{"id":123506,"date":"2026-06-07T09:18:35","date_gmt":"2026-06-07T06:18:35","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/pokemeteors\/"},"modified":"2026-06-07T09:18:35","modified_gmt":"2026-06-07T06:18:35","slug":"pokemeteors","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/pokemeteors\/","title":{"rendered":"Pokemeteors"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" width=\"1013\" height=\"128\" style=\"vertical-align:middle\" alt=\"pokemeteors_text\" src=\"https:\/\/github.com\/user-attachments\/assets\/bf329863-5b17-4854-8151-02f82ef53c72\" \/><\/p>\n<p>#<br \/>\nA mod that allows space-adjacent (or normal!) cobblemon pok\u00e9mons to spawn inside a falling meteorite,<br \/>\ncourtesy of the OhMyMeteors mod!<\/p>\n<div align=center>\n<img loading=\"lazy\" decoding=\"async\" width=\"533\" height=\"300\" style=\"vertical-align:middle\" alt=\"miniortake160fps1080p-ezgif com-optimize\" src=\"https:\/\/github.com\/user-attachments\/assets\/727f13e7-e21d-41f3-84b1-dce242b1ee84\" \/>\n<\/div>\n<p>When a pok\u00e9mon normally spawns, the mod checks if it should spawn inside a meteor (configurable with datapacks), and with which chance. Then, a falling meteor<br \/>\nspawns in the sky above the pok\u00e9mon&#8217;s spawn position, creating an impact crater along with a meteor and the pok\u00e9mon itself when it lands. The pok\u00e9mon follows all of the normal spawn rules you can define with Cobblemon&#8217;s datapacks, so for example if it should have spawned only in cold biomes, it will spawn only in cold biomes, if it was supposed to be of a level between 20 and 30, it will have a level between 20 and 30 and so on. Note: only pokemon spawned on the surface (aka whenever they can see the sky) will be able to trigger a meteor spawn. This is to prevent meteors trying to reach caves but ending up exploding on the surface.<\/p>\n<p>It&#8217;s highly suggested to also download Cobblemon Megashowdown mod, a lot of space-ish pokemon models are added by that mod.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" width=\"1013\" height=\"128\" alt=\"pokemeteors_text\" href=\"https:\/\/nodecraft.com\/r\/emalightdev\" src=\"https:\/\/github.com\/user-attachments\/assets\/66b45404-d8c6-497b-8cc8-ac08adfae0de\" \/><\/p>\n<p>The best way to enjoy this mod is with other people on a server, so you can use the code EMALIGHTDEV on Nodecraft for discount!<\/p>\n<p>## Features<br \/>\nPokemons can spawn with different meteor structures of different size classes, they can also be unique and be specific for some<br \/>\nof their aspects (for example Minior&#8217;s core color)<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"991\" alt=\"screens_updated\" src=\"https:\/\/github.com\/user-attachments\/assets\/aa303adf-cef8-45d6-83db-bf68c5c776f7\" \/><\/p>\n<p>### Default spawns<br \/>\nBy default the mod adds meteor spawns for:<br \/>\n&#8211; Minior: small meteors, each core color has a unique one, always spawns as a meteor<br \/>\n&#8211; Clefable: medium meteors, 1\/8 chance of spawning inside a meteor<br \/>\n&#8211; Clefairy: small meteors, 1\/6 chance of spawning inside a meteor<br \/>\n&#8211; Cleffa: same as clefairy<br \/>\n&#8211; Lunatone: medium meteors, has its unique meteor, 1\/3 chance of spawning inside a meteor<br \/>\n&#8211; Solrock: same as lunatone (has its own unique meteor)<br \/>\n&#8211; Deoxys: big meteor, has its own unique meteor, always spawns in a meteor<br \/>\n&#8211; Solgaleo: big meteor, they spawn directly without a meteor structure, always spawns insde a meteor<br \/>\n&#8211; Lunala: same as solgaleo<br \/>\n&#8211; Necrozma: same as solgaleo and lunala<br \/>\n&#8211; Kyurem: huge meteor, has its own icy meteor, always spawns as a meteor (yes I know, technically it should have been the original dragon)<\/p>\n<p>### Customize spawns (datapack)<br \/>\nYou can customize which pok\u00e9mon spawn with meteors, what are the chance, and the meteor structure that they spawn in.