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Cobblemon Field Survival

A survival-focused Cobblemon expansion that turns fielded Pokémon into essential companions for exploration, combat, crafting, resource gathering, and environmental survival.
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CobblemonFieldSurvival-0.18.7-beta.jar

File nameCobblemonFieldSurvival-0.18.7-beta.jar
Uploader
ItsNeoGreenItsNeoGreen
Uploaded
Sep 4, 2026
Downloads
17
Size
8.8 MB
Mod Loaders
NeoForge
File ID
8805444
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:cobblemon-field-survival-1666411:8805444"

Learn more about Curse Maven

What's new

## 0.18.7-beta — Combat Positioning and Stamina Balance

- Replaced every mappable FielDex and Field Command Wheel portrait with the pinned PokeAPI set: 1,340 default, 103 female, 1,340 shiny and 101 shiny-female fronts are alpha-trimmed without resampling, centered by the existing shared aspect-fit renderer, and backed by the retained native library for uncovered forms and add-on Pokémon.
- Fixed `/kill` and other absolute damage being passed through CFS trainer combat scaling; sources tagged `BYPASSES_INVULNERABILITY` now retain Minecraft's exact damage amount, preventing `Float.MAX_VALUE` from overflowing to Infinity and confusing localized-health death processing.
- Continued the bridge audit by moving legacy stamina-line parsing, graphical HUD dispatch and command-failure delivery into `ActionFeedbackService`; configured action-bar visibility, the established 30-tick HUD duration and fallback messages remain unchanged.
- Continued the bridge audit by replacing eight scattered one-shot failure booleans with a tested `FailureReportTracker`; integration, animation, particle, sound, sleep, wetness and environment fallbacks retain their broad-channel suppression, while sleeping-immobility failures now correctly latch instead of repeating every tick.
- Continued the bridge audit by removing exposed mutable temperature-state aliases and adding explicit `TemperatureSupportService` provider, cleanup, snapshot and fractional-drying operations; Warmth/Dry provider changes, aura/sound rendering and wetness removal remain unchanged.
- Continued the standalone audit by encapsulating the central one-task-per-Pokémon `NativeTask` collection in `PokemonTaskRegistry`; mutable task execution, combat/scout retargeting, carried-item release, navigation and every gameplay formula remain in `StandaloneActionEngine` unchanged.
- Continued the bridge audit by converting Water Spray, Warmth, Shade, Updraft and Mend delayed-cast maps into typed, state-owning `PendingCastService` registries; exact trigger ticks, replacement safety, provider-scoped cancellation and cast effects remain unchanged.
- Continued the standalone audit by moving Cobweb Wall owner/provider indexing, snapshots and strict timeout policy into `CobwebWallJobService`; eligibility, cost, cooldown, placement, displays, temporary blocks and cleanup behavior remain unchanged.
- Continued the standalone audit by extracting per-trainer Water/Electric passive-provider identity and activation-change detection into `PassiveProviderTracker`; provider selection, stamina billing, modifier strength and particle feedback remain unchanged.
- Continued the standalone audit by consolidating trainer block pings, living-entity marks and Pokémon-to-owner ping-follow assignments in `PingCommandState`; `G` raycasting, dimensions, mark expiry, action targeting and live navigation remain unchanged.
- Continued the bridge audit by consolidating Telekinesis provider ownership, session-local paid-item tracking, active-state rebuilding and cleanup in `TelekinesisSessionService`; one-time per-item billing, exhaustion handling, item pull behavior and feedback remain unchanged.
- Continued the large-class audit by extracting close-combat protection and temporary-glow expiry from `StandaloneActionEngine` into a UUID-only timed-state service, and animation/particle/sound cooldown maps from `SurvivalActionBridge` into an independent-channel visual throttle; exact tick boundaries, effects and playback remain unchanged.
- Continued the standalone-engine audit by centralizing Nightmare target classification and Scout biome/structure search-radius scaling in their existing tested rule classes; owned Pokémon and tame mobs remain excluded from Nightmare, wild Pokémon remain eligible, and Scout retains its established floors, defaults and caps.
- Completed a larger audit slice by moving persistent Go/Stay/Come state, owner cleanup, defensive snapshots and distance-threshold decisions out of `StandaloneActionEngine` into `MovementDispositionService`, and by extracting Nightmare aura/flee geometry into `NightmareRules`; navigation, targeting, randomness, particles and entity mutation remain unchanged.
- Continued the large-class audit by extracting sheltered-rest validation, campfire recognition and tired Warmth output thresholds from `SurvivalActionBridge`, with direct regression coverage for both those rules and the existing rest state machine; sleep memories, world scanning and recovery balance remain unchanged.
- Continued the large-class audit by extracting vanilla, Legendary Survival Overhaul and Tough As Nails water-container decisions from `StandaloneActionEngine` into focused, regression-tested integration rules; reflective optional-mod access and actual item mutation remain unchanged.
- Continued the large-class audit by extracting Catch Me head-perch geometry and half-gravity motion from `SurvivalActionBridge` into focused mobility rules, adding direct rescue state-machine coverage and removing an unreachable legacy distance helper without changing rescue behavior.
- Continued the large-class audit by extracting Eat food classification, Cobblemon fallback nutrition, tier healing and fullness clamping from `StandaloneActionEngine` into focused, regression-tested `FoodConsumptionRules`; native item application and live entity mutation remain unchanged.
- Layered Go, Stay and Come beneath active Pokémon actions instead of cancelling them: combat temporarily takes navigation priority only while engaged, Go settles into a persistent Stay anchor, idle Attack resumes following, and a stationed Guard returns to and protects its anchored position. Autonomous Attack/Guard acquisition and committed melee hits now require line of sight, while explicitly G-pinged targets remain valid pursuit commands.
- Fixed optional Improved Mobs startup compatibility by accepting loader-decorated releases such as `1.21.1-1.16.0.b-neoforge`; the integration remains optional and no upper-bound version mismatch can prevent CFS from loading.
- Rebalanced high-impact stamina spending without changing routine work or passive support: strategic actions now retain a one-third maximum-stamina floor, Teleport retains a 25% floor, and tactical support uses smaller 10-20% floors.
- Scaled Ghost Shift from a roughly 15-second early duration toward its existing 60-second maximum instead of granting the full duration immediately; secondary-type efficiency remains applied.
- Added a trainer-scoped 180-second Stamina Recovery cooldown and restricted each command to one Fairy provider, preventing party-wide recovery multiplication while preserving the requested 33-99 recovery and 66-33 cost curves.
- Aligned Buff/Debuff generated configuration with their authoritative 25/22 base costs and removed the obsolete Repair stamina key superseded by the intentional 2.0-0.5 Smithing curve.
- Preserved passive Warmth/Cooling at 0.03 stamina per second so it remains ambient type support rather than an actively maintained temperature action.

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