claudeandClaude Opus 5.5 6ace26e012 Phase 9: the private pack to hand out
build/...-private.mrpack lists every mod by download link, CurseForge-only ones
included, with the credits and non-affiliation notice inside and no third-party jar.
tools/check_private_pack.py downloads all of it and checks the hashes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 16:49:46 +01:00

Cobblemon Survival Pack

A free NeoForge 1.21.1 modpack on Cobblemon 1.8: one large island with soft-gated, Palworld/ARK-style progression, plus a companion mod for the mechanics no addon covers. The plan is in docs/roadmap.md; decisions taken so far are in docs/design.md.

Status: Phases 0–8 approved (2026-11-09); Phase 9 (balancing and release) in progress. Checks per phase: docs/checklists/.

What's in the pack

  • Core: Cobblemon 1.8.4, KubeJS, FTB Quests, WorldGen Editor, and the companion mod (mod/).
  • World: a Poké Ball-shaped island (world type "Cobblemon Survival Island") with a fixed biome list, no natural ore and no Nether. See world/README.md.
  • Quality of life: JEI, Jade, Inventory Profiles Next, Mouse Tweaks, AppleSkin, Controlling, Xaero's Minimap and World Map; Default Options ships default keybinds (R recipes, U uses, J map, § quest book; JEI's R shares with Cobblemon's send-out, one works in screens, the other in the world) (pack/config/defaultoptions/keybindings.txt, check with tools/check_keybinds.py).
  • Rules: no vanilla mobs (only Pokémon), Nether portals don't form.
  • Performance: Sodium, FerriteCore, ModernFix, ImmediatelyFast, Entity Culling.
  • Shaders: Iris with Complementary Reimagined, installed but off by default (Toggle Shaders key M, or Video Settings > Shader Packs).

Exact versions and each mod's Cobblemon 1.8 status are in docs/addon-status.md.

Layout

pack/              packwiz definition: mods/*.pw.toml (config/, kubejs/, defaultconfigs/ as phases add them)
datapacks/core/    data pack shipped inside the companion mod, always enabled
mod/               companion mod (Kotlin, Cobblemon NeoForge MDK)
world/             recipe for the island world template (the world itself is built into build/)
docs/              roadmap, design, balance, licenses, addon status
tools/             build/export, cross-linking, Prism sync, server smoke test, in-game self-tests,
                   dependency check, world builder and world report, zone map, field guide (tools/fieldguide/)

Requirements

  • Java 21 to run the test server (tools/ uses Prism's bundled Java 21 when present). The build downloads its own pinned JDK.
  • Go (the build compiles its pinned packwiz; no system packwiz needed)
  • Python 3.14 (the build makes its own venv with exact packages)

Everyday commands

python3 tools/build.py

Builds the companion mod and writes build/cobblemon-survival-pack-<ver>.mrpack, build/…-curseforge.zip and build/stage/full/ (every mod plus the companion jar). An export lists any mod it had to leave out because that platform doesn't host it, and fails if a third-party jar would end up in overrides/.

python3 tools/prism_instance.py

Creates or updates the Prism instance Cobblemon Survival Pack (dev) from build/stage/full. Run it after every build, with the instance closed. Worlds and options are kept.

python3 tools/quick_check.py

The everyday check after a change (about 5 minutes, two server boots): the smoke checks below, the in-game self-tests (next), /locate proof that ruined portals don't generate, and a sampled world (spawn plus a stronghold, mineshaft, trial chambers, ancient city, Gimmighoul towers and habitats) checked for ore outside regenerating veins or outside their zone, vanilla mobs and mob sources, unlisted biomes and gamerules, plus Lootr chests in a village. It then starts the server a second time for the self-tests that span a restart.

python3 tools/selftest.py

Only the companion mod's in-game tests, on a fresh flat world (faster while working on them), with a second server start for the tests that span a restart. They play real situations on the live server with every mod and config of the pack: for permadeath, Pokémon faint from a fall, lava, poison, in wild and trainer battles, with and without a Revival Charm, and in the PC. They use Minecraft's GameTest framework, started by /cobblesurvival selftest run; the command only exists when the server runs with -Dcobblesurvival.selftest=true. Tests live in mod/src/main/kotlin/dev/cobblesurvival/selftest/.

