Description:
.mcaddon and apply both the Behavior Pack and Resource Pack to a new world.Doomsday Purge is a fully automated 200-day escalation survival experience. From the moment a world begins, a global countdown drives increasingly dangerous events across five distinct 40-day stages. Every day a themed broadcast announces the current threat. Natural disasters, nuclear strikes, hostile faction raids, and alien invasions grow in frequency and intensity until Day 200, after which the purge continues at maximum intensity indefinitely.
No crafting setup or player activation is required — the mod runs itself in the background while you focus on surviving.
| Days | Stage | What's Happening |
|---|---|---|
| 1–40 | Stage 1 | Emergency broadcasts, minor quakes, fires, first raiders, early fallout alerts |
| 41–80 | Stage 2 | Civil order failing — killer NPC raids, police crackdowns, toxic storms, bunker warnings |
| 81–120 | Stage 3 | Nuclear strikes, military convoys, robot and alien first waves, heavy disasters |
| 121–160 | Stage 4 | Full alien and robot invasions, nuclear fallout zones, military lockdowns |
| 161–200+ | Stage 5 | Maximum purge — all threats at full intensity, continuous raids and disasters |
Five enemy factions spawn in waves, each with faction-themed armor, weapons, and armored hardware:
Mid-game introduces nuclear attacks: players receive a warning before impact, and strikes leave behind radioactive fallout zones to avoid or endure.
At every milestone day, each player receives a supply drop. Contents scale with the current stage:
Your action bar always shows:
Two scoreboards are updated continuously:
doomsday_day — your current purge daydoom_threat — the current threat percentageEach new in-game day triggers a global chat message describing the current stage and threat level. These are purely informational — read them to anticipate what's coming.
When a shelter milestone triggers, a safe house or bunker is automatically built roughly 9–12 blocks away from your current position. Move into it quickly — it provides immediate cover, a place to sleep, and crafting support.
Disasters and raids fire at randomized intervals that shorten as the stage increases. Early stages give you several minutes between events; by Stage 5, events can chain together rapidly.
Each stage increases:
Mod-spawned entities are tagged and cleaned up within a 192-block radius to prevent runaway mob accumulation between events.
Days 1–20 — Establish yourself Accept the starter kit, locate the auto-built safe house, and begin gathering resources immediately. Disasters are mild and raids are light.
Days 20–80 — Fortify A second safe house appears at Day 20, then bunkers begin unlocking. Prioritize iron armor and ranged weapons. Police and killer raids begin — use shelter doors and elevated positions.
Days 80–120 — Nuclear readiness Nuclear strike warnings give you precious seconds to get underground. Stay near bunkers. Collect supply drops diligently — iron and better gear starts flowing in.
Days 120–200 — Survive at all costs Alien and robot waves hit hard. Military raids are constant. Obsidian bunkers become your lifeline. Move between bunkers rather than staying in the open, and stockpile golden apples from supply drops for emergency healing.
Day 200+ — Maximum purge, no end The purge does not stop at Day 200 — it locks into maximum intensity and keeps going. There is no "win screen." Survival is the only goal.
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.