- Companion mod zone hazards (zone/ZoneHazards.kt, data in data/cobblesurvival/zone_hazards/): in the Mire a player without an item from #cobblesurvival:mire_protection gets Poison every 5 seconds, with a one-time warning. Potions, milk and golden apples still help. - Mire Waders: KubeJS leather boots, dropped by the Westmarch and Verdant Jungle guardians (the zones before the Mire), per Adrian's boss rule. - Self-test mire_poisons_without_waders. - Allow-list Cobblemon's misspelt jigsaw state in habitats/parched_peat_bog7.nbt, which test players now reach. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
3.3 KiB
Phase 3 – checks for Adrian
Ask Adrian: approve the zone table before building zones
Approved 2026-10-29 with one change: items that help with a zone drop from the boss fight of the zone before it. Zones decide both the species and the levels that spawn.
Open build/zone-map.png (the island coloured by zone) and read the draft in docs/design.md → "Phase 3 zone plan". Every value is a placeholder; change anything.
- Zone model: zones follow the island's biome clusters (hazard biomes are their own zones wherever they lie; forest and plains are split into regions by position; caves by cave biome under the whole island). Or plain sectors/rings that ignore biomes?
- Sunscorch next to the start: its biggest pocket is just across the ring channel north of spawn, and the desert specks on Button Isle are hot too. Keep as an early taste of heat, or reshape?
- Deep Dark everywhere: caves under the start island are as dangerous as anywhere (Lv 45–60). OK?
- Level bands, hazards, signature drops, Alpha guardians in the table.
Built so far
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Zones and their spawns (step 2). Cobblemon's own spawn lists are off; each zone spawns its own evolution lines (
docs/zone-species.md) at its levels. Automated:spawn_pools_are_zonedand thespawn_surveyacross all 14 zones intools/quick_check.py. -
Heat and cold (step 5, Cold Sweat). Automated:
cold_needs_fur,heat_needs_hideandlowlands_are_mildon the island intools/quick_check.py. -
Alpha guardians (step 4). One per zone at a fixed spot, back 5 hours after being beaten; drops help with the next zone (
docs/zone-species.mdlists them). Automated:guardian_appears_and_returns. -
The Mire's poison (step 5). Mire Waders from the Westmarch and Jungle guardians keep it off. Automated:
mire_poisons_without_waders.
Still to come: soft level pressure, flyers.
In-game
- Where am I:
/cobblesurvival zone(needs operator) names the zone and its levels; walk from Button Isle into Southwold and the Jungle. - Who lives here: the Pokémon you meet in a zone are the ones listed for it in
docs/zone-species.md, at its levels. Any line in the wrong zone can be pinned elsewhere inworld/zones.json→species. - Caves: Lush Caves, Dripstone, Deep Dark and Basalt Furnace each have their own Pokémon, whatever surface zone is above them.
- Frostpeak cold: walk onto the jagged peaks without gear: Cold Sweat's thermometer drops and after a minute or so you take damage (not during the first 5 minutes of a new world: grace period). In the fur set (Goat Fur from 8 wool + 1 Heat Rock) you last many minutes.
- Sunscorch heat: the desert at noon overheats you in a couple of minutes; at night it's fine. The hide set (Hoglin Hide from 8 leather + 1 Icy Rock) or a Fire Resistance potion keeps you going.
- Lowlands: a night in Southwold or on Button Isle without gear never gets dangerous.
- Guardians:
/cobblesurvival guardians(operator) lists each zone's guardian and spot. Walk there: a big Pokémon appears, can't be caught, and beating it puts its drops in your inventory with a gold message. It's gone for 5 hours of play. - Mire: walk into the Mangrove Mire: a green warning, then Poison keeps coming back. With Mire Waders on (from the Westmarch or Jungle guardian) nothing happens.