Pepsi's Chaos Core

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Pepsi's Chaos Core

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Amplify your world with enhanced dynamic difficulty. Up for the challenge?

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Type
Mod
License
MIT License
Latest Version
chaos-core-1.2.2 (1.21.5-1.21.6)
Authors
CurseForge
Modrinth

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About

Description

This mod is for long-time hard-core users that want to challenge themselves even further. Or a balancer for mod packs that offer super armor/weapons where normal hostiles aren't nearly a match. Anyone fancy OP survival? This pack was not designed to be 'cursed' or to make survival impossible. But it will test your skills. Chaos Core was created with faithfulness to vanilla in mind. A great deal of effort was made to keep it in line with the vanilla feel. It's air-tight.

Main Features

The mod gets harder as you progress with difficulty tiers. This list features most of the hardships you'll face on maximum difficulty.

  • Mobs spawn with non-drop armor, weapons, and sometimes totems (often enchanted)
  • Mobs spawn with potion effects by chance
  • Mobs can spawn riding other mobs like spiders, phantoms, dolphins, and even turtles
  • More baby zombies
  • More chicken jockeys
  • Increased hostile spawns
  • Zombie/Husk/Z-Pig Generals (Full netherite, diamond or iron armor) They wield two totems; no weapons
  • Mobs that can pick up loot will always pickup loot
  • Deadlier (but fair) creepers/ghasts
  • Blood moon event that heightens spawns heavily (all difficulties)
  • Zombie horse spawns during rain & thunder (Untamable, they die with their rider, details below)
  • Unload the mod with a single command that removes all traces of Chaos Core (/function chaos:unload_world)

Vanilla Hardships (0% harden chance) [Difficulty Score: 0-9]

  • Blood Moon Event

Easy Hardships (20% harden chance) [Difficulty Score: 10-19]

  • Mobs equip armor and weapons/totems

Normal Hardships (50% harden chance) [Difficulty Score: 20-29]

  • Mounts and Riders
  • Static attribute buffs
  • Small chance at auto mob agro
  • Small chance for mobs to be buffed

Hard Hardships (75% harden chance) [Difficulty Score: 30-59]

  • Chance to spawn generals
  • Increased chances of baby zombies

Chaos Hardships (100% harden chance) [Difficulty Score: 60+]

  • 50% chance to reinforce mobs

You can set the <difficulty> to vanilla, easy, normal, hard, chaos, or auto

/trigger chaos_core_set_difficulty_<difficulty>

When the difficulty changes, you will be notified.

Auto difficulty is the default setting and will adjust the difficulty of the mod by your advancements. Based on a points/score system. Get iron? +1 score. Get diamond? +1 score. Get armor? +1 score. Fully diamond? +2 score. Fully netherite? +6 score. Defeated the ender dragon? +8 score. Etc, etc.

The maximum score anyone can have will be 86. The worlds difficulty will pull from the highest scoring player online.

So how hard does this mod make Minecraft? For starters, most mobs that can wear armor are given a 75% chance to equip a completely randomized set of armor if they are hardened. Sometimes with enchants. A 35% chance to be given a weapon, with weapons/tools that deal more damage. More lethal tools are rarer. The rarity scales with chance. So, you won't encounter full netherite zombies without lots of luck. However, since zombie pigmen already spawn with a weapon, their damage can only increase. To keep that vanilla feel, they can't downgrade to a weapon/tool that's inferior to what their holding. Same with wither skeletons. Also, wither skeletons have a chance to spawn with a bow instead of sword. Likewise, skeletons can also spawn with a weapon/tool instead of a bow.

All mobs that are given armor will NOT drop their equipment unless they already had vanilla equipment. Your chances at getting gear from these mobs are no greater than normal. So don't expect a free diamond tool.

Most hostile mobs have various chances to be granted potion effects such as speed, resistance, absorption, strength, water breathing, dolphins grace, slow falling, and invisibility. Each effect has their own fair chance of activating, so you could have a multi-buffed mob on your hands.

