Minecraft too easy for you? After playing the game for years, I can't help but feel it is. 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. The mod is highly configurable.
This mod started as an unofficial port of Difficult Life, a mod I personally loved playing with. Eventually, I decided to rebuild the mod from the ground up, fixing bugs and widening the scope of the mod to include players who need an easier experience, not just a harder one.
Feedback and constructive criticism are always appreciated. If you find a bug or have a suggestion, use the issue tracker on GitHub (link at the top of this page). If you make suggestions or bug reports in the comments, I might lose track of them!
- A per-player difficulty system. A difficulty value is tracked for each player, increasing slowly as time passes. As difficulty increases, mobs become stronger. For servers, mob strength is calculated based on one of several methods (see below). This feature can be tweaked/disabled.
- More player health! Players can obtain heart canisters that increase their maximum health. Normally, you keep the extra health even after dying (configurable). The player's starting health can also be changed, and the max health cap is configurable as well.
- Silent Lib and Java 8 or higher.
Over time, the difficulty value that Scaling Health tracks for each player will increase. Currently, it takes around 60 real hours to reach maximum difficulty. The starting and maximum difficulty levels and the amount added each second are configurable. By default, idle players accumulate difficulty more slowly.
The difficulty value with determine how much extra health mobs can have. Mobs will also gain bonus attack damage. Higher difficulty values also increase the chance of mobs spawning as blights...
When mobs are spawned, an "area difficulty" value is calculated for the position the mob is spawned at. This value is then used to determine extra health/damage, chance of becoming a blight, etc. Depending on the mode, this is usually based on the difficulty level of all nearby players. "Nearby" means within the search radius, which is configurable.
- Weighted Average - A weighted average of the difficulty of all nearby players, with distance being used to calculate the weight. In layman's terms, closer players have a greater impact on the area difficulty. This is the default mode.
- Average - Simply takes the average difficulty of all nearby players.
- Min Level - Takes the lowest difficulty level of nearby players.
- Max Level - Takes the highest difficulty level of nearby players.
- Distance from Spawn - Uses the distance from the world spawn to calculate the area difficulty. Basically, it's distance multiplied by the "Distance Per Block" config option.
- Distance from Origin - Same as "Distance from Spawn", but uses the distance from the origin (0, 0, 0).
- Distance and Time - A mix of Weighted Average and Distance from Spawn. Difficulty increases over time, but mobs also get stronger the further from spawn they are!
Mobs (both passive and hostile by default) will gain extra health as difficulty increases. The way extra health is added can be changed in the config file.
- 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. MULTI applies the same multiplier to all mobs, while MULTI_HALF and MULTI_QUARTER apply less for mobs with greater than 20 health. All of these should still apply more health than ADD mode. MULTI_HALF is the default.
- Additive mode (ADD) - A flat increase for all mobs. This is what Difficult Life used.
Blights are extremely powerful mobs. These are ordinary mobs (even from other mods) that have spawned with far more health, higher damage-dealing potential, and a variety of potion effects including a large speed boost. They also tend to spawn with armor.
The mobs themselves spawn with an invisibility effect, but are on fire. Blights have a purple fire effect at all times which makes them easy to identify, even if submerged in water.
By default, blights drop more heart containers than standard mobs (0-2) and ten times the XP. Blights have a variety of config options available, and can even be disabled entirely if that's what you want.
A difficulty bar will appear on your HUD from time-to-time. This bar actually has two parts, although you can't tell in most cases. The upper part of the bar (the largest part) is the Area Difficulty at your location. You may see this portion grow when near other players on a server, or when using a distance-based mode. The lower part is your Player Difficulty. That's the difficulty your player accumulates over time, which is used to calculate Area Difficulty in most cases.
Scaling Health includes a couple of commands. These are good for testing, goofing off, and working around bugs... If the player is not specified, the command uses the sender.
- /scalinghealth difficulty <amount> [player] - Sets the player's difficulty to amount.
- /scalinghealth health <amount> [player] - Sets the player's max health to amount.
Added: Config option for damage scaling on mobs (#20)
Added: Config options for position of difficulty meter. Negative numbers will place it some distance from the right/bottom edge of the screen. (#19)
Added: Config options to add extra heart crystal ore veins based on distance from spawn (#16)
Added: Keybindings to show/hide difficulty meter (#15)