Optional integrations · Minecraft 26.3 / NeoForge

Mod Integrations

Find Nexus production in JEI, add Infernal modifiers, meet the optional Friends & Foes Wildfire invader, enable Tiny Skeletons baby variants, face IM mutants, and configure Vanilla or other-mod invaders.

Requirements

These integrations are optional. Use compatible releases of Just Enough Items (JEI), AtomicStryker’s Infernal Mobs, Friends & Foes, Tiny Skeletons or Mutant Monsters and their dependencies. The behavior below describes the current local Minecraft 26.3 / NeoForge source; companion-mod availability and older ports may differ.

JEI provides the recipe browser in your client. Infernal Mobs must be available where the world runs, including the dedicated server in multiplayer; follow that mod's client/server installation requirements. Installing it only in a local client does not enable the server-side invasion roll. None of these integrations requires a separate Invasion Mod toggle: compatible installed mods are detected automatically.

JEI: Rift Flux Generation

In addition to ordinary crafting recipes, Invasion Mod adds a dedicated Rift Flux Generation category to JEI. Its category ID is invmod:rift_flux_generation, and its icon and registered workstation are the Nexus Core.

  1. Open your inventory with JEI enabled and search for Rift Flux.
  2. Hover Rift Flux and use JEI's Show Recipes binding (normally R). Select Rift Flux Generation among the available categories. You can also look up the Nexus Core's uses (normally U).
  3. The category displays a Nexus Core on the left, an arrow, and one Rift Flux on the right. The Core is also registered as the category's crafting station.
The Core is not consumed. This is a production reference, not a crafting-grid conversion of a Core into Flux. Place and activate a Nexus to generate Flux in its output slot; no input ingredient is consumed by this generation process.

See current wave-based Flux rates and Exchange Auto Buy for production timing, mode conditions, hopper extraction and overflow.

Generation depends on the running Nexus mode. Normal invasion generation accumulates while its wave spawner is active; Stable mode also produces between night attacks. An occupied or full output slot does not stop production: excess drops above the Core. Exchange Auto Buy selects goods instead of Flux. JEI's category shows the station and product, not the current selection, timer or Nexus progress.

For the separate Small Remnants crafting recipe, see Rift Flux & Conversions. Converting Flux into a Strong Nexus Catalyst at Nexus level 10+ is another process. This custom category documents Flux generation only. A generic recommendation to use REI does not mean REI has this JEI-specific category.

Infernal Mobs

With a compatible Infernal Mobs installation (mod ID infernalmobs), eligible invasion mobs get a Nexus-dependent chance to receive an Infernal modifier. This happens on the server when the entity enters the world.

Which enemies qualify?

IM combatants must be bound to an active Nexus. Compatible IM egg spawns at an active Nexus bind before the Infernal join hook, including dispenser spawns and egg offspring; an unbound IM mob does not qualify just because of its registry name. Configured active Vanilla and other-mod invasion mobs can also qualify. Infernal Mobs' own rules may still apply outside this integration's scope.

Chance and modifier selection

Outside Versus, the chance is the Nexus's current wave number as a percentage, clamped to 0–100%. It is checked for each eligible mob, not once for the entire wave. In Versus, the purchased Infernal skill chance applies instead, starting at 0%; this also applies to compatible newly bound egg mobs.

Current waveInvasion roll succeeds
11%
1515%
5050%
100 or higher100%

After a successful roll, the integration starts at a random position in its modifier list and tries candidates until Infernal Mobs accepts one. Candidates include Berserk, Fiery, Lifesteal, Regen, Sticky, Storm and Wither. The attempt stops as soon as modifiers are present. A higher wave increases the chance of an attempt; it does not directly request more modifiers. Even a 100% roll cannot force a modifier that the installed Infernal Mobs version or settings rejects.

One roll, including after a reload

The integration marks the mob as handled before Infernal Mobs' ordinary spawn hook, preventing an additional ordinary spawn roll for that eligible invasion mob. Both successful and unsuccessful invasion rolls are recorded in persistent entity data (invmodInfernalMobsRolled).

