Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details
CobbleHunts
CobbleHunts is a Fabric mod that adds a complete Pokémon hunting system to Cobblemon. Engage your server with server-wide Global Hunts for community collaboration or challenge individual players with tiered Solo Hunts. With deep customization for Pokémon, rewards, and timers, you can create the perfect hunting experience for your community.
Dependencies
Features
- Dual Hunt System: Features both server-wide Global Hunts for community engagement and tiered Solo Hunts (Easy, Normal, Medium, Hard) for individual player progression.
- Deep Customization: Define exactly which Pokémon can appear in hunts, including specific forms, aspects (like shiny), genders, natures, and even required perfect IVs.
- Flexible Rewards: Create unique loot tables for each hunt type. Give players items, run commands (like adding economy money), or both. Use a weighted system for a single random reward or a percentage system to give multiple rewards.
- Intuitive Player GUI: Players can view all active hunts, accept missions, and turn in their catches through a clean and easy-to-use interface.
- Powerful Admin Tools: A full suite of commands lets you reload configs live, manage player cooldowns, and even revert a mistaken turn-in.
- In-Game Editors: Admins can use the
/hunts editorGUI to manage the Pokémon and reward pools without ever leaving the game.
Commands
The primary command is /hunts. All permission nodes are fully configurable in the config file.
| Command | Permission | Description |
|---|---|---|
/hunts |
cobblehunts.hunts |
Opens the main GUI to view and manage your active hunts. |
/hunts editor |
cobblehunts.editor |
Opens the powerful in-game editor to modify Pokémon and loot pools. |
/hunts reload |
cobblehunts.reload |
Reloads all configuration files from disk without a server restart. |
/hunts revertturnin <player> <pokemon> |
cobblehunts.revertturnin |
Returns a Pokémon that was turned in for a hunt back to a player's party. |
/hunts cooldowns <action> <type> ... |
cobblehunts.cooldowns |
Manages player cooldowns. Actions include reset, extend <seconds>, and decrease <seconds>. |
Configuration Highlights
CobbleHunts uses a multi-file configuration system located in config/cobblehunts/ for maximum organization. After editing, use /hunts reload to apply changes.
config.jsonc - Core Settings
This file governs the fundamental behavior of the hunting system.
| Setting | Description |
|---|---|
globalHuntsEnabled |
A master switch (true/false) to turn Global Hunts on or off for the entire server. |
soloHuntsEnabled |
The master switch for all Solo Hunts. |
globalTimeLimit & globalCooldown |
Sets the duration (in seconds) for Global Hunts and the waiting period before new ones start. |
solo[Difficulty]TimeLimit & solo[Difficulty]Cooldown |
Sets the timer and cooldown for each individual Solo Hunt tier (e.g., soloEasyTimeLimit). |
autoTurnInOnCapture |
If true, a hunt completes the instant a matching Pokémon is captured, no manual turn-in required. |
takeMonOnTurnIn |
If true, the Pokémon is taken from the player's party upon hunt completion. Set to false to let players keep their catches. |
rewardMode |
Choose between "weight" (gives one random reward from the pool) or "percentage" (each reward has a chance to be given). |
autoAcceptSoloHunts |
If true, players are automatically assigned a new hunt as soon as their cooldown for that tier ends. |
pokemon_pools.jsonc - Defining Hunt Targets
This file is where you specify which Pokémon can appear in hunts. You can create distinct pools for Global Hunts and each of the four Solo Hunt tiers.
Each Pokémon entry allows for precise targeting:
species: The ID of the Pokémon (e.g.,"pikachu").form: (Optional) Specify a form, like"alolan".aspects: (Optional) A list of required aspects, like"shiny".chance: A weighted value that determines how likely this Pokémon is to be selected from the pool.gender: (Optional) For higher difficulties, you can require"male"or"female".nature: (Optional) For higher difficulties, you can require a specific Nature (e.g.,"adamant").ivRange: (Optional) For the hardest difficulty, specify the number of perfect (31) IVs required (e.g.,"2").
loot_pools.jsonc - Crafting Rewards
Define what players receive upon successful hunt completion. Each hunt type and difficulty has its own reward list.
- Reward Types: You can create two kinds of rewards:
"command": Executes a server command. Use%player%as a placeholder for the player's name. This is perfect for economy integration."item": Directly gives the player an item, with full support for NBT data via aserializableItemStack.
- Display Item: For command rewards, you can still define an item stack to be shown in the GUI, so players know what the reward represents.
chance: A weighted value that dictates the probability of this specific reward being granted from the pool.



