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cobblemon-survival-pack/docs/balance.md
T
claudeandClaude Opus 5.5 362d06aa4b Phase 4: Cobblebase and Poke Power, gated behind progression
Adrian (2026-10-30): Cobblebase's skills stay in but gated behind
progression, power from an existing mod (Poke Power) also gated,
evolution stones as ores fine for now, balance fine and configurable.

Progression is the zones whose Alpha guardian a player helped beat
(Progress saved data; a guardian win records it and lists the unlocks).
The gate table is data (progression_gates/base.json): each of
Cobblebase's 44 skills needs a zone (or none), the Power Block needs the
Verdant Jungle. The companion mod wraps every Cobblebase skill executor
in a gate by reflection; a skill missing from the table stays off.
Operator command /cobblesurvival progress. Cobblebase's and Poke Power's
configs ship in the pack. Self-tests: gate coverage, a locked skill only
runs after its guardian, the Power Block waits for the Jungle guardian,
a guardian win counts as progress.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:00:50 +01:00

11 KiB
Raw Blame History

Balance values

Every tunable lives in a config file or in this table. Placeholder means guessed and not yet approved by Adrian; never treat a placeholder as decided.

Value Current Status Where it is applied Notes
Island radius 1,500 blocks Placeholder tools/pokeball_preset.py --radius Test value from the roadmap; final size after Phase 1 review
Poké Ball band 160 blocks wide channel across the middle Placeholder tools/pokeball_preset.py --band
Poké Ball button centre island r 280, ring channel 120 wide Placeholder tools/pokeball_preset.py --button --ring The world spawn lands on the button
Coastline roughness 0.03 (smooth, so the ball reads as a circle) Placeholder tools/pokeball_preset.py
Raw ore blocks in structures raw iron → tuff, raw copper → terracotta, raw gold → yellow terracotta Placeholder tools/clean_structures.py (RAW) Look-alikes only; ores in structures become stone/deepslate/netherrack
World seed chosen by tools/seed_search.py Placeholder world/world.json Decides where each biome lands on the island
Seed-search targets ≥5% land share per surface biome (3% for cherry grove, mangrove swamp, windswept hills, jagged peaks); no biome above 35%; gentle land within 350 blocks of 0,0 Placeholder tools/seed_search.py Scoring weights, not gameplay values
Revival Charm recipe 2 gold ingots, 2 Revives, 1 Max Revive (shaped) Decided (Adrian, 2026-10-29) kubejs/server_scripts/revival_charm.js Meant to be expensive; gold comes from veins (Phase 4) and loot chests
Healing Machine recipe 3 gold ingots, 4 iron ingots, 1 Max Revive, 1 diamond (shaped; Cobblemon: 3 copper, 4 iron, Max Revive, redstone) Decided (Adrian, 2026-10-29) kubejs/server_scripts/healing_machine.js Roadmap: make Healing Machines expensive
Healing Machine recharge 3,600 s from empty to full (6 charge, one per full Pokémon heal; Cobblemon: 900 s) Decided (Adrian, 2026-10-29) config/cobblemon/main.json → secondsToChargeHealingMachine So a machine heals a full party about once an hour of play
Fainted Pokémon auto-recovery never (defaultFaintTimer 1e9 s) Decided (permadeath) config/cobblemon/main.json
Zone level bands Button Isle 2–10, Southwold 8–18, Westmarch 15–25, Verdant Jungle 18–30, Highland Meadows 25–35, Mangrove Mire 25–38, Sunscorch 30–45, Frostpeak 40–55, Shallows 5–20, Deep Sea 30–50, Lush Caves 12–28, Dripstone 22–38, Deep Dark 45–60, Basalt Furnace 55–70 Decided (Adrian, 2026-10-30) world/zones.json → levels, then tools/zone_layout.py and tools/zone_spawns.py Zone shapes approved (Adrian, 2026-10-29)
Evolution lines per zone (targets) 15–35 per zone, scaled to the 377 lines available Decided (Adrian, 2026-10-30) world/zones.json → lines Result per zone in docs/zone-species.md
