Guides

From Generations

Generations mechanics are designed to be simple and friendly for new players, but it is possible for few of them to be less intuitive to understand. Navigate in this page to find quick break downs of our core mechanics and tutorials on advanced features.

If you are struggling to find certain informations join our official Discord and ask experienced players!

Introduction

Requirements

Windows Mac Linux
OS: Windows 7 10.9 Mavericks
Processor: Intel Core i3 3210 / AMD A8 7600 APU Intel Core i3 Intel Core i3-3210
(or equivalent)
Java Version: Java 19 (64-bit)
Downloaded automatically upon game launch.
Memory: 4 GB RAM
(2+ dedicated to the launcher)
Graphics: Discreet video card Discreet video card Discreet video card
Storage: ~500 MB available space ~500 MB available space ~500 MB available space
Note: If you are looking to play an older Generations version on Windows, download and install Java 8 (64-bit) or Minecraft will not start at all.

Installation

Modrinth
The newest Mod & Modpack repository ran by the community
Download their launcher, search Generations, and hit play!
You'll be notified when updates go live.
CurseForge
The largest Mod & Modpack repository
Download their launcher, search Generations, and hit play!
You'll be notified when updates go live.
Technic
The longest running Modpack repository
Download their launcher, search Generations, and hit play!
You'll be notified when updates go live.
Forge / Fabric
Prefer to install manually using the Minecraft Launcher?
Check our Downloads page for a list of mods required as well as specific versions.
We're currently on Minecraft version 1.20.1

Gameplay

Summoning Legendaries

Main article: Summoning Legendaries

Summoning a Legendary Pokemon typically involves obtaining an Item, satisfying a certain requirement with said item, and then interacting with a Shrine; however there are plenty of exceptions.
Roughly half of the legendary/mythical Pokemon spawn in the wild naturally, while the other half must be summoned by obtaining specific items and doing certain tasks as part of a mini-quest. View the full Summoning Legendaries guide for a detailed list of what you need as well as what needs done for each.

RareCandy Renderer

We use a custom renderer developed over the span of two+ years to display Pokemon in-game called RareCandy. It supports adding new forms, fakemon, and even special textures. The following guide is brief, but will be expanded upon soon in greater detail

  • Download RareCandyTools
    • This tool allows you to preview models and changes under the archiveExplorer button, it's our renderer but in application form so you can preview what your models will look like in-game.
    • You can also use the "converter" button to convert pk files into a more accessible folder structure and spits out the glb, textures, and config.json into a folder /converter/out (from where the RareCandyTools jar is located ie if in Downloads folder then /convert/out will be in our Downloads folder too)
    • The config.json can be modified to create new variants (forms/special textures)
    • Our renderer currently supports glb's for models and smd, gfbanm, and tranm for animations.
    • Alternatively, our pk files may also be modified with 7Zip or winrar.
    • You may use the archiveBuilder button to create a pk file from contents inside /converter/in and it will create pk's in the folder /converter/out

When you create new species or forms, it's important to have poser and resolver json files so Cobblemon knows they exist. We've built a script to automatically generate these you may download here. Additionally, you'll also need to modify the species json for any changes such as adding feature/aspects as well. You may need to also create an entry in the features.json file for new aspects as well. Skip to Part 5 of this guide if you're creating new species with high def models using our renderer.

As simple as possible, all forms/specials are known as "aspects" in Cobblemon. Shiny is an aspect, so is Alolan. They need to be registered in species json and features json as well if it's a new aspect. If a form has stat changes, you'll need to make the necessary changes in species json as well. Poser and Resolver jsons tell Cobblemon what animations to use when and what model to use. Our config.json tells our renderer what textures to use for what materials (parts of pokemon ie eyes, legs, etc), as wall as what to hide, make transparent, or cull for specific animations.