WIP: ore nodes, catching rules, bee nest fix, smaller Deep Dark
Done and checked: surface and cave-floor ore nodes (companion mod ore/OreNodes.kt), bigger and rarer underground veins; template with nodes passed the world check and the island quick check (node self-tests). Built, not yet tested: catching rules (catch rate falls with the level gap to the trainer's strongest Pokemon, failed catch enrages, strong wild Pokemon hunt weaker trainers; catching/, Fight or Flight config), bee nests emptied when their bee is turned away. In progress: the Deep Dark no longer fills the deepslate layer (split by temperature: cold = Deep Dark, hot = basalt deltas, warm = ordinary caves; world/biomes.json), zone layout regenerated; cave zone types added to world/zones.json but tools/zone_spawns.py doesn't use them yet; template not rebuilt for the new caves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3,7 +3,7 @@
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## Built so far
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- **Ore veins** (Regenerating Ore Veins). Ore only comes from veins that grow back (and from chest loot). Each of the 21 ore tiers has veins in exactly one zone; Cobblemon's evolution stones are tiers too (`docs/balance.md` → "Ore tiers per zone"). Automated: the world report on the template (ore only in tracked veins inside their tier's zone, every tier present, every chunk filled) and the self-tests `vein_regrows_after_unload` and `vein_regrows_after_restart`.
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- **Showcase veins.** One per surface zone sticks out of the ground near the zone's middle; on Button Isle at about −100, ~106, −92, a short walk from spawn.
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- **Ore nodes** (Adrian, 2026-10-30): small nodes on the surface, larger veins underground that are harder to find, and the cave zones' ores as nodes on the cave floor. Automated: `surface_nodes_lie_in_the_ground`, `cave_nodes_lie_on_the_cave_floor`, and the world report (every tier has nodes).
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- **Drops for mobs the island lacks.** Blaze rods, ghast tears, breeze rods, shulker shells and nether stars now drop from Pokémon; every drop and what consumes it is in `docs/pokemon-drops.md` (`tools/drop_audit.py` fails if a crafting input has no source). Automated: `drop_additions_apply`.
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## In game (Prism instance)
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@@ -11,7 +11,8 @@
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The new template is the save folder "Cobblemon Survival Island (Phase 4)"; the world list shows it as "Cobblemon Survival Island" too, the newer of the two. The save you played on 28 Oct is untouched (veins only grow in new chunks, so it has almost no ore).
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- [ ] Walk to the Button Isle showcase vein (about −100, ~106, −92), mine a coal block: it turns into a regenerator block, and right-clicking it says how long until it grows back (20 minutes of real time for coal).
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- [ ] Walk around Button Isle: small coal nodes lie in the grass. Mine one: it turns into a regenerator block, and right-clicking it says how long until it grows back (20 minutes of real time for coal).
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- [ ] Fly through a cave zone in spectator mode: its nodes sit on the cave floor (amethyst in the Dripstone Depths, diamonds in the Deep Dark, ...), not inside the rock.
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- [ ] The regenerator can't be broken in survival (pickaxe or not), and TNT next to a vein leaves the vein alone.
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- [ ] Craft a Vein Locator (compass + copper ingot) and use it underground in Westmarch: it should point at iron.
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- [ ] Dig around under a zone: only that zone's ores show up (e.g. no iron under Southwold, only copper).
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