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Моды/Cobblemon Nuzlocke & Soul Link
Cobblemon Nuzlocke & Soul Link

Cobblemon Nuzlocke & Soul Link

A Hardcore Nuzlocke ruleset for Cobblemon: one catch per zone, permadeath, nicknames, shiny clause, level caps — plus Soul Link co-op, where linked parties share fates.

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Все версии→Cobblemon Nuzlocke & Soul Link 1.5.0 (Fabric)

Cobblemon Nuzlocke & Soul Link 1.5.0 (Fabric)

Release10.09.2026

Список изменений

Twenty-six versions of work in one release: a whole naming prompt and run log rebuilt, capture zones you can define yourself, Cobblemon 1.8 support, and a long list of things that quietly did not work. ☠️

The rules

  • Capture zones can be biomes now, not only places. A new world-creation setting decides what counts as one place: Geography as before, Biome (the classic tabletop rule, and the one that works from minute one before any road exists), or Both — where the zone is the pair, so a route crossing taiga and then swamp is two places and two encounters. (#66)
  • Zones a map maker drew count as zones. Mark out a town, a route or an area with Routes' zone commands and the run plays by it: the name you gave it, the one-catch rule over that whole area, and a line in the log. Resizing or renaming keeps the catch already made in it. (#60)
  • Pokémon that die are filed to your PC, so your party stays six things that can fight instead of becoming a graveyard. Your last one always stays with you. (#80)
  • A battle that cannot be won is never started. If nothing in your party can step out, the fight simply does not open and a message says which reason it was. It used to open and hang forever, and the only escape was disconnecting — which failed encounters and sometimes marked trainers beaten that you never beat. (#57)
  • Deaths in a Cobblemon Co-op battle stay dead. Co-op fights with temporary copies of your team and discards them, so the death was landing on something that ceased to exist. (#72)

Healing and getting back up

  • A healing machine heals you too — full health, full hunger — and is where you come back to, like a bed. Being defeated returns you to the last one you used instead of the nearest town, so where you heal is a decision. Sleeping in a bed is untouched. (#51, #52)

The naming prompt

  • It looks like a screen, on its own panel, and stops being cut off at larger GUI scales. (#81)
  • It lays itself out properly. A Pokémon with a gender, an ability and four moves used to draw its move list straight through the Nickname box, and off both edges. (#91)
  • Type icons are 20% bigger. (#91)
  • Leaving no longer costs you the Pokémon. Escape reaches the pause menu, so Disconnect and Quit are reachable — they were not, and killing the game seconds after gaining a Pokémon is how one went missing. A Pokémon waiting to be named survives the round trip and asks again. Leaving during the starter prompt hands the choice back: you pick again, from the same three. (#92)

The run log

  • It has a panel and a frame, like the naming prompt. (#82)
  • It marks the zone you are standing in and opens scrolled to it. (#83)
  • Two rows of filter chips — by what happened in a zone, and by what kind of place it is — each with counts, working together. (#58, #93)
  • The Wild zone is in it. The one zone that exists from your first minute was missing entirely until you had already caught something there. (#93)
  • Clicking a Pokémon opens its summary; one that is dead or boxed says so. (#67)
  • A big Soul Link fits on screen. Five or more members used to draw past the edge of the row. (#61)

Roads, trainers and towns

  • Route trainers can be told never to challenge you — they stay on the roads, you start the fights. (#59)
  • Crouching keeps them off you, which is what lets Cobblemon: Coop+ work alongside this mod: its own battle menu opens by crouching and right-clicking, and our challenge used to win that race. (#78)
  • Boats float, instead of sitting at the bottom of the water. (#68)
  • Water trainers who wander do it swimming, because a boat only moves when a player steers it. (#69)
  • Gyms stand on the ground, connect to a street, and keep off the roads. (#47, #48, #49)
  • The Elite Four's zone follows its building instead of a fixed square beside the road. (#70)

Settings and commands

  • Settings can be listed, read and reset, not only set, and they take effect in a running world. (#84)
  • Storm riding and mimic chests are percentages again — their slider used to span the whole range of a number. (#86)
  • Every option reads like an option, in both languages, and nine messages that only existed in English now exist in Spanish. (#50, #87)

Under the hood

  • Built for Cobblemon 1.8, and still works on 1.7.3. The starter screen crashed outright on 1.8; that is fixed, and the mod is now compiled against 1.8 as well. Nothing was dropped — both versions are supported. (#73, #90)
  • The store page was rewritten, and the mod's own code now compiles without a single compiler warning. (#85)

Файлы

cobblemon_nuzlocke-fabric-1.5.0.jar(416.36 KiB)
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Метаданные

Канал релиза

Release

Номер версии

1.5.0+fabric

Загрузчики

Fabric

Версии игры

1.21.1

Загрузок

52

Дата публикации

10.09.2026

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ID версии

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