Cobblemon Auto Battle (SV styled) [NeoForge]

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Cobblemon Auto Battle (SV styled) [NeoForge]

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Pokémon Scarlet/Violet "Let's Go" style auto-battles for Cobblemon. Send out your Pokémon and they hunt nearby wilds on their own — real move-based battles, rare protection, aim-and-hunt, XP/EV/drop rewards. Mass-outbreak friendly.

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Mod
Latest Version
cobblemonautobattle-1.4.3-neoforge.jar

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About

Description

Fabric Version: https://www.curseforge.com/minecraft/mc-mods/cobblemon-auto-battle-sv-styled

Cobblemon Auto-Battle

This repository is the NeoForge 1.21.1 port of viniciusmorenorogato-crypto/CobblemonAutoBattle v1.4.0. The original author and MIT copyright notice are retained.

Pokémon Scarlet/Violet "Let's Go" style auto-battles for Cobblemon.

Send out your Pokémon, press a key, and watch them hunt nearby wild Pokémon on their own — earning XP, EVs and item drops for you, just like the Let's Go mechanic from Pokémon SV. Or aim at a specific wild Pokémon and send your partner after that exact one.

Minecraft 1.21.1 NeoForge Cobblemon 1.7.3 License MIT

Features

  • One-key auto-battle — press R (rebindable) to toggle. If no Pokémon is out, your lead is sent out automatically.
  • Directed hunts — aim at a wild Pokémon and press V (rebindable): the nearest hunter goes after that one. Works even with auto-battle off — your lead pops out, completes the mission, and returns to its Poké Ball by itself.
  • Multi-hunterevery Pokémon you have sent out hunts at the same time, each picking its own target (no two hunters gang up on the same wild).
  • SV-style single-strike battles — one choreographed strike resolves each battle: attack animation wind-up → synchronized impact → the defeated wild plays its real faint animation and cries, then despawns.
  • Real movesets matter — both sides pick their best actual move (real power, type and physical/special category, real STAB, full type chart). Speed decides who opens the exchange, and immunity abilities (Levitate, Flash Fire, Water/Volt Absorb, Sap Sipper…) cancel moves of their type.
  • You can lose — if the simulation says the wild would knock your Pokémon out first, it loses the exchange: the wild counter-attacks, your Pokémon retreats hurt, and the wild survives. Type coverage in your movesets suddenly matters (configurable).
  • Rare Pokémon protection — shinies, legendaries, mythicals, ultra beasts, paradox forms (plus any custom labels/species you configure) are never attacked. Instead you get a chat alert, a bell chime, and the rare glows for a few seconds so you can find it.
  • Victory feedback — a short 3-note chime only you can hear (SV-style), the defeated species' cry, and quiet, pitch-varied hit sounds.
  • Relaxed pacing — hunters rest in place for a few seconds after each victory instead of instantly sprinting to the next target.
  • Smart navigation — target search is anchored to the player (configurable), with a leash that brings wandering hunters back (teleporting them if they fall far behind), stable path recalculation, and an anti-stuck system that gives up on unreachable targets.
  • Real model animations — attackers play their model's physical/special animation; everything reuses Cobblemon's own posable animation system.
  • Fair targeting — only wild Pokémon up to your Pokémon's level + a configurable margin are attacked; low-HP hunters retreat (they never faint from auto-battling).
  • Rewards — XP and EVs (proper species EV yields) for the winner; item drops go straight to your inventory.
  • Fully configurable & localized — 30+ options in config/autobattle.json, hot-reloadable in game. English and Português (Brasil); translations welcome!

Requirements

Dependency Version
Minecraft 1.21.1
NeoForge ≥ 21.1
Kotlin for Forge ≥ 5.12.0
Cobblemon ≥ 1.7.3 < 1.8.0

Install on the client (required for the keybinds). On servers, install on both sides.

Usage

Key (rebindable) Action
R Toggle area auto-battle. Sent-out Pokémon hunt eligible wilds near you; press again to stop (Pokémon the mod sent out are recalled).
V Directed hunt. Aim at a wild Pokémon (up to 32 blocks) and press: the nearest hunter goes after it. With auto-battle off, this is a one-shot mission — your lead returns by itself afterwards.

