
[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.
- Загрузки
- 1K
- Подписчики
- 2
- Обновлён
- 9 августа 2026 г.
- Лицензия
- MIT
Опубликован 1 мая 2026 г.
⚔️ Adaptive Nemesis ⚔️
"Your power feeds their evolution."
They weren't kidding.
🎬 What Is This?
You know the drill. You start a modpack. Early game: you're scratching zombies with a wooden stick, questioning your life choices. Late game: you're in full god gear one-shotting everything that moves, bored out of your mind.
Adaptive Nemesis breaks that loop.
It watches you. It learns. And it makes sure the world stays dangerous — no matter how strong you get.
⚔️ Core Systems
🧠 Player Strength Evaluation
The mod doesn't just look at your armor bar. It reads your entire combat profile:
| What It Sees | Why It Matters |
|---|---|
| 🛡️ Armor & Health | Tank builds don't go unpunished |
| ⚔️ Attack Stats | Glass cannons meet glass resistance |
| ✨ Apotheosis Gear | That mythic affix? They noticed. |
| 🔮 Iron's Spells Mana | Mages get scaled against too |
| ⚔️ Epic Fight Stamina | Your combat style is on file |
💡 Everything is weighted. Everything counts. And yes — you can tweak the weights in config.
📈 Dynamic Enemy Scaling
Every hostile mob that spawns gets a personal gift from the system:
| Attribute | Scaling | Hard Cap |
|---|---|---|
| Health | Based on nearby player strength | 500% |
| Damage | You hit hard? They hit harder. | 500% |
| Armor | Your sword will feel it. | 300% |
| Attack Speed | No more infinite stunlock. | 2.0x |
| Movement Speed | Running won't save you. | 2.0x |
The twist: Every mob rolls 70%~130% of the base scaling. Two zombies from the same spawn? Different personalities. Different threat levels. You'll never know which one is the problem child.
🔥 "I saw a zombie with 80 HP and laughed. Then I saw the one next to it had 240 HP and a diamond sword. I stopped laughing."
Anti-Explosion Safeguards: Base values are stored in NBT. If tags get cleared, the mod falls back to DefaultAttributes. No exponential HP inflation. No broken saves.
Equipment Scaling: Humanoid enemies can spawn with scaled gear and enchantments. The system scans ItemTags to pull from your modpack's weapon/armor pool. Dangerous enchants are blacklisted. Drops can be disabled so you don't drown in loot.
🌍 World Stage System
This is server-wide. Permanent. And it doesn't care about your feelings.
| Stage | How You Got Here | What Changes |
|---|---|---|
| 0 | Fresh world | Baseline. Enjoy it while it lasts. |
| 1+ | A player killed a Boss (Dragon, Wither, Warden...) | +50% enemy strength per stage |
⚡ Only player kills count. The stage is shared across all dimensions. And it only goes up.
🎚️ Adaptive Float System
The mod doesn't just scale once and call it a day. It watches your performance in real time:
| You Do This | The World Does This |
|---|---|
| Chain kills like a maniac | Float multiplier +10% — they grow |
| Die. A lot. | Float multiplier -15% — breathing room |
| AFK at your mob farm | Decay kicks in. The world forgets you were scary. |
| Glass cannon build (high damage, low survivability) | Efficiency check. Difficulty reels back. |
🧠 "The system learned to read your true skill. Not just your DPS."
💀 True Damage Conversion (Iron Turtle Terminator)
Wearing 100+ armor and feeling invinc? Cute.
| Your Armor | What Gets Through |
|---|---|
| ≤20 | 5% true damage |
| 20~50 | 15% true damage |
| 50~100 | 25% true damage |
| >100 | 35% true damage |
Armor still matters. But it no longer makes you a god.
👹 Nemesis Memory System
Every player gets a personal file. The enemies remember:
| Memory Type | What They Learn | How They Adapt |
|---|---|---|
| Kill Preference | How you usually kill | They gain resistances to your favorite method |
| Death Records | What killed you last | They start using that against you |
| Equipment History | What gear you run | They evolve counters to your build |
| Behavior Patterns | Melee / Ranged / Magic | Their AI shifts to exploit your habits |
"I always opened with a fireball. Then the skeletons started spawning with Fire Resistance. Every. Single. Time."
