Files
cobblemon-survival-pack/docs/quests.yaml
T
claudeandClaude Opus 5.5 4083791944 Phase 9: reproducible builds, balance from the server, spark check, play feedback
Build: every tool pinned (JDK, packwiz, Gradle plugins, Python packages), exports
normalised, tools/check_reproducible.py proves two clean builds are byte-identical.

Server-side balance: a server can load config/cobblesurvival/datapack.zip in place of
the jar's data, /reload applies it, tools/server_update.py packages it and refuses
when a client change is needed. JEI drop pages are sent by the server. Code-held
balance numbers moved to tuning/server.json.

Performance: spark in the pack (server only), tools/perf_test.py with fake players
whose chunks really are active, docs/performance.md.

Adrian's feedback: default keys R, U, J, §; drop pages link to Cobblemon Info and show
real chances; bosses only hurt in battles; battle XP halved; channels between the
islands low level; temperature ×3 with insulation doubled; hazards start at once; no
item dots on the map; a wild attack starts a battle; the starter only faints; quest
book on join with a basics page and an HMs page; regional forms obtainable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 16:26:30 +01:00

577 lines
25 KiB
YAML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# The quest book (roadmap Phase 8). tools/quests.py turns this file into pack/config/ftbquests/quests/.
#
# Adrian, 2026-11-03: quests give no rewards; they point the way and never block (flexible progression, no lock
# icons). Titles, texts, tasks and dependencies live only here: edits to them in game are overwritten. Node
# positions are different: move nodes in the in-game editor, then `tools/quests.py --pull <instance quests folder>`
# (tools/prism_instance.py does it before each sync) copies them into the `layout` block at the end of this file.
#
# A chapter lists quests: id (unique in its chapter), title, optional subtitle, text (blank line = new paragraph),
# icon, after (quests it builds on: an id in the chapter, or chapter/id), and tasks, each one of:
# item: <item id>, count: <n> have the item
# cobblemon: catch|defeat|evolve|level_up_to|..., amount: <n>, optional pokemon: [ids], types: [types],
# zone_species: <zone> a Cobblemon action (Cobblemon Quests Reloaded); zone_species = any
# Pokémon of that zone's spawn pool
# event: zone/<zone> | guardian/<zone> | machine/<core> | end_boss the pack's own events (hidden advancements)
# checkmark: true the player ticks it
# A task may also have a title. A chapter with `zone: <id>` starts with the quests of `zone_chapter`, where
# {zone}, {low}, {high}, {hazard_text}, {guardian}, {guardian_level}, {drops} and {ore_names} come from the
# zone's data; a template quest with `when:` is left out of zones that lack the thing named. A chapter with
# `summons: true` adds a quest per Sigil (world/summons.json), `columns: <n>` lays those out in a grid.
book:
title: Cobblemon Survival
icon: cobblemon:poke_ball
zone_chapter:
- id: arrive
title: "{zone}"
subtitle: "Lv {low}–{high}"
icon: minecraft:filled_map
text: |
Wild Pokémon in {zone} are level {low} to {high}. Bring a team that can hold its own there. {hazard_text}
A Pokémon far above a zone's levels learns less from battles there; Exp. Candy always works in full.
tasks:
- event: "zone/{zone_id}"
title: "Reach {zone}"
- id: locals
when: [species]
title: "Locals of {zone}"
icon: cobblemon:poke_ball
after: [arrive]
text: |
Each kind of Pokémon lives in one zone of the island. Catch three that call {zone} home.
Their drops are what this zone adds to your crafting: look an item up in JEI to see who drops it.
tasks:
- cobblemon: catch
zone_species: "{zone_id}"
amount: 3
- id: ores
when: [ores]
title: "Ores of {zone}"
icon: minecraft:iron_pickaxe
after: [arrive]
text: |
There is no ore anywhere except in each zone's own veins, and they grow back after you mine them.