Common hostile mobs have a small chance to bring in more reinforcements. For example, two zombies can spawn instead of one. This includes raiders like pillagers. So have fun with that. Each spider has a chance to spawn with a cave spider accompanying it. Sometimes even riding on the spider. You might find other mobs riding spiders. Or you might be unfortunate to find a skeleton riding a phantom. Some drowned may be riding a dolphin or a turtle. Drowned also have a slightly increased chance at spawning with a trident when riding a dolphin, although they can't drop that trident unless they already had one equipped.

While creepers can't spawn with effects (this is because when they detonate, they would drop lingering potions of whatever they had; not vanilla), they could have a shorter, less powerful blast. Or a longer, more powerful blast. Theres also a small chance that their fuse is slightly shortened without lowering the blast yield. They have a small chance to spawn super charged. Also, they can ride phantoms too. They dismount right when the phantom swoops down. Those rider-creepers have less powerful blasts though. Ready your bows.

Zombies have a very tiny chance to spawn riding a zombie horse. Now since you cannot acquire a zombie horse naturally, the zombie horse dies with its rider, or at sunrise. They can only spawn while it's raining or thundering. And, if you've got luck running out of your pockets, you might even find a baby zombie riding a baby zombie horse. Adult zombies also have a 1 in 100 chance to spawn riding an oversized chicken that despawns the same way as a zombie horse rider. The z-horse/oversized chicken is just an accessory; they cannot be kept for long.

Zombies and their variants also have a 15% chance of spawning as a baby. With increased chances of riding a chicken. Most mobs that can equip gear have a small chance to spawn holding a totem of undying. And they stack many times with a lesser chance each stack of up to 4 times. Or 5 times if both hands hold a totem of undying. But that's very, very rare, if you find a dual-wielding totem'er, it's a keeper. And some skeletons spawn holding potion arrows like poison.

All full-hostile mobs (not neutral mobs) have a chance to chase the player at any distance once they spawn. So, you better watch your back or light your world up across all simulated chunks.

During a new moon, a blood moon event starts. This is where your skills will truly be tested. Zombies will spawn everywhere. During a horde night, mobs will chase you throughout the night. You can sleep/skip the night if you'd like. Or find/make cover. It gets very chaotic out in the open, so be ready, or bunker up.

Slimes have a chance to spawn at a larger size, if they can fit. Sticking strictly to vanilla, this ensures specific slime farms are not disrupted.

Ghasts spawn with increased fireball firepower and have a 5% chance to have firepower increased even further.

If you're new to chaos core, I found success in using lots of boats to trap the mobs. It really helps. Also consider playing on normal, or easy mode until you get the hang of things. Playing on normal already feels like hard. So, if you just want to spice up your world with random events and randomized mobs but don't really want the difficulty increase, changing the difficulty off of hard would be perfect in that case.

I welcome suggestions/feedback! Seriously, if there's anything I can do to improve this mod, be it adjustments or new features, just let me know. I'm easy to work with, I promise. Just dm me on discord (pepsied)

And please check out my other mods

A zombie wearing a mixture of armor A blood moon event

This mod is for long-time hard-core users that want to challenge themselves even further. Or a balancer for mod packs that offer super armor/weapons where normal hostiles aren't nearly a match. Anyone fancy OP survival? This pack was not designed to be 'cursed' or to make survival impossible. But it will test your skills. Chaos Core was created with faithfulness to vanilla in mind. A great deal of effort was made to keep it in line with the vanilla feel. It's air-tight.

Main Features

The mod gets harder as you progress with difficulty tiers. This list features most of the hardships you'll face on maximum difficulty.

