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WARNING! AI-slop-description

I'M SORRY I WAS TOO LAZY TO WRITE ACTUAL CHANGELOG, also that's just a filler readme, ill write normal one by the v1.0.0-r version

Hostiles Are Too Easy (H.A.T.E.) Mod

The mod radically overhauls artificial intelligence, combat mechanics, and vanilla monster attributes by introducing a dynamic system of "Celestial Types". It scales enemy strength based on the world's current difficulty level, turning survival into a brutal challenge.


New Mechanics: Celestial Types

All living entities now implement the ICelestialType interface. When spawning on the server side, mobs can randomly receive a specific subtype. The chance of appearance depends on the world's difficulty level.

Special mob subtypes have a doubled health pool (for certain types) and always grant 2x more experience upon death.

Spawn Chances for Special Monster Types

  • Creeper Mimic (entity.creeper_mimic.name): Difficulty * 20%
  • Withered Skeleton (entity.skeleton_withered.name): (Difficulty - X) * 20% (where X = 0 in the Underworld, X = 1 in the Overworld)
  • Vampire Ghoul (entity.ghoul_vampire.name): (Difficulty + 1) * 10%
  • Phase Zombie (entity.zombie_phase.name): Difficulty * 5% (minimum base chance is 0.5%)
  • Warp Spider (entity.arachnid_warp.name): Difficulty * 5% (minimum base chance is 0.5%)
  • Gloom Shadow (entity.shadow_gloom.name): Guaranteed (100% chance).

Entity Adjustments and Combat Logic

Creeper

  • Absolute Immunity: Completely protected against any damage type except explosions.
  • Smart AI: Spots the player instantly from any distance and sees through walls.
  • Powered Creepers: When spawning, they have a chance equal to Difficulty * 10% to become powered by lightning.
  • Fast Fuse: Explosion fuse time is reduced by Difficulty * 8%.
  • Jump Before Exploding: Exactly 8 ticks before detonating, the creeper performs a rapid jump towards the player with high velocity and faces the target, preventing an easy escape.
  • Epicenter Offset: The explosion point is raised to half of the creeper's height to maximize damage to the player's body.
  • Double Explosion: At a difficulty level above 1, it creates two simultaneous explosions. The second explosion deals damage only to the environment, creating a massive destructive wave.
  • Flaming Blast: If the creeper is on fire at the moment of detonation, its explosion is guaranteed to set surrounding blocks on fire.

Skeleton

  • Withered Subtype:
    • Possesses a doubled maximum health pool.
    • Full immunity to fire and lava.
    • Melee attacks apply the Wither potion effect for 10 seconds (200 ticks).
    • All arrows shot from its bow are automatically set on fire.
    • Drops coal guaranteed upon death. If killed by a player, it has a rare chance (25%) to drop a Wither Skeleton Skull.

Zombie

  • Phase Subtype:
    • Receives a random pool of evasion charges ranging from 2 to 5 + Difficulty.
    • Restores 1 evasion charge every 10 seconds (200 ticks).
    • Upon receiving direct damage (excluding fall, fire, and poison), it consumes a charge to completely cancel the damage and teleports away to a safe spot (at least 3 blocks away from the threat).
    • Teleportation triggers Enderman portal sounds and Runegate particles.

Ghoul

  • Vampire Subtype:
    • Receives a permanent +4 bonus to its natural defense.
    • When successfully attacking a biologically alive entity, it heals itself by the amount of health lost by the target (up to 1.0F health points per hit).

Arachnids & Phase Spider

  • Golem Hunting: If the arachnid has no player targets, it actively searches for and attacks Iron Golems (ignored outdoors during daytime).
  • Warp Subtype (Phase Spider):
    • Upon teleportation, it looks for any hostile mob within a 4-block radius.
    • Performs a position swap (swaps places with that mob), evading the player's attack and exposing the ally to danger instead.

