Regional difficulty is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the inhabited time of a chunk, the total daytime in the world, and the phase of the moon.
The clamped regional difficulty is a value between 0.00 and 1.00 based on regional difficulty.
Both of these values affect the difficulty of gameplay and are core mechanics of the vanilla game.
This mod sets them to their respective maximum value.
- Zombies are more likely to be able to break wooden doors.
- Phantoms spawn more frequently.
- Spiders can naturally spawn with status effects.
- Lightning strikes are more likely to spawn a skeleton trap horse.
- Burning zombies are more likely to set their target on fire, and the burn duration is longer.
- The Hunger effect caught from being attacked by a husk lasts longer.
- Illusioners can cast blindness.
- Skeletons can shoot flaming arrows.
- Skeletons and zombies are more likely to have the ability to pick up dropped items.
- Zombies are more likely to have a greater follow distance.
- Zombies are more likely to be "leader zombies" (gaining a bonus to max HP, a bonus to the chance to spawn reinforcements, and the ability to break doors).
- Mobs are more likely to spawn with armor.
- Mobs that spawn with weapons are more likely to have enchantments.
- Mobs that spawn with armor are more likely to have enchantments.
- Mobs that spawn with enchanted equipment have higher levels of enchantments.
- Slimes are more likely to be bigger.
- Slimes are more likely to spawn in swamp biomes.
- Illager patrol size will be Regional Difficulty + 1 rounded up.
Fabric Loader only. Fabric API is not needed.
Install: place the .jar in your mods folder and launch the game.
Uninstall: delete the .jar file from your mods folder and the worlds will return to normal.