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CurseForge · Hytale mod

MMO Mob Scaling

A standalone companion to the MMO Skill Tree mod that turns Hytale's open world into a living difficulty curve, zone by zone, without you hand-placing a single spawn.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which MMO Mob Scaling release should I use?

Updated today
Latest stable file MmoMobScaling-1.2.0.jar
Game version 0.6
Mod system Built-in Hytale mod system

MMO Mob Scaling MmoMobScaling-1.2.0.jar targets 0.6. Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer. No required dependencies listed for this file.

Where it goes

Where should MMO Mob Scaling be installed in Hytale?

Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

Separate client mod Not supported
World host / dedicated server Required
Mod system for this release Built-in Hytale mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

Put Hytale mods on the world host or dedicated server. Singleplayer runs a local server too; Hytale does not use separate client mods.

What else does MMO Mob Scaling MmoMobScaling-1.2.0.jar need?

MmoMobScaling-1.2.0.jar. Change the file and its required mods may change too.

No required dependencies listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional project dependencies. Check the creator notes before changing an existing world.

Before you install it

Add MMO Mob Scaling without breaking your instance.

Built for MMO Mob Scaling MmoMobScaling-1.2.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use MmoMobScaling-1.2.0.jar. It targets 0.6; another release may target a different game build or dependency set.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Enable it on the world host

    Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside MmoMobScaling-1.2.0.jar. It opens that exact file at the source.

About this project

What does MMO Mob Scaling add?

MMO Mob Scaling

Open-world mobs that scale to the players around them. A high-power group meets tougher, rarer, affixed enemies; a lone newcomer is never overwhelmed. A standalone companion to the MMO Skill Tree mod that turns Hytale's open world into a living difficulty curve, zone by zone, without you hand-placing a single spawn.

v1.0.0 - first release. The full scaling system is in. It is still in active in-game tuning, so numbers may shift between builds. Everything is data-driven, so you can retune any of it.

Requirements

Both load before this mod (drop all three jars in your server Mods/ folder):

  • MMO Skill Tree >= 1.5.0 - supplies the player-power / combat-level API the scaling reads.
  • Ziggfreed's CommonLib >= 1.2.0 - the shared primitive library this mod builds on.

Targets Hytale server 0.5.x (Update 5). Zero client install: everything is server-side.

What it does

Every hostile open-world mob, as it spawns, is scaled to a difficulty resolved from three layers:

  1. Native zone + biome floors. Each of Hytale's own worldgen zones carries a baseline difficulty (a gentle starter gradient ships out of the box, Zone 0 through Zone 4). The deeper the zone, the harder its mobs. You retune one small file per zone or biome; no zone registry to invent.
  2. Distance-from-spawn escalation. Past a configurable radius, every stretch of blocks adds difficulty AND raises the chance of rare, affixed mobs, so the deep frontier is deadly in every zone. A lone traveler far from home should feel it.
  3. The players actually there. A region's difficulty tracks the real power of the group standing in it (their full MMO Skill Tree build: combat, stat rewards, abilities, mastery, achievements), not just the highest level present. Roll up with a strong party and the zone answers.

The tougher a mob, the better it pays: a scaled kill grants bonus MMO XP (with an underdog bonus for punching above your weight) and pulls extra loot from a per-rarity drop table.

Features

  • Rarity ladder. Rare, Epic, Legendary, plus a forced Boss tier for tagged mobs. Each tier is a colored nameplate, a body-tint aura, stat multipliers, affix slots, bonus XP, and a bonus loot table.
  • Affixes on native Hytale effects (no client mod): Armored (damage resistance), Stalwart (knockback immunity + extra health), Swift (faster movement), Vampiric (life-steal on hit), and Freezing (a chilling on-hit slow). Author your own in a content pack.
  • Deterministic rolls. A mob's rarity and affixes are seeded from its identity, so the same mob reproduces identically across chunk reloads (no reroll churn).
  • Native-first everywhere. Difficulty rides Hytale's own worldgen zones, effects, NPC-group tagsets, and item-drop lists, so your existing world and other mods keep working.
  • Two player HUD overlays (see below).
  • Presets + full data control. Ship-ready presets and per-file tuning for everything.