python3 tools/make_world.py

Builds the island world template (build/world-template, about 20 minutes: pregeneration, then a pass that waits until every chunk has its ore veins and nodes), runs the same world checks on the whole island plus border fit and End access, and renders build/island-map.png. Only needed when the island itself should change. Details in world/README.md. Run tools/prism_instance.py afterwards to put it in Prism as the save "Cobblemon Survival Island".

python3 tools/make_machine_world.py --prism

Builds the machine test world (build/machine-world, a minute): superflat, creative, cheats on, every Phase 6 machine built three times (working with a Pokémon inside, empty, bare core). --prism copies it into the Prism instance as the save "Machine Test (Phase 6)", replacing an older copy.

python3 tools/zone_layout.py

Lays the zone plan in world/zones.json onto the island (from the seed's biome grid), draws build/zone-map.png with each zone's share of the land, and writes the zone grid the companion mod reads. Edit the JSON and rerun to try other zone shapes.

python3 tools/zone_spawns.py

Writes each zone's spawn pool from Cobblemon's spawn data (every evolution line on the island gets one home zone; levels follow the zone's band) and its Alpha guardian, and lists both in docs/zone-species.md. Run after tools/zone_layout.py and the field guide; pin a line to a zone in world/zones.json → species.

python3 tools/zone_bosses.py

Writes the boss fights (Phase 7): every guardian's area attacks by its level's tier, and the End boss. Run after tools/zone_spawns.py.

python3 tools/zone_ores.py

Writes Regenerating Ore Veins' config (pack/config/regenerating_ore_veins/) and the companion mod's ore node table from world/zones.json → ores: each ore tier's surface or cave-floor nodes and underground veins only in its zone, plus world/vein-sources.json for the field guide. Run after changing the ore tiers or the zone grid; the template must be rebuilt for new veins.

python3 tools/cobblebase_loot.py

Writes the pack's versions of Cobblebase's Mining, Ore Finder and Evolution-item Finder loot tables (datapacks/core/data/cobblebase/loot_table/): ores and evolution stones only from the pasture's zone, by world/zones.json → ores, and no type gems from Mining. Reads Cobblebase's own tables from its jar in build/server/mods; run after changing the ore tiers or updating Cobblebase.

python3 tools/drop_audit.py

Checks that every item a Pokémon or a vanilla mob drops and a recipe or brewing consumes has a source on the island (only Pokémon live there), and writes docs/pokemon-drops.md. Uses the field guide's model and its last KubeJS export, no server.

python3 tools/fieldguide/build.py

Writes the field guide to build/field-guide/ (open index.html): where each Pokémon spawns on the island, how to get every mod item and what it's for, with items that have no source on the island flagged. Also generates FTB Quests chapters and a Pokédex text override under build/field-guide/ingame/ (not installed). Details in docs/field-guide.md.

python3 tools/smoke_test.py --load-only

Installs a NeoForge server under build/server, checks every mod's dependency ranges, and confirms the loader discovers all mods. It stops at the EULA check, so it needs no EULA.

python3 tools/smoke_test.py --accept-eula

The full smoke test: boots the server and runs tools/smoke_checks.json over RCON (companion mod live, core data pack enabled, key commands registered), then fails on unexpected errors in the log. Passing --accept-eula states that you accept the Minecraft EULA for this test server. There is no CI: the Gitea server has no capacity for Actions runners, so the checks run locally (this, tools/selftest.py, tools/quick_check.py).

Quest book

python3 tools/quests.py

Generates the quest book (Phase 8) from docs/quests.yaml into pack/config/ftbquests/quests/, and the hidden advancements quests check. tools/build.py runs it. --pull <FTB Quests folder> first copies node positions moved in the in-game editor back into docs/quests.yaml (tools/prism_instance.py does it from the instance before each sync); --check fails if the generated files are out of date.

