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Silent's Power Scale

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Silent's Power Scale

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A successor to Scaling Health. Adds a new difficulty system. Both mobs and players can gain attribute bonuses, such as extra health.

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Adventure/Exploration
Survival
Alchemy & Potions
Player Leveling
Hostile Mobs
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NeoForge
Minecraft

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About

Project Details

Type
Mod
License
MIT License
Latest Version
0.3.1.1 for NeoForge 1.21.1
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Introduction

Power Scale replaces Scaling Health in Minecraft 1.21 and beyond. I chose to change the name of the mod because I feel it better describes its purpose. It is not just about health; Power Scale adds the "scaling attribute" system, which allows any attribute to be modified on both players and mobs. The goal of the mod is balancing difficulty and providing an extra challenge, although it can also be configured to make the game easier, if desired.

Key Features

  • Highly configurable - As many settings as possible are controlled right in the mod's config files! No data packs necessary, except for more advanced configuration.
  • Difficulty system - Whenever a mob spawns into the game, it gets a difficulty value and a power level assigned. These values then tie into the scaling attribute system to buff the mob. Difficulty is calculated using an entirely configurable expression with multiple parts: a per-player value, a location-based value (difficulty goes up farther from spawn or deeper underground), a multiplier for the number of nearby players, and more.
  • Scaling Attribute system - Scaling attributes have two functions: they boost the attributes of mobs based on their difficulty value/level, and they allow players to gain attribute boosts when using certain items. Scaling attributes can be added with data packs. The four built-in scaling attributes are health, attack damage, arrow damage, and movement speed.
  • Alchemy brewing - Adds a new block, the Alchemy Set. It creates brews and tonics, some of which can increase a player's attributes or modify their difficulty. Additional recipes can be added with data packs.

Requirements

This mod requires NeoForge and Silent Lib in order to run. They are mandatory.

Scaling Attributes

Scaling attributes serve essentially one purpose: they allow both players and mobs to gain attribute bonuses. Players can gain/lose bonuses by doing certain things, like consuming tonics, sleeping, killing mobs, or being killed. Mobs gain bonuses depending on their difficulty/power level.

Each scaling attribute is linked to one attribute, which can be vanilla or modded. Additional scaling attributes can be added by mods or data packs.

List of Default Scaling Attributes

All of these apply to both players and mobs. Players can boost these attributes by drinking the associated tonic. These can be configured entirely through the config file, but any scaling attributes added by mods or data packs will require a data pack to edit. Note that Power Scale does not change the max values of attributes, but there are other mods that can.

  • Arrow Damage (powerscale:arrow_damage) - Changes the base damage of fired arrows. This attribute is added by Power Scale! Applies to both players and mobs like skeletons and pillagers. A strong enough skeleton could potentially one-shot an unarmored player!
  • Attack Damage (minecraft:generic.attack_damage) - Changes the damage of melee attacks (punches and weapons).
  • Max Health (minecraft:generic.max_health) - Changes max health. Two points of health equals one heart.
  • Movement Speed (minecraft:generic.movement_speed) - Changes base movement speed (walking speed for players). Small increases make big changes, so be cautious with editing this one; tiny values are recommended.

Beta Version

Yep, it's not quite complete... The description here will get updated as features are finished and polished. Here's a list of missing features (which are being worked on) before you go reporting bugs lol.

What's Missing?

  • UI elements (difficulty meter, custom health bar)
  • Healing items

Links

Discord server should NOT be used to report bugs! Use the issue tracker. Use the #power-scale channel for questions.
cc59daa07820943e943c2fc283b9079d7003ff76.svg

Discord server should NOT be used to report bugs! Use the issue tracker. Use the #power-scale channel for questions.

Introduction

Power Scale replaces Scaling Health in Minecraft 1.21 and beyond. I chose to change the name of the mod because I feel it better describes its purpose. It is not just about health; Power Scale adds the "scaling attribute" system, which allows any attribute to be modified on both players and mobs. The goal of the mod is balancing difficulty and providing an extra challenge, although it can also be configured to make the game easier, if desired.

Key Features

  • Highly configurable - As many settings as possible are controlled right in the mod's config files! No data packs necessary, except for more advanced configuration.
  • Difficulty system - Whenever a mob spawns into the game, it gets a difficulty value and a power level assigned. These values then tie into the scaling attribute system to buff the mob. Difficulty is calculated using an entirely configurable expression with multiple parts: a per-player value, a location-based value (difficulty goes up farther from spawn or deeper underground), a multiplier for the number of nearby players, and more.
  • Scaling Attribute system - Scaling attributes have two functions: they boost the attributes of mobs based on their difficulty value/level, and they allow players to gain attribute boosts when using certain items. Scaling attributes can be added with data packs. The four built-in scaling attributes are health, attack damage, arrow damage, and movement speed.
  • Alchemy brewing - Adds a new block, the Alchemy Set. It creates brews and tonics, some of which can increase a player's attributes or modify their difficulty. Additional recipes can be added with data packs.

Requirements

This mod requires NeoForge and Silent Lib in order to run. They are mandatory.

Scaling Attributes

Scaling attributes serve essentially one purpose: they allow both players and mobs to gain attribute bonuses. Players can gain/lose bonuses by doing certain things, like consuming tonics, sleeping, killing mobs, or being killed. Mobs gain bonuses depending on their difficulty/power level.

Each scaling attribute is linked to one attribute, which can be vanilla or modded. Additional scaling attributes can be added by mods or data packs.

List of Default Scaling Attributes

All of these apply to both players and mobs. Players can boost these attributes by drinking the associated tonic. These can be configured entirely through the config file, but any scaling attributes added by mods or data packs will require a data pack to edit. Note that Power Scale does not change the max values of attributes, but there are other mods that can.

  • Arrow Damage (powerscale:arrow_damage) - Changes the base damage of fired arrows. This attribute is added by Power Scale! Applies to both players and mobs like skeletons and pillagers. A strong enough skeleton could potentially one-shot an unarmored player!
  • Attack Damage (minecraft:generic.attack_damage) - Changes the damage of melee attacks (punches and weapons).
  • Max Health (minecraft:generic.max_health) - Changes max health. Two points of health equals one heart.
  • Movement Speed (minecraft:generic.movement_speed) - Changes base movement speed (walking speed for players). Small increases make big changes, so be cautious with editing this one; tiny values are recommended.

Beta Version

Yep, it's not quite complete... The description here will get updated as features are finished and polished. Here's a list of missing features (which are being worked on) before you go reporting bugs lol.

What's Missing?

  • UI elements (difficulty meter, custom health bar)
  • Healing items

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~170,000
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Modrinth
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