More Danger

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More Danger

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Fully customizable mob difficulty.

Mod Loaders
Minecraft
26.3

About

Description

More Danger

(Fabric)

Make the mobs in Minecraft something to fear. Tougher monsters in random armor that see and hear
you from further away, remember you longer, dig through your walls and climb up to your
base, rare champions with powers, and a chaos mode that changes the rules every night.

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FEATURES
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Every world keeps its own settings. New worlds start with True Vanilla, which is
plain vanilla (see Presets below). Change them on the /md screen or with
/moredanger. The /md screen has two sides. Left, scrolling: the lists that shape
the monsters (Difficulty, Strength, Awareness, Awareness type, Champions) and
under them the Presets (each family's six levels in two rows of three small
buttons). Right, scrolling: Night mode, Sun immunity, Day
spawning, Memory, Digging, Climbing, Flying and Chaos mode, with Done under
it. Every setting is one row: its name at the left and its button
at the right, under section bands (Monsters, Presets; World rules, Tricks,
Chaos). Each list (Difficulty,
Strength, Awareness, Champions) can also be Random: it picks a level right away (never Ultimate), and again at every nightfall
while Night mode is on.

Difficulty: the world's own difficulty
- The same as vanilla's difficulty (Options or /difficulty): Easy, Normal or
  Hard. Random never picks Peaceful.
- More Danger only changes it when you pick it, on Default (Normal), on a
  Random roll or on a chaos roll. A locked difficulty or Hardcore world is
  never changed.
- More Danger works with any difficulty, it adds to it. On Peaceful there are
  no monsters, so it has nothing to do.

Strength: how tough hostile mobs are, on top of the world difficulty
  Level      Health        Melee damage  Speed        Arrows/explosions
  Vanilla    vanilla       vanilla       vanilla      vanilla
  Tough      +1% to +25%   +1% to +20%   +1% to +10%  x1.10
  Brutal     +25% to +50%  +20% to +40%  +10% to +20% x1.25
  Nightmare  +50% to +100% +40% to +60%  +20% to +25% x1.5
  Hell       +100% to +150% +60% to +80% +25% to +30% x1.75
  Ultimate   +150% to +250% +80% to +100% +30% to +35% x2.0
- Ultimate is unfair: mobs wear a full netherite set and a netherite sword,
  have a lot more health, and notice you from 40 blocks further. Play at your
  own risk. Netherite never appears below Ultimate.
- Every mob rolls its own value inside the ranges, so no two zombies are
  alike. The roll is remembered. When the level changes (even back to a level
  it had before) every mob rolls fresh values; saying the same level again
  changes nothing.
- Bosses (Ender Dragon, Wither, Warden, Elder Guardian) and creepers are
  never made tougher.
- Changing the level never heals a hurt mob.
- Armor and weapons: mobs that wear armor (zombies, skeletons and piglins,
  including husks, drowned, strays and so on) roll each armor slot for a piece
  at their level's chance, and zombies and piglins roll a sword for their
  hand. Only empty slots are filled, so a mob's own gear is never touched,
  and skeletons keep their bows.
  Level      Armor per slot  Armor           Sword   Sword
  Tough      25%             leather         10%     wooden
  Brutal     40%             chainmail       20%     stone
  Nightmare  60%             iron            35%     iron
  Hell       80%             iron or diamond 50%     iron or diamond
  Ultimate   100%            netherite       100%    netherite
  The pieces More Danger gives never add up to more than 16 armor points on
  one mob (a full iron set is 15), so mobs stay beatable; Ultimate has no cap.
  They come off again when the level changes or at sunrise with Night mode,
  and they never drop: you can't farm gear from them.
- Swimming (with Climbing): mobs swim fast, like a player. Water
  slows mobs right down in vanilla; at Tough it slows them 20-40% less, at
  Brutal 40-60% less, Nightmare 60-80% less, Hell 80-100% less and Ultimate
  90-100% less. Vanilla Strength changes nothing.

