Minecraft Mod Scaling Health 1.16.3


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Please read the “Help!” section before commenting. Many common questions are answered there.

Found a bug or have a feature suggestion? Use the issue tracker on GitHub. If you report a bug in the comments, I will not fix it. I need the proper information to fix issues, and the issue tracker makes sure it is provided. Comments are fine for questions and small suggestions. Please don’t make me disable comments.


Minecraft too easy for you? After playing the game for years, I can’t help but feel it is. Or perhaps it’s too hard with all the crazy mods you’ve added? Scaling Health aims to balance out modpacks, by allowing players, mobs, or both to gain extra health! Or players can start with less health, if that’s what you want. The mod is highly configurable.

This mod started as an unofficial port of Difficult Life, a mod I personally loved playing with. Eventually, I decided to rebuild the mod from the ground up, fixing bugs, adding more config options and widening the scope of the mod to include players who need an easier experience, not just a harder one. The difficulty system is very server-friendly, unlike the system used in Difficult Life.


Key Features

  • A per-player difficulty system. A difficulty value is tracked for each player. There are several factors that can increase/decrease your difficulty. By default, it increasing slowly as time passes. As difficulty increases, mobs become stronger. Mob strength is calculated based on one of several methods (see below). This feature can be tweaked/disabled to your heart’s content.
  • More player health! Or less. Players can obtain heart containers that increase their maximum health. Normally, you keep the extra health even after dying (configurable). The player’s starting health can also be changed, and the max health cap is configurable as well. You can also set health to increase/decrease with XP levels.
  • Lots of control. Plenty of config options to let you play the game however you like! There’s even an in-game config screen (1.12 only), so you can tweak options without restarting Minecraft.
  • Requirements

  • Silent Lib and Java 8 or higher.
  • Add-ons

  • Scaling Wealth (1.12.2) by ejektaflex – Allows customizing mob drops based on difficulty. Scaling Health allows this to be done with loot tables, but this mod is useful in cases where loot tables either don’t exist or are inconvenient to edit.
  • Example Configs (1.12)

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  • Easy Mode – Name says it all, this makes the game much easier. The difficulty system is entirely disabled (no extra mob health, no blights, etc) and heart container drops are much more common. Max health cap is raised to 4096.
  • Gentle Mode – Slowly increasing difficulty with a low cap. Blights are disabled. Players gain more health as they accumulate XP (but spending the XP will decrease health). Health from heart containers is capped to 100 (does not count the health from XP), but that can be easily changed if it doesn’t suit you.
  • Difficulty

    Player Difficulty

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    The difficulty value will determine how much extra health mobs can have. Mobs will also gain bonus attack damage and potion effects. Higher difficulty values also increase the chance of mobs spawning as blights

    Area Difficulty

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  • Weighted Average – A weighted average of the difficulty of all nearby players, with distance being used to calculate the weight. In layman’s terms, closer players have a greater impact on the area difficulty. This is the default mode.
  • Average – Simply takes the average difficulty of all nearby players.
  • Min Level – Takes the lowest difficulty level of nearby players.
  • Max Level – Takes the highest difficulty level of nearby players.
  • Distance from Spawn – Uses the distance from the world spawn to calculate the area difficulty. Basically, it’s distance multiplied by the “Distance Per Block” config option.
  • Distance from Origin – Same as “Distance from Spawn”, but uses the distance from the origin (0, 0, 0).
  • Distance and Time – A mix of Weighted Average and Distance from Spawn. Difficulty increases over time, but mobs also get stronger the further from spawn they are! Originally a user suggestion, now my personal favorite!
  • Server-Wide – Or you can ditch my system and use an equivalent to Difficult Life’s. Difficulty is tracked at the world/server level. Player difficulty values are completely ignored (but still tracked).
  • Health Scaling

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  • Multiplier modes (MULTI, MULTI_HALF, and MULTI_QUARTER) – The mob’s health is multiplied, so that mobs with a higher base health will get a bigger boost. MULTI applies the same multiplier to all mobs, while MULTI_HALF and MULTI_QUARTER apply less for mobs with greater than 20 health. All of these should still apply more health than ADD mode. MULTI_HALF is the default.
  • Additive mode (ADD) – A flat increase for all mobs. This is what Difficult Life used.
  • Damage Scaling

    You can increase the amount of damage players take from various sources. By default, no damage scaling is performed. You can customize this in the config under player/damage.

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    Blights are extremely powerful mobs. These are ordinary mobs (even from other mods) that have spawned with far more health, higher damage-dealing potential, and a variety of potion effects including a large speed boost. They also tend to spawn with armor. Blights have a purple fire effect at all times which makes them easy to identify, even if submerged in water.