Silverfish — Blockfish

  • Block Integration: When ores or blocks are broken on the server, a Blockfish tied to that block's ID can spawn based on the block's rarity and world difficulty.
  • Loot Replacement: For valuable blocks (diamond, emerald, lapis, redstone, coal, nether quartz), the silverfish completely destroys the original block drop upon spawning.
  • Attributes and Adaptation:
    • Attack damage scales with the block's hardness value (1.0F + hardness).
    • Hurt, step, and death sounds are replaced by the step and break sounds of the corresponding block.
    • Natural defense increases based on the block's hardness.
  • Mining Requirements: The silverfish is protected against standard weapons. To retrieve the block resource, you must kill it using a tool effective against the original block (e.g., a pickaxe of the correct tier). Killing it with a sword or an improper tool drops nothing. Fall damage and Iron Golem attacks bypass this restriction.

Custom Iron Golem System

Players can build Iron Golems out of various metal or precious blocks. The standard T-shaped structure with a pumpkin on top automatically detects the material.

Attribute Calculations

All stats dynamically scale based on the durability value of the block's equipment material:

  • Max Health: 24 * sqrt(durability)
  • Base Damage: 4 * cbrt(durability)
  • Natural Defense: cbrt(durability) (added to the golem's defense when taking damage that bypasses mundane armor)
  • Death Experience: sqrt(durability^3)

Material Characteristics

  • Copper / Adamantium: Possess a 2x slower health regeneration rate.
  • Silver: Deals damage with a silver aspect.
  • Gold: Deals damage with a magic aspect and features a 3x faster regeneration rate.
  • Mithril: Deals damage with a magic aspect and features a 2x faster regeneration rate.
  • Nether Quartz: Deals damage with a magic aspect and features a 1.5x faster regeneration rate.
  • Emerald / Diamond: Deal damage with a magic aspect.
  • Unique Loot: When killed by a player, custom golems drop 3 to 5 nuggets or shards matching their block type (increased by the Looting modifier) instead of standard iron ingots.

Boss Overhauls

Wither

  • Immunity: Full immunity to all types of damage except explosions.
  • Health Pool: Increased to 400 units.
  • Initial Charging Phase: Invulnerability duration upon spawning increased to 330 ticks (16.5 seconds).
  • Reward: Experience dropped on death increased by 10x.
  • Predictive Projectiles: When shooting skulls, it analyzes the player's distance and velocity to fire predictive shots, aiming where the player is going to be.
  • Ruinous Arsenal: Has a 2.5% chance to emit a Ghast scream and launch a Large Fireball that destroys blocks instead of a standard skull.
  • Defensive Ring of Fire: During its first stage (before getting its ranged armor shield), taking damage grants a 10% chance to unleash a perfect circle of 8 Small Fireballs in all directions.

Boss Kill Progressions

  • When the Wither or the Ender Dragon dies on the server, achievements are granted to all players within a 128-block radius (16384 squared distance).
  • Killing the Wither grants nearby players the progress achievements for Legenday Mode.
  • Killing the Ender Dragon grants nearby players the endgame progression tracker.

Mod Achievements and Progression Tree

  • Normal Mode (achievement.normalMode)
    • Description: Start a new world... (achievement.normalMode.desc)
  • Hard Mode (achievement.hardMode)
    • Description: to enter deepest depths... (achievement.hardMode.desc)
  • Extreme Mode (achievement.extremeMode)
    • Description: and hottest places... (achievement.extremeMode.desc)
  • Legendary Mode (achievement.legendaryMode)
    • Description: to challenge the Demigod... (achievement.legendaryMode.desc)
  • Endgame Mode (achievement.endgameMode)
    • Description: and shatter last interdimensional seal. (achievement.endgameMode.desc)

Special Boss Objectives

  • The Beginning... (achievement.spawnWither)
    • Description: Challenge the Demigod... (achievement.spawnWither.desc)
  • of Withering Heights (achievement.killWither)
    • Description: and don't hold back. (achievement.killWither.desc)

In-game Notifications

  • If a player attempts an action before the boss is defeated: The Wither is yet to be slayed. (notification.end_frame_block)
  • If the boss setup is restricted by blocks: The Wither needs more free space. (notification.wither_block)

About

Hostiles Are Too Easy! This mod adds dynamic difficulty growth based on progression, so nights after forging enchanted iron armor wont be soo easy.

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