Awareness: how far hostile mobs notice you (same levels as Strength)
- Sight: each level above Vanilla adds 8 blocks to a mob's own sight range
  (Tough +8, Brutal +16, Nightmare +24, Hell +32, Ultimate +40), never more
  than 64 blocks.
  Mobs always have it.
- Type Sight and Sound: hostile mobs that walk (from other mods too) also
  hear the noises you make, through walls, glass and doors (at every
  Awareness level, Vanilla included):
  Level      Loud noises   Quiet noises
  Vanilla    8 blocks      6 blocks
  Tough      12 blocks     9 blocks
  Brutal     16 blocks     12 blocks
  Nightmare  20 blocks     15 blocks
  Hell       24 blocks     18 blocks
  Ultimate   28 blocks     21 blocks
  Loud: sprinting, jumping, landing from a fall, breaking, placing and
  hitting blocks, fighting, shooting. Quiet: walking, swimming, eating and
  drinking, opening doors and chests, putting on armor.
- A mob that hears you walks over to check out the noise, and remembers it
  as long as its Memory lasts (10 seconds with Memory Vanilla). It only
  attacks if it then sees you.
- Sneaking keeps your footsteps silent, and wool blocks sound, just like with
  sculk sensors.
- Arrows and snowballs make a noise where they land: use them to lure mobs
  away.
- With type Sight, mobs never react to noises (vanilla mobs don't hear).
- Hearing works day and night, also with Night mode on. On a Night mode day
  the ranges are the Vanilla ones (8 and 6 blocks).

Champions: rare mobs with powers
- Off, Rare (1%), Default (5%), Common (10%) or High (20%): the chance that a
  hostile mob spawns as a champion.
- A champion has 2 random powers: Speed, Strength (melee mobs only),
  Resistance, or 4 extra golden hearts.
- When it hits you, you get Slowness, Weakness, Poison or Hunger for 3
  seconds.
- Easy to spot: 20% bigger, potion swirls and a gold sparkle.
- Drops double XP.
- Champion slimes and magma cubes split into champion babies.
- Never a boss or a creeper.
- Turning Champions off turns every champion back into a normal mob.

Night mode (on by default)
- Strength (with its armor and weapons), Awareness, Champions, Memory,
  Digging, Climbing and Flying only work at night. The day is vanilla, so you have time to build your defenses.
- At nightfall every monster gets a chance to become a champion; at sunrise
  every champion turns back into a normal mob.
- Random settings roll again at every nightfall.
- A message shows at nightfall and at sunrise.
- Hearing (Sight and Sound) works during the day too.
- Never changes the world difficulty, Sun immunity or Day spawning.

Sun immunity (off by default)
- Hostile mobs don't burn in daylight.

Day spawning (off by default)
- Monsters also spawn in daylight, in the places they would at night.
  Torches and other lights still keep them away, so lit bases stay safe.
- Zombies and skeletons burn in the sun as usual unless Sun immunity is on.

Memory: how long a mob stays interested after it loses you
- A mob remembers the LAST PLACE it saw or heard you. It goes there (and digs
  toward it, or calls a spider / phantom for it) and does NOT know where you
  really are until it sees you again. A new sight or sound replaces the
  remembered place.
- When it arrives it searches around the spot (random places within about 6
  blocks) for the rest of its memory, then gives up.
- Vanilla: about 10 seconds.
- Long: 1 to 3 minutes. Hide, stand still and stay quiet.
- Relentless: 3 to 7 minutes, unless you get out of its range.
- The time is random for every chase and every noise, so you can never be
  sure when a mob gives up.
- With Digging on, Memory is at least Long (Vanilla is not offered).

