Creators
Details
1.2.0
Compatibility
Changes
Fix 1: Particles going everywhere (beam moves)
Problem: Beam moves like Flamethrower, Ice Beam, Thunderbolt etc. spawned fire/ice/lightning particles all over the place instead of in a straight line.
Root cause: The code was spawning _actor Snowstorm particles (complex animated effects designed to play ON a Pokemon entity) as world particles at multiple positions along the beam (distances 2, 5, 8 blocks). Each one played its full animation independently, creating 6 separate fire/ice sources.
Fix:
- Removed all _actor world particles from beam paths in spawnSpecialMoveEffects()
- The entity particles on the Pokemon (already spawned in execute() at tick 6) handle the visual attack from the Pokemon
- spawnSpecialMoveEffects() now only spawns _target particles at the impact point
- Applied to all 26+ beam moves (Flamethrower, Ice Beam, Thunderbolt, Psychic, Hydro Pump, Shadow Ball, etc.)
- Added getBeamStartPosition() helper that uses the player's look direction for the beam origin offset (not the Pokemon's facing direction)
- Fixed fallback trail guard to skip trails for moves that already have native Cobblemon entity particles
- Reduced special effects cooldown from 1500ms to 800ms since effects are much lighter now
Fix 2: Moves not targeting clicked entities
Problem: When the player was NOT riding the Pokemon (Pokemon sent out nearby), clicking on a mob would fire the move but it would miss the target completely.
Root cause: executeRangedMoveInternal() calculated the beam direction using player.lookAngle starting from the Pokemon's position. Since the Pokemon was far from the player, the ray pointed in a completely different direction than the clicked mob.
Fix:
- Passed the clickedTarget (the entity the player left-clicked) through the entire call chain: CobblemonFieldMod → FieldMoveHandler → MoveExecutor.execute() → executeRangedMoveDelayed() → executeRangedMoveInternal()
- Same for melee: → executeMeleeMoveDelayed() → executeMeleeMoveInternal()
- When clickedTarget exists, lookAngle is now calculated as the direction from the Pokemon to the target instead of using the player's look direction
- For melee moves, the hitbox is centered on the clicked target for reliable hit detection
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:mMymctME:l5N8KQM7"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mMymctME:l5N8KQM7"
}

