Phase 5: soft gates instead of guardian flags, shoulder passives
Adrian (2026-10-31): HMs abilities stay open; the ones that get around zone hazards get soft gates (materials or a high-level Pokemon, never flags; gifted Pokemon and materials count the same); party passives from shoulder Pokemon; Cobblebase skills and the Power Block move to soft gates too. - Gates: a zone gate passes at the top of the zone's band or while the Pokemon holds the zone's material (or a harder zone's). Cobblebase skills check the pastured Pokemon and tell the owner once what it needs. - Progress record, guardian unlock messages, the Power Block placement gate and /cobblesurvival progress removed; the Power Block's recipe already needs Jungle redstone. - HmsGate: switches off gated HMs auras (Flash, Dive, Mist, Rock Climb, Magnet Rise, Lucky Chant, Lava Plume) whose Pokemon doesn't pass. - ShoulderPassives: type-based effects from shoulder Pokemon, hazard ones (warmth, frigidness, water breathing, night vision) gated. - Self-tests for all of it; docs, balance table, Phase 5 checklist. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -148,12 +148,7 @@ Order of play the bands suggest: Button Isle → Southwold → Westmarch or Jung
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**Unique drops.** Only Pokémon live on the island, so a mob's drop needs another source. `tools/drop_audit.py` checks every item a Pokémon or a vanilla mob drops that a recipe or brewing consumes, and writes `docs/pokemon-drops.md` (item, wild Pokémon with zone and chance, other sources, consumers). Gaps it found, filled through Cobblemon species additions (`datapacks/core/data/cobblesurvival/species_additions/`, placeholders): Blaze Rod (Carkol in Westmarch, Torkoal in the Basalt Furnace; needed for brewing stands, blaze powder and Eyes of Ender), Ghast Tear (Drifloon, Dusclops), Breeze Rod (Whimsicott), Shulker Shell (Shuckle, Cloyster), Nether Star (Charizard). The tide armour trim and the wither skeleton skull stay without a source (cosmetic here). A zone spawn with its own drops overrides the species' drops, so the audit also fails if an addition targets such a spawn (Magmortar's and Centiskorch's did). Self-test: `drop_additions_apply`.
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**Base jobs and power, gated behind progression.** A player's progression is the zones whose Alpha guardian they have helped beat (`progress/Progress.kt`, saved with the world; the guardian win records it for every player in the battle and lists what it unlocked). The gate table is data, `datapacks/core/data/cobblesurvival/progression_gates/base.json`:
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- [Cobblebase](https://modrinth.com/project/cobblebase) (Pokémon in a pasture work: harvesting, producing, finding, buffs, ...): each of its 44 skills works for a pastured Pokémon only once the Pokémon's owner has beaten the skill's zone. From the start: gathering, farming, producing, fuel, guarding, scouting; then step by step through the zones, with mining and the ore finder after Westmarch, the evolution-item finder after the Jungle, the player buffs after Highland Meadows and the Mire, the recruiter after Sunscorch and the healer after Frostpeak (table in `docs/balance.md`). The companion mod puts every Cobblebase skill executor behind the gate, by reflection, when the server starts (`progress/CobblebaseGate.kt`); a skill missing from the table stays off, so an update can't add ungated skills. Cobbreeding is not installed, so Breeder and Egg Hatcher do nothing.
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- [Cobblemon Poke Power](https://modrinth.com/project/lIn7oRFm) (Electric-type Pokémon in a Power Block make Forge Energy): a survival player can place a Power Block only after beating the Verdant Jungle's guardian (the zone with the redstone its recipe needs). Its recipe is the mod's own (iron blocks, redstone blocks, an Electirizer); nothing in the pack uses the energy yet (Phase 6 machines).
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- Operators: `/cobblesurvival progress <player>`, `... grant|revoke <player> <zone>`.
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- Self-tests: `gates_cover_every_cobblebase_skill` (every skill has a gate, every gate zone has a guardian, every executor is gated), `cobblebase_skills_wait_for_guardians` and `power_block_waits_for_guardian`; `guardian_appears_and_returns` checks that the win counts as progress.
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**Base jobs and power.** [Cobblebase](https://modrinth.com/project/cobblebase) (Pokémon in a pasture work: harvesting, producing, finding, buffs, ...) and [Cobblemon Poke Power](https://modrinth.com/project/lIn7oRFm) (Electric-type Pokémon in a Power Block make Forge Energy; nothing in the pack uses the energy yet, Phase 6 machines). Phase 4 first gated them with flags: a skill or the Power Block opened once its owner had beaten a zone's Alpha guardian. **Replaced by soft gates on 2026-10-31** (Adrian: guardians must not set flags; see "Soft gates" under Phase 5). The companion mod still puts every Cobblebase skill executor behind the gate, by reflection, when the server starts (`progress/CobblebaseGate.kt`); a skill missing from the table stays off, so an update can't add ungated skills. Cobbreeding is not installed, so Breeder and Egg Hatcher do nothing.