  • Mobs spawn with non-drop armor, weapons, and sometimes totems (often enchanted)
  • Mobs spawn with potion effects by chance
  • Mobs can spawn riding other mobs like spiders, phantoms, dolphins, and even turtles
  • More baby zombies
  • More chicken jockeys
  • Increased hostile spawns
  • Zombie/Husk/Z-Pig Generals (Full netherite, diamond or iron armor) They wield two totems; no weapons
  • Mobs that can pick up loot will always pickup loot
  • Deadlier (but fair) creepers/ghasts
  • Blood moon event that heightens spawns heavily (all difficulties)
  • Zombie horse spawns during rain & thunder (Untamable, they die with their rider, details below)
  • Unload the mod with a single command that removes all traces of Chaos Core (/function chaos:unload_world)

Vanilla Hardships (0% harden chance) [Difficulty Score: 0-9]

  • Blood Moon Event

Easy Hardships (20% harden chance) [Difficulty Score: 10-19]

  • Mobs equip armor and weapons/totems

Normal Hardships (50% harden chance) [Difficulty Score: 20-29]

  • Mounts and Riders
  • Static attribute buffs
  • Small chance at auto mob agro
  • Small chance for mobs to be buffed

Hard Hardships (75% harden chance) [Difficulty Score: 30-59]

  • Chance to spawn generals
  • Increased chances of baby zombies

Chaos Hardships (100% harden chance) [Difficulty Score: 60+]

  • 50% chance to reinforce mobs

You can set the to vanilla, easy, normal, hard, chaos, or auto

/trigger chaos_core_set_difficulty_<difficulty>

When the difficulty changes, you will be notified.

Auto difficulty is the default setting and will adjust the difficulty of the mod by your advancements. Based on a points/score system. Get iron? +1 score. Get diamond? +1 score. Get armor? +1 score. Fully diamond? +2 score. Fully netherite? +6 score. Defeated the ender dragon? +8 score. Etc, etc.

The maximum score anyone can have will be 86. The worlds difficulty will pull from the highest scoring player online.

So how hard does this mod make Minecraft? For the hardest difficulty, most mobs that can wear armor are given a 75% chance to equip a completely randomized set of armor if they are hardened. Sometimes with enchants. A 35% chance to be given a weapon, with weapons/tools that deal more damage. More lethal tools are rarer. The rarity scales with chance. So, you won't encounter full netherite zombies without lots of luck. However, since zombie pigmen already spawn with a weapon, their damage can only increase. To keep that vanilla feel, they can't downgrade to a weapon/tool that's inferior to what their holding. Same with wither skeletons. Also, wither skeletons have a chance to spawn with a bow instead of sword. Likewise, skeletons can also spawn with a weapon/tool instead of a bow.

All mobs that are given armor will NOT drop their equipment unless they already had vanilla equipment. Your chances at getting gear from these mobs are no greater than normal. So don't expect a free diamond tool.

Most hostile mobs have various chances to be granted potion effects such as speed, resistance, absorption, strength, water breathing, dolphins grace, slow falling, and invisibility. Each effect has their own fair chance of activating, so you could have a multi-buffed mob on your hands.

Common hostile mobs have a small chance to bring in more reinforcements. For example, two zombies can spawn instead of one. This includes raiders like pillagers. So have fun with that. Each spider has a chance to spawn with a cave spider accompanying it. Sometimes even riding on the spider. You might find other mobs riding spiders. Or you might be unfortunate to find a skeleton riding a phantom. Some drowned may be riding a dolphin or a turtle. Drowned also have a slightly increased chance at spawning with a trident when riding a dolphin, although they can't drop that trident unless they already had one equipped.

While creepers can't spawn with effects (this is because when they detonate, they would drop lingering potions of whatever they had; not vanilla), they could have a shorter, less powerful blast. Or a longer, more powerful blast. Theres also a small chance that their fuse is slightly shortened without lowering the blast yield. They have a small chance to spawn super charged. Also, they can ride phantoms too. They dismount right when the phantom swoops down. Those rider-creepers have less powerful blasts though. Ready your bows.

