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Моды/CobbleBoss
CobbleBoss

CobbleBoss

A mod that allows you to infinitely add and customize your own exclusive Bosses in the Cobblemon world.

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24
  • CobbleBoss 6.0

    release24 мая 2026 г.

    Нет описания изменений

  • CobbleBoss 6.0

    release24 мая 2026 г.

    Нет описания изменений

  • Cobblemon Boss 5.0

    release22 марта 2026 г.

    Update Log

    This update includes a large number of new features and improvements, mainly divided into three major parts:

    1. Command System Updates

    Boss Pool System Added

    A new Boss Pool system has been added.

    After creating a datapack, players can now use commands to summon Bosses at fixed locations. You can create a spawn point and manage it through commands, including:

    • Adding a spawn point
    • Removing a spawn point
    • Setting which Bosses can spawn there
    • Setting the respawn time
    • Setting the spawn weight for each Boss

    This allows players to create their own custom Boss farming areas or Boss arenas with much greater freedom.


    2. Battle Mode Updates

    Boss battles are no longer limited to the traditional 1v1 format.

    Players can now define battle modes through datapacks. The following battle modes are currently supported:

    • 6v1
    • 5v1
    • 4v1
    • 3v1
    • 2v1

    This makes Boss battles much more flexible and allows for more challenging team-based encounters.


    3. Battle Mechanic Updates

    Custom Battle Stats

    To raise both the upper and lower limits of Boss strength, a new Custom Battle Stats system has been added.

    Through datapacks, players can now customize the Boss Pokémon’s six main stats, including:

    • HP
    • Attack
    • Defense
    • Special Attack
    • Special Defense
    • Speed

    This makes it possible to create Bosses with fully customized strength levels and difficulty.


    HP Phase Skill Switching

    A new HP phase-based skill switching mechanic has been added.

    Players can now define different skill sets for different Boss HP stages through datapacks. For example:

    • Default skill set
    • 90% HP skill set
    • 80% HP skill set
    • 70% HP skill set
    • 60% HP skill set

    When the Boss enters a specific HP range, its skills will automatically switch to the skill set configured for that phase.

    For example, when the Boss’s HP drops below 90% and enters the next phase, its moveset will switch from the default set to the 90% HP phase set.

    This greatly increases the Boss’s coverage and battle variety.

    Note: Each time the Boss switches to a new skill phase, its moves will be refreshed once.


    Boss Action Count Per Turn

    Because battle modes such as 6v1 make single-action Bosses too weak, a new Boss action count mechanic has been added.

    Players can now define how many times a Boss can act per turn in each battle mode through datapacks.

    However, there is one limitation:

    The Boss’s maximum number of actions cannot exceed the number of Pokémon on the opposing team.

    For example:

    • In 6v1, the maximum Boss action count is 6
    • In 2v1, the maximum Boss action count is 2

    It cannot be increased beyond that limit.


    4. Additional Updates

    Besides the three major systems above, this update also includes several smaller but important improvements:

    Optional Time, Location, and Biome Fields

    Time, location, and biome are no longer required fields in the datapack configuration.

    This makes Boss configuration much more flexible.

    New All-Time Spawn Field

    An all-time field has been added, allowing Bosses to spawn at any time of day.

    Reward Commands Added

    You can now define rewards through commands.

    For example, defeating a Boss can now reward players with:

    • A specific Pokémon
    • Custom command-based rewards

    Punishment Commands Added

    Punishments can now also be defined through commands.

    For example, if a player runs away from a Boss battle, they can receive:

    • Negative status effects
    • Custom level reduction penalties
    • Effort Value (EV) reduction penalties
    • Individual Value (IV) reduction penalties

    Dynamic and Fixed Rewards

    The reward system now supports both:

    • Dynamic rewards
    • Fixed rewards

    Dynamic and Fixed Punishments

    The punishment system now supports both:

    • Dynamic punishments
    • Fixed punishments

    Two New Dynamic Level Generation Methods

    Two new dynamic Boss level generation methods have been added:

    • Generate the Boss level based on the player’s Pokémon
    • Generate the Boss level based on the highest-level Pokémon in the player’s team, according to a custom configuration

    This makes Boss difficulty scale more naturally with player progression.


