Phase 4: Cobblebase and Poke Power, gated behind progression
Adrian (2026-10-30): Cobblebase's skills stay in but gated behind progression, power from an existing mod (Poke Power) also gated, evolution stones as ores fine for now, balance fine and configurable. Progression is the zones whose Alpha guardian a player helped beat (Progress saved data; a guardian win records it and lists the unlocks). The gate table is data (progression_gates/base.json): each of Cobblebase's 44 skills needs a zone (or none), the Power Block needs the Verdant Jungle. The companion mod wraps every Cobblebase skill executor in a gate by reflection; a skill missing from the table stays off. Operator command /cobblesurvival progress. Cobblebase's and Poke Power's configs ship in the pack. Self-tests: gate coverage, a locked skill only runs after its guardian, the Power Block waits for the Jungle guardian, a guardian win counts as progress. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -30,12 +30,16 @@ Every tunable lives in a config file or in this table. **Placeholder** means gue
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| Level pressure | full experience up to 5 levels above the zone's band, then 10 % less per level, at least 10 % (Exp. Candy and commands exempt) | Decided (Adrian, 2026-10-30) | `world/zones.json` → `level_pressure` | E.g. on Button Isle (up to Lv 10): Lv 15 full, Lv 20 half, Lv 24+ a tenth |
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| Strong flyer | ridable through the air with top speed ≥ 60 or top stamina ≥ 85 (Cobblemon ride stats) | Decided (Adrian, 2026-10-30) | `tools/zone_spawns.py` (`STRONG_FLYER_*`) | 29 species |
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| High zone for strong flyers | band starts at Lv 30 or more (Sunscorch, Frostpeak, Deep Sea, Deep Dark, Basalt Furnace) | Decided (Adrian, 2026-10-30) | `tools/zone_spawns.py` (`HIGH_ZONE_LEVEL`) | |
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| Ore tiers per zone | Button Isle: coal; Southwold: copper; Westmarch: iron, thunder stone; Verdant Jungle: redstone, leaf stone; Highland Meadows: lapis, sun stone; Sunscorch: gold, fire stone; Frostpeak Range: emerald, ice stone, dawn stone; Dripstone Depths: amethyst, moon stone; Deep Dark: diamond, dusk stone; Basalt Furnace: quartz, netherite; Lush Caves: shiny stone; Mangrove Mire: water stone | Placeholder | `world/zones.json` → `ores` → `tools/zone_ores.py` | Each tier in exactly one zone; evolution stones are tiers (their natural ores are off) |
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| Vein regrowth | 20 min: coal; 30 min: copper; 40 min: iron; 45 min: redstone, lapis; 60 min: gold, quartz, thunder stone, shiny stone, leaf stone, water stone, moon stone, sun stone, fire stone, ice stone; 75 min: emerald, dawn stone, dusk stone; 90 min: diamond; 120 min: amethyst; 180 min: netherite; ±10 % jitter; real time | Placeholder | `world/zones.json` → `ores` (`regen_minutes`, `ore_defaults.jitter`) | Counts while the server is off too |
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| Vein spacing, size, tries | spacing 4–14 chunks between candidate chunks, radius 0–2, 70 % filled, 1–4 tries per candidate chunk (per tier in `world/zones.json`) | Placeholder | `world/zones.json` → `ores`, `ore_defaults` | Ore blocks in the template (2026-10-30): copper 10,400, iron 6,356, quartz 2,397, lapis 2,236, coal 2,222, redstone 1,044, gold 815, diamond 559, shiny stone 466, thunder stone 239, sun stone 238, amethyst 238, dusk stone 222, emerald 181, leaf stone 125, ice stone 102, moon stone 100, fire stone 98, water stone 95, netherite 74, dawn stone 64. Per zone in `build/island-report.json` after `tools/make_world.py` |
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| Regenerators breakable by players | no; explosions don't hurt veins | Placeholder | `tools/zone_ores.py` → `global.json` | Otherwise a player could remove a vein for good |
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| Vein Locator | compass + copper ingot; 75 % chance to break per use (the mod's default) | Placeholder | `tools/zone_ores.py` → `vein_locator.json` | The mod's default recipe needs netherite |
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| Drops for mobs the island lacks | Blaze Rod: Carkol 10 %, Torkoal 25 % ×1–2; Ghast Tear: Drifloon 5 %, Dusclops 10 %; Breeze Rod: Whimsicott 10 %; Shulker Shell: Shuckle 10 %, Cloyster 10 %; Nether Star: Charizard 5 % | Placeholder | `datapacks/core/data/cobblesurvival/species_additions/` | Every drop and what consumes it: `docs/pokemon-drops.md` (`tools/drop_audit.py`) |
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| Ore tiers per zone | Button Isle: coal; Southwold: copper; Westmarch: iron, thunder stone; Verdant Jungle: redstone, leaf stone; Highland Meadows: lapis, sun stone; Sunscorch: gold, fire stone; Frostpeak Range: emerald, ice stone, dawn stone; Dripstone Depths: amethyst, moon stone; Deep Dark: diamond, dusk stone; Basalt Furnace: quartz, netherite; Lush Caves: shiny stone; Mangrove Mire: water stone | Fine for now (Adrian, 2026-10-30) | `world/zones.json` → `ores` → `tools/zone_ores.py` | Each tier in exactly one zone; evolution stones are tiers (their natural ores are off) |
