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Runs entirely on the server. Also works in singleplayer.
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Description
A mod that heals Bosses when players are defeated and adds some balancing changes for multiplayer servers.
Healing
When a boss has no nearby alive players in a configurable radius, it recovers all of it's health. Long gone are the days of bed respawn or similar exploits.
Armor Scaling
All bosses have configurable amounts of armor and armor toughness increased for each connected player in the server. Now players are encouraged to cooperate to defeat them.
Persistence
Bosses won't naturally despawn. You can retry those battles as many times you want if you respawn far from them.
Chest Loot Drops
Defeated bosses will have a chest with it's loot table waiting to be generated instead of dropping items to the floor. Perfect for usage with Lootr or similar in Multiplayer. (Disabled by default since the Wither and Ender Dragon have empty loot tables in vanilla)
Compatibility
Hardcore Revival: Knocked out players won't prevent bosses from healing.
Lootr: Boss Loot Chest is compatible with lootr.
Configuration
There's a config file located in /config/boss_regen_server.json:
- "detectionRadius": The radius in blocks from the boss to search for alive players (Used for healing).
- "armorBonusPerExtraPlayer": Pretty self explanatory.
- "toughnessBonusPerExtraPlayer": Pretty self explanatory.
To apply each tweak to an entity there's 4 dedicated tags, located in "data/boss_regen/tags/entity_type":
- has_armor_scaling: Defaults to #c:bosses.
- has_loot_chest: Is empty by default.
- has_persistence: Defaults to #c:bosses.
- has_regen: Defaults to #c:bosses.
You can configure it with a datapack and enable it by default in all worlds with:
A mod that heals Bosses when players are defeated and adds some balancing changes for multiplayer servers.
Healing
When a boss has no nearby alive players in a configurable radius, it recovers all of it's health. Long gone are the days of bed respawn or similar exploits.
Armor Scaling
All bosses have configurable amounts of armor and armor toughness increased for each connected player in the server. Now players are encouraged to cooperate to defeat them.
Persistence
Bosses won't naturally despawn. You can retry those battles as many times you want if you respawn far from them.
Chest Loot Drops
Defeated bosses will have a chest with it's loot table waiting to be generated instead of dropping items to the floor. Perfect for usage with Lootr or similar in Multiplayer. (Disabled by default since the Wither and Ender Dragon have empty loot tables in vanilla)
Compatibility
Hardcore Revival: Knocked out players won't prevent bosses from healing.
Lootr: Boss Loot Chest is compatible with lootr.
Configuration
There's a config file located in /config/boss_regen_server.json:
- "detectionRadius": The radius in blocks from the boss to search for alive players (Used for healing).
- "armorBonusPerExtraPlayer": Pretty self explanatory.
- "toughnessBonusPerExtraPlayer": Pretty self explanatory.
To apply each tweak to an entity there's 4 dedicated tags, located in "data/boss_regen/tags/entity_type":
- has_armor_scaling: Defaults to #c:bosses.
- has_loot_chest: Is empty by default.
- has_persistence: Defaults to #c:bosses.
- has_regen: Defaults to #c:bosses.
You can configure it with a datapack and enable it by default in all worlds with:
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