{zone} has {ore_names}.
tasks:
- each: ores
count: 8
- id: guardian
when: [guardian]
title: "Guardian of {zone}"
icon: minecraft:netherite_sword
after: [locals]
text: |
{guardian}, Lv {guardian_level}, guards {zone}: a giant that takes at most a quarter of its health from any one attack.
Within 128 blocks its bar shows how far away it is. In the fight, watch the ground and step out of its area attacks; leaving the arena or dying loses the fight.
Beat it for {drops}. It returns 5 hours later.
tasks:
- event: "guardian/{zone_id}"
title: "Beat {guardian}"
chapters:
- id: getting_started
title: Getting Started
subtitle: The island, your first partner, and the rules that matter
icon: cobblemon:poke_ball
quests:
- id: welcome
title: Welcome to the Island
icon: minecraft:filled_map
size: 1.5
text: |
This island has no zombies, no creepers and no cows: only Pokémon. Their drops are your food, string, leather and much more.
The island is split into zones, each with its own Pokémon, levels, ores and a guardian. You start on Button Isle; the further out you go, the stronger everything gets.
This book suggests what to do next. Nothing in it is locked and it gives no rewards: do things in any order you like. This first page walks through how the island works; the next one lists every field move your Pokémon can lend you.
tasks:
- checkmark: true
title: Read this
- id: keys
title: Keys Worth Knowing
icon: minecraft:tripwire_hook
after: [welcome]
text: |
§ (left of 1) opens this book. J opens the map.
R sends out the Pokémon selected on the left of your screen, or calls it back. Up and down arrows pick another. N opens its summary.
Over an item in your inventory or JEI, R shows how to get it and U what it's used for.
V shows more detail on what you're looking at. M switches shaders on and off. Everything can be changed in Options > Controls.
tasks:
- checkmark: true
title: Got it
- id: starter
title: Your First Partner
icon: cobblemon:poke_ball
after: [welcome]
text: |
When you first arrive you choose a starter. Look after it: it is the only Pokémon on the island that can never be lost.
When it faints it stays with you, fainted, until you heal it. It can't be released or sacrificed.
Every other Pokémon is gone for good when it faints.
tasks:
- checkmark: true
title: Read this
- id: battling
title: Battling
icon: minecraft:iron_sword
after: [starter]
text: |
Look at a wild Pokémon and press R: your Pokémon goes out and the battle starts.
Wild Pokémon can also come to you. One that attacks you starts a battle instead of hurting you, unless none of your Pokémon can fight: then you take the hit yourself.
Pokémon stronger than your team hunt you; weaker ones keep their distance. In a battle you can run, and you get a few seconds' head start.
tasks:
- cobblemon: defeat
amount: 1
- id: first_partner
title: Your First Catch
icon: cobblemon:poke_ball
after: [battling]
text: |
Weaken a wild Pokémon in battle, then throw a Poké Ball at it. The weaker it is, the easier it is to catch, and a Pokémon far above your team's level is much harder.
tasks:
- cobblemon: catch
amount: 1
- id: poke_balls
title: Poké Balls
icon: cobblemon:poke_ball
after: [welcome]
text: |
Poké Balls are crafted from apricorns, which grow on apricorn trees around the island. Look the recipe up in JEI.
tasks:
- item: cobblemon:poke_ball
count: 16
- id: pc_pasture
title: PC and Pastures
icon: cobblemon:pasture
after: [first_partner]
text: |
A PC holds the Pokémon that don't fit in your party. A Pasture Block lets them out to roam around your base.
Pastured Pokémon also work: open the pasture and give them a skill, such as mining or gathering, and they bring in items. What they can find depends on the zone the pasture stands in, and JEI's Pasture Finds pages list it.
tasks:
- item: cobblemon:pasture
- id: full_team
title: A Full Team
icon: cobblemon:great_ball
after: [first_partner]
text: |
Six Pokémon of different types handle more than one strong one.
tasks:
- cobblemon: catch
amount: 6
- id: permadeath
title: A Second Chance
icon: cobblesurvival:revival_charm
after: [first_partner]
text: |
Apart from your starter, a Pokémon that faints is gone for good once the battle ends. Revives only help within that battle.
