Reign of Nether transforms Minecraft into an entirely new game and genre, a classic RTS game like Warcraft, Starcraft or Age of Empires. Build your base, gather resources, train your army and fight epic battles!
Support me with a donation! https://buymeacoffee.com/solegendary
Join the community on discord! https://discord.gg/jJV5zK3hT9
Trailer
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Play one of three factions, each with their unique mechanics and styles
Villagers
The desperate alliance of villagers and illagers who have banded together to protect their home against invaders. Villager ingenuity combined with illager militarism make for a formidable army of warriors and spellcasters backed by farmers, builders and craftsmen. Transform the humble village into a fortress!
Monsters
The previously wild and untamed creatures of the overworld now brought together by mysterious forces. Raise the dead from graveyards, hatch spiders from nests and more. Monsters shun sunlight and can only safely venture outside at night, but once night falls, they should be feared just as they have been for ages past.
Piglins
The denizens of the nether who have come through portals to expand their empire. Piglins can only build on nether terrain, but wherever they expand the overworld is transformed into a visage of their home, turning grass into nylium and stone into netherrack. Conquer the overworld and let none stand in your way!
🎮 Playing a game
To start a match, press F12 to go into RTS camera and use the top-right buttons to place your starting workers. If you're playing on an RTS PvP map like one from the map pack, use the F9 menu to start a match with other players.
Change gamemodes by right clicking the gamemode button at the top right:

- 🏛️ Classic: The classic RTS experience in FFA or teams. Destroy all of your opponents' buildings to win.
- 🏕️ Wave Survival: Survive brutal waves of enemies each night, solo or with allies.
- 💠 King of the Beacon: Fight for control of a central Beacon. Unlock powerful auras and defend it to win.
- 🏗️ Sandbox: Build a custom map by freely placing units and buildings
📜 Tutorial
If you're brand new to the RTS genre, you may want to start by playing the single player tutorial. The reign_of_nether_tutorial map included in the downloads will get you started on how to play an RTS game and all the basics of the mod.
Download it here: https://edge.forgecdn.net/files/6373/511/reign_of_nether_tutorial.zip
🏗️ Installation
1. Install Forge 1.20.1: https://files.minecraftforge.net/net/minecraftforge/forge/index_1.20.1.html
2. Download and add the Reign of Nether mod jar file to your Minecraft mods folder
3. Launch Minecraft, selecting your installation as Forge 1.20.1
When installing on a server, it's recommended to use these server.properties settings:
- view-distance=25
- spawn-monsters=false
- spawn-npcs=false
- spawn-protection=0
- gamemode=spectator
For mod versions 1.1.3 and below, use Forge 1.19.2 instead
📜 RTS Maps
Download the official map pack here: https://www.curseforge.com/minecraft/mc-mods/reign-of-nether-rts-in-minecraft/files/8714818
For the best experience, play with Reign of Nether v1.4.1+. These maps are compatible with the new start menu, improved pathfinding, custom buildings and fog of war! These maps are intended for Classic PvP matches only.

By Killerbee47
- [2p] Cabana Republic 1.1
- [2p] Industrial Strength 1.1
- [2p] Infinity Isle 1.9
- [2p] Mir's Landing 1.2
- [2p] Snowplow 1.6
- [2p] Chrysoberyl_Garden
- [3p] Pyroclasm 1.0
- [4p] Corporate Warfare 1.0
- [4p] Hostile Hostel 1.3
- [4p] Jungle Stalkers 1.1
- [4p] New York City 1.1
- [6p] Burnt-Out Paradise
- [6p] River Madness 1.0
- [6p] Summoner's Rift
By FGTrue
- [2p] Berlingrad (Violetgrad)
- [2p] Berlingrad Classic
- [2p] Oceanborn
- [2p] Post-Youth
And:
- [4p] 4Mountains by xxxtrigger50xxx
- [4p] 4Rivers by aor1123
- [6p] Essential Isles by The Essential Team
Thanks to omega9_6 for the title and icon design
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- Regeneration now works on undead mobs
- Iron hide amulets are no longer sold at the market
- Boots of swiftness are now uncommon
⚙️ Quality of Life ⚙️
/gamerule randomItemDrops options:- 0 - disabled** (except items given to units by mapmakers)
- 1 - enabled**, players get completely different drops
- 2 - enabled**, players get the same rarity of drops (NEW DEFAULT)
- 3 - enabled**, players get the exact same drops
A particular rarity of item is guaranteed for each item dropped if mode 2 or 3 is set:
- 1st drop: common
- 3rd drop: uncommon
- 5th drop: rare
- 7th drop: epic
- All other drops are: 40% common, 30% uncommon, 20% rare, 10% epic
- There are never any repeated items
🛠️ Bugfixes 🛠️
- Fixed bridges being unable to be built on some maps
- Panda splash damage is now always 50% of its attack damage instead of being hardcoded at 4
- Explosive hits now use the RoN attack damage attribute instead of the vanilla one
- Enderpearls now correctly drop in stacks of 3 instead of 1
- Fixed Totem of Shielding not working against arrows or tridents
- Beenest armour now correctly records overflow damage
- Using ground-targeted items on buildings no longer selects the building
- Heroes revived with items that grant max health and mana now have their health and mana fully restored
- Fixed mob effects sometimes appearing clientside incorrectly
💬 Languages 💬
- Updated Russian (ru_ru) Thanks @Azore!