Digging (off by default)
- Every hostile mob that walks (zombies, skeletons, creepers, spiders,
  and walking mobs from other mods) chasing you, or coming to check out a
  noise you made, breaks through blocks in its way when it can't walk to
  you. Flying and swimming mobs and bosses don't dig. Nobody digs from more
  than 16 blocks away.
- Doors: mobs head for your wooden doors and break them, like any block
  (a wooden door takes about 4 times as long as dirt). On Hard, vanilla's
  door-breaking zombies keep breaking doors their own vanilla way.
- A creeper that digs through and sees you blows up as usual.
- Slow at first: a tenth of a bare-handed player's speed. The longer a mob
  keeps digging, the harder it digs: +100% every 10 seconds, up to 5 times
  as hard. One mob needs about 6 seconds for dirt, 16 for planks, 36 for
  cobblestone, 46 for stone bricks, 76 for deepslate. Mobs that hit harder
  (higher Strength, a champion's Strength power) dig faster.
- Hit a digging mob to stop it: it stops for 3 seconds, its cracks heal,
  and it starts over at its slowest.
- You see the same cracks as when you mine. If the mob stops for 2
  seconds, the cracks heal. A digging mob stands still at the wall.
- Two mobs on one block dig twice as fast; more than two don't add more.
- Mobs dig toward you at any height: sideways, down when you are below them
  (it walks over, digs through the floor and falls in) and up when you are
  higher. Going up they dig a staircase: the block in front stays as a step,
  the two above it and the one over their own head are dug away, and they
  jump up onto it, one block at a time. A spider digs straight up into the
  hole it climbs (and digs out everything its wide body needs). So a raised
  floor, a doorstep, a tower or a base on a tree no longer keeps them out.
- Blocks break the normal way: they drop what a bare hand would get (dirt
  and planks drop, stone and glass don't) and chests spill their items.
- Never digs unbreakable blocks (bedrock), obsidian, crying obsidian,
  reinforced deepslate or respawn anchors.
- Follows the mobGriefing game rule: with it off, mobs never dig.

Climbing (off by default)
- A walking hostile mob that is chasing you, or checking out a noise you
  made, but can't reach you because you are at least 2 blocks above it (a
  pillar, a cliff, a high base) calls a spider to carry it up. Mobs that
  already have a way to walk to you don't call. Babies, big mobs, bosses, and
  mobs that climb or fly themselves don't call. Spiders never summon spiders.
- A mob calls when it is within its own sight distance of you (at least 24
  blocks; Awareness raises it, up to 64), and looks for a spider that far
  around itself. The courier is the nearest free vanilla spider or cave spider
  that has a way to the mob. Spiders already up near your base come
  down to fetch mobs: they are couriers too.
- With no spider near, one is summoned next to the mob: at most 3 summoned
  spiders near a player, and one summon every 10 seconds. They are normal
  spiders and despawn normally.
- The spider obeys the first mob that calls it and ignores everyone else
  until the job is over. The mob mounts it, the spider climbs toward you, and
  the rider hops off when it is level with you and within reach. A mob calls
  at most once every 10 seconds.
- A job ends when it takes too long (20 seconds to fetch, 30 to ride), the
  spider gets stuck, either mob dies or you are gone.
- A courier spider that is stuck on the way (leaves, a floor) digs through it
  with the mob on its back, if Digging is on too.
- Spiders that hear you also climb toward the noise, up walls and trunks,
  even when they can't see you.
- A courier spider that gets near you but has nothing to climb (open water
  or air under a ledge) looks for the nearest wall around it (a few ray
  casts a second, only while a job runs) and climbs that. It can't climb a
  ceiling, so under an overhang it needs Digging to tunnel up, or Flying.
- If a spider job fails (stuck, too slow, no way up) and Flying is on, that
  mob's next call, for the next minute, is a phantom instead.
- Mobs also swim fast (see Strength).
- With Night mode on, climbing rests during the day.

Flying (off by default)
- A walking hostile mob that can see you but can't reach you (you are across
  a drop or water, on a platform, on a high floor...) and for which no spider
  was available calls a phantom: one is summoned next to it and flies it to
  you. The rider hops off when it is level with you and over solid ground.
- The phantom doesn't fly straight at you: it rises (from where it is, or
  after flying out from under whatever is over it, like a platform), flies
  over you at 3 blocks above your level, and comes down onto you. It also
  checks that its rider has room at every step, so nobody gets pushed into
  blocks, and a rider never takes suffocation damage on the way.
- Phantom couriers only exist for the job: one near a player at a time, no
  fire trouble in daylight, and gone when the ride is over. Natural phantom
  spawning is untouched: they still only spawn when a player hasn't slept.
- A mob needs to see you (not just hear you) to call a phantom.
- With Night mode on, flying rests during the day.