Unloading and reloading the mob does not roll again, and surviving into a later wave does not increase its already-decided chance. Existing Infernal data restored from disk, including a non-infernal marker, is preserved. See Nexus Waves for invasion modes and IM Mobs for the underlying enemies; modifiers add to their normal behavior.

For the complete Versus purchase path, see Infernal skill prices, 0–100% progression, loader requirements and saved rolls. Upgrading does not reroll existing army members.

Configured natural spawns and checking the roll

  1. Install a compatible Infernal Mobs release on the world/server and follow its client requirements. This integration is supported on Forge/NeoForge; the Fabric/Quilt port does not provide it.
  2. For a Vanilla or other-mod creature, open Entities, find or add its registry ID, set it to Active and use Entities → Save on the instance running the world. Configure themes for wave purchases; natural world spawns do not need a theme purchase to join.
  3. Activate a Nexus in that dimension, then observe newly joining eligible mobs. A configured Active natural spawn can join the active invasion before Infernal Mobs' normal spawn hook. Inactive and Attack-only entries do not qualify through that natural-spawn path. The existing saved Nexus binding is respected.
  4. Use Nexus diagnostics to check the current wave and whether the invasion is active. Check several fresh mobs: at wave 1, a non-Infernal result is expected 99% of the time. Reloading one survivor is not a new sample.

At wave 100+, only the invasion chance is guaranteed. The companion mod must still accept a modifier for that entity. If it rejects every candidate, the server logs Infernal Mobs did not accept any modifier for …. An API initialization error, or an API error that disables compatibility, also appears in the server log. Check companion versions and settings before changing the invasion wave.

Ordinary Infernal Mobs spawning outside the eligible active-invasion path still uses the companion mod's own rules. Recruiting a mob after its world-join event does not retroactively roll it; Versus uses the purchased Infernal chance, not the normal wave percentage.

IM Wildfire Spawn Egg

Friends & Foes: IM Wildfire

Install a compatible Friends & Foes release (mod ID friendsandfoes) and its required dependencies alongside Invasion Mod on the world/server and participating clients. Match Minecraft and NeoForge versions; this source integration does not establish that a compatible Friends & Foes release is available for every version. Detection is automatic, with no separate Invasion toggle.

Entity, spawn egg and configuration

When the companion mod is loaded, Invasion registers invmod:wildfire and the IM Wildfire Spawn Egg, invmod:wildfire_spawn_egg. Both are absent without Friends & Foes. With commands enabled, obtain the egg using:

/give @s invmod:wildfire_spawn_egg

The IM entry uses Friends & Foes' Wildfire entity, renderer and base attributes, with fire immunity and added Nexus behavior. It is separate from friendsandfoes:wildfire; configure the IM counterpart under Entities. An egg is useful for identifying the mob, but an unbound mob is not a test of an active invasion's Nexus attack.

Waves and boss selection

The supplied IM defaults are Active, Boss enabled, normal cost 200, and themes FLYING, NETHER, MIXED, RANDOM and RANDOMHELL. You can edit ordinary wave participation, costs and memberships in Configuration and Custom Themes. RANDOM retains its configured boss cost; RANDOMHELL prices bosses at 20. A theme assignment alone does not guarantee a spawn: the phase must select and afford it.

Separately, starting at wave 15, every fifth wave (15, 20, 25, …) adds one randomly selected boss in its last phase, outside the ordinary budget. Installing Friends & Foes adds IM Wildfire to that selection alongside Wither, Warden and other available bosses. Wildfire is a possibility, not a guaranteed boss. This companion-mod addition is unconditional once loaded: setting the IM entry Inactive or clearing its Boss flag does not remove it from this separate extra-boss list.

