Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
StarLevelSystem
We have two levels yes, but why not... MORE?
CHANGELOG
1.4.0
- Adds support for negative SizePerLevel, so creatures can be configured to shrink with each star
- Adds MinimumCreatureScale config (default 0.1), the floor a creature can shrink to. Prevents zero sized or inside-out creatures
- PerLevelScaleBonus now accepts negative values (range is -0.5 to 2)
- Fixes changed size settings not applying to already spawned creatures until they respawned
- Fixes creatures at exactly the max level re-rolling their level
- Fixes bosses between MaxLevel and MaxBossLevel being treated as over-levelled and constantly re-rolled
- Fixes ragdolls of creatures whose prefab is not unit-scaled (lox, troll) being sized incorrectly
- Improved HUD performance slightly
- Improves cache eviction of HUDs slightly
- Improves drainer effects to be modified based on how you handle the attack
- Dodging a drainer attack will prevent the full drain effect
- Blocking a drain attack will prevent a small amount of the effect
- Parrying a drain attack will prevent a moderate amount of the effect
1.3.0
- Adds ChancePerLevel as a loot style, which gives each drop a chance to happen that scales on the creatures level (drops amounts scale linearly)
- Pickables are now fully supported for custom loot drops via nonCharacterSpecificLoot in LootSettings.yaml, keyed by pickable prefab name (e.g. Pickable_Turnip)
- Improves Lootdebug logging to show more details of how loot is calculated
- Adds ChancePerLevel as a selectable LootDropCalculationType: each drop becomes an all-or-nothing lottery whose chance grows with level (base amount or nothing), applied to creature, tree, rock, pickable and destructible loot
- Adds PerLevelLootChanceScale config (default 0.05): under the PerLevel loot style, increases the chance a sub-100% drop occurs by this amount per level, on top of any per-drop ChanceScaleFactor
- Improves accuracy of distance loot scaling
- Fixes incorrect logging of tamed loot drop skips
- EnableDistanceLootModifier Bepinex config (along with enableDistanceLootModifier in Lootsettings.yaml) now both control distance scaling fully
- Fixes LootDropCalculationType not being applied on load (Exponential scaling was ignored until the setting was changed)
- Improves minimap redraw conditions
1.2.2
- Trims Nemesis score data to prevent unbounded history
1.2.1
- Fix cache collision causing incorrect naming in multiplayer
- New configuration (default enabled) to hide zone and rings below fog layer
- Improves the force spawn command for Nemesis minibosses to allow usage on dedicated servers
- Fixes Nemesis world bosses never appearing on dedicated servers
1.2.0
- Adds Nemesis world-boss spawns! (disabled by default EnableNemesisRemoteSpawning)
- Configuration allows generating world bosses from any enemy prefab
- Custom names, custom loot tables, modify boss stats
1.1.3
- Fixes a bug where Nemesis boss creation could fail and cause an NRE
- Fixes Nemesis bosses not being removed from the potential spawn list when they are spawned
1.1.2
- Adds DespawnIfNotAlerted for Nemesis spawns configuration, as an optional way to cleanup
- Improves compatibility with mods that adjust creature health
1.1.1
- Fixes support for UI scales at extremes
- Adds configuration options to control all Boss HUD positioning
- Configure space to top of screen
- Configure vertical stacking or horizontal stacking
- Configure buffer space between boss entries
1.1.0
- Fixes multi-fracture rocks not spawning drops at the broken position (was always falling back to rock center)
- Raids now wind down gracefully: when a raid ends its creatures stop hunting and wander off to despawn instead of being deleted instantly
- New config RaidWindDownSeconds (default 60) sets how long creatures linger before the backstop runs
- New config RaidForceDeleteStragglers (default on) force-deletes any creatures still present at the end of the window; disable to let them all despawn on their own
- Zone decay rate is now configurable
- New config ZoneDecayLevelsPerHour (default 0.25) sets how many zone levels decay per real hour; 0 disables decay, higher values speed it up
- Default decay slowed (one level every 4 hours, ~12 hours for a level-4 zone) and reduced frequency
1.0.1
- Fixes monsters scaling in dungeons when not set
- Adds a configuration to enable the previous health font (UI, UseCustomHealthFont)
1.0.0
- Provides a simple configuration GUI
- Can be turned off through configuration
- Allows tuning some of the largest system knobs that otherwise require yaml editing
- Levelup chance Generators
- Similar to color generators, these are simple definitions which allow building out complex or large level curves
- Define a min, max, style (linear, exponential, gaussian), and chance to configure levelup chances
- Multiple level generators can be used to provide unique level curves
- Adds boss kill based, scaling
- As the world's bosses are defeated (global keys), levelup chances for creatures in each biome will change
- The highest entry is selected, and optionally influences any biomes with custom levelup chances (uses level generators)
- Zone Scaling
- Zones fill the map, they scale independantly. Regular kills in a zone will cause it to spawn stronger enemies.
