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Моды/Gateway of Doom
Gateway of Doom

Gateway of Doom

Throw a Devil Eye to summon a wave-based combat portal — survive all waves to claim powerful rewards. Three difficulties, fully configurable waves, rewards, debuffs and mob drops for server admins.

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☠ Gateway of Doom

Throw a Devil Eye. Tear open a Gateway. Survive the waves. Claim the loot.

Gateway of Doom transforms exploration into a dangerous wave-based combat experience.

Throw a Devil Eye into the world and watch it search for a safe location before tearing open an animated floating Gateway. Once the portal appears, waves of creatures descend into the arena. Defeat every enemy before the timer expires, survive the optional final boss, and claim the rewards released by the Gateway.

Gateways can also appear automatically while players explore the world or after a configurable random timer. This allows encounters to become a natural part of survival gameplay, multiplayer servers, adventure maps, quests, structures, and complete modpack progression systems.

Almost every part of the mod can be configured directly through the in-game operator menu:

  • Gateway appearance and colors
  • Fixed or randomized waves
  • Mob health, damage, and movement speed
  • Bosses and guard mobs
  • Weapons and armor
  • Rewards and experience
  • Failure effects
  • Chest and mob drops
  • Activation dimensions
  • Automatic Gateway events
  • Player and server limits
  • Protected areas
  • Sounds and announcements

No manual configuration-file editing is required for normal setup.


✦ Main Features

  • Wave-based combat encounters
  • Animated floating Gateways
  • Throwable Devil Eyes
  • Automatic exploration events
  • Randomized timer events
  • Server-wide and per-player events
  • Fixed and randomized wave systems
  • Configurable bosses and guard mobs
  • Custom weapons and armor for wave mobs
  • Individual reward chances
  • Configurable failure debuffs
  • Five craftable Hell Wards
  • Protected areas from 1 × 1 to 5 × 5 chunks
  • Chest-loot and mob-drop integration
  • Custom Eye profiles
  • Multiple Portal and Eye designs
  • Custom RGB and HEX colors
  • Three Gateway sound modes
  • Public server-side API
  • Command-block support
  • Multiplayer and large-server support
  • Persistent and reload-safe encounters
  • Full in-game operator menu

⚔ How Gateway Encounters Work

1. Throw a Devil Eye

A Devil Eye behaves similarly to an Eye of Ender.

After being thrown, it flies forward and searches the surrounding area for a suitable arena.

The placement system checks for:

  • Solid ground
  • Sufficient open space
  • Lava
  • Water
  • Dangerous floor blocks
  • Walls and enclosed spaces
  • Protected chunks
  • Other active Gateways

If no safe location can be found, the Devil Eye is returned to the player.

2. The Gateway Opens

The Devil Eye tears open an animated floating Gateway approximately 3–5 blocks above the ground.

The Gateway uses the appearance, animation, particles, color, Eye design, and boss bar assigned to its Eye profile.

3. The Waves Begin

Creatures appear around the Gateway and gently descend into the arena with a slow-falling effect.

A boss bar displays:

  • The current wave
  • Remaining enemies
  • Remaining time
  • Boss health during a boss encounter

4. Defeat Every Enemy

All mobs must be defeated before the timer expires.

After completing a wave, the next wave begins following a configurable pause.

Mobs are kept within a configurable radius around the Gateway. Creatures that move too far away are pulled back toward the arena.

5. Face the Final Boss

An Eye profile may contain an optional final boss wave.

Boss encounters can include:

  • One or more bosses
  • Custom boss size
  • Increased health
  • Increased damage
  • Increased movement speed
  • Individual time limits
  • Guard mobs
  • Additional supporting bosses
  • A dedicated boss health bar

Even normally peaceful mobs such as pigs or cows can be used as bosses or wave enemies. Gateway of Doom gives them hostile combat behavior during the encounter.

6. Claim the Rewards

When the encounter is completed, rewards fall from the Gateway.

Each reward can have:

  • A minimum amount
  • A maximum amount
  • An individual drop chance

Players can also receive configurable completion experience.

7. Survive the Consequences of Failure

If the timer expires, the Gateway fails.

Nearby players can receive configurable status effects with individual:

  • Effect levels
  • Durations
  • Combinations

🌩 Automatic Gateway Events

Gateways do not always require a Devil Eye.

They can appear automatically while players explore or after a randomized period of time.