- Cost of Item Backpacks raised from (75 wood, 75 ore) to (100 wood, 100 ore)
- Health potion healing raised from 50 to 60
- Heros' armour healing raised from 10 to 12
- Health and mana potion cooldown reduced from 10s to 5s
⚙️ Quality of Life ⚙️
- Added a population supply setting to custom buildings
- You can set up to 4 camera hotkeys using F4-F7 (rebindable)
- To set a hotkey, press Shift + Fkey, then use Fkey to jump to that saved location
🛠️ Bugfixes 🛠️
- Fixed broken drowned tooltips
- Items with passive non-attribute effects no longer work on regular units
- Fixed throwable TNT being too weak
- Fixed custom building 'buildableBy' options not working
- Buildings with spawn eggs and hero items in chests now have those items removed on placement
- This is so they can't be looted by FPV players or when destroyed
- Added 40+ new items useable by RTS heroes
- Heroes can hold up to 6 items each
- Regular units can hold items and use consumables if Item Backpacks is researched at a stockpile/civil portal (but they can't use spell items or benefit from passive stats)



💹 Market Reworks 💹
Once you reach 60 population worth of buildings, you can upgrade it for (75 wood, 75 ore, 180s) to unlock resource buying and faction-specific items
🟢 Emeralds 🟢
Also, the Piglin Merchant's passive now exclusively uses emeralds.
💧 Item Drops 💧
The score threshold is 12 + 4 per item dropped to a max of 48. When you pass the score required, a random item is dropped.
Mapmakers can also give items to regular units, which they will drop on death.
You can set
/gamerule randomItemDrops to change how items are dropped:- 0 - disabled** (except items given to units by mapmakers)
- 1 - enabled**, players get different drops
- 2 - enabled**, players get the same drops
🛒 Custom Building Shops 🛒
- buyCost
- maxStock
- startingStock
- restockTicks
⚙️ Quality of Life ⚙️
- Added bees as a new flying melee neutral unit
- Added passive effect icons and tooltips for units, including one to show the lifespan of summoned units
- Added creative tabs for all RTS-related blocks and items
- Reworked the unit armour tooltip for mixed armour types
- Updated the custom building menu with a tracker for shop items and added a guide for supported NBTs for shop items and spawn eggs
- All passive effects from items are new configurable unit attributes:
- critical_hit_chance (3x damage)
- explosive_hit_chance (50% splash damage)
- building_damage_bonus
- lifesteal (% of damage)
- mana_on_hit (% of damage)
- scale (visual only)
- faster_cooldowns (1.0 == 50% shorter cd, 2.0 == 66% shorter cd, spells only)
- Added new mob effects:
- invincible
- night_warping (night zone aura, range equal to amp)
- vigor (50% faster cooldowns and 1 mana/s per amp)
- villager_inspiration (militia aura)
- lifesteal (15% per amp)
🛠️ Bugfixes 🛠️
- Units that spawn outside of client render range are now immediately counted to population totals
- Fixed large custom buildings having extreme lag while building
- Fixed the Draw Aggro option for custom buildings not saving correctly
- Added ender pearls as an item useable by both heroes and regular units
⚙️ Quality of Life ⚙️
