File Details
nekomatazombie-1.1.5
- B
- May 18, 2026
- 90.93 MB
- 9
- 1.20.1
- Forge
File Name
nekomatazombie-1.1.5.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
CHANGELOG — Nekomata Zombie Apocalypse Mod
Mod ID: `nekomatazombie` | Current Version: `1.1.5`
Platform: Minecraft Forge 1.20.1 (loader ≥ 47)
Authors: Javicraft89 & Kirara Lawrence — Nekomata Industries
---
[1.1.5] — Current Release
> \*"The ultimate zombie apocalypse."\*
⚔️ New Entities
`NekomataSoldier` (NSD — Nekomata Strategic Defense)
Neutral hostile soldier based on `PathfinderMob` (does not attack players by default; retaliates if attacked).
Stats: 100 HP (50 hearts), 10 natural armor, 0.3 movement speed, 50-block follow range.
Armament: Attempts to equip `tacz:m4a1` if TaCZ mod is installed; falls back to vanilla crossbow.
Hitscan attack: 90% accuracy, 15 damage per hit.
Drop lock: 0% drop chance for weapon and equipment on death (`dropEquipment()` overridden as empty).
Random skins: 3 texture variants (`soldier\_1`, `soldier\_2`, `soldier\_3`) assigned randomly on spawn.
AI: Flees from zombies within 4 blocks, random patrol, retaliates via `HurtByTargetGoal`, hunts zombies via `NearestAttackableTargetGoal`.
Gunshot sound: Layered mix of `GENERIC\_EXPLODE` + `IRON\_GOLEM\_DAMAGE` at pitch 2.0 to simulate rifle fire.
Renderer: `NekomataSoldierRenderer` — extends `HumanoidMobRenderer` with `PlayerModel`, arms forced to `CROSSBOW\_HOLD` pose.
`NekomataAlly` (Tamable Allied Unit)
Tamable entity (`TamableAnimal`) with ranged attack capability (`RangedAttackMob`).
Stats: 100 HP, 10 natural armor, 0.3 movement speed.
Three behavior states: Follow owner → Hold position → Free patrol. Cycled by owner right-clicking.
Armament: Equips `tacz:m4a1` on spawn; 0% drop on death.
Attack: 95% accuracy, 12 damage, layered gunshot sound.
AI: Priority: defend owner, follow (state 0), patrol (state 2), attack zombies.
Deployment: Spawned by `SupportRadioItem` (3 allies dropped from 40 blocks above with slow fall).
Renderer: `NekomataEliteRenderer` — `PlayerModel` with `ItemInHandLayer`, texture `elite\_1.png`.
`NukeMissileEntity`
Ballistic missile projectile launched by `NukeBlockEntity`.
Custom 3D model (`NukeMissileModel`) registered under `ModModelLayers.NUKE\_MISSILE`.
Dedicated renderer: `NukeMissileRenderer`.
---
🧟 Horde System — `HordeManager`
Automatic cycle based on world time (Overworld)
Day Event Type
Multiples of 10 (10, 20, 30…) BLOOD MOON Scalable heavy horde
Multiples of 5, not 10 (5, 15, 25…) SKIRMISH Light horde
All other days No night event —
Triggers at tick `13000` (dusk). A `hordeTriggeredToday` flag prevents multiple executions per night.
Affects all players present in the Overworld simultaneously.
Progressive nocturnal spawn system
Spawn pulses every 60 ticks (3 seconds) throughout the night.
`1–3` zombies per pulse during Skirmish; `2–5` during Blood Moon.
Spawns in a circular arc (radius 20–35 blocks from the player) using trigonometry.
Automatically cancelled at dawn.
Daytime patrols
Every 300 ticks, if fewer than 12 zombies are within 45 blocks, 40% chance of daytime spawn (1–6 zombies, radius 25–40 blocks).
Difficulty scaling (heavy hordes)
Difficulty Level Effect
≥1 Speed boost, Strength boost, Glowing
≥4 Resistance, extra HP (+6 per level above 3), scaled knockback resistance
≥7 Iron armor
≥11 Diamond armor
≥12 100% knockback resistance, Haste 2, faster block breaking
≥15 Netherite armor
Random weapon tier scaled to difficulty level (Stone Axe → Netherite Axe).