- Zones can be seen through a togglable overlay on the minimap
- Current Zone & Distance level can be optionally shown on the minimap now
- Fixes overlapping multiple boss name/healthbars, they are now stacked vertically at their full native width (spacing configurable via BossHealthbarStackSpacing)
- Fix for rare race condition that could result in players seeing a creatures as a different level with enough latency
- Adds a simple configuration for seperately limiting boss creatures levels
- Adds two missing icons to modifier icon display style
- Fixes a bug which would cause raids to silently fail almost immediately
- Added MultiplayerEnemyMinDamageTaken which caps the damage reduction provided to creatures from multiplayer scaling (default creatures take a minimum of 20% damage)
- Fixes DropThat compatibility so DropThat's item modifiers (durability/quality/custom stacks/EpicLoot/etc.) are applied to creature loot again
- Note: DropThat item modifiers still do not apply to SLS-handled object loot (rocks/trees/destructibles), which keep SLS's level/distance scaling
- Some spelling fixes :) no promises, my spelling still sucks.
- Performance Optimizations for the Nemesis and Raid systems
0.21.0
- Adds configuration to allow setting and changing how modifier icons/stars are displayed
- This now updates live
- Supports disabling all star/icon changes for modifiers (just name changes)
- Adds many of the missing Icon style displays for modifiers (note 2 are still missing and will be added as time permits)
- Fixes a chance that the nemesis system could error during player death (now pauses correctly)
0.20.7
- Fixes Raid network serialization occasionally running into errors starting
0.20.6
- Fixes Tames not properly inheriting levels from their parents by chance
0.20.5
- Fixed drop counts not scaling in some scenarios properly
- Fixed inverted drop individual vs stacked configs, moved these configs to LootSystem Section
- Nemesis system (delete config if you want the changes)
- Removed boss faction settings for generic attack groups and biome defender groups
- Added player current health check
- Added custom loot for Nemesis creatures
- Added a treasure troll for the plains at high threat levels (very low chance)
0.20.4
- Fixed Nemesis spawns not obeying the max level
- Fixed Lootbag item drops always spawning as individual items, now uses the preference system
- Fixed Nemesis key lookups not gating events from happening
- Added additional position conditionals for Biome Defender nemesis events
- Updated Nemesis configuration version
- Allows Nemesis events which are not tied to score
- Ensured that Nemesis persistent log can't grow too big
- Fixed an issue where the Nemesis system could be too kind on newly loaded players
- Improved Nemesis logging details
- Fixes an issue which would disable a raid when it could normally find all spawn points
0.20.3
- Increased default raid configuration size (delete your RaidSettings.yaml if you want the new default)
- Fixed an issue where creatures would not become aggressive during raids or nemesis spawns
- Adds additional fallback for raids that fail to determine spawn points
- Improved flexibility of Nemesis spawn configuration, new default configuration (delete your NemesisSettings.yaml)
- Adds Nemesis hunters that spawn when players are in a biome that is significantly ahead of their progression
0.20.2
- Improves compatibility with Custom Raids (both SLS Raids and Customs can be active now)
- Fixes a data consistency issue with merging spawn denial groups
- Fixes a harmless but spammy error when logging to the main menu
- Sets egg quality to level 1 for quantity egg production, quality egg production still allows higher levels (and fewer eggs)
0.20.1
- Fixes Nemesis system spawning the wrong attack groups
- Added docs for Nemesis system configuration
- Retuned damage levels for the nemesis system slightly, configs will be updated to the new version automatically
0.20.0
- Nemesis System initial release (Active by default)
- The nemesis system is a active-reactive game master that regularly monitors your gameplay and manipulates the world around you
- Nemesis can spawn creatures, waves, minibosses, lootgoblins
- Nemesis can downgrade or upgrade the stars of newly spawned creatures
- Nemesis shares data with other nearby players, ensuring that a group of players gets an experience which roughly fits group average performance
- Fix for distance level calculation fallback not preferring custom bonuses
- Rewired EnableDistanceLevelBonus to specifically disable distance bonuses, not night or biome bonuses
- Adds compatibility for FiresGhettoNetworking, allowing server ownership of creature creation and modifications
- Adds a configuration option (default true) for all raids which extends their duration until the raid creatures are killed.
