Difficulty decreases overtime
GIANTCRAB opened this issue ยท 0 comments
Versions
- Scaling Health: 1.14.4-2.3.13+40
- Silent Lib: 1.14.4-4.4.0+44
- Forge: 28.1.90
- Modpack: https://www.curseforge.com/minecraft/modpacks/giantcrabby-modpack
- Optifine Installed: No
Expected Behavior
Difficulty increases overtime
Actual Behavior
Difficulty decreases overtime and becomes negative
Links/Images
My server config
#Settings for tamed creatures
[pets]
#Delay (in seconds) between regen ticks for pets. Set 0 to disable.
regenDelay = 30.0
#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 = 500.0
#Distance-based area modes will multiply distance by this value to get difficulty
distanceFactor = 0.0025
#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 = 0.003
#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
#If true, a comment will appear to notify when you are considered afk
afkMessage = true
#Determines how difficulty is calculated.
#WEIGHTED_AVERAGE:
#weighted average of players difficulty based on distance - players further away from an area will have less of an impact
#AVERAGE:
#Takes the average difficulty of nearby players
#MIN_LEVEL:
#Lowest difficulty of all nearby players
#MAX_LEVEL:
#Highest difficulty of all nearby players
#DISTANCE_FROM_SPAWN:
#Difficulty increases further away from world spawn, see distanceFactor config above.
#DISTANCE_FROM_ORIGIN:
#Same as DISTANCE_FROM_SPAWN but from (0, 0, 0)
#DISTANCE_AND_TIME:
#Mix of WEIGHTED_AVERAGE and DISTANCE_FROM_SPAWN. Difficulty increases with time but also with distance
#DIMENSION_WIDE:
#Difficulty tracked at the server level. Player difficulty is irrelevant.
areaMode = "WEIGHTED_AVERAGE"
#Distance to look for difficulty sources (players) when calculating area difficulty.
searchRadius = 256
#Multiplier for changePerSecond when the player is not moving.
idleMultiplier = 0.0
#The initial player difficulty value for newly spawned players.
startingValue = 0.0
#Change difficulty when certain things happen
#putting in -difficulty- produces no change, putting 0 will reset difficulty after this action
[difficulty.mutators]
#EvalEx expression: A player sleeps in a bed
onPlayerSleep = "difficulty"
#EvalEx expression: A player dies
onPlayerDeath = "difficulty - 1.0"
#EvalEx expression: A normal hostile mob is killed by a player
onHostileKilled = "difficulty + 0.04"
#EvalEx expression: A player killed another player
onPlayerKilled = "difficulty + 10.0"
#EvalEx expression: A boss is killed by a player
onBossKilled = "difficulty + 5.0"
#EvalEx expression: A blight is killed by a player
onBlightKilled = "difficulty"
#EvalEx expression: A peaceful mob is killed by a player
onPeacefulKilled = "difficulty"
[[difficulty.mutators.byEntity]]
types = ["minecraft:villager"]
onKilled = "difficulty + 0.01"
[difficulty.multipliers]
#Allows difficulty to be changed based on the moon phase. values must have 8 elements.
#The first is full moon, the fifth is new moon.
#'enabled' must be set to true for this to work.
[difficulty.multipliers.lunarCycles]
values = [1.5, 1.3, 1.2, 1.0, 0.8, 1.0, 1.2, 1.3]
enabled = false
#Set difficulty multipliers based on location. You can match dimensions, biomes, or both.
