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SP Cobble GEN
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Single player cobble stone generator.
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Description
Version 0.5.1 — Minecraft Java 26.2 / Fabric
SP Cobble GEN turns an ordinary water-and-flowing-lava cobblestone generator into a configurable ore and treasure generator. Each output position automatically levels up as players mine the blocks it produces.
Build a generator, unlock better ores, and discover surprise chests — with the balance controlled from inside the game.
Features
- Random weighted block outputs from normal cobblestone generation.
- Automatic levels with editable cumulative mining thresholds.
- Separate progress for each output position and dimension.
- Mining progress in both Survival and Creative.
- In-game level, ore, weight, chest and loot editors.
- Native SP Core admin forms through
/spadmin, including remote server administration. - Vanilla and modded block/item IDs validated against the running game.
- Independent chest appearance and item appearance chances.
- Configurable minimum and maximum loot quantities.
- Read-only
/sgeninformation, available without cheats. - RPG-style
/slvlskill menu with five upgrade branches, rank icons and server-checked purchases. - Renewable Survival skill points and configurable point/material costs.
- Ore luck, treasure chance, double drops, recipe-based auto-smelting and rare resource blocks.
- Creative-only
/sresetwith a second-command confirmation. - An emerald-and-gold nearby-generator HUD with level progress, skill points, next-point progress and distance.
- X/Y and radius sliders with live HUD preview over the world.
- Distinct sound and particle celebrations for generated chests and level-ups.
- Administrator-only settings through SP Core.
- Shared settings across worlds, with separate per-world progression.
Settings access and multiplayer scope
Shared settings and world-specific progress (0.4.1)
All settings now live in config/sp-cobble-gen/settings.json, relative to the Minecraft instance/server directory. This includes generator levels and thresholds, ores and weights, chest loot/chances, HUD labels/radius, effects, skill ranks, prices, prerequisites and resource mappings. The in-game Apply buttons (or Save in the HUD editor) update this shared file and the current world's active settings. Other worlds load the same file when opened. Separate launcher instances or server installations have their own config directories; copy this file to share the configuration between installations.
Only earned state remains in <world>/sp-cobble-gen.json: generator positions, mined counts, pending outputs, point counters and purchased ranks. No points or purchases transfer between worlds. Points still belong to the generator, as in 0.4.0; this update does not introduce a personal wallet.
When upgrading, if the shared file does not yet exist, the first world opened supplies its old settings. Open the world with your preferred configuration first. If the first world is new, defaults are created. Once the shared file exists, later worlds use it and cannot overwrite it with their old settings.
Before converting each old world to progress-only format 2, its complete original file is preserved as <world>/sp-cobble-gen.legacy-backup.json. To choose another old configuration later, close the world and copy just the backup's config object into the shared settings.json file. Do not copy the entire world-data wrapper. Invalid files disable loading without silently replacing them with defaults.
Editing settings does not spend, refund or transfer earned progress. As before, changing thresholds recalculates displayed levels, and changing rank effects changes the effect of already purchased ranks. Remote players use the server's settings, not their own client config. Settings permissions are unchanged.
Version 0.5.1 registers its own SP Core provider, replacing Core's old shortcut to the local editor. /spadmin → SP Cobble GEN edits settings inside the shared frame, including on dedicated servers. It requires Minecraft game-master permission (normally cheats in singleplayer or operator level 2). Creative mode alone does not grant Core admin access. Permissions, configuration revisions and values are checked again on the server before saving.
All settings are now accessed through /spadmin. The redundant Esc button has been removed in every game mode. The player skill menu /slvl remains available in Survival without cheats.
SP Core admin tabs
| Tab | Editable settings |
|---|---|
| General | Generation enabled, blocks per point, points per level, sound/particle switches |
| HUD | Live preview with X/Y/radius sliders and normal/MAX labels |
| Levels | Names, thresholds, chest chance, block/weight lists and chest item/quantity/chance lists |
| Skills | Per-rank effects, point/item costs, required levels and prerequisites |
| Resources | Input/output item mappings for resource jackpots |
Select a row and Edit, then Apply. Lists have Add/Remove controls; IDs accept vanilla and installed mod content. Level pages show four levels at a time; use Previous levels / Next levels. Small windows also have separate arrows for tabs and form fields. Removing the first level is rejected. Invalid values, missing registry entries and dependency cycles are rejected without changing live settings.