<\/p>\n<p>To do this, you must create a json file inside `data\/pokemeteors\/spawns\/<yourfilename>.json`<br \/>\nThe structure inside the file should be as it follows:<\/p>\n<p>&#8220;`json<br \/>\n{<br \/>\n  &#8220;speciesMeteorChances&#8221;: [<br \/>\n    {<br \/>\n      &#8220;species&#8221;: &#8220;cobblemon:<pokemonname>&#8220;,<br \/>\n      &#8220;chance&#8221;: <1 in x chances>,<br \/>\n      &#8220;max_meteor_size&#8221;: <1-50>,<br \/>\n      &#8220;min_meteor_size&#8221;: <1-50>,<br \/>\n      &#8220;meteor_size_class&#8221;: &#8220;<small|medium|big|huge>&#8220;,<br \/>\n      &#8220;unique_meteor&#8221;: &#8220;&#8221;,<br \/>\n      &#8220;aspect_unique_meteor&#8221;: {}<br \/>\n    },<br \/>\n    {<br \/>\n      &#8220;species&#8221;: &#8220;cobblemon:clefairy&#8221;,<br \/>\n      &#8220;chance&#8221;: 10,<br \/>\n      &#8220;max_meteor_size&#8221;: 6,<br \/>\n      &#8220;min_meteor_size&#8221;: 3,<br \/>\n      &#8220;meteor_size_class&#8221;: &#8220;small&#8221;,<br \/>\n      &#8220;unique_meteor&#8221;: &#8220;&#8221;,<br \/>\n      &#8220;aspect_unique_meteor&#8221;: {}<br \/>\n    }<br \/>\n  ],<br \/>\n  &#8220;override_for&#8221;: [],<br \/>\n  &#8220;version_do_not_touch&#8221;: 1<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>Inside `specieMeteorChances` you can put pok\u00e9mons that should spawn with a meteor.<br \/>\nEach pokemon-chance has a few parameters you have to fill and others which allow you to specify with which meteor structure it will spawn<br \/>\n&#8211; `species`: The id of the pok\u00e9mon that should spawn with a meteor<br \/>\n&#8211; `chance`: The chance of this pok\u00e9mon spawing with a meteor vs spawning normally, expressed as 1 in every <x> chance of this happening. (For example, setting it to `2` will make the pokemon spawn with a 50% chance, aka half of the times)<br \/>\n&#8211; `max_meteor_size`: A number between 1 and 50, represents how big the meteor can be at most. The bigger the meteor, the bigger the explosion. And the meteor entity that gets rendered in game<br \/>\n&#8211; `min_meteor_size`: Same as above, but the minimum size<br \/>\n&#8211; `meteor_size_class`: One of 4 possible values, `small`, `medium`, `big`, `huge`. This value is used to determine how deep the meteor structure will be embedded, and a rough description of how big the meteor is going to be. It also used to determine with which meteor structure the pok\u00e9mon will spawn, in fact the to each class corresponds a set of meteor structure types<br \/>\n&#8211; `unique_meteor`: An option value, overrides the meteor structure selected by the meteor size class and instead spawns a specific structure, given its id. You can also use `&#8221;pokemeteors:simple_spawn&#8221;` to spawn the pokemon at the center of the meteor impact crater without any kind of structure<br \/>\n&#8211; `aspect_unique_meteor`: similar to the option above, it&#8217;s a map of `aspect:structure_id`, and it will spawn a unique meteor structure for the given aspect. An example is Minior, with each core color spawning with its own meteor structure<\/p>\n<p>`override_for` lets you specify overrides on specific pok\u00e9mons, for example let&#8217;s say you want to spawn a minior with your own structure, but the default datapack spawns with the default colored meteors. By putting `&#8221;cobblemon:minior&#8221;` in the list your config will override the default (or other) values. To override all of the default pok\u00e9mon spawns you can add as a first element of the list `&#8221;all_default&#8221;`<br \/>\n### Customize meteor structures (datapack)<br \/>\nYou can add your own structures for the meteors the pok\u00e9mon spawn in. These have the same format of the vanilla StructureBlock `.nbt` files, and you can generated them the same way. You can also use worldedit and litematica by using the command provided by OhMyMeteors (`\/omm custom`), check that modpage for more info.