- Creatures now have a maximum concurrent spawns (MaxSpawned) and a maximum number of times the spawner can fire (MaxSpawnTriggers)
- Creature setup time optimizations
- Creature damaged on frames before it is fully configured now tracks damage done instead of percentage damage done
- Fixed an edge case that could cause infinite duration raids or 30s raids
0.19.5
- Stamina and Eitr draining modifiers are now based on damage taken. Blocking is now effective against these, heavy damage creatures can completely drain your resources.
- Raid compatibility with Custom Raids
0.19.4
- Fixes boss music not playing when custom raids are configured
0.19.3
- Fix corpse sizing incorrectly, precaches corpse sizes
0.19.2
- Include missing assets
- Default API updates
0.19.1
- Improves size modification caching
- Improves shutdown transition when destroying raid objects
- Adds Key Anti-Affinity checks
- Adds configurable config polling to better support server-side live changes regardless of hosting provider
- Prevents API changes on null objects, such as already deleted creatures
0.19.0
- Custom Raids!
- Adds a completely overhauled raid system
- Concurrent raids are now supported (multiple raids can happen at the same time in different locations)
- Raids can be configured to be triggered off Private Keys, Global Keys, and various other factors
- Raid spawns can be heavily customized, level (and ranges of levels), modifiers, creatures etc
- Raid announcements, durations etc can all be customized
- Cooldown, time between raids, concurrent number of raids, max raids active on the server are all customizable
- Adds health modification change detection
- Improves creature health change application on configuration changes
- Night multiplied spawns can be configured to despawn during the day (default true)
- Improves value merging for distance_level_modifier when set specifically on a per-creature basis
0.18.13
- Level damage adjustment for custom damage per level settings now properly accounts for 0 stars and does not double count for higher stars
- Reduced logging for HUD changes
- Base damage modifiers are now included in logged calculations if you have DamageLogging enabled
- Improves cache rebuild when levelsettings.yaml is changed
0.18.12
- Updated default colorization for FallenValkyrie level 7-10 to be darker and less bright
- HUDS not showing creature modifiers in the creature name when being regenerated after moving out of range and back
0.18.11
- Fix for the `sls-kill-all` command to behave closer to vanilla
- Fix for infinitely high HP creatures not being killable
0.18.10
- Default player per level damage modifier fallback to 1
Note: it is still not recommended to modify player attributes as it is not fully supported yet
if you do modify player attributes and need to revert consider running `sls-reset-player-modifiers`
0.18.9
- Damage calculation range fix for FireNova and PoisonNova
0.18.8
- Fixes per level damage not being applied correctly, race conditional
- Adds additional safety checks for Lifelink, Elemental Chaos and Fire/Poison Nova
0.18.7
- Volatile damage calculation safeguards
0.18.6
- Fixes boss modifier limit not being applied correctly (could inherit the major modifier limit instead)
0.18.5
- More safety checks for modifier effects
- Adds an activation sound effect for FireNova and PoisonNova
- Improves consistency of FireNova and PoisonNova damage
0.18.4
- Reblances levelup requirements for Evolving modifier
- Increased requirement for creatures to level up
- Heal creatures when they do level up
- Fixes UI cache not updating when a creatures modifiers are removed
- Fixes UI cache not transitioning from level 5 to level 6 display properly
0.18.3
- Fixes infinite damage redirection loop with multiple lifelink bosses
0.18.2
- Fix Elemental chaos config lookup
- Disable some debug logging
- Clears cache when networked creature changes are sent to prevent stale caches
- Adds additional optional logging for combat details
- Adds default config for Evolving modifier
- Fixes per-level damage modifiers not applying properly for level 0
0.18.1
- Fix modifier name cache reset
0.18.0
- Added resizing options for enemy healthbars
- Added an option to enable health numbers on healthbars
- Redesigns Modifier icons to all follow star designs
- Adds new Modifiers: (Delete your modifiers.yaml if you want the new ones)
- Fire Resistant
- Frost Resistant
- Poison Resistant
- Spirit Resistant
- Elemental Chaos
- Evolving
- Poison Nova
- Improves compatibility with mods that add custom spawners
- Fixes Zil & Thungr combo spawning too many Zils when killing Thungr
- Nerfed lifelink significantly
- Reduced particle visibility for distant modifiers
- Increased the speed at which characters are deleted when they are selected for deletion
- Adds default spawn multipliers for all mini-bosses to prevent spawn multiplying
- Fixed a bug that would cause per player scaled drops to multiply too much
- Fixed a potential cache collision from re-used characters
- Fix for erratic level 1 spawning from the spawn command
0.17.13
- Fix for incorrect level selection
0.17.12
- Fix for incorrect level selection
- Fix for NPE when displaying creature breeding disabled
0.17.10
- Fixes biome based configurations mutating the "all" biome configuration (Thanks Warp!)
