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Cobble Combo
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A Fabric mod for Cobblemon that rewards you for catching the same species back-to-back.
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About
Description
This mod for Cobblemon replicates the catch combo system from the Let's Go! series. It rewards you for catching the same species back-to-back. Chain consecutive captures of one species to build a combo, and the higher it climbs, the better your rewards get. Catching a different species breaks the chain and starts a new combo at 1.
How it works
Just like the catch combos introduced in "Let's Go Pikachu/Eevee":
- Capturing a Pokémon of the same species as your current chain increases your combo count by 1.
- Capturing a different species breaks the current chain and starts a new combo at 1 for the new species.
- Your combo and the resulting shiny odds are shown in chat and/or the action bar as you catch.
- Combos persist per-player across server restarts.
Since Cobblemon is so vast in comparison to the main game, the combo benefits expand past the 41+ chain length.
Catch rate multiplier
Applied directly to the Poké Ball's catch rate for the species you're chaining, making the next capture easier.
Thresholds and multipliers are configurable via catchRateTiers — see Configuration.
| Combo count | Catch rate multiplier |
|---|---|
| 1–4 | 1.0x (no bonus) |
| 5–10 | 1.5x |
| 11–20 | 2.0x |
| 21–30 | 2.5x |
| 31+ | 3.0x |
Shiny odds
Base odds start at 1/8192 and halve every stepSize catches (10 by default), down to a floor of 1/512.
Both values are configurable — see Configuration.
| Combo count | Shiny odds (default config) |
|---|---|
| 1–9 | 1/8192 |
| 10–19 | 1/4096 |
| 20–29 | 1/2048 |
| 30–39 | 1/1024 |
| 40+ | 1/512 (minimum) |
Guaranteed perfect IVs
Once your combo is high enough, captures are guaranteed a number of perfect (31) IVs, randomly distributed
across HP, Attack, Defence, Special Attack, Special Defence, and Speed.
Thresholds and IV counts are configurable via perfectIvTiers — see Configuration.
| Combo count | Guaranteed perfect IVs |
|---|---|
| 1–19 | 0 |
| 20–59 | 1 |
| 60–79 | 2 |
| 80–99 | 3 |
| 100–299 | 4 |
| 300+ | 6 |
Hidden ability chance
On capture, there's a chance the Pokémon's ability is rerolled into its hidden ability, if it has one.
Thresholds and chances are configurable via hiddenAbilityTiers — see Configuration.
| Combo count | Hidden ability chance |
|---|---|
| 1–19 | 0% |
| 20–39 | 5% |
| 40–59 | 10% |
| 60–79 | 15% |
| 80–99 | 20% |
| 100–299 | 35% |
| 300–599 | 50% |
| 600–999 | 75% |
| 1000+ | 100% |
Spawn bias
While chaining, nearby wild spawns have a chance to be converted into the species you're chasing, making it
easier to keep the combo alive. Requires enableSpawnBias to be true.
Thresholds and chances are configurable via spawnBiasTiers — see Configuration.