🛡️ Newbie Protection
Not everyone starts as a legend. The mod knows:
| Trigger | Effect |
|---|---|
| Player strength below threshold | Monster stats -30% |
| First death | Protection extended by 10 minutes |
| 3 deaths in a row | Forced protection until you kill something |
The system wants you to suffer. But it wants you to stick around to suffer more.
🐉 Boss Mechanics
Boss fights shouldn't end in two hits.
| Mechanic | What It Does |
|---|---|
| Damage Cap | Single-hit damage capped (default 100), cap rises as Boss HP drops |
| Attribute Amp | Boss HP ×5, damage ×3 |
| Combat Tracking | Records fight duration and total damage dealt |
| Phase Evolution | Attack patterns shift as the fight drags on |
| Smart ID | Recognizes Bosses by tag, type, name, or health threshold |
🌩️ Invasion Event System
Sometimes the world doesn't wait for you to find trouble.
| Feature | Detail |
|---|---|
| Trigger | Kill 25 surface undead (first time), 100 (after) |
| Weather | Thunderstorm. Because atmosphere matters. |
| Waves | Multi-wave assaults scaling with world stage |
| Direction | Enemies come from North, South, East, or West |
| UI | Boss bar tracks wave progress |
| Rewards | Loot, XP, and effects for nearby players |
Custom invasions via datapack:
data/<namespace>/invasions/<name>.json
🔗 Mod Compatibility
| Mod | What Gets Integrated |
|---|---|
| 🔮 Iron's Spells 'n Spellbooks | Spell power, mana, cooldowns, magic resistance |
| ⚔️ Epic Fight | Hit resistance, impact, armor breaking, combos, stamina |
| ✨ Apotheosis | Gear quality, mythic affix tier evaluation |
| 🐗 L2Hostility | Compatibility mode skips overlapping scaling |
| 📦 KubeJS | Full event API, script extensions, config hot reload |
⌨️ Commands
All /an commands. OP level 2 required.
| Command | What It Does |
|---|---|
/an status |
Is the mod alive? What's it thinking? |
/an strength [player] |
Full combat profile breakdown |
/an difficulty |
Tweak the numbers |
/an protection [player] |
Manage newbie shields |
/an memory [player] |
Read the Nemesis file |
/an scan [range] |
Inspect nearby scaled enemies |
/an nemesis [type] |
Summon a personal nightmare |
/an invasion trigger [type] [waves] [difficulty] |
Start the storm manually |
/an test [module] |
Debug tools |
/an reload |
Hot reload configs |
/an help |
When you forget the above |
🔧 KubeJS Integration
Script your own chaos.
| Event | When It Fires | What You Can Do |
|---|---|---|
adaptive_nemesis.entity_scale |
Mob spawns | Override scaling multipliers per entity |
adaptive_nemesis.damage_calculation |
True damage triggers | Adjust or cancel conversion |
adaptive_nemesis.player_strength_evaluation |
Strength recalculated | Modify final score |
adaptive_nemesis.nemesis_memory_update |
Memory milestone | Custom rewards, triggers |
adaptive_nemesis.world_stage_change |
Stage advances | React to global progression |
adaptive_nemesis.invasion_start |
Invasion begins | Modify waves/difficulty or cancel |
adaptive_nemesis.invasion_wave_start |
Each wave starts | Inject custom logic |
adaptive_nemesis.invasion_end |
Invasion ends | Modify rewards based on outcome |
📦 Datapack Support
No code required. Just JSON and spite.
data/<namespace>/world_stages/<name>.json— Stage rules, caps, invasion paramsdata/<namespace>/invasions/<name>.json— Custom invasions: waves, enemies, effects, rewardsdata/<namespace>/nemesis/<name>.json— Nemesis profiles and behaviors
Hot-reloaded with F3+T.
