Overview#
Scaling Health (A World That Fights Back) is designed to balance Minecraft's difficulty by allowing both players and mobs to scale in power over time. As players spend more time in the world, travel further from spawn, or kill more mobs, the world's Difficulty value increases. This results in mobs spawning with higher health, increased damage, and a chance to become elite "Blight" variants. To counter this, players can find and craft Heart and Power Crystals to permanently increase their own maximum health and attack strength.
Difficulty Mechanics#
The core of the mod is the Difficulty system, which is tracked at three levels: Player, Global, and Area.
Difficulty Types
- Player Difficulty: An individual value for each player that increases slowly over time (default: 0.0016 per second). It can also increase by killing mobs or decrease upon death, depending on configuration.
- Global Difficulty: A world-wide value that affects all players equally. It typically increases at a set rate regardless of player activity.
- Area Difficulty: When a mob spawns, the mod calculates the difficulty of that specific location. This is used to determine the mob's health and damage bonuses.
Area Difficulty Calculation Modes
| Mode | Description |
|---|---|
| AVERAGE | The average difficulty of all players within the search radius. |
| WEIGHTED_AVERAGE | Similar to average, but players closer to the spawn point have a higher impact. |
| MIN_LEVEL | Uses the lowest difficulty level among nearby players. |
| MAX_LEVEL | Uses the highest difficulty level among nearby players. |
| DISTANCE_FROM_SPAWN | Difficulty is based solely on how many blocks the spawn point is from the world origin. |
| DISTANCE_FROM_ORIGIN | Difficulty is based on the distance from coordinates (0,0,0). |
| DISTANCE_AND_TIME | A combination of weighted average player difficulty and distance from spawn. |
Blight Mobs#
Blights are extremely powerful, elite versions of standard mobs. Any hostile mob has a small chance to spawn as a Blight, which increases as the Area Difficulty rises.
Characteristics
- Visuals: Blights are permanently engulfed in purple fire, making them easy to spot even underwater.
- Stats: They possess significantly higher health (often 2x to 10x), increased movement speed (Speed V), and higher attack damage (Strength III).
- Special Properties: Blight Creepers always spawn as Charged Creepers. Blights are immune to suffocation damage and fire damage.
- Drops: Blights drop significantly more experience (default 10x) and have a high chance to drop 0-2 Heart Crystals.
Items#
Scaling Health adds several items to help players survive the increasing difficulty or manipulate the world's challenge level.
Crystals and Shards
| Item | Function | Image |
|---|---|---|
| Heart Crystal | Permanently increases max health by 1 heart (2 HP). Consumes XP on use. | |
| Power Crystal | Permanently increases base attack damage by 0.5 (quarter heart). | |
| Heart Shard | Obtained from mining or mob drops; 9 shards craft one Heart Crystal. | |
| Power Shard | Obtained from mining or mob drops; 9 shards craft one Power Crystal. |
Healing Items
- Bandages: Restores 30% of maximum health over 60 seconds. Requires 5 seconds of use time (holding right-click).
- Medkits: Restores 70% of maximum health over 35 seconds. Requires 5 seconds of use time.
- Heart Dust: A crafting component obtained by crushing a Heart Crystal in a crafting grid (yields 24 dust).
Difficulty Manipulators
- Cursed Heart: Increases the player's difficulty by a set amount (default: +10) when used. Found in dungeon chests.
- Enchanted Heart: Decreases the player's difficulty by a set amount (default: -10) when used. Found in dungeon chests.
- Chance Heart: Randomly increases or decreases difficulty when used.
Blocks#
The mod adds two primary ores that generate in the Overworld to provide players with scaling materials.
- Heart Crystal Ore: Drops Heart Crystal Shards. It generates at various heights, with Deepslate variants appearing below Y=0. Vein sizes are typically 1-3 blocks.
- Power Crystal Ore: Drops Power Crystal Shards. Rarer than Heart Crystal Ore, it also features a Deepslate variant in lower depths.
Both ores require at least an Iron Pickaxe to mine and provide a significant amount of experience when broken.
Recipes#
Most items in Scaling Health are crafted using the standard 3x3 crafting grid.
Crafting Table Recipes
| Result | Ingredients |
|---|---|
| Heart Crystal | 9x Heart Crystal Shard (Full Grid) |
| Power Crystal | 9x Power Crystal Shard (Full Grid) |
| Heart Dust (24) | 1x Heart Crystal |
| Bandage | 3x Paper + 3x Heart Dust |
| Medkit | 2x Bandage + 2x Heart Dust + 1x Iron Ingot + 1x Glistering Melon Slice + 3x Terracotta |
Note: Bandages and Medkits apply a "Bandaged" effect that slows movement speed by 25% while healing is active.
Commands#
Administrators can use the following commands to manage player stats and world difficulty:
/sh_difficulty <get|set|add> <player> <value>: Manages a player's current difficulty level./sh_health <get|set|add> <player> <value>: Manages a player's maximum health (in half-hearts)./sh_power <get|set|add> <player> <value>: Manages a player's base attack damage./sh_recalculate: Forces the mod to recalculate health and difficulty for all loaded entities.
Mob Health Scaling#
Mobs gain extra health based on the Area Difficulty. There are four primary scaling modes:
- ADD: Adds a flat amount of health based on difficulty (e.g., +20 HP regardless of base health).
- MULTI: Multiplies the mob's base health by a factor derived from difficulty.
- MULTI_HALF: Multiplies health, but the multiplier is reduced for mobs that already have high base health (default mode).
- MULTI_QUARTER: A more conservative version of MULTI_HALF for minimal scaling on bosses.