
☠️ Location based difficulty
Location based difficulty, based on either one of these:
- dimension
- biome (id/regex/tag)
- structure (id/regex/tag)
Various difficulty types, defaults include:
- Adventure (increasing mob attributes: max HP, damage, armor)
- Dungeon (same as Adventure + increasing power of looted items)
- Heroic (same as Dungeon, with different name to indicate boss fight)





Some example mobs:

🗡️ Loot scaling
Matching the location specific difficulty, items are scaled up:
- Indicated as "Power Level" on the item tooltips
- Predefined attributes (such as attack damage, max health) get added or increased
- Works on defined items and attributes (vanilla and modded) - Reworked item rarity (enchanted items are Uncommon, scaled up items are Uncommon, enchanted + scaled up items are Rare)
This mechanic motivates players for exploration and dungeoneering instead of base camping and crafting.
👨👩👧👦 Per player difficulty
Additional players in a multiplayer game, silently increase the difficulty.
🔧 Fully configurable
This mod has a very flexible configuration, that uses id/regex/tag based matching, allowing
- any combination of dimension, biome and structure to define difficulty
- custom difficulty types to be added
- any attributes to be scaled on looted items (vanilla and mod attributes)
For more details check out the project readme.
⭐️ Designed for multiplayer
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- Powder snow is exempt from No Mining
- Structure name API for other mods (
net.dungeon_difficulty.naming.api.StructureNames) - Config reload command requires operator permission
- Powder snow is exempt from No Mining
- Structure name API for other mods (
net.dungeon_difficulty.naming.api.StructureNames) - Config reload command requires operator permission
- Player effects are now configured as rules (
player_effects.rules), No Mining uses the#dungeon_difficulty:no_miningstructure tag - Snow, gravel and clay are exempt from No Mining
- Difficulty type translations control the announced level with
%s, omit it to hide the level (custom type translations need%sto keep showing the level) - Optional roman numeral level display (
announcement.roman_format) - Villages get generated names, announced as title (for example: "Lumbridge / Settlement")
- Village waystones (Waystones mod) are named after their village
/structure_namecommand to view, rename or reset structure names
- Player effects are now configured as rules (
player_effects.rules), No Mining uses the#dungeon_difficulty:no_miningstructure tag - Snow, gravel and clay are exempt from No Mining
- Difficulty type translations control the announced level with
%s, omit it to hide the level (custom type translations need%sto keep showing the level) - Optional roman numeral level display (
announcement.roman_format) - Villages get generated names, announced as title (for example: "Lumbridge / Settlement")
- Village waystones (Waystones mod) are named after their village
/structure_namecommand to view, rename or reset structure names
- Difficulty types can now give status effects to players (
player_effects), optionally scaling with level - Added No Mining status effect, slows down block breaking like Mining Fatigue, but leaves attack speed alone
- Player effects are opt-in, zones need
"player_effects": trueto give them - Dungeon difficulty type comes with No Mining (level 2+), to prevent breaking blocks
- Blocks in
#dungeon_difficulty:no_mining_exempt(spawners, cobwebs, sculk sensors and shriekers, torches, treasure blocks by default) break at normal speed under No Mining - Custom status effect registration can be disabled in
config/dungeon_difficulty/registry.json
- Difficulty types can now give status effects to players (
player_effects), optionally scaling with level - Added No Mining status effect, slows down block breaking like Mining Fatigue, but leaves attack speed alone
- Player effects are opt-in, zones need
"player_effects": trueto give them - Dungeon difficulty type comes with No Mining (level 2+), to prevent breaking blocks
- Blocks in
#dungeon_difficulty:no_mining_exempt(spawners, cobwebs, sculk sensors and shriekers, torches, treasure blocks by default) break at normal speed under No Mining - Custom status effect registration can be disabled in
config/dungeon_difficulty/registry.json
- Now available for Minecraft 1.20.1, on Fabric and Forge (also loads on NeoForge 1.20.1)
- NeoForge: Forgified Fabric API is no longer required. Loot scaling is applied by a global loot modifier (
dungeon_difficulty:local_scaling) - Improved server performance
- Entities that resolve to no difficulty are no longer re-evaluated on every chunk load
- Loot that can never be scaled (block drops, materials) skips location resolution
- Regex patterns are compiled once, structure lookups happen once per location instead of once per zone
- Now available for Minecraft 1.20.1, on Fabric and Forge (also loads on NeoForge 1.20.1)
- NeoForge: Forgified Fabric API is no longer required. Loot scaling is applied by a global loot modifier (
dungeon_difficulty:local_scaling) - Improved server performance
- Entities that resolve to no difficulty are no longer re-evaluated on every chunk load
- Loot that can never be scaled (block drops, materials) skips location resolution
- Regex patterns are compiled once, structure lookups happen once per location instead of once per zone
- NeoForge: Forgified Fabric API is no longer required. Loot scaling is applied by a global loot modifier (
dungeon_difficulty:local_scaling) - Improved server performance
- Entities that resolve to no difficulty are no longer re-evaluated on every chunk load
- Loot that can never be scaled (block drops, materials) skips location resolution
- Regex patterns are compiled once, structure lookups happen once per location instead of once per zone
- NeoForge: Forgified Fabric API is no longer required. Loot scaling is applied by a global loot modifier (
dungeon_difficulty:local_scaling) - Improved server performance
- Entities that resolve to no difficulty are no longer re-evaluated on every chunk load
- Loot that can never be scaled (block drops, materials) skips location resolution
- Regex patterns are compiled once, structure lookups happen once per location instead of once per zone
- Added ability to assign override colors to any Rarity case. Use
config/dungeon_difficulty/client_settings.jsonto enable and customize.
- Added ability to assign override colors to any Rarity case. Use
config/dungeon_difficulty/client_settings.jsonto enable and customize.
- Entity scaling now saves applied scale factor to NBT
- Entity scaling now saves applied scale factor to NBT
- Add cap to per player difficulty (default is 10)
- Update some translations
- Add cap to per player difficulty (default is 10)
- Update some translations
- Add generic attribute modifier offset for scaling
- Add generic attribute modifier offset for scaling
- Update attribute identifiers for scaled items
- Update attribute identifiers for scaled items
- Add
/power_levelcommand - Fix weapon rescaling issues
- Add
/power_levelcommand - Fix weapon rescaling issues
- Fix spawners getting repeatedly scaled
- Fix spawners getting repeatedly scaled
- Fix some rare crashes #44
- Fix some rare crashes #44
- Fixed smithing upgrades of Power Leveled items
- Fixed smithing upgrades of Power Leveled items
- Fixed entity scaling with attribute patterns
- Updated default config now buffs mobs specifically by
generic.attack_damageattribute - Improved entity scaling stacking with other modifiers
- Fixed entity scaling with attribute patterns
- Updated default config now buffs mobs specifically by
generic.attack_damageattribute - Improved entity scaling stacking with other modifiers