    Summary

    This update significantly expands the Boss system’s flexibility, depth, and customization.

    The main improvements focus on:

    • Command-based Boss management
    • Multiple battle modes
    • Richer battle mechanics
    • More flexible reward and punishment systems
    • Smarter dynamic level generation

    Whether you want to create fixed Boss spawn areas, custom Boss arenas, or challenging team-based Boss encounters, this update provides much more complete support.


  • Cobblemon Boss 5.0

    release22 марта 2026 г.

    Update Log

    This update includes a large number of new features and improvements, mainly divided into three major parts:

    1. Command System Updates

    Boss Pool System Added

    A new Boss Pool system has been added.

    After creating a datapack, players can now use commands to summon Bosses at fixed locations. You can create a spawn point and manage it through commands, including:

    • Adding a spawn point
    • Removing a spawn point
    • Setting which Bosses can spawn there
    • Setting the respawn time
    • Setting the spawn weight for each Boss

    This allows players to create their own custom Boss farming areas or Boss arenas with much greater freedom.


    2. Battle Mode Updates

    Boss battles are no longer limited to the traditional 1v1 format.

    Players can now define battle modes through datapacks. The following battle modes are currently supported:

    • 6v1
    • 5v1
    • 4v1
    • 3v1
    • 2v1

    This makes Boss battles much more flexible and allows for more challenging team-based encounters.


    3. Battle Mechanic Updates

    Custom Battle Stats

    To raise both the upper and lower limits of Boss strength, a new Custom Battle Stats system has been added.

    Through datapacks, players can now customize the Boss Pokémon’s six main stats, including:

    • HP
    • Attack
    • Defense
    • Special Attack
    • Special Defense
    • Speed

    This makes it possible to create Bosses with fully customized strength levels and difficulty.


    HP Phase Skill Switching

    A new HP phase-based skill switching mechanic has been added.

    Players can now define different skill sets for different Boss HP stages through datapacks. For example:

    • Default skill set
    • 90% HP skill set
    • 80% HP skill set
    • 70% HP skill set
    • 60% HP skill set

    When the Boss enters a specific HP range, its skills will automatically switch to the skill set configured for that phase.

    For example, when the Boss’s HP drops below 90% and enters the next phase, its moveset will switch from the default set to the 90% HP phase set.

    This greatly increases the Boss’s coverage and battle variety.

    Note: Each time the Boss switches to a new skill phase, its moves will be refreshed once.


    Boss Action Count Per Turn

    Because battle modes such as 6v1 make single-action Bosses too weak, a new Boss action count mechanic has been added.

    Players can now define how many times a Boss can act per turn in each battle mode through datapacks.

    However, there is one limitation:

    The Boss’s maximum number of actions cannot exceed the number of Pokémon on the opposing team.

    For example:

    • In 6v1, the maximum Boss action count is 6
    • In 2v1, the maximum Boss action count is 2

    It cannot be increased beyond that limit.


    4. Additional Updates

    Besides the three major systems above, this update also includes several smaller but important improvements:

    Optional Time, Location, and Biome Fields

    Time, location, and biome are no longer required fields in the datapack configuration.

    This makes Boss configuration much more flexible.

    New All-Time Spawn Field

    An all-time field has been added, allowing Bosses to spawn at any time of day.

    Reward Commands Added

    You can now define rewards through commands.

    For example, defeating a Boss can now reward players with:

    • A specific Pokémon
    • Custom command-based rewards

    Punishment Commands Added

    Punishments can now also be defined through commands.

