More Danger
(Fabric)

Make the night (and the day if you want) something to fear. Tougher monsters that see and hear you from further
away, remember you longer and dig through your walls, rare champions with powers, and a
chaos mode that changes the rules every night.
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FEATURES
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Every world keeps its own settings. New worlds start with Default, which is
plain vanilla (see Default below). Change them on the /md screen or with
/moredanger. Each list (Difficulty, Strength, Awareness, Champions) can also
be Random: it picks a level right away, and again at every nightfall while
Night mode is on.
Difficulty: the world's own difficulty
- The same as vanilla's difficulty (Options or /difficulty): Easy, Normal or
Hard. Random never picks Peaceful.
- More Danger only changes it when you pick it, on Default (Normal), on a
Random roll or on a chaos roll. A locked difficulty or Hardcore world is
never changed.
- More Danger works with any difficulty, it adds to it. On Peaceful there are
no monsters, so it has nothing to do.
Strength: how tough hostile mobs are, on top of the world difficulty
Level Health Melee damage Speed Arrows/explosions
Vanilla vanilla vanilla vanilla vanilla
Tough +25% +20% +10% x1.10
Brutal +50% +40% +20% x1.25
Nightmare +100% +60% +25% x1.5
Hell +150% +80% +30% x1.75
- Bosses (Ender Dragon, Wither, Warden, Elder Guardian) and creepers are
never made tougher.
- Changing the level never heals a hurt mob.
Awareness: how far hostile mobs notice you (same levels as Strength)
- Sight: each level above Vanilla adds 8 blocks to a mob's own sight range
(Tough +8, Brutal +16, Nightmare +24, Hell +32), never more than 64 blocks.
Mobs always have it.
- Type Sight and Sound: hostile mobs that walk (from other mods too) also
hear the noises you make, through walls, glass and doors (at every
Awareness level, Vanilla included):
Level Loud noises Quiet noises
Vanilla 8 blocks 6 blocks
Tough 12 blocks 9 blocks
Brutal 16 blocks 12 blocks
Nightmare 20 blocks 15 blocks
Hell 24 blocks 18 blocks
Loud: sprinting, jumping, landing from a fall, breaking, placing and
hitting blocks, fighting, shooting. Quiet: walking, swimming, eating and
drinking, opening doors and chests, putting on armor.
- A mob that hears you walks over to check out the noise, and remembers it
as long as its Memory lasts (10 seconds with Memory Vanilla). It only
attacks if it then sees you.
- Sneaking keeps your footsteps silent, and wool blocks sound, just like with
sculk sensors.
- Arrows and snowballs make a noise where they land: use them to lure mobs
away.
- With type Sight, mobs never react to noises (vanilla mobs don't hear).
- With Night mode on, mobs don't hear during the day.
Champions: rare mobs with powers
- Off, Rare (1%), Default (5%), Common (10%) or High (20%): the chance that a
hostile mob spawns as a champion.
- A champion has 2 random powers: Speed, Strength (melee mobs only),
Resistance, or 4 extra golden hearts.
- When it hits you, you get Slowness, Weakness, Poison or Hunger for 3
seconds.
- Easy to spot: 20% bigger, potion swirls and a gold sparkle.
- Drops double XP.
- Champion slimes and magma cubes split into champion babies.
- Never a boss or a creeper.
- Turning Champions off turns every champion back into a normal mob.
Night mode (on by default)
- Strength, Awareness, Champions, Memory and Digging only work at night. The
day is vanilla, so you have time to build your defenses.
- At nightfall every monster gets a chance to become a champion; at sunrise
every champion turns back into a normal mob.
- Random settings roll again at every nightfall.
- A message shows at nightfall and at sunrise.
- Never changes the world difficulty, Sun immunity or Day spawning.
Sun immunity (off by default)
- Hostile mobs don't burn in daylight.
Day spawning (off by default)
- Monsters also spawn in daylight, in the places they would at night.
Torches and other lights still keep them away, so lit bases stay safe.
- Zombies and skeletons burn in the sun as usual unless Sun immunity is on.
Memory: how long a mob keeps chasing you after it loses you
- Vanilla: it forgets you about 3 seconds after it last saw you (that's how
vanilla works).
- Long: it gives up 1 to 3 minutes after it last saw or heard you. Hide,
stand still and stay quiet.
- Relentless: it keeps after you for 3 to 7 minutes, unless you get out of
its range.
- The time is random for every chase and every noise, so you can never be
sure when a mob gives up.
- With Digging on, Memory is at least Long (Vanilla is greyed out).
- A mob that forgot you still comes to check out new noises (with Sight and
Sound).
Digging (off by default)
- Every hostile mob that walks (zombies, skeletons, creepers, spiders,
and walking mobs from other mods) chasing you, or coming to check out a
noise you made, breaks through blocks in its way when it can't walk to
you. Flying and swimming mobs and bosses don't dig. Nobody digs from more
than 16 blocks away.
- Doors: mobs head for your wooden doors and break them, like any block
(a wooden door takes about 4 times as long as dirt). On Hard, vanilla's
door-breaking zombies keep breaking doors their own vanilla way.
- A creeper that digs through and sees you blows up as usual. A spider
can climb up to you and then dig sideways.
- Slow at first: a tenth of a bare-handed player's speed. The longer a mob
keeps digging, the harder it digs: +100% every 10 seconds, up to 5 times
as hard. One mob needs about 6 seconds for dirt, 16 for planks, 36 for
cobblestone, 46 for stone bricks, 76 for deepslate. Mobs that hit harder
(higher Strength, a champion's Strength power) dig faster.
- Hit a digging mob to stop it: it stops for 3 seconds, its cracks heal,
and it starts over at its slowest.