Core rejects a saved draft if another admin changed settings after it was opened. This also applies to the live HUD editor. Cancel and reopen/reload to review the new values. Core's Reload refreshes its snapshot; it does not reload manually edited disk files. Manual disk edits take effect when the world/server restarts.
Core 0.3.0 limits each submitted list to 16,384 characters. Very large existing block pools may need an offline config edit; they are not silently truncated. No currency conversion is introduced: generator skill points and SP Economy balances remain separate.

| Context | Settings access | /sgen and nearby HUD |
|---|---|---|
| Local Survival, cheats off | Hidden | Available |
| Local Creative, cheats off | Core requires cheats | Available |
| Local Survival with cheats/game-master permission | Core forms | Available |
| Remote player with game-master permission | Core forms | Available |
| Remote player without admin permission | No settings editor | Available |
Generator progress is shared by players mining the same output position. The HUD independently selects the nearest generator for each player. World PIN Lock has its own restrictions: a PIN-protected world remains subject to that mod's LAN/online blocking.
Skills and upgrades: /slvl

Stand within 32 blocks of an active generator and run /slvl. The dark, gold-framed menu shows five rows of rank icons, the generator's coordinates and level, available skill points, the selected branch's current/next effect, costs and an Upgrade button. Hover a rank icon for its name. Select any icon in a branch to view its next purchasable rank. Ranks are bought sequentially. The footer tracks mining toward the next skill point.
The menu stays bound to the original generator while open. Moving out of range, changing dimension, disabling generation or resetting that generator closes it on the next refresh. Leaving the area does not erase progress. Building at another coordinate starts a separate generator; there is no progress-transfer item.
Default upgrade effects
| Branch | Ranks 1–5 | Meaning |
|---|---|---|
| Ore luck | 10 / 20 / 30 / 40 / 50% | Reduces the weight of minecraft:cobblestone, increasing other outputs after normalization |
| Treasure hunter | +10 / 20 / 30 / 40 / 50% | Relative increase to the current level's chest chance |
| Double drop | 2 / 4 / 6 / 8 / 10% | Doubles eligible generated-block drops after vanilla Fortune |
| Auto-smelt | 20 / 40 / 60 / 80 / 100% | Uses installed furnace recipes to smelt the mined drops |
| Resource jackpot | 0.1 / 0.2 / 0.3 / 0.4 / 0.5% | Replaces one matching drop with its configured resource block |
Effects in the table are the total effect at that rank, not added together. Treasure hunter turns a 1% base chest chance into 1.5% at rank 5; it does not enable chests at levels with a 0% base. Chest chance is capped at 100%. /sgen includes the upgraded effective generation percentages and unspent points.
Auto-smelting runs first, doubling second, then the resource jackpot replaces at most one eligible item per mined block. For example, with all three effects triggered, one raw iron becomes two iron ingots, then one of those ingots becomes an iron block. Default mappings cover iron, gold, copper and netherite ingots. A jackpot requires a matching drop; raw iron needs auto-smelting before it matches the default iron-ingot mapping.
Normal tool and harvesting requirements still apply. Silk Touch bypasses these drop transformations and preserves the block. Generated chests and other block entities are excluded, so their inventories are never doubled or smelted. Hand-placed blocks, explosions and automatic mining do not receive skill bonuses.
Points and prices
By default, every 100 tracked Survival breaks earns one point, and a generator level-up caused by Survival mining earns one extra point. Points continue to accrue at maximum generator level. Successful tracked breaks count even if the tool yields no drop. Creative breaks still advance the generator's level but earn no points.
| Rank | Point cost* | Material cost* | Required generator level |
|---|---|---|---|
| 1 | 1 | None | 1 |
| 2 | 2 | 16 iron ingots | 1 |
| 3 | 3 | 32 iron ingots | 2 |
| 4 | 4 | 48 iron ingots | 2 |
| 5 | 5 | 64 iron ingots | 3 |
*Resource jackpot instead costs rank + 1 points and 2 × rank diamonds, and requires Auto-smelt rank 1. Creative players can test upgrades without paying or meeting level/prerequisite requirements.
