- #Super health club mods mod
- #Super health club mods mods
All of these should still apply more health than ADD mode. MULTI applies the same multiplier to all mobs, while MULTI_HALF and MULTI_QUARTER apply less for mobs with greater than 20 health.
Multiplier modes (MULTI, MULTI_HALF, and MULTI_QUARTER) - The mob's health is multiplied, so that mobs with a higher base health will get a bigger boost. The way extra health is added can be changed in the config file. Mobs (both passive and hostile by default) will gain extra health as difficulty increases. server_wide - no fields, the difficulty is not per player but the same for the whole server. distance_and_time - 2 fields: "average" and "distance", which are the objects mentioned above. Difficulty is based on distanced from the origin or the spawn, multiplied by the distanceFactor. distance - 2 fields: "distanceFactor", which is a positive real number (a double), and an optional boolean "fromOrigin" which defaults to false. Takes the min or max player difficulty in the specified radius. maxima - 2 fields: "radius, which is an integer greater than 64 and an optional boolean "min" which defaults to true. The mode takes the (weighted or not) average of all players in the specified radius. average - 2 fields: "radius", which is an integer greater than 64 and an optional boolean "weighted" which defaults to true. "Nearby" means within the search radius, which is configurable. Depending on the mode, this is usually based on the difficulty level of all nearby players. This value is then used to determine extra health/damage, chance of becoming a blight, etc. When mobs are spawned, an "area difficulty" value is calculated for the position the mob is spawned at. Higher difficulty values also increase the chance of mobs spawning as blights. Mobs will also gain bonus attack damage and potion effects. The difficulty value will determine how much extra health mobs can have. By default, idle players accumulate difficulty more slowly. The starting and maximum difficulty levels and the amount added each second are configurable. Player difficulty is typically used to calculate difficulty when spawning mobs, but some modes use other methods (see next section). You can also set difficulty to reset at certain intervals, like every week. #Super health club mods mod
You can also set the mod to increase/decrease difficulty when players kill certain types of mobs, or when the player dies. By default, this increases slowly over time.
You can also add Configured, to ease modifications of client config.Ī difficulty value is tracked for each player. Silent Lib and Java 8 or higher (Java 16+ from 1.17 onwards). Lots of control. Plenty of config options to let you play the game however you like! There's even an in-game config screen (1.12 only), so you can tweak options without restarting Minecraft. You can also set health to increase/decrease with XP levels. The player's starting health can also be changed, and the max health cap is configurable as well. Normally, you keep the extra health even after dying (configurable). Players can obtain heart crystals that increase their maximum health. This feature can be tweaked/disabled to your heart's content. Mob strength is calculated based on one of several methods (see below). As difficulty increases, mobs become stronger. By default, it increasing slowly as time passes. There are several factors that can increase/decrease your difficulty. A per-player difficulty system. A difficulty value is tracked for each player. The difficulty system is very server-friendly, unlike the system used in Difficult Life.įeedback and constructive criticism are always appreciated. Eventually, I decided to rebuild the mod from the ground up, fixing bugs, adding more config options and widening the scope of the mod to include players who need an easier experience, not just a harder one. This mod started as an unofficial port of Difficult Life, a mod I personally loved playing with. #Super health club mods mods
Or perhaps it's too hard with all the crazy mods you've added? Scaling Health aims to balance out modpacks, by allowing players, mobs, or both to gain extra health! Or players can start with less health, if that's what you want.
Minecraft too easy for you? After playing the game for years, I can't help but feel it is. Comments are fine for questions and small suggestions. I need the proper information to fix issues, and the issue tracker makes sure it is provided. If you report a bug in the comments, I will not fix it. Many common questions are answered there.įor datapack questions, please read the wiki page, an introductory explanation to datapacks and what is needed to configure scaling health.įound a bug or have a feature suggestion? Use the issue tracker on GitHub. Please read the "Help!" section before commenting. Join Silent's Discord! Your questions can also be answered here or you can just come hangout!