Restless Legions

Quick rating

Community listing page, reviews here may not be monitored by the author.

Restless Legions

No reviews yet

A simple mod that inverts the regional difficulty system for a more difficult yet satisfying long-term gameplay loop.

No Theme
Adventure/Exploration
Survival
Hostile Mobs
QoL & Tweaks
Mod Loaders
NeoForge
Minecraft
26.2

Community voices

Reviews

List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Show per page
10
25
50
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Where It Runs
Server Only

Runs entirely on the server. Also works in singleplayer.

About

Project Details

Type
Mod
License
MIT License
Latest Version
Restless Legions 1.0.1 for Minecraft 1.21+ (NeoForge)

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Deep within Minecraft's code, where people seldom venture, lies a relatively-unknown system called 'regional difficulty'. Thanks to its existence, the difficulty in different areas is able to steadily progress - up to a point, of course - in various ways depending on things such as the world's selected difficulty, how much time players have cumulatively spent in the area, and even the phase of the moon. Near the start of a new world, one would likely not remember encountering zombies and skeletons wearing enchanted armor, or creepers and spiders that have spawned in already affected by potions effects, yet players that spent ages perfecting large-scale builds would have certainly noticed such occurrences popping up more and more over time.

Those examples are notable symptoms of regional difficulty… and Restless Legions inverts it.

With Restless Legions installed, the regional difficulty of all chunks in the world is no longer 0 by default. Neither does the regional difficulty of specific chunks increase with player presence there - just the opposite. Restless Legions makes it so the world is a hostile place from the very start, with the aforementioned symptoms becoming encounterable immediately, and areas can only be made safer if players have spent a substantial amount of time in the vicinity.


Compatibility: This mod uses mixins to overwrite the vanilla calculateDifficulty method of DifficultyInstance.java. Therefore, any mods that change it too are practically guaranteed to cause a compatibility error. However, the method in question is so niche that practically no one ever touches it - and, if they do, they merely call it instead of modifying it - so it should be expected that essentially no mods in existence would have any issues with Restless Legions.

Testing Disclaimer: It should be pointed out that skipping time via commands does not affect the habitation value of chunks. When you see the 'local difficulty' field in the F3 menu change by using time-skipping commands, that is only happening due to the moon phase factor - different phases of the moon change the regional difficulty of chunks differently.

Instead, if one wants to test how the habitation factor affects the value, unfortunately the best method that I am aware of is by manually staying in the same chunk for a long time after raising the tick speed via the appropriate command to as high as possible.

The gradual increase of the habitation value is also player-dependent, so it's easier to test it in multiplayer: for example, two players staying in the same chunk increases that chunk's habitation value twice as fast compared to if there was only one player.

Deep within Minecraft's code, where people seldom venture, lies a relatively-unknown system called 'regional difficulty'. Thanks to its existence, the difficulty in different areas is able to steadily progress - up to a point, of course - in various ways depending on things such as the world's selected difficulty, how much time players have cumulatively spent in the area, and even the phase of the moon. Near the start of a new world, one would likely not remember encountering zombies and skeletons wearing enchanted armor, or creepers and spiders that have spawned in already affected by potions effects, yet players that spent ages perfecting large-scale builds would have certainly noticed such occurrences popping up more and more over time.

Those examples are notable symptoms of regional difficulty… and Restless Legions inverts it.

With Restless Legions installed, the regional difficulty of all chunks in the world is no longer 0 by default. Neither does the regional difficulty of specific chunks increase with player presence there - just the opposite. Restless Legions makes it so the world is a hostile place from the very start, with the aforementioned symptoms becoming encounterable immediately, and areas can only be made safer if players have spent a substantial amount of time in the vicinity.

Compatibility

This mod uses mixins to overwrite the vanilla calculateDifficulty method of DifficultyInstance.java. Therefore, any mods that change it too are practically guaranteed to cause a compatibility error. However, the method in question is so niche that practically no one ever touches it - and, if they do, they merely call it instead of modifying it - so it should be expected that essentially no mods in existence would have any issues with Restless Legions.

Testing Disclaimer

It should be pointed out that skipping time via commands does not affect the habitation value of chunks. When you see the 'local difficulty' field in the F3 menu change by using time-skipping commands, that is only happening due to the moon phase factor - different phases of the moon change the regional difficulty of chunks differently.

Instead, if one wants to test how the habitation factor affects the value, unfortunately the best method that I am aware of is by manually staying in the same chunk for a long time after raising the tick speed via the appropriate command to as high as possible.

The gradual increase of the habitation value is also player-dependent, so it's easier to test it in multiplayer: for example, two players staying in the same chunk increases that chunk's habitation value twice as fast compared to if there was only one player.

Screenshots

Gallery

  • Symptom of Regional Difficulty: Potioned Creeper
    Symptom of Regional Difficulty: Potioned Creeper
  • Symptom of Regional Difficulty: Potioned Spider
    Symptom of Regional Difficulty: Potioned Spider
  • Symptom of Regional Difficulty: Armored Skeleton
    Symptom of Regional Difficulty: Armored Skeleton
  • Symptom of Regional Difficulty: Armored Skeleton
    Symptom of Regional Difficulty: Armored Skeleton
  • Symptom of Regional Difficulty: Potioned Creeper
    Symptom of Regional Difficulty: Potioned Creeper
  • Symptom of Regional Difficulty: Potioned Spider
    Symptom of Regional Difficulty: Potioned Spider

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Total Downloads
CurseForge
~1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works