Points and purchased ranks belong to the generator and are shared by its miners. Material costs come from the purchasing player's main inventory/hotbar, excluding equipment and offhand. The server checks range, current rank, prerequisites, level, points and inventory again before applying an upgrade. Purchases and resets are saved immediately. Stale or repeated purchase requests cannot buy the same rank twice.
Configure skills in game
Open /spadmin → SP Cobble GEN:
- In General, edit Survival blocks per point and points rewarded per level-up.
- In Skills, select a branch and choose Edit.
- Edit the prerequisite and its rank. Under Ranks, add/remove entries and set total effect percentage, point cost, item ID, quantity and required generator level.
- In Resources, edit input/output item ID mappings for resource jackpots.
- Choose Apply in each form to save it. Cancel discards that form's edits.
Effects must be nondecreasing between ranks and within 0–100%. Costs allow 0–100,000 points and 0–2,304 items; level requirements allow 1–128. Each branch has 1–10 ranks; there may be up to 128 resource mappings. Set material quantity to zero for a points-only upgrade. Enter registry IDs for vanilla or installed mod items. Modded smelting recipes are used automatically.
Existing generators keep their level, mined count, pending output and settings when updating. New skills start at rank 0 with zero points: old counts cannot reliably distinguish Survival from Creative, so points are earned going forward. Reducing a branch's rank count caps its active effect; restoring ranks re-enables previously purchased ranks. Settings changes do not refund prior purchases.
Reset: /sreset
Creative mode only, even when a Survival player has cheats enabled. Run /sreset within 32 blocks of a generator, read its coordinates in chat, then type /sreset again within 15 seconds.
Confirmation resets only that originally selected generator's mined count, level, unspent points, skill-point mining counter and purchased skills. It does not erase world settings, other generators or the existing output block/chest, and it does not refund spent materials. The current generated block remains eligible for the next counted break. The second command cannot silently switch to a different nearby generator. If confirmation expires, another command starts a new confirmation.
Player information: /sgen
Run /sgen in chat to see the nearest active generator in loaded chunks in your current dimension:
- Coordinates, level number and level name.
- Total mined blocks, the next cumulative threshold, and remaining blocks.
- Each available block's overall generation percentage, including the chest roll.
- The surprise chest percentage.
This is a read-only command available in Survival without cheats. The generator owns the level, rather than the individual player. If several generators are nearby, the nearest is selected. The command can describe a loaded generator outside the HUD radius; it does not load distant chunks. A removed generator is ignored when it has neither a tracked output nor adjacent water and lava.
Unavailable mod blocks are excluded, duplicate entries are combined, and fallback cobblestone is included when necessary. For example, a 10% chest chance with 80:20 block weights reports 72% cobblestone, 18% coal ore, 10% chest.
Nearby generator HUD
The emerald-and-gold panel shows the nearest active generator within 20 blocks by default. It includes the generator level and editable label, a green level-progress bar, available skill points, a gold next-point bar, coordinates, distance and a /slvl reminder. Distance is measured in three dimensions from the player to the output block's center. Level progress resets at a level-up and displays MAX at the highest level.

Use /spadmin → SP Cobble GEN → HUD → Edit HUD. The game remains visible behind the editor. Three sliders control X, Y and visibility radius; the panel moves immediately as you adjust them. The preview uses a nearby generator when available, or sample values otherwise, so positioning works even without a generator nearby. Radius 0 hides the gameplay HUD but keeps its editing preview visible.
Edit the normal and maximum-level labels in the same screen. Preview only hides the controls for an unobstructed view; Show controls returns to them. Save submits the draft through Core's permission/revision checks; Cancel or Esc discards it. Coordinates are clamped to the screen. Moving X converts an existing left/center/right anchor to its equivalent top-left pixel position. Position remains a shared setting across worlds.