50% chance of holding a weapon; 0% drop for all equipment.
Admin commands
```
/nz\_spawn horde normal → Manual skirmish
/nz\_spawn horde bloodmoon <level> → Manual Blood Moon with specific level
/nz\_stop horde → Kill switch: stops active horde and purges zombies within 60 blocks
```
---
🧠 Advanced Zombie AI — `ZombieAIHandler`
Gunshot attraction: Any projectile fired by a player alerts all zombies within a 50-block radius.
Infection (Infected effect): 1% chance per zombie hit. Lasts 24000 ticks (~20 min). Cure: Golden Apple or Enchanted Golden Apple.
Bleeding: 15%–40% chance per zombie hit depending on current HP. Level 0 above 50% HP; Level 1 below 50% HP.
Sun immunity: Zombies do not burn during daytime (applied each tick).
Zombie stacking (World War Z mechanic): If 3+ zombies are grouped and the target is more than 1.2 blocks above them with horizontal collision, they gain a vertical impulse of 0.25.
SBW vehicle destruction: Zombies detect and attack entities from the `superbwarfare`/`sbw` namespace within 0.8 blocks, dealing 25 structural damage every 20 ticks.
Scent tracking: Every 20 ticks, all zombies within 48 blocks of a player with the Bleeding effect update their target. 10% chance to display an `ANGRY\_VILLAGER` particle.
---
💀 New Status Effects — `ModEffects`
`Bleeding`
Armor-ignoring damage per tick (custom `BLEEDING` damage type).
Level 0: 1 damage every 40 ticks. Level 1: 1 damage every 20 ticks.
Blood particle effect: redstone block particles simulating splatter (15 + 10×amplifier particles).
Registered as `nekomatazombie:bleeding`.
`Infected`
Reduces movement speed by 15% and attack damage by 2 points.
On expiry (duration reaches 0): kills the player with `INFECTION` damage and spawns a zombie at their location.
Registered as `nekomatazombie:infected`.
`Radiation`
Dedicated class `RadiationEffect`.
Registered as `nekomatazombie:radiation`.
---
💣 Full Nuclear System
Missile construction items
Item Description
`nuke\_part\_0` Missile base (metal block, blast resistance 1200)
`nuke\_part\_1` Lower body
`nuke\_part\_2` Upper body
`nuke\_part\_3` Warhead (Glass with `noOcclusion`, translucent render layer)
`nuke\_missile` Assembled missile item (stacksTo 1)
`NukeBlock` — Deployment block
3-tall multi-block with `PART (0–2)` block state property.
Self-destructs if any part is removed (`updateShape`).
Opens arming GUI (`NukeArmingScreen`) and launch GUI (`NukeScreen`).
Drop locked: `getDrops` returns an empty list.
`NukeBlockEntity`
Stores target coordinates (X, Y, Z).
State: armed / unarmed.
`launch(level, target)` method spawns `NukeMissileEntity`.
`SolidHammer` — Disassembly tool
Right-click on `nuke\_part\_3` with a complete structure (4 stacked parts) → destroys the entire structure without drops → delivers 1 `nuke\_block` as an item.
Also destroys the 4 lateral blocks of the base (`north, south, east, west`).
Player message: `§a\[NSD] Nekomata-01 Nuclear Bomb successfully recovered.`
`Nekoma01DetonatorItem` — Remote detonator
Scans a 80-block radius on use.
Searches for armed `nuke\_block` blocks.
Launches the first available missile and notifies the player.
---
⚙️ Machines — Centrifuge
`CentrifugeBlock`
Machine block (strength 5/6, metal sound, emits light level 8).
On break: drops full inventory contents + 5–10 bonus XP to the player.
Opens `CentrifugeScreen` GUI on interaction.
`CentrifugeBlockEntity`
4-slot inventory (input1, input2, fuel, output).
Processing cycle: 200 ticks per operation.
Fuel capacity: 1600 units.