🚀 Performance
| Problem | Solution |
|---|---|
| Entity calculation lag | Regional caching + async updates |
| TPS drops on servers | Player-list traversal + distance checks |
| Config reload lag | Incremental sync, not full rebuild |
| Memory bloat | On-demand loading, periodic archiving |
| Scaling timeout | Watchdog detects and marks bad entities |
⚔️ The Point
"Your power feeds their evolution."
This isn't a mod that makes the game harder. It's a mod that makes the game pay attention.
You want to feel your progression? You'll feel it. The enemies will make sure of it.
You want to coast in god gear? Not here. The world scales. It learns. It remembers.
Adaptive Nemesis doesn't nerf you. It respects you enough to stay dangerous.
Ченджлог
1.0.15Релиз1.21.1 · 9 августа 2026 г.
Adaptive Nemesis Changelog ⚔️🐉
v1.0.15 (2026-08-09)
🧙 Fixed: Iron's Spells spell resist / power scaling going haywire (non-Nemesis mobs were getting buffed too)
- Issue: Every single mob in the world was getting spell resistance and spell power boosts — not just your personal Nemesis. This meant mages with multi-hit, low-cooldown, or summon-heavy builds saw their damage get chipped away mob-by-mob, even against random trash. Not fun. 😤
- Fix —
IronsSpellsCompat.java:maxSpellPowerMultiplierandmaxSpellResistMultiplierwere dead configs — the code never actually read them. NowapplyMobBuffsproperly clamps spell strength / casting resource multipliers tomaxSpellPowerMultiplier(default 4.0) and spell resist multipliers tomaxSpellResistMultiplier(default 3.0). Tweak[enemyBonusCaps]inadaptive_nemesis-common.tomland it actually does something! 🎛️- Added Nemesis-only check in
applyMobBuffs— spell resist / power / mana bonuses now only apply to mobs carrying the Nemesis NBT tag (NemesisSystem.NEMESIS_TAG). Regular mobs are left alone. Your fireball barrage can finally breathe against hordes. 🔥
- New tag system —
NemesisSystem.java:- New constant
NEMESIS_TAG.convertToNemesis/convertToNemesisManualnow stamp mobs with this tag on transformation.
- New constant
- Command fix —
SummonNemesisCommand.java:/an nemesisspawned Nemeses also get the tag now. Consistency! 🏷️
- Registration order fix —
AdaptiveNemesisMod.java:- Nemesis spawn system (
NemesisSystem) now registers before the enemy scaling handler. This guarantees that whenEntityJoinLevelEventfires, the Nemesis conversion (tag stamping) happens before adaptive scaling kicks in. Previously it was registered incommonSetup— afterEnemyScalingHandler— so Nemeses got treated as regular mobs and missed their spell bonuses. Order matters! ⏳
- Nemesis spawn system (
- Smarter player assessment —
IronsSpellsCompat.java:getPlayerSpellStrengthnow uses max mana (AttributeRegistry.MAX_MANA) instead of current mana to evaluate player spell power. No more random power dips because you just cast a big spell and your mana bar dropped — scaling stays stable. 📊
v1.0.15 (2026-08-09)
🖥️ Fixed: Config screen scroll animation stuttering & text flickering
- Issue: Scrolling through the config menu felt like a slideshow — text jittered at ~20fps and flickered badly on lower-end setups.
- Fix —
AdaptiveNemesisConfigScreen.java:- Replaced janky tick-by-tick scroll jumps with proper
Mth.lerp(partialTick, lastScroll, currentScroll)interpolation. Smooth 60fps buttery scrolling. 🧈 tick()now records last-tick scroll position and snaps to target when close, killing animation tail wobble.- Cached translated
Componentobjects for all 130+ config entries — no more creating translation objects every single frame. Less CPU burn, more frames. ⚡ - Scrollbar thumb position now syncs to the interpolated scroll value instead of raw tick position. The whole scroll experience just flows now. 🌊
- Replaced janky tick-by-tick scroll jumps with proper
May your Nemesis fear your spells — and your config screen scroll smoothly. 🏆✨
1.0.14Релиз1.21.1 · 7 августа 2026 г.
