Mineuniverse
Mods
More Danger

More Danger

MOD
Fully customizable mob difficulty.
by catastrophic_impact
Download Claim this project
66 downloads
0 likes
0 followers
Updated Oct 14, 2026
0 hypes
Follow0
Horror Mobs Utility & QoL
Advertisement Remove ads with Premium →

More Danger

(Fabric)

More Danger Banner

Every world keeps its own settings. New worlds start with True Vanilla, which is plain vanilla (see Presets below). Change them on the /md screen or with /moredanger.

The /md screen has two sides. Left, scrolling: the lists that shape the monsters (Difficulty, Strength, Awareness, Awareness type, Champions) and under them the Presets (each family's six levels in two rows of three small buttons). Right, scrolling: Night mode, Sun immunity, Day spawning, Memory, Digging, Climbing, Flying and Chaos mode, with Done under it. Every setting is one row: its name at the left and its button at the right, under section bands (Monsters, Presets; World rules, Tricks, Chaos). Each list (Difficulty, Strength, Awareness, Champions) can also be Random: it picks a level right away (never Ultimate), and again at every nightfall while Night mode is on.


⚙️ Core Features

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:

📊 Detailed Strength Stat Ranges:

  • Vanilla: vanilla health, vanilla melee damage, vanilla speed, vanilla arrows/explosions
  • Tough: +1% to +25% health, +1% to +20% melee damage, +1% to +10% speed, x1.10 arrows/explosions
  • Brutal: +25% to +50% health, +20% to +40% melee damage, +10% to +20% speed, x1.25 arrows/explosions
  • Nightmare: +50% to +100% health, +40% to +60% melee damage, +20% to +25% speed, x1.5 arrows/explosions
  • Hell: +100% to +150% health, +60% to +80% melee damage, +25% to +30% speed, x1.75 arrows/explosions
  • Ultimate: +150% to +250% health, +80% to +100% melee damage, +30% to +35% speed, x2.0 arrows/explosions
  • Ultimate is unfair: Mobs wear a full netherite set and a netherite sword, have a lot more health, and notice you from 40 blocks further. Play at your own risk. Netherite never appears below Ultimate.
  • Every mob rolls its own value inside the ranges, so no two zombies are alike. The roll is remembered. When the level changes (even back to a level it had before) every mob rolls fresh values; saying the same level again changes nothing.
  • Bosses (Ender Dragon, Wither, Warden, Elder Guardian) and creepers are never made tougher.
  • Changing the level never heals a hurt mob.
  • Armor and weapons: Mobs that wear armor (zombies, skeletons and piglins, including husks, drowned, strays and so on) roll each armor slot for a piece at their level's chance, and zombies and piglins roll a sword for their hand. Only empty slots are filled, so a mob's own gear is never touched, and skeletons keep their bows.
    • Tough: 25% Armor per slot (leather), 10% Sword (wooden)
    • Brutal: 40% Armor per slot (chainmail), 20% Sword (stone)
    • Nightmare: 60% Armor per slot (iron), 35% Sword (iron)
    • Hell: 80% Armor per slot (iron or diamond), 50% Sword (iron or diamond)
    • Ultimate: 100% Armor per slot (netherite), 100% Sword (netherite)
  • The pieces More Danger gives never add up to more than 16 armor points on one mob (a full iron set is 15), so mobs stay beatable; Ultimate has no cap. They come off again when the level changes or at sunrise with Night mode, and they never drop: you can't farm gear from them.
  • Swimming (with Climbing): Mobs swim fast, like a player. Water slows mobs right down in vanilla; at Tough it slows them 20-40% less, at Brutal 40-60% less, Nightmare 60-80% less, Hell 80-100% less and Ultimate 90-100% less. Vanilla Strength changes nothing.

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, Ultimate +40), 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):
    • Vanilla: Loud noises 8 blocks, Quiet noises 6 blocks
    • Tough: Loud noises 12 blocks, Quiet noises 9 blocks
    • Brutal: Loud noises 16 blocks, Quiet noises 12 blocks
    • Nightmare: Loud noises 20 blocks, Quiet noises 15 blocks
    • Hell: Loud noises 24 blocks, Quiet noises 18 blocks
    • Ultimate: Loud noises 28 blocks, Quiet noises 21 blocks
  • Loud noises: Sprinting, jumping, landing from a fall, breaking, placing and hitting blocks, fighting, shooting.
  • Quiet noises: 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).
  • Hearing works day and night, also with Night mode on. On a Night mode day the ranges are the Vanilla ones (8 and 6 blocks).

