Nexus battles • Minecraft 26.3 / NeoForge

Versus Nexus

Build an army against another player's Nexus. Buy economic and combat skills, claim conversion families or carry your team into battle as a Player Nexus.

Craft and activate a Versus Nexus

Shapeless: 1 Nexus Catalyst + 1 Damping Agent → 1 Versus Catalyst. Put both ingredients anywhere in the crafting grid. Item ID: invmod:versus_catalyst. The recipe reference also links the ingredient recipes.

  1. Have each player place a Nexus Core in the same dimension, with solid ground and room around it for purchases to spawn.
  2. End any Normal, Strong, Stable or Debug invasion in that dimension first. Versus and ordinary invasions cannot run together there.
  3. Each intended owner opens their inactive Core and places one Versus Catalyst into the Catalyst input slot. Successful activation consumes one catalyst and starts Versus immediately, without the normal charging delay.
  4. Open Skills to prepare your army. A different player must activate a second Versus Nexus before the Mobs tab and mob purchases become available.

Only the player who inserts the catalyst is bound; nearby players do not join this team. The owner must be alive and not a spectator. Each player can own only one active Versus Nexus per dimension. Use the Core's menu for insertion so the game can identify the owner. Only that owner can open and operate its menus.

A lone active Versus Nexus still produces Flux and allows skill purchases and mob unlocks. Its bound mobs wait without an opponent. There are no advancing invasion waves in this mode. With several teams, each Nexus selects the nearest active Nexus belonging to another player in the same dimension.

Your personal HUD shows own Nexus health, own mob count, enemy mob count and enemy Nexus health. Your mobs cannot select or damage their own owner or their own army. Visible, attackable enemy army mobs within 32 blocks take priority; enemy Nexus owners can also be attacked. A team color is a visual marker, not an alliance.

Keep the catalyst types distinct. Versus Catalyst starts a battle; Nexus Catalyst starts Normal waves; Strong Nexus Catalyst starts Strong waves. The current Versus recipe uses Damping Agent and Nexus Catalyst. Historical Strong Catalyst + lapis recipes do not apply to this branch.

Versus hides the Core radius label

After activating Versus, open your stationary Core's Nexus tab. The lower-right Radius label is intentionally hidden. The center shows the Versus mode; use the team HUD for health and army counts. A missing radius readout is not a failed activation or an empty catalog. Ordinary, Stable and Debug Core screens still show their configured radius.

Hiding the label does not erase the saved radius or stop arena chunk loading. On a placed Core, the Nexus Adjuster and Material Probe still report successful radius changes in chat when its wave spawner is inactive. The ordinary tools' 8–1024 range is not an army purchase distance.

Purchased mobs instead try safe positions 2–8 blocks horizontally from their own Nexus origin, with nearby vertical offsets. Keep supported, clear spawn space close to the Core. Player Versus uses the moving owner's origin. These purchases do not use the wave spawner's outward-then-inward radius recovery; increasing the Core radius does not move purchases to its edge.

If no mob appears, check the unlock, payment and active opponent, pause state and nearby collision space. For a hidden or missing menu control, use the Nexus menu guide; changing GUI Scale does not restore the deliberately hidden Versus radius label.

Unlock a mob, then buy your army

  1. In Skills, choose Mob unlocks or All and find your desired mob. Click Unlock and pay the displayed Rift-Flux price once for that exact entry.
  2. The unlocked entry disappears from Skills. With an active opponent, select Mobs; the entry now remains available for repeated purchases.
  3. Click the row's Buy button to spawn one mob. Each successful click pays its current price again. Unlocking does not itself spawn a mob; baby, tier and other catalog variants are separate entries.

To disable custom species in the server draft while preserving Vanilla entries, use Restrict to vanilla mobs and save. This does not automatically enable Vanilla offers.

The lists use the server's active mob configuration and costs, including eligible configured Vanilla and other-mod mobs. Your client settings cannot change the roster or prices. Configured inactive entries are hidden. Consult mob guides and Entity modes and stats before selecting an army.