Automatic events use the same:

  • Gateway profiles
  • Placement checks
  • Player limits
  • Server limits
  • Hell Ward protection
  • Sounds
  • Rewards
  • Failure effects
  • Cleanup system

Automatic rules are configured through the Automation section of the operator menu.

/doom

Exploration Events

Exploration events progress when players enter chunks they have not personally visited before.

Administrators can configure:

  • Minimum exploration distance
  • Maximum exploration distance
  • Eligible dimensions
  • Gateway spawn distance
  • Eye profile
  • Minimum number of online players
  • Maximum number of active events
  • Chat announcements
  • Creative Mode participation

Only chunks that are new to the respective player count toward their progress.

Exploration Behavior

  • Pre-generated chunks count when personally entered for the first time
  • Logging out does not reset exploration progress
  • Teleportation does not count as exploration
  • Changing dimensions does not count as exploration movement
  • Spectators are always excluded
  • Creative players can be included or excluded
  • Progress is saved between server restarts

Random Timer Events

Timer events select a randomized delay before opening a Gateway.

After an event has occurred, a new delay is selected automatically.

Administrators can configure:

  • Minimum time
  • Maximum time
  • Eligible dimensions
  • Eye profile
  • Required number of players
  • Gateway spawn distance
  • Maximum active events
  • Chat announcements
  • Creative Mode participation

Timers are saved separately for each world and continue correctly after a restart.


Server Events

A Server Event uses one shared trigger for the entire server.

When the rule activates, Gateway of Doom selects a random eligible player and attempts to open a Gateway nearby.

This is ideal for:

  • Global server events
  • Multiplayer survival servers
  • Random world encounters
  • Server-wide challenges

Per-Player Events

A Per-Player Event tracks each player independently.

Every eligible player receives their own:

  • Exploration progress
  • Random timer
  • Event cooldown
  • Gateway limit

This is ideal for progression systems where every player should experience their own encounters.


Default Automatic Encounters

The default configuration includes:

  • Overworld: Easy Gateway after approximately 100–300 blocks of exploration
  • Nether: Medium Gateway after a random 30–60 minute timer
  • End: Hard Gateway after a random 30–60 minute timer

Every rule can be modified, duplicated, or disabled.


👁 Devil Eyes

Gateway of Doom includes three ready-to-play Devil Eyes.

Each Eye has its own:

  • Difficulty
  • Dimension
  • Gateway color
  • Portal appearance
  • Wave configuration
  • Boss encounter
  • Rewards
  • Drop sources
  • Failure effects
Devil EyeThemeActivation DimensionBossExample Rewards
🔵 Easy Devil EyeOverworld HordeOverworldOversized PigIron, gold, bread, emeralds, diamonds, and experience bottles
🔴 Medium Devil EyeNether OnslaughtNetherEmpowered Wither SkeletonDiamonds, gold blocks, blaze rods, ender pearls, golden apples, and netherite scrap
🟣 Hard Devil EyeEnd NightmareEnd outer islandsThe WitherNetherite, diamond blocks, enchanted golden apples, totems, shulker shells, and a rare Elytra

The default profiles are designed to remain challenging while still being playable by solo players.

Server owners and modpack creators can modify them or create unlimited custom profiles.


★ Finding Devil Eyes

Devil Eyes can become part of normal survival progression.

They can be obtained through:

  • Structure chests
  • Mob drops
  • Operator commands
  • Quests
  • Structures
  • Scripts
  • Other mods
  • Custom integrations

Chest Loot

Devil Eyes can be injected into selected Minecraft or modded loot tables.

Default examples include:

Easy Devil Eye

  • Dungeons
  • Mineshafts
  • Strongholds

Medium Devil Eye

  • Bastions
  • Nether fortresses

Hard Devil Eye

  • End City treasure

Each Eye profile can configure:

  • Individual loot tables
  • Chest drop chance
  • Loot dimensions
  • Selected chests
  • Injection into every compatible chest

⚠️ Chest Loot Notice: Chest-loot settings are loaded with the world. After changing these settings, restart the server. In singleplayer, leave and reload the world or restart the game.


Mob Drops

Selected mobs can drop specific Devil Eyes.

Each configured mob receives its own drop chance.

Mob-drop changes apply immediately and do not require a restart.