Champions

  • Spawn chances: 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, Sun Immunity, and Day Spawning

  • Night mode (on by default): Strength (with its armor and weapons), Awareness, Champions, Memory, Digging, Climbing and Flying 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. Hearing (Sight and Sound) works during the day too. 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

  • A mob remembers the LAST PLACE it saw or heard you. It goes there (and digs toward it, or calls a spider / phantom for it) and does NOT know where you really are until it sees you again. A new sight or sound replaces the remembered place.
  • When it arrives it searches around the spot (random places within about 6 blocks) for the rest of its memory, then gives up.
  • Vanilla: About 10 seconds.
  • Long: 1 to 3 minutes. Hide, stand still and stay quiet.
  • Relentless: 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 not offered).

Digging

  • 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.
  • Speed: 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.
  • Pathfinding: Mobs dig toward you at any height: sideways, down when you are below them (it walks over, digs through the floor and falls in) and up when you are higher. Going up they dig a staircase: the block in front stays as a step, the two above it and the one over their own head are dug away, and they jump up onto it, one block at a time. A spider digs straight up into the hole it climbs (and digs out everything its wide body needs). So a raised floor, a doorstep, a tower or a base on a tree no longer keeps them out.
  • Drops: 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.

Climbing

  • Climbing (off by default): A walking hostile mob that is chasing you, or checking out a noise you made, but can't reach you because you are at least 2 blocks above it (a pillar, a cliff, a high base) calls a spider to carry it up. Mobs that already have a way to walk to you don't call. Babies, big mobs, bosses, and mobs that climb or fly themselves don't call. Spiders never summon spiders.
  • A mob calls when it is within its own sight distance of you (at least 24 blocks; Awareness raises it, up to 64), and looks for a spider that far around itself. The courier is the nearest free vanilla spider or cave spider that has a way to the mob. Spiders already up near your base come down to fetch mobs: they are couriers too.
  • With no spider near, one is summoned next to the mob: at most 3 summoned spiders near a player, and one summon every 10 seconds. They are normal spiders and despawn normally.
  • The spider obeys the first mob that calls it and ignores everyone else until the job is over. The mob mounts it, the spider climbs toward you, and the rider hops off when it is level with you and within reach. A mob calls at most once every 10 seconds.
  • A job ends when it takes too long (20 seconds to fetch, 30 to ride), the spider gets stuck, either mob dies or you are gone.
  • A courier spider that is stuck on the way (leaves, a floor) digs through it with the mob on its back, if Digging is on too.
  • Spiders that hear you also climb toward the noise, up walls and trunks, even when they can't see you.
  • A courier spider that gets near you but has nothing to climb (open water or air under a ledge) looks for the nearest wall around it (a few ray casts a second, only while a job runs) and climbs that. It can't climb a ceiling, so under an overhang it needs Digging to tunnel up, or Flying.
  • If a spider job fails (stuck, too slow, no way up) and Flying is on, that mob's next call, for the next minute, is a phantom instead.
  • Mobs also swim fast (see Strength).
  • With Night mode on, climbing rests during the day.

Flying

  • Flying (off by default): A walking hostile mob that can see you but can't reach you (you are across a drop or water, on a platform, on a high floor...) and for which no spider was available calls a phantom: one is summoned next to it and flies it to you. The rider hops off when it is level with you and over solid ground.
  • The phantom doesn't fly straight at you: it rises (from where it is, or after flying out from under whatever is over it, like a platform), flies over you at 3 blocks above your level, and comes down onto you. It also checks that its rider has room at every step, so nobody gets pushed into blocks, and a rider never takes suffocation damage on the way.
  • Phantom couriers only exist for the job: one near a player at a time, no fire trouble in daylight, and gone when the ride is over. Natural phantom spawning is untouched: they still only spawn when a player hasn't slept.
  • A mob needs to see you (not just hear you) to call a phantom.
  • With Night mode on, flying rests during the day.

Spiders and Other Mods' Mobs

  • Spiders are aggressive around the clock with More Danger installed. In vanilla they only attack in the dark and stay neutral in daylight. They don't spawn in daylight unless Day spawning is on.
  • Bosses are never part of More Danger: vanilla's four, anything in the c:bosses tag, and anything with a base health above 100.
  • Only vanilla spiders, cave spiders and More Danger's own phantoms carry. Spiders and flying mobs from other mods are never used as couriers and never call one (they have their own way); they still get Strength, Awareness and Champions. Any other mod's walking mobs can call and ride our spiders and phantoms.