    By default, blights drop more heart containers than standard mobs (0-2 each by default, instead of a small chance of getting one) and ten times the XP. Blights have a variety of config options available, and can even be disabled entirely if that’s what you want.

    Blocks and Items

    Heart Crystal

    Heart crystals (or heart containers in earlier versions) are used to increase players’ maximum health. They can drop when mobs are killed (with configurable rates for different mob types) or crafted from heart crystal shards. Simply use (right-click) them to gain one extra heart per container. Heart containers also restore a couple extra hearts.

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    Power Crystal

    (No texture yet)

    Found in versions for Minecraft 1.13.2 and higher. Power crystals behave similarly to heart crystals, but they increase a player’s base attack power when used. By default, it is a 0.5 (quarter heart) increase per crystal used. They are less common than heart crystals by default.

    Cursed Heart and Enchanted Heart

    The cursed heart will increased difficulty when used. The enchanted heart will decrease difficulty when used. In 1.14.4, these drop occasionally from certain mob types at certain difficulty levels. This can be changed by editing Scaling Health’s loot tables for mob types. In 1.12.2, there is no built-in way to obtain them. You need to add them to loot tables or add recipes for them if you want to use them.

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    Bandages and Medkits

    Bandages and medkits will restore a percentage of your maximum health when used. To apply one, use it (hold right-click) for 5 seconds. You will be given the “Bandaged” potion effect and a portion of your health will be restored each second, but you will move more slowly while this is in effect. The effect is removed if your health is fully restored. Both bandages and medkits require heart dust to craft, so they won’t be very economical to make until your maximum health is higher.


  • Heart/power crystal ore – Drops heart/power crystals when mined. Becomes more common as you travel further from spawn.
  • Heart/power crystal shards – Dropped when heart/power crystal ore blocks are mined. These sometimes drop from killed mobs as well. In 1.12.2, you can also configure heart crystals to drop in place of heart containers.
  • Heart dust – Crafted from a heart container and used to make bandages and medkits. A single heart container makes 24 dust.
  • Difficulty Bar

    A difficulty bar will appear on your HUD from time-to-time (there’s also a keybinding to show it). This bar actually has two parts, although you can’t tell in most cases. The upper part of the bar (the largest part) is the Area Difficulty at your location. You may see this portion grow when near other players on a server, or when using a distance-based mode. The lower part is your Player Difficulty. That’s the difficulty your player accumulates over time, which is used to calculate Area Difficulty in most cases.



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    Earlier Versions


    /scalinghealth [value] [player]

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  • Modes

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  • Examples (1.12)

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  • [di't?:min]
  • Help!

    FAQ, tech support, and such.

  • Q: How do I configure the mod?
    A: (1.14.4) You must edit the config files with a text editor (config/scalinghealth). In common.toml, there is debug modes and the different features to enable. The game_settings.toml will configure those feature.
  • (1.12.2) The easiest way is to use the in-game config GUI. From the main menu, click Mods, select Scaling Health, click Config. Or if you are in a world, press Escape and click Mod Options. If you prefer to edit the file directly, it can be found at config/scalinghealth/main.cfg. If you see an asm.cfg file, you can ignore/delete it as it is no longer used.
  • Q: How do I disable the difficulty system?
    A: Set “Max Value” under the “difficulty” category in the config file to 0. You won’t be able to gain any difficulty, so the effects of the system are effectively disabled.
  • Q: Is the health system compatible with other mods?
    A: It depends. Mods that use modifiers to change health seem to work well enough together. For player health, Tough As Nails has no issues, but Cyclic’s heart containers are completely overridden by Scaling Health. For mobs, I’ve seen some cases where modifiers stack together in undesirable ways. Probably best to just allow one mod to tinker with health in each case.
  • Q: There’s a config/feature I wanted, but the mod doesn’t have it…
    A: Let me know about it! There’s a good chance I’ll add it for you, if it fits with the mod. Please use the issue tracker (link at top of page), otherwise I will not do it.
  • Q: Can I use this in a mod pack, make videos/streams with the mod installed, or share/publish config files?
    A: YES! And I’d love to see your work! Send links if you want, but it’s not required.
  • Q: Can I redistribute your mod on another site? (Not part of a mod pack)
    A: NO! Absolutely not! You can link back to here for downloads if you want to promote my work on another site, but all downloads should happen through CurseForge.
  • Q: Can we get a port to ?
    A: No.
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