# Phase 1 – checks for Adrian ## Ask Adrian: approve the island before Phase 3 **Approved 2026-10-28.** Structures stay with only their ore and vanilla mobs removed; End portals stay openable (the dragon becomes a Pokémon boss later); the minimap stays. Look at `build/island-map.png` (the generated island) and `build/seed-search/candidates-pokeball.png` (the 8 best of 151 seeds for the Poké Ball shape). - [x] **Shape and size.** Poké Ball, radius 1,500 blocks: a 160-block channel across the middle, a 120-block ring channel around a centre island of radius 280 (where you spawn). All placeholders, change them with `tools/pokeball_preset.py`. Bigger, smaller, wider channels? - [x] **Seed / layout.** `isle-26` approved (2026-10-28). - [x] **Biome list.** "Mountain edge" was mapped to windswept hills (it was removed from the game in 1.18). Ocean, deep ocean, lukewarm/warm ocean, river and beach were kept for the sea and coast. OK? - [x] **Biome mapping.** Forest also covers taiga, dark/birch forest and groves, so it takes about 40% of the land. Plains also covers sunflower plains, snowy plains, ice spikes and mushroom fields. Savanna became desert, savanna plateaus became badlands, meadow became cherry grove, swamp became mangrove swamp. Change anything in `world/biomes.json`? - [x] **Border.** Square vanilla border 96 blocks past the outermost coast. - [x] **Ore in structures.** Cobblemon habitats/ruins and fossils keep their shape, but their ore becomes stone and their raw ore blocks become tuff/terracotta/yellow terracotta. OK, or should such structures be removed instead? ## In-game (Prism save "Cobblemon Survival Island") - [ ] The save loads; you spawn on the centre island in plains or forest. - [ ] From the air (creative flight, or Xaero's World Map) the island reads as a Poké Ball; the coast and channels look natural, and the world border sits out at sea all around. - [ ] Biomes match the map (F3 shows the biome). No snowy plains, taiga, savanna, meadow, swamp or other unlisted biome anywhere. - [ ] Caves: you can find lush caves, dripstone caves, deep dark and basalt deltas underground. **Basalt deltas look right in the overworld** (basalt columns, magma and lava deltas, ash particles; no broken terrain or missing textures). - [ ] No natural ore anywhere, including Cobblemon's evolution-stone ores and ore inside structures (mine around a bit, or use a spectator x-ray resource pack). - [ ] No Nether: lighting an obsidian frame does nothing (no portal forms); no ruined portals anywhere. - [ ] No vanilla mobs: no animals, monsters, fish, squid or bats appear, only Pokémon. Structures generate (villages, ruins, monuments, strongholds, mineshafts, trial chambers, ancient cities) but without vanilla mobs or spawners; shriekers in the Deep Dark don't summon the Warden; mining stone or stone bricks never releases silverfish. - [ ] The world type "Cobblemon Survival Island" appears under World Type when creating a new world. ## QOL mods (in-game) - [ ] Keybinds: in your existing instance, press **Controls → Key Binds → Reset Keys** once (keys already saved in `options.txt` keep their old value; fresh installs get the new defaults). Afterwards nothing in the list is red except JEI's mouse-click actions. - [ ] JEI: the item list shows on the right of the inventory; **G**/U show recipes and uses (R is Cobblemon's send-out key), including Cobblemon items. - [ ] Jade: looking at a block or a Pokémon shows its name and mod; hold **V** for details. - [ ] Inventory Profiles Next: sorting buttons on chests and the inventory; tools refill from the inventory. - [ ] Mouse Tweaks, AppleSkin, Controlling (search box in Controls), Xaero's Minimap and World Map all work. - [ ] Performance feels fine with Sodium, FerriteCore, ModernFix, ImmediatelyFast and Entity Culling; Cobblemon models render correctly with Sodium. - [x] Keep the minimap and world map (decided 2026-10-28).