Cobblemon Economy: Shops, Quests and Currency for Cobblemon

Building a Thriving Cobblemon Server Economy Running a Cobblemon server is about more than just catching Pokemon; it is about crafting an immersive world where players have goals, rewards, and a reason to keep exploring. The Cobblemon Economy mod transforms a basic monster-catching experience int...

Download cobblemon economy for Minecraft 1.21.1

Original name: cobblemon economy

Minecraft: 1.21.1

Loaders: Fabric

FileVersionLoaderSize
cobblemon-economy-0.0.1.jar1.21.1Fabric14.2 МБDownload
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cobblemon-economy-0.0.7.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.8.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.9.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.10.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.11.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.12.jar1.21.1Fabric14.2 МБDownload
cobblemon-economy-0.0.13.jar1.21.1Fabric14.3 МБDownload
cobblemon-economy-0.0.14.jar1.21.1Fabric14.3 МБDownload
cobblemon-economy-0.0.15.jar1.21.1Fabric14.3 МБDownload
cobblemon-economy-0.0.16.jar1.21.1Fabric14.4 МБDownload
cobblemon-economy-0.0.17.jar1.21.1Fabric14.5 МБDownload

Building a Thriving Cobblemon Server Economy

Running a Cobblemon server is about more than just catching Pokemon; it is about crafting an immersive world where players have goals, rewards, and a reason to keep exploring. The Cobblemon Economy mod transforms a basic monster-catching experience into a full-featured RPG-style ecosystem. It layers shops, quests, capture rewards, and currency management directly onto your Cobblemon world, giving server admins a powerful toolkit without needing a dozen separate plugins.

What Makes Cobblemon Economy Stand Out

Unlike generic economy mods, this one is built from the ground up for Cobblemon. It understands species, shiny status, Pokeball types, and even legendary multipliers. The mod ties into the very fabric of the game: catching a new Pokemon can reward PokeDollars, while repeat captures of common species might give nothing, encouraging players to hunt for rarities. The system is deeply configurable, allowing you to set base rewards, shiny multipliers, and milestone bonuses that celebrate player milestones.

Beyond passive income, the mod introduces a quest layer with rotating daily boards, one-time progression challenges, and repeatable tasks. You can design objectives like “catch a shiny Gyarados” or “win 3 raids,” and the board will display a preview of the target Pokemon right on the quest card. Shops are equally flexible, supporting custom NPCs with skins, quantity controls, and even per-item stock limits. Everything ties back to a unified currency—whether you use the built-in CobEco database, CobbleDollars, or Impactor.

Installation and First Steps

Setting up Cobblemon Economy is straightforward if you follow the correct order. The mod requires Minecraft 1.21.1 with Fabric Loader, Fabric API, and Cobblemon 1.7.1. Simply drop the cobblemon-economy-<version>.jar file into your server’s mods/ folder, start the server once to generate all configuration files, and then begin customizing. Many server admins find it convenient to manage modpacks through a dedicated launcher; for instance, you can easily install this mod via the foxygame.net launcher, which offers a modern interface where mods are downloadable right from the menu, saving you the hassle of manual file juggling.

After the first launch, you will find a new folder at world/config/cobblemon-economy/ containing JSON files for shops, quests, NPCs, and more. Editing these files is the heart of server customization. Always run /eco reload after changes, but remember that a full restart is safest after adding or removing other mods. The reload command refreshes configuration data but cannot fix missing dependencies.

Core Configuration: Rewards and Currency

The config.json file controls the global economy settings. You can define exactly how much a new species capture is worth, whether repeat captures pay out, and how special variants scale. For a strict Pokedex-only reward system, set capture_event_base_reward to your desired amount and capture_multi_reward to 0. That way, players only earn money when they register a genuinely new entry, while shiny, radiant, legendary, and paradox Pokemon still pay out via their multiplier paths.

Multipliers are direct factors. If the base reward is 100 and the shiny multiplier is 5, a shiny catch gives 500. When a Pokemon matches multiple categories (like shiny and legendary), the factors are added together before multiplying. The mod also supports fossil revival rewards and separate milestone rewards defined in milestone.json, giving you granular control over every income stream.

Designing Quests That Engage Players

Quests are defined in quests.json and can be as simple or as creative as you like. Each quest has a unique ID, a display name, a repeat policy, and an array of objectives. The supported objective types are capture, fossil_revive, battle_win, raid_win, and tower_win. For capture and fossil objectives, you can apply filters like species, types, Pokeball, dimension, and shiny status. Different fields stack as AND conditions, while values within the same field are OR-matched. For example, a quest requiring a water or ice type caught in a Nether dimension would list both types in the types array and set "dimension": "minecraft:the_nether".

Raid and tower objectives are count-only—they ignore species filters—but they integrate seamlessly with Cobblemon Raid Dens and custom battle towers. For custom NPC towers, you can use the Tower Tagger item (/eco item) to apply a tour_de_combat tag, ensuring reliable detection. Quest rewards can include PokeDollars, PCO, and server commands that run as permission level 4, using %player% as the only placeholder.

Repeat policies control availability: DAILY quests rotate at the next board reset, ALWAYS quests become available again immediately after claiming (unless a cooldown is set), and ONCE quests lock permanently after completion. You can also chain prerequisites using requiresCompleted, but note that cross-board chains are not supported—only quests on the same board or NPC are checked.

Setting Up Shops and NPCs

Shops are defined in shops.json and can be attached to NPCs via the quest NPC system. Each shop entry supports items with custom names, lore, prices, and quantity controls. You can limit how many of a specific item a player can buy overall or within a time window, preventing economic inflation. NPCs themselves are configured in quest_npcs.json, where you assign a display name, a skin (using PNG files from the skins/ folder), and a quest pool. The board UI always shows 6 cards, with active or claimable quests pinned first. You can set a shared rotation for all players or per-player selections, and rotation can happen at midnight or every N hours.

To bind an NPC to a quest profile, use the /eco questnpc commands: list available profiles, get details, and then right-click the NPC with the setter. The mod also integrates with YAWP for protection flag checks, so shopkeepers can be kept safe from unwanted tampering.

Common Pitfalls and How to Avoid Them

JSON configuration is powerful but unforgiving. Always use types (not type) for filter arrays, pokeball (not ball), and ensure species IDs are full like cobblemon:gyarados. Objectives must be an array even if there is only one. Do not set visibleQuests above 6 expecting extra pages; the UI is fixed. Remember that pokeball filters do not work on fossil revive objectives, and battle/raid/tower objectives ignore species filters. If changes do not take effect, a reload or restart is usually the fix.

Conclusion: A Complete Economy Layer for Cobblemon

Cobblemon Economy bridges the gap between a simple Pokemon mod and a fully realized server experience. By combining capture rewards, rotating quests, and customizable shops, it gives players constant motivation to explore, battle, and trade. The mod’s deep integration with Cobblemon and its optional dependencies means you can start small and expand as your server grows. With careful JSON configuration and a clear understanding of its mechanics, you can craft an economy that feels rewarding, balanced, and uniquely yours.