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Cobblemon Server

Modpack + custom mods for our private Pokémon-themed Minecraft server. Two NeoForge environments (cobblemon-prod, cobblemon-dev). Ask the maintainer for the server address.

Platform

Component Version
Minecraft 1.21.1
Mod Loader NeoForge
NeoForge 21.1.227
Java 21
Cobblemon 1.7.3

Repo layout

cobblemon-server/
├── custom-mods/             6 in-house mods we build (CI ships them)
│   ├── cobblemon-npc/         Minecolonies citizens as gym trainers
│   ├── cobblemon-bridge/      Cobblemon event hooks (gym, level cap, E4)
│   ├── cobblemon-carrots/     Carrot-based healing
│   ├── cobblemon-gacha/       Lootbox crates
│   ├── cobblemon-market/      Dynamic-pricing /market
│   └── cobblemon-ranked/      ELO PvP ladder
├── modpack/                 packwiz manifests + datapacks shipped to server
│   ├── pack.toml              top-level packwiz pack
│   ├── mods/*.pw.toml         third-party mod manifests (Modrinth-fetched)
│   ├── overrides/             client-side files in the .mrpack
│   └── server-overrides/      datapacks rsynced to /opt/cobblemon-*/world/datapacks/
├── docs/                    design + how-to docs (start at docs/index.md)
├── ops/                     VM-side scripts (snapshot, reset)
├── reference/               local clones of upstream mod source (gitignored)
├── scripts/                 local helper scripts
├── CHANGELOG.md             THE deploy signal — bump this to ship
└── .github/workflows/       CI (PR build, dev/prod deploy, release)

Documentation

Start at docs/index.md for the full doc tree.

Quick links:

Deploying

TL;DR for shipping a change:

  1. PR your edit. CI builds all 6 mods on every PR.
  2. Bump CHANGELOG.md with a new ## [X.Y.Z] heading on a release commit.
  3. Merge to main → dev auto-deploys.
  4. Tag vX.Y.Z → GitHub Release with .mrpack is drafted.
  5. Manually run "Deploy prod" workflow against the tag.

Full guide: docs/working-with-mods.md.

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Co-op Cobblemon server modpack and custom mods

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