Examples include:

  • Overworld monsters dropping Easy Eyes
  • Nether monsters dropping Medium Eyes
  • End creatures dropping Hard Eyes
  • Modded mobs dropping custom Eyes

🛠 Custom Eye Profiles

Operators can open the configuration menu with:

/doom

The menu contains four main sections:

  • General Settings
  • Eye Profiles
  • Automation
  • Help & Integration

Searchable selection lists are available for:

  • Dimensions
  • Mobs
  • Items
  • Status effects
  • Loot tables
  • Eye profiles

Portal Appearance

Every Eye profile can have its own visual identity.

Configure:

  • Portal animation
  • Portal style
  • Devil Eye design
  • RGB color
  • HEX color
  • Particle color
  • Boss bar color

The editor displays a live preview of the Portal and its associated Devil Eye.


Devil Eye Designs

Every profile can independently use one of the available Eye designs.

Portal Eye

An animated Eye with a colored inner vortex that inherits the selected profile color.

Classic Eye

The original Devil Eye appearance.


🌊 Wave Configuration

Every Eye profile can use either Fixed Waves or Random Waves.


Fixed Waves

Fixed Waves provide complete control over every encounter stage.

For each wave, configure:

  • Exact mob types
  • Number of each mob
  • Time limit
  • Health bonus
  • Damage bonus
  • Movement-speed bonus

Fixed Waves are ideal for:

  • Carefully balanced encounters
  • Boss arenas
  • Story progression
  • Adventure maps
  • Predictable server events

Random Waves

Random Waves create a different encounter during every activation.

Configure:

  • Minimum number of waves
  • Maximum number of waves
  • Weighted mob pool
  • Starting mob budget
  • Budget growth per wave
  • Minimum mob quantities
  • Maximum mob quantities
  • Wave time limits
  • Mob attribute scaling

Random Waves are ideal for replayable survival encounters where players should not know exactly what will appear next.


💪 Mob Strength

Mob attributes can be adjusted independently.

Available modifiers include:

  • Health
  • Attack damage
  • Movement speed

Percentage bonuses are applied on top of the mob's properly initialized base attributes.

This allows vanilla and modded mobs to retain their normal:

  • Base statistics
  • Variants
  • Equipment
  • Enchantments
  • AI initialization
  • Mod-specific behavior

👑 Boss Configuration

Every Eye profile can include an optional final boss.

Configure:

  • Boss entity
  • Number of bosses
  • Boss size
  • Health bonus
  • Damage bonus
  • Movement-speed bonus
  • Time limit
  • Guard mobs
  • Guard quantities
  • Guard size
  • Guard attributes
  • Additional bosses

During the fight, a dedicated boss health bar replaces the normal wave display.


⚔ Mob Equipment

Gateway mobs retain their normal equipment and initialization.

This includes:

  • Weapons
  • Armor
  • Enchantments
  • Variants
  • Standard AI
  • Modded equipment using normal Minecraft behavior

Custom equipment is optional and does not remove a mob's normal equipment unless a configured rule replaces it.


Custom Equipment Rules

Each Eye profile can contain individual equipment rules.

A rule selects:

  • A mob used by the profile
  • A compatible item
  • A visible equipment slot
  • A percentage chance

Supported equipment includes:

  • Main-hand weapons
  • Off-hand items
  • Helmets
  • Chestplates
  • Leggings
  • Boots

Multiple items can be assigned to the same mob and slot to create a weighted equipment pool.

Example

A Vindicator could receive:

  • 50%: Iron Axe
  • 25%: Diamond Axe
  • 25%: Normal equipment

The combined chance for one mob and equipment slot cannot exceed 100%.

Any percentage that remains unused keeps the mob's original equipment.

Modded items and armor are supported when they use normal Minecraft equipment behavior.


🎁 Rewards

Every Eye profile can contain its own reward pool.

For each reward, configure:

  • Item
  • Minimum quantity
  • Maximum quantity
  • Individual drop chance

Any registered vanilla or modded item can be used.

Profiles can also grant configurable experience after successful completion.

This allows Gateway rewards to be used for:

  • Survival progression
  • Rare crafting materials
  • Quest rewards
  • Server currencies
  • Modpack progression
  • Boss loot
  • Dimension unlocks

☠ Failure Effects

Failed Gateways can punish nearby players with one or more status effects.

Each effect can configure:

  • Effect type
  • Effect level
  • Duration

Possible examples include:

  • Weakness
  • Slowness
  • Blindness
  • Hunger
  • Poison
  • Mining Fatigue
  • Modded status effects

🌍 Dimension Configuration

Loot dimensions and activation dimensions are configured independently.

