Latest localization: Starting from version 1.0.5.the mod now supports English, 中文, Português, Español, Русский and 日本語. Entity names, spawn eggs, blocks, items, messages, death messages, sound subtitles and the orc trading screen are all translated, and follow the language of your game.
What is Orc Invasion? Orc Invasion
** Orc Invasion turns your peaceful Minecraft world into a war zone. Orcs spawn and fight. The longer you survive, the more organized, the more relentless, and the more dangerous the horde becomes — and the more advanced its technology grows, until vanilla weapons can no longer deal with it.**
Inspiration: heavily inspired by the brutal greenskins of Warhammer 40,000 and Warhammer Fantasy. WAAAGH! energy, orc commanders, sneaky goblins, and ramshackle war machines. The mod is actively and constantly updated with more unique orcs, goblins and battle units.
Monsters do not occupy natural spawns. Instead, they are summoned through various events, similar to Terraria's Goblin Army or Martian Invasion.
The Primitive Orc Invasion
The core is a repeating 13-day cycle, but the orcs no longer arrive on a fixed schedule. Every day at 16:00, eligible players (on the surface — underground below Y 30 or on a mountain above Y 100 is skipped) have only a 12.5 percent chance of triggering a wave, Day 1 being the weakest and Day 13 the strongest, then the cycle resets. Instead, every day there is a 50 percent chance that a Tactical Orc scout spawns near you to survey the area. It wanders for 4 minutes and then slips away, and it also leaves if you move too far, log off, or change dimensions. Killing the scout triggers an immediate invasion of the day's strength — its death scream summons the horde, broadcast to the whole server. A genuine risk-reward choice: kill the spy and pull the army down on your head. Scouts and waves are mutually exclusive — the two never appear on the same day.
Difficulty rises day by day, and later waves bring elite units. From the second cycle onward, every wave gains extra elites (Trolls and Tactical Orcs). Killing the last enemy of a wave clears it and drops a glowing reward at the death site. Every invasion unit spawns with a permanent glowing outline that fades when it dies.
Every wave has a boundary. If you move more than 64 blocks away from the wave center, the wave is considered abandoned, all its monsters vanish, and it does not count as cleared. It is carried over as debt — the same wave returns the next day at 16:00, guaranteed, regardless of the 12.5 percent roll. A yellow warning ring marks the 32-block line; cross it and the orcs mock you: run further and they will happily pack up, since they will simply come back tomorrow. You can run, but running only delays the threat by a day, never removes it.
Coastal Warfare
The entire water is patrolled by a full naval force. A coastal patrol spawns every 4 minutes: an Orc Wooden Boat carries one Goblin Captain and four Orc Sailors toward the shore, and when its bow reaches dry land it scuttles itself — bursting into spray and smoke as it releases the whole crew onto the nearest shore to fight on land. The spawn egg spawns the boat with its full crew already aboard.
Thunder Speedboats hunt you along rivers and coasts, armored against all hits below a damage threshold. Orc Submarines prowl deep water with torpedoes and mines. Wavebreakers and Orc Water Ghosts support the beachhead as amphibious escorts and ambushers. The coastline is a war zone of its own, running in parallel with the daily invasion waves.
Orc AI
Orcs run on a hive mind. They share a single consciousness across the horde: every orc attacks any hostile mob on sight — but will leave weak villagers and passive animals alone, just like the warmongering greenskins of Warhammer 40K. Show yourself too weak in front of them and they may even drop you as their target, wandering off to bigger fights. Pick a fight with them, though, and the whole horde knows — that's when they come back for you.
Unit Roster
Primitive Orc: melee spearman and the backbone of the horde. Primitive Orc Archer: ranged archer that wears you down with bone arrows. Primitive Orc Cannoneer: siege cannon that lobs heavy shots over walls. Primitive Orc Shaman: field medic that heals wounded orcs. Primitive Orc Psionic: spellcaster that locks onto you and fires an accelerating barrage of homing energy bolts that bypass armor. Primitive Orc Tactical: commander that grants a speed aura to nearby orcs and summons goblin and goblin thrower reinforcements every minute.
Troll: heavy frontline bruiser with massive health, slow regeneration, and the ability to shrug off most attacks. Goblin: fast, fragile, relentless swarm unit. Goblin Thrower: ranged swarm unit that hurls knives from a distance. Orc Water Ghost: amphibious ambusher that strikes suddenly from the water. Wavebreaker: amphibious war-bike that escorts landings as a bomb-throwing guard.
Thunder Speedboat: armored patrol boat with a mortar gunner, the lord of rivers and coasts, only heavy fire can hurt it. Orc Submarine: torpedo-and-mine submarine that makes deep water unsafe. Orc Mine: floating mine to be avoided at all costs. Orc Raft: beach-landing vessel that charges the shore in groups.
Events and Progression
The invasion is a daily rhythm, not a one-time event. The early days give you room to prepare, the middle days punish idle bases, and the final day of each cycle demands everything you have.