The server updates the panel twice per second. It hides outside the radius, in another dimension, when the generator is unavailable, when generation is disabled, when a menu is open or when F1 hides the HUD. It clears on disconnect and ignores stale snapshots. Each player has their own nearest-generator display. Supported clients receive the panel instead of a duplicate vanilla boss bar; the original boss-bar path remains a fallback for clients without the HUD channel.
Authorized editors can use /spadmin → SP Cobble GEN → HUD → Edit HUD to set a radius of 0–256 blocks. 0 hides the bar. Click Save. The radius is a shared setting; old 0.1.0 worlds automatically default to 20 blocks without losing their configuration or mining progress.
How it works
Custom progress bar text
Open /spadmin → SP Cobble GEN → HUD → Edit HUD. In addition to the radius, this screen has editable Progress bar text and Text at maximum level fields. Each accepts up to 160 single-line characters. Leave a field blank to keep the original translated label for that state.
You can use plain text, dynamic fields, or both:
My generator | Level {level} | {current}/{required}
| Field | Meaning |
|---|---|
{level} |
Current level number, starting at 1 |
{name} |
Configured level name |
{current} |
Blocks mined since reaching the current level |
{required} |
Blocks needed to complete the current level; 0 at maximum |
{total} |
Lifetime mined-block count for this generator |
{remaining} |
Blocks remaining until the next level; 0 at maximum |
For the maximum-level field, a useful example is {name} | MAX | Total: {total}. Keep labels short enough to fit your screen. Unknown tokens remain literal text. Select Save; Cancel discards the edits. Both labels are shared across worlds and update automatically as progress changes.
Chest and level-up effects
- Chest appears: a short burst of white end-rod sparkles and an amethyst chime, emitted after the generated chest has been placed and filled.
- Generator levels up: green happy-villager particles and Minecraft's player level-up sound at the generator when a counted break crosses a level threshold.
The Chest sound and particles and Level-up sound and particles choices in General → Edit independently enable each event. Both start enabled. Choose Apply to save; Core administrator permissions apply.
Effects use nearby vanilla particle/sound delivery, independent of the HUD visibility radius. Sound volume follows Minecraft's Blocks sound category. They do not grant XP or change loot. Opening an existing chest, ordinary mining within one level, editing thresholds, and reloading a world do not replay the celebrations.
Existing saves keep their settings and progress: missing label fields default to automatic translated labels, and the new effects default to enabled.
Generation and mining
Build a normal cobblestone generator. When vanilla Minecraft would turn flowing lava into cobblestone, SP Cobble GEN chooses a configured block or a chest instead. Lava sources still create obsidian; vanilla stone and basalt conversion paths are unchanged.
There is no special generator block or crafting recipe. The location where the output appears is the generator identity, including its dimension. Rebuilding at the same position keeps its progress; building elsewhere starts a separate generator. All players mining the same position share its progress.
Successful player breaks of tracked generated blocks count in both Survival and Creative. The game-mode restriction applies to editing settings, not to earning generator progress. Ordinary hand-placed blocks, explosions, and piston/automatic mining do not award progress. Moving a generated block does not transfer progress. Chest generation or opening alone does not count; breaking the generated chest does.
Ore mining uses normal Minecraft tool and harvesting rules. Purchased skills can transform ordinary loot after Fortune; Silk Touch bypasses those transformations. The progress counter counts a successful block break, even if the wrong tool yields no item.
Configure everything in game
- Open /spadmin → SP Cobble GEN.
- In General → Edit, enable/disable generation and configure point rewards and celebrations.
- In Levels, select Edit or Add level.
- Set the name, cumulative mined-block threshold and chest chance.
- Edit the Block pool list: registered block IDs and relative weights.
- Edit Chest contents: item IDs, minimum/maximum quantities and appearance chances.
- Choose Apply to save the form. For HUD position and labels, use HUD → Edit HUD → Save.
Each successful Apply saves shared settings immediately. Cancel discards only the current form's draft. Changes affect subsequent generation; existing blocks/chests retain their contents. Earned progress is preserved and levels are recalculated against the new thresholds.
The first level starts at zero and cannot be removed. Later thresholds must strictly increase and represent total mined blocks, not additional blocks since the previous level. Use /sgen for the nearby generator's status.