Legend summons

python3 tools/summons.py && python3 tools/zone_bosses.py

Writes the Sigils' recipes and data and their fights (Phase 9) from world/summons.json. Then run tools/jei_sources.py and rebuild.

JEI drop sources

python3 tools/jei_sources.py

Writes the data behind the pack's own JEI pages (Phase 8) into the data pack (datapacks/core/data/cobblesurvival/drop_sources/pages.json), and the server sends it to players: every Pokémon's drops and zones, guardians, the End boss, the altar, ore veins, pasture finds. Run it after changing species drops, spawns, guardians, machines, ores or Cobblebase tables, then rebuild; the self-test drop_sources_match_the_server fails while it's stale. Needs the Cobblemon jar in build/server/mods (any test-server run).

Handing out the pack

tools/build.py writes build/cobblemon-survival-pack-<ver>-private.mrpack (about 1 MB). Send that file to players: in Prism Launcher, Add Instance > Import, then pick the file. It lists all 43 mods and the shader pack by download link, so each player's launcher fetches them from Modrinth, CurseForge or the author's own host; no third-party jar is inside. It needs Prism: Modrinth's own app and site only accept links to their listed hosts, and four mods are only on CurseForge.

tools/check_private_pack.py downloads every link and checks it against the pinned hashes. After handing out a pack, run python3 tools/server_update.py --mark-client-release, so later balance updates know what players have.

For the server, install NeoForge from its installer (--install-server), then put the mods in with python3 tools/packwiz_sync.py server <server folder>, and copy build/world-template in as world. Balance updates then go through the section below.

Balancing on a running server

Balance lives on the server, so playtesters keep the client they have. After changing the pack's data:

python3 tools/server_update.py --install /path/to/server

Or without --install, unzip build/server-update-<ver>.zip into the server's folder. Then /reload for the data pack and recipes, /ftbquests reload for the quest book; changed mod configs need a restart. /cobblesurvival data shows what is live. The JEI drop pages update for players by themselves.

This covers everything in datapacks/core (spawns, drops, machines, bosses, gates, hazards, recipes, tuning/server.json), pack/config, KubeJS server scripts and the quest book. It's refused when something players run or draw changed (mods, textures, lang, startup scripts, new items or blocks, client code), and names those files; hand out a new pack, then record it with tools/server_update.py --mark-client-release. Code that only the server runs can go along with --with-jar. Moving ores or reshaping the island needs a new world, not a new client.

tools/check_server_update.py proves on the test server that the data switches over and /reload picks up a change.

Reproducible builds

The same commit builds the same bytes, wherever the repo is and whatever the machine has installed: tools/build.py compiles with a pinned JDK and runs a pinned packwiz (tools/build-lock.toml), with exact Python packages (tools/requirements.txt) and Gradle plugins, and every mod is pinned by hash. build/SHA256SUMS lists what it produced.

python3 tools/check_reproducible.py --fresh-gradle

Builds the working tree twice from clean copies in different folders, each with an empty Gradle home, and compares every output byte for byte. The island world template isn't covered: Minecraft's chunk generation is the same from one run to the next, the saved region files aren't.

Performance

python3 tools/perf_test.py

Boots the island with fake players, full pastures and working machines at three sizes, profiles with spark (in the pack, server only) and writes docs/performance.md. About 20 minutes.

Adding a mod

  1. Read its license and its Cobblemon 1.8 status; add both to docs/licenses.md and docs/addon-status.md.
  2. cd pack && packwiz modrinth add --project-id <id> --version-id <id> (or packwiz curseforge add --addon-id <id> --file-id <id>). Always pin a version.
  3. python3 tools/crosslink.py, which adds the other platform's source after checking that it's the same file. Overrides go in tools/crosslink.json.
  4. python3 tools/build.py, then the smoke test.

Disclaimer

Unofficial fan project, not affiliated with Nintendo, Game Freak, Creatures Inc., The Pokémon Company, the Cobblemon team, Mojang Studios or Microsoft. Free, with no monetization. Full credits: docs/licenses.md.

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