Progressive Mob Wave Activations - PMWA - Day/trigger-based control of mob spawning!
Modby Vllax
Progressive Mob Wave Activations PMWA - Limit any mobs based on day number, registered mob kills, and distance from world centre
Type
Mod
CurseForge Downloads
14,917
CurseForge ID
1128354
Last Updated
Apr 13, 2026
Description

PROGRESSIVE MOB WAVE ACTIVATIONS
New Discord server https://discord.gg/arphex
A powerful yet simple and lightweight mod for modpack authors and players who want to add a progressive, intense, or urgent feel to mob encounters.
With this mod, you can limit any mobs from any mod based on the amount of days that have passed in your world, what other mobs have been killed in the world, what advancements have been completed in the world, or based on minimum distance from the world X0 Z0 coordinates. When a new mob activates, a custom message can show in chat to let players know it has been enabled and can now spawn naturally, or you can run any command upon trigger activation.
The mod prevents restricted mobs from spawning until the day count, specific mob death or advancement requirement, or distance limit from world centre is met. Mobs can still spawn from spawn eggs or summon commands at a player location, but any other spawn will be cancelled, even from mob spawners and other spawn mechanisms unless a player is very close. Since mob spawns are weighted and affect each other, activated mobs will spawn more, leading to more potential variety in game experiences.
Everything works via a simple config text file, with a simple list format based on groups of three elements per restriction. Activation messages/commands are optional, or mob activations are also optional if you just want an activation trigger. Plus, the mod includes bonus optional features like resetting back a select number of days if all overworld players die, or broadcasting messages each morning to let you know the day count.
The mod also includes a /pmwa command, providing various additional controls to be able to reset registered requirements, set the registered day count to any amount, list registered configuration entries, enable/disable distance-based activation messages, adapt commands for usage in the config, and more.
Non-vanilla mobs, advancements, and commands should be fully supported for all trigger forms.
You can add as many restriction entries as you want, all in the format: "entity:id,color:Activation message,Requirement". Entity IDs for any mob can easily be found by looking through the vanilla /summon command options.
For example, if you wanted to disable zombies from spawning until day 2 in the world, giving a red message of "THE HORDE HAS ARRIVED" when the counter reaches day 2, here's an entry that would do so:
"minecraft:zombie,red:THE HORDE HAS ARRIVED,2"
Or if you wanted to disable withers from spawning until an enderdragon has been killed, with a black message of "You have slain the dragon. Now the wither can spawn", here's an entry for that:
"minecraft:wither,#000000:You have slain the dragon. Now the wither can spawn,minecraft:ender_dragon"(You can use words or hex codes for colors. Note how simply adding the ID of a mob to be killed will register it as a requirement)
Or if you wanted to prevent creepers from spawning within 500 blocks of the world X0 Z0 coordinates (near spawn), with a green message of "You have entered the outer creeper zone" whenever you leave the central area (only shows to individual player), here's an entry for that:
"minecraft:creeper,green:You have entered the outer creeper zone,500-"(note the dash after the number - this switches it to world distance mode instead of world day counter for that entry)
Or if you wanted to prevent wolves from spawning until at least one player in the world has completed the "hero of the village" advancement (obtain advancement IDs from /advancement command), with a white message of "You unlocked wolves by saving the village!", here's an entry for that:
"minecraft:wolf,white:You unlocked wolves by saving the village!,minecraft:adventure/hero_of_the_village-"(note the dash after the advancement - this switches it to advancement mode instead of mob kill tracking for that entry)
Or you could restrict a mob without needing to add any activation message at all. Here's an example where cows will start spawning on day 10, with no activation message:
"minecraft:cow,,10"
Or you could run an activation message or trigger without needing to limit any mob at all. Here's an example where a command will run on day 50 to give all players an absorption 10 effect for 5 minutes as a reward. Note that any commands that contain double quotes must have the double quotes (") replaced with forward slashes (/) to make them work in the config file (use /pmwa adapt_command for complex conversions), in addition to starting with a slash in order to identify it as a command instead of a message.
"none,/effect give @a absorption 300 9,10"(if you wanted a message as well, or to run multiple commands, just add more entries)
Or perhaps you want to work with modded mobs. You could add any kind of restrictions between these. Here's an example for if you wanted to restrict void worms from Alex's mobs to require having killed an Ignis boss from L Ender's Cataclysm. Gold message says "Killing the fire lord has spawned a deadly worm from the void".
"alexsmobs:void_worm,gold:Killing the fire lord has spawned a deadly worm from the void,cataclysm:ignis"
Or you could use it with my other mod, ArPhEx. (Example restricts the spider moth to start spawning on day 10, unsummonable until then too - dark red message "The Spider Moth has arrived. Beware the thunderstorms...").
"arphex:spider_moth,dark_red:Day 10: The Spider Moth has arrived. Beware the thunderstorms...,10"Recommended mostly for mobs that spawn naturally, rather than summonable bosses, but it works for both unless a player is extremely close to the summon position.
Or you can even target every single mob in a entire mod namespace (or all vanilla mobs, minecraft:) with any of these requirements, using a dash after the colon like this (example would prevent all mobs from my other mod zoniex from spawning until day 10, sending a green message "The nightmare zombies are coming!"):
"zoniex:-,green:The nightmare zombies are coming!,10"
Useful bonus information:
- You can add as many mobs as you want, spread across as many days or other kill requirements as you want, including multiple entries for the same restriction or mob if required. There are very few limitations, enabling highly fine-grained control. It's an extra sprinkle on top of any modpack, adding feelings of dynamism and anticipation.
- Since activation messages are not required for every mob, if you enable multiple mobs at a time, you could just add an activation message on one of them that says what you want to say. Or you could add placeholder mobs if you want to add custom messages on particular days without the other functionality.
- If you would like any mob spawn to bypass PMWA limitations, you could summon them at at the location of a player with momentary invisibility and weakness effects, teleporting them away immediately after spawning.
- If you would like to completely disable a mob with no allowed spawning condition, simply use "never" as the requirement.
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