#If either the biomes or dimensions array is empty, it is ignored (matching all)
[[difficulty.multipliers.byLocation]]
biomes = ["modid:example"]
scale = 1.0
dimensions = ["overworld"]
[equipments]
#CHEST ARMOR
[[equipments.chestplate]]
tier = 1
minDifficulty = 20
equipment = "minecraft:leather_chestplate"
enchantments = []
[[equipments.chestplate]]
tier = 1
minDifficulty = 35
equipment = "minecraft:leather_chestplate"
enchantments = ["protection"]
[[equipments.chestplate]]
tier = 1
minDifficulty = 49
equipment = "minecraft:chainmail_chestplate"
enchantments = ["protection"]
[[equipments.chestplate]]
tier = 2
minDifficulty = 70
equipment = "minecraft:golden_chestplate"
enchantments = ["thorns"]
[[equipments.chestplate]]
tier = 2
minDifficulty = 90
equipment = "minecraft:chainmail_chestplate"
enchantments = ["protection"]
[[equipments.chestplate]]
tier = 3
minDifficulty = 110
equipment = "minecraft:iron_chestplate"
enchantments = ["projectile_protection"]
[[equipments.chestplate]]
tier = 3
minDifficulty = 125
equipment = "minecraft:iron_chestplate"
enchantments = ["protection", "thorns"]
[[equipments.chestplate]]
tier = 3
minDifficulty = 140
equipment = "minecraft:diamond_chestplate"
enchantments = []
[[equipments.chestplate]]
tier = 4
minDifficulty = 155
equipment = "minecraft:iron_chestplate"
enchantments = ["projectile_protection", "thorns"]
[[equipments.chestplate]]
tier = 4
minDifficulty = 170
equipment = "minecraft:diamond_chestplate"
enchantments = ["protection"]
[[equipments.chestplate]]
tier = 4
minDifficulty = 210
equipment = "minecraft:diamond_chestplate"
enchantments = ["protection", "thorns"]
#HEAD ARMOR
[[equipments.helmet]]
tier = 1
minDifficulty = 20
equipment = "minecraft:leather_helmet"
enchantments = []
[[equipments.helmet]]
tier = 1
minDifficulty = 35
equipment = "minecraft:leather_helmet"
enchantments = ["protection"]
[[equipments.helmet]]
tier = 1
minDifficulty = 49
equipment = "minecraft:chainmail_helmet"
enchantments = ["protection"]
[[equipments.helmet]]
tier = 2
minDifficulty = 70
equipment = "minecraft:golden_helmet"
enchantments = ["thorns"]
[[equipments.helmet]]
tier = 2
minDifficulty = 90
equipment = "minecraft:chainmail_helmet"
enchantments = ["protection"]
[[equipments.helmet]]
tier = 3
minDifficulty = 110
equipment = "minecraft:iron_helmet"
enchantments = ["projectile_protection"]
[[equipments.helmet]]
tier = 3
minDifficulty = 125
equipment = "minecraft:iron_helmet"
enchantments = ["protection", "thorns"]
[[equipments.helmet]]
tier = 3
minDifficulty = 140
equipment = "minecraft:diamond_helmet"
enchantments = []
[[equipments.helmet]]
tier = 4
minDifficulty = 155
equipment = "minecraft:iron_helmet"
enchantments = ["projectile_protection", "thorns"]
[[equipments.helmet]]
tier = 4
minDifficulty = 170
equipment = "minecraft:diamond_helmet"
enchantments = ["protection"]
[[equipments.helmet]]
tier = 4
minDifficulty = 210
equipment = "minecraft:diamond_helmet"
enchantments = ["protection", "thorns"]
#BOOTS ARMOR
[[equipments.boots]]
tier = 1
minDifficulty = 5
equipment = "minecraft:leather_boots"
enchantments = []
[[equipments.boots]]
tier = 1
minDifficulty = 15
equipment = "minecraft:leather_boots"
enchantments = ["thorns"]
[[equipments.boots]]
tier = 1
minDifficulty = 25
equipment = "minecraft:chainmail_boots"
enchantments = []
[[equipments.boots]]
tier = 1
minDifficulty = 25
equipment = "minecraft:leather_boots"
enchantments = ["protection"]
[[equipments.boots]]
tier = 1
minDifficulty = 30
equipment = "minecraft:chainmail_boots"
enchantments = ["protection"]
[[equipments.boots]]
tier = 2
minDifficulty = 40
equipment = "minecraft:golden_boots"
enchantments = ["thorns"]
[[equipments.boots]]
tier = 2
minDifficulty = 40
equipment = "minecraft:iron_boots"
enchantments = []
[[equipments.boots]]
tier = 2
minDifficulty = 50
equipment = "minecraft:golden_boots"
enchantments = ["protection", "thorns"]
[[equipments.boots]]
tier = 2
minDifficulty = 60
equipment = "minecraft:chainmail_boots"
enchantments = ["frost_walker"]
[[equipments.boots]]
tier = 3
minDifficulty = 80
equipment = "minecraft:iron_boots"
enchantments = ["protection"]
[[equipments.boots]]
tier = 3
minDifficulty = 100
equipment = "minecraft:iron_boots"
enchantments = ["protection", "thorns"]
[[equipments.boots]]
tier = 4
minDifficulty = 110
equipment = "minecraft:diamond_boots"
enchantments = []
[[equipments.boots]]
tier = 4
minDifficulty = 125
equipment = "minecraft:leather_boots"
enchantments = ["protection", "thorns", "frost_walker"]
