee enemies, ranged attacks and threats from the air.
The Maelstrom Portal is built around combat in the End. Alongside endermen, endermites and shulkers, you can encounter Voidwalkers, Voidblades and Voidguards.
The Golden Rune Gate has waves and rewards suited to each of the three dimensions. It can be opened with a rare Golden Rune Key and is also used by the default automatic events.
Default Gateways roll their wave composition for each new encounter. Their assigned final boss stays the same. Servers and modpacks can change these settings.
Four bosses with their own attacks
Runeroot
Runeroot fights with claw attacks, area stomps and a charge that can destroy terrain in its path. As the fight progresses, it starts using roots to trap a player and pursue them. Several hits against the roots will free the trapped player. In multiplayer, teammates can help each other escape.
Reaper
Reaper combines scythe attacks with teleports, soul skulls and rituals. Its charged swings can break through a shield. As its health falls, additional soul attacks change the fight. Teleports let it quickly close the gap to a player.
Voidwing
Voidwing has three combat phases and attacks both on the ground and from the air. Its attacks include melee strikes, a nova, rapid energy shots and a charged beam. Certain energy attacks can be interrupted with arrow hits. The rapid shots can be blocked with a correctly positioned shield.
Azure Ronin
Azure Ronin uses sword attacks, quick dashes, whirl attacks and throwing stars. It also summons phantom copies that attack alongside it. Its three phases change the mix of attacks. It is especially dangerous during a whirl, while the gaps between attacks give you opportunities to strike back.
20 additional mobs
Gateway waves include custom mobs and variants of familiar Minecraft enemies:
| Mobs | Behavior |
|---|---|
| Mossfang Fighter, Briarclaw Hunter and Brookscale Mage | Forest kobolds with different roles: melee combat and defense, ranged attacks and traps, and water projectiles and area spells. |
| Mossguard, Cinderguard and Voidguard | Large stone golems with punches, ground slams and stone throws. |
| Venomblade, Cinderblade and Voidblade | Dagger fighters with poison attacks and a flanking move that briefly makes them invisible. |
| Boneweaver, Cinderweaver and Voidweaver | Spider variants with additional web projectiles. |
| Ashwalker and Voidwalker | Zombie variants that throw Ghast Heads or Void Crystals at distant targets. |
| Boneburst, Cinderburst and Voidburst | Creeper variants for the different Gateway themes. |
| Cinderwing and Riftwing | Phantom variants that add aerial attacks to the encounter. |
| Cinder Wraith | A Nether melee enemy whose hits can inflict Wither. |
The Gateway profile determines which mobs can appear and how often they are selected.
Rewards
After completing a Gateway, items and experience orbs appear at the portal.
Runestone Gate rewards include iron, gold, emeralds and food. With some luck, you can also receive items such as diamonds, a golden apple or an enchanted book.
Nether Gateways offer rewards including netherite scrap and netherite ingots. In the End, rewards can also include shulker shells and rare items such as elytra, totems or enchanted golden apples.
The regular default Gateways also have a small chance to award a Golden Rune Key on completion.
Some items are guaranteed, while others are rolled individually. In multiplayer, completion rewards appear together at the portal for players to collect.
Automatic Gateway events
Gateways can appear automatically through exploration or after a configured time interval.
The current default rules use Golden Rune Gateways. In the Overworld, these are triggered by exploration. In the Nether and End, they use random intervals of 30 to 90 minutes while eligible players are in the relevant dimension.
An event is announced and opens near an eligible player. Terrain, protected areas and existing active Gateways are taken into account.
Personal exploration progress and timers are saved. Logging out does not reset them, and personal timers pause while the player is offline.
Automatic events can be disabled entirely or adjusted with custom rules to suit your modpack.
Protecting your base
Craftable Hell Wards prevent new Key Gateways and automatic Gateway events from opening inside their protected area.
There are five sizes, from 1 × 1 chunk to 5 × 5 chunks. Right-click a ward to open a map of its protected area. Only its owner or an operator can break it.
Wards prevent new Gateway openings. Enemies that are already present can still move through the area.
Encounters deliberately started through commands or the API bypass wards. This allows planned quest battles to take place in protected areas.