- Ensure that custom levels beyond the default levelup can properly select the highest level (assuming it is under the global max level)
- Removes spirit, pickaxe, and chop from damage totals used to calculate modifier bonus damage
0.17.9
- Fixes creature spawn rate reduction, and allows it to properly operate up to 100% (completely removing creature from spawning)
- Added additional safety checks for creating rings outside the valid size ranges on the map (negative rings will be ignored)
- Modified how distance level bonus influence is applied to level calculations. It now only applies to the bonus exclusively, instead of the whole value
0.17.8
- Adds a configuration (off by default) to allow bred animals to be infertile (50% chance, configurable)
- Fixes OnePerPlayer configuration giving one more piece of loot than intended
- Ensures trees destruction show their destruction effects
- Isolates Async code
0.17.7
- Adds a configuration (off by default) to allow bred animals a chance (5%, configurable) of gaining an additional level compared to their parents (up to max)
- Delays minimap drawing till after configuration is synced from dedicated servers
0.17.6
- Changes Egg scaling to increase productivity instead of level (configurable)
- This means that higher level creatures will produce more eggs, but the eggs themselves will not be higher level
- Adds a configuration option to enable force level scaling for drops which normally do not scale (trophies)
0.17.5
- Fixes an issue where fish could cause stuttering when interacting with the prep table
0.17.4
- New default configurations require that you delete your existing configuration if you want to use them!
- Fixes default loot distance modifiers providing too much loot
- Adjusts the default levelup chance to reduce high levels in the early game
- Adjusts level distance modifiers to allow for a wider range of levels at all distances
- Ensures per level damage modifiers are applied correctly to boss types
- Improves resiliance to invalid configurations
0.17.3
- Improves performance when used with DropThat
0.17.2
- Health coalesence multiplication fix
0.17.1
- Improves compatibility with Drop That
0.17.0
- Initial fix for riding issues with large or extremely large Lox and Askvin
- Changes are applied when the creature is loaded (or reloaded)
- Improves loot drop calculations to be more explicit in how each factor impacts the total loot
- Ensures that tamed creatures custom names are shown instead of name modifiers
- Enables performance modifications for treebase drops, along with custom loot table definitions
0.16.2
- Fixes a crash when mining Flametal
0.16.1
- Improves support for rock leveling
- Prevents potential exponential rock leveling on massive multipart drop tables
0.16.0
- Performance patch support for Minerock
- Improves compatibility between DropThat and SLS
- Adds in loot table support for non-creature loot objects
- Loot table dump command now supports including all of these (trees, DropOnDestroy, Minerock, Minerock5)
- Safety checks for removing all of the colorization configuration
- Adds a command to kill nearby creatures and prevent them from dropping loot
- Adds documentation for existing terminal commands
0.15.3
- Configuration to set ordering of name generation for creatures with modifiers
- Updated documentation to cover how to limit and expand star levels based on distance
- Fixes requiredModifiers not being enforced correctly and exposes configuration to set requiredModifiers per creature
- requiredModifiers can be added to any entry in creatureConfiguration, modifiers must include their name and type eg:
Boar:
requiredModifiers:
Fire: Major
0.15.2
- Improves max level reduction
- Fixes level distance bonuses being applied as a multiplier instead of additive
- distance multipliers are still available in the form of biome distance scalars, by default these are used to curb extreme distance difficulty increases for Ashlands and DeepNorth
- Adds client side configuration to enable viewing final level calculation math and all modifiers that were applied to reach that level
0.15.1
- Prevents stone level scaling from being negative
- Fixes an issue where logs could spawn more than 2 segments on destruction
- Fixes an issue where deleting your configuration could result in loot table errors
0.15.0
- Adds loot leveling for Rocks (no size changes for rocks)
- Levels and loot increase configurable
- Rock levels are disabled by default (enable in the configs)
- Adds a performance patch for wood, rock and destructible drops that will combine drops to help reduce heavy load when gaining massive amounts of resources
0.14.6
- Consistency improvements for delayed growth setup for bred creatures