- The piglin merchant passive now uses emeralds
- Piglins can now click on merchant items on the ground and click to equip them if in their inventory
🛠️ Bugfixes 🛠️
- Fixed a crash when the piglin merchant picks up resources
- Fixed an issue where multiple sculk catalysts close together cause their night circles to disappear
- Added the ability for custom buildings to be stocked with hero items, by saving their structure with hero items in a chest
- Added a guide for supported NBTs for shop items and spawn eggs
🛠️ Bugfixes 🛠️
- Updated with 1.4.4f/g fixes
- Fixed a crash when you have 100% explosive hit chance
- Fixed a bug that prevented summoning a mob with commands holding hero items
- Fixed units partially possessed by wraiths showing as though you own them
- Fixed heroes sometimes not being trainable by any player
- Relogging no longer disables cheats clientside
- Fixed a crash related to possessing units with anchor points
- Bears and Zoglins now respect evasion chance
- Fixed grass blocks being tinted weirdly
- World generation is now back to its pre-1.3.3 state (no caves, flattened biomes, surface ores)
- Fixed /gamerule doDaylightCycle messing up the time of day clientside
- Marauders can no longer stun invulnerable or evaded targets
- Iron golems, wardens and witches can now pick up resources
- Fixed Slimes and Magma cubes being unaffected by weakness and strength
- Starting bats now spawn higher in the air so they don't get stuck inside the mausoleum
- Windcallers and Militia can now be converted by Drowned
- Added error messages for units that can't pick up or use items
- Units with the backpack upgrade can now use some consumables including health potions and totems
- Fixed being unable to pick up resources with direct clicks
- Fixed random item drops sometimes being disabled
- Added emeralds to the held resources UI
- The number next the emerald resource now shows how many items you've found so far
- Hero items can no longer burn
- Fixed wave survival crashing
- Added 36 new items useable by RTS heroes
- Heroes can hold up to 6 items each
- Regular units can hold items if Item Backpacks is researched at a stockpile/civil portal (but can't use them or gain stats)
- See attached pic for item details
💹 Market Reworks
- Health Potion** (150 emeralds)
- Mana Potion** (150 emeralds)
- Broadsword** (300 emeralds)
- Iron Hide Amulet** (300 emeralds)
- Heart Medallion** (300 emeralds)
- Azure Medallion** (300 emeralds)
Once you reach 60 population worth of buildings, you can upgrade it for (75 wood, 75 ore) to unlock resource buying and faction-specific items:
- 🧑 **Bell of Arms** (600 emeralds)
- 🧑 **War Horn** (500 emeralds)
- 🧑 💀 **Frostwalker boots** (500 emeralds)
- 💀 **Staff of Lightning** (600 emeralds)
- 💀 **Shadow Shifter** (600 emeralds)
- 🐗 **Magmawalker boots** (500 emeralds)
- 🐗 **Pocket Portal** (150 emeralds)
- 🐗 **Gong of Weakening** (600 emeralds)

💎 Emeralds
💧 Item Drops
The score threshold is 12 + 4 per item dropped to a max of 48. When you pass the score required, a random item is dropped.
Mapmakers can also give items to regular units, which they will drop on death.