Hunters retreat and sit out when their HP gets low, until recalled and sent out again. Rare/protected Pokémon are announced instead of attacked — both in area mode and when you aim at them directly.

Commands (permission level 2)

Command Effect
/autobattle info Show the current configuration
/autobattle reload Reload config/autobattle.json without restarting

Configuration

config/autobattle.json is created on first launch and self-heals missing fields after updates.

Targeting & navigation

Field Default Description
enabled true Master switch
anchorToPlayer true Search for targets around the player (SV style); false anchors to each hunter (free roam)
searchRadius 28.0 Radius (blocks) around the anchor scanned for targets
leashRadius 40.0 Hunters farther than this from you drop their target and return; beyond 1.5× they teleport to you
attackRange 2.5 Gap between hitbox edges for the strike to start (both Pokémon's sizes are added automatically)
moveSpeed 1.3 Chase speed multiplier
followPlayerRadius 8.0 Idle hunters follow you beyond this distance
repathIntervalTicks 10 Ticks between path recalculations (prevents jittery walking)
stuckTimeoutTicks 60 No progress toward the target for this long → give up on it
levelMargin 5 Wilds up to hunter level + margin are eligible
directedHuntRange 32.0 Max aiming distance for the V key

Rare protection

Field Default Description
protectRareTargets true Master switch for rare protection
protectShiny true Never attack shinies
protectedLabels legendary, mythical, ultra_beast, paradox Species labels that are protected (other mods' labels work too)
protectedSpecies [] Extra protected species by name
rareGlowSeconds 10 Glowing outline on found rares (0 disables)
rareFoundSound true Alert bell when a rare is found

Battle

Field Default Description
attackWindupTicks 8 Delay between attack animation and impact
attackIntervalTicks 30 Minimum ticks between battles
restAfterBattleTicks 60 Hunter stands still this long after each victory (3s)
retreatHealthPercent 0.2 Retreat when HP ratio drops to this value
retaliationMultiplier 0.5 Scale of the battle-cost damage hunters take
allowDefeat true Bad matchups can lose the battle (hunter retreats, wild survives)
abilityImmunities true Levitate, Flash Fire, Water/Volt Absorb etc. cancel moves of their type
damageScale 1.0 Global damage multiplier
randomizeDamage true Apply the classic 85–100% damage roll

Effects, sounds & rewards

Field Default Description
battleEffects true Model animations, particles, knockback and sounds
faintAnimationTicks 40 How long defeated wilds stay down before despawning
victoryJingle true 3-note victory chime (only you hear it)
defeatCry true Defeated species cries as it faints
hitSoundVolume 0.35 Impact sound volume (0 disables)
awardXp / xpMultiplier true / 1.0 XP rewards
awardEvs true EV rewards (species EV yield)
awardDrops true Send the wild's drops to your inventory
announceRewards true Chat message per victory

How it works (technical)

  • Server-side brain on NeoForge ServerTickEvent.Post; the client only registers keybinds and sends toggle/hunt packets. Directed hunts raycast server-side (no trusting client entity IDs).
  • Battles resolve in a single strike: a lightweight simulation picks each side's best real move (power/type/category from the actual moveset, real STAB, full type chart, ability immunities), factors Speed into who opens the exchange, and computes how many "rounds" the fight would take — charging the hunter proportional HP, or handing it the loss when the wild would win first. No real PokemonBattle is instantiated, so dozens of hunters stay cheap.
  • Animations reuse Cobblemon's posable animation packets — the same mechanism official battles use for recoil — plus the species' real faint animation and cry on defeat.
  • Rewards go through Cobblemon's own APIs (addExperienceWithPlayer, EV yields, species drop tables) with sidemod-tagged sources, so other mods' event hooks keep working.
  • Rare detection uses Cobblemon's official species labels, so datapacks and other mods that label their species are protected automatically.

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