    For example, if a player runs away from a Boss battle, they can receive:

    • Negative status effects
    • Custom level reduction penalties
    • Effort Value (EV) reduction penalties
    • Individual Value (IV) reduction penalties

    Dynamic and Fixed Rewards

    The reward system now supports both:

    • Dynamic rewards
    • Fixed rewards

    Dynamic and Fixed Punishments

    The punishment system now supports both:

    • Dynamic punishments
    • Fixed punishments

    Two New Dynamic Level Generation Methods

    Two new dynamic Boss level generation methods have been added:

    • Generate the Boss level based on the player’s Pokémon
    • Generate the Boss level based on the highest-level Pokémon in the player’s team, according to a custom configuration

    This makes Boss difficulty scale more naturally with player progression.


    Summary

    This update significantly expands the Boss system’s flexibility, depth, and customization.

    The main improvements focus on:

    • Command-based Boss management
    • Multiple battle modes
    • Richer battle mechanics
    • More flexible reward and punishment systems
    • Smarter dynamic level generation

    Whether you want to create fixed Boss spawn areas, custom Boss arenas, or challenging team-based Boss encounters, this update provides much more complete support.


  • CobblemonBoss 4.0

    release5 марта 2026 г.

    Cobblemon Boss Mod 4.0

    1.Added the punishment system

    2.Upgraded the Boss spawning system to support Minecraft biome tags and adjusted the Boss spawn rate

    3.Optimized the reward system to support fixed probability and command rewards

    4.Upgraded the Boss level generation logic for greater flexibility

    5.Added the Boss spawn event API

  • CobblemonBoss 4.0

    release5 марта 2026 г.

    Cobblemon Boss Mod 4.0

    1.Added the punishment system

    2.Upgraded the Boss spawning system to support Minecraft biome tags and adjusted the Boss spawn rate

    3.Optimized the reward system to support fixed probability and command rewards

    4.Upgraded the Boss level generation logic for greater flexibility

    5.Added the Boss spawn event API

  • CobblemonBoss 3.0.0

    release18 января 2026 г.

    This update has reconstructed the Boss configuration format, upgraded and optimized the Boss AI system, added the multiplayer team-up feature to the premium sponsor version, and fixed several known bugs.

  • CobblemonBoss 3.0.0

    release18 января 2026 г.

    This update has reconstructed the Boss configuration format, upgraded and optimized the Boss AI system, added the multiplayer team-up feature to the premium sponsor version, and fixed several known bugs.

  • Boss team battle and AI upgrade

    release14 декабря 2025 г.

    Cobblemon Boss Mod Update Notes I. Core Gameplay: Exploration-Triggered Boss Team Battles The Cobblemon Boss Mod introduces an all-new "exploration-driven" gameplay loop. When players explore specific in-game structures, they will encounter customized Pokémon Boss teams. The core rules are as follows:

    1. Battle Trigger Mechanism
    • When players enter specific in-game structures (such as ruins, dungeons, etc.), they will trigger an exclusive Boss team battle.

    • One-Time Trigger Guarantee: Each structure will only trigger a battle once (a unique identifier is generated by combining "dimension + structure ID + central chunk coordinates"). The trigger record will be persistently saved to the save file to avoid repeated spawning of mobs.

    • Battle Activation Condition: Players must have a sufficient number of surviving Pokémon to trigger the battle. The Boss team size is up to 3 Pokémon, corresponding to single, double, and triple battle rules respectively.

    1. Boss Team Features
    • Adaptive Difficulty: The Boss level will be adjusted based on the level of the player's strongest Pokémon (minimum level 50) to ensure a balanced and reasonable battle difficulty.

    • Exclusive Customization: Boss teams have exclusive names, glowing visual effects, and enhanced battle AI.

    • Efficient Cleanup Mechanism: If the battle fails to start or ends normally, Boss entities will be automatically cleared to avoid redundant entities remaining on the map; when the player logs out, the relevant detection data will also be cleaned up simultaneously to ensure the mod's operating efficiency.