Lines pinned to a zone Durant, Torkoal, Heatmor → Basalt Furnace Decided (Adrian, 2026-10-30) world/zones.json → species Basalt's own lines were all too big for its caves
Comfortable temperature range 0.25–1.51 (Cold Sweat units; Cold Sweat: 0.4–1.51) Decided (Adrian, 2026-10-30) config/coldsweat/main.toml Keeps the lowlands' nights livable without gear
Windswept hills temperature 45–72 °F (Cold Sweat: 24–58 °F) Decided (Adrian, 2026-10-30) config/coldsweat/world.toml They lie in the starter lowlands too
Insulating armour fur set (cold 10/14/12/10), hide set (heat 10/14/12/10), as Cold Sweat; leather armour none (Cold Sweat: 5/7/6/5 both) Decided (Adrian, 2026-10-30) config/coldsweat/item.toml Frostpeak at noon: about 1 min bare, 14 min in fur; Sunscorch at noon: about 2 min bare, 25 min in hide
Sewn-in insulation goat fur 2 cold, hoglin hide 2 heat, wool 0.5 cold, leather 0.5/0.5 (Cold Sweat: wool 1.5, leather 1/1, rabbit hide 1.5 heat) Decided (Adrian, 2026-10-30) config/coldsweat/item.toml
Goat Fur / Hoglin Hide recipes 8 wool + 1 Heat Rock → 8 Goat Fur; 8 leather + 1 Icy Rock → 8 Hoglin Hide (a set takes 24) Decided (Adrian, 2026-10-30) kubejs/server_scripts/insulation.js Heat and Icy Rocks come from the guardians before Frostpeak and Sunscorch (archaeology finds too)
Guardian respawn 5 hours of game time after being beaten Decided (Adrian, 2026-10-29) world/zones.json → guardian_respawn_hours Fixed spots
Guardian strength strongest Pokémon spawning in the zone, band top + 5 levels, 1.5× size, uncatchable Decided (Adrian, 2026-10-30) tools/zone_spawns.py (GUARDIAN_*), world/zones.json → guardian.species
Guardian drops Button Isle 10 Poké Balls + 4 Potions; Southwold 6 Great Balls + 4 Exp. Candy S; Westmarch and Jungle Mire Waders + 4 Pecha Berries + 2 Exp. Candy M; Mire and Highlands 3 Icy Rocks + 4 Super Potions; Sunscorch 3 Heat Rocks + 2 Exp. Candy L; Frostpeak and Deep Dark 3 Icy Rocks + 2 Exp. Candy L; Deep Sea Mystic Water + 3 Exp. Candy M Decided (Adrian, 2026-10-30) world/zones.json → guardian.drops 3 rocks make one full fur or hide set
Mire poison Poison I for 7 s, renewed every 5 s while in the Mire without Mire Waders Decided (Adrian, 2026-10-30) datapacks/core/data/cobblesurvival/zone_hazards/mire.json Vanilla Poison stops at half a heart
Level pressure full experience up to 5 levels above the zone's band, then 10 % less per level, at least 10 % (Exp. Candy and commands exempt) Decided (Adrian, 2026-10-30) world/zones.json → level_pressure E.g. on Button Isle (up to Lv 10): Lv 15 full, Lv 20 half, Lv 24+ a tenth
Strong flyer ridable through the air with top speed ≥ 60 or top stamina ≥ 85 (Cobblemon ride stats) Decided (Adrian, 2026-10-30) tools/zone_spawns.py (STRONG_FLYER_*) 29 species
High zone for strong flyers band starts at Lv 30 or more (Sunscorch, Frostpeak, Deep Sea, Deep Dark, Basalt Furnace) Decided (Adrian, 2026-10-30) tools/zone_spawns.py (HIGH_ZONE_LEVEL)
Ore tiers per zone Button Isle: coal; Southwold: copper; Westmarch: iron, thunder stone; Verdant Jungle: redstone, leaf stone; Highland Meadows: lapis, sun stone; Sunscorch: gold, fire stone; Frostpeak Range: emerald, ice stone, dawn stone; Dripstone Depths: amethyst, moon stone; Deep Dark: diamond, dusk stone; Basalt Furnace: quartz, netherite; Lush Caves: shiny stone; Mangrove Mire: water stone Fine for now (Adrian, 2026-10-30) world/zones.json → ores → tools/zone_ores.py Each tier in exactly one zone; evolution stones are tiers (their natural ores are off)
Vein regrowth 20 min: coal; 30 min: copper; 40 min: iron; 45 min: redstone, lapis; 60 min: gold, quartz, thunder stone, shiny stone, leaf stone, water stone, moon stone, sun stone, fire stone, ice stone; 75 min: emerald, dawn stone, dusk stone; 90 min: diamond; 120 min: amethyst; 180 min: netherite; ±10 % jitter; real time Fine for now (Adrian, 2026-10-30) world/zones.json → ores (regen_minutes, ore_defaults.jitter) Counts while the server is off too