You can set
/gamerule randomItemDrops to change how items are dropped:- 0 - disabled** (except items given to units by mapmakers)
- 1 - enabled**, players get different drops
- 2 - enabled**, players get the same drops
⚙️ Quality of Life ⚙️
- Added bees as a new flying melee neutral unit 🐝
- Added passive effect icons and tooltips for units, including one to show the lifespan of summoned units
- Added creative tabs for all RTS-related blocks and items
- Reworked the unit armour tooltip for mixed armour types
- All passive effects from items are new configurable unit attributes:
- critical_hit_chance (3x damage)
- explosive_hit_chance
- building_damage_bonus
- lifesteal (% of damage)
- mana_on_hit (% of damage)
- scale (visual only)
- Added new mob effects:
- invincible
- night_warping (night zone aura)
- vigor (cooldown and mana regen)
🛠️ Bugfixes 🛠️
- Fixed grass blocks being tinted weirdly
- Units that spawn outside of client render range are now immediately counted to population totals
- Evasion chance attribute now works on all units
- Bears and Zoglins now respect evasion chance
- Iron golems, wardens and witches can now pick up resources
- Fixed large custom buildings having extreme lag while building
- Fixed Slimes and Magma cubes being unaffected by weakness and strength
- Fixed piglin brutes moving at 1/4 speed instead of 1/2 speed when their shield is raised
- Fixed heroes sometimes being unable to be revived
- Fixed monster units being slowed under sunlight before dawn was actually announced
- Fixed Marauders being able to stun uninterruptable targets
- Fixed soulfire dealing 4x damage instead of 2x
- Soulfire blazes and wildfires no longer spread their buff to enemy blazes on attack
- Fixed iron golems sometimes attacking allied illager units
- Slimes and Drowned no longer infect allied units
- Fixed production queue items sometimes disappearing
- Improved syncing of upgrades between server and client
- Fixed the duplicate hero glitch (again)
- /rtsapi-set-alliance now works for FPV players
- Ghasts are no longer disarmed when flying over structure void blocks
- Fixed sometimes being able to produce duplicate heroes
- The spawn point for villager heroes is no longer inside solid blocks
- Numbers:
foodCost,woodCost,oreCost,popCost,ticksToTrain - Strings:
tooltipTitle,tooltipLine1,tooltipLine2, etc. - You can add these to an existing spawn egg by dropping it on the ground and using:
/data modify entity @e[type=item,limit=1,sort=nearest] Item.tag merge value {foodCost:100,woodCost:75,oreCost:50,popCost:2,ticksToTrain:600}/data modify entity @e[type=item,limit=1,sort=nearest] Item.tag merge value {tooltipTitle:"Super Zombie",tooltipLine1:"An elite zombie with diamond equipment"}🐻 Bear Reworks 🐼
- All bears HP increased from 100 to 150, population from 4 to 5 and food cost from 250 to 300
- Polar and Grizzly bears now have a standing attack animation just like in vanilla
- Pandas now roll to attack causing 50% splash damage
- Panda damage reduced from 9 to 8, attack speed from 0.35 to 0.3 and movespeed from 28 to 25
⚙️ Quality of Life ⚙️
- Added a button to toggle building/unit underlines to the bottom right menu
- Your starting villager scout can now be a cat 50% of the time and always matches what your Town Centre makes
🛠️ Bugfixes 🛠️
- Hero item features have been disabled until full release as they were incomplete and had bugs
- Cats and dogs no longer appear as sitting when moving to other players
- Fixed sculk catalysts sometimes being indestructible or unbuildable
- Fixed bridges not being completable (and soft locking tutorial progress)
- Made syncing of upgrades between client and server more reliable
This also supports spawn eggs with NBT data, eg:
``
/give @p reignofnether:zombie_unit_spawn_egg{EntityTag:{id:"reignofnether:zombie_unit",CustomName:'{"text":"Boss Zombie"}',Health:100f,Attributes:[{Id:"minecraft:generic.max_health",Base:100}],HandItems:[{id:"minecraft:diamond_sword",Count:1b},{}]}} 1
``- You can use a Production Spawn Block to mark where buildings should spawn trained units
- Resource costs and tooltips have been added for all units that previously did not have them so you can also use their spawn eggs, including:
- Permanent Militia
- Polar bear/grizzly bear/panda
- Wolf
- Llama
- Zoglin
- Zombie Piglin
⚖️ Balance ⚖️
- You no longer get a free tiny slime whenever you consume a slime with Slime Conversion researched
⚙️ Quality of Life ⚙️
- Animals can no longer spawn on obsidian
- When fog of war is enabled, animals spawn much closer to capitols
🛠️ Bugfixes 🛠️
- Fixed sculk sensors showing particle effects in fog
- Fixed fallen heroes not being revivable if you relogged while they were dead
- In-progress units and research are no longer cancelled upon relogging from a server
- In-progress units and research are now cancelled and refunded on logout in singleplayer
- Fixed animals sometimes spawning clipped into walls
- Fixed cherry logs/leaves/wood/etc. not being convertable into nether blocks or falling logs
💬 Languages 💬
- Updated Spanish (es_es) (Thanks **@Ikrlegido12**!)