A Pokémon holding a Revival Charm is saved once instead: the charm is used up and the Pokémon is healed. Give one to your most valuable partner. Your starter doesn't need one.
tasks:
- item: cobblesurvival:revival_charm
- id: healing
title: Healing
icon: cobblemon:healing_machine
after: [first_partner]
text: |
Sleeping doesn't heal your Pokémon. A Healing Machine does, and it also wakes a fainted starter, but it is expensive and recharges slowly; potions and berries help in between.
tasks:
- item: cobblemon:healing_machine
- id: level_10
title: Growing Up
icon: cobblemon:exp_candy_s
after: [first_partner]
text: |
Raise a Pokémon to level 10 by battling. Wild Pokémon stronger than your team may come after you; weaker ones keep their distance.
tasks:
- cobblemon: level_up_to
amount: 10
- id: drops
title: What Pokémon Leave Behind
icon: minecraft:string
after: [first_partner]
text: |
Defeated Pokémon drop items. Look any item up in JEI (Cobblemon Info pages) to see which Pokémon drop it and where they live.
tasks:
- cobblemon: defeat
amount: 5
- id: evolve
title: Evolution
icon: cobblemon:fire_stone
after: [level_10]
text: |
Evolve a Pokémon. Some need a level, some an evolution stone: the stones come from ore veins in particular zones.
tasks:
- cobblemon: evolve
amount: 1
- id: zones
title: Zones and Guardians
icon: minecraft:filled_map
after: [level_10]
text: |
Each zone has its own Pokémon and level range; the book has a page for each. The channels between the islands are gentle, the open sea around them is not.
Most zones have a guardian: a giant Pokémon with a health bar at the top of your screen when you are near. Only a battle can hurt it, and it can lose at most a quarter of its health to one attack. Beat it for its rewards; it comes back hours later.
tasks:
- checkmark: true
title: Read this
- id: hazards
title: Heat, Cold and Poison
icon: minecraft:leather_chestplate
after: [zones]
text: |
Some zones hurt to be in. Sunscorch is hot and Frostpeak is cold: your body temperature climbs or falls quickly there, so wear hide against heat and fur against cold.
The Mangrove Mire poisons you unless you wear Mire Waders. Look these up in JEI with R.
tasks:
- checkmark: true
title: Read this
- id: ores
title: Ore Comes from Veins
icon: minecraft:raw_iron
after: [zones]
text: |
There is no ore in ordinary stone. Each zone has its own nodes and underground veins, which grow back after you mine them. JEI's Ore Veins pages show what grows where.
A Pokémon that knows Rock Smash can mine a whole vein with one punch: see the HMs page of this book.
tasks:
- checkmark: true
title: Read this
- id: machines
title: Pokémon at Work
icon: cobblesurvival:heat_core
after: [zones]
text: |
Machines are small buildings with a Pokémon inside: a Large Furnace, a Generator, a Drop Synthesizer, a Sacrifice Altar and a Rebirth Chamber. Craft a core, use it, and ghost blocks show how to build around it.
JEI lists each core's recipe, and each machine's own page says what it makes.
tasks:
- checkmark: true
title: Read this
- id: beyond
title: Beyond Button Isle
icon: minecraft:compass
after: [level_10, full_team]
text: |
Southwold, north of Button Isle, is the next step: Pokémon up to level 18 and the island's copper.
tasks:
- event: zone/southwold
title: Reach Southwold
- id: hms
title: HMs
subtitle: Every field move your Pokémon can lend you
icon: minecraft:iron_pickaxe
quests:
- id: how
title: How HMs Work
icon: minecraft:iron_pickaxe
size: 1.5
text: |
Any Pokémon of yours that has learned one of these moves can use it for you outside battle. There is nothing to craft or learn yourself.