<br \/>\nYou can place those files inside `data\/pokemeteors\/structure\/`. Place unique structures that you don&#8217;t want to spawn normally but just for some kind of pokemon in the root folder (<-- that one), and other meteors in the folder corresponding to their size category, like `small` for small meteors etc. Inside the size folders you can also have a 'special' folder, like so: `data\/pokemeteors\/structure\/small\/special\/`. A structure placed in the special folder will have a rarer (10%) chance of appearing instead of the normal ones. You can configure this chance in OhMyMeteor's config\nIf you want to get rid of a specific structure added by default by this mod you can add a file in the corresponding folder with the same name but prefixed with \"ignore_\". For example, if you don't want to spawn the `solmeteor` structure, you will add this file in this location: `data\/pokemeteors\/structure\/medium\/ignore_solmeteor.nbt`. You can also decide to ignore all default meteors added by the mod and add your own instead. In this case you can place a file nameed `ignore_defualt.nbt` in the `structure` root folder.\n\nTo spawn a pokemon, inside the meteor structure you must place a sign\n (of any kind) where you write `pokespawn`. The pokemon will then spawn in that position when the metor lands\n\n<img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"991\" alt=\"sign example\" src=\"https:\/\/github.com\/user-attachments\/assets\/6bc03446-2e66-44fc-851a-fb491ef5c373\" \/><\/p>\n<p>### Example datapack<br \/>\nYou can find a link to a datapack example here<\/p>\n<p>If you have questions, open an issue on GitHub or shoot me a message on discord at @Emafire003<\/p>\n<p>### Config<br \/>\nBy installing YetAnotherConfigLib and ModMenu you can tweak a few settings, regarding the spawn of meteors when using the \/pokespawn command as well as when and if to announce meteor spawns along with which pok\u00e9mon they contain etc<br \/>\n### Suggested config for OhMyMeteors<br \/>\nHere are some suggestions on how to edit Oh My, Meteors! config to have a better experience when using it with this mod:<br \/>\n&#8211; `min_meteor_spawn_distance:15` makes the meteor spawn a little further away so they fall more diagonally<br \/>\n&#8211; `max_meteor_spawn_distance:50` same as above<br \/>\n&#8211; `meteor_spawn_chance:-1` disables natural meteor spawn<br \/>\n&#8211; `area_explosion_sound:true` allows more people to hear the meteor falling<br \/>\n&#8211; `area_explosion_sound_radius:200` but not too many people<br \/>\n&#8211; `spawn_fire_with_meteor:false` especially for simple_spawn pokemon, they might catch on fire. But on the other hand, meteor craters look much cooler with fire. <\/p>\n<details>\n<summary>Config file version 7 example (OhMyMeteors 1.4.0)<\/summary>\n<p>  &#8220;`yaml<br \/>\n  #The version of the config. DO NOT CHANGE IT \ud83d\ude00 | default= 7 | type= Integer<br \/>\nversion:7<\/p>\n<p>#Expressed in blocks, represents the min distance (as in a radius) from the origin of the meteor (like a player) in which the meteor wont&#8217; spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 2 | type= Integer<br \/>\nmin_meteor_spawn_distance:15<br \/>\n#Expressed in blocks, represents the max distance (as in a radius) from the origin of the meteor (like a player) in which a meteor can spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 25 | type= Integer<br \/>\nmax_meteor_spawn_distance:50<br \/>\n#The world height (y level) at which meteors spawn in | default= 300 | type= Integer<br \/>\nmeteor_spawn_height:300<br \/>\n#The higher the value the less the meteor will go diagonally, and will keep mostly vertical. (randomness remains so it&#8217;s not 100%). Generally, you can remain between 1 and 10. | default= 3.1 | type= Double<br \/>\nmeteor_dispersion_factor:3.1<br \/>\n#Expressed as &#8216;1 in <x>&#8216; chances of spawning a meteor each tick (similar to randomTickSpeed). Setting it to a negative value will disable natural meteor spawn For example, by default it has a chance of 1 in 20000 | default= 30000 | type= Integer<br \/>\nmeteor_spawn_chance:-1<br \/>\n#Should huge meteors be able to spawn? They are meteors bigger than the maximum size of the big ones | default= true | type= Boolean<br \/>\nspawn_huge_meteors:true<br \/>\n#The chance for a spawned meteor to be of huge size. Expressed as in 1 in x chances. (on top of the &#8216;normal&#8217; spawning chance) | default= 100 | type= Integer<br \/>\nhuge_meteor_chance:100<br \/>\n#The size limit of how big a huge meteor can be | default= 40 | type= Integer<br \/>\nhuge_meteor_size_limit:40<br \/>\n#Should the spawn rate be different during the night? | default= false | type= Boolean<br \/>\nmodify_spawn_chance_at_night:false<br \/>\n#The chance for a meteor to spawn at night if enabled. Expressed as in 1 in x chances. | default= 10000 | type= Integer<br \/>\nmeteor_night_spawn_chance:10000<br \/>\n#The smallest size a natural meteor can have when spawned in. Cannot go below 1 | default= 1 | type= Integer<br \/>\nnatural_meteor_min_size:1<br \/>\n#The biggest size a natural meteor can have when spawned in. Cannot go above 50. | default= 10 | type= Integer<br \/>\nnatural_meteor_max_size:10<br \/>\n#A factor to ADD to the explosion power (by default, the power is equal to the meteor size), thus increasing the damage and radius of the explosion. Also supports negative numbers | default= 0 | type= Integer<br \/>\nexplosion_power_modifier:0<br \/>\n#A factor to ADD to the speed at which the meteor falls downwards. It is added to a randomly generated number between 1 and 0. Also supports negative numbers | default= 0 | type= Integer<br \/>\ndownwards_speed_modifier:0<br \/>\n#Should meteors explode when they come into contact with an entity? (if true you could use an arrow to make the meteor explode for example) | default= false | type= Boolean<br \/>\nexplode_on_entity_collision:false<\/p>\n<p>#This option has no effect as of version 0.4.0. Please use the &#8216;ohmymeteors:meteor_bypasses&#8217; tag instead. | default= true | type= Boolean<br \/>\nshould_bypass_leaves:true<br \/>\n#This option has no effect as of version 0.4.0. Please use the &#8216;ohmymeteors:meteor_bypasses_and_destroy&#8217; tag instead | default= true | type= Boolean<br \/>\nshould_destroy_leaves:true<br \/>\n#Should meteors be (more or less) directed towards the nearest player? | default= false | type= Boolean<br \/>\nhoming_meteors:false<br \/>\n#Should players get a message in chat\/hotbar when a meteor spawns? | default= false | type= Boolean<br \/>\nannounce_meteor_spawn:false<br \/>\n#Should players get a message in chat\/hotbar when a meteor is destroyed? | default= false | type= Boolean<br \/>\nannounce_meteor_destroyed:false<br \/>\n#Should the above announcement be displayed above the hotbar in the actionbar or in chat? | default= true | type= Boolean<br \/>\nactionbar_announcements:true<br \/>\n#If announcements are enabled, should they also display the (approximate) coordinates of the meteor being spawned\/destroyed? | default= true | type= Boolean<br \/>\nannounce_location:true<br \/>\n#Should the explosion sound of the meteor be heard by all players online? | default= false | type= Boolean<br \/>\nglobal_explosion_sound:false<br \/>\n#Should the explosion sound of the meteor be heard by all players around a certain area from the impact point? | default= false | type= Boolean<br \/>\narea_explosion_sound:true<br \/>\n#The radius in blocks of the area in which the sound of the meteor will be heard if the option above is true | default= 500 | type= Integer<br \/>\narea_explosion_sound_radius:200<\/p>\n<p>#Should there be a cooldown between a meteor spawning one meteor and then another? | default= true | type= Boolean<br \/>\nshould_cooldown_between_meteors:true<br \/>\n#The minimum time interval (in seconds) between spawning a meteor and then another | default= 20 | type= Integer<br \/>\nmin_meteor_cooldown_time:20<br \/>\n#Should meteors be able to destroy blocks on impact? | default= true | type= Boolean<br \/>\nmeteor_griefing:true<br \/>\n#Should the meteors that come out of a bigger meteor when it&#8217;s broken be able to destroy blocks on impact? | default= true | type= Boolean<br \/>\nscatter_meteor_griefing:false<br \/>\n#Should meteors spawn the meteor structure after impact? | default= true | type= Boolean<br \/>\nmeteor_structure:true<br \/>\n#Should the meteors that come out of a bigger meteor when it&#8217;s broken be able to destroy spawn structures on impact? | default= true | type= Boolean<br \/>\nscatter_meteor_structure:false<br \/>\n#Should the meteor structure only replace air blocks? | default= false | type= Boolean<br \/>\nonly_replace_air:false<br \/>\n#Should the meteors that come out of a bigger meteor when it&#8217;s broken only replace air blocks for their structure? | default= true | type= Boolean<br \/>\nscatter_only_replace_air:true<br \/>\n#Should fire be spawned on meteor impact? (it looks cool!) | default= true | type= Boolean<br \/>\nspawn_fire_with_meteor:false<\/p>\n<p>#The radius in blocks of the xz area covered by the Basic laser block, where meteors will be blown up | default= 32 | type= Integer<br \/>\nbasic_laser_area_radius:32<br \/>\n#How many blocks up from the position of the basic laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer<br \/>\nbasic_laser_height:64<br \/>\n#The radius in blocks of the xz area covered by the advanced laser block, where meteors will be blown up | default= 48 | type= Integer<br \/>\nadvanced_laser_area_radius:48<br \/>\n#How many blocks up from the position of the advanced laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer<br \/>\nadvanced_laser_height:64<br \/>\n#Should the laser be in a cooldown where it can&#8217;t fire, after it has just fired? | default= true | type= Boolean<br \/>\nshould_basic_laser_cooldown:true<br \/>\n#How many seconds should this cooldown last? | default= 3 | type= Integer<br \/>\nbasic_laser_cooldown:3<br \/>\n#Should the laser be in a cooldown where it can&#8217;t fire, after it has just fired? | default= true | type= Boolean<br \/>\nshould_advanced_laser_cooldown:true<br \/>\n#How many seconds should this cooldown last? | default= 1 | type= Integer<br \/>\nadvanced_laser_cooldown:1<\/p>\n<p>#The maximum size of meteor that can be considered small, and will spawn a small meteor structure upon impact | default= 4 | type= Integer<br \/>\nmax_small_meteor_size:4<br \/>\n#The maximum size of meteor that can be considered medium, and will spawn a medium meteor structure upon impact | default= 7 | type= Integer<br \/>\nmax_medium_meteor_size:7<br \/>\n#The maximum size of meteor that can be considered big, and will spawn a big meteor structure upon impact. Only these can spawn a meteor cat by default. | default= 20 | type= Integer<br \/>\nmax_big_meteor_size:20<br \/>\n#The chance of spawning a special meteor structure in a certain size category (for example the meteor cat meteor) (works like the other chances, aka 1 in x probability) | default= 10 | type= Integer<br \/>\nspecial_meteors_chance:10<\/p>\n<p>#Should meteor and laser particles be forced? They will be rendered further away and look better, but if there are too many of them you may want to disable this for lag reasons. Note: some particles will never displays as forced, like the lasers target box | default= true | type= Boolean<br \/>\nuse_forced_particles:true<\/p>\n<p>#A list of the IDs of the dimensions in which meteors can naturally spawn in, vanilla or not. | default= [minecraft:overworld, minecraft:the_end] | type= List12<br \/>\nspawn_dimensions:[minecraft:overworld, minecraft:the_end]<br \/>\n#A map consisting of dimension=chance of spawning. The dimension must be present in the list above, otherwise meteors won&#8217;t spawn at all. This chance will ALWAYS ovveride the default if present. The spawn chance works as described above. | default= {minecraft:the_end=300000} | type= Map1<br \/>\ndimension_chances:{minecraft:the_end=300000}<br \/>\n#The same as above but with a possibly different chance at night if enabled | default= {minecraft:the_end=100000} | type= Map1<br \/>\ndimension_night_chances:{minecraft:the_end=100000}<br \/>\n#If set to false will behave like a blacklist, aka meteors won&#8217;t spawn in those biomes. If true will behave like a whitelist, meteors will spawn ONLY in those biomes. | default= false | type= Boolean<br \/>\nbiome_list_mode:false<br \/>\n#A black or whitelist of the biomes in which meteor will or will not spawn according to the setting above | default= [minecraft:cherry_grove, minecraft:soul_sand_valley, modname:modbiome] | type= ListN<br \/>\nbiome_spawn_list:[modname:modbiome]<br \/>\n#A map consisting of biome=chance of spawning. The spawn chance works as described above. The meteors must be able to spawn in those biomes, otherwise they won&#8217;t! | default= {minecraft:desert=29990, modname:modbiome=2025} | type= MapN<br \/>\nbiome_chances:{modname:modbiome=2025}<br \/>\n#The same as above but with a possibly different chance at night if enabled | default= {minecraft:desert=9995, modname:modbiome=2025} | type= MapN<br \/>\nbiome_night_chances:{modname:modbiome=2025}<\/p>\n<p>#If true will use a spherical explosion instead of the vanilla cubical one. These look nicer at higher explosion power\/ranges, but after power 100 become quite laggy. | default= true | type= Boolean<br \/>\nuse_better_explosions:true<br \/>\n#How far should meteors be rendered. WARNING: YOU NEED TO RESTART YOUR SERVER AND CLIENT IF YOU CHANGE THIS VALUE in order for it to take effect. It is multiplied by the &#8216;entity render&#8217; distance of the server | default= 200 | type= Integer<br \/>\nmeteor_render_distance:200<\/p>\n<p>#If true, there will be a chance that meteor showers will spawn (a lot of meteors spawning at the same time &#038; place. it can also cause brief lag spikes, nothing too dramatic tho) | default= true | type= Boolean<br \/>\nmeteor_showers_enabled:true<br \/>\n#The chance for a meteor shower to spawn (on top of the normal meteor spawning chance, so it&#8217;s meteor_spawn*meteor_shower spawn) | default= 100 | type= Integer<br \/>\nmeteor_shower_chance:100<br \/>\n#The minimum number of meteors that are going to spawn in the meteor shower. | default= 5 | type= Integer<br \/>\nmin_meteors_in_shower:5<br \/>\n#The maximum number of meteors that are going to spawn in the meteor shower. | default= 20 | type= Integer<br \/>\nmax_meteors_in_shower:20<br \/>\n#The delay (in ticks) between each meteor that gets spawned in delayed and direction delayed meteor showers | default= 15 | type= Integer<br \/>\nmeteor_shower_delay_ticks:15<br \/>\n#If true, makes the sky glow a certain color when a meteor passes by. This only applies if the meteor is in rendering range and not world or server wide. | default= true | type= Boolean<br \/>\nmeteor_skyglow:true<br \/>\n#The color to apply to the sky when a meteor passes by if it&#8217;s enabled. By default it&#8217;s a lightblue-cyan color. Bear in mind that Minecraft still applies its own colors, so some shades (like green) work less well than others (blue) | default= #048da5 | type= String<br \/>\nmeteor_skyglow_color:#048da5<\/p>\n<p>  &#8220;`<\/p>\n<\/details>\n<p>### Support<br \/>\nThe best way to do that, is sharing the mod with as many people as you know, feel free to make video tutorials\/gameplayes and such! It would really help!<\/p>\n<p>You can directly support me by offering a coffe at this link:<br \/>\n![ko-fi](https:\/\/ko-fi.com\/S6S88307C)<\/p>\n<p>### License<br \/>\nGNU GPL3. Yes you can add this mod to modpacks without asking me.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Spawn space-adjacent pokemeons inside actual falling meteors! Comaptibility with Cobblemon and OhMyMeteors<\/p>\n","protected":false},"featured_media":123507,"template":"","meta":{"_minecraft_slug":"pokemeteors","_minecraft_project_id":"HtxY1wzS","_minecraft_author":"Emafire003","_minecraft_license":"GPL-3.0-only","_minecraft_downloads":283,"_minecraft_follows":4,"_minecraft_client_side":"required","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"pokemeteors.zip","_minecraft_size_bytes":152155,"_minecraft_version_count":2,"_minecraft_updated_at":"2026-05-15T19:01:56.774383Z","_minecraft_date_created":"2026-04-17T21:17:44.204839Z","_minecraft_date_modified":"2026-04-15T18:17:57.514416Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/pokemeteors","_minecraft_icon_attachment_id":123507,"_minecraft_imported_at":"2026-06-07T06:18:35+00:00","_minecraft_import_hash":"6c7a3d79f036e789de68b3c17c9e2c11","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[97,158],"mod_loader":[99,160],"minecraft_version":[62,37],"class_list":["post-123506","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-fabric","mod_category-neoforge","mod_loader-fabric","mod_loader-neoforge","minecraft_version-1-21","minecraft_version-1-21-1"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Pokemeteors - Minecraft<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/vpesports.com\/minecraft\/mods\/pokemeteors\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Pokemeteors - Minecraft\" \/>\n<meta property=\"og:description\" content=\"Spawn space-adjacent pokemeons inside actual falling meteors! 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