Modpack + custom mods for our private Pokémon-themed Minecraft server.
Two NeoForge environments (cobblemon-prod, cobblemon-dev). Ask the
maintainer for the server address.
| Component | Version |
|---|---|
| Minecraft | 1.21.1 |
| Mod Loader | NeoForge |
| NeoForge | 21.1.227 |
| Java | 21 |
| Cobblemon | 1.7.3 |
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)
Start at docs/index.md for the full doc tree.
Quick links:
- Working with mods (E2E guide) — edit a mod, ship to dev, promote to prod
- Snapshots and dev resets
- Server VM setup
- Gym system design
- PvP Elo design
TL;DR for shipping a change:
- PR your edit. CI builds all 6 mods on every PR.
- Bump
CHANGELOG.mdwith a new## [X.Y.Z]heading on a release commit. - Merge to main → dev auto-deploys.
- Tag
vX.Y.Z→ GitHub Release with.mrpackis drafted. - Manually run "Deploy prod" workflow against the tag.
Full guide: docs/working-with-mods.md.