Send the Pokémon out, sneak and right-click it, and pick Field moves. It lists what that Pokémon can do; hover over one to read about it. The top left of your screen shows what is active.
Partner HMs go to your empty hand: one per Pokémon, fired with a click.
Auras and weather work on you while the Pokémon is out and within 24 blocks.
Mount toggles help the Pokémon itself while you ride it.
Working makes a Pokémon hungry. Right-click it with any berry to feed it. If it works on an empty stomach it loses friendship, and at none it refuses.
tasks:
- checkmark: true
title: Read this
- id: gathering
title: Gathering and Building
icon: minecraft:iron_axe
after: [how]
text: |
Cut: fells a whole tree, or clears the plants in front of you.
Rock Smash: breaks a stone block, or mines up to 32 connected ore in one punch, and veins still grow back.
Dig: takes dirt, sand, gravel, clay and snow in one hit.
Leafage: grows nearby crops, saplings and berry trees at once, and covers bare ground in flowers. Sneak to till soil instead.
Stockpile: drinks water or lava, then spits it back out where you aim.
Strength: pushes the block you aim at one block, in any direction, along with anything inside it.
Tail Whip: sweeps suspicious sand or gravel clean in one go.
tasks:
- checkmark: true
title: Read this
- id: handy
title: Handy Tricks
icon: minecraft:ender_pearl
after: [how]
text: |
Teleport: blinks you up to 30 blocks to where you look (30 seconds to recharge).
Charge: turns a block into a lasting redstone power source. Use it again to switch it off.
Camouflage: makes you look like the creature you aim at for 15 minutes.
Celebrate: fireworks over your head, for no reason at all.
tasks:
- checkmark: true
title: Read this
- id: changing
title: Changing a Pokémon
icon: minecraft:nether_star
after: [how]
text: |
Growth: makes the Pokémon you aim at one size bigger for good; aim elsewhere and you grow for 5 minutes.
Minimize: the same, but smaller.
Outrage: turns an XL Pokémon of yours into an Alpha.
Calm Mind: settles an Alpha of yours back into an ordinary Pokémon.
Decorate: one roll at making the Pokémon you aim at shiny for good, once an hour.
tasks:
- checkmark: true
title: Read this
- id: exploring
title: Exploring Auras
icon: minecraft:spyglass
after: [how]
text: |
Flash: lets you see in the dark. Needs the Dripstone gate.
Dive: breathe, walk and mine at full speed underwater. Needs the Mire gate.
Rock Climb: walls work like ladders, on foot or riding. Needs the Highlands gate.
Magnet Rise: slow flight for building. Double-tap jump to lift off. Needs the Sunscorch gate.
Lava Plume: the same as Dive, for lava, with fire immunity. Needs the Deep Dark gate.
Jump: jump higher and land safely. Comes from Splash.
Shadow Sneak: walk silently, unseen by pressure plates and sculk, at a reduced speed.
Snowscape: snow under your feet, and still water freezes as you walk across it.
A gate means the Pokémon must have reached the top level of that zone, or hold one of its materials: its ore, evolution stone or guardian's drop.
tasks:
- checkmark: true
title: Read this
- id: helping
title: Helping Auras
icon: minecraft:honey_bottle
after: [how]
text: |
Absorb: loose items drift toward you.
Lucky Chant: more from what you break and fish. Needs the Frostpeak gate.
Sweet Scent: draws a wild Pokémon of the area about once a minute, like a Poké Snack. What the Pokémon holds works as seasoning.
tasks:
- checkmark: true
title: Read this
- id: weather
title: Weather
icon: minecraft:snowball
after: [how]
text: |
Only one weather runs at a time: the last one switched on wins.
Rain Dance: real rain around you, anywhere; it puts out fires and counts for rain evolutions and spawns.