- This is also now a fallback for these South American locales:
- Argentina (es_ar)
- Chile (es_cl)
- Ecuador (es_ec)
- México (es_mx)
- Uruguay (es_uy)
- Venezuela (es_ve)
/rtsapi system, for the full details including the list of all commands, see: https://github.com/SoLegendary/reignofnether/blob/1.20.1-1.4.2/src/main/java/com/solegendary/reignofnether/commands/README.md- All commands have been moved to
/rtsapi building/unit/player(no dash) - old commands still exist only for backwards compatibility - Added many more commands including a set of camera-related ones
- Added Building, Unit and PlayerName arguments with a variety of selectors like
@b,@p,@r,@s - Building data can now be manipulated using
/data get/merge/modify/remove building - You can now use
/executewith RoN commands with a child command category rts-related - You can now add
onDeathCommandNBTs to any unit to have them execute that command on death
Thank you to **@xiaohuigehhy** for the work on this!
🗺️ Official Map Pack v2.1 🗺️
- Download:** https://www.curseforge.com/minecraft/mc-mods/reign-of-nether-rts-in-minecraft/files/8714818
- [2p] Chrysoberyl_Garden
- [4p] New York City 1.1
- [6p] Summoner's Rift
⚙️ Quality of Life ⚙️
- All existing militia in saved maps can no longer be converted back into villagers
- Villagers now convert into the temporary_militia entity which follow the normal rules for conversion
- Militia town centre range is now calculated only horizontally (so it better matches the circle radius)
🛠️ Bugfixes 🛠️
- Workers can no longer repair a building while garrisoned inside it
- Unit underlines are now visible behind blocks
- Fixed bridges sometimes not being placeable
- Fixed bridges overwriting terrain blocks
- Fixed chunks disappearing if the worldborder was changed while fog of war was enabled
- Note this can still cause lag spikes on slower servers
- Everyone gets one for free on match start if fog of war was enabled
- Can be built from capitols for 50 food and 1 population if fog is enabled
- Unable to able to attack or capture buildings
🐶🐱 **(Villagers) Scout Dog/Cat**
- 30ms (26 in water)
- 20hp, 20 sight range
- Cats and dogs are identical - switch which one is made by right-clicking the town centre button
🦇 **(Monsters) Bat**
- 28ms (24 in daytime)
- 15hp, 16 sight range
- Flying
👣 **(Piglins) Strider**
- 30ms (27 off nether terrain, 20 in water)
- 30hp, 20 sight range
- Walks over lava, takes slow damage while swimming
⚖️ Balance ⚖️
- The Royal Guard's ultimate now also grants Strength II (+40% damage)
- Food cost of Vindicators, Pillagers, Windcallers and Evokers reduced by 10
💀 **Monsters**
- Slimes no longer gain armour with size
- Tiny slimes now have a larger hitbox
- Wretched wraith base attack damage increased by 1.5
- Wraith snow can now generate on stair blocks
- Monster non-worker units now gain +10% movespeed in night circles
- Blood moon can no longer target previously-explored buildings
🐷 **Piglins**
- Magma Cubes no longer gain armour with size
- Tiny magma cubes now have a larger hitbox
- Nether wood value reduced from 18 to 17
- Piglin workers no longer gain +10% movespeed on nether terrain
⚙️ Quality of Life ⚙️
- Buildings, phantoms, scouts and flying units (when melee) are de-prioritised for targeting when idle or attack-moving
- Units attacking a building on idle or attack-move will now switch to nearby units if available
- Buildings are now captured 5 blocks away from the building edges, instead of 20 blocks from the building centre
- Improved the click box accuracy for many units including chickens
- All concrete blocks now convert to netherrack
🛠️ Bugfixes 🛠️
- Fixed a crash related to hiding leaves
- Fixed a crash when a building command placed another building
- Fixed building rotations sometimes causing placement errors
- Fixed units returning home after killing their target
- Fixed Phantoms not damaging buildings
- Obsidian and nether wood is now considered nether terrain
- Fixed Ghasts fireballs having no direct impact damage
- Fixed Sculk catalysts showing as having too much health with nearby sculk (actual health unchanged)
- Fixed headhunters garrisoned in bastions having inaccurate tridents
- Fixed enemy piglins in wave survival not attacking players
- Animals now move away from building foundations when placed
🛠️ Bugfixes 🛠️
- Fixed hiding leaves feature not working
- Fixed buildings placed via commands sometimes not working
- Building place commands no longer give a false error message
- Added a militia spawn button to sandbox
- Militia no longer convert into villagers when out of town centre range in sandbox mode
🛠️ Bugfixes 🛠️
- Fixed a crash related to targeted attack commands
- Neutral and scenario NPC militia no longer convert into villagers when out of town centre range
- Fixed buildings built in fog showing as being queued even if shift wasn't held
- Fixed portals building at half speed on all terrain
- Fog now is block-granular instead of chunk-based and has massively improved performance
- Fog is still optional until more balancing and features are made, enable it with
/rts-fog enable, - Use
/gamerule reignofnetherForceFogto prevent switching mid-game - The server on match start takes a 'snapshot' of the map which is served to any players who log in or relog while fog is enabled
- Fog also works with FPV players
- The starting position of all anchored neutral units is shown in fog
- You can queue buildings in fog, but they won't be placed until the location is explored
- Only available on maps with a world border below 80x80 chunks in size (same as RTS pathfinding)
- Massive thanks to **@Soly** for writing this!

