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Crystal Leveling
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Assigns every entity a random “difficulty level”, makes fighting more meaningful.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Must be installed on both the client and the server.
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When a entity spawns or joins the world, this mod dynamically assigns it a random “difficulty level” from 1 to 100 and then buffs its stats based on that level. The mob’s display name is then appended with a colored crystal icon that serves as a visual tier/rarity indicator of how tough it is.
So players will encounter mobs with increased:
- Max health
- Attack damage
- Armor
- Armor toughness
Scaled by that random difficulty level.
Their name gets a suffix icon with a color code representing how high the difficulty is (e.g., green for low, colorful for top tier), making it easy to spot stronger-than-normal mobs at a glance.
Example(from lowest to highest):

For devs
The mod defines a syncable difficulty_level attribute (0–100) and attaches it to all entities. Other mods can read that attribute and branch logic (e.g., custom drops, loot tiers, effects) based on its value.
@Mod.EventBusSubscriber
public class CustomDropOnDeathWithTiers {
@SubscribeEvent
public static void onLivingDeath(net.minecraftforge.event.entity.living.LivingDeathEvent event) {
LivingEntity entity = event.getEntityLiving();
if (entity == null)
return;
// Read difficulty level (default to 0 if missing)
double difficulty = 0;
if (entity.getAttributes().hasAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get())) {
difficulty = entity.getAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get()).getBaseValue();
}
// Determine tier and give corresponding drop
if (difficulty >= 81) {
// Top tier (colorful): very rare reward
entity.spawnAtLocation(new ItemStack(Items.NETHER_STAR), 0.0F);
} else if (difficulty >= 65) {
// Dark blue tier: rare reward
entity.spawnAtLocation(new ItemStack(Items.DIAMOND), 0.0F);
} else if (difficulty >= 49) {
// Light purple tier: uncommon reward
entity.spawnAtLocation(new ItemStack(Items.EMERALD), 0.0F);
} else if (difficulty >= 33) {
// Red tier: modest reward
entity.spawnAtLocation(new ItemStack(Items.IRON_INGOT), 0.0F);
} else if (difficulty >= 17) {
// Yellow tier: common reward
entity.spawnAtLocation(new ItemStack(Items.GOLD_INGOT), 0.0F);
} else {
// Green tier: baseline reward
entity.spawnAtLocation(new ItemStack(Items.APPLE), 0.0F);
}
}
}

When a entity spawns or joins the world, this mod dynamically assigns it a random “difficulty level” from 1 to 100 and then buffs its stats based on that level. The mob’s display name is then appended with a colored crystal icon that serves as a visual tier/rarity indicator of how tough it is.
So players will encounter mobs with increased:
- Max health
- Attack damage
- Armor
- Armor toughness
Scaled by that random difficulty level.
Their name gets a suffix icon with a color code representing how high the difficulty is (e.g., green for low, colorful for top tier), making it easy to spot stronger-than-normal mobs at a glance.
Example(from lowest to highest):

For devs
The mod defines a syncable difficulty_level attribute (0–100) and attaches it to all entities. Other mods can read that attribute and branch logic (e.g., custom drops, loot tiers, effects) based on its value.
@Mod.EventBusSubscriber
public class CustomDropOnDeathWithTiers {
@SubscribeEvent
public static void onLivingDeath(net.minecraftforge.event.entity.living.LivingDeathEvent event) {
LivingEntity entity = event.getEntityLiving();
if (entity == null)
return;
// Read difficulty level (default to 0 if missing)
double difficulty = 0;
if (entity.getAttributes().hasAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get())) {
difficulty = entity.getAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get()).getBaseValue();
}
// Determine tier and give corresponding drop
if (difficulty >= 81) {
// Top tier (colorful): very rare reward
entity.spawnAtLocation(new ItemStack(Items.NETHER_STAR), 0.0F);
} else if (difficulty >= 65) {
// Dark blue tier: rare reward
entity.spawnAtLocation(new ItemStack(Items.DIAMOND), 0.0F);
} else if (difficulty >= 49) {
// Light purple tier: uncommon reward
entity.spawnAtLocation(new ItemStack(Items.EMERALD), 0.0F);
} else if (difficulty >= 33) {
// Red tier: modest reward
entity.spawnAtLocation(new ItemStack(Items.IRON_INGOT), 0.0F);
} else if (difficulty >= 17) {
// Yellow tier: common reward
entity.spawnAtLocation(new ItemStack(Items.GOLD_INGOT), 0.0F);
} else {
// Green tier: baseline reward
entity.spawnAtLocation(new ItemStack(Items.APPLE), 0.0F);
}
}
}
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