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Create: Hostile Skies

Pillager themed airship raids!

Автор: TheBlueTaco13 тыс.52обновлён 23 сент. 2026 г.
Приключения

Описание

Create: Hostile Skies

Stylized 3D text labeled "CREATE HOSTILE SKIES" Hostile Skies adds patrolling pillager airships that spawn near players and orbit from the sky. This mod aims to be as immersive as possible, so every ship is a real flyable sable airship. Board them mid flight and loot their chests, or don't even mess with them at all if you choose to do so! The players who do will face the consequences...

⚠️ Early Access
This is the first public release. The mod is playable and should be stable, but content is limited.

SIMULATION DISTANCE OF 10 IS REQUIRED for now.

Please report any bugs in the Discord.

Features

  • 6 ships across 3 tiers: three T1, two T2, and one T3.
  • Tier progression: kill raid captains to unlock higher tier ships over time
  • Bad Omen integration: drink an ominous bottle to guarantee your highest unlocked tier with scaled crew and loot to spawn
  • Autopilot: The raids fly themselves using the wheel and levers. It also tries to avoid terrain and will attempt to free itself when stuck.
  • Ship capture: kill the captain and take their Captain's Orders to the helm, and the ship is yours to fly
  • Mercy system: die aboard and the ship slows down, giving you time to return
  • Loot: chests contain organized resources, provisions, or repair parts from Create and Aeronautics
  • Fully configurable: spawn rates, tier thresholds, crew scaling, and more via the in-game config screen
  • Multiplayer: player grouping, weighted targeting, personal cooldowns, and a global raid cap

What's coming

  • More ships of course!
  • Different factions
  • Create: Big Cannons compatibility
  • Advancements
  • More flight models
  • Force loading raids
    Trailer coming soon...

Config

hostile_skies-common
#General settings for raid encounters
[general]
	#Set to false to disable all automatic raid spawns
	enableRaidSpawns = true
	#Whether players can capture ships using Captain's Orders
	enableShipCapture = true
	#Broadcast raid debug messages in chat
	debugChatMessages = false
	#Minutes the raid will patrol for until they get bored and leave.
	# Default: 14
	# Range: 1 ~ 60
	patrolTimeMinutes = 14

#.
#Controls when and how often raids spawn.
#Chance starts at base and increases by increment each failed roll.
[spawn_timing]
	#Minutes between spawn attempts
	# Default: 15
	# Range: 1 ~ 120
	spawnAttemptInterval = 15
	#Starting spawn chance (%) on first attempt
	# Default: 10.0
	# Range: 0.0 ~ 100.0
	spawnChanceBase = 10.0
	#Added to spawn chance (%) after each failed roll
	# Default: 4.0
	# Range: 0.0 ~ 100.0
	spawnChanceIncrement = 4.0
	#Maximum spawn chance (%) Never exceeds this
	# Default: 50.0
	# Range: 0.0 ~ 100.0
	spawnChanceMax = 50.0
	#Spawn chance increment (%) when blocked (max raids or no eligible groups).
	#Set lower than normal increment to prevent rapid back to back spawns.
	# Default: 1.0
	# Range: 0.0 ~ 100.0
	spawnChanceBlockedIncrement = 1.0

#.
#Multiplayer targeting, grouping, and cooldown settings.
[multiplayer]
	#Maximum active raid encounters server-wide
	# Default: 3
	# Range: 1 ~ 20
	maxActiveRaids = 3
	#Minutes of cooldown per player after an encounter ends
	# Default: 10
	# Range: 0 ~ 120
	personalCooldownMinutes = 10
	#Radius (blocks) within which players are grouped as one target
	# Default: 200
	# Range: 50 ~ 1000
	playerGroupingRadius = 200
	#Base weight for target group selection (before tier/Bad Omen bonuses)
	# Default: 10.0
	# Range: 1.0 ~ 100.0
	targetWeightBase = 10.0
	#Additional selection weight per unlocked tier
	# Default: 1.0
	# Range: 0.0 ~ 50.0
	targetWeightPerTier = 1.0
	#Additional selection weight per Bad Omen level
	# Default: 10.0
	# Range: 0.0 ~ 100.0
	badOmenWeightPerLevel = 10.0

#.
#Ship tier progression: unlocked by captain kill count.
[tier_system]
	#Enable tier 1 ships (Scout)
	enableTier1 = true
	#Enable tier 2 ships (Patrol)
	enableTier2 = true
	#Enable tier 3 ships (Warship)
	enableTier3 = true
	#Enable tier 4 ships (Flagship)
	enableTier4 = true
	#Captain kills required to unlock tier 2
	# Default: 8
	# Range: 0 ~ 1000
	tier2UnlockKills = 8
	#Captain kills required to unlock tier 3
	# Default: 25
	# Range: 0 ~ 1000
	tier3UnlockKills = 25
	#Captain kills required to unlock tier 4
	# Default: 50
	# Range: 0 ~ 1000
	tier4UnlockKills = 50

	#Spawn weights per tier. Higher number = more likely to be selected
	[tier_system.weights]
		#Tier 1 spawn weight
		# Default: 35
		# Range: 0 ~ 1000
		tier1Weight = 35
		#Tier 2 spawn weight
		# Default: 30
		# Range: 0 ~ 1000
		tier2Weight = 30
		#Tier 3 spawn weight
		# Default: 25
		# Range: 0 ~ 1000
		tier3Weight = 25
		#Tier 4 spawn weight
		# Default: 10
		# Range: 0 ~ 1000
		tier4Weight = 10