Nexus flight and shield-fragment volleys

The added attack runs while the Wildfire is bound to an active Nexus and has neither a living attack target nor an attack/avoid target stored in its AI. Ordinary Friends & Foes combat and avoidance can therefore take priority. With a clear opportunity, it approaches the Nexus from farther than 8 blocks, using the same wall-crossing flight helper as the IM Blaze.

Within 32 blocks of its shot target it launches eight shield-debris projectiles with spread, then waits roughly 60 ticks (3 seconds at 20 TPS) before another volley. It aims at the Nexus when the path is clear, or at the first blocking block if that block can be ignited by lava. A nonflammable obstruction prevents that shot; flight may still find another angle.

Each fragment that directly hits the bound Nexus block deals 5 Nexus damage and is removed. Eight projectiles do not mean eight guaranteed hits. The compatibility mixin also rejects incoming damage whose causing entity implements Invasion's combatant behavior, preventing friendly shield retaliation. Bound Wildfires retain their Nexus link when saved and do not use ordinary distance despawning while bound.

For defense, intercept the attacker before it has an open shot and use nonflammable cover; account for its ability to fly around walls. These numbers describe the added Nexus-block attack, not the companion mod's player damage or its entire native moveset. See Player Nexus for the separate moving-player mode.

Check the integration

  • Egg or entry missing: verify the mod ID, matching versions and dependencies on the client and server. Check startup errors; installing only a client copy cannot register the server's entity.
  • No Wildfire in a wave: check active mode, theme and budget for ordinary purchases. The extra boss is random and only appears at the qualifying last phase.
  • No Nexus volley: check the active Nexus binding, competing attack/avoid targets, range and nonflammable obstructions. Test a fresh invasion rather than assuming a standalone egg mob is bound.

Tiny Skeletons: baby invaders

Install a compatible Tiny Skeletons release (mod ID tinyskeletons) and its dependencies on the world/server and participating clients. Match Minecraft and NeoForge versions. Invasion detects it automatically; this guide describes the 3.0.0 source for Minecraft 26.3, not a guarantee that a matching companion release is available.

Where babies come from

With Tiny Skeletons loaded, the wave planner adds baby Skeleton, Stray, Bogged, Parched and Wither Skeleton options. Theme membership, entity configuration and budget still determine purchases. Regular planned purchases also roll a baby flag with a chance of 1% per wave, capped at 20%; explicitly baby options remain babies. Configured squad members can request babies too. None of this guarantees a baby in every phase.

During an active invasion, loaded Tiny Skeletons entities tinyskeletons:baby_skeleton, tinyskeletons:baby_stray, tinyskeletons:baby_bogged, tinyskeletons:baby_parched and tinyskeletons:baby_wither_skeleton are converted to their corresponding IM family. Conversion preserves baby state and equipment, and sets maximum and current health to 30% of the source's maximum health. This reduction belongs to replacement, not ordinary wave spawns. Below Hard difficulty, eligible natural spawns are suppressed during an active invasion; already loaded mobs can still be replaced.

In Versus, babies retain separate tier-specific unlocks and purchase prices; the older duplicate adult Skeleton offer is not an additional baby variant.

Babies use the family's IM entity ID and loot rules, not separately registered IM baby entities or baby spawn eggs. For example, invmod:skeleton_spawn_egg is the ordinary family egg. With operator permission and Tiny Skeletons installed, test baby state using:

/summon invmod:skeleton ~ ~ ~ {IsBaby:1b}

A summoned baby does not run wave equipment setup or automatically prove Nexus binding. Without Tiny Skeletons, the IM baby flag is disabled. Baby state is saved; babies have half-size dimensions and a 50% movement-speed bonus.

Equipment and abilities

These are the base-family baby wave loadouts. Existing melee weapons on non-Wither babies are retained, and sniping-enabled entries skip the special equipment replacement. Later wave weapon/shield rules or picked-up gear can change the result. Converted babies keep their previous equipment. Tier-2 entries have separate IDs and configuration; do not assume base-only item setup or Skeleton weapon switching applies to them.