| Combo count | Chance a nearby spawn becomes your target species |
|---|---|
| 1–19 | 0% |
| 20–39 | 5% |
| 40–59 | 10% |
| 60–79 | 20% |
| 80–99 | 30% |
| 100–299 | 40% |
| 300–599 | 75% |
| 600–999 | 95% |
| 1000+ | 100% (guaranteed) |
Configuration
Settings live in config/cobblecombo.json, generated on first run:
| Setting | Default | Description |
|---|---|---|
enabled |
true |
Master toggle for the mod. |
prefix |
[Cobble Combo] |
Prefix shown on chat messages. |
messageColor |
§b |
Color code applied to combo messages. |
showChatMessages |
true |
Show combo updates in chat. |
showActionBar |
true |
Show the live combo status on the action bar. |
enableSpawnBias |
false |
Master toggle for the spawn bias bonus. |
baseShinyOdds |
8192 |
Starting shiny odds (1 in N) before any combo bonus. |
minShinyOdds |
512 |
Floor for shiny odds — how good they can get. |
stepSize |
10 |
Combo count needed for each shiny-odds halving / message milestone. |
countHatchedEggs |
false |
Also extend/break your combo when a Pokémon hatches from an egg (e.g. via Cobbreeding or any mod using Cobblemon's hatch event). Hatching does not grant catch-combo bonuses to the hatchling itself — it only advances the combo counter. |
speciesExceptions |
[] |
Species that never get combo bonuses, even mid-chain. |
catchRateTiers |
see table | List of { "combo": N, "value": multiplier } tiers for the catch rate bonus. |
perfectIvTiers |
see table | List of { "combo": N, "value": ivCount } tiers for guaranteed perfect IVs. |
hiddenAbilityTiers |
see table | List of { "combo": N, "value": chance } tiers for the hidden ability reroll chance (0.0–1.0). |
spawnBiasTiers |
see table | List of { "combo": N, "value": chance } tiers for the spawn bias chance (0.0–1.0). |
Each tier list is scanned for the highest combo threshold you've reached, and its value is applied — you
don't need one entry per combo count, only the breakpoints where the bonus changes. Tiers can be added,
removed, or reordered freely; if a list is left empty or removed, that bonus is effectively disabled
(catch rate falls back to 1.0x, everything else to 0).
Example: customizing each tier setting
Each value means something different depending on the table it's in — a multiplier, a raw IV count, or a
0.0–1.0 chance. Here's a custom curve for each, all steeper than the defaults:
catchRateTiers — value is a multiplier applied to the Poké Ball's catch rate:
"catchRateTiers": [
{ "combo": 3, "value": 1.25 },
{ "combo": 10, "value": 2.0 },
{ "combo": 25, "value": 4.0 }
]
perfectIvTiers — value is the number of guaranteed perfect IVs (whole numbers, capped at 6):
"perfectIvTiers": [
{ "combo": 10, "value": 2 },
{ "combo": 50, "value": 4 },
{ "combo": 150, "value": 6 }
]
hiddenAbilityTiers — value is a chance from 0.0 (0%) to 1.0 (100%):
"hiddenAbilityTiers": [
{ "combo": 50, "value": 0.10 },
{ "combo": 150, "value": 0.25 },
{ "combo": 250, "value": 0.50 },
{ "combo": 400, "value": 1.00 }
]
spawnBiasTiers — also a 0.0–1.0 chance, and only applies while enableSpawnBias is true:
"spawnBiasTiers": [
{ "combo": 25, "value": 0.15 },
{ "combo": 75, "value": 0.40 },
{ "combo": 200, "value": 0.70 },
{ "combo": 500, "value": 1.00 }
]
Every table is scanned the same way: whichever entry has the highest combo you've reached is the one that
applies. In the hiddenAbilityTiers example above, combos below 50 get 0% (no matching tier), 50–149 get
10%, 150–249 get 25%, 250–399 get 50%, and 400+ is guaranteed.
Reload the config in-game without restarting via /cobblecombo reload — this re-reads the entire file,
including all tier lists, and applies immediately to future catches, spawns, and captures.
Commands
| Command | Permission | Description |
|---|---|---|
/cobblecombo |
Anyone | Show current mod status. |
/cobblecombo bar |
Anyone | Toggle your own action bar display on/off. |
/cobblecombo chat |
Anyone | Toggle your own chat messages on/off. |
/cobblecombo set <player> <species> <count> |
Op (level 2) | Manually set a player's combo. |
/cobblecombo toggle chat |
Op (level 2) | Server-wide toggle for chat messages. |
/cobblecombo toggle bar |
Op (level 2) | Server-wide toggle for the action bar display. |
/cobblecombo toggle spawnbias |
Op (level 2) | Server-wide toggle for the spawn bias bonus. |
/cobblecombo reload |
Op (level 2) | Reload cobblecombo.json from disk. |
/cobblecombo bar and /cobblecombo chat are per-player preferences — anyone can run them to opt out of
their own action bar/chat notifications without affecting other players. set, toggle chat/bar/spawnbias,
and reload are server-side and require op, since they change behavior for everyone or the whole config.
Notes
- If using the catch rate display mod, Catch Rate Display, the catch rate for a catch combo will not be reflected!
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