Hell Ward crafting recipes
All five wards are made at a crafting table. Start with the Dormant Hell Ward and upgrade it one tier at a time.
The Dormant Hell Ward [1 × 1 chunk] requires 4 Crying Obsidian, 4 Redstone Dust and 1 Amethyst Shard:
O R O
R A R
O R O
- O = Crying Obsidian
- R = Redstone Dust
- A = Amethyst Shard
For each subsequent tier, place the ward from the previous tier in the center and surround it with 8 Crying Obsidian:
O O O
O S O
O O O
- O = Crying Obsidian
- S = Ward from the previous tier
| Result | Ward required in the center | Additional materials |
|---|---|---|
| Stirring Hell Ward [2 × 2 chunks] | Dormant Hell Ward [1 × 1] | 8 Crying Obsidian |
| Awakened Hell Ward [3 × 3 chunks] | Stirring Hell Ward [2 × 2] | 8 Crying Obsidian |
| Charged Hell Ward [4 × 4 chunks] | Awakened Hell Ward [3 × 3] | 8 Crying Obsidian |
| Unleashed Hell Ward [5 × 5 chunks] | Charged Hell Ward [4 × 4] | 8 Crying Obsidian |
Each recipe produces one ward. Upgrading consumes the previous ward. The sizes refer to chunks.
In-game help
The mod includes a built-in help menu with explanations and examples. It covers waves, rewards, equipment, automatic events, activation regions, protection and saving changes.
Modpack creators can also find examples for command blocks and the integration API. Tooltips beside the settings explain how individual values are used.
For portal audio, you can choose between Infernal Echoes, classic Minecraft sounds and silent portals. Glowing outlines can be configured separately for wave mobs and bosses: immediately, when a certain amount of time remains, or once a mob reaches a configured distance from its portal.
For modpack creators, server admins and adventure map makers
Open the configuration editor with /doom menu. You need the appropriate administrator permissions.
Each Gateway Key belongs to a profile. That profile defines how the fight works, where it can be started and which rewards it gives. You can edit the included profiles or create your own.
For example, you could set up a small introductory encounter, build a longer arena with fixed waves, or create a rare event with its own loot.
Custom profiles and keys
A profile has its own ID, display name, color, key design and portal design. The profile ID is used by commands and integrations.
The current default profiles are:
| Profile ID | Purpose |
|---|---|
runestone_gate |
Runestone Gate in the Overworld |
necromancer_gate |
Necromancer Gate in the Nether |
maelstrom_portal |
Maelstrom Portal in the End |
golden_rune_gate_overworld |
Golden Rune Gate in the Overworld |
golden_rune_gate_nether |
Golden Rune Gate in the Nether |
golden_rune_gate_end |
Golden Rune Gate in the End |
The default Golden Rune Gateways use three dimension-specific profiles. When activated, a Golden Rune Key selects the appropriate profile for the current dimension.
Custom keys can be distributed through configured mob drops, selected chest loot tables or commands. Each profile can specify the dimensions where its key can be found and activated.
Fixed or random waves
With fixed waves, you choose the mobs and their counts for each wave. This works well for planned arenas and encounters that should follow the same sequence each time.
With random waves, you build a mob pool and configure:
- Minimum and maximum wave count.
- Minimum and maximum mob count.
- Mob count growth in later waves.
- Selection weight for each mob.
- Number of mobs spawned per selection.
- The first wave in which an entry can be selected.
- The maximum count of an entry per wave.
- General or individual wave time limits.
Weights determine relative frequency. Two entries with weights of 10 and 30 are selected in a 1:3 ratio, making the second entry three times as likely.
You can reserve stronger enemies for later waves or limit their numbers while common mobs make up most of the fight.
Combat stats, bosses and guards
Health, damage and movement speed can be adjusted through the profile or individual mob entries. Supported mobs can also have their size changed.
An explicitly configured mob value replaces the corresponding profile bonus. A profile with +100% health and a mob entry with its own +50% health bonus gives that mob a total bonus of +50%.
For the final boss, you can choose the mob, name, combat stats and a separate time limit. You can also add guards that spawn alongside the boss.
The selection can include suitable mobs from other installed mods, letting you build encounters around the enemies in your modpack.
Equipment with custom chances
Extra equipment is configured separately for wave mobs, boss guards and final bosses.
