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Моды/Routes
Routes

Routes

Physical roads generated in world-gen that connect your world's structures - named routes, towns and areas, with waypoints and full Xaero map integration.

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Все версииCobblemon Routes 1.0.0 (NeoForge)

Cobblemon Routes 1.0.0 (NeoForge)

Release11.07.2026

Список изменений

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 /routes and /nuzlocke roots (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-neoforge-1.0.0.jar(415.12 KiB)
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Метаданные

Канал релиза

Release

Номер версии

1.0.0+neoforge

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

160

Дата публикации

11.07.2026

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ID версии

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