Spiders and other mods' mobs
- Spiders are aggressive around the clock with More Danger installed. In
  vanilla they only attack in the dark and stay neutral in daylight. They
  don't spawn in daylight unless Day spawning is on.
- Bosses are never part of More Danger: vanilla's four, anything in the
  c:bosses tag, and anything with a base health above 100.
- Only vanilla spiders, cave spiders and More Danger's own phantoms carry.
  Spiders and flying mobs from other mods are never used as couriers and
  never call one (they have their own way); they still get Strength,
  Awareness and Champions. Any other mod's walking mobs can call and ride our
  spiders and phantoms.

Friendly fire (off by default)
- Hostile mobs don't hurt each other by accident: creeper blasts, skeleton
  arrows that hit a zombie in the way and the like do nothing to other hostile
  mobs. A mob attacking another on purpose (its own target, like a zoglin
  going for a piglin) still does, bosses and everything else are left alone,
  and a player's hit always counts. Turn it on for vanilla behavior.
- Not rolled by chaos and not changed by presets; True Vanilla and the Default
  command turn it off.

Chaos mode
- Rolls the settings in secret when you turn it on and again at every
  nightfall. The only message is "The world is in chaos." Every other
  setting is locked while it is on; turning it off, or picking a preset,
  brings back your own choices.
- Vanilla: Champions, Digging, Climbing, Flying, hearing, Sun immunity and Day
  spawning stay off; Difficulty, Strength, Awareness, Night mode and Memory
  are rolled.
- Mild: also hearing, champions, sun immunity, day spawning, climbing and
  flying; never digging and never Relentless memory: chaos without monsters
  breaking in.
- Wild: rolls everything: Difficulty (never Peaceful), Strength, Awareness,
  Awareness type, Champions, Night mode, Sun immunity, Day spawning, Memory,
  and Digging, Climbing and Flying each on their own.
- Ultimate: Wild, where Strength and Awareness can also roll Ultimate
  (unfair). No other chaos mode, and Random, ever rolls Ultimate.

Presets (the left side of /md, scrolling)
- True Vanilla (Sets everything back to vanilla): Difficulty Normal, Strength
  and Awareness Vanilla, type Sight, Champions Off, Night mode On, Sun
  immunity and Day spawning Off, Memory Vanilla, Digging, Climbing and Flying
  Off, Chaos Off. New worlds start like this.
- Twelve families with six levels each (Vanilla, Tough, Brutal, Nightmare,
  Hell, Ultimate). A level sets Strength and Awareness to that level, the
  type to Sight at Vanilla and Sight and Sound above it, and Memory to Long
  (Vanilla at Vanilla level; Long when Digging is on; Relentless at Hell and
  Ultimate). Presets never change the world difficulty.
    Nights                    nothing else; no champions
    Night Champions           Champions: Rare (Vanilla, Tough), Common
                              (Brutal, Nightmare), High (Hell, Ultimate)
    Night Siege               Digging, Climbing and Flying
    Night Siege Champions     the same, with champions
    Night Hunters             Climbing and Flying (no digging)
    Champion Night Hunters    the same, with champions
    Daywalker versions of each of the six: Night mode off, Sun immunity on
    and Day spawning on (at Vanilla level Day spawning stays off).
- Applying a preset turns Chaos off. Hover over a preset for what it does
  and every setting it sets. Ultimate presets warn: "This is an unfair
  setting. Play at your own risk."

Announcements
- Changes show on screen above the hotbar, for example:
  "The monsters feel like a nightmare. You are exposed. Beware of the
  champions."

Always beatable
- A single hit made stronger by More Danger never deals more than 7.5
  hearts after armor. Hits that already do more in vanilla stay vanilla.
- Strength plus a champion's Speed never make a mob more than 45% faster.
- Ultimate is the one setting that is not meant to be fair: no armor cap on
  the netherite gear. The 7.5-heart hit cap still applies to it. In full
  netherite with Protection IV a single Ultimate zombie hit is about 1-2
  damage on Normal; without good armor it is deadly.