Supported recipes:
`uranium\_ingot` + `yellowcake` → `enriched\_uranium`
`cobalt\_ingot` + `cobalt\_yellowcake` → `cobalt\_64`
NBT: correctly saves and loads progress, fuel, and inventory.
---
🪨 New Ores
Block Drops Required Tool Light
`uranium\_ore` `raw\_uranium` Iron —
`yellowcake\_ore` `yellowcake` Stone —
`cobalt\_ore` `raw\_cobalt` Iron 3
`enriched\_uranium\_block` Itself Diamond 5
Refinement chain:
```
uranium\_ore → raw\_uranium → (smelting) → uranium\_ingot
uranium\_ingot + yellowcake → \[Centrifuge] → enriched\_uranium
cobalt\_ore → raw\_cobalt → (smelting) → cobalt\_ingot
cobalt\_ingot + cobalt\_yellowcake → \[Centrifuge] → cobalt\_64
```
World generation:
All 3 ores have `configured\_feature`, `placed\_feature`, and Forge `biome\_modifier` configured.
---
📦 Combat and Utility Items
Item Description
`nekomata\_survival\_knife` Sword (iron+ tier, +4 damage, -2.0 speed)
`solid\_hammer` Nuclear disassembly tool (stacksTo 1)
`support\_radio` Calls 3 NekomataAlly units from the sky (stacksTo 1, consumed on use)
`nekoma01\_detonator` Detonates armed missiles within 80 blocks (stacksTo 1)
`nekomata\_soldier\_spawn\_egg` Soldier spawn egg (black/red)
`nekomata\_ally\_spawn\_egg` Ally spawn egg (near-black/gold)
---
🏗️ Functional Blocks
`KiraraBlessingBlock`
`RotatedPillarBlock` (placeable on 3 axes).
Properties: wood-level hardness (3/3), amethyst sound, light level 15, tool required.
Crafting recipe registered in `data/recipes/kirara\_blessing.json`.
`RadioactiveBlock`
Block with `randomTicks`, light level 8, glass sound.
Applies `Radiation` effect to nearby entities via `RandomTick` logic.
`CalendarBlock`
`HorizontalDirectionalBlock` — placed facing toward the player (opposite of player facing).
1-pixel-thin hitbox flush against the wall (4 variants by direction).
Right-click displays an information panel in chat:
Current day and phase of the day
Current tick / 24000
Next horde event with countdown (min:sec)
Full daily horde schedule
Implemented day phases:
```
Tick 0 → Dawn
Tick 6000 → Noon
Tick 12000 → Dusk
Tick 13000 → First Horde
Tick 15000 → Night Skirmish
Tick 18000 → Maximum Horde (Midnight)
Tick 20500 → Skirmish 2
Tick 23000 → Pre-Dawn
```
---
📡 Patrol System — `PatrolManager`
Every 36000 ticks (30 real minutes), 5% chance of NSD squad deployment.
Only triggers if fewer than 3 soldiers are active within 60 blocks.
Squad size: 4–6 `NekomataSoldier` units spawned within 15–25 blocks.
Player message: `§8\[§6NSD - Nekomata Strategic Defense§8] §a Hostile unit detected nearby...`
---
🔓 Creative Mode Tabs
Vanilla Tab Added Content
`COMBAT` Survival Knife, Support Radio, Solid Hammer, Detonator, Nuke Missile, Nuke Parts (0–3), Nuke Block, Radioactive Block, Centrifuge
`INGREDIENTS` Raw/Ingot Uranium, Yellowcake, Enriched Uranium, full Cobalt chain, Ores, Enriched Uranium Block
`FUNCTIONAL\_BLOCKS` Kirara Blessing Block, Calendar Block
---
🌐 Networking — `ModMessages`
Forge packet system registered during `commonSetup`.
`PacketArmNuke` — arms the missile from GUI to server.
`PacketLaunchNuke` — executes launch from GUI to server.
---
🎨 Assets
Entity textures:
`soldier\_1.png`, `soldier\_2.png`, `soldier\_3.png` — NSD soldier variants.
`elite\_1.png`, `elite\_2.png`, `elite\_3.png` — elite ally variants.
