This is a pretty simple mod that allows mobs like chickens, zombies, iron golems, all those dudes to have slightly different stats like health or damage or speed or view distance or swim speed and other stuff. Also should work with modded mobs.
Kinda noticable in normal gameplay but there is also a pretty rare chance for a powerful mob to spawn in, they have around 2x-3x more health and move quicker and are all around more powerful (who woulda guessed?). They have purple potion effects and blue flames surronding them, and they play a noise when they spawn in. They drop more xp on death depending on their strength and also drop a new thing called Powerful dust.
There are 6 new gamerules being
- radiusVariation - Which increases the radius where mobs with variated stats spawn, higher chunks means you might want to increase but you don't have to. Default = 150
- powerfulnessRareness - Which chances the chance for a powerful guy to spawn in, the higher the number than the rarer. Setting it to 1 will disable spawns, and 2 is a practically every mob. Default = 60
- variationstrength - Which is how random a mobs stats can be, 1 is default 2 is a little more than double, It's exponential.
- powerfulguyStrength - Which is a multiplier for how much stronger powerful mobs should be, normally 1 and 2 is double and 3 is triple.
- mobScalesWithyou - Whether mobs should get tougher over "time" with more random stats and powerful mobs being stronger at the end of the game than the start.
- mobScaleswithfactor - This multiplies how fast mobs get stronger over "time". Should probably not be touched to much, but if you have many mods in a world, then you should lower it a bit. (or if your just bad)
There are 3 new commands being
- "Scalenormalvariationby" command to manually change the non-gamerule multiplier for variation range. True = add on to existing power, false = replace current
- "Scalepowerfulnessby" command to manually change the multiplier for powerful mobs. True = add on to existing power, false = replace current
- "resetvariationscaling" mostly for me debugging things but you can use it to reset the difficulty scaling.
And 3 new advancements being
- "Science Rules!.." gotten from eating any mutating food.
- "Luck of the Dust" gotten from not getting blown up from eating the dust.
- "Not So Big" gotten from killing a powerful mob.
The new items
- Powerful Dust, gotten from powerful mobs and has about 4 differerent uses. It can be composted for some reason, eaten or given to mobs/other people to either blow up and do alot of damage or make them powerful. And lastly it can be used to craft the 2 new foods.
- Altering Cookie, made like a cookie but with a piece of powerful dust. Can be eaten to be "Mutated" with no visual difference sadly, but instead random stat changes for the next 30 minutes unless you get rid of the effect. You might get a little less or more health and be a bit slower or faster.
- Mutational Bread, made like bread but with 3 powerful dusts. The same as the altering cookie but can be eated regardless if you're hungry and is more powerful, more health, speed, jump, reach variation.
Explaning Scaling
The scaling in this mod is optional. When you complete a achivement it will raise the Powerfulness of powerful mobs and randomness by such a small amount that it's barely noticable (Around 0.0001x). But doing bigger advancements like going to the end or beating the dragon, then the difficulty will go up by a larger amount (0.1x). So if you 100% the games advancements, then mobs will be quite random and powerful mobs will have 3x-5x health as appose to 2x-3x. The mod working like this means that other mods adding many advancements won't over diffcult you, unless you raise the mobScaleswithfactor gamerule.
Sadly this means that the difficulty will work best if you start a world using it, as appose to starting half way through. Either way it's cool and optional.
That's it, sorry if I stole someones idea, also Fabric will be out after Minecraft 1.21(yo) and Have Fun!
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