ddd's harder mobs

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ddd's harder mobs

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Scale mobs in a vanilla way. Extremely configurable and data driven to expand easily.

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Minecraft

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Type
Mod
License
MIT License
Latest Version
1.2.0+neoforge
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This mod introduces a new leveling system that dynamically scales mobs depending on the performance of the player. Through the leveling system, mobs can spawn with more health, better armor, and effects. Predominantly, the leveling system is based off of the time-to-kill for mobs, and adjusts as the player survives. This helps to aid in the feeling of possible end-game weapons or items killing mobs too quickly.

What sets this mod apart is the adaptation to player performance, most notably if performance decreases. Most mods only involve upward progression and does not take into account of player dying, losing equipment, etc. This mod addresses this issue in a manner where if performance deviates in both negative manners, the system will scale mobs appropriately so that mobs are not completely overpowered as the player regains items.

State of the mod

This mod is intentionally vanilla style and WILL NOT introduce new mob AI, new entities, new items, nothing apart from the base vanilla game; a vanilla client should be able to join a server without this mod installed client-side. However, this mod is initially designed around [UNOFFICIAL] TaCZ 1.21.1 NeoForge Port due to its extremely strong weapons.

Version Phase
1.21.1 neoforge Released 1/20/2026
1.20.1 forge Released 1/21/2026
Fabric? Other versions? not in the meantime, sorry

Current Features:

  • Vanilla player scaling based on player mob time-to-kill.
  • Continuous scaling, there are no discrete "stages of mob scaling".
  • Player damage is the only limit in scaling. Optionally use AttributeFix to allow mob attribute levels beyond 1024.
  • Extremely configurable to adjust to any playstyle or modpack through datapack support and documentation to support entities, effects, armor, weapons, and enchantments from other mods, with blacklisting and level requirements and a whole bunch of stuff for fine tuning.
  • Multiplayer friendly, mobs will scale based on the closest player level upon spawn for each player's own fair experience.
  • Mob max health scaling
  • Mob armor and weapons
  • Mob effects
  • Mob bosses
  • Mob equipment can roll illegal enchanting attributes (disabled by default)
  • a mod to genuinely solve this problem
  • a mod request a few days into development

With the current state of the mod, it is nearly feature-complete, except for:

  • General out-of-the-box balancing. Feedback is welcome, as I am not well acquainted with modern vanilla combat flow.
  • Player health scaling...? may be redundant
  • Better tuning and starting initial config
  • Better showcase video

Incompatibilities:

  • Datapacks or mods that modify health. Custom entities will work fine with the mod specified health, but datapacks/mods that modify existing entities health like ender dragon fights mods will NOT increase health.

Permissions

This mod can be ported to other versions and platforms, as well as used in modpacks. Provide credit in forks of this project by simply linking to the original mod page here.


Dependencies

With the intent of being lightweight, no mod dependencies are required for this mod.


Issues/Suggestions/Feedback

Ideally, this mod should not conflict with mods, unless they harshly overwrite or interact with mob attributes. However, if there are issues or suggestions for the mod, feel free to issue them here.


Basic showcase and such

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  • the hardest cow you've ever seen
    the hardest cow you've ever seen ability to whitelist any mob, vanilla or modded through datapacks
  • if you want impossibly large scaling
    if you want impossibly large scaling all for those 1 shot kills
  • config screen
    config screen a whole bunch of stuff to change
  • illegal enchantments possible
    illegal enchantments possible of course theres a config to mitigate this
  • dripped out
    dripped out will strike fear at any moment

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