
Cobblemon Routes
Turn any Cobblemon world into a classic Pokemon-style RPG: auto-generated routes and towns, named capture areas, automated Hardcore Nuzlocke rules, route trainers, and full Xaero map integration.
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Out of the testing phase — Cobblemon Routes 1.0! 🎉 This release also carries everything since the last published build (0.77.0); the highlights of that journey are recapped at the end.
🗺️ One capture per city, per route, per area
- The Nuzlocke first-encounter rule now follows the world's real geography completely (#42): every city, every route, every named enclosed area (A1, A2, …) is its own capture zone — and the open wilderness is one single shared zone per dimension. It no longer borrows the nearest zone's slot: growing your road network is how you earn new capture zones.
🛣️ Ring roads — your region fills itself in
- The road network now keeps closing loops: towns that are close on the map but far apart by
road get a direct connection, and every loop encloses a new named AREA (= a new capture
zone). Watch the teal pockets multiply as your region matures. Toggleable (Ring roads), and
ops can force it anytime with
/routes weave.
🏋️ Gyms move into town
- With a gym pack installed (e.g. COBBLEVERSE), every discovered city now gets a gym placed right beside it (#42) — no more gyms lost alone in the wilderness. One per town, just outside the streets, on its own capture zone. Toggleable (Gyms next to cities).
⌨️ The Nuzlocke log is one key away
- Press I (rebindable) to open your visited-zones log anywhere — same screen as
/nuzlocke log.
🏪 Store pages refreshed
- The project descriptions were rewritten to showcase everything the mod does today (#22), in both a short and a full form, on both stores.
📜 Everything since 0.77.0, in brief
- Routes: every world setting moved to the create-world tabs (applied BEFORE generation); unified curvy + painted + signposted route generation with no roads-to-nowhere; per-route random surfaces and illumination (surface/tunnel/underwater); clear water crossings framed by lane-marker rocks; junction plazas + signs; towns-only waypoints.
- The map: Xaero chunk-paint with correct, subtle per-category colours; enclosed-only teal areas with names like A3-Frostpine; a control column on the world map (paint toggle, repaint, live City/Route/Area intensity sliders); zone pop-ups that fire exactly when the paint under you changes, in your chosen style.
- Nuzlocke: simplified, always-on core ruleset (permadeath, spectator-on-loss, Hard difficulty); RCT owns the level cap; capped leads no longer block the team EXP share; Defeated Catch survives battle-end; shiny clause; dedicated Starter section (Mix/Random modes, filters, shiny starters by default); visited-zones log (key I) and Soullock linked-teams summary GUIs.
- Trainers: route trainers with sight-line challenges, a density setting (Low → Brutal, scaling with route length), owed-battle memory across relogs, and ambient skirmishes with a 10–15 block standoff, strict one-on-one duels and a faint-the-loser finale.
- Commands: brand-new
/routesand/nuzlockeroots (status, list, nearest, zone, tp, rename, weave, repaint, log, map, summary…) with the old root kept as alias. - Cities: villages-only by default, with a 16-entry Cities include checklist (Cobblemon fossils, ruins, fishing boats, shipwreck coves, outposts, pyramids, huts, igloos, mansions, trail ruins, portals) — you decide what counts as a town.
Файлы
cobblemon_routes-fabric-1.0.0.jar(413.66 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.0.0+fabric
Загрузчики
Fabric
Версии игры
1.21.1
Загрузок
206
Дата публикации
11.07.2026