Custom damage types:
`nekomatazombie:bleeding`
`nekomatazombie:infection`
`nekomatazombie:radiation`
Sounds:
`nuke\_countdown.ogg` — countdown audio before missile launch.
---
🐛 Internal Fixes and Patches (documented in code)
Patch Description
`\[NEKOMATA PATCH] 0% drop chance` All soldiers and allies have 0% drop chance for weapons and equipment.
`\[NEKOMATA PATCH] Empty dropEquipment` `NekomataSoldier` and `NekomataAlly` override `dropEquipment()` as an empty method.
`\[PATCH] PathfinderMob` `NekomataSoldier` changed from `Monster` to `PathfinderMob` to remove innate player aggression.
`\[FIX] Centrifuge progress` `progress = 0` when output slot is full, preventing phantom progress ticks.
`\[PATCH] Parachute system` Allies spawned with `deltaMovement(0, -0.1, 0)` + `SLOW\_FALLING` for 600 ticks for controlled descent.
`hordeTriggeredToday` flag Safety flag in `HordeManager` to prevent horde logic from firing 20 times per second.
`KiraraBlessingBlock requiresCorrectToolForDrops` Fixed in constructor.
`CalendarBlock noOcclusion + isViewBlocking` Fixed to prevent lighting glitches with 1-pixel hitbox.
---
Developed by Nekomata Industries · "The ultimate zombie apocalypse."
xavicraft for kirara lawrence :3
CHANGELOG — Nekomata Zombie Apocalypse Mod
Mod ID: `nekomatazombie` | Versión actual: `1.1.5`
Plataforma: Minecraft Forge 1.20.1 (loader ≥ 47)
Autores: Javicraft89 & Kirara Lawrence — Nekomata Industries
---
[1.1.5] — Versión Actual
> *"El apocalipsis zombie definitivo."*
⚔️ Entidades Nuevas
`NekomataSoldier` (NSD — Nekomata Strategic Defense)
Soldado neutral hostil basado en `PathfinderMob` (no es monstruo por defecto, no ataca al jugador salvo ser atacado primero).
Stats: 100 HP (50 corazones), 10 de armadura natural, 0.3 velocidad, rango de detección 50 bloques.
Armamento: Intenta equiparse con el rifle `tacz:m4a1` si TaCZ está instalado; fallback a ballesta vanilla.
Disparo hitscan: 90% de precisión, 15 daño por impacto.
Drop bloqueado: 0% probabilidad de soltar arma y equipo al morir (`dropEquipment()` sobrescrito vacío).
Skins aleatorias: 3 variantes de textura (`soldier_1`, `soldier_2`, `soldier_3`) asignadas aleatoriamente al spawneo.
IA: Huye de zombies a <4 bloques, patrulla aleatoria, responde a daño con `HurtByTargetGoal`, extermina zombies con `NearestAttackableTargetGoal`.
Sonido de disparo: Mezcla de `GENERIC_EXPLODE` + `IRON_GOLEM_DAMAGE` a pitch 2.0 para simular disparo de rifle.
Renderer: `NekomataSoldierRenderer` — extiende `HumanoidMobRenderer` con `PlayerModel`, pose de brazos forzada a `CROSSBOW_HOLD`.
`NekomataAlly` (Aliado Domable)
Entidad domable (`TamableAnimal`) y atacante a distancia (`RangedAttackMob`).
Stats: 100 HP, 10 de armadura, 0.3 velocidad.
Sistema de estados (3 modos): Seguir dueño → Mantener posición → Patrullaje libre. Se cicla con clic derecho del dueño.
Armamento: Se equipa con `tacz:m4a1` al spawear; 0% drop al morir.
Disparo: 95% de precisión, 12 daño, sonido de disparo mezclado.
IA: Prioridad: defender al dueño, seguirlo (modo 0), patrullar (modo 2), atacar zombies.
Despliegue: Spawneado por el ítem `SupportRadioItem` (3 aliados desde 40 bloques de altura con caída lenta).
Renderer: `NekomataEliteRenderer` — `PlayerModel` con `ItemInHandLayer`, textura `elite_1.png`.
`NukeMissileEntity`
Proyectil de misil balístico lanzado por `NukeBlockEntity`.
