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cobblemon-survival-pack/docs/checklists/phase-5.md
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claudeandClaude Opus 5.5 56ffdd9f2e Phase 5: field moves from Cobblemon HMs
Adrian (2026-10-31): use Cobblemon HMs; mining ore is the one hard
requirement, furnaces get lit by a Pokemon inside a Phase 6 machine.

- Cobblemon HMs 4.1.0 in the pack (Modrinth), default config.
- Self-test rock_smash_mines_veins: HMs' Rock Smash breaks a
  regenerating vein, the ore drops and the vein becomes a regenerator.
- HMs' Trainer Ditto (a wild Ditto underneath) is exempt from the
  hostility scan and the stray despawn (world/SpecialPokemon.kt).
- Docs: licenses, addon status, design, balance, roadmap note,
  Phase 5 checklist with the open questions for Adrian.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 03:00:07 +01:00

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# Phase 5 – checks for Adrian
## Decided
**2026-10-31:** the field moves come from Cobblemon HMs instead of our own system. Mining ore is the one hard requirement, the other moves are nice to have. Furnaces are lit by putting a Pokémon inside a Phase 6 machine, not by a field move. Details: `docs/design.md` → "Phase 5: field moves from Cobblemon HMs".
## Built so far
- **Cobblemon HMs** 4.1.0 is in the pack with its default config (39 abilities, all on).
- **Rock Smash mines the island's ore:** the ore drops, and mined vein blocks turn into regenerators that grow back. Automated: `rock_smash_mines_veins`.
- **HMs' Trainer Ditto** (a visiting TM seller that is a wild Ditto underneath) neither hunts weak trainers nor despawns as a stray.
## In game (Prism instance)
- [ ] Send out a Pokémon that knows Rock Smash, pick Rock Smash on its interaction wheel, and punch an ore node: the node breaks in one go, drops its ore and turns into a regenerator.
- [ ] Do the same on an underground vein that needs a better pickaxe than the one you hold (e.g. iron in Westmarch with no pickaxe): it still breaks.
- [ ] Look at the other abilities your Pokémon offer on the wheel (Cut, Flash, Strength, Surf boosts, ...) and note any you want switched off or tuned.
## Ask Adrian: Phase 5 decisions
1. **Progression.** HMs' abilities all work from the start. Should some wait for guardians like Cobblebase's skills (Rock Smash after an early one, so tiers still matter at first)? HMs' own `minLevel` is the *player's* XP level, which the island doesn't use otherwise.
2. **Zone hazards.** Some abilities get around them: Flash (night vision, lights up the Deep Dark), Lava Plume (fire immunity and walking on lava in the Basalt Furnace), Magnet Rise (flying), Lucky Chant (more ore). Leave them on, switch them off, or gate them behind the zone's guardian?
3. **Party passives.** The roadmap's other half (e.g. Haste with a Rock type, warmth from a Fire type in Frostpeak; your idea of effects from shoulder Pokémon). Still wanted on top of HMs' auras?