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.
v0.5.0 - first public beta. 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:
- 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.
- 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.
- 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_LEFT ... BOTTOM_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
- Install MMO Skill Tree >= 1.5.0 and Ziggfreed's CommonLib >= 1.2.0.
- Drop
MmoMobScaling-<version>.jar in your server's Mods/ folder.
- 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