- Recoloring of overleveled creatures that get rerolled
0.14.5
- Simplifies Modifier method setup calls
- Ensure creature modifier prefixes are limited properly
- Ensure creature modifiers are rolled by zowner or secondary
0.14.4
- Fixes cache reset before znet has updated character level
- Fixes level on-change running during loading
- Fixes children exploding instead of growing up
- Fixes Fish and Bird onchange settings running too early when connecting to a server
0.14.3
- Fixes drops being left behind by creatures selected for deletion
- Fixes spawned creatures not having their levels set correctly in some cases
0.14.2
- Significantly improves cache updates for networked changes to creature modifiers and levels
- Force rerolling of creatures above the maximum level will now also resize them to the correct size
- Fixes a race condition where tamed breeding creature would not inherit the correct level
- Fixes and issue where splitters would not always inherit the correct level from the parent creature
0.14.1
- Fixes an issue where deterministic tree scaling would result in no wood if the tree rolled level 0
- Added in-game size-rescaling for trees, fish, and birds, changing size configurations will now automatically rescale
0.14.0
- Improves UI synchronziation for creature modifier names
- Fixes an error when Lifelink triggers
- Changes configuration for Trees, Birds and Fish to have their own config section
- Trees now level up primarily based on distance to spawn/center of the world.
- Fish size is now reduced
0.13.0
- Added a configuration option to force-reroll creatures that are over the specified max level when loaded
- Enables Map Ring redraw/removal when setting is changed
- Added more safety checks to BossSummoner
- Fixes an issue where characters would not get size increases
- Re-implements character client side cache
- Modifiers Updated (please delete your Modifiers.yaml)
- Changes Modifier name generation to be deterministic, removes multiple prefix and postfix options
- Updated Modifier configuration with user important details being centric
0.12.1
- Logged detailed scaling changes for damage per level
- Fix splitter not splitting when using fallbacks
- More cache invalidation for UI related and setup changes
- Fix size scale setting weapon sizes to zero before a creature has scale data
- Fixed Character specific level tables not being used if a biome table was available
0.12.0
- Fixes an issue where resistant creatures would be immune to damage (does not apply to creatures that have already rolled this modifier)
- Improves modifier and level consistency across players with variable connection speeds and latencies
- Provides more information for damage recieved and dealt modifiers, can be enabled/disabled seperately in the config (per client)
- Changed a number of base values in the modifiers configuration, it is recommended you delete your configuration
- Some modifiers no longer run regularly and instead are setup once, again required that you regenerate your configuration (delete Modifiers.yaml)
- Tuning
- Nerfed the boss modifier for resist pierce to be 25% resistance plus 2% per level
- Buffed Lootbags to provide more loot, also makes the creature slightly higher health and move faster
- Capped resistance modifiers at 80% resistance, nerfed default resistance values
- Increased the delay for the boss affix summoner
- Significantly reduced brutal speed modifiers (some old configs had these at 100%+ increases)
- Improved fallback logic for Splitter
0.11.8
- Improves cache consistency between clients
- Provides configuration to allow tames to pass modifiers to child creatures
- Allows configuring tame modifier inheritence
- Ensures children maintain their modifiers when growing up
0.11.7
- Asynchronous creature checks and fallback for creature setup
- Fixes server error when attempting to build minimap rings
0.11.6
- Fixes baby creatures not inheriting level when not using randomized baby levels
0.11.5
- Adds safety checks when removing all level definitions
0.11.4
- Expands DistanceScaleModifier to also work when applied to specific creatures
0.11.3
- Fixes character specific level settings not always overriding default level settings
- Provides a way to set force level control for specific creatures
- Training dummy is default included in this
- Expanded caching of short term character entries to prevent constant recalculation
- Fixed tame level settings not being under the correct category
0.11.2
- Fixes spawn levels not being set for creatures created from loot table drops
- Fixed level not always being accounted for in loot table drop calculations
- Set default custom loot drops for Oozers (blobElite)
- No longer spawns 2 blobs per level, now spawns up to 6 blobs, moderately scaling by level
