Boss Tweaks

Fully heal Bosses when all nearby players are defeated, add Bossbars to entities that lack one... And more!
x7bbbbbbb | Boss Health Tweaks
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A mod that heals Bosses when players are defeated, adds configurable bossbars for any entity (vanilla or modded) and adds some balancing changes for multiplayer servers.

Healing

When a boss has no nearby alive players in a configurable radius, it recovers all of it's health. Long gone are the days of bed respawn or similar exploits.

Armor Scaling

All bosses have configurable amounts of armor and armor toughness increased for each connected player in the server. Now players are encouraged to cooperate to defeat them.

Persistence

Bosses won't naturally despawn. You can retry those battles as many times you want if you respawn far from them.

Chest Loot Drops

Defeated bosses will have a chest with it's loot table waiting to be generated instead of dropping items to the floor. Perfect for usage with Lootr or similar in Multiplayer. (Disabled by default since the Wither and Ender Dragon have empty loot tables in vanilla)

Configurable Bossbars

Now you can add very configurable and performance-friendly bossbars to your favorite (mini)bosses that lack one.

Compatibility

Hardcore Revival: Knocked out players won't prevent bosses from healing.

Lootr: Boss Loot Chest is compatible with lootr.

Configuration

The server config file located in /config/boss_regen_server.json:

  • "detectionRadius": The radius in blocks from the boss to search for alive players (Used for healing).
  • "armorBonusPerExtraPlayer": Pretty self explanatory.
  • "toughnessBonusPerExtraPlayer": Pretty self explanatory.

The bossbar config file is located in /config/boss_regen_bossbar_config.json: By default there's 2 entries for the Warden and Elder Guardian. Each entry has the following attributes:

  • "entityID": The path to the entity.
  • "range": Distance in blocks from where the bossbar is visible.
  • "color": The color for the bossbar out of the 7 colors included in vanilla (purple, red, white, yellow, blue, green or pink).
  • "invisibleUntilHit": Determines if the bossbar is hidden until the boss has lost at least 1 HP.

To apply each tweak to an entity there's 4 dedicated tags, located in "data/boss_regen/tags/entity_type":

  • has_armor_scaling: Defaults to #c:bosses.
  • has_loot_chest: Is empty by default.
  • has_persistence: Defaults to #c:bosses.
  • has_regen: Defaults to #c:bosses.

You can configure it with a datapack and enable it by default in all worlds with:

Boss Tweaks Team

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