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>
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#!/usr/bin/env python3
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"""Write the WorldGen Editor preset for a Poké Ball-shaped island.
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* Ball: one round island with a smooth coast.
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* Band: two flat-ended ocean strips across the middle, west and east of the
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button, so the ball splits into a top and a bottom half.
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* Button: a ring channel of overlapping small ocean circles around a round
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centre island (where the world spawn lands).
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All sizes are in blocks and are placeholders until Adrian approves the
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island (docs/balance.md).
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Usage: tools/pokeball_preset.py [--radius 1500] [--band 160] [--button 280] [--ring 120]
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"""
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import argparse
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import json
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import math
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from pathlib import Path
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ROOT = Path(__file__).resolve().parent.parent
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PRESET = ROOT / "pack/config/worldgen_editor/presets/cobblesurvival_island.json"
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def ocean(name, x, z, rx, rz, shape_power=2.0):
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return {"type": "ocean", "name": name, "x": round(x), "z": round(z), "radius_x": round(rx), "radius_z": round(rz),
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"shape_power": shape_power, "roughness": 0.02, "shore_width": 0.12, "temperature": "standard",
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"noise": {"seed": name.lower().replace(" ", "_"), "scale": 2.0}}
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def main():
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parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
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parser.add_argument("--radius", type=int, default=1500, help="radius of the ball")
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parser.add_argument("--band", type=int, default=160, help="width of the channel across the middle")
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parser.add_argument("--button", type=int, default=280, help="radius of the centre island")
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parser.add_argument("--ring", type=int, default=120, help="width of the ring channel around the button")
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args = parser.parse_args()
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entries = [{
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"type": "island", "name": "Ball", "x": 0, "z": 0, "radius": args.radius,
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"shape_power": 2.0, "roughness": 0.03, "shore_width": 0.1, "temperature": "standard",
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"noise": {"seed": "ball", "scale": 2.0, "first_octave": -1, "amplitudes": [1.0, 0.45, 0.18]},
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}]
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ring_mid = args.button + args.ring / 2
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# The band runs from the middle of the ring to just past the coast on each side.
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band_inner, band_outer = ring_mid, args.radius * 1.05
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half = (band_outer - band_inner) / 2
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for side, sign in (("west", -1), ("east", 1)):
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entries.append(ocean(f"Band {side}", sign * (band_inner + half), 0, half, args.band / 2, shape_power=6.0))
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# Circles overlapping by about half their size, so the ring has no gaps.
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circle = args.ring / 2
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count = math.ceil(2 * math.pi * ring_mid / circle)
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for i in range(count):
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angle = 2 * math.pi * i / count
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entries.append(ocean(f"Ring {i + 1}", ring_mid * math.cos(angle), ring_mid * math.sin(angle), circle, circle))
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PRESET.write_text(json.dumps({"outer_ocean": "minecraft:deep_ocean", "entries": entries}, indent=2) + "\n")
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print(f"wrote {PRESET.relative_to(ROOT)}: ball r{args.radius}, band {args.band}, "
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f"button r{args.button}, ring {args.ring} ({count} circles)")
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if __name__ == "__main__":
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main()
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