All versions
1.0.3
Release
Hordium 1.0.33 weeks ago 116
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Added
drop_chances: raid-wide equipment drop chance control — set to"none"to disable all drops, or a number to apply one chance to every slot. Per-mob NBT still overrides it.units: reusable mob presets local to a raid file — define an entity + NBT loadout once, reference it from any wave by name.- Liquid-aware spawning:
spawn_on_groundandspawn_on_liquids/liquidskeep mobs from spawning in water, lava, or modded fluids (or restrict a raid to liquids only). - New bundled example raid: Bone Legion.
- Added the Undead Army raid (
undead_army) — 5 waves, ~163 mobs, zombies/skeletons with armor and weapon progression from stone to diamond, riders on zombie/skeleton horses (+20 HP, 0.5 speed), witches, enchanted bows (Power/Flame). follow_rangein raid JSONs now supports three explicit states:"auto"(= raid radius),"none"/null(vanilla behavior), a number (fixed value for all mobs). Enabled ("auto") on all three standard raids.
Fixed
- Mobs could still spawn on a liquid even with
spawn_on_liquidsset todeny, if the spawn ring search failed to find dry ground and silently fell back to an unchecked position. - Fixed raids restarting after rejoining the world.
- Mounted mobs (riders) no longer stand still — the horse deliberately never took a target so it wouldn't fight the rider for control, but the rider itself was never given the goal to move toward the raid center, so nothing was actually steering the horse.
- Mobs with ranged weapons (archers, crossbowmen, witches) now also head to the raid center, not just melee units — the raid-center convergence goal was losing priority to these mobs' own built-in vanilla goals (sun-avoidance, witch random wandering, etc.).
- Fixed a bug where a rider's own attributes NBT override was silently ignored — riders now get the same forced re-apply the mount already had.
Changed
- Bundled example raids no longer depend on optional mods (
musketmod,tinyskeletons) — muskets swapped for bows, modded baby skeletons swapped for regular ones. Vanilla baby zombies kept as-is. - Reduced the base random raid trigger chance (
baseChancePerCheck:0.0015→0.001), making raids start somewhat less often overall (per-raid weight andcheckIntervalTicksunchanged).
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:W53fUPa6:AzyCb1eb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:W53fUPa6:AzyCb1eb"
}