Base familyBaby loadout and behavior
SkeletonBow in the main hand, wooden sword in the offhand. With that pair, switches to the sword when its living target is closer than 4 blocks, and back to the bow beyond 6 blocks or without a target. Each swap has a 60-tick cooldown (3 seconds at 20 TPS). Initialization sets offhand drop chance to zero.
BoggedRandom red or brown mushroom to throw.
ParchedSand to throw.
StraySnowballs to throw.
Wither SkeletonCarries a Wither Skeleton Skull. Initialization marks its slot for a guaranteed equipment drop; the skull is also available through the rose interaction below.
Baby Bogged: thrown mushrooms
Baby Stray: damaging snowballs

Mushrooms, sand and snowballs use Invasion's thrown-item projectile: a direct entity hit applies 0.5 damage, and a Nexus Core block hit requests 2 Nexus damage before Nexus damage scaling. They do not apply poison, weakness or slowness just because of the skeleton family. With suitable equipment, babies can also attack the Nexus at range. Use cover and watch low openings.

A rose for a skull

Use a Wither Rose on a baby IM Wither Skeleton carrying a skull in one hand with the other hand empty. It consumes one rose outside Creative, drops the carried skull, empties that hand and dances for 300 ticks (15 seconds at 20 TPS). That skull cannot be obtained again through a death drop. A shield or other item in the second hand prevents the trade. This does not tame it or remove its Nexus allegiance.

Check the integration

  • No babies: verify Tiny Skeletons on server and client, restart after installation, and test newly spawned mobs. Check entity modes, themes and squads; random waves can contain no babies.
  • Unexpected weapon: check the exact registry entry, sniping setting, retained melee weapon and wave equipment rules. An ordinary egg does not apply the baby wave loadout.
  • No rose trade: the Wither Skeleton must be a baby, still carry its skull, and have an empty other hand.

Mutant Monsters: IM mutants

Install a compatible Mutant Monsters release (mod ID mutantmonsters) and its dependencies on the world/server and participating clients. Match Minecraft and NeoForge versions. Detection is automatic; the 3.0.0 source integration does not guarantee a companion release for every Minecraft version. Without that mod, these IM entities and eggs are not registered.

Entities, eggs and wave defaults

These are separate invmod: versions of the companion mobs. Each has an egg named invmod:<entity_name>_spawn_egg. The table lists supplied ordinary costs and theme memberships; all six default to Active.

IM entity IDCost / Boss flagThemes
invmod:mutant_zombie200 / YesUNDERGROUND, MIXED, RANDOM, RANDOMHELL
invmod:mutant_creeper200 / YesUNDERGROUND, MIXED, RANDOM, RANDOMHELL
invmod:mutant_skeleton200 / YesRANGED, UNDERGROUND, MIXED, RANDOM, RANDOMHELL
invmod:mutant_enderman200 / YesUNDERGROUND, MIXED, RANDOM, RANDOMHELL
invmod:spider_pig25 / NoSPIDER, FAST, MIXED, RANDOM, RANDOMHELL
invmod:creeper_minion5 / NoMIXED, RANDOM, RANDOMHELL

For example, with commands enabled:

/give @s invmod:mutant_zombie_spawn_egg
/give @s invmod:creeper_minion_spawn_egg

An IM egg used by a player can bind its newly spawned mob to an active Nexus in that dimension. Without an active Nexus it remains unbound; egg binding does not run the wave-construction health setup. For wave tests, start a fresh invasion instead.

Ordinary purchases require a suitable theme and budget. RANDOM uses the configured boss cost; RANDOMHELL prices bosses at 20 and non-bosses at 5. The predefined native pools retain their own options: editing JSON mode, costs or themes is not a universal override. Use Configuration and Custom Themes for configured selections.

Separate extra-boss rule: the last phase of waves 15, 20, 25, … adds one random boss outside the ordinary budget. Installing Mutant Monsters adds Mutant Zombie, Creeper, Skeleton and Enderman to that candidate list. Spider Pig and Creeper Minion are not built-in free-boss candidates. Setting a large mutant Inactive or clearing its Boss flag does not remove it from this separate list. A mutant is possible, not guaranteed.

