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Cobblemon: Cobble Instincts!

Pokemon that truly feel alive - Natural behaviors for a richer Cobblemon experience.
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cobbleinstincts-neoforge-0.13.0.jar

File namecobbleinstincts-neoforge-0.13.0.jar
Uploader
kopperlabkopperlab
Uploaded
Oct 29, 2026
Downloads
55
Size
1.7 MB
Mod Loaders
NeoForge
File ID
9359700
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:cobble-instincts-1727399:9359700"

Learn more about Curse Maven

What's new

0.13.0 (Minecraft 1.21.1, NeoForge) — hot fix

One changelog for everything since the last upload on this page (0.9.10).

Hot fix: server crash when a Pokémon finished a trade

  • Seen on a 1.21.1 server running 0.9.10: when a trade finished, the loot table was asked for something its parameter set does not accept (IllegalArgumentException: Parameters not allowed in this parameter set: [minecraft:origin]) and the server stopped with "Ticking entity".
  • Trades, and every other instinct that rolls a loot table, now only pass what each set accepts. A loot table that still fails is logged once and gives nothing, instead of crashing the server.

Your config is kept

  • Your behaviors.json is upgraded to the new template keeping your own settings (values you changed, entries you added, entries you deleted, instincts you switched off). The previous file stays next to it as behaviors.json.bak-v<number>.
  • Everything new in this update that changes how Pokémon act around you (see the last section) is added switched off: nothing changes in your world until you turn it on.

Cocoons hang from trees, as many as your server can take

  • Natural cocoons (Metapod, Kakuna, Silcoon, Cascoon, Spewpa, Swadloon, Burmy, Pineco) hang from leaves on their own again; breaking leaves is not needed. Cocoons that come out of a broken leaf always hang.
  • The world is split into squares of 32×32 blocks and each square only fills up to a limit. A cocoon that finds no tree twice stays on the ground, and with critical lag no new cocoon hangs.
  • The limits follow the server's headroom. The performance governor measures how much of each server tick is still free. While there is room, a hanging cocoon usually brings a group (up to 7) and each square holds up to 7 hanging cocoons (10 at most). As the server fills up, groups get smaller and rarer, down to 2 per square. With few players online they come back as soon as the server allows it; with many players they need more headroom.
  • Cocoons that already hang stay when the load rises: only new ones become fewer. Nothing is removed.
  • /cobbleinstincts perf shows the headroom and the limits in use. Everything is in the config menu: Performance (headroom thresholds) and Instinct kinds (cocoon limits).

Instinct kinds: one switch, one intensity and one cap per type

  • Every instinct belongs to a kind: ambient, player, pokemon, world, spawn or trait. For each kind you can switch it off, scale its intensity from 0 to 200 %, or cap how many wild Pokémon run an instinct of that kind around one player.
  • Nothing changes unless you touch it: everything is on, intensity 100 %, no caps.
  • New menu page Instinct kinds. /cobbleinstincts reload warns about unknown kinds and wrong values.
  • Operators get /cobbleinstincts stress start <cocoons|leafborn|others|all|grove>: it creates up to 400 wild Pokémon around you, reports the cost per Pokémon in milliseconds per tick, and removes everything it created.

Meowth and the other bartering Pokémon only take what you throw them

  • Gold, emeralds and amethyst shards only count as payment when a player threw them (Q, or dragged out of the inventory). What drops when you die, from a broken chest or as loot is ignored, so a Meowth no longer "trades" away the pile you left behind. The pile shrinks visibly with each trade.
  • Option thrownOnly in the barter entry (on by default).

Also new

  • Seals and sea lions snatch raw fish from your hand (fish_snatch): Seel, Dewgong, Spheal, Sealeo, Walrein, Popplio, Brionne and Primarina take a raw fish when you hold one close, waddle off and eat it. If you put the fish away first, they give up. They do not touch the rest of your inventory and do not hurt you by default.
  • Psyduck's headache burst scales with your experience: it throws you farther and higher the more experience levels you have (full power at level 50), hurts a little (never lethal) and has no soft landing by default, so wear Feather Falling boots. Settings are in the Psyduck retaliate entry.
  • /ciconfig (client command) opens the config menu even without a menu mod.
  • Pokémon that follow you when you hold their favorite food (cats, dogs…) react faster: they notice any nearby player holding it, and crouching no longer shortens the distance at which they notice you.

In this build but switched off by default

Turn them on in the config menu (each instinct lists its entries by group of Pokémon) or edit "enabled" in behaviors.json:

  • Friendship by food (befriend): throw a Pokémon its favorite food near it and it comes, eats it and becomes your ally for 5 minutes. It follows you, stays close and fights whoever attacks you (other wild Pokémon and hostile mobs, never players or owned Pokémon). More food renews it; it ends if you get farther than 32 blocks. Entries for cats, dogs, shy species (Abra, Rattata, Bidoof, small birds…) and monkeys. Only food thrown by a player counts. A second pair of follow_player entries (shy species and monkeys) makes them walk up and watch while you merely hold their food, and stops shy ones from running away from you meanwhile.
  • Mischievous monkeys (a second steal_item entry for Aipom, Ambipom, Mankey, Primeape, the Chimchar, Pansage, Pansear, Panpour and Grookey lines, Oranguru and Passimian): they can take one precious item or a tool, back off only a little and keep watching; if you hit one, it runs away with the item. Throw it any food to get it back (its favorites always work, other food only sometimes). Turning this entry on replaces the older Aipom/Ambipom thief entry.
  • Begging crowd (crowd_beg, rare): when a monkey befriends you, other monkeys nearby may come and circle you until you drop any food, a minute passes or you hit one. They never hurt or steal.

Tests

Checked on a NeoForge 1.21.1 dedicated server with Cobblemon 1.8.3: upgrading real 0.9.10 and 0.12.0 configs that had hand edits keeps those edits, adds the new entries switched off, writes the backup and does not migrate again on the next start; with the new entries switched on, Pokémon pick them up.

Needs Java 21 and Cobblemon 1.7 or newer.

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