This allows an Eye to:

  • Be found in one dimension
  • Be activated in another dimension
  • Be found in several dimensions
  • Only open inside a specific dimension
  • Be restricted to custom modded dimensions

For example, an Eye may be found in Overworld structures but only activate inside the Nether.


🛡 Hell Wards

Hell Wards protect important locations against Gateway spawns.

They are ideal for:

  • Player bases
  • Villages
  • Towns
  • Server spawn areas
  • Farms
  • Shops
  • Quest hubs
  • Important structures
  • Modpack progression areas

A Gateway cannot appear inside a chunk protected by a Hell Ward.

Protection applies to:

  • Thrown Devil Eyes
  • Exploration events
  • Timer events
  • Operator commands
  • Command blocks
  • API requests
  • Quest integrations
  • Structure integrations
  • Script integrations

Hell Ward Sizes

Five different Hell Wards are available.

Hell WardProtected AreaProtected Chunks
Hell Ward I1 × 1 chunks1
Hell Ward II2 × 2 chunks4
Hell Ward III3 × 3 chunks9
Hell Ward IV4 × 4 chunks16
Hell Ward V5 × 5 chunks25

Crafting a Hell Ward

Hell Wards are craftable survival items.

Each protection size has its own crafting recipe.

The complete recipe can be viewed through:

  • The Minecraft recipe book
  • JEI
  • REI
  • EMI
  • Other compatible recipe viewers

To create and use a protected area:

  1. Craft the Hell Ward size you need.
  2. Travel to the base, town, or structure you want to protect.
  3. Place the Hell Ward in the desired area.
  4. Right-click the placed Ward.
  5. Check the highlighted chunks on the protection map.
  6. Reposition the Ward when necessary.
  7. Combine multiple Wards for larger or irregular areas.

Hell Wards protect complete chunks rather than a circular block radius. Use the built-in map to verify the exact borders.


Hell Ward Protection Map

Right-click a placed Hell Ward to open its terrain map.

The map displays:

  • Protected chunks highlighted in yellow
  • The Hell Ward marked in red
  • North, South, East, and West
  • Terrain around the protected area
  • Chunk coordinates beneath the cursor

The map uses limited cached terrain data.

It does not scan or load additional chunks.


Hell Ward Ownership

The player who places a Hell Ward becomes its owner.

  • Only the owner or an operator can break it
  • Authorized breaking returns the Ward item
  • Other players cannot remove it
  • Explosions cannot bypass the protection
  • Pistons cannot move or bypass the Ward

Overlapping Hell Wards

Hell Wards can safely overlap.

When one Ward is removed, any chunks still covered by another Ward remain protected.

This allows several Wards to be combined into:

  • Larger towns
  • Irregular protected regions
  • Long structures
  • Multiple connected bases

Inactive Owners

Hell Wards belonging to players who have been offline for 30 days expire automatically.

The cleanup system does not force-load unloaded chunks.

This prevents abandoned protection entries from remaining permanently active without creating unnecessary server load.


🔊 Gateway Sounds

Gateway of Doom includes three selectable sound modes.


Infernal Echoes

A custom atmospheric Gateway sound package.

It includes:

  • Portal explosion sound
  • Portal opening sound
  • Three random boss-summoning voice lines
  • Boss defeat sound
  • Portal closing sound

Vanilla Minecraft Sounds

Uses Minecraft sounds for Gateway events.


No Gateway Sounds

Disables Gateway-specific sounds completely.

All Gateway sounds are position-based and can only be heard by nearby players.


⚙ Player and Server Limits

Server owners can configure how many player-owned Gateways one player may have active at the same time.

  • Default limit: 1
  • Configurable range: 1–4

The limit applies to:

  • Thrown Devil Eyes
  • Automatic events
  • Commands with a player owner
  • Player-owned API requests

Players who have reached their limit are skipped during automatic target selection.

Ownerless Gateways created by:

  • Quests
  • Structures
  • Scripts
  • Command blocks
  • Mod integrations

do not consume a player's personal Gateway limit.