Thunder: a thunderstorm around you.
Sunny Day: keeps the sky clear.
Blizzard: real snow falls and settles around you.
Sandstorm: soul sand and honey don't slow you, and sand, gravel and clay break four times as fast.
Mist: anything hunting you loses you once you're 8 blocks away. Needs the Mire gate.
tasks:
- checkmark: true
title: Read this
- id: mounts
title: Mount Toggles
icon: minecraft:saddle
after: [how]
text: |
Switch these on from the Field moves of the Pokémon you ride. They stay on for that Pokémon.
Surf: much faster through water.
Tailwind: faster through the air.
Agility: faster on land.
Swift: reaches top speed twice as quickly.
U-turn: turns far more sharply.
Endure: double the stamina.
tasks:
- checkmark: true
title: Read this
- id: button_isle
zone: button_isle
title: Button Isle
icon: cobblemon:poke_ball
- id: shallows
zone: shallows
title: Shallows
icon: minecraft:kelp
- id: southwold
zone: southwold
title: Southwold
icon: minecraft:raw_copper
- id: lush_caves
zone: lush_caves
title: Lush Caves
icon: minecraft:glow_berries
- id: westmarch
zone: westmarch
title: Westmarch
icon: cobblemon:thunder_stone
- id: jungle
zone: jungle
title: Verdant Jungle
icon: cobblemon:leaf_stone
- id: dripstone
zone: dripstone
title: Dripstone Depths
icon: minecraft:pointed_dripstone
- id: highlands
zone: highlands
title: Highland Meadows
icon: cobblemon:sun_stone
- id: mire
zone: mire
title: Mangrove Mire
icon: cobblesurvival:mire_waders
hazard_text: "The Mire's water poisons you unless you wear Mire Waders: the guardians of Westmarch and the Verdant Jungle drop them."
quests:
- id: waders
title: Mire Waders
icon: cobblesurvival:mire_waders
text: |
Waders keep the Mire's poison off. Beat the guardian of Westmarch or the Verdant Jungle for a pair.
tasks:
- item: cobblesurvival:mire_waders
- id: sunscorch
zone: sunscorch
title: Sunscorch
icon: cobblemon:fire_stone
hazard_text: "The desert heat hurts without heat insulation on your armor (Cold Sweat): look up insulation in JEI."
- id: deep_sea
zone: deep_sea
title: Deep Sea
icon: cobblemon:mystic_water
- id: frostpeak
zone: frostpeak
title: Frostpeak Range
icon: cobblemon:ice_stone
hazard_text: "The cold hurts without wool insulation on your armor (Cold Sweat): look up insulation in JEI."
- id: deep_dark
zone: deep_dark
title: Deep Dark
icon: minecraft:sculk
hazard_text: "Sculk darkens your sight down here. There is no Warden, but the ancient colossus sleeps in the ruins."
- id: basalt
zone: basalt
title: Basalt Furnace
icon: minecraft:magma_block
hazard_text: "The heat of the furnace hurts without heat insulation on your armor (Cold Sweat)."
- id: the_end
zone: the_end
title: The End
icon: minecraft:end_stone
quests:
- id: eyes
title: Eyes of Ender
icon: minecraft:ender_eye
text: |
The way to the End is through a stronghold's portal. Ender pearls come from Abra and its evolutions; blaze powder from Fire types such as Magmar.
tasks:
- item: minecraft:ender_eye
count: 12
- id: eternatus
title: Eternatus
icon: minecraft:dragon_egg
after: [arrive]
text: |
Eternatus has taken the dragon's place: a Lv 80 giant whose bar shows its health. Like the guardians, it takes at most a quarter of its health from any one attack.