Friendly Fire

  • Friendly fire (off by default): Hostile mobs don't hurt each other by accident: creeper blasts, skeleton arrows that hit a zombie in the way and the like do nothing to other hostile mobs. A mob attacking another on purpose (its own target, like a zoglin going for a piglin) still does, bosses and everything else are left alone, and a player's hit always counts. Turn it on for vanilla behavior.
  • Not rolled by chaos and not changed by presets; True Vanilla and the Default command turn it off.

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, or picking a preset, brings back your own choices.
  • Vanilla: Champions, Digging, Climbing, Flying, hearing, Sun immunity and Day spawning stay off; Difficulty, Strength, Awareness, Night mode and Memory are rolled.
  • Mild: Also hearing, champions, sun immunity, day spawning, climbing and flying; never digging and never Relentless memory: chaos without monsters breaking in.
  • Wild: Rolls everything: Difficulty (never Peaceful), Strength, Awareness, Awareness type, Champions, Night mode, Sun immunity, Day spawning, Memory, and Digging, Climbing and Flying each on their own.
  • Ultimate: Wild, where Strength and Awareness can also roll Ultimate (unfair). No other chaos mode, and Random, ever rolls Ultimate.

Presets (Left side of /md, scrolling)

  • True Vanilla (Sets everything back to vanilla): Difficulty Normal, Strength and Awareness Vanilla, type Sight, Champions Off, Night mode On, Sun immunity and Day spawning Off, Memory Vanilla, Digging, Climbing and Flying Off, Chaos Off. New worlds start like this.
  • Twelve families with six levels each (Vanilla, Tough, Brutal, Nightmare, Hell, Ultimate). A level sets Strength and Awareness to that level, the type to Sight at Vanilla and Sight and Sound above it, and Memory to Long (Vanilla at Vanilla level; Long when Digging is on; Relentless at Hell and Ultimate). Presets never change the world difficulty.
    • Nights: Nothing else; no champions
    • Night Champions: Champions: Rare (Vanilla, Tough), Common (Brutal, Nightmare), High (Hell, Ultimate)
    • Night Siege: Digging, Climbing and Flying
    • Night Siege Champions: The same, with champions
    • Night Hunters: Climbing and Flying (no digging)
    • Champion Night Hunters: The same, with champions
    • Daywalker versions: Daywalker versions of each of the six: Night mode off, Sun immunity on and Day spawning on (at Vanilla level Day spawning stays off).
  • Applying a preset turns Chaos off. Hover over a preset for what it does and every setting it sets. Ultimate presets warn: "This is an unfair setting. Play at your own risk."

Announcements & Scaling Protection

  • 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.
  • Ultimate is the one setting that is not meant to be fair: no armor cap on the netherite gear. The 7.5-heart hit cap still applies to it. In full netherite with Protection IV a single Ultimate zombie hit is about 1-2 damage on Normal; without good armor it is deadly.

💻 Commands

/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, ultimate
/moredanger awareness <level|random>  vanilla, tough, brutal, nightmare, hell, ultimate
/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 friendly_fire <true|false>
/moredanger climbing <true|false>
/moredanger flying <true|false>
/moredanger preset <id>              e.g. nights_tough, daywalker_siege_hell (tab-complete lists them)
/moredanger chaos <mode>              off, vanilla, mild, wild, ultimate
/moredanger default                  Everything back to vanilla (like True Vanilla).
/moredanger debug                    Show the stats of the mob you look at.
/moredanger courier                  Say why the mob you look at is not calling a spider or phantom.

Changing settings: Operators, or the host of a singleplayer/LAN world (even without cheats).


🔧 Configuration File Settings

Each world keeps its own settings (change them with /md or /moredanger). config/moredanger.json holds the numbers:

📄 Configuration File Reference

  • strength_levels — Health, damage, speed and swim ranges and the ranged multiplier per level.
  • gear_levels — Armor and sword chance and materials (with weights) per level.
  • gear_drop_chance (0) — The chance More Danger's gear drops (vanilla's own is about 0.085).
  • max_gear_armor_points (16) — The most armor points of More Danger's gear on one mob.
  • courier_search_range (24) — The least distance a mob calls and looks for a spider from (its sight distance counts when it is larger).
  • courier_call_seconds (10) — A mob calls at most this often.
  • courier_job_seconds (20) — How long a spider obeys one caller.
  • courier_ride_seconds (30) — The longest ride.
  • courier_max_summoned (3) — Summoned spiders near a player.
  • courier_summon_seconds (10) — One summon per player this often.
  • 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) / long_memory_max_seconds (180) — Memory Long: a random time between these two.
  • relentless_memory_min_seconds (180) / relentless_memory_max_seconds (420) — Memory Relentless: the same.
  • dig_speed (0.1) — Digging speed (part of a bare hand).
  • dig_ramp_seconds (10) — +100% dig power every this many seconds, up to this many times as hard.
  • dig_ramp_max (5) — Max multiplier for dig power.
  • 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.

