WildEncounters [PT/BR] [Cobblemon]
—
🟢 WildEncounters ⚪
Este projeto é um fork do projeto (WildEncounters) para PT/BR, com a ajuda de @Jaozin.
WildEncounters no mod Cobblemon. Esta datapack traz a icônica mecânica da Relva Selvagem do Pokémon para o Minecraft, permitindo que os jogadores encontrem Pokémon selvagens aleatórios enquanto caminham pela relva!
⚙️ Como funciona 📖

Ao andar num pequeno pedaço de relva, há uma pequena chance de um Pokémon selvagem aparecer. Estes Pokémon aparecerão perto do jogador, adicionando um elemento emocionante e imprevisível à sua exploração. Personalize os tipos de Pokémon que podem aparecer e suas taxas de spawn. Quer esteja recriando uma experiência clássica de Pokémon ou adicionando um toque único ao seu mundo Minecraft, esta datapack dará vida às suas aventuras!
🕒 Comandos do WildEncounters 🛠️
- Você pode usar /function wildencounters:change_cooldown para alterar o intervalo de tempo de espera entre encontros selvagens. Para alterar o tempo, basta clicar com o botão esquerdo em + ou – para adicionar ou remover o tempo de espera. O tempo padrão é de 21 ticks ou 1 segundo em tempo real (o 1 tick extra que é adicionado é para se alguém quiser que os encontros não tenham tempo de espera, o cronômetro possa detectar se o tempo de espera foi reiniciado ou não). Esteja ciente de não alterar o tempo de espera enquanto um jogador estiver com o cronômetro em andamento ou isso pode causar bugs;
- Você pode usar /function wildencounters:reset_cooldown para redefinir o tempo de espera para o seu estado original (21 ticks ou 1 segundo). Este comando pode ser útil se o tempo de espera estiver bugado;
- Você pode usar /function wildencounters:uninstall para desinstalar a datapack. Depois de executar este comando, remova a datapack da pasta datapacks e execute /reload;
📝 Mudar Pokémon 📝
Nota Importante: Modificar datapacks pode ser desafiador para iniciantes. Prossiga com cautela! ⚠️
Para personalizar os Pokémon que aparecem, você precisará descomprimir a pasta datapack e colocá-la na sua pasta datapacks. Depois de descomprimida, navegue até o seguinte local:
WildEncountersDatapackdatacobblemonmolangrandom_spawn
Neste arquivo, você encontrará uma lista de todos os Pokémon que podem aparecer na relva.
Para alterar um Pokémon da lista, altere esta parte da função:
t.roll == 1 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' rattata lvl=' + t.random_level);
q.player.tell('§aA wild Rattata has appeared!');
return 1;
};
Se você quiser mudar o Pokémon para um Pikachu, você mudaria a parte da função para isto:
t.roll == 1 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' pikachu lvl=' + t.random_level);
q.player.tell('§aA wild Pikachu has appeared!');
return 1;
};
Se quiser alterar o nível de spawn de um Pokémon, basta alterar a parte lvl= para algo como lvl=10, removendo “+ t.random_level”. Não se esqueça de fechar o ‘ após lvl=10.
Você também pode alterar a chance de um Pokémon aparecer modificando esta linha: t.roll = math.random_integer(1, 720);. A chance de um Pokémon aparecer é de 35/720, ou cerca de 5%. Você pode alterar a chance de um Pokémon aparecer alterando o valor correto 720 para outro.
Para adicionar mais Pokémon, basta adicionar estas linhas no fincheiro spawner, com os valores corretos:
t.roll == 36 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' arceus lvl=' + t.random_level);
q.player.tell('§aA wild Arceus has appeared!');
return 1;
};
Se o último valor for 36, os próximos serão 37 e assim por diante.
Tem algum problema? Pode entrar no servidor de discord oficial do Cobblemon e procurar por “WildEncounters” e fazer suas perguntas lá, ou alternativamente, pode mandar-me uma mensagem no discord.
WildEncounters [Cobblemon]
—
🟢 WildEncounters ⚪
WildEncounters in the Cobblemon mod. This datapack brings the iconic Wild Grass mechanic from Pokémon into Minecraft, allowing players to encounter random wild Pokémon while walking through tall grass!
PT/BR Project fork: (WildEncounters PT/BR)
⚙️ How it works 📖