Vein spacing, size, tries spacing 4–14 chunks between candidate chunks, radius 0–2, 70 % filled, 1–4 tries per candidate chunk (per tier in world/zones.json) Fine for now (Adrian, 2026-10-30) world/zones.json → ores, ore_defaults Ore blocks in the template (2026-10-30): copper 10,400, iron 6,356, quartz 2,397, lapis 2,236, coal 2,222, redstone 1,044, gold 815, diamond 559, shiny stone 466, thunder stone 239, sun stone 238, amethyst 238, dusk stone 222, emerald 181, leaf stone 125, ice stone 102, moon stone 100, fire stone 98, water stone 95, netherite 74, dawn stone 64. Per zone in build/island-report.json after tools/make_world.py
Regenerators breakable by players no; explosions don't hurt veins Fine for now (Adrian, 2026-10-30) tools/zone_ores.py → global.json Otherwise a player could remove a vein for good
Vein Locator compass + copper ingot; 75 % chance to break per use (the mod's default) Fine for now (Adrian, 2026-10-30) tools/zone_ores.py → vein_locator.json The mod's default recipe needs netherite
Drops for mobs the island lacks Blaze Rod: Carkol 10 %, Torkoal 25 % ×1–2; Ghast Tear: Drifloon 5 %, Dusclops 10 %; Breeze Rod: Whimsicott 10 %; Shulker Shell: Shuckle 10 %, Cloyster 10 %; Nether Star: Charizard 5 % Fine for now (Adrian, 2026-10-30) datapacks/core/data/cobblesurvival/species_additions/ Every drop and what consumes it: docs/pokemon-drops.md (tools/drop_audit.py)
Cobblebase skill gates start: gatherer, harvester, irrigator, producer, furnace fuel, water fill, extinguisher, scout, guard; Button Isle: fishing, forager, botanist, collector, snow fill, brewing fuel, craftsman; Southwold: pharmacist, scholar, mentor (passive XP), lava fill; Westmarch: mining, excavator, architect, armorer, diving; Verdant Jungle: alchemist, trainer, smith, prospector, growth aura; Highland Meadows: speed, jump, haste, night vision, water breathing, saturation buffs; Mangrove Mire: resistance, strength buffs; Sunscorch: friend recruiter, aura boost; Frostpeak: healer, lucky charm; Deep Dark: breeder, egg hatcher Placeholder datapacks/core/data/cobblesurvival/progression_gates/base.json A zone means "after beating its Alpha guardian"
Power Block gate after the Verdant Jungle guardian Placeholder same file, blocks Recipe: Poke Power's own (iron blocks, redstone blocks, Electirizer)
Poke Power output 50 FE/t per Pokémon level, block stores 120,000 FE, 16,000 FE/t out; cable 32,000 / 16,000 The mod's defaults pack/config/poke_power/server.toml Nothing uses the energy before Phase 6
Cobblebase jobs the mod's defaults (finder cooldown 240 s, passive XP 5 % a minute with a Mentor, recruiter rates, buffs) The mod's defaults pack/config/cobblebase.json (skill cooldowns in its own skill data) Tune after play-testing
Ride stats (speed, stamina, ...) Cobblemon's own To tune after play-testing species riding via species_additions
Healing while sleeping off (healPercent 0) Decided (roadmap) config/cobblemon/main.json
Loot container refresh 1 hour (72,000 ticks of game time) after first opened, all containers Decided (Adrian, 2026-10-29) config/lootr-common.toml Tiering by structure/biome later
Gamerules in the template doMobSpawning false Decided (Adrian, 2026-10-28; may be reverted later) world/world.json → gamerules Pokémon spawning is Cobblemon's own doPokemonSpawning
Border margin 96 blocks of sea past the outermost coast Placeholder world/world.json
Pregeneration circle radius 1,700 around 0,0 Tooling world/world.json Must cover the land plus border_margin; make_world.py stops if it doesn't
Server heap for smoke test 4 GB Tooling tools/smoke_test.py Not a gameplay value
Dev client heap (Prism) 6 GB Tooling tools/prism_instance.py --memory Not a gameplay value

Sections to fill as phases land: hazard damage (Phase 3), field-move cooldowns and caps (Phase 5), machine output (Phase 6), boss attack damage and telegraph times (Phase 7).