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@TheThanathor TheThanathor commented Aug 30, 2025

This PR makes Monsters Unbound no longer requires Survival Refightalized to work.

There should not be any changes in actual functionality of either module

@Bloo-dev Bloo-dev self-assigned this Sep 8, 2025
@Bloo-dev Bloo-dev added the quality-update Improves efficiency or structure without affecting functionality of a module label Sep 8, 2025
effect give @s[type=!#minecraft:undead] instant_health 1 20 true

# process any spawned mobs (uses sr instead of mu to be compatible with survival_refightalized)
execute if score $mob_extras gm4_sr_data matches 1.. unless entity @s[tag=gm4_sr_extra_mob] as @e[type=#gm4_monsters_unbound:modify,tag=gm4_sr_extra_mob] at @s run function gm4_monsters_unbound:mob/init/initialize
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The @e without any range restrictions here is pretty bad performance wise. Is it possible to somehow limit its scope?

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not really, it needs to find mobs anywhere in the world to process them, that is why this only runs if SR is not installed

Fixes a bug where a resistance level over 4 might not be counted
- slowed health regeneration
- armor now regenerates even if health is not full
- fixed up the arrow damage function tag
@Bloo-dev Bloo-dev added the server-testing This is undergoing testing on the Public GM4 Server label Sep 23, 2025
@Bloo-dev Bloo-dev removed their assignment Sep 23, 2025
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This is being tested on the public server right now, however, the public server uses a somewhat custom version of Monsters Unbound.

Hence, this will still require some explicit testing.

TheThanathor and others added 7 commits October 22, 2025 19:33
- Volatile Elite needs to be within 22 blocks of its target to shoot
- Breach enchantment increases damage to armor by 15% per level (calculated from post-mitigation damage)
- Piglin Brutes added to modified entities
- armor toughness reworked to give more defense against low damage attacks
- parry deals 100% of player attack_damage attribute
- damage to armor can only happen every 10 ticks
- protection damage reduction per level 1% -> 2%
- armor reaching 0 from an attack triggers an armor break, doubling recharge cooldown but reducing damage taken by max armor
- Health regeneration timer reduced from 30 > 10 seconds, time between hearts reduced from 10 > 2 seconds
- Armor Toughness damage reduction has been improved by ~50%
- Mobs from spawners now get updated by Survival Refightalized, except for health and gear changes
- Trident drowned damage reduced from 12 > 4.5 - 9.0
- Most mobs have slightly increased stats
- mobs from spawners can't be elites anymore
- killing a mob resets regen timer
- increased mob damage a small amount
- decreased armor toughness effect a small amount, no longer works against armor piercing effects
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This seems good to merge as it has been running on the public server for a while. Later balancing changes can go in future PRs.

@Bloo-dev Bloo-dev merged commit 82b5b37 into Gamemode4Dev:master Nov 25, 2025
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github-actions bot pushed a commit that referenced this pull request Nov 25, 2025
* make Monsters Unbound standalone

* heal mobs after init

* add phantom drowning to MU

* add more SR scoreboards for compat

* fix100% resistance

Fixes a bug where a resistance level over 4 might not be counted

* add function tags for armor and health regen timers

* that should be @s (oops)

* various small changes

- slowed health regeneration
- armor now regenerates even if health is not full
- fixed up the arrow damage function tag

* fix shields blocking everything

* Balance changes

- Volatile Elite needs to be within 22 blocks of its target to shoot
- Breach enchantment increases damage to armor by 15% per level (calculated from post-mitigation damage)
- Piglin Brutes added to modified entities
- armor toughness reworked to give more defense against low damage attacks
- parry deals 100% of player attack_damage attribute
- damage to armor can only happen every 10 ticks
- protection damage reduction per level 1% -> 2%
- armor reaching 0 from an attack triggers an armor break, doubling recharge cooldown but reducing damage taken by max armor

* update protection levels

* balance updates

- Health regeneration timer reduced from 30 > 10 seconds, time between hearts reduced from 10 > 2 seconds
- Armor Toughness damage reduction has been improved by ~50%
- Mobs from spawners now get updated by Survival Refightalized, except for health and gear changes
- Trident drowned damage reduced from 12 > 4.5 - 9.0
- Most mobs have slightly increased stats

* whoops forgor

* fix player trident damage bug

* balance update

- mobs from spawners can't be elites anymore
- killing a mob resets regen timer
- increased mob damage a small amount
- decreased armor toughness effect a small amount, no longer works against armor piercing effects
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4 participants