Editor limits
| Setting | Allowed values |
|---|---|
| Configured levels | 1–128 |
| Level name | 1–60 characters |
| First threshold | 0 |
| Later thresholds | Strictly increasing, nonnegative cumulative counts |
| Block entries per level | 1–512 |
| Weight per block entry | Greater than 0, at most 1,000,000 |
| Chest chance / item chance | 0–100% |
| Chest item entries per level | 0–27; at least one when chests are enabled |
| Item quantity range | 1–64, minimum no greater than maximum |
| HUD radius | 0–256 blocks; 0 hides the bar |
| HUD text / maximum-level text | Up to 160 single-line characters; blank uses the translated default |
| Chest / level-up effects | Independently on or off; each toggle controls sound and particles |
Invalid values are rejected before saving. The per-item stack-size limit can reduce a configured quantity, for example for items that only stack to one.
Default levels
| Level | Total mined | Block pool | Chest chance |
|---|---|---|---|
| 1 | 0 | Cobblestone, coal ore | 0% |
| 2 | 100 | Cobblestone, coal ore, iron ore | 1% |
| 3 | 500 | Cobblestone, coal ore, iron ore, copper ore, gold ore | 2% |
| 4 | 1500 | Cobblestone, coal ore, iron ore, gold ore, redstone ore, lapis ore, diamond ore, emerald ore | 3% |
Each default block pool assigns 80% of its weight to cobblestone and splits the remaining 20% equally among its ores. Levels have independent pools; a later level does not implicitly inherit an earlier level's entries.
Block weights and chest probability
Weights are relative and do not have to total 100. Weights 80 and 20 give an 80:20 ratio; weights 4 and 1 give the same ratio. The Blocks screen shows normalized percentages.
Chest probability is rolled first. With a 10% chest chance and block weights 80:20, the overall results are 10% chests, 72% of the first block and 18% of the second block.
Set chest chance to 0 to disable chests for that level, or 100 to generate only chests.
Chest contents
Each configured item entry gets an independent percentage roll. On success, one stack is placed in a randomly selected unused chest slot, with a uniformly selected quantity between its minimum and maximum inclusive. Quantity is capped at the item's own maximum stack size.
For example, coal at 100% with quantity 2–8 always appears in generated chests; diamonds at 10% with quantity 1–2 appear only on successful diamond rolls.
A chest can be empty when all its item rolls fail. To guarantee a nonempty chest, include an available item with a 100% chance. Up to 27 entries fit a chest. This version supports item IDs and quantities, not custom enchantment/NBT/component editing.
Other mods
Enter the registered block/item ID in the corresponding Core form, such as anothermod:tin_ore. The server validates IDs against the running game registries. Installed mod content can be used in block pools, loot and skill costs without a hardcoded ore list.
Air, fluids, block-entity blocks, bedrock, barriers and end portals are rejected as block outputs. Surprise chests use their own dedicated settings. Prefer stationary mineable solid blocks; arbitrary mod blocks can have their own placement or neighbor-update behavior.
If an ore mod is removed, its unavailable block entries are skipped and remaining weights are renormalized; an entirely unavailable pool falls back to cobblestone. Missing chest items are skipped. Original entries stay saved so reinstalling the mod restores their availability. Before saving new edits, remove unavailable entries or reinstall their mod.
Mods that replace the same vanilla lava conversion method may require compatibility work.
Saved data
Settings live in config/sp-cobble-gen/settings.json; position-based progress lives in <world>/sp-cobble-gen.json. Progress is saved with world saves and shutdown; changing shared settings saves immediately. Writes use a temporary file and atomic replacement where supported.
Settings are shared across worlds in the same Minecraft instance; earned progression remains independent per world. Malformed saved data disables generation for that world and exposes an error through the editor; the original file is preserved rather than overwritten with defaults.
Version history
0.5.1 — 2026-10-22
- Shorten table summaries to prevent overlapping columns in the Cobble GEN admin pages.
- Remove the redundant Esc settings button in all game modes.
- Add X/Y/radius sliders with a live in-world HUD preview and editable labels.
