
CobblemonChunkmenager
A server-side Fabric mod for Cobblemon 1.7+ on Minecraft 1.21.1 that manages per-chunk Pokemon entity density to reduce server lag.
CobblemonChunkmenager 1.0.0
release23 февраля 2026 г.CobbleChunkManager - Single Player Compatibility Fix
The mod was originally configured to run only on dedicated servers, which meant it would not load in single player at all.
Problem: The mod used DedicatedServerModInitializer and the "server" entrypoint, which are exclusive to standalone dedicated servers. Minecraft single player uses an integrated server, which is not a dedicated server.
Changes made (2 files):
- fabric.mod.json — Changed "environment" from "server" to "*" and the entrypoint from "server" to "main", so Fabric loads the mod in all environments.
- CobbleChunkManager.kt — Replaced DedicatedServerModInitializer with ModInitializer and renamed onInitializeServer() to onInitialize(), so the mod initializes on both integrated and dedicated servers.
No logic changes were needed — all the internal APIs (server tick events, chunk events, commands, Cobblemon spawn events) work identically on both server types. The mod now works in both single player and multiplayer.
CobblemonChunkmenager 1.0.0
release15 февраля 2026 г.CobbleChunkManager
A server-side Fabric mod for Cobblemon 1.7+ on Minecraft 1.21.1 that manages per-chunk Pokemon entity density to reduce server lag.
What it does
Spawn Prevention — Hooks into Cobblemon's spawn event and cancels Pokemon spawns in chunks that are already at the entity budget (default 16 per chunk). This is the main performance feature — it stops entities from being created in the first place, reducing total entity count on the server.
Heatmap System — Tracks every loaded chunk's activity: Pokemon count, player presence, active battles. Each chunk is classified as HOT (active area with players/battles), WARM (moderate activity), or COLD (empty/idle). Scans 50 chunks every 5 seconds.
Budget Enforcement — Every 10 seconds, finds chunks over the entity budget and handles the excess wild Pokemon using the configured strategy:
- MIGRATE — teleport excess to nearby chunks with free space
- DESPAWN — remove excess wild Pokemon
- MIGRATE_THEN_DESPAWN (default) — try to migrate first, despawn whatever can't be relocated
Only wild Pokemon that aren't in battle or busy are affected. Owned Pokemon are never touched.
AI Throttling — Disables vanilla AI (pathfinding, movement goals) for Pokemon in COLD chunks. Only triggers when a chunk's heat level changes, so the per-tick cost is near zero.
Commands
- /ccm heatmap [radius] — visual grid of nearby chunk heat levels and entity counts
- /ccm status — detailed info for the current chunk
- /ccm budget — server-wide budget overview, lists over-budget chunks
- /ccm migrate — manually trigger overflow handling in the current chunk
- /ccm reload — hot-reload the config file
Config
All values are configurable via config/cobble_chunk_manager.json — thresholds, budget limits, scan intervals, overflow strategy, migration behavior.