SufferingFromSuccess

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SufferingFromSuccess

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The more a mob dies, the stronger they get!

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About

Project Details

Type
Mod
License
MIT License
Latest Version
SufferingFromSuccess 1.12.2 - v1.0.0
Authors
CurseForge
Modrinth

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About

Description

ko-fi Patreon

(Supporting me on Ko-Fi or Patreon lets me continue to develop mods full-time!)

Discord

SufferingFromSuccess was developed for the 2025 1.12 Modding coalition Mod Jam!

🔥 Join the 1.12 Coalition! 🔥

The 1.12 Modding Coalition Banner

The theme for the Mod Jam was "The more you have, the worse it gets".

Enter SufferingFromSuccess; a mod where the more a mob dies, the stronger they get!

Mobs spawn with enhanced attributes and sometimes extra abilities depending on the amount of times that mob has died before. Unlike other difficulty mods, the bonuses are calculated on a per entity basis. Zombies get stronger only when Zombies die. Even Husks won't receive bonuses.

Notably, SufferingFromSuccess works by tracking the number of times a mob has died by any means. So even mob grinders and traps around your base will contribute to enhancing mobs' strength!

Tracking Methods

SufferingFromSuccess has two ways of tracking deaths for its systems. A queue based tracker and an individual counter based tracker.

Queue Based Tracker

SufferingFromSuccess will track the most recent deaths that occurred in a queue of a configurable length, giving bonuses to future mob spawn based on the amount of times that mob id is in the queue.

Individual Counter Based Tracker (Default)

SufferingFromSuccess will track all deaths and group the deaths by mob id, using that count to give future mob spawns bonuses. If a mob of that type doesn't die after a configurable duration, the count of the number of deaths will decay exponentially. What this means is you can get mobs to "go back to normal" by leaving them alone or by actually working to keep those mobs safe. No better time to add railings to your bridges and roofs to your builds!

Bonuses

SufferingFromSuccess applies many bonuses to mobs, and certain mobs receive unique benefits from this system. The strength of these bonuses are all configurable.

The amount a mob receives is all tied to the number of mobs of that type that have died already.

Bonuses are rather aggressive on their strength and by default are configured to be noticeable very quickly. But the mob ids in the queue can be cycled out and the individual counter will decay over time if the mobs are left alone, allowing them to return to normal.

General

In general, mobs can get extra health, armor, armor toughness, attack damage, movement speed, follow range, swim speed and knockback resistance. These are all applied as attribute modifiers.

In addition, mobs can also spawn with absorption hearts (not applied through the potion effect).

The sections below outline to bonuses unique mobs can receive but also apply to modded mobs that extend those classes (i.e. modded Creepers will get the same unique benefits as regular Creepers, but counted independently).

Common

  • Mobs that can pick up items will spawn with a higher chance of being able to pick up items
  • Mobs that can be tamed will spawn with an additional chance of having an attempt to tame them fail.
  • Villagers and Zombie Villagers will spawn with a higher chance of being a Nitwit.

Blazes

Blazes will spawn with a higher fire rate and lower cooldown between fireball attacks.

Creepers

Creepers will spawn with a higher base explosion power and also spawn with a chance to be powered.

Endermites

Endermites will spawn with a longer lifetime.

Ghasts

Ghasts will spawn with a higher explosion power for their fireballs.

Guardians

Guardians will have a faster attack rate for their ranged beam attack.

Skeletons

Skeletons will spawn with a faster fire rate.

Slimes

Slimes will spawn larger. Slimes that spawn as a result of splitting will not receive this bonus for obvious reasons (never ending swarms of slimes!)

Spiders

Spiders will spawn with a higher chance for a Skeleton rider.

Vexes

Vexes will spawn with a longer lifetime.

Witches

Witches will spawn with a chance to drink enhanced or extended potions over regular potions. They will also spawn with a chance to have the ability to drink Regeneration and Invisibility potions.