Eligible mobs can receive weapons, armor and other supported equipment. Each slot can have several possible items with their own percentage chances.
For example:
- A 10% chance to receive a diamond sword.
- A 25% chance to receive an iron sword.
- The remaining 65% keep their original equipment.
Each spawned mob rolls its equipment separately. Chances for a single slot must total no more than 100%. NBT or component data can be used to customize the items further.
Entity type tags are available for modded mobs, including gateway_of_doom:hand_equipment_eligible and gateway_of_doom:armor_equipment_eligible. Additional tags distinguish support for melee weapons, bows, crossbows, spears and offhand equipment.
Eligible mobs can hold modded weapons. Whether a mob can actually fire them or perform special attacks depends on the weapon mod and the mob's AI.
Custom rewards and modpack progression
Completion rewards have two modes.
With fixed chances, each item is rolled independently. You can combine guaranteed basic rewards with rare additional drops.
With a weighted random pool, the number of selections is chosen first. That many entries are then drawn from the pool. Each entry has a weight and its own quantity range. You can also choose whether the same entry may be drawn more than once.
This works well for an encounter that always awards some materials and also has a chance to give a rare item from another mod.
Additional settings cover completion experience, normal mob loot and optional status effects on failure. Normal wave mob loot is disabled in the current default Gateways; their intended item rewards come from completing the encounter.
Dimensions, time of day and activation regions
A key can be restricted to certain dimensions and times of day. You can also define allowed coordinate regions.
Available shapes include boxes, cylinders, spheres and freely drawn polygons. The map editor lets you place and move vertices. Optional height limits allow underground arenas or encounters at a specific elevation.
A profile can have multiple regions. The actual portal origin must fall inside at least one active region.
Outside its allowed regions, a bound key can act as a guide: it flies a short distance toward the nearest allowed location, then drops for the player to collect. Repeated throws can lead players to a hidden arena.
These boundaries determine where a Gateway can open. They do not restrict player or mob movement.
Custom automatic events
Automatic rules select an existing profile and determine when and where it should open.
Settings include:
- Exploration or timers as triggers.
- Fixed or random time and distance ranges.
- Additional trigger chances.
- Personal rules per player or shared server events.
- Allowed dimensions and times of day.
- Required player count.
- Minimum and maximum distance from the player.
- Maximum active Gateways for the rule.
- Event announcements.
Exploration counts eligible movement through chunks that are new to the player's saved movement history. Pregenerated terrain can count too. Teleports and Spectator movement do not count; Creative is only included when its option is enabled.
Personal rules give each player their own progress. A server event uses a shared trigger and chooses an eligible player as its target.
Activation regions restrict the portal's location. Time and exploration progress can continue outside those regions. If the automatic system cannot find an allowed location, the event may be delayed.
Commands for administration and custom encounters
The following commands require administrator permissions. <Profile-ID> refers to an existing profile; arguments in square brackets are optional. Profile selection supports tab completion.
| Command | Function |
|---|---|
/doom |
Opens the configuration editor. |
/doom menu |
Opens the configuration editor. |
/doom config |
Another way to open the editor. |
/doom key give <Profile-ID> [Count] |
Gives you a key for the selected profile. The default count is one; valid counts range from 1 to 64. |
/doom eye give <Profile-ID> [Count] |
Alias for key give. |
/doom gateway open <Profile-ID> [force] |
Finds safe ground near the command's origin and opens a Gateway there. |
/doom gateway open <Profile-ID> <x> <y> <z> [force] |
Finds safe ground near the specified position. |
/doom gateway open <Profile-ID> <x> <y> <z> exact [force] |
Uses the specified position as the exact portal origin. |
/doom gateway list |
Lists active, loaded Gateways with their UUID, profile, position and dimension. |
/doom gateway close nearest |
Closes the nearest active Gateway in the current dimension. |
/doom gateway close <UUID> |
Closes a specific Gateway. |
/doom reload |
Reloads the saved configuration and refreshes the relevant systems. |
/doom cleanup |
Closes active Gateways and removes loaded Gateway mobs. |
/doom cleanup mobs |
Removes loaded Gateway mobs. |
/doom defaults keep |
Keeps existing settings and acknowledges the notice about updated defaults. |
/doom defaults add |
Adds missing default profiles and rules. |
/doom defaults switch |
Applies the current defaults and keeps old default profiles as legacy profiles. Their key drops and old default events are disabled. |
/doom defaults restore |
Restores the current bundled default profiles and rules. |
/doom reset |
Alias for defaults restore. |
force bypasses the portal limit for opening commands. Dimension, time-of-day and coordinate rules still apply.
