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Tribulation - Difficulty Overhaul

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Tribulation - Difficulty Overhaul

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The world pushes back the longer and farther you survive. Formula-driven mob scaling across time, distance, depth, and moon phase, with tiered gear, hardened raids, and opt-in death penalties. Fully configurable, standalone, multiplayer-fair.

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Minecraft

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Latest Version
Tribulation v1.1.0-beta.1
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Description

Tribulation — Difficulty Overhaul

Survive what comes next.

Tribulation logo

Also on Modrinth and GitHub Releases. Visit the website for the full feature list, config reference, and command guide.


Tribulation is a difficulty overhaul for Minecraft 1.21.1 (Fabric). It transforms Minecraft's flat difficulty curve into an escalating gauntlet: the longer you play, the further you explore, and the deeper you dig — the harder the world fights back. Every system is formula-driven, fully configurable, and persists across server restarts.

An overhaul, not a content pack. No custom mobs, no new dimensions — vanilla mobs, vanilla mechanics, sharpened. Zero external dependencies beyond Fabric API.

At a glance

  • Minecraft 1.21.1, Fabric loader (0.16.10+), Fabric API required.
  • Required on the server; install client-side too for the level badge HUD.
  • Every system is individually toggleable through Mod Menu / Cloth Config or config/tribulation.json — hot-reload with /tribulation reload.
  • MIT licensed.

Features

Four-Axis Mob Scaling

Mob stats are computed from four independent factors the moment a mob spawns:

Axis How It Works Cap
Time Your cumulative playtime advances a per-player difficulty level (0–250). Higher level = stronger mobs near you. ~1 level per hour of play. Level 250
Distance Beyond 1,000 blocks from world spawn, mobs gain bonus health, damage, armor, and toughness. The frontier is dangerous. +150%
Height Deviation from sea level (Y=62) in either direction adds threat. Deep caves and tall mountains are deadlier. +50%
Moon Phase On Overworld nights, a triangle curve peaks at the full moon and tapers to zero at the new moon — the same coordinates feel different week to week. +10%

All four axes stack. On top of them, a flat per-dimension level offset keeps the Nether (+25) and End (+40) scarier than the late-game Overworld, lifting both mob stats and ability tiers. 21 vanilla mob types have individually tuned scaling rates and caps — zombies don't scale the same as skeletons or creepers. Modded hostile mobs are automatically supported with conservative fallback scaling (configurable per-namespace or per-entity).

In multiplayer, choose which player level drives a nearby mob — the nearest, the average, or the maximum of the players in range.

Tier-Gated Mob Abilities

At 5 level thresholds (50/100/150/200/250), mobs unlock new behaviors that change how you fight them:

  • Tier 1 (50) — Zombies call reinforcements, creepers fuse in 0.75s, hoglins shrug off knockback
  • Tier 2 (100) — Skeletons trade bows for swords, spiders snare you in webs, drowned carry tridents, piglins pick up crossbows
  • Tier 3 (150) — Zombies break doors, spiders trample crops, wither skeletons sprint, zoglins walk through fire
  • Tier 4 (200) — Skeleton arrows burn, husks inflict Hunger II, vindicators resist damage, wither skeleton blades gain Fire Aspect
  • Tier 5 (250) — Zombies sprint, 25% of creepers spawn charged, spiders leap, zombified piglins aggro from far away

Every individual ability can be toggled in the config.

Tier-Driven Equipment

Mobs spawn with armor and weapons that scale with their tier — leather and gold at low tiers shifting toward iron, diamond, and netherite at the top, with tier-capped Protection/Sharpness/Power enchantments. A clear threat signal before you even engage.

Special Zombie Variants

Zombie-family mobs (Zombie, Husk, Drowned, Zombified Piglin) can roll one of two variants on top of normal scaling:

  • Big Zombie (10%) — 1.3× size, +10 health, +2 damage, 0.7× speed. A lumbering tank.
  • Speed Zombie (10%) — 1.3× movement speed, −10 health. Closes gaps fast.