👁️ Sight range 👁️
sightRange attribute (min 4, max 64):- All heroes - 24
- Flying windcallers & ghasts - 24
- Pillagers - 18
- Spiders at night - 20
- Wardens - 12
- All garrisoned buildings & Capitols - 32
- All other units and buildings - 16
🟩 Slime rolling 🟩
- Slimes and magma cubes now roll to move instead of jumping, meaning they can now use the new rtsPathfinding!
- When close to an attack target (unit or building) they will revert back to jumping motions for attacks
- Movement speed has been reduced from 27 to 25, but they now glide up stairs smoothly
- You can set the
forceJumpingflag in data to make them follow the old behaviour, eg:
/summon reignofnether:slime_unit ~ ~ ~ {ForgeData:{forceJumping:1b}}⚖️ Balance ⚖️
- Mooshroom food value reduced from 175 to 150
- You can no longer delete buildings that produce a night radius
⚙️ Quality of Life ⚙️
- RTS units no longer aggro onto vanilla units of the same faction, regardless of /gamerule neutralAggro
- Players in RTS cam can no longer go beyond the worldborder
- During matches, a sound effect and message is now played at dusk and dawn
🛠️ Bugfixes 🛠️
- Switching singleplayer worlds no longer retains research and cheats
- Fixed spider jockeys not moving long distances
- Destroying your capitol no longer grants unlimited militia range
- Fixed the Wildfire Molten bomb going crazy if the Wildfire died before it detonated
- Wraiths no longer retaliate with auto-attacks while channeling possession
- Moving workers on non-farm farmland and soulsand blocks no longer makes them gather food
- Fixed bridges not saving correctly again
- Fixed some animals not dropping the correct amount of food
- Weakness and Strength now affect all unit auto-attacks, modifying it by 20% of base damage per level
- Wither Skeletons now cause stacking weakness on hit
- Regular units can have max 4 stacks of weakness, heroes can have 2
- Wither Death Clouds add 1 stack of weakness
- The Wretched Wraith can now produce snow on full-cube building blocks
- This excludes things like stairs, bottom-slabs, plants and skulls
⚙️ Quality of Life ⚙️
- Improved hero particle effect visibility and added level up particles
- Hero and higher value units are now prioritised for selection and attacks when mousing over dense groups
- Workers rallied to a resource now auto-gather that resource even if the exact block is already mined
- /rtsapi-set-unit-enemy-search now stops all current unit actions before applying the new search type
- Workers ordered to hunt an animal when at max resources will first drop them off
- Items that units pick up including resources and Piglin Merchant loot now have mouse-over tooltips
- Neutral buildings with 1-9 blocks are no longer shown on the minimap
- Neutral buildings with 10-49 blocks are now smaller on the minimap
🛠️ Bugfixes 🛠️
- Workers assigned to a farm can now always reach all food blocks on that farm
- Big units no longer get stuck on transport portals when going through in big groups
- Fixed having incorrect population values when switching between singleplayer maps
- Fixed Wretched Wraiths taking damage from going underground with Frostblink
- Fixed rtsPathfinding having significant delays with higher unit volumes
- Slime and Magma cube HP raised by ~11% at all sizes except tiny
- Piglin Merchant attack and cast windups reduced by 8 ticks (0.4s)
- Fancy Feast cooldown reduced from 45s to 40s
- Throw TNT actual thrown range reduced by 2
- This makes it better match the targeted location on flat ground
⚙️ Quality of Life ⚙️
- You can now queue workers and set rally points from capitols before it's finished building
- Custom building command cooldowns and trigger counts are now saved between world restarts
- Added a custom building command trigger: ON_SCENARIO_START
- You can also set a cooldown to delay its trigger
🛠️ Bugfixes 🛠️
- Fixed units with the fortifying enchantment always showing as having max hp
