{"id":43605,"date":"2026-06-02T03:31:47","date_gmt":"2026-06-02T00:31:47","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/cod-pattern\/"},"modified":"2026-06-02T03:31:47","modified_gmt":"2026-06-02T00:31:47","slug":"cod-pattern","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/cod-pattern\/","title":{"rendered":"COD Pattern"},"content":{"rendered":"<p># COD Pattern<\/p>\n<p>* > ****Release Status: Beta. Validate in a staging environment before production deployment, and back up world data\/configuration first.***<\/p>\n<p>## Overview<\/p>\n<p>COD Pattern is built around **TaCZ + an embedded FPSM-compatible core**, providing a COD-like workflow for:<\/p>\n<p>* Loadout presets and respawn equipment distribution<br \/>\n* In-match weapon refit with attachment presets<br \/>\n* `Frontline \/ TeamDeathMatch` rooms, maps, and match flow<br \/>\n* Localized UI and system messages (`zh_cn \/ zh_tw \/ en_us \/ ja_jp`)<\/p>\n<p>The project follows a server-authoritative design with client synchronization to keep multiplayer state consistent.<\/p>\n<p>## Main Features<\/p>\n<p>### 1) Loadout Management and Equipment Distribution<\/p>\n<p>* Supports create\/clone\/rename\/delete\/select operations for loadouts, up to `10` per player.<br \/>\n* Each loadout contains four slots: `primary \/ secondary \/ tactical \/ lethal`.<br \/>\n* Loadout-related UIs use a fixed text-scaling baseline across different `GUI Scale` settings to keep readability more consistent.<br \/>\n* Default loadout names, clone suffixes, and equipped notifications are now localized by client language.<br \/>\n* On respawn, the selected loadout is distributed automatically (normal flow applies to joined room\/match players).<br \/>\n* Player loadout\/filter data is persisted on server side and synced on login.<br \/>\n* Admin commands can force immediate distribution for all online players or selected targets.<\/p>\n<p>### 2) In-Match Weapon Refit and Attachment Presets<\/p>\n<p>* Supports slot-level editing for primary, secondary, and throwable slots from the loadout UI.<br \/>\n* Uses TaCZ weapon capabilities, with server-side validation and persistence.<br \/>\n* Attachment presets are now stored directly inside the loadout config by loadout id and slot.<br \/>\n* Supports result feedback and rollback handling to reduce client\/server state drift.<\/p>\n<p>### 3) Rooms, Maps, and Match Flow (Embedded FPSM Compatibility Layer)<\/p>\n<p>* Adds a unified room entry in pause menu for room list, join\/leave, and team selection.<br \/>\n* Supports both `frontline` and `teamdeathmatch` under the same room system, map data model, and persistence flow.<br \/>\n* Maps now support area creation, spawn-point setup, match-end teleport setup, and persistence.<br \/>\n* TDM room screens use the same fixed text-scaling baseline across different `GUI Scale` settings for more consistent list\/panel\/button readability.<br \/>\n* Supports auto team assignment with balance constraints (`maxTeamDiff`).<br \/>\n* Supports ready state, start vote, and end vote with threshold and timeout logic.<br \/>\n* Full phase pipeline: `WAITING -> COUNTDOWN -> WARMUP -> PLAYING -> ENDED`.<br \/>\n* `teamdeathmatch` includes dynamic respawn candidates and spawn safety validation.<br \/>\n* Includes kill feed, score tracking, respawn delay, invincibility frames, combat regen, death cam, HUD phase feedback, ally\/enemy highlights, and enemy health bars.<br \/>\n* Exports JSON match records automatically when a match ends.<\/p>\n<p>### 4) Filtering, Compatibility, and Localization<\/p>\n<p>* Primary\/secondary category filtering via `primaryWeaponTabs` and `secondaryWeaponTabs`.<br \/>\n* Gunpack namespace blocking and exact weapon blacklist support via `blockedItemNamespaces` \/ `blockedWeaponIds`.<br \/>\n* Attachment namespace blocking and exact attachment blacklist support via `blockedAttachmentNamespaces` \/ `blockedAttachmentIds`.