- You see the same cracks as when you mine. If the mob stops for 2
seconds, the cracks heal. A digging mob stands still at the wall.
- Two mobs on one block dig twice as fast; more than two don't add more.
- A mob only digs when it is at your height or above you: toward you, or
down when you are below it. It never digs up, builds or climbs, so being
higher up keeps you safe.
- Blocks break the normal way: they drop what a bare hand would get (dirt
and planks drop, stone and glass don't) and chests spill their items.
- Never digs unbreakable blocks (bedrock), obsidian, crying obsidian,
reinforced deepslate or respawn anchors.
- Follows the mobGriefing game rule: with it off, mobs never dig.
Chaos mode
- Rolls the settings in secret when you turn it on and again at every
nightfall. The only message is "The world is in chaos." Every other
setting is locked while it is on; turning it off brings back your own
choices.
- Wild: rolls everything: Difficulty (never Peaceful), Strength, Awareness,
Awareness type, Champions, Night mode, Sun immunity, Day spawning, Memory
and Digging.
- Mild: like Wild, but never Digging and never Relentless memory: chaos
without monsters breaking in.
- Vanilla: Champions, Digging, hearing, Sun immunity and Day spawning stay
off; Difficulty, Strength, Awareness, Night mode and Memory are rolled.
Default
- The Default button (it asks first) sets everything back to vanilla:
Difficulty Normal, Strength Vanilla, Awareness Vanilla, type Sight,
Champions Off, Night mode On, Sun immunity Off, Day spawning Off, Memory
Vanilla, Digging Off, Chaos Off. New worlds start like this.
Announcements
- Changes show on screen above the hotbar, for example:
"The monsters feel like a nightmare. You are exposed. Beware of the
champions."
Always beatable
- A single hit made stronger by More Danger never deals more than 7.5
hearts after armor. Hits that already do more in vanilla stay vanilla.
- Strength plus a champion's Speed never make a mob more than 45% faster.
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COMMANDS
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/md Open the settings screen (needs the
mod on your client).
/moredanger Show the current settings.
/moredanger difficulty <level|random> easy, normal, hard
/moredanger strength <level|random> vanilla, tough, brutal, nightmare, hell
/moredanger awareness <level|random> vanilla, tough, brutal, nightmare, hell
/moredanger awareness_type <type> sight, sight_and_sound
/moredanger champions <level|random> off, rare, default, common, high
/moredanger night_mode <true|false>
/moredanger sun_immunity <true|false>
/moredanger day_spawning <true|false>
/moredanger memory <memory> vanilla, long, relentless
/moredanger digging <true|false>
/moredanger chaos <mode> off, wild, mild, vanilla
/moredanger default Everything back to vanilla.
/moredanger debug Show the stats of the mob you look at.
Changing settings: operators, or the host of a singleplayer/LAN world (even
without cheats).
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SETTINGS
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Each world keeps its own settings (change them with /md or /moredanger).
config/moredanger.json holds the numbers:
strength_levels Health/damage/speed/ranged per level.
awareness_blocks_per_level 8
awareness_max_range 64
hearing_ranges Loud-noise hearing range per level.
quiet_noise_fraction 0.75 Quiet noises carry this part of it.
long_memory_min_seconds 60 Memory Long: a random time between
long_memory_max_seconds 180 these two.
relentless_memory_min_seconds 180 Memory Relentless: the same.
relentless_memory_max_seconds 420
dig_speed 0.1 Digging speed (part of a bare hand).
dig_ramp_seconds 10 +100% dig power every this many seconds,
dig_ramp_max 5 up to this many times as hard.
dig_hit_pause_seconds 3 How long a hit stops a digging mob.
dig_max_mobs_per_block 2 Mobs on one block that add up.
dig_blacklist Blocks mobs never dig.
excluded_mobs [] Mob ids that never hear or dig, for
mod mobs that act strangely, e.g.
["somemod:odd_beast"].
champion_chances Chance per champion level.
max_boosted_hit_on_player 15 The 7.5-heart safety net.
max_speed_bonus 0.45 The +45% speed cap.
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HQ COMPATIBILITY
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With HQ installed, a "More Danger" button in the HQ list opens /md.
Without HQ the mod works exactly the same.
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COMPATIBILITY & NOTES
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- Affects every hostile mob, including mobs from other mods.
- Players without the mod see all messages in English.
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CHANGELOG
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1.0.1
- New settings screen: one cycling button per setting, plus Default and
Done.
- New: the world Difficulty (vanilla's) can be set on the screen, or Random.
- Difficulty (More Danger's) is now called Strength, with the levels
Vanilla, Tough, Brutal, Nightmare and Hell. Awareness uses the same names.
- Hearing: with Awareness type Sight and Sound, hostile mobs hear the noises
you make and come to check them out. Loud and quiet noises, sneaking
stays silent, wool blocks sound.
- New Memory setting: Vanilla, Long (1-3 minutes) or Relentless (3-7
minutes), a random time for every chase. Digging needs at least Long.
- New Digging setting (off by default): walking hostile mobs break through
blocks and doors to reach you, with visible cracks, digging harder the
longer they keep at it. A hit stops them for a moment.
- New Day spawning setting (off by default): monsters spawn in daylight
too, but not in lit places.
- Night only is now Night mode, on by default: Memory and Digging also
rest during the day, and existing monsters can become champions at
nightfall.
- Chaos mode now has Wild, Mild and Vanilla modes and rolls every setting.
- Random settings only roll again at nightfall with Night mode on.
- New Default button and command: everything back to vanilla. New worlds
start like this.
- The config no longer holds settings for new worlds; new excluded_mobs
list.
- Existing worlds keep their settings.
- Fixed: champions lost their powers when the world was loaded again.
1.0.0
- First release.