- Delete your CreatureLootSettings.yaml if you want the new default
0.11.1
- Fixes distance calculations for dungeons incorrectly accounting for height
0.11.0
- Adds Ring drawing for spawn distance modifiers for visualization
- This is toggleable via config, and can be shown/hidden per player from the map itself
- Color configuration for all rings
- Rings are automatically redrawn when configuration changes
- Retuned all of the default distance modifiers to allow slightly more regular difficulty increases, along with much higher star levels
- Delete your config (LevelSettings.yaml) if you want the new default
- Fixes an error when trying to spawn null creatures
- Improves spawning not leveling up creatures from certain spawners
0.10.2
- Compatibility improvements for spawner level control when the cache can't be built
- Improves compatibility for mods that break or remove spawner effects
0.10.1
- Fixed a bug (from 0.10.0) which prevented many of the random world spawns from happening
- Tuned level up table to have more staggered steps towards the higher levels
- Disabled a few more optional debug logs
- Added back in default loot table modifications for greydwarves to drop greydwarf eyes
- "Fixed" a feature where extremely high level creatures with many modifiers would always spawn with splitter, and multiply on kills
0.10.0
- Adds night-time specific configuration
- Disable certain spawns at night, per creature/biome (disable night spawns caused by boss kills etc)
- Modify spawn rates at night, per creature/biome
- Modify level scales at night, per creature/biome (higher or lower chances of high level creatures)
- Fixes a bug where creature items would be twice as big as intended
- Adds configuration options to controll which spawners SLS controls (now defaults manual spawns to not be controlled)
- This improves support for mods which manually spawn creatures
- Updates default level scales to be more aggressive and increase weight further from center
- Disabled some optional debug logging
- Rebalances default level settings configuration
0.9.6
- Fixes lifelink always applying a damage reduction, now only applies damage reduction if there is a target to redirect damage to
- Adds: BiomeMinLevelOverride and CreatureMinLevelOverride, which will ensure creatures spawn at least at the specified level
0.9.5
- Colorization configuration (allow skipping colorization)
- API fix for colorization not applying correctly
0.9.4
- Improves configurability of local player damage and health scaling
- Fixes frost modifier effect for Linux
- Reduced default spawn rate config
0.9.3
- Limits the number of modifiers that can be applied due to star level for both modifier types, instead of individually
- Prevents global and per creature configuration from stacking health modifiers
- Per level damage modifications take the highest priority modifier only
- Retuned many of the damage modifers to be less aggressive in their damage increases
0.9.2
- Ensures manually spawned creatures get a fair chance of modifiers
- Fixes CreatureLootSettings.yaml not being live reloaded after edits
- Added a global exclusion list for modifiers that will apply to all creatures, defaults to just TWIG
- Delete your config (Modifiers.yaml) if you want the new default
- Fixes modifier configuration not being reloaded on startup
- Removed the immediate explosion from FireNova, it now only has the 1 second delayed explosion
0.9.1
- Fixes NPE when no loot configuration is defined
- Fixes NPE when trying to add a modifier that does not exist
- Improves support for huge numbers of modifiers on creatures
- Adds API functions to add modifiers to creatures
0.9.0
- Partial API support, manipulation of creature levels, color, attributes, damage, damage recived
- Reduces spawn multiplier checks during race conditions
- Prevents UI errors when creatures have duplicated modifiers
0.8.4
- Compatibility improvements for mods with weaponless characters
- Adds a config option to limit the number of modifiers that a creature gets to its star level in addition to the max number of modifiers
- Updated name generation to always add available modifiers
- Added a config option to avoid spawn multiplying boss creatures
0.8.3
- Compatibility improvement with mods that manipulate or add star entries
0.8.2
- Fix for splitting tames not spawned tamed minions
- NPE fix for creatures death before setup
- Config spelling fix for LootDropCalculationType
0.8.1
- Adding incompatibility with CLLC
- Improving compatibility for spawned child creatures multiplied by biome multipliers
- Improving multiplier compatibility for spawn command and boss spawns
- Adding initial translations for 26 languages
0.8.0
- Public release