    1. Core Gameplay Value

    Centered on "exploration-triggered battles", the gameplay integrates adaptive difficulty and customized Boss battles, greatly enhancing the sense of accomplishment and fun in game exploration. In addition, players can infinitely customize their exclusive Pokémon team battle content through data packs.

    II. Major Upgrade: Smarter Pokémon Battle AI

    The battle AI of Pokémon Boss has been fully upgraded, evolving from "random moves" to "tactical decision-making" AI, and its battle strategy is closer to real competitive scenarios. The core optimization points are as follows:

    1. Precise Move Selection
    • Type Advantage Priority: Bosses will automatically identify the attributes of the opponent's Pokémon and prioritize the use of moves with type advantages, replacing the previous random move pattern, which significantly enhances the threat and strategy of battles.

    • Intelligent Activation of Status Moves: The AI will monitor its own HP status in real time. When its HP is low or it is trapped in abnormal statuses (such as poisoning, paralysis, etc.), it will prioritize the use of recovery moves or abnormal status removal moves instead of blindly attacking.

    1. Optimized Team Battle Collaboration Logic

    For team battle scenarios such as doubles and triples, the mod has fixed the previous "friendly fire" issue of AI and added a teammate recognition mechanism:

    • It will no longer attack friendly teammates, nor will it use moves that reduce attributes or apply abnormal statuses on teammates.

    • During the battle, it will dynamically adjust its strategy according to the teammates' status to avoid team collapse caused by AI errors.

    1. Target Classification and Tactical Targeting

    The AI has added an "opponent attribute analysis system", which classifies targets into different types by analyzing the five core attributes (Attack, Special Attack, Defense, Special Defense, HP) of the opponent, and matches exclusive tactics:

    • Physical Attacker (High Attack): Prioritize the use of negative moves that reduce Attack to weaken its output ability;

    • Special Attacker (High Special Attack): Use moves that reduce Special Attack in a targeted manner to limit its special damage;

    • Defensive Type (High Defense/Special Defense/HP): Choose defense-breaking moves or continuous damage moves to gradually deplete its HP;

    • Glass Cannon (Low Defense/Low HP): Concentrate on using high-burst output moves to eliminate high-threat fragile targets first.

    1. Abnormal Status Adaptive Mechanism
    • Priority Handling of Self-Status: When its HP is below 30% or it is in abnormal statuses such as poisoning and burning, the AI will prioritize healing and abnormal status removal to improve its survival ability.

    • Avoid Invalid Move Usage: Before using abnormal status moves on the opponent, it will first verify whether the target already has the same abnormal status, eliminating the problem of repeatedly using invalid moves and improving battle efficiency.

    III. Basic Experience Optimization

    The terrain generation algorithm for Boss Pokémon in the Nether dimension has been optimized.

    After this update, Boss team battles will be more challenging and strategic, and the Nether exploration experience will also be smoother. It is recommended that players adjust their battle lineups according to the new AI features and reasonably match moves and items! Boss Team

  • Boss team battle and AI upgrade

    release14 декабря 2025 г.

    Cobblemon Boss Mod Update Notes I. Core Gameplay: Exploration-Triggered Boss Team Battles The Cobblemon Boss Mod introduces an all-new "exploration-driven" gameplay loop. When players explore specific in-game structures, they will encounter customized Pokémon Boss teams. The core rules are as follows:

    1. Battle Trigger Mechanism
    • When players enter specific in-game structures (such as ruins, dungeons, etc.), they will trigger an exclusive Boss team battle.

    • One-Time Trigger Guarantee: Each structure will only trigger a battle once (a unique identifier is generated by combining "dimension + structure ID + central chunk coordinates"). The trigger record will be persistently saved to the save file to avoid repeated spawning of mobs.

