Big, tough bosses; working machines show it; JEI drop pages on the roadmap
Bosses (Adrian, 2026-11-02: Eternatus too small and too easy; guardians way bigger and tougher; only defensive stats up; no attack takes more than 25 %): - Guardians scale to about 8 blocks tall (1.5x-12x), Eternatus to 15 blocks (2.5x, was 0.2x). Cave guardians look for a spot with room above them. Bosses already in a world grow on the next check outside battle. - Perfect IVs and 170 EVs each in HP, Defense and Sp. Def, nothing offensive. - The Guardian's Ward, a Showdown-only held item (held_items/guardiansward.js) handed to every boss by a HeldItemProvider: Defense and Sp. Def x2 while defending, and one attack (all hits together) takes at most 25 % of max HP. - Area attacks that start at the boss reach half its width further. Machines (Adrian, 2026-11-02): a working core is active: it glows, its front animates (flickering fire on the furnace core, pulsing emblems elsewhere), and particles show in the chamber and at the core (client side). The Pokemon inside flinches about every 15 s (red flash, Cobblemon's hit sound, no damage). Roadmap Phase 8: every item that can drop gets a JEI page naming its sources. Self-tests: practice_bosses_spawn checks size and training, boss_takes_a_quarter_per_attack runs a real battle (each Lv 100 Bullet Seed takes exactly a quarter), heat_core_cooks_with_hoppers checks the active state and the flinch. Self-tests and the island check pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -182,9 +182,10 @@ Goal: a quest book that points players onward, laid out like a research tree who
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- **Soft dependencies.** Use FTB Quests' Flexible progression mode, where a quest's tasks can be completed before its dependencies. A community fix mod reports a [soft-lock in that mode](https://modrinth.com/project/SWZGEk5x) when tasks finish first; test for it and add the fix if needed. Hide the per-quest lock icon ("Hide Lock Icon") so nothing looks locked, and keep dependency lines visible.
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- **Layout.** One chapter per zone plus chapters for base building, Pokémon jobs and machines. Each chapter reads left to right, from basics to advanced.
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- **Content.** Tasks: catch a species, obtain a drop, visit a biome, build a machine, beat a guardian. Rewards stay small and never unlock anything. Cobblemon-specific task types come from a Cobblemon–FTB Quests integration addon; check its 1.8 support.
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- **Drop sources in JEI** (Adrian, 2026-11-02). Every item that can drop gets a JEI page (JEI is the pack's NEI) showing where it drops: which Pokémon (chance, amount, and the zone they spawn in), guardian and End boss rewards, the Sacrifice Altar's level tiers, the Drop Synthesizer, zone ore veins and the pasture mining/finder tables. Generate the pages from the data the game itself uses (species drops, `guardians/`, `bosses/`, `machines/`, loot tables) through a JEI plugin in the companion mod, so they can't drift. First check whether a Cobblemon–JEI addon already shows Pokémon drops on 1.8 and build on it if so.
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- **Source of truth.** Write quests in `docs/quests.yaml` (id, title, description, tasks, soft dependencies, grid position) and generate FTB Quests SNBT with a script in `tools/`. Adrian can then rearrange nodes in the in-game editor; note which file wins on regeneration.
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**Done when:** every zone has a chapter, every quest is completable in any order, and the generator round-trips without losing Adrian's manual position edits.
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**Done when:** every zone has a chapter, every quest is completable in any order, the generator round-trips without losing Adrian's manual position edits, and every item that can drop has a JEI page naming all its sources.
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## Phase 9 – Balancing and release
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