Modelo 3D propio (`NukeMissileModel`) registrado en `ModModelLayers.NUKE_MISSILE`.
Renderer dedicado: `NukeMissileRenderer`.
---
🧟 Sistema de Hordas — `HordeManager`
Ciclo automático por tiempo de mundo (Overworld)
Día Evento Tipo
Días múltiplo de 10 (10, 20, 30…) LUNA DE SANGRE Horda pesada escalable
Días múltiplo de 5 no-10 (5, 15, 25…) ESCARAMUZA Horda ligera
Todos los demás Sin evento nocturno —
Trigger a tick `13000` del día (anochecer). Un flag `hordeTriggeredToday` evita ejecución múltiple.
Afecta a todos los jugadores presentes en el Overworld simultáneamente.
Sistema de spawn progresivo nocturno
Pulsos de spawn cada 60 ticks (3 segundos) mientras dure la noche.
`1–3` zombies por pulso en Escaramuza; `2–5` en Luna de Sangre.
Spawn en arco circular (radio 20–35 bloques del jugador) usando trigonometría.
Se cancela automáticamente al amanecer.
Patrullas diurnas
Cada 300 ticks, si hay <12 zombies en radio 45, 40% de probabilidad de spawneo diurno (1–6 zombies, radio 25–40 bloques).
Escalado de dificultad (Hordas pesadas)
Nivel de dificultad Cambio
≥1 Speed boost, Strength boost, Glow
≥4 Resistencia, HP extra (+6 por nivel sobre 3), Knockback resistance escalable
≥7 Armadura de hierro
≥11 Armadura de diamante
≥12 Knockback resistance 100%, Haste 2, rompe bloques más rápido
≥15 Armadura de netherite
Arsenal de armas aleatorio escalado al nivel (Stone Axe → Netherite Axe).
50% probabilidad de arma en mano; 0% drop de todo el equipo.
Comandos de administrador
```
/nz_spawn horde normal → Escaramuza manual
/nz_spawn horde bloodmoon <nivel> → Luna de Sangre manual con nivel específico
/nz_stop horde → Kill switch: para horda activa y purga zombies en radio 60
```
---
🧠 IA Zombie Avanzada — `ZombieAIHandler`
Atracción por disparo: Cualquier proyectil disparado por el jugador alerta a todos los zombies en radio 50 bloques.
Contagio (Efecto Infectado): 1% de probabilidad por golpe zombie. Dura 24000 ticks (~20 min). Cura: Manzana Dorada o Encantada.
Sangrado: 15%–40% de probabilidad según HP restante. Nivel 0 a HP >50%, Nivel 1 a HP <50%.
Inmunidad solar: Los zombies no se queman durante el día (lógica aplicada en tick).
Escalada de zombies (World War Z): Si 3+ zombies están agrupados y el objetivo está >1.2 bloques arriba con colisión horizontal, saltan con impulso vertical de 0.25.
Destrucción de vehículos SBW: Los zombies detectan y atacan entidades del namespace `superbwarfare`/`sbw` en radio 0.8 bloques, causando 25 de daño estructural cada 20 ticks.
Rastreo olfativo: Cada 20 ticks, todos los zombies en radio 48 del jugador con efecto Sangrado actualizan su objetivo hacia ese jugador. 10% de probabilidad de partícula visual `ANGRY_VILLAGER`.
---
💀 Efectos de Estado Nuevos — `ModEffects`
`Bleeding` (Sangrado)
Daño por tick que ignora armadura (daño tipo `BLEEDING` custom).
Nivel 0: 1 daño cada 40 ticks. Nivel 1: 1 daño cada 20 ticks.
Partículas de sangre: bloque de redstone simulando salpicadura (15 + 10×amplifier partículas).
Registrado como `nekomatazombie:bleeding`.
`Infected` (Infección Zombie)
Ralentiza movimiento 15% y reduce daño de ataque 2 puntos.
Al llegar a duración 0: mata al jugador con daño `INFECTION` y spawnea un zombie en su posición.
Registrado como `nekomatazombie:infected`.
`Radiation` (Radiación)
Clase dedicada `RadiationEffect`.
