Phase 9: reproducible builds, balance from the server, spark check, play feedback
Build: every tool pinned (JDK, packwiz, Gradle plugins, Python packages), exports normalised, tools/check_reproducible.py proves two clean builds are byte-identical. Server-side balance: a server can load config/cobblesurvival/datapack.zip in place of the jar's data, /reload applies it, tools/server_update.py packages it and refuses when a client change is needed. JEI drop pages are sent by the server. Code-held balance numbers moved to tuning/server.json. Performance: spark in the pack (server only), tools/perf_test.py with fake players whose chunks really are active, docs/performance.md. Adrian's feedback: default keys R, U, J, §; drop pages link to Cobblemon Info and show real chances; bosses only hurt in battles; battle XP halved; channels between the islands low level; temperature ×3 with insulation doubled; hazards start at once; no item dots on the map; a wild attack starts a battle; the starter only faints; quest book on join with a basics page and an HMs page; regional forms obtainable. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -19,6 +19,8 @@ import sys
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import zipfile
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from pathlib import Path
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import lock
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ROOT = Path(__file__).resolve().parent.parent
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OUT = ROOT / "datapacks/core/data/cobblebase/loot_table"
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CONDITION = "cobblesurvival:in_zone"
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@@ -48,10 +50,7 @@ FAMILIES = {
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def cobblebase_jar():
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jars = sorted((ROOT / "build/server/mods").glob("cobblebase-*.jar"))
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if not jars:
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sys.exit("no Cobblebase jar in build/server/mods: run tools/build.py and tools/selftest.py (or the quick check) first")
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return jars[-1]
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return lock.mod_jar("cobblebase")
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def zone_items():
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