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Auto Leveling

Adds mobs auto leveling.

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1900218 Downloads
Created by Daripher

Description

 

Highly customizable mobs leveling mod!

The further you move from spawn, the stronger your enemies become!

 

The level of monsters is based on the distance from spawn

The level of monsters is being shown above monsters, next to its names

 

CONFIG

show_level_when_looking_at

  If set to true, level of the monster will be shown above its head when you are hovering over it with crosshair.

 

always_show_level

  If set to true, level of monsters will be always shown above their heads.

 

hidden_levels

  List of entities that shouldn't show their levels.

  Useful if you have certain mobs that are disguised in some way.

  Values: list of entities ID

  Example: hidden_levels = ["minecraft:zombie","minecraft:shulker"]

  You can also blacklist whole namespace by typing "<mod_id>:*"

  Example: blacklist = ["minecraft:*"]

 

blacklist

  List of entities that should not gain levels

  Values: list of entities ID

  Example: blacklist = ["minecraft:blaze","minecraft:zombie"]

  You can also blacklist whole namespace by typing "<mod_id>:*"

  Example: blacklist = ["minecraft:*"]

 

whitelist

  List of entities that should gain levels (if not empty, other entities will have no levels)

  Values: list of entities ID

  Example: whitelist = ["minecraft:enderman","minecraft:creeper"]

  You can also whitelist whole namespace by typing "<mod_id>:*"

  Example: whitelist = ["minecraft:*"]

 

exp_bonus_per_level

  How much more experience mobs will drop per level

  Default value 0.1 means 10% more per level

 

starting_level

  Should always be higher than zero

 

max_level

  Should always be higher or equal to zero

  If set to zero, there will be no maximum level for mobs in this dimension

 

levels_per_distance

  Should always be higher or equal to zero

  How much levels mobs will gain per one block traveled from spawn

  Default value 0.01 means 1 level per 100 blocks traveled

 

levels_per_deepness

  Should always be higher or equal to zero

  How much levels mobs will gain per one block traveled below the ocean level

  Default value is 0

 

random_level_bonus

  Should always be higher or equal to zero 

  If set above zero, mobs will have a chance to spawn with a level higher by a random value between zero and the specified value

 

attribute_bonuses

  List of pairs of attribute IDs and bonuses per one level

  Will work with attributes from mods

 

ITEMS

This mod adds two items that interact with config file: blacklist tool and whitelist tool

Both can be used on an entity to add it to respective list

 

CHANGING MOBS LOOT

You can modify loot from leveled mobs using loot table condition "autoleveling:level_check"

The mod does not modify any loot drops by default

To modify loot from leveled mobs, you need to make a data pack that will contain your custom loot tables.

 

Loot table condition format:

 

{
"condition" : "autoleveling:level_check",
"min" : <min level>,
"max" : <max level>
}

 

This example loot table adds one diamond to loot from blazes of levels from 5 to 10 while keeping default loot.

 

You can also use loot table "autoleveling:gameplay/leveled_mobs" which is used for all mobs that have levels

This example loot table adds one diamond to all mobs of levels from 1 to 5 and one emerald to all mobs of levels from 6 to 10

 

CHANGING MOBS EQUIPMENT

You can modify leveled mobs equipment using a data pack

The mod does not modify mobs equipment by default

 

Path to mobs equipment loot tables: data/<mod_id>/loot_tables/equipment/<entity_id>_<slot_id>.json

Example (for vanilla zombie and head slot): data/minecraft/loot_tables/equipment/zombie_head.json

 

This example loot table will equip leather helmets on piglings of level 1 to 5 and golden helment on piglins of level 6 to 10

This example loot table will remove main hand item from piglings of level 1 and will equip stone sword on piglins of level 2 to 5

 

Equipment slot IDs are: head, chest, legs, feet, mainhand and offhand

 

CHANGING MOBS TEXTURES

You can change mobs textures based on their level using resource packs

Path to mob texture: assets/<mod_id>/textures/leveled_mobs/<entity_id>_<level>.png

Example texture that will be applied to piglins of level 3 and higher: assets/minecraft/textures/leveled_mobs/piglin_3.png

 

CHANGING LEVELING SETTINGS

Global settings can be changed in the config

You can also adjust leveling settings for each dimension or for each entity type using a data pack

Path to dimension settings file: data/<mod_id>/leveling_settings/dimensions/<dimension_id>.json

This example datapack has three settings files for each vanilla dimension, you can it as an example

Dimension settings will always have higher priority over default leveling settings

 

Path to entity settings file: data/<mod_id>/leveling_settings/entities/<entity_type_id>.json

These example entity settings will set every enderman to level 20

Entity settings will always have higher priority over dimension settings

 

Leveling settings file format:

 

{
"starting_level" : 1,
"max_level" : 0,

"levels_per_distance" : 0.01,

"levels_per_deepness" : 0,

"random_level_bonus" : 0
}

 

Same as in the config file

 

COMMANDS

/autoleveling addlevel <value>

  Will give a level bonus to all entities in all dimensions

 

OTHER MODS INTERACTION

Jade - shows level tooltip when hovering over mobs

 

SPECIAL THANKS

zhangyg_ - For reporting lots of bugs.

 

Feel free to suggest ideas for mod improvements.


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What means Verified?

  • Compatibility: The mod should be compatible with the latest version of Minecraft and be clearly labeled with its supported versions.
  • Functionality: The mod should work as advertised and not cause any game-breaking bugs or crashes.
  • Security: The mod should not contain any malicious code or attempts to steal personal information.
  • Performance: The mod should not cause a significant decrease in the game's performance, such as by causing lag or reducing frame rates.
  • Originality: The mod should be original and not a copy of someone else's work.
  • Up-to-date: The mod should be regularly updated to fix bugs, improve performance, and maintain compatibility with the latest version of Minecraft.
  • Support: The mod should have an active developer who provides support and troubleshooting assistance to users.
  • License: The mod should be released under a clear and open source license that allows others to use, modify, and redistribute the code.
  • Documentation: The mod should come with clear and detailed documentation on how to install and use it.

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How to Install

1

Download Forge & Java

Download Forge from the offical Site or here. If you dont have Java installed then install it now from here. After Downloading Forge you can run the file with Java.

2

Prepare

Lounch Minecraft and select your Forge istallation as Version this will create a Folder called Mods.

3

Add Mods

Type Win+R and type %appdata% and open the .minecraft Folder. There will you find your Folder called Mods. Place all Mods you want to play in this Folder

4

Enjoy

You are now Ready. Re-start your Game and start Playing.

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