Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.6-beta] - 2025-01-06
Added:
- #189 AFK protection: Trainers will eventually despawn when nearby players do not move at all for a certain amount of time (~ 12 minutes). Note: This is a bit experimental, let me know if you have trainers unexpectedly disappear in front of your eyes.
- #188 Server config
globalSpawnChanceMinimum
: Minimum spawn chance for trainers based of how many trainers already spawned for a player - #187 Server config
spawnIntervalTicksMaximum
: Maximum spawn interval for trainers based of how many trainers already spawned for a player
Changed:
- #186 Default value of
globalSpawnChance
from1
to0.85
- #185 Default value of
maxTrainersPerPlayer
from8
to12
- #184 Default value of
maxTrainersTotal
from24
to60
- #183 Default value of
spawnIntervalTicks
from600
to120
- #182 Some adjustments to trainer spawning behaviour, to sum it up: Trainers now spawn much more frequent for players (see #183) that have no or only a few trainers around them, trainer encounters should be more common while exploring, yet on the other hand reaching higher numbers of trainers will gradually take more and more time when sticking to the same location (see #187 and #188). Reminder: Defeating trainers will free up a players spawn cap!
- #181 The increase of the spawn weight for key trainers is now based of how close pokemon of players are to that trainers required level cap rather than the players current level cap (especially helpful if
initialLevelCap
is set to100
) - #180 Trainer Spawner Block now ignores the
globalSpawnChance
and trainers spawned by that block will not count towards a players spawn cap anymore (i.e. can still spawn even if a player has filled up theirmaxTrainerPerPlayer
)
Fixed:
- #179 Several issues with npc behavior (as well as some adjustemts)
- fixed trainers tracking towards the same location in certain situations
- trainers are now more likely to wander towards an (imaginary) goal (if they cannot find a path they will choose a new random goal)
- #178 Trainer Card ticking for non local players on clients (potential source of trouble and incompatibility with other mods, e.g. Trinkets)
- #177
additiveLevelCapRequirement
being subtracted frominitialLevelCap
rather than added
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.5-beta] - 2024-12-28
Changed
- Renamed loot table
defeat_count
conditionscomparator
values (EQUAL
->==
,LESS
-><
,<=
(new),GREATER
->>
,>=
(new),MODULO
->%
), changed defaultcount
from0
to1
(defaultcomparator
is==
)
Fixed
- Custom
comparator
for loot tabledefeat_count
condition causing a crash - Loot tables of custom data packs not working
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.4-beta] - 2024-12-27
Fixed
- Level cap related settings requiring a server restart before changes took effect
- Setting the
initialLevelCap
to high values also affecting the required level cap of trainers, which could prevent trainers from spawning if players don't have pokemon close to that level
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.3-beta] - 2024-12-24
Fixed
- "Solution" to prevent issues caused by trainers unexpectedly being removed from a world (e.g. picked up with CarryOn)
- Some issues with updating config values or reloading data packs while a server is running
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.2-beta] - 2024-12-24
Fixed
- Suppressed crash caused by trainers being picked up with CarryOn (temporary solution)
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.1-beta] - 2024-12-15
Fixed
- Desync issue with TrainerCard (e.g. by switching dimensions)
Changelog
[0.12.1-beta] - 2024-12-15
Fixed
- Desync issue with the TrainerCard (e.g. by switching dimensions)
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.0-beta] - 2024-12-11
Added
- Command:
player get progress [player]
: Outputs a list of all trainers a player has defeated that are part of the required progression - Command:
player set progress [player(s)] (before|after) <trainerId>
- Double battles
- Server config
allowOverLeveling
: Specifies if players should be allowed to level their pokemon above their level cap (default:false
) - Server config
trainerSpawnerItems
: Allows to specify what items can be used to configure a trainer spawner to summon specific trainers - Trainer (type) dependent battle rules: Currently allows to set item usage restrictions, leaders and bosses will by default not allow more than
2
item uses - Trainer Spawner (craftable) block: Can be attuned to spawn different trainers whenever a player is nearby (and the trainer is not already elsewhere), trainers will not move while standing on this block, what items will spawn what trainers can be configured (check out the documentation for more information)