- Fixed iron golems not being able to move when built by villagers
- Destroyed farm blocks no longer drop any items
- Vanilla monsters and piglin mobs are no longer aggressive to their RoN faction counterparts
⚖️ Balance ⚖️
- All players now start with 5 workers at the start of the game
- Raised starting resources by 50 food and 50 wood
🐷 **Piglins**
- Obsidian near lava now catches fire - this discourages crossing obsidian lines formed across lava
- The Heavy Tridents upgrade has been replaced with Greedy Tridents
- Costs 350 wood, 350 ore, 160s
- When upgraded, headhunter tridents are enchanted with Looting I, granting a 25% bounty to any units they kill
- To get the bounty, the headhunter needs to be the one to kill the unit
- Looting also works for any unit if they have a weapon enchanted with it via commands
- This does not stack with the 25% bounty granted by neutral units
🧑 **Villagers**
- Villager house cost reduced from 100 wood to 90 wood
💀 **Monsters**
- Pumpkin farm cost reduced from 200 wood to 175 wood
- Planting pumpkin seeds no longer costs wood
- Wraiths now transfer their remaining health into the unit that they possess to heal it
- Monster unit regen at night increased from 1/12hp/s to 1/8hp/s
- This is still doubled if it's both true night and you're in a night zone
🛠️ Bugfixes 🛠️
- Fixed a crash related to molten bomb explosions near buildings
- Workers are much less likely to walk into water when placing a building near water
- Fixed existing headhunters not showing an enchantment tooltip when upgraded
- Villager stockpiles no longer have scaffolding so workers don't get stuck in them
- Ctrl + right-clicking to set a rally point will make spawned units attack-move towards the rally
- Ctrl + right-clicking an enemy unit makes spawned units attack that unit
- The tooltips for custom building costs now show exactly how much bounty they give
- Windcallers let out small puffs of air when landing
- You can now upgrade multiple of the same building without needing to click each one
- Vanilla Iron Golems no longer attack villager faction units
- However, player units still attack them unless /gamerule neutralAggro is off
- All buildings now build 4x faster in sandbox mode when the fast build cheat (warpten) is enabled
- Starting capitols now build 2x faster
- Custom buildings can now have up to 50 custom commands
🛠️ Bugfixes 🛠️
- Fixed bridges not being neutral when built
- Units no longer avoid lilypads on rtsPathfinding
- You can now cast multiple wraith spells without having to click each one, just like any other spellcaster unit
- Fixed not being able to edit custom building commands when set to specific triggers
https://www.curseforge.com/minecraft/mc-mods/reign-of-nether-rts-in-minecraft/files/8400105
⚙️ Quality of Life ⚙️
- Improved marauder animations, including a new run animation when bloodlusted
- Thanks @Lurtz!
- Animals can no longer spawn on resource blocks
- Added gamerule animalSpawnYDiff (default 5)
- Sets the Y level difference between capitols and valid animal spawn positions
- Mousing over a catalyst with a sonic boom and sculk amplifiers researched indicates its split range
- Added a button to the main menu that links to the new map pack
⚖️ Balance ⚖️
- Capturable buildings can no longer be deleted (except in sandbox)
- Bloodlust now has a 5 second cooldown, more obvious particles and a sound effect
- When rtsPathfinding is enabled, all large units will gain smooth movement when climbing blocks
🛠️ Bugfixes 🛠️
- Fixed maps on low Y levels having laggy pathfinding with rtsPathfinding on
- Slimes and magma cubes no longer get stuck in lava (but slimes are not fire proof!)
- Fixed Iron golems getting stuck after spawning
- Units are now much less likely to walk into water on rtsPathfinding
- Fixed players not being defeated if their last building was a capturable neutral building that was recaptured