Beating it opens the way home and leaves the dragon egg the first time.
tasks:
- event: end_boss
title: Beat Eternatus
- id: legends
title: Legends
subtitle: What never spawns on its own
icon: cobblesurvival:summon_sigil
summons: true
columns: 6
quests:
- id: about
title: Calling a Legend
icon: cobblesurvival:summon_sigil
size: 1.5
text: |
Legendary Pokémon don't spawn on their own. Each has a Sigil you can craft from late-game materials: look "Sigil" up in JEI. Using one in the zone written on it summons the Pokémon.
It fights like a guardian, area attacks and all, but this one can be caught. If it's knocked out, the Sigil is lost.
tasks:
- checkmark: true
title: Read this
- id: machines
title: Pokémon Machines
subtitle: Five machines, each powered by a Pokémon inside it
icon: cobblesurvival:heat_core
quests:
- id: about
title: Building a Machine
icon: cobblesurvival:heat_core
text: |
Each machine is a 3×3×3 shell with its core in the middle of one wall and an empty chamber in the centre for the Pokémon. Place the core: glowing ghost blocks show where the shell goes.
Send your Pokémon out near the core and use the core with an empty hand: it walks in. Use the core again to take it back; sneak-use to see what the machine is doing.
tasks:
- checkmark: true
title: Read this
- id: furnace
title: Large Furnace
icon: cobblesurvival:heat_core
after: [about]
text: |
A Fire-type Pokémon in a Heat Core shell of bricks heats furnaces placed against the shell: they burn without fuel and cook much faster. Hoppers work as usual.
tasks:
- event: machine/heat_core
title: Put a Fire type into a Large Furnace
- id: generator
title: Generator
icon: cobblesurvival:dynamo_core
after: [about]
text: |
An Electric-type Pokémon in a Dynamo Core shell of copper makes Forge Energy for cables and other machines.
tasks:
- event: machine/dynamo_core
title: Put an Electric type into a Generator
- id: synthesizer
title: Drop Synthesizer
icon: cobblesurvival:synthesis_core
after: [generator]
text: |
Feed energy into a Synthesis Core shell: the Pokémon inside makes its own drops, as if defeated. Gold, diamond or netherite shells add looting.
tasks:
- event: machine/synthesis_core
title: Put a Pokémon into a Drop Synthesizer
- id: altar
title: Sacrifice Altar
icon: cobblesurvival:altar_core
after: [about]
text: |
A Pokémon of level 20 or more in an Altar Core shell of obsidian can be given up for rare rewards: rare candies, ability items, even a nether star. It is gone for good.
tasks:
- event: machine/altar_core
title: Put a Pokémon on a Sacrifice Altar
- id: rebirth
title: Rebirth Chamber
icon: cobblesurvival:rebirth_core
after: [about]
text: |
A level 100 Pokémon in a Rebirth Core shell of amethyst is reborn after two hours as a shiny level 1 of its first stage, with better IVs and every move it knew.
tasks:
- event: machine/rebirth_core
title: Start a rebirth
- id: base
title: Base and Jobs
subtitle: Pokémon that work while you're away
icon: cobblemon:pasture
quests:
- id: pasture
title: A Pasture
icon: cobblemon:pasture
text: |
Pokémon in a Pasture Block live at your base. With Cobblebase they work there: harvesting, mining, finding items, breeding.
A job needs the Pokémon to be strong enough for the zone its work belongs to, or to hold one of that zone's materials.
tasks:
- item: cobblemon:pasture
- id: pc
title: A PC
icon: cobblemon:pc
text: |
Your PC holds every Pokémon not in your party. There is no remote access: you have to stand at a PC block.
tasks:
- item: cobblemon:pc
layout:
getting_started/beyond: [6.0, 0.75]
getting_started/drops: [4.0, 3.0]
getting_started/evolve: [6.0, -0.75]
getting_started/first_partner: [2.0, -0.75]
getting_started/full_team: [4.0, -3.0]
getting_started/healing: [4.0, 0.0]
getting_started/level_10: [4.0, 1.5]
getting_started/permadeath: [4.0, -1.5]
getting_started/poke_balls: [2.0, 0.75]