🤝 Compatibility & HQ Integration

  • HQ Compatibility: With HQ installed, a "More Danger" button in the HQ list opens /md. Without HQ the mod works exactly the same.
  • Affects every hostile mob, including mobs from other mods.
  • Players without the mod see all messages in English.

📜 Changelog

Version 1.0.2

  • Memory reworked: mobs go to the last place they saw or heard you, search around it, then give up. They no longer track your real position through walls without seeing you.
  • Strength levels are now ranges: every mob rolls its own health, damage, speed and swimming values when it spawns, and again whenever its Strength level changes (Tough +1-25% health, up to Hell +100-150%).
  • New level Ultimate for Strength and Awareness (unfair): netherite armor and sword on every mob that can wear them, far more health, and +40 blocks of sight. Random and the chaos modes never roll it; the new Ultimate chaos mode can.
  • New: random armor and swords by Strength level for zombies, skeletons and piglins (swords for zombies and piglins): leather and wood, chainmail and stone, iron, iron or diamond. Only empty slots are filled, the total armor is capped (not at Ultimate) and the gear never drops.
  • Digging, Climbing and Flying are three separate settings (Digging used to be the only one). Chaos Vanilla keeps all three off, Mild rolls Climbing and Flying, Wild rolls all three.
  • New Climbing: a mob chasing you, or following your noise, that can't reach you because you are higher up calls a spider to carry it up. It uses a free vanilla spider within its sight distance, at least 24 blocks (spiders already up near your base come down to fetch mobs) or summons one (at most 3 near a player, one every 10 seconds). Mobs also swim fast.
  • Courier spiders look for a wall to climb when they are under you with nothing to hold, and a mob whose spider job failed calls a phantom next (with Flying on). Mobs call from their sight distance (at least 24 blocks).
  • Phantom couriers plan their flight (up, over, down) so they no longer fly a rider into the underside of a platform.
  • New Flying: a mob that can see you but can't reach you calls a phantom, which flies it to you and is gone afterwards. Natural phantom spawning is untouched.
  • Spiders are aggressive around the clock (vanilla spiders are neutral in daylight). They climb toward noises and dig up through leaves and floors, so a base on a tree is no longer safe. Spiders never summon spiders.
  • Bosses (vanilla's, the c:bosses tag, or a base health above 100) are never part of More Danger. Only vanilla spiders and phantoms carry; other mods' spiders and fliers don't take part in climbing and flying, other mods' walking mobs can ride ours.
  • Mobs that hear you now do so during a Night mode day too (with Sight and Sound). Chaos Wild and Mild roll the Awareness type.
  • A mob forgets a noise when the player who made it goes to creative or spectator mode, dies or leaves, so it no longer stands under your base looking up.
  • Mobs now dig up (a staircase) as well as sideways and down, so a raised floor or doorstep no longer stops a creeper at your door. (The old rule was "never digs up".)
  • New Friendly fire setting (off by default): hostile mobs don't hurt each other by accident (blasts, stray arrows).
  • Digging: a mob whose path flickers at a wall no longer has its "stuck" timer restarted every time, so it starts digging reliably. Tested: mobs dig down through a floor to a player below.
  • New /md screen with two scrolling sides: Difficulty, Strength, Awareness, Awareness type and Champions and the Presets on the left, the other settings on the right, each with a yellow title over its button.
  • New presets: True Vanilla (the old Default) and twelve families (Nights, Night Champions, Night Siege, Night Siege Champions, Night Hunters, Champion Night Hunters and the Daywalker versions of each) with six levels each, up to Ultimate. /moredanger preset <id> applies one.
  • Old worlds and configs: settings that no longer fit are reset to their defaults.

Version 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.

Version 1.0.0

  • First release.
moredanger-1.0.2.jar
MC Client, Fabric, Server, 26.3
Release 2026-10-11 Get
moredanger-1.0.1.jar
MC Client, Fabric, Server, 26.3
Release 2026-10-08 Get
moredanger-1.0.0.jar
MC Client, Fabric, Server, 26.3
Release 2026-10-06 Get

More from catastrophic_impact

Advertisement Remove ads with Premium →

You Might Also Like