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**Catching high-level Pokémon** (Adrian, 2026-10-30). Measured against the trainer's strongest party Pokémon (`catching/Catching.kt`, values in `datapacks/core/data/cobblesurvival/catching/rules.json`):
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@@ -187,7 +182,19 @@ Adrian: use Cobblemon HMs. Mining ore is the one hard requirement; the other fie
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- **Trainer Ditto.** HMs sends a visiting Trainer Ditto that sells TMs; underneath it is a wild Cobblemon Ditto. The island's wild-Pokémon rules (hunting weaker trainers, strays despawning) leave it alone, like guardians (`world/SpecialPokemon.kt`).
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- **Config:** HMs' defaults for now (`config/cobblemon_hms.json` is written by the mod on first start; the pack ships none). Every ability can be switched off or tuned there.
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Open, for Adrian (`docs/checklists/phase-5.md`): whether HMs' abilities wait for progression like Cobblebase's skills, what to do about the ones that get around zone hazards, and whether party passives (shoulder Pokémon) are still wanted.
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Adrian's answers (2026-10-31): HMs' abilities stay open; the ones that get around zone hazards get soft gates; party passives come from shoulder Pokémon.
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**Soft gates** (Adrian, 2026-10-31: gate behind ores/materials or a high-level Pokémon of a hard zone; materials may come from guardians, but guardians set no flags, and a gifted Pokémon or material does the same as an earned one). This is the roadmap's first rule ("soft gates only"), which the Phase 4 flags broke. One rule for everything gated (`progress/Gates.kt`, data `datapacks/core/data/cobblesurvival/progression_gates/base.json`):
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- A gate names a zone. The Pokémon doing the work passes it when its level reaches the top of that zone's band, or when it holds one of the zone's materials: its ores (raw or smelted), its evolution stone, or its guardian's drop (Heat Rock for Sunscorch, Mystic Water for the Deep Sea). A material of a zone with a higher gate counts too, so a Pokémon holding a diamond passes the Westmarch gate. Cobblemon lets a Pokémon hold any item, and Cobblebase doesn't use the held item, so holding the material costs nothing else.
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- **Cobblebase skills** keep their Phase 4 stages, now as zone gates on the pastured Pokémon. When one idles, its owner (if within 64 blocks) is told once what it needs.
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- **The Power Block** has no gate of its own: its recipe already takes four redstone blocks, the Verdant Jungle's ore.
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- **HMs auras that get around hazards** (`progress/HmsGate.kt`): Flash (Dripstone gate, for the Deep Dark), Dive and Mist (Mire; the Deep Sea, and slipping away from Pokémon that hunt you), Rock Climb (Highland Meadows; Frostpeak's cliffs), Magnet Rise (Sunscorch; flight), Lucky Chant (Frostpeak; more ore), Lava Plume (Deep Dark; the Basalt Furnace). HMs keeps a switch per player, Pokémon and aura; every 5 ticks the companion mod switches off a gated aura whose Pokémon doesn't pass and says what it needs. Dive, Mist and Rock Climb were added to Adrian's four (Flash, Lava Plume, Magnet Rise, Lucky Chant) because they get around hazards the same way.
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- The guardian record (`Progress`) and `/cobblesurvival progress` are gone; a guardian win only gives its drops.
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**Shoulder passives** (`party/ShoulderPassives.kt`, data `datapacks/core/data/cobblesurvival/shoulder_passives/base.json`): while a Pokémon rides a player's shoulder, its type gives an effect: Flying slow falling, Electric speed, Rock/Ground/Steel haste; behind soft gates, Fire Cold Sweat's warmth (Highland Meadows gate, for Frostpeak), Ice its frigidness (Jungle gate, for Sunscorch), Water water breathing (Mire gate) and Ghost/Dark night vision (Dripstone gate). 93 species can ride a shoulder in Cobblemon 1.8, and every passive's types have at least one. Done in the companion mod rather than with Cobblemon's own `shoulderEffects`, which can match neither types nor gates.
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Self-tests: `gates_cover_every_cobblebase_skill`, `cobblebase_skills_need_level_or_material`, `power_block_gated_by_its_recipe`, `hazard_auras_need_level_or_material`, `shoulder_pokemon_give_passives`.
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## Notes for Phase 6 (researched 2026-10-31)
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