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Little jimmy Update

  • Made poweful mobs not move at light speed(usually)
  • Made powerful mobs a little bit rarer
  • Other very small changes

Did some gameplay testing and noticed these were very extreme and didn't really feel fun.

Big bob update

  • Added Powerful Dust, Gotten from killing Powerful Mobs. Has a few different uses.
  • Added Altering Cookie, when eaten it randomizes your stats by a little bit for 30 minutes.
  • Added Mutational bread, it costs more power dust but randomizes your stats by even more
  • Added Mutated Effect which does nothing on it's own it just resets your stats when over.
  • Added a new damage type.
  • Added Science Rules!.. advancement gotten from eating any mutating food.
  • Added Luck of the Dust advancement gotten from not getting blown up from eating the dust.
  • Added Not So Big advancement gotten from killing a powerful mob.

Big update, yeah!. But this is cool since the "mutations" are compatible with other things since they are instead called modifiers and don't just change your base stats/attributes.The dust can be composted for some reason and also the food is animated. Pretty cool and Have Fun!

Controlling Commands

  • Added "Scalenormalvariationby" command to manually change the multiplier for variation range.
  • Added "Scalepowerfulnessby" command to manually change the multiplier for powerful mobs.

Both commands have a True/False and a number, The true/false is for whether the number should add on to the existing multiplier(true) or reset it(false). The number is self explanatory, for some background info a "big achievement" gives around 0.2 extra normal variation and 0.04 extra powerfullness. That's it have fun!

Tweakys

  • Changed how powerful mobs look, I mean like their particles.
  • Made Powerfulness based on the effect level, not noticeable in the normal game.
  • Made powerful mobs more common at night.

Bug no more.

Fixes variation scaling not working and tweaked it so much that It's practically perfect. Not really needed to lower the mobscaleswithfactor when you add many new advancements since now major story advancements are the things that increase difficulty the most. So getting 100 advancements in a random mod won't make the game unfair anymore. And instead going to the nether or the end or beating the dragon will make the game slightly harder FOREVER!!

Also added a command for my debugging but you can check it out, called "resetvariationscaling"

That's it, I put alot of effort here to fix this bug since it was an annoying one. But yeah, Have Fun!

Gamerules and Scales

  • Added variationStrength gamerule
  • Added Powerfulguystrength gamerule
  • Also added Mobscaleswithyou gamerule
  • And added Mobscalewithyoufactor gamerule
  • Added Difficulty scaling to this mod which is based off your achievements.

Everything will be explained in the description but I'll explain the scaling a bit here. It's optional because I put a gamerule but it is hard and maybe fun. When you get an achievement it will raise the gamerules of variationstrength and powerfulguystrength a teeny tiny bit. Don't worry you can still 100% the base game and still be able to kill a single chicken or zombie or a powerful zombie. Non-powerful mobs will have more random stats like Even higher or lower health or even higher lower or higher speed. But powerful mobs will just be stronger over time. I recomend lowering the Mobscalewithyoufactor gamerule if you have many mods adding 100 advancements. Base minecraft has 122 advancements as of now so that's what it's based off but if you have like 300 advancements and plan on 100% the game still than set that gamerule to like 0.6.

That's alot to read, you don't have to read it but either way, have fun!

Initial Release

yahoo


Project members

Dashy22

Dashy22 duh, I'm the owner

Details

Licensed ARR
Published 7 months ago
Updated 6 months ago