Scaling Health Mod Wiki makes Minecraft become more challenging and balances out modpacks. It will help players, mobs, or both of them get more health.

Scaling Health Wiki
Aside from that, gamers can begin with less health in case that is what you expect. It’s feasible for you to configure that circumstance.
The release used to be an unofficial port of Difficult Life. The author determined to build it again from nothing, fixing bugs, adding more configuration options, and making the scope wider.
That scope is to contain players who want an easier experience, not only a harder one.
The difficulty system is extremely friendly for the server, dissimilar to the mechanism of Difficult Life.
Main features
Scaling Health consists of the following key features.
A per-player difficulty system
Each gamer can track a difficulty value. There are some elements increasing/reducing your difficulty. By default, it gradually grows. Next, mobs will get stronger. Select an appropriate way to calculate their strength.
It’s possible to tweak or disable that.
Extra player health
These people can gain heart crystals to enhance their maximum health. As usual, they can maintain the extra strength even after they die (configurable).
Their beginning health is changeable. It’s easy to configure the max health and set health to elevate/decrease with XP levels.
A lot of controls
There are numerous config options. You can access the config screen without restarting Minecraft to tweak choices.
Difficulty
Here are 6 parts of the Difficulty chapter in Scaling Health.
Player difficulty
They can supervise a difficulty value. Automatically, it’ll build up bit by bit. Furthermore, you’ll face harder levels after killing specific types of mobs or when you fall down. You can reset some intervals, too.
Opt for the player difficulty to calculate the hardness when spawning mobs. The initial and max difficult levels with the amount are configurable. Basically, idle characters can gather that slowly.
That value will decide how much extra health mobs have. Mobs will obtain bonus attack damage and potion effects. The higher values rise the spawning chance as blights, etc.
Area difficulty
If mobs appear, the value will count for their’s spawning point. That controls extra health/damage chance of being a blight, so on. Base on the mode of Scaling Health, it depends on the hardness level of nearby gamers.
Modes
average – 2 fields: ‘radius’ that is an integer larger than 64 and an optional boolean “weighted” that defaults to true. The mode takes an average of everybody within the radius.
maxima – 2 fields: ‘radius’ that is an integer bigger than 64 with an optional boolean ‘min’ which defaults to true. Take the min/max player difficulty in a certain radius.
distance – 2 fields: ‘distanceFactor’ that is a positive actual number (a double) with an optional boolean ‘fromOrigin’. The latter defaults to false. Difficulty relies on distance from the origin or the spawn. The distanceFactor multiplies it.
distance_and_time – 2 fields: ‘average’ and ‘distance’, that are items above.
server_wide – no fields, the difficulty is not for each participant but similar for the entire server.
Health Scaling
Passive and hostile mobs from Scaling Health are more powerful when difficulty accumulates. You can change the way to adding extra health.
Multiplier modes (MULTI, MULTI_HALF, and MULTI-QUARTER).
They multiply the creature’s strength. These with higher base health will have a bigger boost.
MULTI deploys the identical multiplier to every mob. MULTI_HALF and MULTI_QUARTER use less with great than 20 health. They try more health than ADD mode. MULTI_HALF is the default.
Additive mode (ADD): A flat increase for the whole mobs. It’s what Difficult Life applied.
Damage Scaling
You’re capable of increasing the damage amount causing to the person from multiple sources. By default, there is no damage scaling. You can customize it in the config.
There are three modes to choose from, scale with player max health, player difficulty, or area difficulty.
Max health mode is corresponding to the early health is 20. That’s a 4x multiplier (100 – 20)/20.
The difficulty modes will boost the difficulty value by a ‘weight’ value that is tweakable via the config. The weight defaults to 0.04, which would form a 10x multiplier at 250 difficulties (0.04*250=10).
For the scale value for damage sources, a value of 0 (default) causes no scaling. A value of 1 could scale comparable to the mode amount.
Hence, survivability couldn’t collect with strength. Between 0 and 1 would be great. Nevertheless, you could out it higher than 1 when you buff specific damage types.
The final calculation improves the scale by the mode amount by the original damage amount. Afterward, add that to the damage dealt. Hence, something such as damage = original * (1+scale * modeAmount).
Blights
They are very strong ordinary mobs in Scaling Health. They have potion effects comprising a speed boost possibility. They will spawn with armor.
They own a purple fire effect whenever. They easily identify in any environment.
Blights will drop more heart crystals than standard mobs (0-2 each, rather than a small chance of gaining one). Besides, they release 10x XP.
There are config options to edit them.
Blocks and Items
These play an important role in Scaling Health.
Heart Crystal
They’re useful to raise player’s maximum health. They drop if mobs die or are visible from heart crystal shards. Right-click them to acquire one more heart/container. They regain some extra hearts.
Getting stronger by heart crystals is configurable. They can behave as a healing item.
They make a ding sound if giving extra health.
Drops are controllable by loot tables. It’s essential to override mob type loot table of Scaling Health to adjust their rates.
Power Crystal (without texture yet)
They act like heart crystals. But, they increase a character’s base attack power when active. It’s a 0.5 (quarter heart) by default increase for each working crystal. They are not as common as heart crystals.
Cursed Heart and Enchanted Heart
The cursed heart advances difficulty once it runs. The enchanted heart will reduce difficulty. They sometimes drop from certain mob types at some difficulty levels. It’s changeable by editing loot tables for mob sorts.
Bandages & Medkits
Bandages and medkits recover a percentage of your max health. To apply one, hold right-click for 5 seconds. You’ll receive the ‘Bandaged’ potion effect with a portion of your health will return. But, you will have to roam more slowly when that effect works.
When the health is full, the effect will disappear. Bandages and medkits need heart dust to craft. They will not be very cheap to generate until your maximum health is higher.
Others
Heart/power crystal ore – grants heart/power crystals when you mine. They are more common if you go further from spawn.
Heart/power crystal shards – drop when mining heart/power crystal ore blocks. They occasionally drop from slain mobs.
Heart dust – create it from a heart container and it’s helpful to produce bandages with medkits. A single heart tank unleashes 24 dust.
Difficulty Bar
You will see it on your HUD over time. There is a keybinding to display it. The bar has 2 pieces.
The upper part is the Area Difficulty at your location. You can find it grow when standing next to other people on a server. Or, you will seek it out if you launch a distance-based mode.
The lower part is your Player Difficulty. It shows the difficulty that you have, that is to calculate Area Difficulty in many situations.
Commands
Scaling Health has a few commands. They are ideal for testing, goofing off, and running around issues…
/sh_difficulty: test or modify player difficulty
/sh_health: check or edit player health
Modes
get: Look up the value. The [value] parameter should be left out.
set: set the value to [value]
add: add [value] to the present value
Scaling Health is a mod about mobs. It’s for those who love adventures and RPGs.
Requires
- Minecraft Forge
- Silent Lib and Java 8 or higher (Java 16+ from 1.17 and higher)
Screenshots