Unchained
v1.8.1-1.7
What if…
…you could boost your lucky chances in Cobblemon based on your stats?
Features
- Unlock bonuses to:
- Hidden abilities
- Perfect IVs
- Shininess
- Unlock these bonuses when a Pokémon:
- Spawns in the wild
- Is fished up by a player
- Hatches from an egg
- Is revived from a fossil
- Is captured by a player
- Spawns from snacking on a snack
- All bonuses are optional and highly configurable.
- Use every stat from the Counter mod
- Smart spawn reservation system prevents steal attempts in multiplayer
- Immersive in-game notifications when bonuses activate
- Whitelist/blacklist support for species/form control
- Optional form-aware tracking for regional variants
- Streak-breaking mechanics to maintain balance
Dependencies
Testing
For the boosters, head over to the config for the context you would like to test; for this example, we’re going to use the IV booster in a spawning context. Change the debug property to true, run the game, join a world. Run /cobbled_counter set <player> capture streak <species> <form> 30. Replace <player> with your player name, <species> and <form> with something that spawns a lot nearby (for example, something like /cobbled_counter set timinc capture streak wooloo normal 30). Wait for the given Pokémon to spawn, and you should see Unchained's IV booster give feedback about the IVs that were perfected. While waiting, you should have also seen other debug lines go off describing how they failed.
Player Help
Addon Dev Help
Resource Pack Help
Mod Dev Help
Roadmap
If you’d like to keep up with the work being done on the mod, please join the Discord and subscribe to notifications on the channel for this content. You can also keep track of the to do list available on the mod’s main page (Unchained ).
Feedback
If you have any questions or requests concerning the mod, or just want to drop by and say hi, visit us over at the Discord!
Support
If I've made something you enjoyed or helped you make something, please consider dropping a tip in the cup and mention how I helped if you'd like!
All Versions
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- Bumpity to 1.8.1, courtesy of Gito.
- Bumpity to 1.8.1, courtesy of Gito.
- Ported to 1.8.
- Added spawn boosters to activated habitats (non-activated habitats already use the regular spawning logic, which our boosters already touch).
- Fixed blacklist/whitelist.
- Added option to disable activated habitat boosters.
- Ported to 1.8.
- Added spawn boosters to activated habitats (non-activated habitats already use the regular spawning logic, which our boosters already touch).
- Fixed blacklist/whitelist.
- Added option to disable activated habitat boosters.
- Bumpity to 1.7.3.
- Bumpity to 1.7.3.
- Bumpity to 1.7.2.
- Bumpity to 1.7.2.
- Added lang entries for snack context.
- Added lang entries for snack context.
- Verified and ported to 1.7.1.
- Fixed an issue with unlocked thresholds changing the spawn template data instead of the spawned data.
- Added snack context for all boosters.
- Verified and ported to 1.7.1.
- Fixed an issue with unlocked thresholds changing the spawn template data instead of the spawned data.
- Added snack context for all boosters.
- Ported to 1.7.0.
- Ported to 1.7.0.
- Fixed stalling out when the mod tried to reserve a Pokémon for a given player.
- Fixed stalling out when the mod tried to reserve a Pokémon for a given player.
- Fixed not always playing well with form name translations by reverting them to the direct form name.
- Fixed not always playing well with form name translations by reverting them to the direct form name.
- Fixed priority issue. Unchained now gets a gentle last say for its boosters.
- Fixed a silly override unlocked boost implementation. Event listeners can no longer permanently override all run throughs they didn't mean to touch.
- Bumped dep versions.
- Fixed priority issue. Unchained now gets a gentle last say for its boosters.
- Fixed a silly override unlocked boost implementation. Event listeners can no longer permanently override all run throughs they didn't mean to touch.
- Bumped dep versions.
- Pulled the "no unlocked boost logic" into the AbstractBoosterRunner so all boosters handle it the same (leaving, not firing).
- Added a BoostCalculation event so sidemods can affect the boost directly.
- Pulled the "no unlocked boost logic" into the AbstractBoosterRunner so all boosters handle it the same (leaving, not firing).
- Added a BoostCalculation event so sidemods can affect the boost directly.
- Boosters can now apply when an egg hatches, when a Pokémon is caught, and when a fossil is resurrected.
- Boosters now have per-module, per-context (hatching, catching, fishing, resurrecting, spawning) configs. Go wild.
- Every stat from Counter can now be used.
- Successful boosts can now result in the Pokémon being locked to the player that gave them the boost.
- Successful boosts can now result in the boosting player being notified via chat.
- The whitelist/blacklist in the configs now supports the PokemonMatcher from Tim Core, allowing for wider matching.
- Successul boosts can now result in the boosting player's relevant streaks being broken.
- Boosters can now apply when an egg hatches, when a Pokémon is caught, and when a fossil is resurrected.
- Boosters now have per-module, per-context (hatching, catching, fishing, resurrecting, spawning) configs. Go wild.
- Every stat from Counter can now be used.
- Successful boosts can now result in the Pokémon being locked to the player that gave them the boost.
- Successful boosts can now result in the boosting player being notified via chat.
- The whitelist/blacklist in the configs now supports the PokemonMatcher from Tim Core, allowing for wider matching.
- Successul boosts can now result in the boosting player's relevant streaks being broken.
- Changed all ints and doubles to floats in the config. No more confusion over needing/supporting decimal values.
- Changed all ints and doubles to floats in the config. No more confusion over needing/supporting decimal values.
- Only Spawn Chainer should have ever had 1.0 as the default defaultValue, as its is multiplicative.
- Had to lower the priority on attaching to the fishing spawner because it attaches *during* server load.
- Only Spawn Chainer should have ever had 1.0 as the default defaultValue, as its is multiplicative.
- Had to lower the priority on attaching to the fishing spawner because it attaches *during* server load.
- Moved event handler registration from annotations to init. Change precipitated by an oddity in newer versions of KFF/NF that caused annotation-based event registration to fail (looks like NF removed access to something? idk). This should work across versions.
- Added spawn chainer to fishing spawner.