[[equipments.boots]]
tier = 4
minDifficulty = 135
equipment = "minecraft:iron_boots"
enchantments = ["thorns", "frost_walker"]
[[equipments.boots]]
tier = 5
minDifficulty = 155
equipment = "minecraft:golden_boots"
enchantments = ["protection", "thorns", "frost_walker"]
[[equipments.boots]]
tier = 5
minDifficulty = 165
equipment = "minecraft:diamond_boots"
enchantments = ["protection"]
[[equipments.boots]]
tier = 6
minDifficulty = 195
equipment = "minecraft:diamond_boots"
enchantments = ["protection", "thorns", "frost_walker"]
#LEGGINGS ARMOR
[[equipments.leggings]]
tier = 1
minDifficulty = 20
equipment = "minecraft:leather_leggings"
enchantments = []
[[equipments.leggings]]
tier = 1
minDifficulty = 35
equipment = "minecraft:leather_leggings"
enchantments = ["protection"]
[[equipments.leggings]]
tier = 1
minDifficulty = 49
equipment = "minecraft:chainmail_leggings"
enchantments = ["protection"]
[[equipments.leggings]]
tier = 2
minDifficulty = 70
equipment = "minecraft:golden_leggings"
enchantments = ["thorns"]
[[equipments.leggings]]
tier = 2
minDifficulty = 90
equipment = "minecraft:chainmail_leggings"
enchantments = ["protection"]
[[equipments.leggings]]
tier = 3
minDifficulty = 110
equipment = "minecraft:iron_leggings"
enchantments = ["projectile_protection"]
[[equipments.leggings]]
tier = 3
minDifficulty = 125
equipment = "minecraft:iron_leggings"
enchantments = ["protection", "thorns"]
[[equipments.leggings]]
tier = 3
minDifficulty = 140
equipment = "minecraft:diamond_leggings"
enchantments = []
[[equipments.leggings]]
tier = 4
minDifficulty = 155
equipment = "minecraft:iron_leggings"
enchantments = ["projectile_protection", "thorns"]
[[equipments.leggings]]
tier = 4
minDifficulty = 170
equipment = "minecraft:diamond_leggings"
enchantments = ["protection"]
[[equipments.leggings]]
tier = 4
minDifficulty = 210
equipment = "minecraft:diamond_leggings"
enchantments = ["protection", "thorns"]
[mob]
[mob.damage]
#The maximum extra attack damage a mob can receive
maxBoost = 30.0
#How rapidly mob attack damage rises with difficulty (0 = no damage boost)
boostScale = 0.15
#Chance for mobs to receive a random potion effect (assuming their difficulty is high enough)
[mob.potionChance]
hostile = 0.375
peaceful = 0.025
[mob.xp]
#Xp scaling multiplied by difficulty - xp scale of 0.1 with difficulty 10 will give about 11x more xp
Boost = 0.06
#Mob health settings
[mob.health]
#This modifier affects the hp scale of mobs spawned by spawners, a normal 100 hp boost, will be of 30 using default value
spawner = 1.5
#Determines how difficulty affects mob health.
#2 types of modes: Multiplier and additive, with 3 different multipliers.
#MULTI: Mob hp is multiplied, mobs with higher base hp have more increase.
#MULTI_HALF: Same as MULTI but mobs with more than 20 hp have reduced scaling (bosses, endermen, witches, etc).
#MULTI_QUARTER: Same as MULTI_HALF but scaling is reduced further for 20hp+ mobs.
#ADD: Flat increase for all mobs, no matter their base hp.
modifierMode = "MULTI"
[mob.health.multiplier]
hostile = 0.5
passive = 0.375
[mob.blight]
#Xp scaling for blights, 3 will give 3 more times more xp then another mob on the same difficulty
maxBoost = 5.0
#Notify everyone that a blight died in combat
notifyOnDeath = true
#Multiplier for blight difficulty, 2 will make blights have stats equal to 2 * current difficulty
blightModifier = 3.0
#These mobs won't be able to become blight, to add use - MODID:entity_name - except for mc mobs, minecraft: can be omitted as shown
exemptedMobs = ["bat", "cat", "chicken", "cod", "cow", "donkey", "fox", "horse", "mooshroom", "mule", "ocelot", "parrot", "pig", "rabbit", "salmon", "sheep", "tropical_fish", "turtle", "villager", "wandering_trader"]
[[mob.blight.potionEffects]]
potion = "minecraft:fire_resistance"
minDifficulty = 0
level = 1
durationInMinutes = 5.0
[[mob.blight.potionEffects]]
potion = "minecraft:resistance"
minDifficulty = 0
level = 1
durationInMinutes = 5.0
[[mob.blight.potionEffects]]
potion = "minecraft:speed"
minDifficulty = 0
level = 4
durationInMinutes = 5.0
[[mob.blight.potionEffects]]
potion = "minecraft:strength"
minDifficulty = 0
level = 2
durationInMinutes = 5.0
[[mob.randomPotionEffects]]
potion = "minecraft:speed"
minDifficulty = 15
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:speed"
minDifficulty = 50
level = 2
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:strength"
minDifficulty = 30
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:fire_resistance"
minDifficulty = 10