HomePos
block positon tag for trainer npcs: Trainers will stay/move to the defined position, trainers spawned from a Trainer Spawner block will have that block set as their home position (this is also the case for any trainers nearby a matching Trainer Spawner block)
Changed
- Advancement defeat count trigger property
trainer_id
now an arraytrainer_ids
(of which only one must be defeated for an advancement to be granted) - Advancment defeat count trigger now triggers if all trainers of a specified
trainer_type
are defeated if a negativecount
is given - Command:
trainer get required_defeats
now prints a list of required trainers - Core dependency "CobblemonTrainers" is now replaced by "RCTApi"
- Data pack trainer format is now slightly different (see the docs for a full overview of changes)
- Decreased trainer battle cooldown from
30
to12
seconds - Increased battle attempts against leaders from
2
to3
and against other trainers from3
to5
- Minor adjustments to spawn rates: Decreased boosted rates for never beaten leaders but increased the rates for never beaten trainers in general
- Possible spawn locations of leaders now somewhat match their themes (rather than beeing able to spawn everywhere)
- Progression: Added more required trainer fights, e.g. Rocket Admin Archer after Brock and all the rival fights
- ServerConfig: Renamed
bonusLevelCap
->additiveLevelCapRequirement
(works slightly different but effectively serves the same purpose) - Some pokemon that are originally supposed to mega evolve (i.e. holding key stones) now hold other competetive held items as replacement (until mega evolutions are supported)
- Some trainers might carry items that they may use in battles (e.g. potions)
- Trainer Card GUI: Trainers that can be spawned with a trainer spawner will show the item(s) required to do so on the 'Spawning' info page
- Trainer defeat counts are now per player, this means different players can now fight the same trainer in a row (trainers will still tend to walk away if defeated/exhausted once)
- Trainers now follow players holding a Trainer Card in their main- or off hand
- Update to Cobblemon
1.6
, Minecraft1.21.1
, Fabric/Neoforge RIVAL
names are now colored gold
Fixed
- Some oversights in npc ai behaviour (e.g. player tracking not working properly)
- Some pokemon missing held items
- Some pokemon not having the correct regional form
- Trainer Card now glows and renders the arrow regardless if the trainer spawned in naturally or was summoned in any other way
- Trainer pokemon sometimes dropping loot, missing trainer pokemon send out and retrieve animations, and probably some other stuff
Removed
- Command:
player set level_cap
(seeplayer set progress
for alternative) - ServerConfig:
maxOverLevelCap
(too much of a corner case and barely useful, seeallowOverLeveling
andadditiveLevelCapRequirement
for alternatives) - Trainer type
BOSS
(former bosses are now either of typeRIVAL
orTEAM_ROCKET
)
Changelog
[0.12.0-beta] - 2024-10-03
Added
- Server Config
bonusLevelCap
: Adjust difficulty with a single value - Support for PKGBadges/CobbleBadges: Leaders will now drop badges from this mod when a player defeats them for their first time
- Support for SimpleTMs: Some trainer types have a chance to drop a random TR
- Trainer Card tracking feature: The Trainer Card will start to glow if the next key trainer (e.g. leader) spawns nearby and render an arrow that will lead towards them
- Trainer textures: These were procedurally generated in advance and mapped to the trainers so that every trainer identity has a unique appearance, though some differences might be very subtle for now. Different versions of the same trainer will have the same body but will most likely wear different outfits
Changed
- Drastically increased spawn chances for undefeated trainers (with emphasized names) and lowered the bonus spawn chance of key trainers (e.g. leaders) gained by players reaching their level cap
- Increased trainer health from
20
to30
- Loot table
defeat_count
condition now supports acomparator
field (EQUAL
,SMALLER
,GREATER
orMODULO
) - Overhauled loot tables: Adjusted drop chances and item pools (see this spreadsheet for more info)
- Prevent Trainer Card to open its GUI while holding an item in the other hand
- Trainer Card GUI: Click on discovered trainers in the list to show more information (e.g. biomes the trainer spawns in)
- Trainers now slowly regenerate health (about twice as fast as horses)
Fixed
- Advancement defeat count trigger counting all instead of distinct defeats per trainer type
Changelog
[0.11.1-alpha] - 2024-08-31
Fixed
- Potential battle error for some players caused by missing 'damage source' for battle loot tables