HUD overlays

Two lightweight, per-player, always-current overlays (both toggle on or off and reposition live):

  • Zone Difficulty card. The local spawn difficulty, a threat tier read RELATIVE to you (Trivial through Deadly, colored), your own power, the tracked group power, and the friendly location name (the zone shows its real in-game name, e.g. "Cinder Wastes", not an internal id; the biome is shown alongside).
  • Mob Inspector card. Look at any mob and see a portrait of it, its name, rarity tag, scaled difficulty, a live health bar, and its affixes as icon chips. Affix icons are data-driven (an item id or a texture), so a content pack can theme them.

Commands

/mobscaling <subcommand> (requires the hytale:Admin role, or OP when permissions are off):

Subcommand What it does
inspect Report the difficulty inputs at your position (zone floor, distance bonus, effective difficulty, region power, rarity chance). The default subcommand.
preset <name> Switch the active settings preset live: Default, Casual, Hardcore, Playtest.
hud <zone|inspector> <on|off|POSITION> [offsetX] [offsetY] Toggle or reposition either overlay live for all players (positions: TOP_LEFTBOTTOM_RIGHT).
purge Strip all scaling residue (the health modifier + Mmoscaling_* effects) off loaded mobs in your world. Run this per world before uninstalling.

Live HUD and preset changes are runtime-only; the config file is the persistent authority.

Configuration

Everything is a proper Hytale asset (owner-overridable, pack-extendable), under mods/MmoMobScaling/ and the mod's asset stores. You never edit Java.

  • Presets. Set ActivePreset (or use /mobscaling preset) to Default (balanced), Casual (gentler curve, rarer specials), Hardcore (harsher, denser), or Playtest (steep ramp from spawn, for testing). Presets are partial overlays; anything you do not set inherits the default.
  • mods/MmoMobScaling/mob-scaling.json overrides any settings key (master enable, rarity chance, difficulty caps, the distance-escalation curve, the difficulty-to-stats curve, group-power aggregation, and both HUD overlays incl. the zone/biome name-key prefixes and the inspector portrait toggle). Only your changes are stored; a partial nested group inherits the rest.
  • Zone / biome floors are one small file each under the mod's Difficulty/ assets (TargetType Zone or Biome, the native name or a * wildcard, and a Floor).
  • Rarities and affixes are one file each (roll weight, difficulty band, multipliers, affix slots, the native effect, bonus drop table, display color, and the inspector icon).
  • Per-world control. MMO Skill Tree's per-world rules can disable scaling or set a difficulty floor for an individual world.

Content packs can add or replace rarities, affixes, zone floors, and drop tables; the fold order is mod defaults < content pack < server owner.

Uninstall note

While the mod is enabled it reconciles scaled mobs every time they load, so a retune or a removal is picked up cleanly. A fully removed mod cannot self-heal saved mobs, so for a clean uninstall run /mobscaling purge in each world first (that command works even when scaling is disabled), then remove the jar.

Installation

  1. Install MMO Skill Tree >= 1.5.0 and Ziggfreed's CommonLib >= 1.2.0.
  2. Drop MmoMobScaling-<version>.jar in your server's Mods/ folder.
  3. Start the server. Scaling is on by default with the balanced preset; tune from mods/MmoMobScaling/.

Compatibility

Native-asset-first by design: scaling rides Hytale's own worldgen, effects, NPC groups, and drop lists, so it coexists with other content mods. A world using a non-standard worldgen (flat/void/custom) simply falls back to a distance-and-proximity grid with the world's baseline floor.

Links & Support

Project description from CurseForge.

Pick your setup

MMO Mob Scaling releases for each Hytale build.

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

MMO Mob Scaling releases and Hytale builds

6 of 6 releases match

Looking for an older file? The official CurseForge project page is in Resources.