Community feedback: Add a feature to disable certain parts and a blacklist for weapon equipment, which can be modified in the configuration interface
1.0.13hotfixРелиз1.21.1 · 6 августа 2026 г.
Fix issue: InvasionCommand directly passes the custom object InvasionType to Component.translatable(...), resulting in serialization failure when the client receives the system_chat data packet, disconnection, and return to the title screen
1.0.13Релиз1.21.1 · 5 августа 2026 г.
A small patch has been released to fix the issue with the /an invasion command in version 1.0.12
1.0.12Релиз1.21.1 · 26 июля 2026 г.
🌐 [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.
1.0.11Релиз1.21.1 · 18 июля 2026 г.
⚔️ [Adaptive Nemesis] v1.0.11 ⚔️
THE WORLD ADAPTS TO YOU.
Are you ready to adapt back?
🎬 CINEMATIC TRAILER
The undead no longer wander aimlessly.
They are gathering. They are watching. They are adapting.
Among the common mobs, souls of legend stir — waiting for the worthy.
And when the storm comes... it won't be random.
It will be personal.
✨ NEW SYSTEMS
🏰 INVASION EVENT SYSTEM
| Feature | Description | How to Trigger |
|---|---|---|
| 🌩️ Natural Spawn | Kill enough surface undead. The world takes notice. | Play the game. Seriously. |
| ⌨️ Command | /an invasion trigger — summon the storm at will. |
Type it. Pray. |
| 📝 KubeJS API | Script your own invasions. Be the puppet master. | adaptiveNemesis.triggerUndeadInvasion(player) |
| 📦 Datapack | data/adaptive_nemesis/invasions/*.json — craft your apocalypse. |
JSON + creativity |
What You Get:
- 🌊 1-6 Waves of enemies from North, South, East, West
- ⛈️ Thunderstorm weather when active — the sky itself joins the fight
- 🏆 Victory broadcast to all warriors in the area — you earned the bragging rights
💀 "They came from all directions. The ground shook. And then... silence."
👹 NEMESIS SPAWN SYSTEM
| Rarity | Chance | What Happens |
|---|---|---|
| 💎 1% | 0.01 |
A common mob awakens. Gains a title. Gains power. Gains a grudge. |
The Nemesis Rises With:
- ❤️ Boosted HP — they don't go down easy
- ⚔️ Boosted ATK — they hit like a truck
- 🛡️ Boosted Armor — your iron sword weeps
- ⚡ Boosted Speed — you can't outrun destiny
- 🚫 Knockback Resistance — they don't flinch
Titles by Archetype:
| Archetype | Prefix Pool | Suffix Pool |
|---|---|---|
| 🔴 Melee | Berserk, Brutal, Bloodthirsty, Savage, Ruinous |
Butcher, Slayer, King, Destroyer, Avenger |
| 🟢 Ranged | Precise, Deadly, Swift, Sniper, Venomous |
Hunter, Marksman, Stalker, Ravager |
| 🔵 Magic | Mystic, Cursed, Arcane, Shadow, Blazing |
Warlock, Hexer, Sorcerer, Reaper |
🔥 "I thought it was just a zombie. Then I saw the name: Berserk Butcher — in blood red. I ran."
⚔️ SYSTEM OVERHAUL
🏷️ BOSS IDENTIFICATION — COMPLETELY REWORKED
The Problem: Your average zombie gets buffed by another mod. Suddenly it's treated like the Ender Dragon. Not cool.
The Solution: A 4-Tier Priority Chain that actually thinks.
| Priority | Method | What It Does |
|---|---|---|
| 🥇 #1 | Tag-Based (NEW) | Checks minecraft:bosses / c:bosses. Real bosses only. No imposters. |
| 🥈 #2 | Type-Based | Original logic. Still reliable. |
| 🥉 #3 | Name-Based | Now excludes Wither Skeletons. No more name confusion. |
| 🏅 #4 | Health Threshold | Uses default attributes — buffed mobs can't fake it anymore. |
✅ Ender Dragon, Wither, Warden — always recognized.
