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cobblemon-survival-pack/docs/checklists/phase-4.md
T
claudeandClaude Opus 5.5 6361636da7 WIP: ore nodes, catching rules, bee nest fix, smaller Deep Dark
Done and checked: surface and cave-floor ore nodes (companion mod
ore/OreNodes.kt), bigger and rarer underground veins; template with nodes
passed the world check and the island quick check (node self-tests).

Built, not yet tested: catching rules (catch rate falls with the level
gap to the trainer's strongest Pokemon, failed catch enrages, strong wild
Pokemon hunt weaker trainers; catching/, Fight or Flight config), bee
nests emptied when their bee is turned away.

In progress: the Deep Dark no longer fills the deepslate layer (split by
temperature: cold = Deep Dark, hot = basalt deltas, warm = ordinary caves;
world/biomes.json), zone layout regenerated; cave zone types added to
world/zones.json but tools/zone_spawns.py doesn't use them yet; template
not rebuilt for the new caves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:44:17 +01:00

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# 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`.
- **Ore nodes** (Adrian, 2026-10-30): small nodes on the surface, larger veins underground that are harder to find, and the cave zones' ores as nodes on the cave floor. Automated: `surface_nodes_lie_in_the_ground`, `cave_nodes_lie_on_the_cave_floor`, and the world report (every tier has nodes).
- **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 around Button Isle: small coal nodes lie in the grass. Mine one: it turns into a regenerator block, and right-clicking it says how long until it grows back (20 minutes of real time for coal).
- [ ] Fly through a cave zone in spectator mode: its nodes sit on the cave floor (amethyst in the Dripstone Depths, diamonds in the Deep Dark, ...), not inside the rock.
- [ ] 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
**Answered 2026-10-30:** (1) evolution stones as ores are fine for now; (2) Cobblebase's skills stay in, gated behind progression; (3) power from an existing mod, also gated: Cobblemon Poke Power; (4) the balance is fine for now and stays configurable.
## Base jobs and power (after the answers)
- **Cobblebase**, with each of its skills unlocked by beating a zone's Alpha guardian (table in `docs/balance.md`, data in `datapacks/core/data/cobblesurvival/progression_gates/base.json`). Automated: `gates_cover_every_cobblebase_skill`, `cobblebase_skills_wait_for_guardians`, and the guardian test checks that a win counts.
- **Poke Power**: the Power Block can only be placed after the Verdant Jungle guardian. Automated: `power_block_waits_for_guardian`.
In game:
- [ ] Put a Pokémon with a starting skill (e.g. Pikachu: Producer, Item Gatherer) in a pasture near a chest: it works from the start. A Pokémon whose skills are all gated later (check its skill list in Cobblebase's screen) just sits there.
- [ ] `/cobblesurvival progress grant <you> westmarch`, then a Mining Pokémon in the pasture starts digging up ore; `/cobblesurvival progress revoke <you> westmarch` stops it again.
- [ ] Beat a guardian: the chat lists what it unlocked at your base.
- [ ] Try to place a Power Block in survival before the Jungle guardian: it's refused with a message; after `/cobblesurvival progress grant <you> jungle` it places, and an Electric-type Pokémon inside makes energy (the block's screen and Jade show it).
## Ask Adrian: approve Phase 4 before Phase 5
The roadmap's done-when holds (every ore tier in exactly one zone, veins regrow after restart and unload, every Pokémon-sourced recipe input has a source), and base jobs and power are in, gated. Remaining placeholders: the skill stages and the Power Block gate (`docs/balance.md`).