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>
- 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/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>