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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-1.0.18.jar

File nameadaptive_nemesis-1.0.18.jar
Uploader
LOVE_U987LOVE_U987
Uploaded
Oct 25, 2026
Downloads
21
Size
588.6 KB
Mod Loaders
NeoForge
File ID
9316642
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:an-adaptive-nemesis-1530829:9316642"

Learn more about Curse Maven

What's new

⚖️ Trial of the Nemesis · Walking on Water ⚖️ v1.0.18 — The Script Finally Wakes, and the Nemesis Walks Upon Water


"First, we see which promises were never kept." "Then, we make every step land on solid ground." "Finally, we return the light to those who should decide it."

📖 This Update's Contents


🎯 I · The Script Finally Wakes

The command example shipped with the mod had never successfully loaded—not once since the day it was written. Every /reload, it left a vague error in the console, then fell silent. It was built upon an interface that was never implemented—the global binding it called did not exist, and the way it registered commands was a signature that was never real. The line the error pointed to was merely where the bad nesting landed, not where the problem began. Now, it has been rewritten in full.
  • Script Rewritten — The example script now uses the correct syntax, explicitly loads its parameter types, registers commands in the standard manner, and forwards requests to the mod's own native command.
  • Two Example Commands — A quick trigger with default parameters, and an advanced trigger with configurable wave count and difficulty multiplier. Both require operator permission.
  • Ready to Use — Drop it into the KubeJS script directory and it loads. No further edits required.
The script has woken. It can finally say what it always meant to say.

❄️ II · Walking on Water

Invading enemies once feared the water. The aid of Frost Walker applied only at the moment of spawning—if an enemy happened to spawn on the surface of water, it would wear boots and spread a layer of frosted ice beneath its feet. But if it began on land and met water along the way, there was no aid at all. It fell in, sank, and was gone. That gap existed in both the old and new versions. Now it has been closed.
  • Sustained Wading Aid — While an invasion is active, the mod periodically scans all spawned invasion enemies and identifies those whose bodies are in water or whose feet rest on water.
  • Frost Walker Boots Applied — If the enemy's feet lack a Frost Walker enchantment, boots are provided. If the enchantment is already present, it is skipped, so your carefully configured gear is never overwritten.
  • Layer-by-Layer Freezing — The water directly beneath the enemy's feet is frozen into frosted ice. Only that layer is frozen—the cell containing the enemy's body is left untouched, preventing them from being trapped inside a solid block.
  • Deep Water Self-Support — In deep water, the enemy sinks layer by layer and freezes layer by layer, eventually standing atop a pillar of ice and regaining solid footing. From there, Frost Walker extends the ice on its own.
  • Terrain Heals Itself — Frosted ice melts naturally back into water. The world is not permanently altered.
The enemy no longer sinks. It walks upon ice, step by step, toward you.

💡 III · The Nemesis's Light, Now Optional

A nemesis spawned with a glowing effect, standing out sharply in the dark. That light was once hardcoded, subject to no configuration at all. If you wanted it gone, you had to edit the code. Now, it is a switch.
  • New Configuration Option — enableNemesisGlow, enabled by default, with a plain comment: "Whether the nemesis carries its own glowing buff."
  • Both Spawn Paths Synchronized — Whether a nemesis is converted naturally or manually, its glow is now controlled by this single switch.
  • Off Means No Light — When disabled, no glowing effect is applied when a nemesis spawns.
Light should be yours to grant, not imposed upon you.

📋 Update Overview

+ 🎯 KubeJS command example script fully rewritten; it finally loads correctly
+ 🎯 Two example commands provided: default and custom invasion triggers
+ ❄️ Invasion enemies now receive sustained Frost Walker aid while wading
+ ❄️ In deep water, enemies freeze layer by layer and regain solid footing
+ ❄️ Frosted ice melts naturally; terrain is not permanently altered
+ 💡 New nemesis glow configuration switch (enabled by default)
+ 💡 Both natural and manual conversion paths now respect the switch

- 🎯 The old example script built on an interface that never existed
- ❄️ The gap where enemies sank on contact with water, with no aid en route
- 💡 The hardcoded nemesis glow that could not be turned off

⚖️ The script wakes. The enemy wades. The nemesis's light is yours to decide. ⚖️
"Every example shipped with a mod should actually work."
"Every stretch of road without aid is a promise left unkept."
"And every light should be yours to kindle, or to let fade."
🌙 v1.0.18 — The nemesis walks on ice. May you fight well. 🌙

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