Cobblemon Conquest
Cobblemon Conquest is a feudal-Japan Cobblemon server, and I lead its development. Nearly everything players touch beyond Cobblemon itself is ours: quests, gyms, events, minigames, dimensions, cosmetics, and the staff tools that keep it all configurable.
Over 40 custom mods
- Role
- Lead developer
- Status
- Live
- Built with
-
- Java 21
- Fabric 1.21.1
- Cobblemon
- Mixin
- MySQL
- Python
- py4web
- Links
What's in it
- IveriumCore, a modular server core for Fabric. Features are modules with a shared lifecycle: the Discord bot, player analytics, referrals, wiki sync, themed menus and a leak guard.
- Over 40 mods: quests and cutscenes, Mega Evolution, trainer battles with a tactical AI, gyms, the Battle Subway, a Distortion Realm with a Giratina fight, an Ultra Space dimension, fishing, hunts, a Game Corner, plushie collections and animated doors.
- A global events framework that schedules more than a dozen event mods on one calendar, from Voltorb Tag and Snorlax Sumo to fishing contests and races.
- The website and staff portal, built with py4web: a quest editor, a config editor for every mod, analytics, a wiki with an approval step, and the Discord bot.
How it's built
- Server-side first. Players join with the normal Cobblemon modpack; per-player entities, cutscene cameras and themed menus are done with packets, mixins and a resource-pack font instead of client mods.
- Every mod follows the same house style: configs that validate before they swap in on reload, LuckPerms permissions with an operator fallback, and one shared text formatter.
- Ready to scale out: IveriumCore has a sharding API and player handoff, so survival can run as several instances behind one proxy.
Worth knowing
A production heap dump showed ghost copies of players piling up. The cause was a cross-dimension teleport in Fabric's join event, which fires before the player is added to the world. I fixed it at the source and added a guard module so it can't come back.