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NEROEVENTS

Events · Threats · Server life

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

Planned Unreleased · v0.7.0-beta.1
NeroEvents logo

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 the CurseForge page and the GitHub repository. Full terms: LICENSE.

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.

Development changelog

v0.7.0-beta.1

Move event messages anywhere on screen. Requires Neroland Core 1.17.0.

Added

  • Move event messages from anywhere. A new key, J ("Move event messages" under Controls), opens Where event messages appear from anywhere in a world, with no Event Console needed. Fabric players can now open it too (Fabric has no mod-list config button).
  • Free placement. Drag the countdown, the banner or the objectives anywhere and they stay where you let go. Dropping one on one of the nine dots still snaps it exactly there. The label under the picture reads "near Top right" when a message is not exactly on a dot.
  • Arrow keys nudge the selected message one pixel at a time (hold Shift for ten).

Changed

  • Positions are saved as a share of the screen, so they stay put when the window is resized or the GUI scale changes, and a message is never pushed off the edge. Settings files from earlier versions load unchanged (every message stays on its anchor).
  • Reset to default now also clears any free placement.

Fixed

  • When the countdown and the objectives shared a bottom-row spot, the objectives were drawn below the countdown and ran off the screen; they now stack above it.
Full changelog →

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