Survival Refightalized
This module reworks the survival experience to be tougher, even at later stages of progression.
Module Type | Base |
---|---|
Created by | Thanathor |
Complementary Modules | Monsters Unbound |
Compatible MC Versions | 1.21.3+ |
Features
Survival Refightalized expands on the game's difficulty. Mobs will be given additional stats and many survival related mechanics such as health and armor are completely redone.
Survival Mechanics
Health
Natural health regeneration is considerably slowed down, restoring half a heart every 30 seconds.
To compensate any damage taken from non-combat sources, such as falling or being on fire will regenerate rapidly when out of combat.
Sleeping in a bed will also restore full health, once per night.
Armor
Armor no longer provides a percentage protection against damage, instead any damage taken will first drain armor points in a similar manner to health.
Armor always drains before health unless the damage is armor piercing, such as most environmental effects or magic.
Armor recharges quickly 10 seconds after it was last damaged, or after 5 seconds if the damage came from a non-combat source.
Shields
Shields will always "break" when absorbing damage, similar to being hit with an axe.
The time before a held shield starts blocking attacks is decreased from 0.25 seconds to 0.05 seconds.
If an attack is blocked within this timeframe the attack will be parried. A parry knocks back and slows the attacker.
If the block button is held for less than 0.25 seconds the parry will become a perfect parry, which does not disable the shield.
Enchantments
Protection enchantments have been nerfed.
Protection will only grant 1% damage protection per level and the other specific Protection enchantments grant 2% per level.
Mobs
Mobs will spawn with higher health, damage and movement speed based on their spawn location. Above ground the stats will increase based on the moon cycle and weather. Below the surface they will increase based on the distance to the surface.
Mobs are also much more likely to spawn wearing armor, although they will not use Iron, Golden or Diamond Armor if the player has not equipped armor of that tier or above yet.
Spawners
Mobs spawned from spawners do not benefit from any stat increases. Mobs are considered spawner spawns if they spawn in the air.
Cave Spiders, Drowned, Phantoms and Silverfish will gain modifiers even if spawned from a spawner.
Special Cases
Certain mobs have additional changes to balance them:
- Zombies will not spawn as Leaders or Babies
- Phantoms drown when submerged in water
- Mobs that fire projectiles such as skeletons will have additional delay added between shots
Advancements
Advancement | Requirement |
---|---|
Armor Up! Discover that Armor works a bit differently now |
Take damage while having Armor points |
Not Today Parry with a Shield by blocking just before an attack |
Parry damage with a Shield by blocking less than 0.25 seconds before the hit |
Not Today, Either Block lethal damage with a Shield Parry |
Parry damage that exceeds your total Health, Armor Points and Absorption combined.
Any possible damage reduction (such as from Protection) is not considered. |
Technical Details
Configs
Certain scores on the gm4_sr_config scoreboard can be changed to configure certain mechanics:
$natural_regen - set to 1 to enable the 30 seconds natural regeneration, set to 0 to disable it [default = 1]
$combat_regen_timer - set to change the timer between health regeneration, every 125 score added is 1 second [default = 3750]
$armor_recharge_timer - time before armor starts to recharge, every 125 score added is 1 second [default = 1250]
Mob Difficulty Calculation
Mobs will determine their difficulty on spawn based on the following:
Overworld
World Difficulty
+5 when playing on Easy +10 when playing on Normal
+20 when playing on Hard
Surface
+10 if outside in the rain
+15 if outside in a thunderstorm
+0-20 if outside during the night, based on the fullness of the moon, where a new moon is +0 and a full moon is +20
Underground
If the mob spawned underground difficulty is added based on the Depth
Depth = y_level_of_mob - y_level_of_surface - 16
Depth will always be limited between 0 and -128
Added Difficulty = (Depth2 * 5) / 1024
Other Dimensions
World Difficulty
+10 when playing on Easy
+25 when playing on Normal +50 when playing on Hard
Random
+20-60 randomly
Mob Stat Changes
Mob | Stats | Additional Effects |
---|---|---|
Zombie/Husk/Drowned | Max Health: 18 - 36
Attack Damage: 3 - 6.5 Movement Speed: 80% - 120% Damage Cap[1]: 8 |
0-75% chance to equip armor (chance is the same for each armor piece)
Drowned with trident +8s fire delay |
Skeleton/Stray/Bogged | Max Health: 9 - 22
Attack Damage: 2 - 6.5 Movement Speed: 75% - 105% Damage Cap[1]: 7 |
0-75% chance to equip armor (chance is the same for each armor piece)
+2.4s fire delay arrows deal 80 - 120% normal damage |
Spider | Max Health: 12 - 30
Attack Damage: 2 - 5.5 Movement Speed: 95% - 145% |
|
Cave Spider | Max Health: 4 - 12
Attack Damage: 0.5 - 1.5 Movement Speed: 90% - 135% |
Poison effect on hit is reduced:
|
Creeper | Max Health: 12 - 24
Movement Speed: 90% - 125% |
|
Enderman | Max Health: 40 - 55[2]
Attack Damage: 5 - 8 Movement Speed: 90% - 125% |
|
Phantom | Max Health: 4 - 16
Attack Damage: 1.5 - 5 |
|
Wither Skeleton | Max Health: 22 - 36
Attack Damage: 0.5 - 2.5 (+6) Movement Speed: 95% - 120% Damage Cap[1]: 8.5 |
40% chance to spawn with Bow that has:
|
Piglin | Max Health: 16 - 32
Attack Damage: 2 - 4 (+3) Movement Speed: 80% - 115% Damage Cap[1]: 7 |
50% chance to equip gold armor |
Silverfish | Max Health: 1 - 6
Attack Damage: 1 - 2.5 Movement Speed: 80% - 120% |
Randomly picks a size:
|
Zombified Piglin | Max Health: 14 - 20
Attack Damage: 0.5 - 2 (+3) Movement Speed: 90% - 140% Damage Cap[1]: 6 |
Learn More and Download
History
Version | Date | Change |
---|---|---|
1.21.3 | soon | Released Survival Refightalized |
== Notes ==