adaptive_nemesis-1.0.12.jar
Curse Maven Snippet
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_bootswithfrost_walkerenchantment - Drop chance:
0.0F— you 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_DAMAGEtofalse. 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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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