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:invisibility"
minDifficulty = 35
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:resistance"
minDifficulty = 40
level = 1
durationInMinutes = 10.0
[item]
[item.heart_crystal]
#Ore gen will automatically disable if power crystals do nothing, set to true to force it
#Power crystals will still drop from mobs and appear in chests
oregen = false
#The number of levels required to use a heart crystal (min = 0)
levelCost = 3
#The amount of additional health restored by heart crystals (min = 0)
#Heart crystals always restore the amount of health they add, this is a bonus
healthRestored = 4.0
#How much health a player will gain using a heart crystal (set 0 to disable)
healthBoost = 1
[item.enchanted_heart]
#Change in difficulty when an enchanted heart is used
change = -10.0
[item.power_crystal]
#The number of levels required to use a power crystal (min = 0)
levelCost = 3
#How much more damage a player deals after using a power crystal (set 0 to disable)
damageBoost = 0.5
[item.chance_heart]
#Change in difficulty when a chance heart is used
#For a value n, a chance heart has 1 in 2n + 1 chance of being cursed
#In that case, n difficulty is added (n = 10, 1 in 21 chance to get +10)
#There's a 2 in 2n + 1 chance for 1 to n difficulty to be subtracted (n = 3, 2 in 7 chance of getting -1, -2, or -3
change = 10.0
[item.cursed_heart]
#Change in difficulty when a cursed heart is used
change = 10.0
#Set damage scaling by damage source. No scaling is done by default.
#Mod sources can be added too, you'll just need the damage type string. The number represents how steeply the damage scales.
#0 means no scaling (vanilla), 1 means it will be proportional to difficulty/max health (whichever you set).
#The scale can be any non-negative number, including numbers greater than one.
[damageScaling]
#Damage scaling mode
#Valid values: MAX_HEALTH, DIFFICULTY, AREA_DIFFICULTY
mode = "AREA_DIFFICULTY"
#Scale for all damage types which does not have a specific scale defined.
#This can have unintended side effects, so it's recommended to leave this at 0.
genericScale = 0.0
#Does damage scaling affect peaceful mobs (animals)?
affectPeacefuls = false
#How sharply damage scales with difficulty
difficultyWeight = 0.06
#give the modid of a mod to negate ALL damage scaling in the mod
blacklistMods = ["modid", "othermodid"]
#Does damage scaling affect hostile mobs?
affectHostiles = true
#Does damage scaling affect players?
affectPlayers = true
[[damageScaling.damageTypes]]
types = ["cactus"]
scale = 0.0
#Settings for players
[player]
#Regen config
#enabled -- Quick toggle for regen
#initialDelay -- Time in seconds after taking damage before regen begins
#tickDelay -- Time in seconds between healing ticks
#exhaustion -- Food consumed per healing tick
#proportionalToMaxHealth -- If true, healing scales with max health. Otherwise, heals 1 health per healing tick
#minFood -- Minimum food required for regen to be active
#maxFood -- Maximum food at which regen will be active
#minHealth -- Minimum health required for regen to be active
#maxHealth -- Maximum health at which regen will be active
[player.regen]
minFood = 10
exhaustion = 0.1
minHealth = 0
maxHealth = 2147483647
proportionalToMaxHealth = false
initialDelay = 20.0
maxFood = 2147483647
tickDelay = 5.0
enabled = true
[player.health]
#Player health and max health are unique to this dimension.
localHealth = false
#Starting player health, in half-hearts (20 = 10 hearts)
startingHealth = 20
#EvalEx expression: On death, set the player's max health to this value. By default, there is no change.
setOnDeath = "maxHealth - 2"
#The minimum amount of health a player can have (this can be lower than starting health)
minHealth = 20
#The highest max health a player can reach, not considering the vanilla
# health cap and modifiers from other sources. 0 means 'unlimited'.
maxHealth = 0
#settings for hp scaling by xp level
[player.health.xp]
#mode of health by xp, 0 for inactive, 1 for pure hp by level (deactivates heart crystals), 2 for mix, xp and heart crystals increases hp
mode = 0
#On hp increase, how much hp is gained
hpAmount = 1
#How many levels it takes for an hp increase
levelAmount = 10
[player.attackDamage]
#The highest attack damage a player can achieve, not considering the vanilla
#cap and modifiers from other sources. 0 means 'unlimited'.
maxValue = 0
Steps to Reproduce the Problem
- Join server
- Just wait for a few minutes
- Difficulty decreases