I built a server-side analysis engine to bring objective, data-driven balancing to modpacks. It's called Complexity Analyzer.
Hi everyone,
For the last few weeks, I've been developing a new kind of tool aimed at modpack authors, server admins, and hardcore players. It's not just a utility mod; it's a foundational platform called Complexity Analyzer.
TL;DR: It's an in-game analysis engine that calculates the "true cost" of every item by analyzing the entire recipe graph, world-gen rarity, mob drops, and more.
This project's goal is to turn modpack economy from an art into a science. No more guesswork. You can finally get objective data on whether your endgame "Ultimate Singularity" is actually cheaper to make than a mid-game item from another mod.
# How it Works
The mod runs entirely on the server and performs a deep, multi-layered analysis:
Deep Recipe Analysis: It builds a massive dependency graph of all recipes, allowing it to trace any item's cost down to its base resources. It can reveal crafting chains with millions of steps.
Safe JEI Integration: It uses a "sandboxed" scanner to pull recipes from hundreds of mods via their JEI plugins without crashing on a dedicated server, even if those plugins contain client-side code.
Geo-Scanner: An optional, asynchronous world scanner that gathers empirical data on ore distribution to calculate the real-world rarity of resources.
Loot & Mob Simulation: It factors in drops from loot tables and mobs to understand the cost of non-craftable items.
# It's a "Command-Line Power-Tool"
The entire system is controlled via a rich set of
`/complexity analyze <item>`\*:** Get a comprehensive report on any item's economic standing, including its complexity score, category (
`/complexity analyze <entity>`\*:** A full combat profile for any mob, evaluating its stats to produce a final
`/complexity tree <item>`\*:** The star of the show. This command visualizes the entire recursive crafting tree for an item, complete with a final "shopping list" of all raw materials needed. It has two modes:
`player` mode: Shows rounded-up quantities for gameplay.
`/complexity export`\*:** Export everything—ranked item lists, mob data, single-item reports—to CSV or JSON for external analysis in tools like Google Sheets.
`/complexity geoscan`\*:** A full control panel for the world scanner, with different performance profiles (
`/complexity tps`\*:** A built-in utility to monitor server performance in real-time.
# This is Just the Beginning
This is an experimental alpha, but the core engine is incredibly powerful. My vision is to build a comprehensive, intelligent platform for game analysis, with plans for:
1. A public API for other mod developers.
2. An AI-powered assistant to answer complex economic questions in-game.
3. Support for fluids, energy (FE), and other non-item resources.
I'd love to get feedback from fellow pack makers and technical players who aren't afraid of a little instability.
Download on CurseForge: [CurseForge](https://www.curseforge.com/minecraft/mc-mods/complexity-analyzer)
Source Code & Full Command Docs on GitHub: GitHub
Thanks for checking it out!
https://redd.it/1oowyry
@MinecraftModded
Hi everyone,
For the last few weeks, I've been developing a new kind of tool aimed at modpack authors, server admins, and hardcore players. It's not just a utility mod; it's a foundational platform called Complexity Analyzer.
TL;DR: It's an in-game analysis engine that calculates the "true cost" of every item by analyzing the entire recipe graph, world-gen rarity, mob drops, and more.
This project's goal is to turn modpack economy from an art into a science. No more guesswork. You can finally get objective data on whether your endgame "Ultimate Singularity" is actually cheaper to make than a mid-game item from another mod.
# How it Works
The mod runs entirely on the server and performs a deep, multi-layered analysis:
Deep Recipe Analysis: It builds a massive dependency graph of all recipes, allowing it to trace any item's cost down to its base resources. It can reveal crafting chains with millions of steps.
Safe JEI Integration: It uses a "sandboxed" scanner to pull recipes from hundreds of mods via their JEI plugins without crashing on a dedicated server, even if those plugins contain client-side code.
Geo-Scanner: An optional, asynchronous world scanner that gathers empirical data on ore distribution to calculate the real-world rarity of resources.
Loot & Mob Simulation: It factors in drops from loot tables and mobs to understand the cost of non-craftable items.
# It's a "Command-Line Power-Tool"
The entire system is controlled via a rich set of
/complexity commands, designed for power users:`/complexity analyze <item>`\*:** Get a comprehensive report on any item's economic standing, including its complexity score, category (
Simple, Expert, Mythical, etc.), and all alternative ways to obtain it.`/complexity analyze <entity>`\*:** A full combat profile for any mob, evaluating its stats to produce a final
Combat Power score and threat level.`/complexity tree <item>`\*:** The star of the show. This command visualizes the entire recursive crafting tree for an item, complete with a final "shopping list" of all raw materials needed. It has two modes:
`player` mode: Shows rounded-up quantities for gameplay.
economic mode: Shows precise, fractional amounts for deep analysis.`/complexity export`\*:** Export everything—ranked item lists, mob data, single-item reports—to CSV or JSON for external analysis in tools like Google Sheets.
