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More Danger

Fully customizable mob difficulty.

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.

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