❌ Buffed zombie with 500 HP — no longer a "boss". Just a very angry zombie.
⚔️ INVASION EQUIPMENT — DYNAMIC DIFFICULTY
Old System: Wave 1 = leather. Wave 6 = diamond. Boring. Predictable. Broken.
New System: The enemy scales to the players nearby. You bring endgame gear? They bring endgame pain.
| Aspect | Before | After |
|---|---|---|
| Armor Gen | Hardcoded per wave | Unified EnchantmentScalingHandler |
| Difficulty | Static multiplier | Dynamic — scans nearby player strength |
| Loot Control | None | disableEquipmentDrop — wear it, don't drop it |
The Formula:
Nearby Player Avg Strength × Difficulty Multiplier × World Stage = FINAL GEAR POWER
⚡ "I showed up in full Netherite. The skeletons showed up in enchanted Netherite. Fair's fair."
📊 ADAPTIVE DIFFICULTY 2.0
🕐 IDLE DECAY
AFK at your mob farm? The world forgets you were scary.
- Inactive? Your difficulty multiplier decays automatically
- No more gaming the system while you sleep
⚡ COMBAT EFFICIENCY ADJUSTMENT
Glass cannon builds can't inflate difficulty forever.
- High damage + low taken damage? The system sees through it.
- Efficiency below threshold = difficulty reels back in
🧠 "The system learned to read your TRUE skill. Not just your DPS."
🔧 QUALITY OF LIFE
| Change | Why It Matters |
|---|---|
| 🐕 Watchdog OFF by default | Less background noise. Your CPU thanks you. |
| 🎒 Equipment Drop Toggle | disableEquipmentDrop — mobs wear the gear, but it dies with them. No loot inflation. |
| 📦 v1.0.10 → v1.0.11 | The number went up. So did the quality. |
📝 PATCH NOTES AT A GLANCE
+ 🏰 INVASION EVENT SYSTEM (Natural / Command / KubeJS / Datapack)
+ 👹 NEMESIS SPAWN SYSTEM (1% chance / Titles / Stat boosts)
+ 🏷️ TAG-BASED BOSS IDENTIFICATION (No more false bosses)
+ ⚔️ DYNAMIC DIFFICULTY EQUIPMENT (Scales to nearby players)
+ 🕐 IDLE DECAY (Anti-AFK cheese)
+ ⚡ COMBAT EFFICIENCY ADJUSTMENT (Anti-glass-cannon inflation)
+ 🎒 EQUIPMENT DROP DISABLE CONFIG
- 🗑️ OLD WAVE-BASED ARMOR SYSTEM (RIP boring linear scaling)
- 🐛 BOSS MISIDENTIFICATION OF BUFFED NORMAL MOBS
! ⚠️ Invasion difficulty fluctuates with nearby player strength
! ⚠️ Nemesis 1% spawn rate may feel frequent in large mob farms
🎯 CONFIGURABLE. ALWAYS.
💡 Heads up: Every new system — Invasions, Nemesis, Dynamic Difficulty — can be toggled individually in the config.
Want invasions but no nemesis? Done.
Want nemesis but static difficulty? Done.
Want chaos? Turn everything to 11. We won't judge.
1.0.10Релиз1.21.1 · 27 июня 2026 г.
⚔️ Adaptive Nemesis v1.0.10 ⚔️
Tired of squinting at tiny input boxes? So were we.
Now you can edit those long lists in comfort.
📋 What's New
| Type | Change | Details |
|---|---|---|
| ✨ Added | Long Text Edit Screen | A dedicated modal for editing lengthy config fields |
| 🔧 Reworked | Config UI | Replaced cramped input boxes with preview buttons + popup editing |
| 📦 Bumped | Mod Version | 1.0.9 → 1.0.10 |
| 🧹 Cleaned | Temp Files | Removed the temporary refactor review report |
🎯 Why This Matters
Ever tried editing a massive entity blacklist or a long list of Boss exclusions in a tiny 320px-wide box? Painful.