What changes from the original mobs?

The IM subclasses keep the companion mod's attributes, visuals and native combat, adding a saved Nexus link and Nexus goals. They reject other Invasion combatants as attack targets and do not use ordinary distance despawning while bound. When constructed for a Nexus wave, their maximum health is doubled and they are healed to it; configured base-stat scaling can still apply. This wave setup is separate from eggs and conversion.

During an active invasion, loaded originals of these six mutantmonsters: families can be converted to their IM counterparts. Configure the IM IDs, rather than adding the specialized originals as generic wave entries. The IM death-drop hook also rolls the corresponding original Mutant Monsters loot table; actual drops depend on that table and its conditions.

Nexus attacks

  • Mutant Zombie, Creeper, Enderman and Spider Pig: with no attack target and an active bound Nexus, approach it and attack within 4 blocks. The added attack calls their native melee/animation action and requests Nexus damage equal to the rounded-up attack-damage attribute, with a minimum of 2. Successful attacks wait 40 ticks (2 seconds at 20 TPS); a busy or unstarted animation is retried after 5 ticks.
  • Mutant Skeleton: starts its shooting animation within 32 blocks and fires an Invasion arrow toward the bound Nexus at animation tick 26. Terrain can intercept the projectile. Its Nexus attack uses this ranged path rather than the shared direct melee damage.
  • Creeper Minion: the Nexus attack ignites it after a 40-tick spawn grace period. An explosion in range requests 5 Nexus damage, or 10 when charged. Range depends on explosion radius, so ignition alone does not guarantee a hit. Remaining within 0.2 blocks of its stationary anchor for 10 seconds also ignites it. Continuous-explosion variants wait 60 ticks between Nexus ignition requests, others 100.

These are the added Nexus attack rules, not a complete replacement for the companion mod's native moveset or player damage. Intercept melee mutants, use cover against Skeleton arrows, and avoid leaving Minions next to the Core. See Nexus Waves and the separate Player Nexus mode.

Check the integration

  • Missing eggs: check mod ID, matching versions, required dependencies and server/client startup errors.
  • No mutant purchase: check theme, budget and the distinction between native pools and configured selections. The free boss appears only in the qualifying last phase and is random.
  • No Nexus attack: test an active binding, remove competing combat targets and check range or projectile obstructions. A standalone egg is not a wave-health test.

Vanilla and other-mod mobs

Invasion can add registered Vanilla and other-mod mobs to its configured wave roster without a dedicated IM subclass. Their entity IDs and native visuals remain unchanged. Install the providing mod and dependencies on the server and required clients first; an entry in the defaults file cannot install a mod or create a missing entity.

For a roster based on Vanilla species, Entities → Globals → Restrict to vanilla mobs disables custom species, including other-mod entries, while keeping the existing modes of Vanilla mobs and matching IM counterparts. Save on the server and review fallbacks; this does not enable every Vanilla species or remove existing mobs.

Add and enable a mob

  1. Back up config/invasion_mod_mobs.json in the world/server instance. Open Mods → Invasion Mod → Config → Entities on the client.
  2. Search for the exact registered ID. Hostile other-mod entities are discovered automatically when the configuration refreshes. If an eligible mob is missing, open Add neutral, search its ID or display name and select it. Players, armor stands, already configured entries and specialized originals with IM replacements are excluded.
  3. Set the entry to Active, choose its cost, assign a theme and review Abilities. A newly discovered mob without supplied defaults starts Inactive, non-boss, cost 5, in MIXED/RANDOM/RANDOMHELL, with optional abilities disabled. Entries selected through Add neutral always start Inactive, even when defaults exist.
  4. For a controlled test, create a custom theme containing the entry, or a squad. Save from Entities and follow server setup; editing a local client does not update a remote server's files.
  5. Start a fresh invasion to rebuild the wave plan. Ensure enough budget and suitable spawn space. Theme membership means eligibility, not a guaranteed purchase.

