Adrian (2026-10-31): add Cobbreeding without a gate; only Ditto should
be rare, in an endgame area or gated behind something else.
- Cobbreeding 2.4.1 (Modrinth only) and Cloth Config (client) in the
pack; Cobblebase's hatchery takes Cobbreeding's eggs.
- Ditto moved from Button Isle to the Deep Dark with both of Cobblemon's
entries (rare in slime chunks, ultra-rare elsewhere): zone_spawns.py
pins take {"zone", "all_entries"}; Deep Dark target +1, Button Isle -1
so no other line moved; Southwold and Frostpeak guardians pinned (they
tie on base stats and flipped between runs).
- HMs' Trainer Ditto is made uncatchable; it still trades.
- check_deps.py skips other-side dependencies; Cobbreeding's harmless
client-mixin log line allowlisted.
- Self-tests cobbreeding_eggs_fit_the_hatchery, trainer_ditto_cant_be_caught;
docs, balance table, Phase 5 checklist.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adrian (2026-10-31): use Cobblemon HMs; mining ore is the one hard
requirement, furnaces get lit by a Pokemon inside a Phase 6 machine.
- Cobblemon HMs 4.1.0 in the pack (Modrinth), default config.
- Self-test rock_smash_mines_veins: HMs' Rock Smash breaks a
regenerating vein, the ore drops and the vein becomes a regenerator.
- HMs' Trainer Ditto (a wild Ditto underneath) is exempt from the
hostility scan and the stray despawn (world/SpecialPokemon.kt).
- Docs: licenses, addon status, design, balance, roadmap note,
Phase 5 checklist with the open questions for Adrian.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adrian (2026-10-30): Cobblebase's skills stay in but gated behind
progression, power from an existing mod (Poke Power) also gated,
evolution stones as ores fine for now, balance fine and configurable.
Progression is the zones whose Alpha guardian a player helped beat
(Progress saved data; a guardian win records it and lists the unlocks).
The gate table is data (progression_gates/base.json): each of
Cobblebase's 44 skills needs a zone (or none), the Power Block needs the
Verdant Jungle. The companion mod wraps every Cobblebase skill executor
in a gate by reflection; a skill missing from the table stays off.
Operator command /cobblesurvival progress. Cobblebase's and Poke Power's
configs ship in the pack. Self-tests: gate coverage, a locked skill only
runs after its guardian, the Power Block waits for the Jungle guardian,
a guardian win counts as progress.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Regenerating Ore Veins 1.4.0 (CurseForge only, MIT). tools/zone_ores.py
writes its config from world/zones.json: surface zones as boxes from the
zone grid, cave tiers by cave biome, 21 tiers including Cobblemon's
evolution stones (their natural ores are off). The world report now
allows ore only in tracked veins inside their tier's zone. Self-tests:
a mined vein regrows after its chunk unloads and after a restart (new
after_restart pass in selftest.py and quick_check.py). make_world places
showcase veins.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>