Scaling Health

Last Updated: Jan 11, 2018 Game Version: 1.12.2


Jul 26, 2016

Owner: SilentChaos512

Made a totally awesome config file for Scaling Health? Please share it with me! I love seeing all the amazing things that have been done with the mod.


5 NOV - Added Blocks and Items section.

13 OCT - Updated description. Fixed some errors and added a couple common questions to the Help! section. :)


Minecraft too easy for you? After playing the game for years, I can't help but feel it is. Or perhaps it's too hard with all the crazy mods you've added? Scaling Health aims to balance out modpacks, by allowing players, mobs, or both to gain extra health! Or players can start with less health, if that's what you want. The mod is highly configurable.

This mod started as an unofficial port of Difficult Life, a mod I personally loved playing with. Eventually, I decided to rebuild the mod from the ground up, fixing bugs, adding more config options and widening the scope of the mod to include players who need an easier experience, not just a harder one. The difficulty system is very server-friendly, unlike the system used in Difficult Life.

Feedback and constructive criticism are always appreciated. If you find a bug or have a suggestion, use the issue tracker on GitHub, please. If you make suggestions or bug reports in the comments, I might lose track of them!

Key Features

  • A per-player difficulty system. A difficulty value is tracked for each player. There are several factors that can increase/decrease your difficulty. By default, it increasing slowly as time passes. As difficulty increases, mobs become stronger. Mob strength is calculated based on one of several methods (see below). This feature can be tweaked/disabled to your heart's content.
  • More player health! Or less. Players can obtain heart containers that increase their maximum health. Normally, you keep the extra health even after dying (configurable). The player's starting health can also be changed, and the max health cap is configurable as well.
  • Lots of control. Plenty of config options to let you play the game however you like! There's even an in-game config screen, so you can tweak options without restarting Minecraft.



Player Difficulty

A difficulty value is tracked for each player. By default, this increases slowly over time. You can also set the mod to increase/decrease difficulty when players kill certain types of mobs, or when the player dies. You can also set difficulty to reset at certain intervals, like every week.

Player difficulty is typically used to calculate difficulty when spawning mobs, but some modes use other methods (see next section). The starting and maximum difficulty levels and the amount added each second are configurable. By default, idle players accumulate difficulty more slowly.

The difficulty value will determine how much extra health mobs can have. Mobs will also gain bonus attack damage and potion effects. Higher difficulty values also increase the chance of mobs spawning as blights...

Area Difficulty

When mobs are spawned, an "area difficulty" value is calculated for the position the mob is spawned at. This value is then used to determine extra health/damage, chance of becoming a blight, etc. Depending on the mode, this is usually based on the difficulty level of all nearby players. "Nearby" means within the search radius, which is configurable.


  • Weighted Average - A weighted average of the difficulty of all nearby players, with distance being used to calculate the weight. In layman's terms, closer players have a greater impact on the area difficulty. This is the default mode.
  • Average - Simply takes the average difficulty of all nearby players.
  • Min Level - Takes the lowest difficulty level of nearby players.
  • Max Level - Takes the highest difficulty level of nearby players.
  • Distance from Spawn - Uses the distance from the world spawn to calculate the area difficulty. Basically, it's distance multiplied by the "Distance Per Block" config option.
  • Distance from Origin - Same as "Distance from Spawn", but uses the distance from the origin (0, 0, 0).
  • Distance and Time - A mix of Weighted Average and Distance from Spawn. Difficulty increases over time, but mobs also get stronger the further from spawn they are! Originally a user suggestion, now my personal favorite!

Health Scaling

Mobs (both passive and hostile by default) will gain extra health as difficulty increases. The way extra health is added can be changed in the config file.

  • Multiplier modes (MULTI, MULTI_HALF, and MULTI_QUARTER) - The mob's health is multiplied, so that mobs with a higher base health will get a bigger boost. MULTI applies the same multiplier to all mobs, while MULTI_HALF and MULTI_QUARTER apply less for mobs with greater than 20 health. All of these should still apply more health than ADD mode. MULTI_HALF is the default.
  • Additive mode (ADD) - A flat increase for all mobs. This is what Difficult Life used.