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COMMANDS
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/md                                   Open the settings screen (needs the
                                      mod on your client).
/moredanger                           Show the current settings.
/moredanger difficulty <level|random> easy, normal, hard
/moredanger strength <level|random>   vanilla, tough, brutal, nightmare, hell, ultimate
/moredanger awareness <level|random>  vanilla, tough, brutal, nightmare, hell, ultimate
/moredanger awareness_type <type>     sight, sight_and_sound
/moredanger champions <level|random>  off, rare, default, common, high
/moredanger night_mode <true|false>
/moredanger sun_immunity <true|false>
/moredanger day_spawning <true|false>
/moredanger memory <memory>           vanilla, long, relentless
/moredanger digging <true|false>
/moredanger friendly_fire <true|false>
/moredanger climbing <true|false>
/moredanger flying <true|false>
/moredanger preset <id>               e.g. nights_tough, daywalker_siege_hell (tab-
                                      complete lists them)
/moredanger chaos <mode>              off, vanilla, mild, wild, ultimate
/moredanger default                   Everything back to vanilla (like True Vanilla).
/moredanger debug                     Show the stats of the mob you look at.
/moredanger courier                   Say why the mob you look at is not calling a
                                      spider or phantom (settings off, too far, no
                                      target, you are not high enough...).

Changing settings: operators, or the host of a singleplayer/LAN world (even
without cheats).

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SETTINGS
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Each world keeps its own settings (change them with /md or /moredanger).

config/moredanger.json holds the numbers:
strength_levels                     Health, damage, speed and swim ranges
                                    and the ranged multiplier per level.
gear_levels                         Armor and sword chance and materials
                                    (with weights) per level.
gear_drop_chance           0        The chance More Danger's gear drops
                                    (vanilla's own is about 0.085).
max_gear_armor_points      16       The most armor points of More Danger's
                                    gear on one mob.
courier_search_range       24       The least distance a mob calls and looks for
                                    a spider from (its sight distance counts
                                    when it is larger).
courier_call_seconds       10       A mob calls at most this often.
courier_job_seconds        20       How long a spider obeys one caller.
courier_ride_seconds       30       The longest ride.
courier_max_summoned       3        Summoned spiders near a player.
courier_summon_seconds     10       One summon per player this often.
awareness_blocks_per_level 8
awareness_max_range        64
hearing_ranges                      Loud-noise hearing range per level.
quiet_noise_fraction       0.75     Quiet noises carry this part of it.
long_memory_min_seconds    60       Memory Long: a random time between
long_memory_max_seconds    180      these two.
relentless_memory_min_seconds 180   Memory Relentless: the same.
relentless_memory_max_seconds 420
dig_speed                  0.1      Digging speed (part of a bare hand).
dig_ramp_seconds           10       +100% dig power every this many seconds,
dig_ramp_max               5        up to this many times as hard.
dig_hit_pause_seconds      3        How long a hit stops a digging mob.
dig_max_mobs_per_block     2        Mobs on one block that add up.
dig_blacklist                       Blocks mobs never dig.
excluded_mobs              []       Mob ids that never hear or dig, for
                                    mod mobs that act strangely, e.g.
                                    ["somemod:odd_beast"].
champion_chances                    Chance per champion level.
max_boosted_hit_on_player  15       The 7.5-heart safety net.
max_speed_bonus            0.45     The +45% speed cap.

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HQ COMPATIBILITY
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With HQ installed, a "More Danger" button in the HQ list opens /md.
Without HQ the mod works exactly the same.

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COMPATIBILITY & NOTES
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- Affects every hostile mob, including mobs from other mods.
- Players without the mod see all messages in English.

