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>
26 lines
2.7 KiB
Markdown
26 lines
2.7 KiB
Markdown
# Phase 2 – checks for Adrian
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## Ask Adrian: approve Phase 2 before Phase 3
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**Approved 2026-10-29**, placeholders as listed below.
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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`):
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- **Revival Charm recipe:** 2 gold ingots, 2 Revives, 1 Max Revive.
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- **Healing Machine recipe:** 3 gold ingots, 4 iron ingots, 1 Max Revive, 1 diamond (Cobblemon: copper, iron, Max Revive, redstone).
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- **Healing Machine recharge:** a full party heal about once an hour (Cobblemon: every 15 minutes).
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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.
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## In-game
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- [ ] **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.
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- [ ] **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.
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- [ ] **No auto-revive:** a fainted Pokémon doesn't wake up on its own, even after a long battle.
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- [ ] **No sleep healing:** sleeping through the night doesn't heal the party.
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- [ ] **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.
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- [ ] **PC:** the PC only opens at a placed PC block.
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- [ ] **Wild Pokémon** sometimes flee or fight back (Fight or Flight Reborn); pastured Pokémon get teleported back instead of recalled (TP-Pastures).
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- [ ] **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.
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- [ ] **Free movement in battle:** during a battle you can leave the battle screen, walk around and build (needed for the Phase 7 boss fights).
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