Cobble Combo

A Fabric mod for Cobblemon that rewards you for catching the same species back-to-back.

This mod for Cobblemon replicates the catch combo system from the Let's Go! series. It rewards you for catching the same species back-to-back. Chain consecutive captures of one species to build a combo, and the higher it climbs, the better your rewards get. Catching a different species breaks the chain and starts a new combo at 1.

How it works

Just like the catch combos introduced in "Let's Go Pikachu/Eevee":

  • Capturing a Pokémon of the same species as your current chain increases your combo count by 1.
  • Capturing a different species breaks the current chain and starts a new combo at 1 for the new species.
  • Your combo and the resulting shiny odds are shown in chat and/or the action bar as you catch.
  • Combos persist per-player across server restarts.

Since Cobblemon is so vast in comparison to the main game, the combo benefits expand past the 41+ chain length.

Catch rate multiplier

Applied directly to the Poké Ball's catch rate for the species you're chaining, making the next capture easier. Thresholds and multipliers are configurable via catchRateTiers — see Configuration.

Combo count Catch rate multiplier
1–4 1.0x (no bonus)
5–10 1.5x
11–20 2.0x
21–30 2.5x
31+ 3.0x

Shiny odds

Base odds start at 1/8192 and halve every stepSize catches (10 by default), down to a floor of 1/512. Both values are configurable — see Configuration.

Combo count Shiny odds (default config)
1–9 1/8192
10–19 1/4096
20–29 1/2048
30–39 1/1024
40+ 1/512 (minimum)

Guaranteed perfect IVs

Once your combo is high enough, captures are guaranteed a number of perfect (31) IVs, randomly distributed across HP, Attack, Defence, Special Attack, Special Defence, and Speed. Thresholds and IV counts are configurable via perfectIvTiers — see Configuration.

Combo count Guaranteed perfect IVs
1–19 0
20–59 1
60–79 2
80–99 3
100–299 4
300+ 6

Hidden ability chance

On capture, there's a chance the Pokémon's ability is rerolled into its hidden ability, if it has one. Thresholds and chances are configurable via hiddenAbilityTiers — see Configuration.

Combo count Hidden ability chance
1–19 0%
20–39 5%
40–59 10%
60–79 15%
80–99 20%
100–299 35%
300–599 50%
600–999 75%
1000+ 100%

Spawn bias

While chaining, nearby wild spawns have a chance to be converted into the species you're chasing, making it easier to keep the combo alive. Requires enableSpawnBias to be true. Thresholds and chances are configurable via spawnBiasTiers — see Configuration.

Combo count Chance a nearby spawn becomes your target species
1–19 0%
20–39 5%
40–59 10%
60–79 20%
80–99 30%
100–299 40%
300–599 75%
600–999 95%
1000+ 100% (guaranteed)

Configuration

Settings live in config/cobblecombo.json, generated on first run:

Setting Default Description
enabled true Master toggle for the mod.
prefix [Cobble Combo] Prefix shown on chat messages.
messageColor §b Color code applied to combo messages.
showChatMessages true Show combo updates in chat.
showActionBar true Show the live combo status on the action bar.
enableSpawnBias false Master toggle for the spawn bias bonus.
baseShinyOdds 8192 Starting shiny odds (1 in N) before any combo bonus.
minShinyOdds 512 Floor for shiny odds — how good they can get.
stepSize 10 Combo count needed for each shiny-odds halving / message milestone.
countHatchedEggs false Also extend/break your combo when a Pokémon hatches from an egg (e.g. via Cobbreeding or any mod using Cobblemon's hatch event). Hatching does not grant catch-combo bonuses to the hatchling itself — it only advances the combo counter.
speciesExceptions [] Species that never get combo bonuses, even mid-chain.
catchRateTiers see table List of { "combo": N, "value": multiplier } tiers for the catch rate bonus.
perfectIvTiers see table List of { "combo": N, "value": ivCount } tiers for guaranteed perfect IVs.
hiddenAbilityTiers see table List of { "combo": N, "value": chance } tiers for the hidden ability reroll chance (0.0–1.0).
spawnBiasTiers see table List of { "combo": N, "value": chance } tiers for the spawn bias chance (0.0–1.0).

Each tier list is scanned for the highest combo threshold you've reached, and its value is applied — you don't need one entry per combo count, only the breakpoints where the bonus changes. Tiers can be added, removed, or reordered freely; if a list is left empty or removed, that bonus is effectively disabled (catch rate falls back to 1.0x, everything else to 0).

Example: customizing each tier setting

Each value means something different depending on the table it's in — a multiplier, a raw IV count, or a 0.0–1.0 chance. Here's a custom curve for each, all steeper than the defaults:

catchRateTiers — value is a multiplier applied to the Poké Ball's catch rate:

"catchRateTiers": [
  { "combo": 3,  "value": 1.25 },
  { "combo": 10, "value": 2.0 },
  { "combo": 25, "value": 4.0 }
]

perfectIvTiers — value is the number of guaranteed perfect IVs (whole numbers, capped at 6):

"perfectIvTiers": [
  { "combo": 10, "value": 2 },
  { "combo": 50, "value": 4 },
  { "combo": 150, "value": 6 }
]

hiddenAbilityTiers — value is a chance from 0.0 (0%) to 1.0 (100%):

"hiddenAbilityTiers": [
  { "combo": 50,  "value": 0.10 },
  { "combo": 150, "value": 0.25 },
  { "combo": 250, "value": 0.50 },
  { "combo": 400, "value": 1.00 }
]

spawnBiasTiers — also a 0.0–1.0 chance, and only applies while enableSpawnBias is true:

"spawnBiasTiers": [
  { "combo": 25,  "value": 0.15 },
  { "combo": 75,  "value": 0.40 },
  { "combo": 200, "value": 0.70 },
  { "combo": 500, "value": 1.00 }
]

Every table is scanned the same way: whichever entry has the highest combo you've reached is the one that applies. In the hiddenAbilityTiers example above, combos below 50 get 0% (no matching tier), 50–149 get 10%, 150–249 get 25%, 250–399 get 50%, and 400+ is guaranteed.

Reload the config in-game without restarting via /cobblecombo reload — this re-reads the entire file, including all tier lists, and applies immediately to future catches, spawns, and captures.

Commands

Command Permission Description
/cobblecombo Anyone Show current mod status.
/cobblecombo bar Anyone Toggle your own action bar display on/off.
/cobblecombo chat Anyone Toggle your own chat messages on/off.
/cobblecombo set <player> <species> <count> Op (level 2) Manually set a player's combo.
/cobblecombo toggle chat Op (level 2) Server-wide toggle for chat messages.
/cobblecombo toggle bar Op (level 2) Server-wide toggle for the action bar display.
/cobblecombo toggle spawnbias Op (level 2) Server-wide toggle for the spawn bias bonus.
/cobblecombo reload Op (level 2) Reload cobblecombo.json from disk.

/cobblecombo bar and /cobblecombo chat are per-player preferences — anyone can run them to opt out of their own action bar/chat notifications without affecting other players. set, toggle chat/bar/spawnbias, and reload are server-side and require op, since they change behavior for everyone or the whole config.

Notes

  • If using the catch rate display mod, Catch Rate Display, the catch rate for a catch combo will not be reflected!

Cobble Combo Team

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