- Add preview-only mode, draft cancellation and server-validated saves through SP Core.
0.5.0 — 2026-10-21
- Require SP Core 0.3.0 and register native shared admin forms, replacing the legacy editor shortcut.
- Add server-validated forms for general settings, HUD, levels/loot, skill ranks and resource mappings.
- Support remote game-master administration and reject stale drafts in both editors.
- Replace the client boss bar with a configurable emerald/gold HUD showing level, points, next-point progress and distance.
- Keep shared settings, per-world progress, existing labels,
/slvl,/sresetand the local Esc editor. - Verify 27 unit tests and a real Minecraft client/server run, including a native Core form save.
0.4.1 — 2026-10-07
- Store all settings in
config/sp-cobble-gen/settings.jsonfor reuse across worlds. - Keep earned progression, points and purchases in each world's separate data file.
- Migrate the first opened legacy world's configuration when no shared file exists.
- Preserve each migrated legacy file in a backup and prevent later worlds from overwriting shared settings.
- Clarify the save button's scope and add cross-world, migration and failure-path tests.
0.4.0 — 2026-10-01
- Add the five-branch RPG skill menu through
/slvl, with server-authoritative purchases. - Add renewable Survival points, configurable costs/ranks/prerequisites and modded-item selection.
- Add ore luck, relative treasure bonuses, double drops, recipe-based smelting and configurable resource jackpots.
- Preserve Silk Touch, ordinary mining and chest inventories.
- Add Creative-only, position-bound
/sresetconfirmation. - Preserve old generator progress and start new skill accounting without retroactive point grants.
- Extend English/Bulgarian translations and automated unit/real-client coverage.
0.3.0 — 2026-10-01
- Add editable progress-bar and maximum-level labels with dynamic level, name and mining-counter fields.
- Add a sparkle burst and amethyst chime when a generated chest appears.
- Add green particles and a level-up sound when mining unlocks a new generator level.
- Add independent chest/level-up effect switches to the in-game HUD settings.
- Preserve existing world settings and progress with backward-compatible defaults.
- Extend tests for label expansion, saved UI settings, and actual sound/particle emission and suppression.
0.2.2 — 2026-10-01
- Add the approved Minecraft-style icon: water and lava create a mystery block marked with a question mark, beside a player holding a stone pickaxe.
- Use a transparent PNG background and embed the icon in Fabric metadata for launchers and mod lists.
- Display the icon in this README.
- Keep generation, progression, settings and saved data compatible with 0.2.1.
New release notes are added above older entries. Previous notes remain in place. The current source corresponds to 0.5.1; earlier release folders contain the preserved binaries for those versions.
0.2.1 — 2026-10-01
- Fix the mined-block counter remaining unchanged when testing generators in Creative: successful player breaks now count in Creative as well as Survival.
- Keep settings-menu authorization unchanged.
- Verify repeated real water/lava conversion and mining in both modes, updated HUD progress and persisted counts after reopening.
- Preserve existing world settings and progress. Breaks skipped by previous versions cannot be reconstructed retroactively.
0.2.0 — 2026-09-30
- Restrict the settings menu to Creative mode or enabled cheats/game-master permissions.
- Recheck authorization on the server when opening and saving settings.
- Add the read-only Survival-accessible
/sgencommand for generator level, progress and effective drop percentages. - Add a per-player native HUD progress bar for the nearest active generator.
- Add an in-game visibility radius setting: default 20 blocks, configurable 0–256, with 0 disabling the HUD.
- Retain existing 0.1.0 settings and generator progress.
- Extend unit and real-client checks for permissions, command access, weighted percentages, HUD distance boundaries and radius persistence.
0.1.0 — 2026-09-30
- Initial Fabric 26.2 release.
- Weighted block generation from vanilla flowing-lava/water cobblestone conversion.
- Automatic per-position levels from successful Survival mining.
- Per-world in-game editor for levels, cumulative thresholds and block weights.
- Per-level surprise chest probability and independent item chances/quantity ranges.
- Searchable registry picker for installed vanilla and modded content.
- World-specific persistent configuration and progress.
- English and Bulgarian interface.
- Unit tests and an isolated real-client integration runner.
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