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Mob Leveling Modes
Mob Leveling Modes define how a mob's level is dynamically calculated. These modes allow server owners to tailor difficulty based on players, geography, or instances.
The active mode is controlled via the LevelMode configuration value.
Description:
Mobs keep their original spawn level permanently.
Behavior:
- Uses the level assigned at spawn
- No dynamic recalculation
- Ideal for static or RPG-style worlds
Use Cases:
- Fixed difficulty zones
- Hand-balanced encounters
Description:
Mob level is based on the average level of nearby players.
Behavior:
- Detects players within a 40-block radius
- Computes the mean player level
- Rounds to the nearest whole number
- Falls back to level 5 if no players are nearby
Use Cases:
- Dynamic overworld scaling
- Co-op friendly encounters
- Prevents over- or under-leveled mobs
Description:
Mob level is determined by the biome they are currently in.
Behavior:
- Reads the active biome name
- Uses biome-to-level mappings
- Defaults to level 1
- If biome cannot be resolved, defaults to 6
Use Cases:
- Thematic biome difficulty
- Progressive exploration
Config Location:
mods/levelingcore_LevelingCore/data/config/mobbiomemapping.csv
Config Example:
biome,lvl
River_Plains_Smooth,5Description:
Mob level is based on the current world zone.
Behavior:
- Uses the active zone name
- Reads from zone-to-level mappings
- Defaults to level 1
Use Cases:
- MMO-style regions
- Structured progression maps
Config Location:
mods/levelingcore_LevelingCore/data/config/mobinstancemapping.csv
Config Example:
zone,lvl
Emerald_Wilds,5Description:
Mob level is based on the current world instance.
Behavior:
- Uses the instance/world name
- Reads from instance-to-level mappings
- Defaults to level 1
- Logs a warning if the instance name is invalid
Use Cases:
- Dungeons
- Raids
- Scaled private instances
Config Location:
mods/levelingcore_LevelingCore/data/config/mobzonemapping.csv
Config Example:
instance,lvl
default,5Description:
Mob level is based on the mob’s current environment ID at its world position. The system reads the environment from the chunk the mob is in and maps it to a configured level value.
Behavior:
- Retrieves the mob’s world position
- Determines the chunk at that position
- Reads the environment ID from the chunk
- Resolves the environment asset name from the registry
- Defaults to level 1 if:
- The chunk does not exist
- The environment asset cannot be resolved
- No mapping exists for the environment name
- Logs a warning when:
- The chunk is missing
- The environment asset is invalid or not found
Use Cases:
- Dungeons with fixed difficulty
- Raid environments
- Private or instanced content
- Custom world regions with defined difficulty tiers
Config Location:
mods/levelingcore_LevelingCore/data/config/defaultmobenvironmentmapping.csv
Config Example:
env,lvl
env_zone1_plains,5If an invalid LevelMode value is provided:
- A warning is logged
- The system automatically falls back to NEARBY_PLAYERS_MEAN
This ensures mobs always receive a valid level.