By walking into a small patch of grass there is a small chance for a wild Pokémon to appear. These Pokémon will spawn right near the player, adding an exciting and unpredictable element to your exploration. Customize the types of Pokémon that can appear and their spawn rates. Whether you’re recreating a classic Pokémon experience or adding a unique twist to your Minecraft world, this datapack will bring your adventures to life!
🕒 WildEncounters commands 🛠️
- You can use /function wildencounters:change_cooldown to change the cooldown of the wild encounters. To change the time simply left click on the + or – to add or remove time to the cooldown. The default time is 21 ticks or 1 second in real time (the 1 extra tick that is added is so when you want the encounters to have no cooldown, the timer can detect if the cooldown has reset or not). Be aware to not change the cooldown whilst a player has their timer running or it can cause bugs;
- You can use /function wildencounters:reset_cooldown to reset the cooldown to its original state (21 ticks or 1 second). This command can be useful if the cooldown gets bugged;
- You can use /function wildencounters:uninstall to uninstall the datapack. After running this command remove the datapack from your datapack’s folder and run /reload;
📝 Change Pokémon 📝
Important Note: Modifying datapacks can be challenging for beginners. Proceed with caution! ⚠️
To customize the Pokémon that spawn, you’ll need to have the datapack folder unzipped and placed in your datapacks directory. Once unzipped, navigate to the following location:
WildEncountersDatapackdatacobblemonmolangrandom_spawn
In this file, you’ll find a list of all the Pokémon that can spawn in the grass.
To change a Pokémon from the list change this part of the file:
t.roll == 1 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' rattata lvl=' + t.random_level);
q.player.tell('§aA wild Rattata has appeared!');
return 1;
};
If you wanted to change the Pokémon to Pikachu you’d change the part of the function to this:
t.roll == 1 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' pikachu lvl=' + t.random_level);
q.player.tell('§aA wild Pikachu has appeared!');
return 1;
};
If you want to change the level at which a Pokémon spawns, you’d only change the lvl= part to something like lvl=10, removing “+ t.random_level”. Don’t forget to close the ‘ after lvl=10.
You can also change the chance for a Pokémon to spawn by modifying this line: t.roll = math.random_integer(1, 720);. The chance of a Pokémon spawning are 36/720, or around 5%. You can change the chance of a Pokémon spawning by changing the right value 720 to something else.
To add more Pokémon just add these lines to the spawner file with the correct values:
t.roll == 36 ? {
q.run_command('pokespawnat ' + q.player.x + ' ' + q.player.y + ' ' + q.player.z + ' arceus lvl=' + t.random_level);
q.player.tell('§aA wild Arceus has appeared!');
return 1;
};
If the last value is 36 the next ones will be 37 and so on.
Have some issues? You can join the Official Cobblemon discord server, search for ‘WildEncounters’ and ask your questions there, or alternatively, you can DM me on discord.
TheWildBackport



Using Fabric / Quilt?


CRAFT YOUR PATH
Experience Minecraft in a whole new light—or dark. Evade the warden in the deep dark if you dare. Explore the swamps together with frogs and tadpoles. Ask an allay to collect supplies to fill the chest on your boat. Build with sculk, mud, and mangrove wood. The choices are endless, and all of them yours.
There’s a 1.16.5 version of this mod in development, no ETA available, stop asking about it.




Wild Aside
Wild Aside
3 new beautiful fantasy biomes!

Vibrion Hive
A bacteria infected cave filled with vegetation and particles.
Not hostile until you get contaminated…



Hickory Forest
## The leaves sway graciously, with their movement effected by wind and the weather.

Glowing Hickory Forest
## A variant of the Hickory Forest, but the leaves have 4 different colours and glow during night!

Versions after 2.0 require Terrablender! Versions after 2.2.0 support Patchouli!
Versions before 2.0 might require Geckolib!
Wild Wolves
**This Datapack/mod adds Wolf Attacks, Wolf Dens and Horns that give your tamed wolves buffs.**
**You can spawn a Wolf Attack in Creative mode by typing:** /function wild_wolves:wolf_attack_spawn
**You can get all the added items in Creative mode by typing:** /function wild_wolves:give_items
**You can get all the new special Goat Horns in Creative mode by typing:** /function wild_wolves:give_goat_horns
**You can locate a Desert/Taiga Wolf Den in Creative mode by typing:**
/locate structure wild_wolves:wolf_den_desert **or** /locate structure wild_wolves:wolf_den_taiga
**Wolf Attacks:**
Wolf Attacks spawn randomly around the player every couple of days (there’s a bigger chance during a full moon).
When one happens it can be identified by the sound of many angry wolves and red text above the hotbar.
They are made up of Alpha Wolves and Pack Members
Alpha Wolves are stronger than the other members and drop Wolf Teeth when killed.
All Members of the pack have a different ability depending on the biome they spawned in
Wolf Pack Biome Abilities
– **Forests:** Spawn in packs of 5, Do more knockback
– **Sparse Jungle:** Spawn in packs of 5, Apply Poison and Nausea upon biting
– **Taiga/plains:** Spawn in packs of 5, are faster
– **Old growth Taiga:** Spawn in packs of 5, Have a dash attack
– **Snowy:** Spawn in packs of 5, apply weakness upon biting
– **Grove:** Spawn in packs of 3 but apply strong slowness upon biting
– **Savanna:** Spawn in packs of 9 but have less health and lower damage
– **Desert:** Spawn in packs of 3 but have more health, knockback resistance and deal more damage
– **Nether:** Spawn in packs of 4, but set everything on fire

