Mob Stats

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Mob Stats

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Too fed? Make the mobs harder!

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Survival
Hostile Mobs
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Minecraft

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Type
Mod
Latest Version
[MC1.7.X]MobStats-1.0.4.jar

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Description

Update 12/3/2014: Fixed the issue where certain attributes were not being applied properly (notably Health)

This simple, compact mod allows you to control the stats of the Mobs in your worlds.  Bosses and Mobs alike will end you quickly ;)

  • Functional Modifiers
  • Damage
  • Attributes Modifiers
  • Max Health
  • Knockback Resistance
  • Move Speed
  • Follow Range

Use additive and/or multiplicative and/or variance multipliers!  Fully customizable in the configuration.  Default settings are no additive modifiers and no multiplicative modifiers,  meaning you won't have any difference unless you want it!

  • Additive
  • Add your modifier absolutely to the Mob
  • Multiplicative
  • Multiply the Mob's base + additive modifier (if you added any), then multiply that amount by this multiplier
  • Always calculated into the formula, use 1.0 (default) to make functionally useless
  • Variance ("Bounding")
  • Add a pseudo-normally distributive multiplier (Mean: 1.0, Variance: 0.5) to the equation

General Form: (Base + Additive) * Bounding * Multiplicative

Damage modifiers are calculated at the instance of taking damage, and therefore do not modify any base values.  This ensures that ALL the damage you take from ANY Mob is going to really hit you good :)  Does not affect passives (cows, squids, etc.)

Enable/Disable this mod from the configuration file!  The default values for this mod keep the mob stats the same, meaning you won't see a difference unless you modify the configuration file yourself!

Not working?  Update your Forge!

Couple this mod with my Demi Gods (1.7.10/1.7.2 Download) mod to keep the combat fresh!

Future Plans
I'll be playing around with a more concrete "leveling" system for the mobs (and maybe the player, too). I'm debating having mobs "level up" more the farther you travel from your current spawn point, although I'm not fully married to this idea.

Variance modifiers allow an ersatz "level", but it's not where I want it, yet. I'll also probably change the configuration such that variance is applied to each stat, as well, rather than across the board. Let me know your thoughts!

Changelog

v1.0.3
* Removed debugging commands that were left in production

v1.0.2
* Removed debugging commands that were left in production
* Fixed issue where current health was not being set to potential max health on spawn
+ Functionally, you would see 20/56 or 20/39 or whatever, instead of 56/56 or 39/39

v1.0.1
* Fixed typos causing attributes not be assigned properly
* Reworked formulas to cause "bounding modifications" to happen after both additive and multiplicative multipliers
+ General Form: (Base + Additive) * Bounding * Multiplier
+ Distribution formula: 1.0d + new Random().nextGaussian() * 0.5d
+ Rounded results to nearest integer

v1.0.0
* Damage is calculated at the "hurt" event
+ Base values or attributes pertaining to attack are left alone
+ Damage is calculated at earliest stage, preserving armor reductions, buffs, etc.
- i.e. Entity attempted damage is increased
* Health, Follow Range, Move Speed, and Knockback modify Entity attribute base values
+ Entity data is therefore being increased when Entity enters the world
- i.e. Entity spawns with higher health/knockback resistance

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