Blights are extremely powerful mobs. These are ordinary mobs (even from other mods) that have spawned with far more health, higher damage-dealing potential, and a variety of potion effects including a large speed boost. They also tend to spawn with armor. The mobs themselves spawn with an invisibility effect, but are on fire. Blights have a purple fire effect at all times which makes them easy to identify, even if submerged in water.

By default, blights drop more heart containers than standard mobs (0-2 each by default, instead of a small chance of getting one) and ten times the XP. Blights have a variety of config options available, and can even be disabled entirely if that's what you want.

Blocks and Items

Heart Container

Heart containers are used to increase players' maximum health. They can drop when mobs are killed (with configurable rates for different mob types) or crafted from heart crystal shards. Simply use (right-click) them to gain one extra heart per container. Heart containers also restore a couple extra hearts.

Gaining health from heart containers can be disabled in the config, allowing them to act only as a healing item. Heart containers will make a "ding" sound when giving extra health or a "burp" sound when they can only heal.

Bandages and Medkits

Bandages and medkits will restore a percentage of your maximum health when used. To apply one, use it (hold right-click) for 5 seconds. You will be given the "Bandaged" potion effect and a portion of your health will be restored each second, but you will move more slowly while this is in effect. The effect is removed if your health is fully restored. Both bandages and medkits require heart dust to craft, so they won't be very economical to make until your maximum health is higher.


  • Heart crystal ore - An ore that spawns in the world. Becomes more common when further from spawn, by default.
  • Heart crystal shards - Dropped when heart crystal ore blocks are mined. You can also configure these to drop in place of heart containers.
  • Heart dust - Crafted from a heart container and used to make bandages and medkits. A single heart container makes 24 dust.

Difficulty Bar

A difficulty bar will appear on your HUD from time-to-time (there's also a keybinding to show it). This bar actually has two parts, although you can't tell in most cases. The upper part of the bar (the largest part) is the Area Difficulty at your location. You may see this portion grow when near other players on a server, or when using a distance-based mode. The lower part is your Player Difficulty. That's the difficulty your player accumulates over time, which is used to calculate Area Difficulty in most cases.


Scaling Health includes a couple of commands. These are good for testing, goofing off, and working around bugs...  If the player is not specified, the command uses the sender.

  • /scalinghealth difficulty <amount> [player]  - Sets the player's difficulty to amount.
  • /scalinghealth health <amount> [player] - Sets the player's max health to amount.


FAQ, tech support, and such.

  • Q: How do I disable the difficulty system?
    A: Set "Max Value" under the "difficulty" category in the config file to 0. You won't be able to gain any difficulty, so the effects of the system are effectively disabled.
  • Q: Is the health system compatible with other mods?
    A: It depends. Mods that use modifiers to change health seem to work well enough together. For player health, Tough As Nails has no issues, but Cyclic's heart containers are completely overridden by Scaling Health. For mobs, I've seen some cases where modifiers stack together in undesirable ways. Probably best to just allow one mod to tinker with health in each case.
  • Q: What version of Scaling Health and Silent Lib do I need?
    A: The Silent Lib version should always match your Minecraft version. Scaling Health stopped supporting 1.10.2 and 1.11.2 in version 1.3.0. If you are playing on one of those, you must use Scaling Health 1.2.x (the most recent build labeled "universal"). Otherwise, download Scaling Health for your Minecraft version.
  • Q: The mod can't find Silent Lib!
    A: Either Scaling Health or Silent Lib is out-of-date. If the game is telling you it can't find "SilentLib" (with capital letters), you need to update Scaling Health. If it can't find "silentlib" (all lowercase), you need to update Silent Lib. See the previous question to find out which versions you need.
  • Q: There's a config/feature I wanted, but the mod doesn't have it...
    A: Let me know about it! There's a good chance I'll add it for you. Please use the issue tracker (link at top of page).
  • Q: Can I use this in a mod pack, make videos/streams with the mod installed, or share/publish config files?
    A: YES! And I'd love to see your work! Send links if you want, but it's not required.
  • Q: Can I redistribute your mod on another site? (Not part of a mod pack)
    A: NO! Absolutely not! You can link back to here for downloads if you want to promote my work on another site, but all downloads should happen through CurseForge.
  • Q: Can we get a port to <insert ancient Minecraft version here>?
    A: No. Too much work for too little reward.


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