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COD Pattern

by popura404 · for Minecraft

A TaCZ addon mod that brings a Call of Duty–style backpack system, weapon customization, and team deathmatch gameplay expansions to Minecraft gunplay.

21KDownloads
5 mo agoLast updated
GPL-3.0-or-laterLicense
ForgeLoaders

About COD Pattern

From Modrinth

A TaCZ addon mod that brings a Call of Duty–style backpack system, weapon customization, and team deathmatch gameplay expansions to Minecraft gunplay.

COD Pattern

  • > **Release Status: Beta. Validate in a staging environment before production deployment, and back up world data/configuration first.*

Overview

COD Pattern is built around TaCZ + an embedded FPSM-compatible core, providing a COD-like workflow for:

  • Loadout presets and respawn equipment distribution
  • In-match weapon refit with attachment presets
  • Frontline / TeamDeathMatch rooms, maps, and match flow
  • Localized UI and system messages (zh_cn / zh_tw / en_us / ja_jp)

The project follows a server-authoritative design with client synchronization to keep multiplayer state consistent.

Main Features

1) Loadout Management and Equipment Distribution

  • Supports create/clone/rename/delete/select operations for loadouts, up to 10 per player.
  • Each loadout contains four slots: primary / secondary / tactical / lethal.
  • Loadout-related UIs use a fixed text-scaling baseline across different GUI Scale settings to keep readability more consistent.
  • Default loadout names, clone suffixes, and equipped notifications are now localized by client language.
  • On respawn, the selected loadout is distributed automatically (normal flow applies to joined room/match players).
  • Player loadout/filter data is persisted on server side and synced on login.
  • Admin commands can force immediate distribution for all online players or selected targets.

2) In-Match Weapon Refit and Attachment Presets

  • Supports slot-level editing for primary, secondary, and throwable slots from the loadout UI.
  • Uses TaCZ weapon capabilities, with server-side validation and persistence.
  • Attachment presets are now stored directly inside the loadout config by loadout id and slot.
  • Supports result feedback and rollback handling to reduce client/server state drift.

3) Rooms, Maps, and Match Flow (Embedded FPSM Compatibility Layer)

  • Adds a unified room entry in pause menu for room list, join/leave, and team selection.
  • Supports both frontline and teamdeathmatch under the same room system, map data model, and persistence flow.
  • Maps now support area creation, spawn-point setup, match-end teleport setup, and persistence.
  • TDM room screens use the same fixed text-scaling baseline across different GUI Scale settings for more consistent list/panel/button readability.
  • Supports auto team assignment with balance constraints (maxTeamDiff).
  • Supports ready state, start vote, and end vote with threshold and timeout logic.
  • Full phase pipeline: WAITING -> COUNTDOWN -> WARMUP -> PLAYING -> ENDED.
  • teamdeathmatch includes dynamic respawn candidates and spawn safety validation.
  • Includes kill feed, score tracking, respawn delay, invincibility frames, combat regen, death cam, HUD phase feedback, ally/enemy highlights, and enemy health bars.
  • Exports JSON match records automatically when a match ends.

4) Filtering, Compatibility, and Localization

  • Primary/secondary category filtering via primaryWeaponTabs and secondaryWeaponTabs.
  • Gunpack namespace blocking and exact weapon blacklist support via blockedItemNamespaces / blockedWeaponIds.
  • Attachment namespace blocking and exact attachment blacklist support via blockedAttachmentNamespaces / blockedAttachmentIds.
  • Throwable and ammo multiplier controls via throwablesEnabled and ammunitionPerMagazineMultiple.
  • Optional integrations for LR Tactical and Physics Mod with graceful fallback when absent.
  • Includes compatibility handling for tacz-addon 1.1.6 in backpack refit flow to prevent unload-button lockups.
  • TaCZ native refit UI is globally disabled and redirected to the COD Pattern backpack refit flow.
  • Bundles zh_cn / zh_tw / en_us / ja_jp language resources for core UI, notices, and error messages.

Commands and Entrypoints

/cdp Commands

  • /cdp screen
  • Opens the backpack/loadout UI (debug entrypoint).
  • /cdp update
  • Syncs weapon filter and loadout config to all online players (OP required).
  • /cdp distribute [target]
  • Forces equipment distribution for all online players or selected players (OP required).

/cdp map Command Chain

  • /cdp map list [type]
  • Lists registered game types or maps under a given type.
  • /cdp map create <frontline|teamdeathmatch> <name> <from> <to>
  • Creates a map area and persists it immediately.
  • /cdp map delete <type> <name>
  • Removes a map and its persisted data.
  • /cdp map spawn <list|add|remove|clear> ...
  • Manages team spawn points and dynamic respawn candidates.
  • /cdp map endtp <show|set|clear> <map> [pos]
  • Manages match-end teleport points.

Configuration

Server configuration is stored under world save path: serverconfig/codpattern/

  • backpack_rules/backpack_config.json
  • Player loadout data (JSON).
  • Attachment presets are now embedded on each loadout slot via the attachmentPreset field.
  • backpack_rules/weapon_filter.json
  • Weapon filter config (JSON).
  • Key fields:
  • primaryWeaponTabs / secondaryWeaponTabs
  • blockedItemNamespaces
  • blockedWeaponIds (format: namespace:gunid)
  • blockedAttachmentNamespaces
  • blockedAttachmentIds (format: namespace:attachmentid)
  • throwablesEnabled
  • ammunitionPerMagazineMultiple
  • tdm_rules/config.json
  • TDM runtime parameters (time, score, respawn, voting, join policy, balance policy).
  • In-match enemy/ally display is now fixed to highlights plus enemy health bars; the old marker-dot style toggle has been removed.
  • tdm_match_records/
  • Exported match records (.json) after each match.
  • Legacy paths backpackconfig / filterconfig / attachment_preset/ / tdmconfig/
  • Deprecated and no longer read by this version; existing worlds require manual migration.

Default Parameters in tdm_rules/config.json

Read the full description on Modrinth →

Highlights

From source data

Game versions

Built for Minecraft 1.20.1.

Loaders

Runs on Forge.

Footprint

Rated a light load on a server.

What kind of mod it is

From the catalog
Listed on Modrinth as “Mods”

Game modes & minigames

Game modes, minigames and competitive formats for your server.

Runs on your server

From source side support

Modrinth lists COD Pattern as required on the server. Check its Modrinth page to see whether players need it too.

Compatibility

Game
Minecraft
Loaders
Forge
Runs on
Serverrequired on the server
Game versions
1.20.1

Verified at the source

  • ✓ModrinthOfficial listing, checked 2026-10-01Open ↗
  • ✓Authorpopura404, as published on Modrinth
  • ✓LicenseGPL-3.0-or-laterFree

COD Pattern, answered

Generated from the mod’s own source data.

Do my players need to install COD Pattern?

Modrinth lists COD Pattern as required on the server. Check its Modrinth page to see whether players need it too.

Which loaders does it support?

Forge.

Is it free?

Yes. COD Pattern is free to download from Modrinth. Its license is GPL-3.0-or-later.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run COD Pattern on a Minecraft server.

Deploy in about a minute from $4.20 a month, then add COD Pattern in one click.