`/complexity geoscan`\*:** A full control panel for the world scanner, with different performance profiles (
lite, fast, atomic).`/complexity tps`\*:** A built-in utility to monitor server performance in real-time.
# This is Just the Beginning
This is an experimental alpha, but the core engine is incredibly powerful. My vision is to build a comprehensive, intelligent platform for game analysis, with plans for:
1. A public API for other mod developers.
2. An AI-powered assistant to answer complex economic questions in-game.
3. Support for fluids, energy (FE), and other non-item resources.
I'd love to get feedback from fellow pack makers and technical players who aren't afraid of a little instability.
Download on CurseForge: [CurseForge](https://www.curseforge.com/minecraft/mc-mods/complexity-analyzer)
Source Code & Full Command Docs on GitHub: GitHub
Thanks for checking it out!
https://redd.it/1oowyry
@MinecraftModded
CurseForge
Complexity Analyzer
A powerful framework that calculates the 'true cost' of every item, enabling deep analysis and balancing for complex modpacks.
6 Downloads | Mods
6 Downloads | Mods
I've been slowly adding stuff from Minecraft Dungeons to the game!
https://redd.it/1op5exb
@MinecraftModded
https://redd.it/1op5exb
@MinecraftModded
Reddit
From the feedthebeast community on Reddit: I've been slowly adding stuff from Minecraft Dungeons to the game!
Explore this post and more from the feedthebeast community
I created a mod that balances the entire Apotheosis with a config.
I've noticed that Apotheosis is a very unbalanced mod. Creating a thousand-file json package for Apotheosis and Apotheotic Additions was a challenging task, and I often got confused, so I studied the code and created a mod to balance the mod through configuration.
This mod uses mixins to modify the code of the Placebo, Apotheosis, and Apotheotic Additions libraries.
🎯 What does this mod cover?
✅ Full Coverage
All 163 gems (21 Apotheosis + 142 Apotheotic Additions)
All stats — damage, speed, armor, health, movement speed
All gem enchantments
All potion effects — duration, boost, cooldown
Special bonuses — bloody\_arrow, leech\_block
Loot quality — number of affixes
Before
https://preview.redd.it/mv615w3fugzf1.png?width=987&format=png&auto=webp&s=6fe0d00a75ffbed2b752c09ca44cf658510712db
After
https://preview.redd.it/vakwu5khugzf1.png?width=1009&format=png&auto=webp&s=d9ef255fce802ed8ee6ad104e4eba09d04110ac5
You can see what can be configured in the mod denoscription. You can configure the mod and addon separately, adjusting the drop rate. The multiplier also affects ailments.
https://preview.redd.it/7k9ssnykugzf1.png?width=570&format=png&auto=webp&s=86615b07d4c083537f6e4dbdf49211d35fb91a06
https://modrinth.com/mod/apotheosis-balance-configurator
If you find any bugs, please write them in the comments.
https://redd.it/1op7oto
@MinecraftModded
I've noticed that Apotheosis is a very unbalanced mod. Creating a thousand-file json package for Apotheosis and Apotheotic Additions was a challenging task, and I often got confused, so I studied the code and created a mod to balance the mod through configuration.
This mod uses mixins to modify the code of the Placebo, Apotheosis, and Apotheotic Additions libraries.
🎯 What does this mod cover?
✅ Full Coverage
All 163 gems (21 Apotheosis + 142 Apotheotic Additions)
All stats — damage, speed, armor, health, movement speed
All gem enchantments
All potion effects — duration, boost, cooldown
Special bonuses — bloody\_arrow, leech\_block
Loot quality — number of affixes
Before
https://preview.redd.it/mv615w3fugzf1.png?width=987&format=png&auto=webp&s=6fe0d00a75ffbed2b752c09ca44cf658510712db
After
https://preview.redd.it/vakwu5khugzf1.png?width=1009&format=png&auto=webp&s=d9ef255fce802ed8ee6ad104e4eba09d04110ac5
You can see what can be configured in the mod denoscription. You can configure the mod and addon separately, adjusting the drop rate. The multiplier also affects ailments.
https://preview.redd.it/7k9ssnykugzf1.png?width=570&format=png&auto=webp&s=86615b07d4c083537f6e4dbdf49211d35fb91a06
https://modrinth.com/mod/apotheosis-balance-configurator
If you find any bugs, please write them in the comments.
https://redd.it/1op7oto
@MinecraftModded