Commit Graph
11 Commits
Author SHA1 Message Date
claudeandClaude Opus 5.5 9fb5e9895e Phase 8 begins: quest and JEI add-ons, checked against the pack
Adrian's Phase 8 answers (2026-11-03): Cobblemon tasks from Cobblemon Quests
Reloaded; JEI gets the Cobblemon Info for REI/JEI/EMI add-on, its spawn info
checked against the pack, plus our own pages; no quest rewards; quests
generated from docs/quests.yaml with in-game node moves read back.

- Cobblemon Quests Reloaded 2.0.2+1.8 (CF only, CC-BY-NC-4.0): declares
  Cobblemon 1.8+ and FTB Quests 2101+; adds cobblemon_tasks:cobblemon_task.
  Its bundled MongoDB client is an optional storage backend, off by default.
- Cobblemon Info for REI/JEI/EMI 2.32.14 (MIT, both sides): reads the live
  spawn pool, so it shows the zone pools' species, levels and rarity; it lists
  biomes, not zones (our pages will add the zone). Without it on the server a
  client falls back to Cobblemon's own spawn files.
- crosslink.py found the same Cobblebase and Cobblemon HMs files on CF.
- Self-tests quests_have_cobblemon_tasks and jei_addon_shows_island_spawns
  (every entry the add-on shows is one of the pack's, at the zone's levels,
  none missing). Smoke test, self-tests and the island check pass.
- Docs: design.md Phase 8 section and plan, checklists/phase-8.md,
  addon-status.md, licenses.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:37:57 +01:00
claudeandClaude Opus 5.5 5cae9252c3 Phase 5: breeding with Cobbreeding, Ditto a rare Deep Dark find
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>
2026-10-31 19:13:55 +01:00
claudeandClaude Opus 5.5 56ffdd9f2e Phase 5: field moves from Cobblemon HMs
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>
2026-10-31 03:00:07 +01:00
claudeandClaude Opus 5.5 d49684a2eb Phase 4 play-test fixes: deep caves, fuller cave spawns, strays, shared loot
From Adrian's play-test (2026-10-30):
- The Deep Dark no longer fills the deepslate layer: world/biomes.json
  splits it by temperature (Deep Dark under cold and temperate land,
  basalt deltas under the hottest, ordinary caves between); at y -52 it
  drops from 30 % to 14 % of the land, basalt 7 %.
- Cave zones fill up to their targets with lines whose primary type fits
  the cave; top stages spawn up to the band's top (Deep Dark Lv 60, Basalt
  70); no time-of-day conditions underground.
- Wild Pokemon more than 10 levels above the band of the zone they
  wander into despawn (zone/Wanderers.kt).
- Loot is shared: all players in one scoreboard team, Lootr team_loot.
- Basalt ore nodes reach the deep basalt.
Self-tests strays_despawn and loot_is_shared; the catching rules from the
previous commit are now tested too. Template rebuilt (world check passed),
island quick check passed (36 self-tests and the restart test).
Shoulder Pokemon noted for Phase 5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 02:01:41 +01:00
claudeandClaude Opus 5.5 6361636da7 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>
2026-10-30 15:44:17 +01:00
claudeandClaude Opus 5.5 362d06aa4b Phase 4: Cobblebase and Poke Power, gated behind progression
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>
2026-10-30 14:00:50 +01:00
claudeandClaude Opus 5.5 1a1fb93da8 Phase 4: veins in every chunk, drops for the mobs the island lacks
Ore veins: make_world.py loads the island again row by row until
Regenerating Ore Veins has filled every chunk (/cobblesurvival veins
unfilled), cave tiers sit at their biome's depths, small zones get denser
veins, showcase veins are full size. The world report checks surface
tiers against the zone grid, cave tiers within two biome cells of their
cave, and fails on unfilled chunks; the template passes (37,689 chunks).

Drops: tools/drop_audit.py checks every creature drop a recipe or brewing
needs (docs/pokemon-drops.md). Blaze rods, ghast tears, breeze rods,
shulker shells and nether stars now drop from Pokemon through species
additions (self-test drop_additions_apply). The field guide counts vanilla
mobs as absent, applies species additions and reads the veins as sources.

Cobblebase tried (loads, self-tests pass) and left out until Adrian
decides its scope. Phase 4 checklist with the open questions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 03:36:50 +01:00
claudeandClaude Opus 5.5 5d275e4e14 Phase 4: regenerating ore veins, each tier in one zone
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>
2026-10-30 02:30:34 +01:00
claudeandClaude Opus 5.5 d105f6757d Phase 3: the Mangrove Mire poisons anyone without Mire Waders
CI / build-and-smoke-test (push) Failing after 30m44s
- Companion mod zone hazards (zone/ZoneHazards.kt, data in
  data/cobblesurvival/zone_hazards/): in the Mire a player without an
  item from #cobblesurvival:mire_protection gets Poison every 5 seconds,
  with a one-time warning. Potions, milk and golden apples still help.
- Mire Waders: KubeJS leather boots, dropped by the Westmarch and Verdant
  Jungle guardians (the zones before the Mire), per Adrian's boss rule.
- Self-test mire_poisons_without_waders.
- Allow-list Cobblemon's misspelt jigsaw state in
  habitats/parched_peat_bog7.nbt, which test players now reach.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 01:46:16 +01:00
claudeandClaude Opus 5.5 73fe71918f Phase 3: Alpha guardians, one per zone, back 5 hours after a defeat
CI / build-and-smoke-test (push) Failing after 7m6s
- Companion mod (zone/Guardians.kt): each zone's guardian stands at the
  zone's sample point, appears when a player is within 96 blocks, stays
  within 24 blocks, is uncatchable and half again as big. Beating it in a
  battle gives every player in the battle its drops; it returns after 5
  hours of game time (Adrian: fixed spots, 5 hours). State lives in the
  world save; /cobblesurvival guardians lists it.
- tools/zone_spawns.py writes data/cobblesurvival/guardians/<zone>.json:
  the strongest walking (or swimming) Pokemon of the zone at band top + 5,
  with the drops from world/zones.json. Boss drops follow Adrian's rule:
  Icy Rocks before Sunscorch, Heat Rocks before Frostpeak.
- Goat Fur and Hoglin Hide recipes make 8 per rock, so one guardian's 3
  rocks pay for one full insulating set.
- Self-test guardian_appears_and_returns; hazard tests cleaned up; the
  zone generator reads Cobblemon's own entries from the field guide's
  hidden_spawns.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 19:01:21 +01:00
claudeandClaude Opus 5.5 398301f0be 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>
2026-10-29 19:01:21 +01:00