Cobblemon KubeJS
🟡 Updated this year⚠️ Install Order · 4 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 🏆 #32 of 51 game-mechanics mods in this game by downloads
📋 About This Mod
# Cobblemon KubeJS Bridge Bring Cobblemon data, events, storage queries, administrative utilities, and client-side Pokedex displays into KubeJS. Cobblemon KubeJS Bridge lets modpack developers build custom progression, quests, rewards, commands, interfaces, battle systems, and server mechanics using JavaScript. ## Features ### Cobblemon events Listen to server-side events such as: - Pokedex progress changes - Pokemon scans and captures - Pokemon sent, recalled, fainted, gained, healed, or released - Experience gain and level-up - Evolution completion - Battle victory and defeat - Battle escape and forfeit ```js CobblemonEvents.pokemonCaptured(event => { event.player.tell( `You caught ${event.species} at level ${event.level}!` ) }) ``` ### Pokedex API Query a player's Pokedex progress: - Check whether a species was seen or caught - Count total seen or caught species - Count progress by elemental type - Read individual species progress ```js var caughtFire = CobblemonJS.pokedex.countCaughtByType( player, 'fire' ) ``` ### Species API - Validate species IDs - List implemented species - Read species types - Validate elemental types - Find all species of a type Both short and namespaced IDs are supported: ```js CobblemonJS.species.exists('charizard') CobblemonJS.species.exists('cobblemon:charizard') ``` ### Party and PC API Read safe Pokemon snapshots from a player's party and PC: - Search Pokemon by UUID - Count Pokemon by species or type - Keep party, PC, box, and slot information - Read level, HP, nature, ability, moves, IVs, EVs, status, held item, and more ```js var party = CobblemonJS.pokemon.getParty(player) var pokemon = CobblemonJS.pokemon.getByUuid(player, pokemonUuid) ``` ### Administrative utilities Trusted server scripts can: - Give a Pokemon to a player - Heal a player's party - Spawn a Pokemon near a player - Spawn a Pokemon at explicit coordinates without assigning an owner ```js CobblemonJS.admin.givePokemon( player, 'charizard level=50 shiny=true' ) CobblemonJS.admin.spawnPokemon( player.serverLevel, 'rayquaza level=70', 100, 80, -50 ) ``` ### Client-side Pokedex synchronization The server synchronizes a read-only Pokedex cache to the owning client. Client scripts can use it for live tooltips and other interfaces without requesting data from the server every frame. ```js CobblemonClientJS.pokedex.countSeen() CobblemonClientJS.pokedex.countCaught() CobblemonClientJS.pokedex.countCaughtByType('fire') ``` The included examples contain a tested dynamic spyglass tooltip. ## Requirements - Cobblemon - KubeJS - Rhino, as required by KubeJS - Java 21 Install the bridge on both the client and server when using the synchronized client Pokedex API. ## Loader support NeoForge is currently supported. Fabric support is not available yet. The Fabric module is only a compile-time stub and does not expose events, APIs, or client synchronization. ## Documentation and examples The project includes: - Complete API documentation - Every function's parameters and return values - Full event field reference - Pokemon and move data model reference - Server and client script examples - Troubleshooting instructions # Links - (https://rapidmesck.gitbook.io/cobblemon-kubejs/) - (https://github.com/RapidMesck/cobblemon_kubejs) - (https://github.com/RapidMesck/cobblemon_kubejs/issues) ## Notes - Pokemon snapshots returned to scripts are read-only. - Administrative methods mutate gameplay state and should only be exposed through trusted scripts with appropriate permission checks. - Pokedex counts represent unique implemented species, not duplicate captures. - Unknown species, types, malformed UUIDs, and invalid spawn properties produce descriptive script errors. - Replacing the mod jar or networking code requires a full restart.
# Cobblemon KubeJS Bridge
Bring Cobblemon data, events, storage queries, administrative utilities, and client-side Pokedex displays into KubeJS.
Cobblemon KubeJS Bridge lets modpack developers build custom progression, quests, rewards, commands, interfaces, battle systems, and server mechanics using JavaScript.