Zombies

Zombies will spawn with a higher chance to break doors and a higher chance to call reinforcements. Zombies spawned through reinforcements will not receive the reinforcement buff. Zombies that are babies will also spawn with a higher chance of riding a Chicken.

ko-fi Patreon

(Supporting me on Ko-Fi or Patreon lets me continue to develop mods full-time!)

Discord

SufferingFromSuccess was developed for the 2025 1.12 Modding coalition Mod Jam!

🔥 Join the 1.12 Coalition! 🔥

The 1.12 Modding Coalition Banner

The theme for the Mod Jam was "The more you have, the worse it gets".

Enter SufferingFromSuccess; a mod where the more a mob dies, the stronger they get!

Mobs spawn with enhanced attributes and sometimes extra abilities depending on the amount of times that mob has died before. Unlike other difficulty mods, the bonuses are calculated on a per entity basis. Zombies get stronger only when Zombies die. Even Husks won't receive bonuses.

Notably, SufferingFromSuccess works by tracking the number of times a mob has died by any means. So even mob grinders and traps around your base will contribute to enhancing mobs' strength!

Tracking Methods

SufferingFromSuccess has two ways of tracking deaths for its systems. A queue based tracker and an individual counter based tracker.

Queue Based Tracker

SufferingFromSuccess will track the most recent deaths that occurred in a queue of a configurable length, giving bonuses to future mob spawn based on the amount of times that mob id is in the queue.

Individual Counter Based Tracker (Default)

SufferingFromSuccess will track all deaths and group the deaths by mob id, using that count to give future mob spawns bonuses. If a mob of that type doesn't die after a configurable duration, the count of the number of deaths will decay exponentially. What this means is you can get mobs to "go back to normal" by leaving them alone or by actually working to keep those mobs safe. No better time to add railings to your bridges and roofs to your builds!

Bonuses

SufferingFromSuccess applies many bonuses to mobs, and certain mobs receive unique benefits from this system. The strength of these bonuses are all configurable.

The amount a mob receives is all tied to the number of mobs of that type that have died already.

Bonuses are rather aggressive on their strength and by default are configured to be noticeable very quickly. But the mob ids in the queue can be cycled out and the individual counter will decay over time if the mobs are left alone, allowing them to return to normal.

General

In general, mobs can get extra health, armor, armor toughness, attack damage, movement speed, follow range, swim speed and knockback resistance. These are all applied as attribute modifiers.

In addition, mobs can also spawn with absorption hearts (not applied through the potion effect).

The sections below outline to bonuses unique mobs can receive but also apply to modded mobs that extend those classes (i.e. modded Creepers will get the same unique benefits as regular Creepers, but counted independently).

Common

  • Mobs that can pick up items will spawn with a higher chance of being able to pick up items
  • Mobs that can be tamed will spawn with an additional chance of having an attempt to tame them fail.
  • Villagers and Zombie Villagers will spawn with a higher chance of being a Nitwit.

Blazes

Blazes will spawn with a higher fire rate and lower cooldown between fireball attacks.

Creepers

Creepers will spawn with a higher base explosion power and also spawn with a chance to be powered.

Endermites

Endermites will spawn with a longer lifetime.

Ghasts

Ghasts will spawn with a higher explosion power for their fireballs.

Guardians

Guardians will have a faster attack rate for their ranged beam attack.

Skeletons

Skeletons will spawn with a faster fire rate.

Slimes

Slimes will spawn larger. Slimes that spawn as a result of splitting will not receive this bonus for obvious reasons (never ending swarms of slimes!)

Spiders

Spiders will spawn with a higher chance for a Skeleton rider.

Vexes

Vexes will spawn with a longer lifetime.

Witches

Witches will spawn with a chance to drink enhanced or extended potions over regular potions. They will also spawn with a chance to have the ability to drink Regeneration and Invisibility potions.

Zombies

Zombies will spawn with a higher chance to break doors and a higher chance to call reinforcements. Zombies spawned through reinforcements will not receive the reinforcement buff. Zombies that are babies will also spawn with a higher chance of riding a Chicken.

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