
Tribulation - Difficulty Overhaul
The world pushes back the longer and farther you survive. Formula-driven mob scaling across time, distance, depth, and moon phase, with tiered gear, hardened raids, and opt-in death penalties. Fully configurable, standalone, multiplayer-fair.
Tags
Creators
Details
1.1.0
Compatibility
Required content
Changes
Tribulation 1.1.0 makes the world push back harder. Blood moons, elite champions, and pack tactics turn a crowd into a real threat, an optional pressure layer lets the night itself close in, and a new Ascendant Shard lets you court the danger early instead of waiting out the clock. Everything is still configurable, still zero dependencies.
Added
- Blood Moon — full-moon nights in the Overworld now have a 25% chance to rise blood red. The moon-phase scaling triples, hostile spawn caps double, and you can't sleep through it. The sky, fog, and moon tint crimson with a warning sting, and a Blood Moon survives a mid-night restart. Operators can force one on or off with
/tribulation bloodmoon. - Elite Champions — once you pass level 50, roughly 5% of hostile mobs spawn as nameplated minibosses carrying one or two random affixes: Vampiric, Explosive, Repulsing, Thorns, or Regenerating. A champion has 1.5× health, 1.25× damage, drops 3× the XP and an extra loot roll, and never appears on a boss.
- Pack Tactics — at tier 3 and above, striking a zombie, skeleton, or spider turns up to 16 mobs of its kind within 16 blocks that can see the fight against you, and those mobs spawn in larger groups. No more picking a horde apart one at a time.
- Environmental Pressure (opt-in) — an optional layer where the world presses back. Debilitating Strikes (tier 3+) sap your strength on a hit from a scaled hostile, and Oppressive Nights (tier 4+) let high-tier night mobs track you from farther away as the dark closes in a little tighter.
- Ascendant Shard — a crafted counterweight to the death penalties: four Shatter Shards around a Nether Star, raising your difficulty level by 25 on use. Chase harder mobs and their richer rewards on your own terms instead of waiting out the clock.
- Location-based threat — flat level offsets tied to where a mob spawns. Per-biome offsets single out hostile ground (the Deep Dark is deadlier), and per-structure danger zones turn landmark raids into a gauntlet — ancient cities, end cities, nether fortresses, bastions, and more. Both understand biome and structure tags, so modded content slots in.
- Multiplayer group health (opt-in) — mobs gain +20% health for each extra player nearby, capped at +100%, so a crowd that ganks a mob doesn't also trivialize it. Health only — grouping up never inflates the XP those mobs drop.
- Offline Level Decay (opt-in) — after a grace period away from the server (7 days by default), your level slowly slips, 2 levels per day gone, so a returning player meets a difficulty that matches their rust. It never drops below a configurable floor.
- Meridian integration — with Meridian installed, tier-4 and tier-5 scaled mobs wield a bonus of its curated combat enchants on their weapons and armor, on top of the vanilla ones, so endgame gear feels like it belongs in a Meridian world. Toggle it off any time, and never required.
- Two new difficulty statistics — Ascendant Shards used and levels lost to offline decay — join the counters in the Statistics → Custom screen.
Changed
- The server now syncs its config to joining clients, with a local-file fallback, so client-side visuals match the server's rules in multiplayer.
- First-join and first-level-up now come with brief teaching moments, and your first tier-up points you at the tier detail panel.
- Death Relief announces itself with an actionbar message and a HUD flash when it drops your level.
- Heart Fragment and Ascendant Shard details now show in the base item tooltip, not only inside recipe viewers, and every config screen entry gained a tooltip.
- Soul Inventory now honors any enchantment tagged
#c:soulbound, so soulbound-style protections from other mods count. - Player-facing
/tribulationoutput — your level, tier, progress, and hearts — is now localized.
Fixed
- The level badge HUD no longer drops sprites when ImmediatelyFast or Blur+ is installed.
- HUD offset settings are clamped to the screen, and a corrupted or hand-edited save can no longer push a player's level, hearts, or a mob's ability tier out of bounds when a world loads.
- Fixed a lighting glitch on synced Blood Moon and oppressive nights.
- The Heart Fragment and Shatter Shard no longer render clipped at the edge of their icon — every item sprite now keeps a clean margin inside its canvas and sits centred in the slot.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:8KuQhMGI:FSHVSdNV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8KuQhMGI:FSHVSdNV"
}
