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CurseForge · Minecraft mod

NeroEvents

Dynamic server events that keep worlds alive — meteor showers, alien invasions, supply drops and server-wide bosses for the Neroland universe.

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Quick answer

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Updated yesterday
beta file NeroEvents 0.5.0-beta.2 - Forge 26.3
Game version 26.3
Loader Forge

NeroEvents 0.5.0-beta.2 - Forge 26.3 targets 26.3 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

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Is NeroEvents required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

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Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does NeroEvents 0.5.0-beta.2 - Forge 26.3 need?

NeroEvents 0.5.0-beta.2 - Forge 26.3. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

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Built for NeroEvents 0.5.0-beta.2 - Forge 26.3. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use NeroEvents 0.5.0-beta.2 - Forge 26.3. It targets 26.3 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

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  4. 04

    Pick the file you checked

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About this project

What does NeroEvents add?

NeroEvents

Dynamic server events that keep worlds alive — meteor showers, alien invasions, supply drops and server-wide bosses for the Neroland universe.

NeroEvents is the dynamic server events mod of the Neroland ecosystem — the connective tissue that turns a collection of static systems into a living server. It runs a server-side scheduler that fires timed or reactive world events — meteor showers, solar storms, alien invasions, pirate raids, supply drops, faction wars, market shocks and server-wide boss fights — that pull players out of their automated bases and back into the world for shared moments. Most modded servers feel exciting for two weeks and then go quiet; NeroEvents fights that decay directly.

Built on Neroland Core, so its config framework, progression gates, currency/reputation reward routing, power/upgrade disruption hooks and c: compat tags are shared with the rest of the lineup. (Planned — in design; not yet released.)


1. The event scheduler

A server-side scheduler on a tick-based clock maintains a weighted pool of registered event definitions. Each carries conditions (dimension, minimum online players, time-of-day, faction state, economy thresholds), a cooldown, a weight and a payload. Every pass filters the pool by current world state, rolls against weights, and either fires immediately or queues a scheduled announcement with a countdown.

  • 🗓️ Reactive, not random noise — events read server state (population, faction balance, economy, dimension) and fire content that is contextually relevant, not purely random.
  • 📜 Datapack-driven — every event is declarative JSON referencing reusable payload templates (spawn waves, structure drops, loot injection, broadcasts, world effects), so owners define new events without code.
  • 🛠️ Admin tooling — force, cancel, preview and reweight events live at runtime.

2. Progression-gated event pool

The pool is gated by Core's server-side progression rules so early players are never hit with content they cannot survive, and the same datapack behaves correctly on a fresh server and a mature one.

  • 🌍 Earth / early industrial — mild events: supply drops, market price changes, small pirate raids that reward exploration and trade.
  • 🚀 Space access — meteor showers, space debris crashes, solar storms and planetary storms unlock once players reach orbit and planets.
  • 🪐 Colonies & late game — alien invasions, faction wars and server-wide boss events scale to established populations and high-tier gear.

3. World events & hazards

  • ☄️ Meteor showers — falling meteor entities leave smouldering craters with embedded ore and relic loot.
  • 🌞 Solar storms — a dimension-wide hazard that disrupts powered machinery, drains shields and raises ambient damage to unprotected players in space.
  • 🌪️ Planetary storms — localised dust storms, ion squalls and cryo blizzards keyed to Nerospace planet metadata, affecting movement, visibility, oxygen or power.
  • 🛰️ Space debris crashes — derelict satellite and hull fragments form mini-wreck salvage sites, occasionally with hostile salvage drones.

4. Combat & conflict events

  • 👽 Alien invasions — wave-based combat escalating around populated areas until repelled.
  • 🏴‍☠️ Pirate raids — smaller targeted raids on a base, convoy or station, with an objective tracker driving loot and reputation outcomes.
  • ⚔️ Faction wars — structured contested-objective conflicts between two or more factions, scored to a victor.
  • 🐲 Server-wide boss events — the flagship spectacle: a single powerful boss spawns at an announced location and the whole server is invited to fight it.

5. Rewards & economy

  • 🎁 Supply drops — air-dropped, contested loot pods with guarded loot tables.
  • 📈 Market price changes — non-combat economic shocks (shortages, crashes, trade booms) that shift NeroEconomy price curves for a window.
  • 🏆 Contribution-weighted rewards — a participation tracker records who engaged (boss damage, drops collected, raids repelled) and splits loot fairly, routing payouts through Core's currency/reputation API so inflation can be monitored centrally.
  • ⚖️ Fair disruption — destruction is scoped, opt-out-able where appropriate, respects claims and faction territory, and never permanently ruins protected claims; a "calm window" keeps newly-wiped servers gentle.

Privacy (POPIA / GDPR)

NeroEvents is designed to store the minimum possible. The scheduler and participation tracker prefer aggregate counts and transient session data over durable per-player logs; where participation records are kept (who joined a boss fight, when, reward payouts) they are UUID-only, retention-pruned on a short configurable window, and cleared through Core's shared data-erasure hook so one request purges you across every Neroland mod. Player data is never exported or transmitted off-server without explicit consent, and the server config documents exactly what is retained. Any anonymous crash telemetry is opt-out and carries only version strings — never names, UUIDs, IPs or world data.

Why it fits the ecosystem

  • 🧩 Built on Neroland Core — one config framework, one progression arc, one reward/reputation API, shared c: tags. NeroEvents ships in its own creative tab.
  • 🔌 Interoperates, never hard-depends — it detects other Nero mods and unlocks the matching payloads when present: Nerospace (space weather, planet metadata), NeroEconomy (market shocks), NeroFactions (wars and raid targets), NeroCreatures (invasion and boss rosters), NeroRuins (relic loot and wreck/arena structures) and NeroAgriculture (storm crop effects). With them absent, those systems still run on their own — they simply lose the timed, global event presentation.
  • 🌐 External interop through Core tags only — Create, AE2, Mekanism, Ad Astra and Energized Power are reached through Core's common compat tags (power tags for machine disruption, material tags for salvage/reward loot, space tags for dimension gating), never a hard dependency on any of them.
  • 🧱 Cross-loader — NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.

Requirements & compatibility

  • Requires Neroland Core — install it alongside NeroEvents (it loads first).
  • Soft synergies with Nerospace, NeroEconomy, NeroFactions, NeroCreatures, NeroRuins and NeroAgriculture — each unlocks more event payloads when present, none is required.
  • Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroEvents by Neroland with links to this page and the GitHub repository. Full terms: LICENSE.

Links


Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

Project description from CurseForge.

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Recent files

NeroEvents versions and loaders

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