COD Pattern

COD Pattern

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

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4.4K Downloads
forgegame-mechanicsmanagementutility
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Screenshots

weapon menu2
weapon menu
backpack menu

About this Mod

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

Field Default Description
timeLimitSeconds 420 Match duration in seconds
scoreLimit 75 Kill score to win
invincibilityTicks 30 Post-respawn invincibility ticks
respawnDelayTicks 40 Respawn delay ticks
warmupTimeTicks 400 Warmup duration ticks
preGameCountdownTicks 200 Pre-game countdown ticks
blackoutStartTicks 60 Countdown blackout ticks
deathCamTicks 30 Death cam duration ticks
minPlayersToStart 1 Minimum players required to start
votePercentageToStart 60 Start vote pass threshold (%)
votePercentageToEnd 75 End vote pass threshold (%)
combatRegenDelayTicks 120 Delay before regen starts after taking damage (ticks)
combatRegenHalfHeartsPerSecond 5.0 Half-hearts restored per second while regenerating
allowJoinDuringPlaying true Allow joining during active match
joinAsSpectatorWhenPlaying true Join as spectator during active match
maxTeamDiff 1 Max allowed team size difference
markerFocusHalfAngleDegrees 30.0 Enemy health-bar focus cone half-angle (degrees)
markerFocusRequiredTicks 20 Ticks required in the focus cone before the enemy health bar appears
markerBarMaxDistance 96.0 Max distance for enemy health-bar detection (blocks)
markerVisibleGraceTicks 3 Anti-flicker grace ticks while the enemy health bar remains visible

Compatibility and Dependencies

  • Minecraft: 1.20.1
  • Forge: 47.4.0+
  • Java: 17
  • Required Dependencies:
    • TaCZ 1.1.6+
  • Embedded Component:
    • FPSM-compatible core (no external fpsmatch.jar required)
  • Optional Integrations:
    • LR Tactical (throwable/melee content path)
    • Physics Mod (ragdoll/retained death entity presentation)
    • tacz-addon 1.1.6 (backpack refit unload flow compatibility included)

Deployment Notes

  • Non-forced distribution applies only to players joined in room/match flow.
  • If no match-end teleport point is configured, end phase warns but does not auto-teleport back.
  • If tacz-addon is enabled and attachment unload behaves abnormally in refit UI, ensure /gamerule liberateAttachment false.
  • Before production rollout, verify:
    • tdm_rules/config.json values match your server pacing
    • backpack_rules/weapon_filter.json matches your gunpack filtering policy
    • maps include team spawn points and a match-end teleport point

Issue Reporting

When reporting issues, include:

  • Reproduction steps
  • Relevant log excerpts
  • Full mod list and versions

Changelog

Current version: v0.6.5b
See CHANGES.md for detailed history.

License

Licensed under GPL-3.0-only. See LICENSE.txt for details.

Author

Available Versions

COD Pattern 0.3.0rrelease
MC 1.20.1forge
February 1, 2026
COD Pattern 0.2.8rrelease
MC 1.20.1forge
February 1, 2026
COD Pattern 0.2.6-hotfixrelease
MC 1.20.1forge
February 1, 2026
COD Pattern 0.2.6release
MC 1.20.1forge
February 1, 2026

How to Install COD Pattern on Your Server

1

Order Server

Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).

2

Set forge Loader

In the panel under "Egg", select the forge loader and matching Minecraft version (1.20.1).

3

Install Mod

Open the mod browser in the dashboard and search for "COD Pattern". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

forge

Minecraft Versions

1.20.1

Server-side

Required

Recommended RAM

4 GB(min. 3 GB)

Frequently Asked Questions

COD Pattern server crashes on startup – what to do?

Most common cause: wrong forge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (1.20.1). You can switch loaders with one click in the panel.

Is COD Pattern compatible with forge?

COD Pattern officially supports forge for Minecraft 1.20.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with COD Pattern – how to optimize performance?

Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if COD Pattern consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

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Details

License
GNU General Public License v3.0 or later
Server-side
Required

Supported Versions

1.20.1