Cobblemon Survival Pack: phases 0-2 and Phase 3 zones and hazards

Free NeoForge 1.21.1 modpack on Cobblemon 1.8.4 built with packwiz, plus
the Kotlin companion mod (cobblesurvival) and its built-in data pack.

- Phase 0: packwiz pack with Modrinth/CurseForge cross-links, build and
  export tooling, Prism instance sync, test server with smoke checks.
- Phase 1: Poke Ball shaped island (WorldGen Editor preset, seed isle-26),
  Adrian's biome list, no natural ore, structures without ore or vanilla
  mobs, no Nether portals, world template builder and world report.
- Phase 2: permadeath (CobbleHardcoreMon plus the companion mod's gap
  fixes), Revival Charm, expensive Healing Machine, Lootr refreshing
  loot, in-game self-tests on Minecraft's GameTest framework.
- Phase 3 so far: 14 zones with their own spawn pools and level bands
  (tools/zone_layout.py, tools/zone_spawns.py, "zone" spawn condition),
  Cold Sweat heat and cold as gates with boss-drop insulation recipes,
  spawn survey and hazard self-tests in tools/quick_check.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
claudeandClaude Opus 5.5 committed 2026-10-29 19:01:21 +01:00
commit 398301f0be
232 files changed
+72665

No files matched your search

+29
View File
@@ -0,0 +1,29 @@
# Phase 3 – checks for Adrian
## Ask Adrian: approve the zone table before building zones
**Approved 2026-10-29** with one change: items that help with a zone drop from the boss fight of the zone before it. Zones decide both the species and the levels that spawn.
Open `build/zone-map.png` (the island coloured by zone) and read the draft in `docs/design.md` → "Phase 3 zone plan". Every value is a placeholder; change anything.
1. **Zone model:** zones follow the island's biome clusters (hazard biomes are their own zones wherever they lie; forest and plains are split into regions by position; caves by cave biome under the whole island). Or plain sectors/rings that ignore biomes?
2. **Sunscorch next to the start:** its biggest pocket is just across the ring channel north of spawn, and the desert specks on Button Isle are hot too. Keep as an early taste of heat, or reshape?
3. **Deep Dark everywhere:** caves under the start island are as dangerous as anywhere (Lv 45–60). OK?
4. **Level bands, hazards, signature drops, Alpha guardians** in the table.
## Built so far
- **Zones and their spawns** (step 2). Cobblemon's own spawn lists are off; each zone spawns its own evolution lines (`docs/zone-species.md`) at its levels. Automated: `spawn_pools_are_zoned` and the `spawn_survey` across all 14 zones in `tools/quick_check.py`.
- **Heat and cold** (step 5, Cold Sweat). Automated: `cold_needs_fur`, `heat_needs_hide` and `lowlands_are_mild` on the island in `tools/quick_check.py`.
Still to come: Alpha guardians with the boss drops that help the next zone (including the Heat and Icy Rocks), the Mire's poison, soft level pressure, flyers.
## In-game
- [ ] **Where am I:** `/cobblesurvival zone` (needs operator) names the zone and its levels; walk from Button Isle into Southwold and the Jungle.
- [ ] **Who lives here:** the Pokémon you meet in a zone are the ones listed for it in `docs/zone-species.md`, at its levels. Any line in the wrong zone can be pinned elsewhere in `world/zones.json` → `species`.
- [ ] **Caves:** Lush Caves, Dripstone, Deep Dark and Basalt Furnace each have their own Pokémon, whatever surface zone is above them.
- [ ] **Frostpeak cold:** walk onto the jagged peaks without gear: Cold Sweat's thermometer drops and after a minute or so you take damage (not during the first 5 minutes of a new world: grace period). In the fur set (Goat Fur from 8 wool + 1 Heat Rock) you last many minutes.
- [ ] **Sunscorch heat:** the desert at noon overheats you in a couple of minutes; at night it's fine. The hide set (Hoglin Hide from 8 leather + 1 Icy Rock) or a Fire Resistance potion keeps you going.
- [ ] **Lowlands:** a night in Southwold or on Button Isle without gear never gets dangerous.