<br \/>\n* Throwable and ammo multiplier controls via `throwablesEnabled` and `ammunitionPerMagazineMultiple`.<br \/>\n* Optional integrations for LR Tactical and Physics Mod with graceful fallback when absent.<br \/>\n* Includes compatibility handling for `tacz-addon 1.1.6` in backpack refit flow to prevent unload-button lockups.<br \/>\n* TaCZ native refit UI is globally disabled and redirected to the COD Pattern backpack refit flow.<br \/>\n* Bundles `zh_cn \/ zh_tw \/ en_us \/ ja_jp` language resources for core UI, notices, and error messages.<\/p>\n<p>## Commands and Entrypoints<\/p>\n<p>### `\/cdp` Commands<\/p>\n<p>* `\/cdp screen`<br \/>\n  * Opens the backpack\/loadout UI (debug entrypoint).<br \/>\n* `\/cdp update`<br \/>\n  * Syncs weapon filter and loadout config to all online players (OP required).<br \/>\n* `\/cdp distribute [target]`<br \/>\n  * Forces equipment distribution for all online players or selected players (OP required).<\/p>\n<p>### `\/cdp map` Command Chain<\/p>\n<p>* `\/cdp map list [type]`<br \/>\n  * Lists registered game types or maps under a given type.<br \/>\n* `\/cdp map create <frontline|teamdeathmatch> <name> <from> <to>`<br \/>\n  * Creates a map area and persists it immediately.<br \/>\n* `\/cdp map delete <type> <name>`<br \/>\n  * Removes a map and its persisted data.<br \/>\n* `\/cdp map spawn <list|add|remove|clear> &#8230;`<br \/>\n  * Manages team spawn points and dynamic respawn candidates.<br \/>\n* `\/cdp map endtp <show|set|clear> <\/p>\n<map> [pos]`<br \/>\n  * Manages match-end teleport points.<\/p>\n<p>## Configuration<\/p>\n<p>Server configuration is stored under world save path: `serverconfig\/codpattern\/`<\/p>\n<p>* `backpack_rules\/backpack_config.json`<br \/>\n  * Player loadout data (JSON).<br \/>\n  * Attachment presets are now embedded on each loadout slot via the `attachmentPreset` field.<br \/>\n* `backpack_rules\/weapon_filter.json`<br \/>\n  * Weapon filter config (JSON).<br \/>\n  * Key fields:<br \/>\n    * `primaryWeaponTabs` \/ `secondaryWeaponTabs`<br \/>\n    * `blockedItemNamespaces`<br \/>\n    * `blockedWeaponIds` (format: `namespace:gunid`)<br \/>\n    * `blockedAttachmentNamespaces`<br \/>\n    * `blockedAttachmentIds` (format: `namespace:attachmentid`)<br \/>\n    * `throwablesEnabled`<br \/>\n    * `ammunitionPerMagazineMultiple`<br \/>\n* `tdm_rules\/config.json`<br \/>\n  * TDM runtime parameters (time, score, respawn, voting, join policy, balance policy).<br \/>\n  * In-match enemy\/ally display is now fixed to highlights plus enemy health bars; the old marker-dot style toggle has been removed.<br \/>\n* `tdm_match_records\/`<br \/>\n  * Exported match records (`.json`) after each match.<br \/>\n* Legacy paths `backpackconfig` \/ `filterconfig` \/ `attachment_preset\/` \/ `tdmconfig\/`<br \/>\n  * Deprecated and no longer read by this version; existing worlds require manual migration.<\/p>\n<p>### Default Parameters in `tdm_rules\/config.json`<\/p>\n<p>| Field | Default | Description |<br \/>\n|&#8212;|&#8212;:|&#8212;|<br \/>\n| `timeLimitSeconds` | `420` | Match duration in seconds |<br \/>\n| `scoreLimit` | `75` | Kill score to win |<br \/>\n| `invincibilityTicks` | `30` | Post-respawn invincibility ticks |<br \/>\n| `respawnDelayTicks` | `40` | Respawn delay ticks |<br \/>\n| `warmupTimeTicks` | `400` | Warmup duration ticks |<br \/>\n| `preGameCountdownTicks` | `200` | Pre-game countdown ticks |<br \/>\n| `blackoutStartTicks` | `60` | Countdown blackout ticks |<br \/>\n| `deathCamTicks` | `30` | Death cam duration ticks |<br \/>\n| `minPlayersToStart` | `1` | Minimum players required to start |<br \/>\n| `votePercentageToStart` | `60` | Start vote pass threshold (%) |<br \/>\n| `votePercentageToEnd` | `75` | End vote pass threshold (%) |<br \/>\n| `combatRegenDelayTicks` | `120` | Delay before regen starts after