Cobblemon Mount Mastery

The more you ride, the faster your Pokémon gets. A full mount training and progression system for Cobblemon.

File Details

Cobblemon-mount-mastery-0.2.0

  • R
  • Apr 25, 2026
  • 525.66 KB
  • 674
  • 1.21.1
  • Fabric

File Name

Cobblemon-mount-mastery-0.2.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:cobblemon-mount-mastery-1499030:7984007"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changelog

0.2.0 — The Training Overhaul

A complete rework of how training progression works, plus real speed gains, a proper config system, and a lot of fixes.


Training Now Has Levels

Training progress is no longer abstract. Each riding mode now has a visible level (up to Lv.35), and stamina has its own shared level (up to Lv.25) that applies across all riding modes at once. You can check your current levels at any time with the Riding Pager or in the Cobblemon summary screen.


Training Actually Makes Your Pokémon Faster

This one is big. Previously, training had no reliable effect on how fast your Pokémon actually moved — the bonuses were there on paper but didn't translate into noticeable speed. That's fixed.

Your Pokémon now rides measurably faster as it levels up — up to +50% speed at Lv.35, and up to +70% once overflow potential is reached. Flying, running, and swimming each scale independently.


Stamina Lasts Much Longer at Higher Levels

At Stamina Lv.25, the sprint bar lasts up to 5 minutes of continuous sprinting — linearly scaling up from whatever your Pokémon's vanilla stamina is at Lv.0. Previously this system existed but didn't work correctly for many Pokémon.


See Your Speed and Jump Height in Real Time

The Riding Pager and the action bar HUD now show:

  • Speed in blocks per second
  • Jump height in blocks (running and swimming only)

Both update as your training improves, so you can actually see the difference training makes.


Milestone Rewards

Reaching key levels now automatically drops items into your inventory.

Training Level Rewards — per riding mode, per Pokémon:

Level Achievement Reward
Lv.10 Riding Initiate 1× Upgrade Berry, 1× Stamina Berry, 1× Rare Candy
Lv.20 Riding Adept 1× Upgrade Berry, 1× Stamina Berry, 2× Rare Candy
Lv.30 Riding Expert 2× Upgrade Berry, 1× Stamina Berry, 3× Rare Candy
Lv.35 Riding Master 5× Upgrade Berry, 1× Stamina Berry, 5× Rare Candy

Stamina Level Rewards — once per Pokémon:

Level Achievement Reward
Lv.5 Endurance Novice 1× Stamina Berry, 5× Poké Ball, 1× Rare Candy
Lv.10 Endurance Apprentice 1× Stamina Berry, 5× Great Ball, 1× Rare Candy
Lv.15 Endurance Veteran 1× Stamina Berry, 5× Ultra Ball, 1× Rare Candy
Lv.20 Endurance Champion 1× Stamina Berry, 10× Quick Ball, 1× Rare Candy
Lv.25 Endurance Legend 1× Stamina Berry, 1× Master Ball, 5× Rare Candy

Stamina Berry Works Differently

The Stamina Berry now raises the shared stamina level directly, which applies to all riding modes at the same time. You no longer need to reach Lv.35 before using it — Stamina Berries work at any point.


Server Configuration

A config/ridetraining.json file is now created when the mod loads. Server admins can use it to adjust:

  • Toggle level-up sounds, level-up particles, and the mastery aura on or off
  • Set a riding XP rate multiplier (0.01–3.0) to make leveling faster or slower
  • Set a berry XP rate multiplier (0.01–3.0) separately for Upgrade and Stamina Berries

Optional ModMenu Config Screen

If ModMenu is installed, all of the above settings are editable in-game directly from the mod list — no config file editing required. ModMenu is not required to play.


Bug Fixes

  • Training level now correctly affects riding speed — previously the speed boost existed internally but never showed up in actual movement
  • Stamina scaling now works correctly for all Pokémon, including those it was silently failing on before
  • Riding Pager and HUD now show accurate data without needing to relog or reopen menus
  • Fixed a bug where a flying Pokémon would train the wrong mode depending on whether it was airborne or grounded — flying now only trains when actually off the ground, running only trains on the ground, and swimming only trains in water. Each mode is tracked independently and correctly
  • Fixed infinite oxygen underwater — riding a swimming Pokémon no longer permanently prevents your air bar from draining when it shouldn't