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Моды/[AN]Adaptive Nemesis
[AN]Adaptive Nemesis

[AN]Adaptive Nemesis

The dynamic difficulty balancing module specifically designed for integration packs aims to address the issue of difficulty imbalance in current mainstream integration packs, where the early game is too easy and the late game is too challenging.

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Все версии[AN]Adaptive Nemesis 1.0.12

[AN]Adaptive Nemesis 1.0.12

Release26.07.2026

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🌐 [Adaptive Nemesis] v1.0.12 🌐

THE WORLD SPEAKS YOUR LANGUAGE NOW.

And it has a lot more to say.


✨ NEW SYSTEMS & ENHANCEMENTS


🌐 FULL INTERNATIONALIZATION (I18N) REFACTOR

BeforeAfterWhat Changed
Component.literal("亡灵军团正在逼近...")Component.translatable("adaptive_nemesis.invasion.approaching")Every user-facing string is now a translation key
Hardcoded ChineseLanguage filesen_us.json + zh_cn.json — add your own!
MELEE("近战")MELEE("adaptive_nemesis.combat_style.melee")Combat styles, warnings, broadcasts — all localized

New Translation Keys (10+ added):

KeyEnglish中文When You See It
invasion.approachingUndead legion approaching...亡灵军团正在逼近...The storm begins
invasion.wave_clearedWave %s cleared!第 %s 波已清除!You survived a wave
invasion.defeatedUndead legion defeated!亡灵军团已被击败!Victory
nemesis.appearance_warning⚠ Nemesis appeared!⚠ 宿敌出现!Something bad just got worse
combat_style.meleeMelee近战Nemesis archetype display

🌍 "I switched my client to English. The invasion warned me in English. The Nemesis cursed me in English. It felt personal."


👹 NEMESIS SYSTEM — CRASH-PROOF & SMARTER

The Problem: Some modded mobs don't have attack damage. Nemesis tried to buff it. Game crashed. Everyone sad.

The Solution: Check first. Buff second. Live to fight another day.

FeatureWhat It DoesDefault
NEMESIS_REQUIRE_ATTACK_DAMAGEOnly convert mobs that can actually fighttrue
Null-Proof Attribute ChecksgetAttribute() → null check → apply or skipAlways on
Pacifist ProtectionPassive mobs, decorative entities, weird modded things — they stay normalAlways on

What Gets Checked Now:

  • ❤️ Max Health — exists? buff it. missing? skip gracefully.
  • ⚔️ Attack Damage — exists? buff it. missing? skip gracefully.
  • 🛡️ Armor — exists? buff it. missing? skip gracefully.
  • ⚡ Movement Speed — exists? buff it. missing? skip gracefully.

🛡️ "My modded flamingo no longer crashes the game when it tries to become a Berserk Butcher. It just stays a flamingo. Thank you."


🏰 INVASION SYSTEM — DATAPACK SUPERPOWERS

Before: JSON defined waves and rewards. That was it.

Now: JSON defines EVERYTHING. The mob. The effects. The name. The frost under their feet.

New FieldTypeWhat It DoesExample
effectsListPotion effects on spawnFire Resistance, Speed, Invisibility
glowingbooleanMob glows through wallstrue — you can't hide
frostWalkerbooleanLeaves ice trailstrue — the ground freezes behind them
customNameKeyStringTranslation key for custom name"adaptive_nemesis.invasion.custom_blaze"
healthMultiplierdoubleHP multiplier1.5 — tankier
damageMultiplierdoubleATK multiplier2.0 — ouch
equipmentLootTableResourceLocationCustom gear from loot table"minecraft:chests/nether_bridge"

Frost Walker Implementation:

  • Auto-equips iron_boots with frost_walker enchantment
  • Drop chance: 0.0Fyou don't get free boots, sorry

❄️ "The skeletons walked across the lake. The lake froze. I did not walk across the lake."


🔗 KUBEJS API — MORE EVENTS, MORE CONTROL

New Events Added:

EventFires WhenWhat You Can Do
adaptive_nemesis.world_stage_changeWorld stage advancesModify stageMultiplier, react to progression
adaptive_nemesis.invasion.startInvasion beginsModify totalWaves, difficultyMultiplier, or cancel it
adaptive_nemesis.invasion.wave_startEach wave startsReact to wave number, scale dynamically
adaptive_nemesis.invasion.endInvasion concludesInspect victory, rewards, wavesCompleted

KubeJS Script Examples:

// Double the waves when world reaches stage 3
onEvent('adaptive_nemesis.invasion.start', event => {
    if (WorldStageManager.getStage() >= 3) {
        event.totalWaves *= 2;
        event.difficultyMultiplier *= 1.5;
    }
});

// Bonus rewards on victory
onEvent('adaptive_nemesis.invasion.end', event => {
    if (event.victory && event.wavesCompleted >= 6) {
        event.player.give('minecraft:diamond', 5);
    }
});

🔧 QUALITY OF LIFE

ChangeWhy It Matters
🧹 Cleaned Language FilesRemoved empty lines, optimized JSON format
🛡️ Null-Safe EverythingNemesis system now gracefully handles weird modded entities

📝 PATCH NOTES AT A GLANCE


+ 🌐 FULL I18N REFACTOR (All strings → translation keys)
+ 🌍 en_us.json + zh_cn.json (Add your own language!)
+ 👹 NEMESIS_REQUIRE_ATTACK_DAMAGE config (Skip pacifist mobs)
+ 🛡️ Null-safe attribute checks (No more crashes on weird entities)
+ 🏰 Datapack: effects, glowing, frostWalker, customNameKey
+ 🏰 Datapack: healthMultiplier, damageMultiplier, equipmentLootTable
+ 🔗 KubeJS: World Stage Change event
+ 🔗 KubeJS: Invasion Start / Wave Start / End events
+ 🔗 KubeJS: InvasionStartResult (modify waves & difficulty)

- 🗑️ Hardcoded Chinese text (RIP, you served well)
- 🐛 Nemesis crash on attribute-less mobs
- 🐛 Frost walker boots dropping from invasion mobs

! ⚠️ NEMESIS_REQUIRE_ATTACK_DAMAGE defaults to true
!   (May skip some mobs that previously became Nemesis)
! ⚠️ Custom datapack invasions need updated JSON schema

🎯 CONFIGURABLE. ALWAYS.


💡 Heads up: Don't like the attack damage check? Flip NEMESIS_REQUIRE_ATTACK_DAMAGE to false. Want your flamingo to become a god? Your call.

Want to write a datapack invasion where every mob is glowing, frost-walking, and named "Dave"? The JSON supports it. We won't judge.


Modrinth



Файлы

adaptive_nemesis-1.0.12.jar(557.15 KiB)
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Канал релиза

Release

Номер версии

1.0.12

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

33

Дата публикации

26.07.2026

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