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cobblemon-survival-pack/docs/checklists/phase-4.md
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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

3.7 KiB
Raw Blame History

Phase 4 – checks for Adrian

Built so far

  • Ore veins (Regenerating Ore Veins). Ore only comes from veins that grow back (and from chest loot). Each of the 21 ore tiers has veins in exactly one zone; Cobblemon's evolution stones are tiers too (docs/balance.md → "Ore tiers per zone"). Automated: the world report on the template (ore only in tracked veins inside their tier's zone, every tier present, every chunk filled) and the self-tests vein_regrows_after_unload and vein_regrows_after_restart.
  • Showcase veins. One per surface zone sticks out of the ground near the zone's middle; on Button Isle at about −100, ~106, −92, a short walk from spawn.
  • Drops for mobs the island lacks. Blaze rods, ghast tears, breeze rods, shulker shells and nether stars now drop from Pokémon; every drop and what consumes it is in docs/pokemon-drops.md (tools/drop_audit.py fails if a crafting input has no source). Automated: drop_additions_apply.

In game (Prism instance)

The new template is the save folder "Cobblemon Survival Island (Phase 4)"; the world list shows it as "Cobblemon Survival Island" too, the newer of the two. The save you played on 28 Oct is untouched (veins only grow in new chunks, so it has almost no ore).

  • Walk to the Button Isle showcase vein (about −100, ~106, −92), mine a coal block: it turns into a regenerator block, and right-clicking it says how long until it grows back (20 minutes of real time for coal).
  • The regenerator can't be broken in survival (pickaxe or not), and TNT next to a vein leaves the vein alone.
  • Craft a Vein Locator (compass + copper ingot) and use it underground in Westmarch: it should point at iron.
  • Dig around under a zone: only that zone's ores show up (e.g. no iron under Southwold, only copper).
  • JEI shows the Blaze Rod as a Carkol/Torkoal drop in Cobblemon's Pokédex drop list (or defeat one with /pokespawn carkol in creative).

Ask Adrian: Phase 4 decisions

  1. Evolution stones as vein tiers. Their natural ores have been off since Phase 1, so stones had no source at all. Now each stone has veins in one zone (Leaf Stone in the jungle, Water Stone in the Mire, Ice and Dawn Stone on Frostpeak, ...). Keep, move stones, or get them some other way?
  2. Cobblebase (pasture jobs). 2.0.1+1.8.0 loads on Cobblemon 1.8 with the pack, and all self-tests still pass with it (tried 2026-10-30, then taken out again until you decide; Modrinth only, CurseForge has only the 1.7 build). Its config has a switch per skill group (healing, recruiting, passive XP, finders, buffs, ...). It's a whole Palworld-style job system with 47 skills, and several cut across the pack's rules: a Healer skill (healing friction), Excavator/Mining (ore outside the zone veins), Alchemist (evolution stones), Breeder/Egg Hatcher, Friend Recruiter (spawns new Pokémon at the base, outside the zones), passive XP (5 % a minute for pastured Pokémon). Modrinth lists Cobbreeding (breeding; license "MIT, no AI, no reupload") as required, though Cobblebase's jar doesn't need it. Options: (a) Cobblebase with only Producer and skills that don't bypass zones or healing, (b) Cobblebase as it comes, (c) skip it and do base production in the companion mod in Phase 6. And: breeding, yes or no?
  3. Power (roadmap): Cobblemon Poke Power (Electric types output Forge Energy; Modrinth only, needs Matthiesen Core, already in the pack) or our own generator in Phase 6?
  4. Placeholders in docs/balance.md: the ore tier table, vein regrowth times (real time), vein spacing and size, unbreakable regenerators, the Vein Locator recipe, and the drop picks (Carkol/Torkoal blaze rods, Drifloon/Dusclops ghast tears, Whimsicott breeze rods, Shuckle/Cloyster shulker shells, Charizard nether stars).