dmzcombatremade-1.2.0.jar
Curse Maven Snippet
What's new
[1.2.0]
A major update: a new server-wide difficulty tier system for players running DragonMineZ Plus, a matching space danger overlay, every managed dimension now fully self-contained in its own config file, Xaero's map integration retired in favor of JourneyMap, and a long list of real bugs found and fixed during a full review pass.
🌌 Added — DMZPlus Tier System
- With DragonMineZ Plus installed, every supported world now shares one continuous 19-tier Battle Power scale instead of a flat 5-level table per dimension: Overworld tiers 1-3, Namek 4-5, Heaven 6-7, Yardrat 8-9, Cereal 10-11, Vampa 12-13, Vegeta 14-15, Hell Planet 16-17, and Sacred Kai Planet at the very top, tiers 18-19, which keeps climbing with no ceiling at all once fully unlocked.
- Without DMZPlus installed, nothing changes - every dimension keeps sharing the original flat 5-level danger table exactly as before.
- Zone bosses, the zone-up/zone-down wishes and commands, and passive decay all respect each dimension's own slice of the scale automatically.
- Zone Capsule loot ranges now scale by the same global tier too, up through a real tier-19 table on the highest-tier planets.
🌠 Added — Space Danger Overlay
- While flying near a tracked planet in deep space (DragonMineZ Plus required), a popup now shows that planet's real danger rating as a Dragon Ball icon (1-5 stars), its Battle Power range, and its Zone Tiers - or a plain "Safe Zone" label for a planet with no combat data at all.
- Fully repositionable in-game, the same as the existing Zone Heat panel - a new "Combat Remade Space HUD" entry in DragonMineZ's own Options menu (V) with drag-to-move sliders and an on/off switch.
- Clears automatically the instant its tracked planet is destroyed instead of lingering with stale information.
🧩 Added — Fully Modular Dimensions
- Every managed dimension (Overworld, Namek, Sacred Kai Planet, and DragonMineZ Plus's ground planets) is now driven entirely by its own config file - roster, tier range, tier-up pacing, tier floors, and Zone Capsule loot ranges all live together in one self-contained file per dimension.
- Any dimension, including ones added by a different mod entirely, can now join the full zone/heat/tier/boss-gate system with nothing more than a config file - no code change or update required.
- Per-tier Battle Power floors are now directly configurable, so a server owner can retune the whole difficulty curve without touching any code.
- The base 5-level mode (no DMZPlus) now ships its real default values directly in every dimension file too, instead of an invisible hardcoded fallback - what a level 1-5 danger tier is actually worth is now visible and editable.
🗺️ Removed — Xaero Integration
- Xaero's Minimap/World Map integration has been removed entirely. JourneyMap is the map integration going forward - it was never a required dependency, and still isn't.
🐛 Fixed
- The World Boss could fail to spawn indefinitely with no explanation, even when manually forced via the debug spawn command - the spawn search requires a minimum amount of real, actually explored territory beyond the safe zone before it's willing to place a boss, and that requirement (1000 explored chunks) was far higher than what ordinary play naturally covers. Lowered to 300, and the force-spawn command's own response now reports your real standing against that requirement immediately.
- A zone's danger tier only anchored its ceiling, not its starting point - a fresh zone on a high-tier planet like Namek used to start at the same near-zero baseline as a brand-new Overworld zone instead of that planet's own real difficulty floor, and enemy health there didn't reflect the higher floor either.
- The "Lvl N" text shown for a zone's danger level, and its color on the map, could show a dimension's own local level instead of the real shared tier - most noticeable on planets other than the Overworld, where the two numbers differ.
- Regular (non-Elite) enemies below a zone's currently-gated ceiling could all pile up on the exact same Battle Power instead of showing real individual variance.
- Enemy health in zones beyond the starting area now correctly matches each individual enemy's own rolled Battle Power - two enemies with very different displayed power could previously end up with identical health.
- Creative-mode players could get zero managed enemy spawns at all, ever, due to a reversed distance check that meant the game could never find a nearby player to scale against; a related fix also lets a player flying well above (or standing well below) local terrain be found correctly.
- Quest-zone spawn suppression could leak across different dimensions that happened to share the same internal zone number.
- Hand-edited or otherwise malformed dimension config values are now safely clamped to their intended range instead of being able to crash the server.
- A dimension file spanning more than 5 tiers of its own (possible under DragonMineZ Plus for a dimension with no configured tier range) could crash the server the moment one of its zones tried to spawn a gate boss past level 5.
- A zone boss whose chunk unloaded (common on wider zones) could be wrongly treated as dead and duplicated once players returned to the area.
- Purging stale enemies from a zone, or a quest wiping its area, could accidentally delete a live gate boss or even a World Boss standing nearby as collateral damage - both are now spared.
- A zone's recorded time-to-climb-a-level could get corrupted on dimensions with a wide tier range, throwing off passive decay timing.
- An invalid entity id in a dimension's roster file used to silently spawn a plain pig instead of being caught - it's now skipped with a warning.
- A dimension whose entire roster was emptied out by config edits (or left with only invalid entries) could crash the server the next time a Zone Boss or World Boss tried to spawn there - both now skip that attempt safely and simply try again on the next check.
- Neither the Zone Heat panel's nor the Space Danger overlay's position/settings screen actually saved to disk - a repositioned panel would silently reset on the next relog or dimension change. Both now save correctly.
- The themed vanilla mobs on DragonMineZ Plus's planets (Enderman on Yardrat, Pillager and Vindicator on Vegeta, Stray on Vampa, and the rest) require the vanilla mob scaling toggle (enableVanillaMobScaling) to be on - with it off, which is the default, every spawn attempt that picked one was silently thrown away, cutting overall mob spawn rates on those planets by up to a third (Hell Planet was hit hardest) and randomly delaying Zone Boss and World Boss spawns there. Those entries now sit cleanly dormant while the toggle is off, restoring full spawn rates - turn enableVanillaMobScaling on to actually get the themed vanilla mobs.
- A Zone Boss whose spawn was blocked at the last moment (for example landing too close to a DragonMineZ structure) could briefly be tracked as alive anyway, wasting a spawn cycle before the gate recovered on its own.
- Quest-zone spawn suppression state is now fully cleared when switching worlds within a single game launch, so a previous save's quest activity can no longer skip the battlefield-clearing wipe in a new one.
⚖️ Changed
- The JourneyMap zone overlay is now on by default - it always needed JourneyMap installed to do anything, but previously shipped off until manually enabled.
- A fresh zone's starting Battle Power (beyond the safe starting area) raised from 2,000 to 10,000, so the very first danger tier hits harder from the outset.
🗺️ Removed
- The
journeymapoverlayadmin command has been removed, following Xaero's ownxaerooverlaycommand out the door now that JourneyMap is on by default with no second map integration left to toggle between. Server owners who want it off can still turn it off directly in the config file.
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