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Ticking Hard

A difficulty-scaling mod: hostile mobs grow stronger, better armed and more dangerous every day, up to day 200. Fully configurable.
Guggles | Ticking Hard
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Ticking Hard
The longer your world lives, the deadlier it gets.
Ticking Hard makes Minecraft harder as the days pass. Every in-game day counts: hostile mobs gain hearts, wear better gear, spawn in new ways, and learn new tricks, while the world itself turns against you. The difficulty keeps rising until day 200. Nothing changes on day 1. By day 100, a zombie can show up in enchanted diamond armor. By day 200, you will meet elite mobs in broad daylight. How fast it all happens is up to you.

How It Works
Days are real Minecraft days. The mod reads the Overworld clock, so sleeping and /time add move the counter forward, exactly like the days you see in the game.
Your difficulty decides how hard it gets.
  • Peaceful and Easy: Nothing changes.
  • Normal: A softer version. Features start at double the days (never later than day 200) and most effects are half as strong.
  • Hard and Hardcore: Everything, as described below.
Only new mobs are affected. Mobs that already exist keep their stats; the changes apply to mobs that spawn after a feature unlocks.
Bosses are mostly spared. Bosses (Wither, Ender Dragon, Warden) are not buffed with hearts, armor, or effects, except for the Ender Dragon's own bonuses listed below.
    All day numbers below are for Hard. Percentages grow from the first value (the day the feature starts) to the second (day 200).

    Stronger Hostile Mobs
    Extra hearts: Every hostile mob gains +1 heart every 10 days, up to +20 hearts at day 200.
    Armor that keeps improving: Every 20 days, mobs that can wear armor get better gear: leather, gold, chainmail, iron, diamond, and finally netherite. Each piece rolls on its own (from 23% to 100%), and materials can be mixed. Affects zombies, husks, drowned, zombie villagers, skeletons, strays, bogged, wither skeletons, and zombified piglins. Piglins and brutes join in at day 60.
    Weapons: Zombies carry swords and axes, and wither skeletons carry swords, of the same tier as their armor.
    Enchantments (from day 70): Armor gets Protection, Fire, Blast, or Projectile Protection, plus Unbreaking and Thorns. Weapons get Sharpness, Fire Aspect, and Knockback. Their power grows every day until day 200.
    Enchanted bows: Skeletons, strays, and bogged swap their bow for an enchanted one with Power, Flame, and Punch.
    Gear rarely drops: Equipment added by the mod only has a 1% drop chance, so you can't farm endgame armor from day-200 zombies.
    Faster skeletons (day 30): Shorter delay between shots, up to nearly twice the fire rate.
    Fast zombies (day 40): 10% to 40% of zombies spawn with Speed.
    Bigger creeper explosions (day 60): +1 up to +3 blocks of radius.
    Pushier endermen (day 70): They teleport much more often while fighting you.
    Iron door breakers (day 80): Zombies chasing you can break iron doors (from 5 seconds down to 2).
    Faster blazes (day 80): Fireball bursts come up to twice as often.
    Longer-range ghasts (day 40): Detection range grows from +25% to +100%.
    Tougher hoglins (day 120): +10 to +30 extra health.
    Buffed mobs (day 120): 15% to 35% of hostile mobs spawn with a random positive effect (Speed, Strength, Resistance, Regeneration, Jump Boost, or Fire Resistance).
    Second ability (day 150): Buffed mobs have a 30% to 70% chance of getting a second, different effect.
    Elite variants (day 200): 10% of hostile mobs spawn as Elite mobs with a visible name, +10 hearts, Strength II, Resistance, Regeneration, and Speed.
      Spiders in the Dark, Monsters in the Sun
      Daytime spawns (day 50): Hostile mobs begin to spawn during the day. At first only 10% of spawn attempts ignore daylight, rising to 50%. Light sources still work: Torches, lanterns, and any block light keep their area safe, so your lit farms and bases stay protected. Zombies and skeletons that spawn in the sun are immune to burning.
      Invisible spiders (day 100): All spiders and cave spiders turn invisible at night.
      Frightened animals (day 150): 20% to 80% of passive animals run away from hostile mobs.
        Harsher World
        Faster drowning: Your air runs out 10% faster every 20 days, twice as fast at day 200.
        Deadlier Nether lava (day 100): Lava deals double damage in the Nether.
        Hungrier hero: Food restores less saturation (from day 20, 10% to 40% less), sprinting costs more hunger (from day 40, +20% to +100%), and so does swimming (from day 60, +50% to +200%).
        Lightning strikes (day 50): During thunderstorms, bolts can strike 8 to 24 blocks away from you.
        Weaker shields (day 80): Blocking may cost your shield extra durability (15% to 50% chance).
        Slower natural regeneration (day 100): Up to half as fast. Regeneration effects and potions are not affected.
        Costlier deaths (day 120): You recover 10% to 30% less of your experience.
          Ender Dragon
          More health (from day 20): +10 up to +190 extra health.
          Faster crystal healing (day 50): End crystals heal the dragon 25% to 150% faster.

            Configuration
            A file named config/ticking-hard.json is created the first time the game starts. Open it with any text editor to change:
            The start day of every feature, or all of them at once with a single multiplier (START_DAY_SCALE)
            The maximum day (200) and the strength of Easy, Normal, and Hard
            How often hearts, armor tiers, and drowning speed increase
            The drop chance of mob gear, elite health, and daytime spawn chances
            Turn off any feature by setting its start day above the maximum day (for example 9999)
              Use /tickinghard reload in-game to apply changes without restarting.
              Commands
              Operators only.
              /tickinghard shows the current day, the difficulty, and every active effect.
              /tickinghard reload reloads the configuration file.

                Requirements
                Minecraft 26.3
                Fabric Loader 0.20.1 or newer
                Fabric API
                Java 25
                  Works in singleplayer and on servers.
                  Credits and License
                  Made by Gugless. You may use Ticking Hard freely, including in monetized videos and streams, and include the original, unmodified .jar in modpacks and servers. You may share it for free as long as you credit the author and link to this page. Modifying, decompiling, selling, or building on top of the mod is not allowed. See the included license for details.

                  Ticking Hard Team

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                  I want to create something that people can use, something useful that they will like.

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