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| Vein regrowth | 20 min: coal; 30 min: copper; 40 min: iron; 45 min: redstone, lapis; 60 min: gold, quartz, thunder stone, shiny stone, leaf stone, water stone, moon stone, sun stone, fire stone, ice stone; 75 min: emerald, dawn stone, dusk stone; 90 min: diamond; 120 min: amethyst; 180 min: netherite; ±10 % jitter; real time | Fine for now (Adrian, 2026-10-30) | `world/zones.json` → `ores` (`regen_minutes`, `ore_defaults.jitter`) | Counts while the server is off too |
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| Vein spacing, size, tries | spacing 4–14 chunks between candidate chunks, radius 0–2, 70 % filled, 1–4 tries per candidate chunk (per tier in `world/zones.json`) | Fine for now (Adrian, 2026-10-30) | `world/zones.json` → `ores`, `ore_defaults` | Ore blocks in the template (2026-10-30): copper 10,400, iron 6,356, quartz 2,397, lapis 2,236, coal 2,222, redstone 1,044, gold 815, diamond 559, shiny stone 466, thunder stone 239, sun stone 238, amethyst 238, dusk stone 222, emerald 181, leaf stone 125, ice stone 102, moon stone 100, fire stone 98, water stone 95, netherite 74, dawn stone 64. Per zone in `build/island-report.json` after `tools/make_world.py` |
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| Regenerators breakable by players | no; explosions don't hurt veins | Fine for now (Adrian, 2026-10-30) | `tools/zone_ores.py` → `global.json` | Otherwise a player could remove a vein for good |
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| Vein Locator | compass + copper ingot; 75 % chance to break per use (the mod's default) | Fine for now (Adrian, 2026-10-30) | `tools/zone_ores.py` → `vein_locator.json` | The mod's default recipe needs netherite |
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| Drops for mobs the island lacks | Blaze Rod: Carkol 10 %, Torkoal 25 % ×1–2; Ghast Tear: Drifloon 5 %, Dusclops 10 %; Breeze Rod: Whimsicott 10 %; Shulker Shell: Shuckle 10 %, Cloyster 10 %; Nether Star: Charizard 5 % | Fine for now (Adrian, 2026-10-30) | `datapacks/core/data/cobblesurvival/species_additions/` | Every drop and what consumes it: `docs/pokemon-drops.md` (`tools/drop_audit.py`) |
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| Cobblebase skill gates | start: gatherer, harvester, irrigator, producer, furnace fuel, water fill, extinguisher, scout, guard; Button Isle: fishing, forager, botanist, collector, snow fill, brewing fuel, craftsman; Southwold: pharmacist, scholar, mentor (passive XP), lava fill; Westmarch: mining, excavator, architect, armorer, diving; Verdant Jungle: alchemist, trainer, smith, prospector, growth aura; Highland Meadows: speed, jump, haste, night vision, water breathing, saturation buffs; Mangrove Mire: resistance, strength buffs; Sunscorch: friend recruiter, aura boost; Frostpeak: healer, lucky charm; Deep Dark: breeder, egg hatcher | Placeholder | `datapacks/core/data/cobblesurvival/progression_gates/base.json` | A zone means "after beating its Alpha guardian" |
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| Power Block gate | after the Verdant Jungle guardian | Placeholder | same file, `blocks` | Recipe: Poke Power's own (iron blocks, redstone blocks, Electirizer) |
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| Poke Power output | 50 FE/t per Pokémon level, block stores 120,000 FE, 16,000 FE/t out; cable 32,000 / 16,000 | The mod's defaults | `pack/config/poke_power/server.toml` | Nothing uses the energy before Phase 6 |
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| Cobblebase jobs | the mod's defaults (finder cooldown 240 s, passive XP 5 % a minute with a Mentor, recruiter rates, buffs) | The mod's defaults | `pack/config/cobblebase.json` (skill cooldowns in its own skill data) | Tune after play-testing |
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| Ride stats (speed, stamina, ...) | Cobblemon's own | To tune after play-testing | species `riding` via `species_additions` | |
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| Healing while sleeping | off (`healPercent` 0) | Decided (roadmap) | `config/cobblemon/main.json` | |
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| Loot container refresh | 1 hour (72,000 ticks of game time) after first opened, all containers | Decided (Adrian, 2026-10-29) | `config/lootr-common.toml` | Tiering by structure/biome later |
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@@ -45,4 +49,4 @@ Every tunable lives in a config file or in this table. **Placeholder** means gue
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| Server heap for smoke test | 4 GB | Tooling | `tools/smoke_test.py` | Not a gameplay value |
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| Dev client heap (Prism) | 6 GB | Tooling | `tools/prism_instance.py --memory` | Not a gameplay value |
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Sections to fill as phases land: pasture job cooldowns (Phase 4), hazard damage (Phase 3), field-move cooldowns and caps (Phase 5), machine output (Phase 6), boss attack damage and telegraph times (Phase 7).
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Sections to fill as phases land: hazard damage (Phase 3), field-move cooldowns and caps (Phase 5), machine output (Phase 6), boss attack damage and telegraph times (Phase 7).
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