Registrado como `nekomatazombie:radiation`.
---
💣 Sistema Nuclear Completo
Ítems de construcción de misil
Ítem Descripción
`nuke_part_0` Base del misil (bloque metálico, blast resistance 1200)
`nuke_part_1` Cuerpo inferior
`nuke_part_2` Cuerpo superior
`nuke_part_3` Ojiva (Glass con `noOcclusion`, translúcido)
`nuke_missile` Ítem del misil ensamblado (stackTo 1)
`NukeBlock` — Bloque de despliegue
Multi-bloque de 3 alturas con propiedad `PART (0–2)`.
Se auto-destruye si alguna parte es removida (`updateShape`).
Abre GUI de armado (`NukeArmingScreen`) y lanzamiento (`NukeScreen`).
Drop bloqueado: `getDrops` retorna lista vacía.
`NukeBlockEntity`
Almacena coordenadas objetivo (X, Y, Z).
Estado: armado / no armado.
Método `launch(level, target)` que spawna `NukeMissileEntity`.
`SolidHammer` — Herramienta de desmontaje
Click derecho sobre `nuke_part_3` con estructura completa (4 partes apiladas) → destruye toda la estructura sin drops → entrega 1 `nuke_block` como item.
También destruye los 4 bloques laterales de la base (`north, south, east, west`).
Mensaje al jugador: `§a[NSD] Bomba Nuclear Nekomata-01 recuperada correctamente.`
`Nekoma01DetonatorItem` — Detonador remoto
Escanea radio 80 bloques al activar.
Busca bloques `nuke_block` que estén armados.
Lanza el primer misil disponible y notifica al jugador.
---
⚙️ Máquinas — Centrifugadora
`CentrifugeBlock`
Bloque de máquina (strength 5/6, metal, emite luz nivel 8).
Al romperla: drop de inventario completo + 5–10 XP bonus al jugador.
Abre GUI `CentrifugeScreen` al interactuar.
`CentrifugeBlockEntity`
Inventario de 4 slots (input1, input2, combustible, output).
Ciclo de proceso: 200 ticks por operación.
Capacidad de combustible: 1600 unidades.
Recetas soportadas:
`uranium_ingot` + `yellowcake` → `enriched_uranium`
`cobalt_ingot` + `cobalt_yellowcake` → `cobalt_64`
NBT: guarda progress, fuel e inventario correctamente.
---
🪨 Minerales Nuevos
Bloque Drops Herramienta Luz
`uranium_ore` `raw_uranium` Hierro —
`yellowcake_ore` `yellowcake` Piedra —
`cobalt_ore` `raw_cobalt` Hierro 3
`enriched_uranium_block` Sí mismo Diamante 5
Cadena de refinamiento:
```
uranium_ore → raw_uranium → (fundición) → uranium_ingot
uranium_ingot + yellowcake → [Centrifugadora] → enriched_uranium
cobalt_ore → raw_cobalt → (fundición) → cobalt_ingot
cobalt_ingot + cobalt_yellowcake → [Centrifugadora] → cobalt_64
```
Generación en el mundo:
Los 3 minerales tienen `configured_feature`, `placed_feature` y `biome_modifier` (Forge) configurados.
---
📦 Ítems de Combate y Utilidad
Ítem Descripción
`nekomata_survival_knife` Espada (tier hierro+, +4 daño, -2.0 velocidad)
`solid_hammer` Herramienta de desmontaje nuclear (stackTo 1)
`support_radio` Llama 3 aliados NekomataAlly desde el cielo (stackTo 1, se consume)
`nekoma01_detonator` Detona misiles armados en radio 80 (stackTo 1)
`nekomata_soldier_spawn_egg` Spawn egg del soldado (negro/rojo)
`nekomata_ally_spawn_egg` Spawn egg del aliado (casi negro/dorado)
---
🏗️ Bloques Funcionales
`KiraraBlessingBlock`
`RotatedPillarBlock` (puede orientarse en 3 ejes).
Propiedades: fuerza de madera (3/3), sonido de amatista, luz nivel 15, herramienta requerida.
