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>
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>
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>
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>
- tools/zone_spawns.py: a species ridable through the air with top
speed >= 60 or top stamina >= 85 never spawns in a zone whose band
starts below Lv 30; lines that start as one are only placed in such
zones, and the tool refuses to write pools that break the rule.
Drampa moves to Sunscorch; Aerodactyl is fossil-only; Salamence never
spawns wild (Bagon and Shelgon stay in the Dripstone caves).
- Ride stats stay Cobblemon's until play-tested (species_additions can
override riding later).
- Phase 3 checklist: all steps in, approval checkpoint for Adrian.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Companion mod (zone/LevelPressure.kt): a Pokemon more than 5 levels
above the band of the zone its trainer is in gets 10% less experience
per extra level, down to 10%. Exp. Candy and commands are exempt; no
hard level caps (roadmap).
- Rules in world/zones.json -> level_pressure, shipped in the zone layout.
- Self-test level_pressure_cuts_xp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
- 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>
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>