Skeleton catalog: one offer per variant

The corrected catalog lists each ordinary Skeleton tier once. The October 8 source fixes for Minecraft 1.20.1 and 1.21.1 remove an extra adult Tier-1 offer priced at 3 Flux; they keep the intended adult Tier-1 price of 2 and Tier-2 price of 3. The current 26.3 / NeoForge catalog also distinguishes tier and baby state. A second row with a different tier or baby state is a separate purchase.

Ordinary Skeleton defaults before server edits and Sale
VariantRegistry entryBase Flux costRequirement
Adult Tier 1invmod:skeleton2No Tiny Skeletons dependency
Adult Tier 2invmod:skeleton_t23No Tiny Skeletons dependency
Baby Tier 1invmod:skeleton, baby flag3Tiny Skeletons
Baby Tier 2invmod:skeleton_t2, baby flag4Tiny Skeletons
  1. Open Skills → Mob unlocks, search for invmod:skeleton, and identify the tier and baby state before clicking Unlock. Each variant has its own unlock and Auto Buy selection.
  2. After unlocking, look in Mobs with an active opponent and buy the intended row. An unlocked variant disappears from the unlock list; it is not a missing catalog entry.
  3. Compare identical variants rather than all rows containing “Skeleton”. Stray, Frost Skeleton and Skeleton Builder are distinct mobs and retain their own offers.

The table gives shipped costs, not a fixed price on every server. Server entity modes and costs control availability and pricing; baby variants add 1 to the corresponding adult cost. The displayed server price is authoritative. Sale reduces subsequent mob purchases by 1 per level down to a minimum of 1, but does not reduce unlock prices. For example, with default costs and one Sale level, adult Tier 1 costs 1 to buy and adult Tier 2 costs 2. Each unlock still uses its undiscounted configured cost.

If the same adult tier appears twice with different prices, check for a build containing the correction and fully restart matching server and clients. Clearing search cannot repair an older catalog. If babies are absent, verify compatible Tiny Skeletons on the server and clients; adult offers do not require it. Do not delete saved unlocks to troubleshoot. Source corrections: 1.20.1 and 1.21.1. For spawn crashes instead of duplicate rows, see spawn compatibility fixes.

Search, sort and mob previews

Use Search skills… or Search mobs…. Mob searches match names, variants and registry IDs. Sort offers Name A–Z, Name Z–A, Cost: low and Cost: high. Skills has separate upgrade and mob-unlock groups; its filter selects All, Upgrades or Mob unlocks. Clear the search and check this filter if a row seems missing. The old maximum-price field and No Mobs sort are replaced by these controls.

Current English controlOrder
Name A–ZNames ascending, ignoring letter case.
Name Z–ANames descending.
Cost: lowCheapest first; equal prices use ascending names.
Cost: highMost expensive first; equal prices still use ascending names.

Click the sort control to cycle these four orders. Searching or changing order returns the list to its top. In Skills, upgrades and mob unlocks stay in separate groups even when sorting by price. Older releases used ↓/↑ Name and ↓/↑ Cost labels; use the current words to identify the direction.

Scroll with the wheel or scrollbar. Each mob row shows a Flux icon, server price, a small 3D mob preview, name and purchase type. Baby and tier variants remain separate purchases; a registered Skeleton Tier 2 does not gain a second “T2” suffix. A preview is only a display: it does not spawn, recruit or charge you. Click Unlock in Skills or Buy in Mobs for the actual action; right-clicking a Mobs row has a different purpose.

Mob unlocks have tooltips in the current branch. Hover the row or button to read the complete name, price, unlock level and payment hint. Upgrade tooltips show their description and current level. Older notes about missing unlock tooltips no longer apply. Preview entities now receive IDs for rendering, preventing the earlier missing-ID menu crash; external mob renderers may still have their own compatibility limits.

See GUI scale and tab access if the list is cramped. A grayed-out Mobs tab can mean no active opponent; it is not a preview error.

Payment and safe spawning

Manual mob purchases, mob unlocks and skill upgrades spend carried Flux first from the 36 main-inventory/hotbar slots, then make up the shortfall from Rift Flux in the Nexus output. Armor, offhand and non-Flux output do not pay. If the combined amount is insufficient, nothing is consumed. For example, a 5-Flux purchase uses 3 carried Flux and 2 output Flux.