taking damage (ticks) |<br \/>\n| `combatRegenHalfHeartsPerSecond` | `5.0` | Half-hearts restored per second while regenerating |<br \/>\n| `allowJoinDuringPlaying` | `true` | Allow joining during active match |<br \/>\n| `joinAsSpectatorWhenPlaying` | `true` | Join as spectator during active match |<br \/>\n| `maxTeamDiff` | `1` | Max allowed team size difference |<br \/>\n| `markerFocusHalfAngleDegrees` | `30.0` | Enemy health-bar focus cone half-angle (degrees) |<br \/>\n| `markerFocusRequiredTicks` | `20` | Ticks required in the focus cone before the enemy health bar appears |<br \/>\n| `markerBarMaxDistance` | `96.0` | Max distance for enemy health-bar detection (blocks) |<br \/>\n| `markerVisibleGraceTicks` | `3` | Anti-flicker grace ticks while the enemy health bar remains visible |<\/p>\n<p>## Compatibility and Dependencies<\/p>\n<p>* **Minecraft:** `1.20.1`<br \/>\n* **Forge:** `47.4.0+`<br \/>\n* **Java:** `17`<br \/>\n* **Required Dependencies:**<br \/>\n  * TaCZ `1.1.6+`<br \/>\n* **Embedded Component:**<br \/>\n  * FPSM-compatible core (no external `fpsmatch.jar` required)<br \/>\n* **Optional Integrations:**<br \/>\n  * LR Tactical (throwable\/melee content path)<br \/>\n  * Physics Mod (ragdoll\/retained death entity presentation)<br \/>\n  * tacz-addon `1.1.6` (backpack refit unload flow compatibility included)<\/p>\n<p>## Deployment Notes<\/p>\n<p>* Non-forced distribution applies only to players joined in room\/match flow.<br \/>\n* If no match-end teleport point is configured, end phase warns but does not auto-teleport back.<br \/>\n* If `tacz-addon` is enabled and attachment unload behaves abnormally in refit UI, ensure `\/gamerule liberateAttachment false`.<br \/>\n* Before production rollout, verify:<br \/>\n  * `tdm_rules\/config.json` values match your server pacing<br \/>\n  * `backpack_rules\/weapon_filter.json` matches your gunpack filtering policy<br \/>\n  * maps include team spawn points and a match-end teleport point<\/p>\n<p>## Issue Reporting<\/p>\n<p>When reporting issues, include:<\/p>\n<p>* Reproduction steps<br \/>\n* Relevant log excerpts<br \/>\n* Full mod list and versions<\/p>\n<p>## Changelog<\/p>\n<p>Current version: `v0.6.5b`<br \/>\nSee `CHANGES.md` for detailed history.<\/p>\n<p>## License<\/p>\n<p>Licensed under **GPL-3.0-only**. See `LICENSE.txt` for details.<\/p>\n<p>## Author<\/p>\n<p>* **Author:** popura404<br \/>\n* **Contact:** `gzyoung2330351551@163.com`<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A TaCZ addon mod that brings a Call of Duty\u2013style backpack system, weapon customization, and team deathmatch gameplay expansions to Minecraft gunplay.<\/p>\n","protected":false},"featured_media":43606,"template":"","meta":{"_minecraft_slug":"cod-pattern","_minecraft_project_id":"Pkr974dO","_minecraft_author":"popura404","_minecraft_license":"GPL-3.0-or-later","_minecraft_downloads":2214,"_minecraft_follows":1,"_minecraft_client_side":"required","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"cod-pattern.zip","_minecraft_size_bytes":33712363,"_minecraft_version_count":18,"_minecraft_updated_at":"2026-05-15T22:33:19.612053Z","_minecraft_date_created":"2026-02-03T05:45:03.969745Z","_minecraft_date_modified":"2026-05-02T20:17:24.937398Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/cod-pattern","_minecraft_icon_attachment_id":43606,"_minecraft_imported_at":"2026-06-02T00:31:49+00:00","_minecraft_import_hash":"4e5eaf47016a02e61ce3afe6f2521f9d","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[104,89,126,92],"mod_loader":[106],"minecraft_version":[36],"class_list":["post-43605","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-forge","mod_category-game-mechanics","mod_category-management","mod_category-utility","mod_loader-forge","minecraft_version-1-20-1"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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