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cobblemon-survival-pack/docs/checklists/phase-2.md
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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

2.7 KiB
Raw Blame History

Phase 2 – checks for Adrian

Ask Adrian: approve Phase 2 before Phase 3

Approved 2026-10-29, placeholders as listed below.

Every roadmap item of Phase 2 is in and the roadmap's "done when" holds in the tests: the permadeath matrix passes, sleeping doesn't heal, and there is no remote PC access. Placeholders that were up for approval (docs/balance.md):

  • Revival Charm recipe: 2 gold ingots, 2 Revives, 1 Max Revive.
  • Healing Machine recipe: 3 gold ingots, 4 iron ingots, 1 Max Revive, 1 diamond (Cobblemon: copper, iron, Max Revive, redstone).
  • Healing Machine recharge: a full party heal about once an hour (Cobblemon: every 15 minutes).

Automated (tools/quick_check.py): the mods load, vanilla mobs can't join, Lootr converts the loot chests of a sampled village, and the permadeath matrix runs as in-game tests (tools/selftest.py): a Pokémon faints outside a battle, from a fall, in lava, from poison, in a wild battle with and without a Revival Charm, in a trainer battle, after being revived during a battle, and in the PC; the party doesn't heal or revive by itself. Also tested: the Healing Machine uses the pack's recipe and recharges slower, /pc needs cheats and a PC stops working once you walk away from it, and breaking, placing or walking during a battle doesn't end it. The checks below are what a test can't judge: how it looks and feels.

In-game

  • Permadeath: a Pokémon that faints is gone with a red chat message: right away outside a battle (fall, fire/lava, poison), or when the battle ends (wild or trainer). A Revive used during the battle doesn't save it.
  • Revival Charm: craft one (gold ingot top and bottom, Revive left and right, Max Revive in the middle), give it to a Pokémon to hold; when it faints it stays, and the charm is used up.
  • No auto-revive: a fainted Pokémon doesn't wake up on its own, even after a long battle.
  • No sleep healing: sleeping through the night doesn't heal the party.
  • Healing Machine: JEI shows the pack's recipe (gold ingots on top, iron, Max Revive, diamond); after healing a full party, the machine takes about an hour to fill up again.
  • PC: the PC only opens at a placed PC block.
  • Wild Pokémon sometimes flee or fight back (Fight or Flight Reborn); pastured Pokémon get teleported back instead of recalled (TP-Pastures).
  • Loot chests: a chest in a village/ruin shows Lootr's look; after looting it, it refills about an hour of play later with different items. Each player sees their own loot.
  • Free movement in battle: during a battle you can leave the battle screen, walk around and build (needed for the Phase 7 boss fights).