Mob purchases require an opponent and an unpaused Nexus. Spawning checks nearby positions 2–8 blocks from the Nexus, up to four blocks above or below, with loaded terrain, solid support and collision-free space. If no safe position exists or spawning fails, payment is returned. Leave enough clearance for large mobs. Unlike ordinary Exchange purchases, these manual army actions can use Nexus output.

Auto Buy for mobs

  1. In Mobs, right-click the unlocked mob's row to toggle automatic purchases. Enabled rows turn green and say Auto-buy enabled. Multiple rows can be enabled.
  2. Keep Rift Flux in the stationary Nexus output. Auto Buy checks about once per second at 20 TPS, attempting one purchase per enabled entry when affordable and spawnable.
  3. Right-click again to disable that entry. Normal Buy remains a one-mob purchase.

Stationary mob Auto Buy never supplements output Flux from your inventory. It requires the owner present in the original dimension, a running Nexus and an active opponent. Entries share the same output balance; enabling several does not reserve funds or guarantee equal numbers. Unlocks and selections survive ordinary saving and loading.

Two different Auto Buy controls: Exchange Auto Buy replaces passive Flux output with a resource package. Mobs Auto Buy spends existing Flux on an army. Disable the Exchange selection if it prevents Flux accumulating for mob purchases. A transferred Player Versus Nexus instead pays automatic mob purchases from the owner's inventory; this output-only rule describes a stationary Core.

Faster Rift Flux, Sale and Stack Size

Open Skills → Upgrades, clear the search or enter the skill name, then click Upgrade. Each click buys one level at the shown price. Hover to read the current level and description. These three upgrades use the manual payment order above; they can be bought before an opponent joins.

L is the current level before buying. Scroll the table horizontally on narrow screens.

Economic skills
SkillNext purchaseEffect and limit
Faster Rift FluxL + 1 Flux: 1, 2, 3…Removes one second from the initial 30-second interval. Level 1: 29 seconds; level 10: 20 seconds; level 29: 1 second per Flux. Maximum 29 purchases.
Sale5 × (L + 1) Flux: 5, 10, 15…Each level reduces every Mobs purchase price by 1, with a minimum of 1. Does not reduce mob-unlock prices, other skill prices or Exchange prices.
Stack Size5 Flux every timeAdds 64 to the Rift-Flux output capacity per level: 64 at level 0, 128 at level 1, 192 at level 2… Other output items keep their normal stack limit.

Example: a mob with an 8-Flux base price still costs 8 to unlock; with Sale level 3 it costs 5 for each subsequent purchase. Stack Size level 2 stores up to 192 Flux in the output, but taking it out splits it into ordinary stacks of up to 64.

Faster Rift Flux applies to Versus passive production, including the selected Exchange product: that product's price multiplies the one-Flux interval. It does not award an immediate free batch. Some current skill tooltips still describe a 5% base-rate increase; Versus production uses the one-second interval reduction shown above. Time assumes 20 TPS; lag lengthens it. For output collection, hoppers, progress and overflow, see Flux production. Stack Size increases storage capacity rather than changing the rate.

Levels, stored Flux and production progress survive ordinary save/load. Old saves with Faster Rift Flux above level 29 are clamped to 29. These purchases belong to this Nexus; ending the match resets them. See combat chances, Infernal and exclusive conversion skills for the other upgrades.

Infestation, armor, weapons, shields and enchantments

In Skills → Upgrades, search for Infestation, Armor, Weapons, Shield or Enchantment and click Upgrade. Each skill has its own chance: 0% initially, +1 percentage point per purchase, at most 100 purchases (100%). Level 25 means 25%, not a 25% increase over another wave chance. Skills can be bought before an opponent joins.

With L purchases already made for that skill, the next level costs 10 + 5 × L Rift Flux: 10, 15, 20… The 100th purchase costs 505 Flux; all 100 cost 25,750 Flux per skill. Payment uses carried Flux first, then Nexus output. Sale does not discount skills. Hover a row to check its level and price.

Independent purchased chances for newly equipped mobs
SkillWhat a successful roll doesLimits
InfestationMarks eligible new IM mobs with permanent invmod.infected infection. Death releases 1–4 IM Silverfish; hosts of the vanilla Enderman class release 1–4 IM Endermites. Native hosts pass their Nexus binding to the parasites.enable-silverfish=true is required for a new infection roll. Silverfish and Endermites cannot receive this spawn infection. See infection and Enderman hosts.
ArmorAdds random armor to a permitted empty slot. A successful roll can repeat for further empty slots until a roll fails or no eligible slots remain.Armor permission and family slot restrictions still apply. Fat Zombies get no random armor. Creepers, spiders, Endermen, Blazes and Ghasts are helmet-only; Brutes use helmet, leggings and boots; IM Zombified Piglins exclude helmets.
WeaponsAdds a random weapon from the applicable pool to an eligible mob's empty main hand.Weapon permission and a nonempty weapon pool are required. Native held weapons remain; Skeleton Breachers skip this random-weapon step. A weapon roll does not give every species weapon AI.
ShieldAdds a random shield after weapon selection.The mob must already hold a melee weapon, have an empty offhand, and have a shield available in the pool. No offhand replacement. See active shield defense.
EnchantmentFor each equipped item, adds a compatible supported enchantment or raises an existing compatible enchantment one level. The same purchased chance is rolled again while upgrades remain.Requires equipment. Item support, enchantment compatibility and maximum levels remain in force. At 100%, the loop ends when no compatible upgrade remains; it cannot produce unsupported or mutually incompatible enchantments.

Equipment is selected before enchantments. Armor, weapon and shield processing includes mob passengers. Zero purchased chance does not remove native armor or weapons. These skills use purchased chances instead of ordinary wave-based chances; buying an upgrade does not reroll mobs already in your army.

Compatible IM spawn eggs bound at an active Versus Nexus, including dispenser spawns and supported egg offspring, also use these purchased chances. Catalyst recruitment and automatic conversion bind existing creatures without running purchased-spawn equipment rolls. Infestation's spawn roll applies to eligible IM construction/egg paths; a configured Vanilla or other-mod catalog entry alone does not guarantee that infection path.

Permanent infection is separate from the Infested status effect. Disabling Silverfish prevents new skill infections and Silverfish death releases. An Enderman-class host already carrying the permanent marker can still release Endermites after that setting is disabled.

All five levels survive ordinary save/load and transfer to a Player Versus Nexus. Ending the match clears them. A 100% chance guarantees a roll succeeds only when that mob and item satisfy the skill's conditions.

Permanent infection
Weapon before shield
Enchantment after equipment

Buy an Infernal chance for your army

Install a compatible AtomicStryker's Infernal Mobs (ID infernalmobs) where the world runs, with its required dependencies and matching client/server versions. The skill is shown only when that optional mod is installed. This integration is available on Forge/NeoForge; Fabric/Quilt do not show this skill. Installing only a local client copy cannot enable a dedicated server's roll.

  1. Open your Versus Nexus's Skills → Upgrades and search for Infernal.
  2. Buy levels using Upgrade. Chance starts at 0%; every purchase adds 1 percentage point, up to 100 purchases / 100%.
  3. Buy a fresh eligible army mob to use the new chance. Existing mobs retain their previous Infernal result.

At current level L, the next purchase costs 20 + 10 × L Rift Flux: 20, 30, 40… The 100th purchase costs 1,010 Flux; all 100 cost 51,500 Flux. Payment is inventory first, then Nexus output; Sale does not apply. This level is independent of the five combat skills and survives save/load and Player-Nexus transfer, until match reset.

For an eligible mob bound to an active Versus Nexus when it joins the server world, the integration rolls the purchased Infernal percentage instead of the wave number and suppresses Infernal Mobs' separate normal rarity roll. Eligible configured Vanilla/other-mod invasion mobs and newly bound compatible egg mobs can qualify too. A successful roll tries modifiers until the companion mod accepts one; 100% cannot force a modifier that the companion API rejects.

One saved result per eligible mob. Reloading a chunk or buying more levels does not reroll it. Existing saved modifiers and saved non-Infernal results remain. Recruiting a creature after its world-join event does not trigger a new Infernal roll. Outside Versus, the ordinary wave-based chance still applies: wave 1 is 1%, wave 100+ is 100%. Read Infernal installation, modifier selection and API troubleshooting.

Claim exclusive conversion families

Conversion skills automatically recruit loaded, living, unbound members of a mob family in your Nexus's same dimension. They recruit existing creatures instead of transforming their species or spawning purchased copies. No family catalog unlock or additional catalyst is needed for each recruited mob.

  1. Open Skills → Upgrades or All, clear the search, or search for Conversion.
  2. Find an available skill with a light-red row background. Each of the eight skills is bought once by the first Nexus that pays for it.
  3. Click Upgrade and pay the fixed price below, using carried Flux first, then Nexus output. The purchased family disappears from every Skills menu in that dimension.
  4. Keep your Nexus running with an active opposing Versus Nexus. Loaded eligible mobs are claimed immediately if these conditions hold, then the server scans about once per second at 20 TPS.
Eight exclusive family skills; Sale does not change these prices
SkillFluxEligible families
Illager Conversion20Illager subclasses, including Pillagers, Vindicators, Evokers and Illusioners. Villagers and Witches are not Illagers.
Zombie Conversion20Vanilla Zombie subclasses and IM Zombie variants, including Drowned, Husks, Zombie Villagers and Zombie Builders. Pigman families belong to Pigman Conversion.
Skeleton Conversion20Vanilla and IM Skeleton subclasses/variants, including Strays, Bogged, Parched and Wither Skeletons.
Creeper Conversion20Vanilla and IM Creeper variants.
Enderman Conversion20Vanilla and IM Endermen. The Ender Zombie is a Zombie, not an Enderman.
Pigman Conversion30Piglins/Piglin Brutes, Zombified Piglins, Hoglins and Zoglins, IM Pigmen and Engineers, and living/zombified Piglin Throwers. Zombie Builders remain in Zombie Conversion.
Slime Conversion20Slimes and Magma Cubes.
Golem Conversion30Iron Golems and Snow Golems. A golem-like name or model alone does not qualify, for example One Eye.

The scan has no distance limit within loaded entities of that dimension. Later natural spawns and creatures returning in loaded chunks can be recruited on a later scan. It does not load every chunk just to search for recruits and does not recruit across dimensions. Other-mod variants qualify through the supported family classes, not an arbitrary name match.

Existing Nexus bindings are never overwritten, including unresolved saved bindings. Claimed mobs acquire your army binding and team color and fight opposing Nexuses. Species, equipment and existing Infernal results remain; conversion does not rerun purchased-spawn equipment or infection rolls. You may reserve a family before an opponent activates, but automatic recruitment waits for an opponent and an unpaused Nexus.

Converted mobs become disposable army members. They are removed with the army when that Nexus stops or the match ends, including recruited Golems. Choose a battle area away from creatures you want to preserve. This differs from Overworld Piglin zombification and from recruiting one mob with a catalyst.

Ownership of a conversion skill is saved and retained on Player-Nexus transfer. A match reset clears the skill and makes the family available again when no remaining Nexus holds it. Exclusivity is per dimension, not per whole server.

Choose your team color

  1. Open your active stationary Nexus's main tab. The normal wave display is replaced by Versus controls.
  2. Find the Color label and square, filled color button to the right of the output. Activation chooses an initial color at random.
  3. Click the button to cycle through the 16 Minecraft colors. Hover to read the color name. Changes also update mobs already in your army.

Colored ground shadows alongside ordinary mobs

Team color is saved with the Nexus and synchronized to tracked mobs, including recruited mobs. Your bound army uses tinted ground shadows; unbound mobs keep ordinary shadows. Both kinds can be rendered together. The current 26.3 renderer handles switching between them without the earlier “Not building!” crash and supplies colored vertices for the Sodium shadow path.

  1. Enable Minecraft's Entity Shadows in Video Settings and view an army mob over a surface that receives an ordinary entity shadow.
  2. Use the Core's color button to choose an easily distinguishable color. Tracked existing army mobs update too; no repurchase is required.
  3. Compare with a nearby unbound mob: it keeps its normal shadow. Army shadows have a 25% larger radius than that renderer's normal mob shadow.

If the marker is missing, check entity shadows, ground visibility and the mob's actual Nexus binding. Changing color does not itself add Glowing or a beam. Shader packs and other renderer replacements may alter shadows; these instructions describe the native 26.3 and Sodium code paths. A missing shadow does not remove team protection; see combat ownership rules.

Glowing outlines use that mob's own Nexus color, including when caused by Small Remnants or Rift Flux or /invasion debug. Changing color also updates an existing outline. Selecting a color does not itself grant Glowing.

/invasion bolt toggles all available stationary Versus Nexus beams in the current dimension together, without operator permission. If any beam is off, the command turns all on; otherwise it turns all off. Each beam uses its own Nexus color. A transferred Player Nexus has no Core beam. This display switch does not pause or alter combat.

Ownership decides friend or foe. Two opponents can choose the same color and still fight. Pick distinct colors for readability; color does not transfer mobs between teams.

Recruit an existing mob with a catalyst

  1. Activate your own Versus Nexus in the mob's dimension.
  2. Hold an additional Versus Catalyst and right-click a living, unbound mob. This interaction runs before normal mob interactions, including villager trading.
  3. Successful recruitment consumes one catalyst in Survival, binds that mob to your Nexus and applies your team shadow color. Creative uses the normal item-consumption exemption.

This recruits the existing creature; it does not buy a copy or require the creature's catalog unlock. The target must be a living Mob, not a player, armor stand or dead entity. A Nexus already bound to that mob cannot be overwritten, even if its stored binding does not currently resolve. Without your active Versus Nexus in the same dimension, recruitment fails and consumes nothing.

The recruited mob follows the same army ownership and cleanup lifecycle: friendly Nexus mobs ignore it, it cannot harm its owner or friendly army, and it is sent against opponents when one is available. Without an opponent its mob ticking waits. Binding is saved, but recruitment does not automatically grant the purchased-spawn equipment rolls or convert its species.

Recruitment is not temporary taming. Recruited animals, villagers and other mobs are removed with the army when the Nexus is stopped or the match ends. Do not recruit a creature you intend to keep after the battle. Ordinary reloading preserves its binding; it does not release the creature.

Keep arenas, armies and battle connections loaded

Active opposing Versus Nexuses in the same dimension automatically keep a three-chunk-wide connection ticking between their origins. This is a continuous line on the horizontal chunk grid, padded by one neighboring chunk on each side, including diagonal connections. It is not a built road or cleared tunnel; terrain and obstacles remain.

No item, skill purchase or player standing along the route is required. Connection chunks can be generated when needed, and both endpoints hold the required chunks. With more than two teams, connections cover each pair of active opposing Nexuses, even though a team's current attack objective is its nearest opponent. Keep teams reasonably close if you want to limit generated terrain and server work.

Connections are additional to each loaded arena, whose horizontal extent is spawn radius + 10 blocks, rounded out to chunks. Chunks around living, bound native and configured army mobs also stay active, with a 3×3 chunk neighborhood around each mob. Distant pursuers do not automatically unload when an arena or connection moves away.

For a Player Versus Nexus, the origin follows its owner within the original dimension. The loaded connection is updated as the origin moves; Versus refreshes loading about once per second, and owner movement also updates its arena. Already loaded army members keep their own surrounding chunks ticking.

Stopping a Nexus releases its unneeded chunk tickets; ongoing teams retain their own required connections and army chunks. A shared chunk stays loaded while another active Nexus, player or loader still needs it. On restart, active Nexus tickets are restored and invalid owners' tickets are removed. Loading works only while the server ticks; server shutdown does not simulate combat. Owner logout ends and resets the Versus match rather than leaving an unattended owner-bound battle running.

Transfer your team to a Player Versus Nexus

Carry your already active Versus Nexus into battle. Craft 1 Strong Nexus Catalyst + 1 Emerald → 1 Player Nexus Catalyst (shapeless; ID invmod:player_nexus_catalyst). See the recipe and ingredient sources.

  1. Activate and own a stationary Versus Nexus first. Prepare your army and keep at least one opponent active for fighting and mob purchases.
  2. As its living, non-spectator owner, open your own Core's menu in the original dimension.
  3. Insert one Player Nexus Catalyst into the Catalyst input. Transfer is immediate, consumes one catalyst and removes the Core block.
  4. Remaining input items and stored output are delivered to your inventory. Items that do not fit drop at your position. The former Core is not left behind as a second base.
Transfer the existing team first. A Player Nexus Catalyst inserted into an inactive ordinary Core starts a Normal invasion at wave 1; it does not create a new Versus team. Use a Versus Catalyst to activate the stationary team, then a Player Nexus Catalyst to transfer it.

Keep your team and use inventory menus

This transfers the same Nexus controller: Versus mode, owner, team color, army bindings, mob unlocks, all skill levels, conversion claims, mob Auto Buy and production progress remain. Open your normal player inventory to find Exchange, Mobs and Skills buttons; use Inventory in the Nexus menu to return. Mobs still requires an active opposing team. Menus remain owner-only.

Player mob Auto Buy uses carried Rift Flux first, with any still-stored Flux covering the remainder, like manual purchases. It checks enabled rows about once per second. The stationary Core's output-only restriction no longer applies. Mobs spawn in safe positions 2–8 blocks around the moving origin; no safe position means no successful purchase. Clear inventory space and retain Flux for your selected army rows.

Passive Flux or the selected Exchange product is periodically delivered to your inventory every 100 available-owner ticks (about 5 seconds at 20 TPS). Overflow drops at the owner. Production and its economic upgrades continue; output is not lost with the removed block. Choosing Exchange goods instead of Flux can starve automatic army purchases.

Fight as the objective

Your army does not select or damage you as an enemy. Opposing mobs can attack you, while eligible opposing army targets keep priority. Your HUD's own Nexus percentage now reflects your current health / maximum health. Attacks use normal player damage, not virtual damage against the removed Core; protect yourself with armor, cover and your army. Jumping Frost Spiders can damage and slow an opposing owner under their normal hit conditions.

The arena, army chunks and connections to opposing Nexuses follow the moving origin. The Nexus stays in its original dimension. Leaving that dimension or becoming a spectator makes this Player Nexus's processing unavailable until you return as a nonspectator; it does not grant a new base in the destination dimension or freeze the opponent's entire world.

Death, logout and saving

The owner's actual death ends that Player Nexus and removes its army. If only one team remains, that team is reset too. Respawning does not restore the removed Core or resume the team. Ordinary saving/reloading keeps the transferred controller and its purchases.

Owner disconnect resets all active Versus teams in that dimension. This is different from an ordinary Player Nexus's absence pause. The disconnect refund returns one Versus Catalyst per owner, plus a Nexus Core and Player Nexus Catalyst for a transferred Player Nexus; offline refunds are saved for a later join. Do not treat other loss/stop paths as a guaranteed refund. Read match cleanup and resets before ending the battle.

Combat uses mode-specific target priorities; the ordinary invasion target-retention rule does not remove Versus army range/visibility checks. Armed Drowned use the documented native or sniper projectile path, including the current 26.3 living-target exception.

Army priority and opposing players

Nexus ownership decides enemies. A bound army cannot select or damage its own owner or friendly army, including through the shared native-AI/projectile damage checks. The owner of its selected opposing Nexus is an enemy; an unrelated nearby player is not automatically that opponent. Choosing matching colors does not make an alliance.

  1. A valid opposing army mob takes priority: it must be alive, loaded in the same dimension, attackable, strictly within 32 blocks and visible to the attacker. Nearby army selection is refreshed every 10 ticks (about half a second at 20 TPS); an already valid army target can continue between scans.
  2. If no valid army target exists and the opposing Nexus is a Player Nexus, its living, attackable owner becomes the moving objective. Creative and Spectator players are excluded. A stationary opposing Core remains the base objective; its owner can still be an enemy for normal mob target selection.
  3. Native target goals cannot clear a still-valid opposing owner merely because their normal player selector stops. They also cannot replace a valid army target with a player. A newly eligible army target takes priority over the owner again.

An opposing Player Nexus owner can remain the objective beyond ordinary detection range or behind cover; movement is requested periodically toward that owner. This is not a guaranteed path or hit. Army targets lose their special eligibility outside the range, behind blocked sight, after death/removal or when otherwise unattackable. Paused or unavailable Player Nexuses suspend their army processing under the owner availability rules.

Spiders keep fighting at their destination

Invasion spiders use continuing melee attacks after arriving at their path destination. Reaching you is not the end of their attack goal. A Jumping Frost Spider can hit an opposing owner and, on a successful normal melee hit, apply Slowness I and Mining Fatigue I for 200 ticks (10 seconds). Its ordinary attack reach, cooldown and damage checks still apply; being selected, touched or pounced toward does not alone grant these effects.

Use your army to intercept attackers and use armor, cover and distance to prevent actual hits. Cover can block an attack while the owner remains selected. Defeat or disable the spider to stop renewed effects; there is no extra Versus-only cooldown or automatic debuff just for entering the arena. Compare the separate ordinary Player Nexus distraction rules and invasion target retention when diagnosing a different mode.

Saving and ending a match

Ordinary saving and loading preserves the owner, color, unlocks, automatic purchases, economic levels and production state. This differs from an explicit match reset. Damping Agents and Strong Damping Agents do not pause Versus combat.

When a Versus Nexus loses, stops or is destroyed, its army is removed and its inventory, Flux progress, unlocks, Auto Buy, skills and player binding are cleared. If only one active team remains, that last Nexus is reset too; at least two remaining teams can continue fighting. Saved mobs from a removed army cannot rejoin a later match on chunk reload.

If an owner disconnects, all active teams in that dimension are stopped and reset. Each owner receives one Versus Catalyst back. Offline delivery is saved and occurs once on a later join, including after restart or in a different dimension. A Player Nexus owner also receives a Nexus Core and Player Nexus Catalyst. This disconnect refund does not describe every other way of ending a match.

Use the administrator controls with care. The wiki's general nearby-player binding and stationary-logout rules describe ordinary invasions; Versus uses owner-only binding and the match-reset behavior above.

If something does not work

  • Activation does nothing: check the catalyst type, an inactive Core, insertion through the menu, a living non-spectator owner, no ordinary invasion and no other active Versus Nexus owned by that player in the dimension.
  • Mobs tab unavailable: ask a different player to activate a Core in the same dimension. An ordinary invasion or a second Core of your own is not an opponent.
  • Mob absent from Skills: check search, filter and server Active settings. An already unlocked entry moves to Mobs.
  • No purchase: check Flux, opponent, pause state and free spawn space around your Nexus. The displayed server price is authoritative.
  • No automatic army: check the enabled row, owner presence, output Flux, opponent and spawn clearance. Stationary Auto Buy ignores carried Flux; an Exchange production selection may produce goods instead.
  • No colored marker: enable entity shadows; use a Glowing source for outlines. A color choice alone gives no outline.
  • Cannot recruit: use an additional catalyst on a living Mob in your active Nexus's dimension. Existing army bindings are preserved.
  • No added gear at 100%: check permissions, empty slots, species restrictions and pools; test a fresh purchased or compatible egg mob. Upgrades do not reroll the existing army.
  • Infernal row absent: check compatible server-side Infernal Mobs and loader support, search and the Upgrades filter.
  • Conversion row gone or no recruits: another team may own that family. Check opponent, pause state, loaded family members and existing bindings.
  • Player transfer fails: insert the Player Nexus Catalyst yourself through your active owned Versus Core menu; check owner life, spectator state and original dimension.
  • Player Auto Buy stops: keep Flux in your main inventory/hotbar and ensure an active opponent and safe nearby spawn space. Check Player-specific output delivery.

Verified against the current local Minecraft 26.3 / NeoForge source. Earlier releases and other loaders may differ. No live-game tests were performed for this documentation.