Now those fields show a preview button (first 16 chars) that opens a full-screen modal with:
- 🖊️ A wide, adaptive text box (up to 640px)
- 🔢 Live character count badge
- ✨ Smooth fade-in animation
- 🟠 Clean, dark-themed UI matching the main config screen
🔄 Affected Config Fields
| Config Field | What It Does |
|---|---|
| Boss Damage Cap Exclusions | List of bosses immune to the damage cap system |
| Entity Blacklist | Entities excluded from adaptive scaling |
| Debug Log File Path | Custom path for debug output |
⚠️ Heads Up
No breaking changes. Your existing config files will work exactly as before.
The only difference is how you edit them — and it's a lot nicer now.
1.0.9Релиз1.21.1 · 18 июня 2026 г.
🌟 Anadaptive Nemesis – Update 1.0.9
“The Smooth Operator” Release
We cleaned up the guts of the mod so you can enjoy a smoother, fairer, and more responsive experience – without even noticing the work behind the scenes.
🎯 TL;DR – What’s New for You?
- ⚡ Game feels faster – less lag, especially on busy servers or when lots of mobs are around.
- 🎯 Boss fights are more consistent – bosses are now properly recognised, so their special damage caps work every time.
- 🛡️ True damage (armour‑bypassing damage) is now smarter – high‑armour players won’t get unfairly one‑shot.
- 📈 Difficulty scaling is smoother – no more random difficulty spikes that feel like cheating.
- 🔧 Configuration is easier for pack makers – but for you, it just means fewer bugs and faster updates.
- 🐛 Lots of bugs squashed – including some that could crash your game or break boss fights.
🚀 Performance – Your TPS Just Got a Raise
We made the mod much more efficient under the hood. Here’s what you’ll actually feel:
- Boss checks are now cached – so the game doesn’t waste time re‑checking if something is a boss every single hit. Result: smoother combat.
- Player tracking is smarter – the mod only looks at nearby players when scaling enemies, instead of scanning the whole server. Multiplayer servers will thank you.
- Item and enchantment lookups are pre‑computed – so when a mob spawns, the game already knows what gear to give it. Faster spawns, less stutter.
In numbers: we saw up to 99% faster in some internal operations – which translates to noticeably less lag in big battles or crowded worlds.
🐛 Major Bug Fixes – The Ones That Mattered
| Issue | What was broken | Now it’s fixed |
|---|---|---|
| Boss misidentification | Some modded bosses weren’t recognised as bosses, so their damage caps and special rules didn’t apply. | Bosses are now correctly identified every time – fair fights, no surprises. |
| True damage miscalculation | High‑armour players sometimes took way too much armour‑bypassing damage. | True damage now scales in stages – tanky players get the protection they deserve. |
| Difficulty spikes | The difficulty curve had sharp jumps that felt unfair. | We switched to a standard smooth formula – difficulty ramps up gradually and naturally. |
| Local difficulty dilution | Players far away could affect the difficulty near you (making it easier or harder incorrectly). | Now only nearby players influence your local scaling – your fight, your challenge. |
| Crash risks | Some edge cases could cause the game to crash when scaling certain modded mobs. | We added better error handling – no more mysterious crashes. |
⚙️ Behind the Scenes – What Pack Makers Should Know
If you’re a modpack creator or a tinkerer:
- The configuration file has been split into smaller, logical sections – much easier to find and tweak settings.
- All old config options still work (we kept compatibility), but you’ll see new categories if you regenerate the config.
- Debug logging is improved – if something goes wrong, the logs will tell you exactly what and where.
📊 Performance Gains – By the Numbers (if you like numbers)
| Area | Improvement |
|---|---|
| Boss identification | ~88% faster |
| Enchantment/equipment lookups | ~99% faster |
| Player spatial indexing | ~26% faster tick time |
| Random number generation | ~61% faster |
| Reflection calls (for KubeJS) | ~59% faster |
All of this means less CPU usage and more TPS for your world.
Комментарии
Загружаем…