#.
#Bad Omen effects on raid difficulty and loot.
#Guarantees the player's highest unlocked tier to spawn.
#Multiplier formula: base + (level - 1) * step.
[bad_omen]
	#Crew size multiplier at Bad Omen I
	# Default: 1.5
	# Range: 1.0 ~ 10.0
	badOmenCrewMultiplierBase = 1.5
	#Additional crew multiplier per Bad Omen level above I
	# Default: 0.5
	# Range: 0.0 ~ 5.0
	badOmenCrewMultiplierStep = 0.5
	#Loot quantity multiplier at Bad Omen I
	# Default: 1.5
	# Range: 1.0 ~ 10.0
	badOmenLootMultiplierBase = 1.5
	#Additional loot multiplier per Bad Omen level above I
	# Default: 0.5
	# Range: 0.0 ~ 5.0
	badOmenLootMultiplierStep = 0.5

#.
#Captain kill tracking settings.
[captain_kills]
	#Whether kills from raid ship captains count toward tier progression
	raidCaptainKillsCounted = true
	#Per-player tracking (true) or shared server-wide total (false)
	perPlayerKillTracking = true

#.
#Sound settings for raid encounters.
[audio]
	#Play a horn sound when a raid ship spawns nearby
	enableSpawnHornSound = true
	#Range in blocks at which the horn sound is audible
	# Default: 200.0
	# Range: 10.0 ~ 1000.0
	hornSoundRange = 200.0

#.
#Emergency departure and destruction settings.
[departure]
	#Enable the explosion destruction sequence on emergency departures.
	#When false, unclaimed ships still depart with alarm sounds but despawn cleanly.
	enableExplosions = true
	#How long (in seconds) debris fragments persist before being cleaned up
	# Default: 30
	# Range: 5 ~ 600
	debrisLifetimeSeconds = 30


Dependencies

These mods are Required to run this mod:

Credits:

Marume for making the logo https://www.artstation.com/pietrogatto

Vorteks47 for helping build the ships

Thanks to the Create Aeronautics Discovery team for inspiration on the despawning system

Ship Credits

  • Rheo - Sky Reaver
  • Hawkc08 - Graf

Галерея

KarveOutriderLookoutHirdskip

Последние версии

Все версии →
beta

Create: Hostile Skies 0.2.6

0.2.6
23 сент. 2026 г.6,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
## Hotfix: - Fixed the Sky Reaver's faulty loot table name, resulting in a dysfunctional spawn
beta

Create: Hostile Skies 0.2.5

0.2.5
22 сент. 2026 г.397Minecraft: 1.21.1neoforge
Скачать
Что нового
### Added - New tier 2 ship: **The Graf** - New tier 3 ship: **The Sky Reaver** - Added tier 3 provision, resources, and repair loot tables. - Added Lootr compatibility ### Changed - Redistributed tier spawn weights so less T1s spawn in the late game compared to before. - Updated the "No seat" fallback to work after existing seats are filled.
beta

Create: Hostile Skies 0.2.0

0.2.0
21 авг. 2026 г.3,5 тыс.Minecraft: 1.21.1neoforge
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Что нового
### Added - Departure now has two states: - A bored departure where the ship slowly flies away and despawns - An emergency departure, where the ship starts to blow up until it despawns or the player captures it. - Added compatibility with 'Create Aeronautics: burner fuel' - Ships now broadcast a message to local players when the captain dies and when they depart. - Added `requiredmods`, `replaces`, and `dimensions` fields in shipTemplate to allow for mod compatibility, dimensional spawning, and the ability to replace an existing ship to stop it from loading. - Added an `enchantments` field for captain and crew weapons. - Updated CUSTOM_SHIPS.md in the github repo. In depth explanations for all fields can be found there. ### Changed - Patrol time has been doubled to 14 minutes. - RaidManager now calls EntityStickExtension on the crew during raid initialization. This should fix crew falling through the ship in certain scenarios. - Reworked crew spawning system to allow the use of any mobs that can pathfind. - Create's Analog levers are now supported. - Replaced some tier 1 ship components with cheaper early-game equivalents. - Gated [nav] patrol logs behind /hostileskies raidlog - "Debug messages" setting now shows ALL Hostile Skies debug logs in chat
beta

Create: Hostile Skies 0.1.5

0.1.5
3 авг. 2026 г.2,1 тыс.Minecraft: 1.21.1neoforge
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Что нового
### Added - Ships and structures now load through the datapack resource system. Custom ships can be added via datapacks without modifying the mod - `/hostileskies ships` command to list all registered ships - An in depth guide can be found on the github page (CUSTOM_SHIPS.md) ### Changed - Ship IDs are now namespaced (e.g. `hostile_skies:karve_t1`). Existing worlds are fully compatible - Structure loading uses vanilla's StructureTemplateManager instead of classpath loading
beta

Create: Hostile Skies 0.1.0

0.1.0
27 июл. 2026 г.735Minecraft: 1.21.1neoforge
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Что нового
Initial Release!