Command Gateways bypass Hell Wards and the normal nearby Gateway limit. They also do not occupy a player's personal Key Gateway slot.
Menu and key-giving commands require a player as the executor. Gateway-opening commands can be used in command blocks. In a command block, enter the command without the leading slash.
Command block and arena examples
Open a regular default encounter:
/doom gateway open runestone_gate
Give yourself a key for testing:
/doom key give runestone_gate 1
For a custom arena, first create a profile, for example with the ID quest_arena. You can then open it at a specific location:
/doom gateway open quest_arena 100 68 -200 exact
To let this planned encounter bypass the portal limit:
/doom gateway open quest_arena 100 68 -200 exact force
The coordinates used with exact specify the portal origin. Allow enough room for the portal, wave mobs and boss.
Additional boss and diagnostic commands
The following commands let you try individual bosses directly:
| Command | Function |
|---|---|
/runenwurz spawn |
Spawns Runeroot in front of the player. |
/runenwurz clear |
Removes loaded Runeroot bosses and their roots. |
/sensenmann spawn |
Spawns Reaper in front of the player. |
/sensenmann clear |
Removes loaded Reapers and soul skulls. |
/leerenschwinge spawn |
Spawns Voidwing in front of the player. |
/leerenschwinge clear |
Removes loaded Voidwing bosses, their dedicated summoning portals and thrown summoning keys. |
/leerenschwinge eye |
Gives the dedicated Voidwing summoning key. |
The direct spawn commands require a player and enough open space. Switch to Survival to fight the bosses. The command names above remain the same regardless of your game language.
The boss IDs for standard Minecraft commands such as /summon are:
gateway_of_doom:runerootgateway_of_doom:reapergateway_of_doom:voidwinggateway_of_doom:azure_ronin
A diagnostic mode is also available:
| Command | Function |
|---|---|
/doom test |
Starts the diagnostic run. |
/doom test status |
Shows its status. |
/doom test stop |
Stops the diagnostic run. |
/gateway test |
Alias for starting the diagnostic run. |
/gateway test status |
Alias for checking its status. |
/gateway test stop |
Alias for stopping the diagnostic run. |
Diagnostic commands are disabled by default. Starting a run requires the diagnosticTestCommandsEnabled configuration option and the highest operator permission level.
Integration API for custom mods
The public API allows other mods to open, find and close Gateways.
An integration can select a profile, associate a player with the encounter and assign its own sourceId. This lets encounters be linked to a particular quest step or structure.
The API reports openings and the outcomes COMPLETED, FAILED and CLOSED. A custom integration can use these events to complete a quest step after a successful fight, for example.
By default, profile rules for dimension, time of day and coordinate regions are respected, along with portal capacity. An integration can explicitly disable individual checks when a planned encounter requires it.
API Gateways bypass Hell Wards and do not occupy a player's personal Key Gateway slot. API calls run on the server. Asynchronous methods such as openAsync are available for calls made outside the server thread.
Saving, configuration and updates
The configuration is stored in config/gateway_of_doom.json.
The editor works on a draft. Apply returns changes to the previous menu; Save in the main menu stores them on the server.
An active Gateway keeps the profile it had when it opened. Newly started Gateways use the settings saved afterward.
Existing installations retain their saved profiles. Missing defaults can be added, or the current defaults can be restored. Restoring replaces edited default profiles and rules while preserving custom profiles. Obsolete bundled profiles and rules may be removed in the process. A backup is created before changing the defaults.
Credits
Made by MrStilu2k6.
Gateway of Doom was inspired by Gateways to Eternity, but developed around its own Gateway, automation, protection and configuration systems.
If you find a bug or have an idea for the mod, feel free to leave a comment or open an issue. I do read suggestions, and quite a few features have already come from player and modpack feedback.
If you enjoy the mod and want to support further development:


