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[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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adaptive_nemesis-1.0.12.jar

File nameadaptive_nemesis-1.0.12.jar
Uploader
LOVE_U987LOVE_U987
Uploaded
Jul 26, 2026
Downloads
83
Size
557.2 KB
Mod Loaders
NeoForge
File ID
8511110
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:an-adaptive-nemesis-1530829:8511110"

Learn more about Curse Maven

What's new

🌐 [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

Before After What 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 Chinese Language files en_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):

Key English 中文 When You See It
invasion.approaching Undead legion approaching... 亡灵军团正在逼近... The storm begins
invasion.wave_cleared Wave %s cleared! 第 %s 波已清除! You survived a wave
invasion.defeated Undead 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.melee Melee 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.

Feature What It Does Default
NEMESIS_REQUIRE_ATTACK_DAMAGE Only convert mobs that can actually fight true
Null-Proof Attribute Checks getAttribute() → null check → apply or skip Always on
Pacifist Protection Passive mobs, decorative entities, weird modded things — they stay normal Always 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 Field Type What It Does Example
effects List Potion effects on spawn Fire Resistance, Speed, Invisibility
glowing boolean Mob glows through walls true — you can't hide
frostWalker boolean Leaves ice trails true — the ground freezes behind them
customNameKey String Translation key for custom name "adaptive_nemesis.invasion.custom_blaze"
healthMultiplier double HP multiplier 1.5 — tankier
damageMultiplier double ATK multiplier 2.0 — ouch
equipmentLootTable ResourceLocation Custom 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:

Event Fires When What You Can Do
adaptive_nemesis.world_stage_change World stage advances Modify stageMultiplier, react to progression
adaptive_nemesis.invasion.start Invasion begins Modify totalWaves, difficultyMultiplier, or cancel it
adaptive_nemesis.invasion.wave_start Each wave starts React to wave number, scale dynamically
adaptive_nemesis.invasion.end Invasion concludes Inspect 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

Change Why It Matters
🧹 Cleaned Language Files Removed empty lines, optimized JSON format
🛡️ Null-Safe Everything Nemesis 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.


CurseForge Modrinth GitHub



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