For a simple Vanilla example, add minecraft:pillager through Add neutral, enable it and assign your test theme. This uses the original Pillager entity, not a new invmod:pillager or IM Pillager egg. For file editing, merge the following entry into the existing root object while the server is stopped; preserve all other entries:

"minecraft:pillager": {
  "active": true,
  "boss": false,
  "cost": 5,
  "themes": ["MIXED"],
  "abilities": {
    "weapons": true,
    "armor": true,
    "mining": false
  }
}

Use the mob's actual registry ID, not its translated name or an item ID. Inactive, Active and Attack are distinct: Attack marks a target for invaders and can configure a death replacement; it does not purchase the mob as a wave attacker. An Active entry with Boss enabled also joins the configured extra-boss candidates from wave 15, every fifth wave. That flag alone does not increase health.

Supplied defaults are conditional

The bundled invasion_mod_mobs_defaults.json provides presets for registered entities from BetterEnd, BetterNether, Burnt Additions, Earth Mobs, Eternal Nether, Friends & Foes, Hunter's Return, Ice and Fire, Illager Invasion, Mowzie's Mobs, Mutant Monsters, Mutants Zombies, Occultism and Variants & Ventures, as well as Vanilla and IM entries. These are registry-based presets, not a promise of deep integration or matching releases for Minecraft 26.3. Missing entity IDs are skipped.

Example supplied IDDefault
mutantszombies:spitterActive, non-boss, cost 10; RANGED, UNDERGROUND, MIXED, RANDOM, RANDOMHELL.
mutantmonsters:endersoul_cloneActive, non-boss, cost 3; MIXED, RANDOM, RANDOMHELL; block theft enabled. This is a generic entry, separate from the six IM mutant subclasses above.
illagerinvasion:invokerAttack, non-boss, cost 5; a target rather than an ordinary wave participant.

Refresh preserves existing valid user entries and adds missing ones. Regenerate resets choices to defaults; back up first. See restore and regeneration.

Added behavior and limits

Active generic mobs receive invasion targeting, Nexus approach, ladder climbing and supported special movement. With no living combat target, the basic Nexus attack works within 4 blocks and requests 2 damage every 20 ticks. Supported flying/jumping movement has its own approach and close-range attack. Native AI can still affect navigation and combat; configuration does not turn every mod's special attacks into Nexus attacks.

With Weapons enabled and a bow, crossbow or trident in the main hand, the generic ranged goal can shoot at the Nexus from beyond 4 to 16 blocks with a clear shot, every 65 ticks. Weapons and Armor also permit suitable dropped equipment pickup. Mining, stairs, bridges, towers, spiral stairs, climbing, fireproofing, high jumping, block theft and sniping are available where supported; review ability conditions and base stats before enabling them. Turning an added ability off does not erase the mob's native ability.

Not limited to purchased wave mobs: Active generic entities can gain Nexus behavior from natural or egg spawns while a Nexus is active in their dimension. Their Nexus ownership is recorded; bound mobs are cleaned up when that Nexus stops or disappears. Use a test world before enabling valuable neutral mobs. Only actual wave-spawned generic mobs use the external-wave kill notification; extra natural or egg spawns are not extra purchased kills.

Specialized original Mutant Monsters, Wildfire and Tiny Skeletons families use their dedicated conversion paths, rather than this generic roster. For those, follow IM mutants, Wildfire and baby skeletons.

Check your roster

  • ID missing: confirm the providing mod is loaded on the server, the exact ID exists, and the picker search is clear. An absent preset does not prove incompatibility; an absent registered entity cannot spawn.
  • Configured but absent from waves: check Active mode, assigned theme, cost, squad settings, spawn space and the actual server file. Restart and test a new plan after file edits.
  • Unexpected targets or replacement: check Attack mode and Replace. The replacement handler does not require an invader to deliver the killing blow; see target settings.
  • No added attack: check active Nexus, living targets, equipped ranged weapon, Weapons toggle and line of sight. Native AI and unsupported special mechanics can still take priority.

