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Scaling Mobs project artwork

Modrinth · Minecraft mod

Scaling Mobs

Scale hostile mob attributes over time, configure to your liking

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

Quick answer

Which Scaling Mobs release should I use?

Updated 11 months ago
Latest stable file 2.1.0
Game version 1.21.10
Loader Fabric

Scaling Mobs 2.1.0 targets 1.21.10 with Fabric. Do not install it on the client. It must be installed on the dedicated server. All 1 required mods have matching files.

Where it goes

Is Scaling Mobs required on the client, server, or both?

Do not install it on the client. It must be installed on the dedicated server.

Client Not supported
Dedicated server Required
Loader for this release Fabric
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This file is marked server-only.

What else does Scaling Mobs 2.1.0 need?

2.1.0. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Fabric API first. We found matching files for this game-version and loader setup.

Fabric API Needed by Scaling Mobs 2.1.0
required
Matching file found Matched file: [1.21.10] Fabric API 0.138.4+1.21.10

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Scaling Mobs without breaking your instance.

Built for Scaling Mobs 2.1.0. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 2.1.0. It targets 1.21.10 with Fabric; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Fabric API first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    Do not install it on the client. It must be installed on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 2.1.0. It opens that exact file at the source.

About this project

What does Scaling Mobs add?

Scaling Mobs

This is a server side mod that allows for scaling of the attributes health, damage and speed. You can configure it through a file and choose on what days the attributes should be applied/active.

Features include, filtering by mobs and dimensions, scaling by days passed, moon cycle, distance from spawn, distance under sea level. You can scale linearly, exponentially or just apply a constant. You also configure when it is active, for example only at nights or every 7 days.

Here's a list of the configuration options that can be found in the scalingmobs.toml file within the configuration directory.

Name Value Description
start Float (default 0) The start value of scaling
max Float (default MAX_FLOAT) The maximum value it can scale to
min Float (default 0) The minimum value it can scale to
scalingFactor "DAYS","DISTANCE_FROM_SPAWN","LUNAR_PHASE","DEPTH","HEIGHT" (default "DAYS") If scaling by "DAYS" it will increase the scaling factor/variable once per day. "DISTANCE_FROM_SPAWN" will scale by blocks from (0, 0) of where the mob spawned. (Useful to pull out a graphing calculator since it's hard to get right)
scalingType "LINEAR","EXPONENTIAL","CONSTANT" (default "LINEAR") Should it scale linearly or exponentially
increaseFactor Float (default 1.1) If scalingType is linear you can calculate final value approcimately by (start + scalingFactor * increaseFactor). If exponential then (start * increaseFactor ^ scalingFactor). If constant (increaseFactor)
startingFrom Integer (default 0) Determines when the scaling modifier start and is applied depending on the scalingFactor
activeNth Integer (default 1) A number of 3 means that the attributes will be applied every 3rd value of the scalingFactor. For scaling to be applied this number should be 1. (Do not put it to 0, that will crash the game.)
timeWhenActive "DAY","NIGHT","BOTH" (default "NIGHT") Determines when the modifier should be active, If "DAY" then it will only be applied at day time.
mobFilterType/dimensionFilterType "INCLUDE","EXCLUDE" (default "EXCLUDE") Determines if the filters should include or exlude for their respective category.
mobFilter/dimensionFilter String List (default empty) What shoud the filter contain e.g ["minecraft:wither", "minecraft:zombie"]
# This is a example config. Each comment describes what the
# setting/modifier under it does

# All health modifiers get applied on top of vanilla/default
# attributes if this variable is set to true
healthAddOnTopOfDefault = true

# All damage and speed modifiers will be applied from 0, without the
# vanilla attributes
damageAddOnTopOfDefault = false
speedAddOnTopOfDefault = false

# Modifiers where "timeWhenActive" isn't set are only
# active at night because that variables default value is "NIGHT"
# and is set implicitly.

# For every block below Y=63 mobs gain hearts exponentially
# This health modifier follows the formula:
# health = start * (increaseFactor ^ blocksBelowSeaLevel)
# health = 1 * (1.04 ^ blocksBelowSeaLevel)
# Don't forget that this health is added to the mobs default
# damage attribute because we set the "healthAddOnTopOfDefault" variable to true
[[health]]
start = 1
scalingFactor = "DEPTH"
scalingType = "EXPONENTIAL"
increaseFactor = 1.04

# https://minecraft.fandom.com/wiki/Moon
# At new moon the scaling is 0, at full moon it's 4
# You probably want to limit this to the overworld
# since there no actual moon in the nether or end dimension
[[speed]]
dimensionFilterType = "INCLUDE"
dimensionFilter = [ "minecraft:overworld" ]
start = 0.15
scalingFactor = "LUNAR_PHASE"
scalingType = "LINEAR"
increaseFactor = 0.05

# As you can see below one attribute can have as many different
# scaling modifiers as you want, here damage is both changed
# by days passed and the mobs distance from spawn

# Everyday mobs do +0.5 more damage starting from 3 damage.
# This scaling will at most only make mobs do 10 extra damage.
# The scaling is only active every other day i.e day 1,3,5...
# This damage modifier follows the formula:
# damage = start + daysPassed * increaseFactor
# damage = 3.0 + daysPassed * 0.5
[[damage]]
activeNth = 2
start = 3.0
max = 10.0
scalingFactor = "DAYS"
scalingType = "LINEAR"
increaseFactor = 0.5

# Beyond 500 blocks from spawn (X=0, Z=0) mobs do 10 extra damage
# both day and night
[[damage]]
scalingFactor = "DISTANCE_FROM_SPAWN"
scalingType = "CONSTANT"
increaseFactor = 10
startingFrom = 500
timeWhenActive = "BOTH"

# Makes zombies and creepers move quite fast, anything above 0.7 is
# ridiculously fast
[[speed]]
mobFilterType = "INCLUDE"
mobFilter = [ "minecraft:zombie", "minecraft:creeper" ]
scalingType = "CONSTANT"
increaseFactor = 0.4
timeWhenActive = "BOTH"

# Makes mobs stand still in all dimensions except for the overworld.
# Since scalingFactor and activeNth default to "DAYS" and 1 this will
# always be active
[[speed]]
dimensionFilterType = "EXCLUDE"
dimensionFilter = [ "minecraft:overworld" ]
scalingType = "CONSTANT"
increaseFactor = 0
timeWhenActive = "BOTH" # This value can be "DAY" or "NIGHT". "NIGHT" is default

Project description from Modrinth.

Pick your setup

Scaling Mobs by Minecraft version and loader

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

3 available setups

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

Recent files

Scaling Mobs versions and loaders

8 of 8 releases match

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