Phase 4: veins in every chunk, drops for the mobs the island lacks

Ore veins: make_world.py loads the island again row by row until
Regenerating Ore Veins has filled every chunk (/cobblesurvival veins
unfilled), cave tiers sit at their biome's depths, small zones get denser
veins, showcase veins are full size. The world report checks surface
tiers against the zone grid, cave tiers within two biome cells of their
cave, and fails on unfilled chunks; the template passes (37,689 chunks).

Drops: tools/drop_audit.py checks every creature drop a recipe or brewing
needs (docs/pokemon-drops.md). Blaze rods, ghast tears, breeze rods,
shulker shells and nether stars now drop from Pokemon through species
additions (self-test drop_additions_apply). The field guide counts vanilla
mobs as absent, applies species additions and reads the veins as sources.

Cobblebase tried (loads, self-tests pass) and left out until Adrian
decides its scope. Phase 4 checklist with the open questions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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claudeandClaude Opus 5.5 committed 2026-10-30 03:36:50 +01:00
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@@ -47,17 +47,17 @@ Creates or updates the Prism instance **Cobblemon Survival Pack (dev)** from `bu
```bash
python3 tools/quick_check.py
```
The everyday check after a change (about 1–2 minutes, one server boot): the smoke checks below, the in-game self-tests (next), `/locate` proof that ruined portals don't generate, and a sampled world (spawn plus a stronghold, mineshaft, trial chambers, ancient city, Gimmighoul towers and habitats) checked for ore, vanilla mobs and mob sources, unlisted biomes and gamerules, plus Lootr chests in a village.
The everyday check after a change (about 5 minutes, two server boots): the smoke checks below, the in-game self-tests (next), `/locate` proof that ruined portals don't generate, and a sampled world (spawn plus a stronghold, mineshaft, trial chambers, ancient city, Gimmighoul towers and habitats) checked for ore outside regenerating veins or outside their zone, vanilla mobs and mob sources, unlisted biomes and gamerules, plus Lootr chests in a village. It then starts the server a second time for the self-tests that span a restart.
```bash
python3 tools/selftest.py
```
Only the companion mod's in-game tests, on a fresh flat world (faster while working on them). They play real situations on the live server with every mod and config of the pack: for permadeath, Pokémon faint from a fall, lava, poison, in wild and trainer battles, with and without a Revival Charm, and in the PC. They use Minecraft's GameTest framework, started by `/cobblesurvival selftest run`; the command only exists when the server runs with `-Dcobblesurvival.selftest=true`. Tests live in `mod/src/main/kotlin/dev/cobblesurvival/selftest/`.
Only the companion mod's in-game tests, on a fresh flat world (faster while working on them), with a second server start for the tests that span a restart. They play real situations on the live server with every mod and config of the pack: for permadeath, Pokémon faint from a fall, lava, poison, in wild and trainer battles, with and without a Revival Charm, and in the PC. They use Minecraft's GameTest framework, started by `/cobblesurvival selftest run`; the command only exists when the server runs with `-Dcobblesurvival.selftest=true`. Tests live in `mod/src/main/kotlin/dev/cobblesurvival/selftest/`.
```bash
python3 tools/make_world.py
```
Builds the island world template (`build/world-template`, about 6 minutes), runs the same world checks on the whole island plus border fit and End access, and renders `build/island-map.png`. Only needed when the island itself should change. Details in [world/README.md](world/README.md). Run `tools/prism_instance.py` afterwards to put it in Prism as the save "Cobblemon Survival Island".
Builds the island world template (`build/world-template`, about 20 minutes: pregeneration, then a pass that waits until every chunk has its ore veins, then the showcase veins), runs the same world checks on the whole island plus border fit and End access, and renders `build/island-map.png`. Only needed when the island itself should change. Details in [world/README.md](world/README.md). Run `tools/prism_instance.py` afterwards to put it in Prism as the save "Cobblemon Survival Island".
```bash
python3 tools/zone_layout.py
@@ -69,6 +69,16 @@ python3 tools/zone_spawns.py
```
Writes each zone's spawn pool from Cobblemon's spawn data (every evolution line on the island gets one home zone; levels follow the zone's band) and its Alpha guardian, and lists both in `docs/zone-species.md`. Run after `tools/zone_layout.py` and the field guide; pin a line to a zone in `world/zones.json` → `species`.
```bash
python3 tools/zone_ores.py
```
Writes Regenerating Ore Veins' config (`pack/config/regenerating_ore_veins/`) from `world/zones.json` → `ores`: each ore tier's veins only in its zone, plus `world/vein-sources.json` for the field guide. Run after changing the ore tiers or the zone grid; the template must be rebuilt for new veins.
```bash
python3 tools/drop_audit.py
```
Checks that every item a Pokémon or a vanilla mob drops and a recipe or brewing consumes has a source on the island (only Pokémon live there), and writes `docs/pokemon-drops.md`. Uses the field guide's model and its last KubeJS export, no server.
```bash
python3 tools/fieldguide/build.py
```