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CHANGELOG
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1.0.2
- Memory reworked: mobs go to the last place they saw or heard you, search
  around it, then give up. They no longer track your real position through
  walls without seeing you.
- Strength levels are now ranges: every mob rolls its own health, damage,
  speed and swimming values when it spawns, and again whenever its Strength
  level changes (Tough +1-25% health, up to Hell +100-150%).
- New level Ultimate for Strength and Awareness (unfair): netherite armor and
  sword on every mob that can wear them, far more health, and +40 blocks of
  sight. Random and the chaos modes never roll it; the new Ultimate chaos mode
  can.
- New: random armor and swords by Strength level for zombies, skeletons and
  piglins (swords for zombies and piglins): leather and wood, chainmail and
  stone, iron, iron or diamond. Only empty slots are filled, the total armor
  is capped (not at Ultimate) and the gear never drops.
- Digging, Climbing and Flying are three separate settings (Digging used to
  be the only one). Chaos Vanilla keeps all three off, Mild rolls Climbing and
  Flying, Wild rolls all three.
- New Climbing: a mob chasing you, or following your noise, that can't reach
  you because you are higher up calls a spider to carry it up. It uses a free
  vanilla spider within its sight distance, at least 24 blocks (spiders already up near your base come
  down to fetch mobs) or summons one (at most 3 near a player, one every 10
  seconds). Mobs also swim fast.
- Courier spiders look for a wall to climb when they are under you with nothing
  to hold, and a mob whose spider job failed calls a phantom next (with
  Flying on). Mobs call from their sight distance (at least 24 blocks).
- Phantom couriers plan their flight (up, over, down) so they no longer fly a
  rider into the underside of a platform.
- New Flying: a mob that can see you but can't reach you calls a phantom,
  which flies it to you and is gone afterwards. Natural phantom spawning is
  untouched.
- Spiders are aggressive around the clock (vanilla spiders are neutral in
  daylight). They climb toward noises and dig up through leaves and floors, so
  a base on a tree is no longer safe. Spiders never summon spiders.
- Bosses (vanilla's, the c:bosses tag, or a base health above 100) are never
  part of More Danger. Only vanilla spiders and phantoms carry; other mods'
  spiders and fliers don't take part in climbing and flying, other mods'
  walking mobs can ride ours.
- Mobs that hear you now do so during a Night mode day too (with Sight and
  Sound). Chaos Wild and Mild roll the Awareness type.
- A mob forgets a noise when the player who made it goes to creative or
  spectator mode, dies or leaves, so it no longer stands under your base
  looking up.
- Mobs now dig up (a staircase) as well as sideways and down, so a raised
  floor or doorstep no longer stops a creeper at your door. (The old rule was
  "never digs up".)
- New Friendly fire setting (off by default): hostile mobs don't hurt each
  other by accident (blasts, stray arrows).
- Digging: a mob whose path flickers at a wall no longer has its "stuck"
  timer restarted every time, so it starts digging reliably. Tested: mobs dig
  down through a floor to a player below.
- New /md screen with two scrolling sides: Difficulty, Strength, Awareness,
  Awareness type and Champions and the Presets on the left, the other settings
  on the right, each with a yellow title over its button.
- New presets: True Vanilla (the old Default) and twelve families (Nights,
  Night Champions, Night Siege, Night Siege Champions, Night Hunters, Champion
  Night Hunters and the Daywalker versions of each) with six levels each, up to
  Ultimate. /moredanger preset <id> applies one.
- Old worlds and configs: settings that no longer fit are reset to their
  defaults.
1.0.1
- New settings screen: one cycling button per setting, plus Default and
  Done.
- New: the world Difficulty (vanilla's) can be set on the screen, or Random.
- Difficulty (More Danger's) is now called Strength, with the levels
  Vanilla, Tough, Brutal, Nightmare and Hell. Awareness uses the same names.
- Hearing: with Awareness type Sight and Sound, hostile mobs hear the noises
  you make and come to check them out. Loud and quiet noises, sneaking
  stays silent, wool blocks sound.
- New Memory setting: Vanilla, Long (1-3 minutes) or Relentless (3-7
  minutes), a random time for every chase. Digging needs at least Long.
- New Digging setting (off by default): walking hostile mobs break through
  blocks and doors to reach you, with visible cracks, digging harder the
  longer they keep at it. A hit stops them for a moment.
- New Day spawning setting (off by default): monsters spawn in daylight
  too, but not in lit places.
- Night only is now Night mode, on by default: Memory and Digging also
  rest during the day, and existing monsters can become champions at
  nightfall.
- Chaos mode now has Wild, Mild and Vanilla modes and rolls every setting.
- Random settings only roll again at nightfall with Night mode on.
- New Default button and command: everything back to vanilla. New worlds
  start like this.
- The config no longer holds settings for new worlds; new excluded_mobs
  list.
- Existing worlds keep their settings.
- Fixed: champions lost their powers when the world was loaded again.
1.0.0
- First release.