    • Battle Activation Condition: Players must have a sufficient number of surviving Pokémon to trigger the battle. The Boss team size is up to 3 Pokémon, corresponding to single, double, and triple battle rules respectively.

    1. Boss Team Features
    • Adaptive Difficulty: The Boss level will be adjusted based on the level of the player's strongest Pokémon (minimum level 50) to ensure a balanced and reasonable battle difficulty.

    • Exclusive Customization: Boss teams have exclusive names, glowing visual effects, and enhanced battle AI.

    • Efficient Cleanup Mechanism: If the battle fails to start or ends normally, Boss entities will be automatically cleared to avoid redundant entities remaining on the map; when the player logs out, the relevant detection data will also be cleaned up simultaneously to ensure the mod's operating efficiency.

    1. Core Gameplay Value

    Centered on "exploration-triggered battles", the gameplay integrates adaptive difficulty and customized Boss battles, greatly enhancing the sense of accomplishment and fun in game exploration. In addition, players can infinitely customize their exclusive Pokémon team battle content through data packs.

    II. Major Upgrade: Smarter Pokémon Battle AI

    The battle AI of Pokémon Boss has been fully upgraded, evolving from "random moves" to "tactical decision-making" AI, and its battle strategy is closer to real competitive scenarios. The core optimization points are as follows:

    1. Precise Move Selection
    • Type Advantage Priority: Bosses will automatically identify the attributes of the opponent's Pokémon and prioritize the use of moves with type advantages, replacing the previous random move pattern, which significantly enhances the threat and strategy of battles.

    • Intelligent Activation of Status Moves: The AI will monitor its own HP status in real time. When its HP is low or it is trapped in abnormal statuses (such as poisoning, paralysis, etc.), it will prioritize the use of recovery moves or abnormal status removal moves instead of blindly attacking.

    1. Optimized Team Battle Collaboration Logic

    For team battle scenarios such as doubles and triples, the mod has fixed the previous "friendly fire" issue of AI and added a teammate recognition mechanism:

    • It will no longer attack friendly teammates, nor will it use moves that reduce attributes or apply abnormal statuses on teammates.

    • During the battle, it will dynamically adjust its strategy according to the teammates' status to avoid team collapse caused by AI errors.

    1. Target Classification and Tactical Targeting

    The AI has added an "opponent attribute analysis system", which classifies targets into different types by analyzing the five core attributes (Attack, Special Attack, Defense, Special Defense, HP) of the opponent, and matches exclusive tactics:

    • Physical Attacker (High Attack): Prioritize the use of negative moves that reduce Attack to weaken its output ability;

    • Special Attacker (High Special Attack): Use moves that reduce Special Attack in a targeted manner to limit its special damage;

    • Defensive Type (High Defense/Special Defense/HP): Choose defense-breaking moves or continuous damage moves to gradually deplete its HP;

    • Glass Cannon (Low Defense/Low HP): Concentrate on using high-burst output moves to eliminate high-threat fragile targets first.

    1. Abnormal Status Adaptive Mechanism
    • Priority Handling of Self-Status: When its HP is below 30% or it is in abnormal statuses such as poisoning and burning, the AI will prioritize healing and abnormal status removal to improve its survival ability.

    • Avoid Invalid Move Usage: Before using abnormal status moves on the opponent, it will first verify whether the target already has the same abnormal status, eliminating the problem of repeatedly using invalid moves and improving battle efficiency.

    III. Basic Experience Optimization

    The terrain generation algorithm for Boss Pokémon in the Nether dimension has been optimized.

    After this update, Boss battles will be more challenging and strategic, and the Nether exploration experience will also be smoother. It is recommended that players adjust their battle lineups according to the new AI features and reasonably match moves and items! Boos Team

  • CobblemonBoss1.1.0-neoforge

    release18 ноября 2025 г.

    Нет описания изменений

  • CobblemonBoss 1.1.0-fabric

    release18 ноября 2025 г.

    Нет описания изменений

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