Scaling Health

Scaling Health

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DISTANCE_FROM_X does not change Area Difficulty

Enoche21 opened this issue ยท 0 comments

commented

Versions

ScalingHealth-1.14.4-2.3.0+20
SilentLib-1.14.4-4.3.0+38
forge-1.14.4-28.0.20-installer OR forge-1.14.4-28.0.18-installer
no other mods loaded

Expected behavior

DISTANCE_FROM_ORIGIN or DISTANCE_FROM_SPAWN to increase area difficulty the further you are from origin or spawn. Want my server to be more difficult the further you explore. Player difficulty is not important.

From Config file:
#Settings related to difficulty. Difficulty determines various things, such as how much health mobs have.
[difficulty]
#Ignore the Y-axis in difficulty calculations
ignoreYAxis = true
#The maximum difficulty value a player can have.
maxValue = 750.0
#Distance-based area modes will multiply distance by this value to get difficulty
distanceFactor = 0.025
#EvalEx expression: A multiplier for area difficulty calculations, typically based on the number of players in the search radius.
groupAreaBonus = "1 + 0.05 * (areaPlayerCount - 1)"
#Message displayed to the player when sleeping, assuming it would change their difficulty.
#If left empty, the default message is pulled from the translation file.
sleepWarningMessage = ""
#Every second, this value is added to player and dimension difficulty.
#Enter a negative number to subtract difficulty instead.
changePerSecond = 0.0011575
#These players will not gain difficulty. Use either name or UUID.
#Note: if non-exempt players are nearby, mobs will still be stronger.
exemptPlayers = []
#The minimum difficulty value a player can have. This can be smaller from startingValue.
minValue = 0.0
#Track a difficulty value for this dimension. Otherwise, uses the "default" dimension.
localDimensionDifficulty = false
#If true, player difficulty is tracked for this dimension.
#Otherwise, the value tracked for the "default" dimension is used.
localPlayerDifficulty = false
#Determines how difficulty is calculated.
#TODO: List and describe values
areaMode = "DISTANCE_FROM_ORIGIN"
#Distance to look for difficulty sources (players) when calculating area difficulty.
searchRadius = 256
#EvalEx expression: Multiplier for changePerSecond when the player is not moving.
idleMultiplier = "0.75"
#The initial player difficulty value for newly spawned players.
startingValue = 0.0

Actual behaviour

Regardless of what I make distanceFactor DISTANCE_FROM_ORIGIN or DISTANCE_FROM_SPAWN do not work. I teleported to 1000 63 1000 to test and Area Difficulty remains 0.0. Reference screen shot.

Links/Images

image

Steps to reproduce the problem