MmoMobScaling-1.0.2.jar
What's new
Tune everything in game: a full admin panel (/mobscaling ui) with a live stat-curve preview, help text on every setting, and changes that stick across restarts. Every world also gets its own config file with inheritance, and worlds can shape what spawns in them. Requires MMO Skill Tree 1.5.0+ (update BOTH mods together) and Ziggfreed's CommonLib 1.3.0+.
- New: a full in-game admin panel. Run
/mobscaling ui(admin only) to open a config screen with four tabs: Global, Zone HUD, Mob Inspector HUD, and Worlds. Every setting that applies per world is editable now, right down to a world's spawn pool, its difficulty stat curve, its whole open-world scaling group, and whether it shows the zone or inspector HUD at all (a couple of knobs only make sense globally - the HUD's on-screen position/offsets and the region-power grid size - so those stay inmob-scaling.json). The Worlds tab is a side-by-side layout: your world files on the left, the add/edit editor on the right, so the list stays visible while you work. Overriding a shipped world for the first time copies everything it already had into your new file, so changing one setting never silently drops the rest. Hint text wraps instead of cutting off, editing no longer resets your scroll position, and each tab has one Save button while on/off switches apply the instant you click them. Each world row shows whether it is a shipped file or your own; deleting yours brings the shipped one back, and the enable toggle tells you when a restart is needed. - New: a live preview beside the Global settings. The Global tab is side-by-side too: your settings on the left, a "Preview: Skeleton" panel on the right showing a plain mob run through your CURRENT difficulty stat curve at five sample difficulty levels, updating as you type (health, outgoing damage, and incoming damage reduction multipliers; rarity and variant bonuses stack on top of these at spawn). The health column shows the skeleton's real health, not just the multiplier (e.g. "x2.6 (239)"). Below the five samples, a "Try a difficulty" field previews any difficulty number you type in, unclamped to your Min/Max caps, so you can sanity-check one specific number without retuning them first. The Global tab is also reordered difficulty-first: baseline and caps, then the stat curve, then rarity and distance escalation, then open-world group scaling last. The unused "Preset mode" dropdown is gone (nothing in the mod read it).
- New: every setting explains itself. Every field and toggle across all four tabs shows a short help line under it, and while you are editing a world, a blank or Inherit field also tells you exactly what it is currently inheriting (the parent file's value, or the global setting, shown in white and bold) instead of leaving you guessing.
- Change: world names in the list wrap instead of truncating, so a long file name or match pattern is fully readable on two lines.
- New: your live tweaks are saved.
/mobscaling intensity,/mobscaling hud, and/mobscaling presetnow save automatically and survive a restart (in 1.0.1 they were live-only and reset when the server restarted). The panel and the commands use the same save path, so it does not matter which you use. - Change: one file per world. Per-world tuning moves out of the inline
WorldOverrideslist inmob-scaling.jsoninto its own files: dropmods/MmoMobScaling/worlds/<name>.json(or shipServer/MmoMobScaling/Worlds/*.jsonin a pack) with aMatchpattern and just the settings you want changed. A file can name a"Parent"file to inherit from - author a shared base once, then each dungeon file carries only its differences - and anything you leave out falls back to the parent, then the global settings, so a file can be a two-line tweak or a fully self-contained definition. Your existingWorldOverrideslist migrates to files automatically on first start. - New: worlds can turn scaling off and set their own floor. A world file's
Enabled: falseswitches mob scaling off there entirely;Difficulty.Floorsets the world's baseline difficulty under your zone/biome mappings. (These lived on MMO Skill Tree's world rules during testing; they belong to this mod now - update both mods in the same step.) - New: per-world spawn pools. A world file's
Poolblock controls what rolls there: allow or deny specific rarities, variants, and affixes, scale variant chance up or down (0 = none), and grant extra affix slots - so an endgame dungeon can spawn only elite-and-up mobs with double variants and an extra affix, from one small file or the admin panel. - New: more per-world dials. The whole open-world group is per-world (aggregation mode, group band, only-raise, party-join and late-arrival behavior, composition), and a world can hide the zone or inspector HUD (great for instances); every one of these is editable from the file or the admin panel.
- New:
/mobscaling worlds. Lists every loaded per-world file with its match pattern, parent, origin, and on/off state. - Change: mobs scale tankier, not harder-hitting. The default difficulty stat curve adds much less OUTGOING damage as difficulty climbs, so a high-difficulty mob is a tougher damage-sponge rather than a one-shotter; its health scaling and incoming-damage reduction are unchanged. The Casual and Hardcore presets get the same softer damage growth (Playtest stays steep). Distance-from-spawn escalation also starts farther out (15,000 blocks), so the deep-frontier ramp kicks in later.
- Change: the shipped Dungeon of Fear worlds are simpler. Dungeon of Fear I and II now switch open-world mob scaling off entirely; Dungeon of Fear III keeps scaling but without distance escalation. The shared base file they used to inherit from is gone, so each dungeon file stands on its own.
- Fix: the Kweebec Nightmare instance reliably turns scaling off. Its per-world rule now matches the real instance worlds (whose names carry an
instance-prefix and a random suffix), which the old prefix-only pattern missed, so open-world mob scaling is correctly off inside the minigame.
This mod has no additional files