For ordinary defenders as well as configured entries, see Snow Golem weapon pickup, projectiles and active shields.

Snow Golems: weapons and shields

The mod extends the ordinary minecraft:snow_golem; there is no separate IM Snow Golem entity or egg. Naturally built and egg-spawned Snow Golems can pick up supported dropped weapons. Without a recognized weapon, their native ranged attack remains snowballs. Target selection remains the Snow Golem’s native behavior; equipment alone does not make it attack a Nexus.

  1. Build a Snow Golem in a suitable climate with room to move. Drop a supported weapon close beside it, then wait for its pickup delay and periodic equipment scan. It needs AI enabled and a reachable drop within its nearby pickup area.
  2. Use a sword, axe or another recognized melee weapon for melee combat. Use a bow, crossbow or trident for the matching ranged projectiles. An already held recognized weapon is not replaced by a new weapon from the ground.
  3. For a shield, equip the melee weapon first, then drop a recognized shield beside it. The offhand must be empty. A shield alone does not make an unarmed Snow Golem a melee fighter, and occupied offhands are preserved.
  4. If minecraft:snow_golem is configured Active, enable Entities → Abilities → Weapons and save. An active entry with Weapons off rejects weapon and shield pickup. Ordinary Snow Golems do not need to join an invasion roster to use this feature.
Melee weapon: close combat
Bow: arrows and bow effects
Crossbow: loaded/default projectiles
Trident: thrown projectile
No weapon: snowballs

Projectile behavior and visible equipment

Bows and crossbows dispatch through the held item’s projectile code. Supported custom bow/crossbow types retain their projectile and shot effects, including Searing Bow and Frozen Bow behavior. Charged projectiles are used and cleared from a loaded crossbow; otherwise the item supplies its normal available/default ammunition. Multishot is handled by the weapon dispatch. The held ranged weapon is not consumed by firing.

Melee equipment switches off the native snowball goal and enables a melee approach. The main-hand weapon and offhand shield are rendered on the animated arm tips. Held equipment stands upright and points forward in both hands; it follows the arm animation.

Active shield defense

A living, AI-enabled Snow Golem with a recognized melee main-hand weapon and a shield in the offhand can actively block. Snow Golems are eligible directly, including ordinary defenders outside an invasion. Shield facing and attack openings still apply: 20-tick melee windup, 5 ticks after a main-hand attack plus the active swing, and an 80-tick pause after three successful positive-damage blocks. See shared shield rules, including projectile-defense windows.

Check the setup

  • No pickup: check item pickup delay, AI, proximity, existing main-hand weapon and the active entry’s Weapons switch. Supported weapon tags or item classes matter; an arbitrary decorative item is not a weapon.
  • No shield: equip a recognized melee weapon first and leave the offhand empty. A bow/crossbow setup alone does not qualify.
  • No attack: supply a valid native enemy and a clear route or shot. Heat, water and ordinary Snow Golem survival rules still apply.
  • Wanted in waves: use Add neutral, Active, themes and server setup. That separate configuration can add invasion targeting and lifecycle rules; use a test world before enabling existing defenders.

Troubleshooting

  • JEI category missing: check that JEI is loaded in the client, that the installed Invasion build includes this integration, and that you selected Rift Flux's generation category rather than its crafting recipe. Check custom JEI key bindings if R/U do nothing.
  • No Flux appears: the JEI display does not start production. Check the placed Nexus's running mode and output slot; consult Nexus Waves and Flux recipes.
  • No Infernal invaders: first check installation on the world/server, an active Nexus, and newly spawned eligible IM combatants. Low waves have low odds; reloading an existing mob is not a fresh test.
  • Infernal API mismatch: the server log reports if the compatibility API cannot initialize. An API error during handling disables this integration for the current run; if no candidate modifier is accepted, a warning names the entity. Check companion-mod versions and settings before restarting.