FAQ
Click any question to expand. If yours isn't here, open an issue on GitHub.
Will Tribulation hurt my server's performance? +
No major hits expected. Scaling is computed once, at mob spawn time, from the nearest player's level and position — there's no per-tick recomputation of mob stats. The heaviest repeated work is finding the nearest player within
mobDetectionRange (default 32 blocks); shrink that radius on dense servers if you want to trim it further. Player level advances on a coarse tick counter, not every frame. If you observe a regression, please file an issue with a Spark profile.
Does it work in singleplayer? On a dedicated server? +
Both. In singleplayer (which runs an integrated server) everything works out of the box. On a dedicated server, install Tribulation on both the server and every client — the server owns the scaling logic and config, while the client renders the level badge HUD. Each player carries their own independent difficulty level.
How does scaling work with multiple players nearby? +
It depends on
general.scalingMode. The default NEAREST scales each mob off the closest player at spawn time, so a veteran with hundreds of hours doesn't drag a brand-new player's nearby mobs up to level 250 unless that veteran is the closest player when the mob spawns. AVERAGE uses the mean level of every player in range, and MAX uses the highest — both better suited to co-op groups that want a shared difficulty. Difficulty level is per-player and tracked individually; distance-from-spawn and height bonuses are always computed from the mob's own location, independent of who's nearby.
Does Tribulation scale modded mobs? +
Yes, conservatively. Any modded mob extending the vanilla
Monster base class automatically receives zombie-equivalent health and damage scaling (no speed or armor changes) via the unlistedHostileMobs fallback. You can exclude an entire mod with excludedNamespaces, or add a full-ID entry to the scaling map to give a specific modded mob hand-tuned rates and caps. Boss-like modded mobs are best tagged into c:bosses so they use the gentler boss formula.
I already run another mob-scaling mod. Can I keep it? +
No — remove it first. Tribulation applies its scaling through attribute modifiers, and a second scaling mod stacking on top produces compounding, unpredictable stat inflation. Tribulation is designed to be the single source of difficulty: four scaling axes, per-player progression, tier abilities, and death penalties in one jar with zero external dependencies.
How do I make it harder — or easier? +
Everything is tunable in
tribulation.json. Harder: lower levelUpTicks to level faster, raise the statCaps, or turn on Hardcore Hearts and Soul Inventory. Easier: raise levelUpTicks, lower the stat caps, disable the distance, height, or moon-phase axes, or bump deathRelief.amount so deaths claw back more difficulty. Apply changes live with /tribulation reload. The guide has a tuning cheat-sheet.
Are Hardcore Hearts and Soul Inventory on by default? +
No. Both are opt-in and ship disabled. Out of the box, the only death penalty is the gentle 2-level "death relief" rubber-band. Enable Hardcore Hearts for permanent max-health loss (restorable with Heart Fragments) or Soul Inventory for on-death inventory destruction (except Soulbound items) when you want death to carry lasting weight. See the guide.
Can I disable individual features or abilities? +
Yes, granularly. Each major system has an
enabled flag. Each of the 21 scaled mobs has an on/off switch in mobToggles. Each tier-gated ability has its own flag in abilities (e.g. set zombieDoorBreaking to false to keep zombies out of your house). The level badge HUD is a client toggle. See the full config reference.
Does the level badge HUD conflict with other HUD mods? +
It's designed not to. The badge follows the rfizzle overhaul-suite HUD convention, so it stacks predictably alongside HUD elements from Meridian, Mercantile, and other suite mods. It's anchorable to any screen corner with a pixel offset via the
hudAnchor/hudOffsetX/hudOffsetY client config, and auto-hides during F1, open screens, and spectator mode. If it overlaps something, move it to a free corner or disable it with enableTierHud = false.
Can other mods read a player's Tribulation level? +
Yes. Tribulation exposes a stable, read-only API plus a level-change event, so other mods can read a player's level and tier or react when it changes — without a hard dependency. See the developers page for the API surface and code snippets.
Which Minecraft and Fabric versions are supported? +
Minecraft 1.21.1 on the Fabric loader (0.16.10+), with Fabric API and Java 21. There's no Forge/NeoForge build. Newer Minecraft versions aren't supported by the current release line — watch the releases page for version bumps.