Zombies have a very tiny chance to spawn riding a zombie horse. Now since you cannot acquire a zombie horse naturally, the zombie horse dies with its rider, or at sunrise. They can only spawn while it's raining or thundering. And, if you've got luck running out of your pockets, you might even find a baby zombie riding a baby zombie horse. Adult zombies also have a 1 in 100 chance to spawn riding an oversized chicken that despawns the same way as a zombie horse rider. The z-horse/oversized chicken is just an accessory; they cannot be kept for long.

Zombies and their variants also have a 15% chance of spawning as a baby. With increased chances of riding a chicken. Most mobs that can equip gear have a small chance to spawn holding a totem of undying. And they stack many times with a lesser chance each stack of up to 4 times. Or 5 times if both hands hold a totem of undying. But that's very, very rare, if you find a dual-wielding totem'er, it's a keeper. And some skeletons spawn holding potion arrows like poison.

All full-hostile mobs (not neutral mobs) have a chance to chase the player at any distance once they spawn. So, you better watch your back or light your world up across all simulated chunks.

During a new moon, a blood moon event starts. This is where your skills will truly be tested. Zombies will spawn everywhere. During a horde night, mobs will chase you throughout the night. You can sleep/skip the night if you'd like. Or find/make cover. It gets very chaotic out in the open, so be ready, or bunker up.

Slimes have a chance to spawn at a larger size, if they can fit. Sticking strictly to vanilla, this ensures specific slime farms are not disrupted.

Ghasts spawn with increased fireball firepower and have a 5% chance to have firepower increased even further.

If you're new to chaos core, I found success in using lots of boats to trap the mobs. It really helps. Also consider playing on normal, or easy mode until you get the hang of things. Playing on normal already feels like hard. So, if you just want to spice up your world with random events and randomized mobs but don't really want the difficulty increase, changing the difficulty off of hard would be perfect in that case.

I welcome suggestions/feedback! Seriously, if there's anything I can do to improve this mod, be it adjustments or new features, just let me know. I'm easy to work with, I promise. Just dm me on discord (pepsied)

And please check out my other mods

A zombie wearing a mixture of armor A blood moon event

Screenshots

Gallery

  • Armored Z-Pig riding a Zoglin
    Armored Z-Pig riding a Zoglin f0282c59a876188cd609608c65834ab5ee61ec5d.png
  • Blood Moon Event (New Moon)
    Blood Moon Event (New Moon)
  • Blood Moon Horde
    Blood Moon Horde
  • Creeper Riding Phantom
    Creeper Riding Phantom Riding creepers' blasts are reduced.
  • Total Blood Moon Chaos
    Total Blood Moon Chaos This is in version 1.0.2 where the blood moon was beefed drastically. I ran around for about 4 minutes without slaying. This is what I was facing accumulatively outdoors.
  • Adult Chicken Jockey
    Adult Chicken Jockey The chicken despawns after its rider dies, so you can't keep the enlarged chicken. Sticking with vanilla.
  • A very rare spawn
    A very rare spawn A zombie horse jockey may only spawn while raining or thundering. The chance is very, very low to get even a regular sized zombie horse. For it to be a baby variant, you'd need twice that luck.
  • An armored zombie
    An armored zombie This is your average zombie.
  • Creeper Riding Phantom
    Creeper Riding Phantom Riding creepers' blasts are reduced.
  • Blood Moon Horde
    Blood Moon Horde
  • Blood Moon Event (New Moon Phase)
    Blood Moon Event (New Moon Phase)
  • Armored Z-Pig mounted on a Zoglin
    Armored Z-Pig mounted on a Zoglin
  • Very Rare Spawn
    Very Rare Spawn A zombie horse jockey may only spawn while raining or thundering. The chance is very, very low to get even a regular sized zombie horse. For it to be a baby variant, you'd need twice that luck.
  • Adult Zombie Jockey
    Adult Zombie Jockey The chicken despawns after its rider dies, so you can't keep the enlarged chicken. Sticking with vanilla.
  • Total Blood Moon Chaos
    Total Blood Moon Chaos This is in version 1.0.2 where the blood moon was beefed drastically. I ran around for about 4 minutes without slaying. This is what I was facing accumulatively outdoors.

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