Compatibility and Notes
Works on both single-player and dedicated servers. No world-gen structures required, the invasion comes to you. Tuned for survival players who want a long, escalating threat. Expect to run.
兽人入侵(chinese)
兽人入侵会将你平静的 Minecraft 世界变成一片战场。兽人不断生成、战斗。你存活的时间越久,兽潮就越有组织、越无情、越危险,科技也越发达,直到原版武器再也无法对付。
灵感来源:深受战锤 40K 与战锤奇幻中残暴绿皮兽人的启发。WAAAGH! 能量、兽人指挥官、狡猾的地精,以及拼凑而成的战争机器。本模组仍在积极持续更新,会不断加入更多独特的兽人、地精与战斗单位。
怪物不会占用自然生成,而是通过各种事件刷新,类似于泰拉瑞亚的哥布林军团或者火星人入侵。
原始兽人入侵
核心是一个循环往复的 13 天周期,但兽人不再每天准时报到。每天 16:00,符合条件的玩家(处于地表,地下低于 Y 30 或山上高于 Y 100 会被跳过)有 12.5% 的概率触发一波入侵,第 1 天最弱,第 13 天最强,之后重置循环。取而代之,每天有 50% 的概率刷出一个战术小子探子来附近勘探:它游荡 4 分钟后悄然撤离,玩家远离、下线或切换维度时也会离开。击杀探子会立即触发一波当天天数的入侵——探子临死的嚎叫召来大军,全服广播。这是一个真正的风险抉择:杀掉探子,等于把兽人大军引到自己头上。探子与波次互斥,同一天绝不会同时出现。
难度逐日递增,后期波次会加入精英单位。从第二个周期起,每一波还会额外增加精英(巨魔与战术小子)。击杀一波的最后一个敌人会清空该波次,并在死亡点掉落发光奖励。所有入侵单位出生时都带有永久发光轮廓,死亡后自然消失。
每一波都有边界:如果你离开波次中心超过 64 格,这一波会被判定为放弃,所有怪物消失,波次不算完成——明天 16:00 它会原样再来一遍(记入欠账,必刷,不受 12.5% 概率影响)。32 格处有黄色警告环,跨过它兽人会开口嘲讽你:再跑远点,他们正好省力气。打不过可以跑,但跑掉不会让威胁消失,只是推迟一天。
海上入侵
整片水域由一支完整的海军力量巡逻。岸边巡逻队每 4 分钟刷新一支:一艘兽人小木船搭载着 1 名地精船长与 4 名兽人水手驶向海岸,船头一触到干地便自毁搁浅——喷出水花与浓烟,把全体船员释放到最近的岸上登陆作战。刷怪蛋生成的小木船同样自带满编船员。
雷电快艇沿河流与海岸猎杀你,装甲免疫所有低于阈值的伤害;兽人潜艇在深水区游弋,携带鱼雷与水雷;破浪车手与兽人水鬼作为两栖护航与伏击单位支援滩头。海岸线是一个独立战场,与每日入侵波次并行推进。
兽人的AI
兽人们拥有蜂巢意识,会攻击一切敌对生物,同时会放过弱小的村民和动物。就像战锤40k里面好战的兽人一样。另外你如果在兽人面前表现的过于弱小,他们也会暂时放弃玩家做为目标,直到你主动挑衅兽人,他们才会发起下一次攻击。
单位介绍
原始兽人:手持长矛的近战步兵,是兽潮的中坚力量。原始兽人弓箭手:远程射手,用骨箭在远处消耗你。原始兽人炮手:攻城炮台,能越过墙壁投掷重弹。原始兽人萨满:战场医护,治疗受伤的兽人。原始兽人灵能小子:施法者,锁定目标后发射加速的追踪能量弹,可穿透护甲。原始兽人战术小子:指挥官,为附近兽人提供速度光环,并每隔一分钟召唤地精与地精飞刀手增援。
巨魔:重型前排蛮兵,拥有巨额生命,会缓慢再生,能硬抗大部分攻击。地精:快速、脆弱、不知疲倦的集群单位,成群结队地冲击你。地精飞刀手:远程集群单位,从远处投掷飞刀。兽人水鬼:两栖伏击者,擅长从水下突然袭击。破浪车手:两栖战车,作为投弹护卫支援登陆。
雷电快艇:装甲巡逻艇,搭载迫击炮手,是河流与海岸的霸主,只有重火力才能伤到它。兽人潜艇:携带鱼雷与水雷的潜艇,深水区同样危险。兽人水雷:漂浮水雷,需要不惜一切代价避开。兽人木筏:抢滩登陆载具,成群冲向海岸。
事件与进程
入侵是一种每日节奏,而不是一次性事件。最初几天给你时间准备,中期几天惩罚疏于防御的基地,每个周期的最后一天则要求你倾尽全力。
兼容性与说明
单人游戏与专用服务器均可运行。无需世界生成结构,入侵会主动找上你。面向想要长期渐进式威胁的生存玩家。做好准备,随时准备逃跑。