Receta crafting registrada en `data/recipes/kirara_blessing.json`.
`RadioactiveBlock`
Bloque con `randomTicks`, luz nivel 8, sonido de vidrio.
Aplica efecto `Radiation` a entidades cercanas (lógica en `RandomTick`).
`CalendarBlock`
`HorizontalDirectionalBlock` — se coloca orientado hacia el jugador (opuesto al facing).
Hitbox ultra-delgada de 1 píxel pegada a la pared (4 variantes según dirección).
Click derecho muestra panel de información en chat:
Día actual y fase del día
Tick actual / 24000
Próximo evento de horda con cuenta regresiva (min:seg)
Horario completo del día zombie
Fases del día implementadas:
```
Tick 0 → Amanecer
Tick 6000 → Mediodía
Tick 12000 → Atardecer
Tick 13000 → Primera Horda
Tick 15000 → Escaramuza nocturna
Tick 18000 → Horda Máxima (Medianoche)
Tick 20500 → Escaramuza 2
Tick 23000 → Pre-Amanecer
```
---
📡 Sistema de Patrullas — `PatrolManager`
Cada 36000 ticks (30 min reales), 5% de probabilidad de despliegue de escuadrón NSD.
Solo si hay <3 soldados activos en radio 60 bloques.
Escuadrón: 4–6 `NekomataSoldier` spawneados en radio 15–25 bloques.
Mensaje al jugador: `§8[§6NSD - Nekomata Strategic Defense§8] §a Unidad de asalto no aliada cerca tuyo...`
---
🔓 Tabs de Creatividad
Tab Vanilla Contenido agregado
`COMBAT` Survival Knife, Support Radio, Solid Hammer, Detonator, Nuke Missile, Nuke Parts (0–3), Nuke Block, Radioactive Block, Centrifuge
`INGREDIENTS` Raw/Ingot Uranium, Yellowcake, Enriched Uranium, Cobalt completo, Ores, Enriched Uranium Block
`FUNCTIONAL_BLOCKS` Kirara Blessing Block, Calendar Block
---
🌐 Networking — `ModMessages`
Sistema de paquetes Forge registrado en `commonSetup`.
`PacketArmNuke` — arma el misil desde GUI al servidor.
`PacketLaunchNuke` — ejecuta el lanzamiento desde GUI al servidor.
---
🎨 Assets
Texturas de entidades:
`soldier_1.png`, `soldier_2.png`, `soldier_3.png` — variantes del soldado NSD.
`elite_1.png`, `elite_2.png`, `elite_3.png` — variantes del aliado de élite.
Tipos de daño custom:
`nekomatazombie:bleeding`
`nekomatazombie:infection`
`nekomatazombie:radiation`
Sonidos:
`nuke_countdown.ogg` — cuenta regresiva antes del lanzamiento del misil.
---
🐛 Fixes y Parches Internos (documentados en código)
Parche Descripción
`[PARCHE NEKOMATA] Drop 0%` Todos los soldados y aliados tienen 0% de drop chance en equipo y armas.
`[PARCHE NEKOMATA] dropEquipment vacío` `NekomataSoldier` y `NekomataAlly` sobrescriben `dropEquipment()` como método vacío.
`[PARCHE] PathfinderMob` `NekomataSoldier` cambiado de `Monster` a `PathfinderMob` para eliminar agresión innata al jugador.
`[FIX] Centrifugadora progress` `progress = 0` cuando el slot de salida está lleno, evitando que cuente en vacío.
`[PARCHE] Paracaídas mecatrónico` Aliados spawneados con `deltaMovement(0, -0.1, 0)` + `SLOW_FALLING` 600 ticks para descenso controlado.
`hordeTriggeredToday` flag Seguro en `HordeManager` para evitar que la lógica de horda se ejecute 20 veces/segundo.
`KiraraBlessingBlock requiresCorrectToolForDrops` Corregido en constructor.
`CalendarBlock noOcclusion + isViewBlocking` Corregido para evitar glitches de iluminación con hitbox de 1px.
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Desarrollado por Nekomata Industries · "El apocalipsis zombie definitivo."
xavicraft for kirara lawrence :3

