Nexus administration

Commands

Control invasions, inspect wave progress, and find hidden attackers. Reference for Minecraft 26.3 / NeoForge.

Permissions and target

Enter commands in chat with the leading slash. Every command below except /invasion bolt requires gamemaster permission (normally operator level 2, or cheats enabled in singleplayer). This includes help, status, and debug.

Most commands use the active Nexus in the command source's dimension, including a Player Nexus. They do not select a Nexus by where you are looking or by the nearest player. There is no Nexus-ID argument. From a server console, check the execution dimension; for example, /execute in minecraft:the_nether run invasion status queries the Nether.

start first checks that dimension's active Nexus, then its nearest registered Nexus relative to the execution position, and finally tries to recover a nearby loaded Core. Place a Nexus Core and stand near it before starting. An already active invasion must be stopped first; a paused one should be resumed with continue. destroy is the exception to dimension-local targeting: it processes every server dimension.

Command reference

Square brackets mean optional arguments; angle brackets mean required arguments. Do not type the brackets. Wave numbers are whole numbers of at least 1.

SyntaxEffect
/invasion helpLists available command usage for your permissions.
/invasion start [wave] [theme]Starts at wave 1 by default, or the supplied wave. A theme requires a preceding wave number and applies to every phase of that starting wave; later waves select themes normally. Use tab completion for available built-in or custom themes; unknown themes are rejected.
/invasion pausePauses an active invasion while preserving progress. Reports an error if already paused.
/invasion continueResumes a paused active invasion. Reports an error if already running.
/invasion stopEnds the current run, resets wave progress, and initiates cleanup of bound enemies. Leaves the stationary Core in place.
/invasion statusReports active state, wave (or continuous-mode attack number), defeated/planned enemies, and Nexus health percentage.
/invasion set <wave>Replaces the current wave with the specified wave, starting its first phase and cleaning up old bound enemies. Requires an activated normal invasion or a wave running over continuous mode; continuous mode itself and debug mode reject it. Setting the current wave again is rejected. Lowering the wave does not lower stored Nexus level.
/invasion destroyClears tracked Nexuses across all dimensions, ends their invasions, cleans up bound enemies, and removes their stationary Core blocks without drops. Also ends tracked Player Nexuses.
/invasion debugHighlights loaded invaders and reports coordinates and active phase details. See diagnostics.
/invasion boltToggles the selected stationary Core's beam, or all stationary Versus beams together in the current dimension. No gamemaster permission check; requires at least one Core block. See beam behavior.

There is no registered /invasion radius command in this branch. Use the Nexus Adjuster or Material Probe on a placed Core to adjust its saved spawn radius from 8 to 1024 blocks while its wave spawner is inactive. The automatic blocked-spawn search can use other radii without changing this setting; Versus hides the Core radius label.

Pause, stop, or destroy?

Leaving can preserve a player binding and a later defeat penalty. The administrator stop path does not trigger the normal zero-HP participant release, but cannot erase an already queued penalty.

An active Nexus keeps its arena loaded without nearby players. Pause preserves these chunk tickets; stopping releases them. Leaving a stationary arena is not an alternative to pausing.

  • Pause keeps the invasion resumable. Nexus progression pauses and bound IM combatants within its arena have their AI disabled. This is not a world pause: unrelated mobs, projectiles, environmental damage, and entities outside that handling are not guaranteed to freeze.
  • Stop aborts the run and clears its wave plan; continue cannot restore it. A stationary Core remains available for another activation. If a normal wave was running over continuous mode (the internal WAITING state), stopping returns it to continuous mode. Stopping a Player Nexus ends that transferred Nexus; it does not recreate the removed Core.
  • Destroy removes tracked Nexus state and stationary Cores server-wide. It is not a stronger pause and is not limited to the closest Core.
Destructive command: /invasion destroy has no confirmation prompt or built-in undo. Core removal produces no block drops. Check all dimensions and keep a world backup before using it.

In Versus, stop, loss and owner disconnect reset armies and upgrades; if one team remains, it resets too. A pause and an end are different operations.

For survival controls without administrator commands, see Damping Agents and catalyst wave skipping.

Example workflow

  1. Place a Core in a prepared arena, stand nearby, and run /invasion start for wave 1.
  2. Use /invasion status to inspect progress, then /invasion pause and /invasion continue for a resumable break.
  3. To test a different difficulty during a normal invasion, use /invasion set 10. New spawns also use wave 10's equipment enchantment chance.
  4. Use /invasion stop to finish the run. From a stopped Core, /invasion start 15 SWARM starts wave 15 with SWARM in every phase of that wave. The theme must have suitable available participants. See Custom Themes to create a roster and Custom Squads to configure group purchases.

Finding invaders and diagnosing a phase

/invasion debug gives 10 minutes of Glowing to matching living, loaded entities in the execution dimension: IM combatants, configured active mobs, and invasion allies. Its scope is broader than the current wave, and it does not load every hidden entity in the world.

The command reports the matching count and lists up to ten mobs with coordinates. Current-phase mobs come first, then nearer mobs. Click a coordinate to put a teleport command into chat; it is a suggestion, not an automatic teleport. With an active Nexus it also reports remaining phase mobs, the phase timer, and the current theme. Without one, highlighting still works but phase information is unavailable.

This does not enable Nexus test mode. Use the Engineer Hammer for tests with existing mobs and no automatic waves. Without command permission, Small Remnants and Rift Flux work even at full hunger to reveal loaded IM combatants. A Stable attack has no inactivity timeout, so use highlighting to locate survivors instead of waiting for automatic completion.

For extra server log output, see diagnostic logging. The startup-only Debug Wand is another developer tool with limited behavior.

Invaders may be pursuing a retained living target rather than the Core. For controlled theme tests, see RANDOMHELL before/after wave 100 and the five additional shipped themes. Wave-based Infernal rolls apply to new eligible mobs, not a reroll of debug-highlighted survivors.

Read Nexus slot and Debug-status labels for the menu display, or Versus shadows for the team marker independent of Glowing.

Nexus beam

With Versus Nexuses in the current dimension, /invasion bolt toggles every available stationary Versus Core together. If any beam is off, all switch on; otherwise all switch off. Each beam follows its Nexus team color. Outside Versus it toggles the selected stationary Core's beam.

It requires no gamemaster permission and fails if no eligible Core block exists. Transferred Player Nexuses have no Core beam. The command changes the display, not wave difficulty or invasion state.

Before server maintenance, read saving, restarting and resuming an invasion. A saved pause remains in effect after restart.