[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.

File Details

adaptive_nemesis-1.0.3.jar

  • A
  • May 22, 2026
  • 371.49 KB
  • 13
  • 1.21.1
  • NeoForge

File Name

adaptive_nemesis-1.0.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:an-adaptive-nemesis-1530829:8129252"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven



⚔️ Adaptive Nemesis v1.0.3 ⚔️

Every time you grow stronger, your Nemesis evolves

--- ## ✨ New Features ### 🗡️ Equipment System Overhaul | Improvement | Original | New | Effect | |:---|:---:|:---:|:---| | **Equipment Base Chance** | 5% | **15%** | More mobs spawn with gear | | **Chance Per Difficulty Unit** | 3% | **10%** | High-difficulty enemies gear up faster | | **Netherite Quality Multiplier** | ×10 | **×6** | Top-tier gear appears earlier | | **Diamond Quality Multiplier** | ×6 | **×4** | Diamond mobs at medium difficulty | #### Tier Upgrade Mechanic > **15% chance** to get one tier higher quality — get lucky and see diamond mobs at low difficulty! #### Weapon Variety - **Tier 0** now includes gold sword/axe options - No more清一色 stone swords, richer equipment combinations --- ### 🤝 Cross-Mod Compatibility System | Feature | Description | |:---|:---| | **Full Enchantment Compatibility** | Auto-scans enchantment registry, applies compatible enchants from other mods | | **Full Equipment Compatibility** | Discovers and equips weapons/armor from other mods via `ItemTags` | | **Offhand Smart Selection** | Prioritizes mod shields (`#minecraft:shields`), falls back to one-handed swords | | **Smart Identification** | Automatically distinguishes vanilla (`minecraft:`) and mod items by namespace | --- ### 📦 Enchantment Pool Expansion | Equipment Type | Original | New | Added Enchants | |:---|:---:|:---:|:---| | **Weapons** | 7 | **9** | Unbreaking, Efficiency | | **Armor** | 6 | **10** | Respiration, Aqua Affinity, Feather Falling, Depth Strider | | **Bows** | 4 | **5** | Unbreaking | --- ### ⚙️ New Config Options **6 new configurable parameters** + **2 config screen categories**: | Category | Option | Default | Description | |:---|:---|:---:|:---| | **Equipment Generation** | `equipmentBaseChance` | 0.15 | Base equipment spawn chance | | **Equipment Generation** | `equipmentChancePerDifficulty` | 0.10 | Chance increment per multiplier | | **Equipment Generation** | `equipmentTierUpgradeChance` | 0.15 | Tier upgrade probability | | **Equipment Generation** | `equipmentModCompatChance` | 0.30 | Mod equipment replacement chance | | **Epic Fight** | `weightMinBonus` | 15.0 | Minimum weight bonus | | **Epic Fight** | `weightPerMultiplier` | 20.0 | Weight increment per multiplier | > 💡 All new options support in-game visual config screen adjustment --- ## 🐛 Bug Fixes --- ### 🦴 Epic Fight Knockback Fix **Weight formula rework**: ``` new = old + (effectiveMultiplier - 1) × 20, minimum old + 15 ``` | Fix | Description | |:---|:---| | **3 missed formulas** | Max combo, weight, stamina recovery now use `effectiveMultiplier` instead of `multiplier` | | **8 attribute formulas protected** | All added `Math.max()` to prevent negative values from random factors | | **Actual effect** | Skeleton weight: 5.47 (naked) → **21.15** (iron-tier resistance) | --- ### 🛡️ Irons Spells Attribute Protection - **23 formulas all added `Math.max()` floor** - Spell power, mana, mana regen no longer go negative from low random factors --- ### 🎯 Equipment System Fixes | Fix | Description | |:---|:---| | **Empty shell issue** | Fixed `createEquipmentForSlot`, mobs no longer spawn naked | | **Missing enchants** | Removed `continue` statement, newly created gear now gets enchantments | | **Lazy loading** | Equipment data changed to instance-level lazy init, prevents Minecraft class loading during unit tests | --- ### ⚙️ Config File Fix - **Fixed config reset bug**: `saveToFile()` changed to `MOD_CONFIG.getLoadedConfig().save()` --- ## 🧪 Testing - Added `EnchantmentScalingHandlerTest`: **34 unit test cases** - Covers enchantment probability, enchantment level, equipment spawn chance boundary cases - JUnit 5 + ParameterizedTest + `@CsvSource` --- ## 🏗️ Refactoring & Optimization | Improvement | Description | |:---|:---| | **Hardcoded → Configurable** | Weight formula, equipment chance, tier upgrade chance all migrated to Config | | **Compatibility layer separation** | `tryGetModEquipment` / `isVanillaItem` / `tryApplyModCompatibleEnchantments` as independent methods | | **Smart enchantment conflict detection** | `Set` deduplication + `candidates.remove(index)` prevent double selection, try-catch as fallback only | | **Enhanced logging** | Detailed DEBUG logs at key scaling nodes for easier attribute calculation debugging | | **Disabled DEBUG spam** | EpicFightCompat and IronsSpellsCompat logs adjusted to conditional output | --- **⚔️ As the Nemesis evolves, so do we ⚔️** [![GitHub](https://img.shields.io/badge/GitHub-View_Commits-181717?style=for-the-badge&logo=github&logoColor=white)](https://github.com/LOVE-U987/Adaptive-Nemesis)