Additional limits prevent uncontrolled spawning through:

  • Global checks
  • Dimension checks
  • Automation-rule checks
  • Owner checks
  • Source-ID checks
  • Active-Gateway checks

⚙ Global Settings

Server-wide settings include:

  • Portal opening speed
  • Pause between waves
  • Mob leash radius
  • Player Gateway limits
  • Gateway sound mode
  • Automatic-event behavior
  • Spawn distance
  • Night-only activation
  • Normal mob loot
  • Chat announcements
  • Creative Mode participation
  • Cleanup behavior

Night-Only Activation

Gateway activation can optionally be restricted to nighttime in dimensions with a normal day-and-night cycle.


Normal Mob Loot

Normal loot from Gateway wave mobs is disabled by default.

This keeps the configured Gateway reward pool as the main source of loot.

Server owners can enable normal mob drops globally when desired.


🔌 Public Server-Side API

Gateway of Doom provides a loader-neutral server-side API for developers and modpack creators.

Integrations can:

  • Open a Gateway near a position
  • Request an exact position
  • Select an Eye profile
  • Assign a player owner
  • Create ownerless encounters
  • Assign a stable source ID
  • List active Gateways
  • Inspect active Gateways
  • Find Gateways by owner
  • Find Gateways by source ID
  • Close an individual Gateway
  • Close all Gateways belonging to a source
  • Receive Gateway-opened events
  • Receive Gateway-completed events
  • Receive Gateway-failed events
  • Receive Gateway-closed events

Asynchronous helpers are available for integrations that are not already running on the server thread.

API requests still respect:

  • Hell Wards
  • Safe-position checks
  • Dimension restrictions
  • Player limits
  • Server limits
  • Active-Gateway checks

Integration Possibilities

The API can be used for:

  • Quest systems
  • Adventure maps
  • Custom structures
  • Boss rooms
  • Server scripts
  • Command-block encounters
  • Modpack progression
  • Story events
  • Mod integrations
  • Custom dungeon encounters

Full API documentation and examples are included in:

docs/API.md

⌨ Commands

The main operator menu can be opened with:

/doom

or:

/doom menu

Available administrative tools include:

/doom eye give <name|id> [amount]
/doom reload
/doom reset
/doom cleanup
/doom cleanup mobs

Operators can also open, list, inspect, and close Gateways through the available Gateway commands.

Command blocks can open configured encounters without requiring a physical Devil Eye.

Detailed examples are available in the Help & Integration section of the operator menu.

Configuration screens and administrative commands require operator permissions.


🧩 Reliable Gateway Placement

Every Gateway opening method uses the same validated placement system.

This includes:

  • Thrown Eyes
  • Automatic events
  • Commands
  • Command blocks
  • API requests
  • Mod integrations

The system checks for:

  • Solid ground
  • Open air
  • Liquids
  • Hazards
  • Protected chunks
  • Active Gateways
  • Dimension restrictions
  • Player limits
  • Server limits

If a thrown Devil Eye cannot find a safe location, it is returned to the player.


💾 Persistent Encounters

Gateway encounters are designed to survive world reloads.

Active Gateways retain:

  • Current wave
  • Remaining mobs
  • Encounter owner
  • Source ID
  • Eye profile snapshot
  • Runtime state
  • Forced chunks

A running Gateway stores a snapshot of its profile.

Changing the original profile later cannot corrupt an encounter that is already active.


🧹 Automatic Cleanup

Gateway of Doom prevents abandoned entities and portals from remaining in the world.

  • Abandoned Gateways close automatically
  • Wave mobs are tagged
  • Stray wave mobs are removed
  • Portal entities are cleaned up
  • Runtime state is saved
  • Thrown Devil Eyes are persisted
  • Failed opening attempts refund Eyes reliably

👥 Multiplayer Support

Gateway of Doom is fully designed for multiplayer servers.

  • Boss bars are shared with nearby players
  • Players entering the arena are added
  • Players leaving the area are removed
  • Gateway ownership is tracked
  • Automatic events respect player limits
  • Spectators are excluded
  • Creative players can be configured
  • Encounters continue correctly across restarts

🚀 Large-Server Performance

The exploration and protection systems are designed for large multiplayer environments.

Technical safeguards include:

  • Up to 8,192 tracked exploration profiles
  • One shared recent-chunk history per player
  • Compact progress counters
  • Limited exploration history
  • Automatic cleanup of inactive data
  • Periodic maintenance passes
  • Compressed background state saving
  • Atomic state-file writes
  • Safe shutdown saving
  • Legacy-state migration

Hell Ward protection uses direct chunk lookups and supports up to 8,192 Hell Wards per dimension within strict safety limits.