## Features
### Cobblemon events
Listen to server-side events such as:
- Pokedex progress changes
- Pokemon scans and captures
- Pokemon sent, recalled, fainted, gained, healed, or released
- Experience gain and level-up
- Evolution completion
- Battle victory and defeat
- Battle escape and forfeit
```js CobblemonEvents.pokemonCaptured(event => { event.player.tell( `You caught ${event.species} at level ${event.level}!` ) }) ```
### Pokedex API
Query a player's Pokedex progress:
- Check whether a species was seen or caught
- Count total seen or caught species
- Count progress by elemental type
- Read individual species progress
```js var caughtFire = CobblemonJS.pokedex.countCaughtByType( player, 'fire' ) ```
### Species API
- Validate species IDs
- List implemented species
- Read species types
- Validate elemental types
- Find all species of a type
Both short and namespaced IDs are supported:
```js CobblemonJS.species.exists('charizard') CobblemonJS.species.exists('cobblemon:charizard') ```
### Party and PC API
Read safe Pokemon snapshots from a player's party and PC:
- Search Pokemon by UUID
- Count Pokemon by species or type
- Keep party, PC, box, and slot information
- Read level, HP, nature, ability, moves, IVs, EVs, status, held item, and more
```js var party = CobblemonJS.pokemon.getParty(player) var pokemon = CobblemonJS.pokemon.getByUuid(player, pokemonUuid) ```
### Administrative utilities
Trusted server scripts can:
- Give a Pokemon to a player
- Heal a player's party
- Spawn a Pokemon near a player
- Spawn a Pokemon at explicit coordinates without assigning an owner
```js CobblemonJS.admin.givePokemon( player, 'charizard level=50 shiny=true' )
CobblemonJS.admin.spawnPokemon( player.serverLevel, 'rayquaza level=70', 100, 80, -50 ) ```
### Client-side Pokedex synchronization
The server synchronizes a read-only Pokedex cache to the owning client. Client scripts can use it for live tooltips and other interfaces without requesting data from the server every frame.
```js CobblemonClientJS.pokedex.countSeen() CobblemonClientJS.pokedex.countCaught() CobblemonClientJS.pokedex.countCaughtByType('fire') ```
The included examples contain a tested dynamic spyglass tooltip.
## Requirements
- Cobblemon
- KubeJS
- Rhino, as required by KubeJS
- Java 21
Install the bridge on both the client and server when using the synchronized client Pokedex API.
## Loader support
NeoForge is currently supported.
Fabric support is not available yet. The Fabric module is only a compile-time stub and does not expose events, APIs, or client synchronization.
## Documentation and examples
The project includes:
- Complete API documentation
- Every function's parameters and return values
- Full event field reference
- Pokemon and move data model reference
- Server and client script examples
- Troubleshooting instructions
- (https://rapidmesck.gitbook.io/cobblemon-kubejs/)
- (https://github.com/RapidMesck/cobblemon_kubejs)
- (https://github.com/RapidMesck/cobblemon_kubejs/issues)
- Pokemon snapshots returned to scripts are read-only.
- Administrative methods mutate gameplay state and should only be exposed
- through trusted scripts with appropriate permission checks.
- Pokedex counts represent unique implemented species, not duplicate captures.
- Unknown species, types, malformed UUIDs, and invalid spawn properties produce
- descriptive script errors.
- Replacing the mod jar or networking code requires a full restart.
📊 Mod Details
- Game
- Minecraft Mods
- Author
- RapidMesck
- Version
- 1.0.1
- Downloads
- 330
- Endorsements
- 1
- Category
- game-mechanics
- Created
- 7/3/2026
- Updated
- 6/30/2026
- Game Versions
- 1.21.1
- Tags
- game-mechanics
📦 Requires 2 Mods
This mod requires these to work — install them first.
🔧 How to Install Minecraft Mods Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
📖 Full step-by-step install guide for Minecraft Mods →
Visit the official mod page for specific installation instructions for this mod.
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❓ Frequently Asked Questions
What do I need installed before Cobblemon KubeJS?
It depends on 2 other mods: cobblemon, kubejs. Install those first — the mod will not load without them.
Which Minecraft Mods versions does Cobblemon KubeJS support?
The author lists 1.21.1. Other versions may work but are untested by the author.
What is the latest version of Cobblemon KubeJS?
Version 1.0.1, published 2026-06-30 with 330 downloads recorded at the source.
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