Special Skeleton Variants

Skeleton-family mobs (Skeleton, Stray, Bogged) can roll one of two variants on top of normal scaling:

  • Deadeye Skeleton (10%) — faster bow draw, −10 health. A glass-cannon archer.
  • Brute Skeleton (10%) — +10 health, 0.5 knockback resistance, 1.3× size, slower bow draw. A heavy, hard-to-stagger archer.

Boss Scaling

The Ender Dragon, Wither, Elder Guardian, and anything tagged c:bosses scale with a separate, gentler formula — health and damage only, capped at +300%. No sudden one-shots; endgame bosses just stay relevant.

Raid & Patrol Scaling

Vanilla's own escalation system scales with you, driven by the tier of the targeted players — while bells, Hero of the Village, and the raid bar all behave normally.

  • Bigger patrols — a pillager patrol captain adds extra members as your tier climbs, each spawned through the normal scaling path with tier-appropriate stats, armor, and weapons.
  • Extra raid waves — raids targeting high-tier players run additional waves on top of the vanilla count.

Death Penalty Systems

All penalties are independently toggleable. Mix and match the stakes you want:

  • Death Relief — lose 2 levels on death (rubber-band mechanic, cooldown-gated)
  • Shatter Shards — rare drops (0.5%) that lower your level by 5, at the cost of 10s of Slowness, Mining Fatigue, and Weakness
  • Hardcore Hearts (opt-in) — permanently lose max health per death; restore with craftable Heart Fragments
  • Soul Inventory (opt-in) — items are destroyed on death unless they carry the Soulbound enchantment

A popped Totem of Undying can optionally interact with these penalties via the totems config: have a totem pop still apply the Death Relief level loss (countsAsDeathRelief), or shield you from the Hardcore Hearts loss (protectsHearts).

Rewards Scale Too

  • Bonus XP — scaled mobs drop up to 2× base XP, proportional to their scaling factor
  • Extra loot (opt-in) — a chance to duplicate a drop, scaling with mob difficulty

Level Badge HUD

A compact, icon-only badge shows your current tier at a glance — tinted white through yellow, orange, and red to dark crimson across tiers, with a thin progress bar toward your next level. Flashes gold on level-up. Anchor to any screen corner; stacks cleanly with HUDs from the other Concord suite mods.

Difficulty Statistics

Six custom statistics track your difficulty milestones — highest level reached, levels lost to death relief, Shatter Shards used, half-hearts lost, half-hearts restored, and Tier-5 mobs killed. They live alongside vanilla's counters in the Statistics → Custom screen, so progress persists across sessions.

Commands

Player commands: /tribulation info, /tribulation hearts. Operator commands cover level set/reset, hot-reload, and the debug/inspect scaling-breakdown tools. Full reference: tribulation.rfizzle.com/commands.html

Optional integrations

Tribulation detects and integrates with these mods when present. None are bundled — install whichever you already use.

For mod developers: a stable, read-only API (com.rfizzle.tribulation.api) exposes player level/tier, mob scaling state, and a level-change event — see the developer docs.

Requirements

  • Minecraft 1.21.1
  • Fabric Loader 0.16.10+
  • Fabric API
  • Java 21+
  • Works on dedicated servers and singleplayer

Installation

  1. Install Fabric Loader for 1.21.1.
  2. Drop Fabric API into your mods/ folder.
  3. Download Tribulation and place it into mods/ as well — on both server and client.
  4. (Optional) Add Mod Menu and Cloth Config for the in-game settings screen.

Config generates at config/tribulation.json on first launch.

Links

Companion mods

Tribulation is part of Concord — a modular collection of system overhauls. Install any, combine all:

License & credits

Licensed under the MIT License. © 2025-2026 rfizzle. Tribulation is not affiliated with Mojang Studios or Microsoft.

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