🔒 Configuration Safety

The configuration system includes:

  • Transactional loading and saving
  • Atomic writes
  • Automatic backups
  • Recovery from invalid files
  • Identifier validation
  • Value validation
  • List-size validation
  • Percentage-pool validation
  • Client synchronization
  • Immediate loot-table integration reloads
  • Strict profile and wave limits
  • Strict mob and reward limits
  • Strict automation-rule limits
  • Serialized-state limits

Existing custom profiles are preserved during normal updates and configuration migrations.


🧪 Diagnostic Test Mode

An optional diagnostic system is available for operators and developers.

It can validate:

  • Configuration loading
  • Configuration saving
  • Configuration migrations
  • Resources
  • Recipes
  • Translations
  • Sounds
  • Eye data
  • Portal styles
  • Attribute scaling
  • Waves
  • Bosses
  • Equipment
  • Loot
  • Failure effects
  • Automatic events
  • Player limits
  • Server limits
  • API behavior
  • Lifecycle events
  • Cleanup behavior

Tests create isolated temporary Gateways without permanent rewards or progression.

A detailed JSON report is written to the server diagnostics folder.

Diagnostic commands require permission level 4 and are disabled by default.

/gateway test
/gateway test stop

🌍 Available Languages

Gateway of Doom includes:

  • 🇬🇧 English
  • 🇩🇪 German
  • 🇪🇸 Spanish
  • 🇫🇷 French
  • 🇵🇱 Polish
  • 🇧🇷 Brazilian Portuguese
  • 🇷🇺 Russian
  • 🇨🇳 Simplified Chinese

🎯 Perfect For

Survival Players

  • Repeatable combat challenges
  • Dangerous exploration events
  • Valuable rewards
  • Dimension-based progression
  • Solo and multiplayer encounters

Server Administrators

  • Automatic server events
  • Protected spawn areas
  • Protected towns and bases
  • Live in-game configuration
  • Player and server limits
  • Command-block encounters
  • Persistent events

Modpack Creators

  • Custom Eye profiles
  • Quest-triggered Gateways
  • Structure encounters
  • Custom bosses
  • Modded mobs
  • Custom mob equipment
  • Public API integration
  • Dimension-based progression

Adventure-Map Creators

  • Scripted arenas
  • Timed encounters
  • Boss rooms
  • Reward portals
  • Failure penalties
  • Protected non-combat regions

❓ Frequently Asked Questions

How do I open a Gateway?

Find or receive a Devil Eye and throw it into a suitable open area.

Gateways may also appear through automatic events, commands, quests, structures, scripts, or integrations.

How do I configure the mod?

Operators can open the in-game menu with:

/doom

How do I protect my base?

Craft a Hell Ward, place it near the area you want to protect, and right-click it to inspect the protected chunks.

How do I see the Hell Ward recipe?

Use the Minecraft recipe book or a compatible recipe viewer such as JEI, REI, or EMI.

Can Hell Wards overlap?

Yes. Overlapping Hell Wards are fully supported.

Can another player destroy my Hell Ward?

Only the owner or an operator can break and recover it.

Do Hell Wards stop automatic Gateways?

Yes. They protect against thrown Eyes, automatic events, commands, command blocks, API requests, and integrations.

Can I use modded mobs?

Yes. Modded mobs are supported when they use standard Minecraft entity and equipment behavior.

Can I use modded items as rewards?

Yes. Any registered compatible item can be added to a reward pool.

Can I create custom Devil Eyes?

Yes. Operators can create custom Eye profiles with individual waves, bosses, rewards, failure effects, dimensions, colors, equipment, and drop sources.

Does the mod support multiplayer?

Yes. Ownership, boss bars, limits, persistence, automatic events, protection, and cleanup are designed for multiplayer servers.

Do configuration changes require a restart?

Most changes apply immediately.

Changes to chest-loot integration require the world or server to be reloaded.


❤️ Credits and Support

Made with ❤️ by MrStilu2k6

Inspired by Gateways to Eternity.

💬 Found a bug or have a suggestion? Leave a comment or open an issue. Every report and idea helps improve Gateway of Doom.

☕ Enjoying the mod? A small donation helps support future development, compatibility improvements, additional content, and new projects.

Support via PayPal


Throw the Eye. Face the Doom. Take the spoils.

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