**Wolf Dens:**
Wolf Dens spawn in Deserts and Old growth Taigas and are made up of big bones sticking from the ground.
Inside them you will find a few Wolves, one Alpha Wolf, some baby Wolves and all of them are aggressive towards the player.
These Dens also have some Suspicious Sand or Gravel that contain different items, among which are some special Goat horns

**Wolf Goat Horns:**
By brushing Suspicious Sand or Gravel found in Wolf Dens there is a chance that you uncover some Special Goat Horns of which there are 9 different types.
When blown, each different type of the Horns activates each ability which usually relates to your Tamed Wolves.
These Horns have a durability amount depending on how useful they are but they can be repaired by throwing them on the ground along with one Wolf Tooth which can be obtained by killing an Alpha Wolf or in Suspicious blocks inside Wolf Dens.
Types of Horns and Abilities
– **Horn of Sitting:** When blown it makes all tamed wolves within 16 blocks sit
– **Horn of Standing:** When blown it makes all tamed wolves within 16 blocks stand up
– **Horn of Targeting:** When blown it makes all tamed wolves within 16 blocks attack the nearest hostile mob
– **Horn of Healing:** When blown it fully heals all tamed wolves within 16 blocks
– **Horn of Powering:** When blown it makes all tamed wolves within 16 blocks stronger and faster for a little
– **Horn of Calling:** When blown it teleports all tamed wolves within 64 blocks to the player
– **Horn of Coloring:** When blown it randomly colors the collar of all tamed wolves within 16 blocks
– **Horn of Calming:** When blown it calms all angry wolves within 16 blocks
– **Horn of Attacking:** When blown it spawns a wolf attack
– _(1.21.5+)_ **Horn of Sounding:** When blown it randomly changes the sound variant of all tamed wolves within 16 blocks

_(1.21.2+)_ **Tooth Traps:**
By throwing a Wolf Tooth and an Iron Ingot on the ground three Tooth Traps will be crafted
They can be placed and any mobs that walk on them, including the player, will be damaged and stuck in place. The only way for a mob to escape is for the trap to be broken.
After a Tooth Trap is used it will become closed, to open it and make it usable again a player must press the button at the center of the trap
Throwing a Redstone Block on these traps will upgrade them into an Upgraded Tooth Trap. They work the same as normal ones but only Hostile Mobs will be damaged by walking on them


**Tamed Alpha Wolf**
If an Alpha Wolf has been tamed with bones, it will provide a strngth and regeneration effect to all Tamed Wolves within 16 blocks

**Illager Wolves:**
All Illager captains (Pillagers, Vindicarors, Evokers) have a 25% chance to spawn with 3 leashed Aggressive wolves.
These Wolves will attack all Players, Villagers and Iron Golems on sight

_(1.21.5+)_ **Wolf Den Explorer Map:**
This map drops from Alpha Wolves when they die and can be used to easily locate a Wolf Den

**Advancements:**
A few advancements related to the datapack have also been added

Wild West Adventure
My first Mod.
It´s a wild west mod.
It adds Rattlesnakes, a new biome with new trees, a new armor, a new villager, a gun and tequila.
It adds also a new type of pillager: the Outlaw.
Be careful when encountering. He will shoot on you.
For making the new armor you need to kill some rattlesnakes and more.
It´s the cowboy armor.
But please mind, that this is my first mod.
There are still some bugs and i´m not very proud on them, but i will try to fix them.
Have Fun!!
Subscribe on YT – Nusskopf44
Wild Lands
Wild Lands is a vanilla-styled biome and wildlife mod, aiming to expand the vanilla world, as well as add to it. This ranges from adding new plants and animals to existing biomes, and adding fully fleshed out new biomes, such as the Bayou! The mod aims to feel very vanilla in what is added, with many interesting aspects and behaviors for many of the added animals!
Current content includes:
2 new biomes
11 new entities
3 new trees
And more!
The added biomes include the following:
Burnt Forest
Bayou
The added animals include the following:
Catfish – A solitary fish that will avoid the player
Alligator – A large crocodilian. As a baby, they will avoid players and can be bucketed. As adults though, they will give a warning hiss before attacking.
Crabs – Crabs will generally avoid the player unless they are a fighter variant. If they have a large claw, they will attack the player instead.
Frogs (Pre-1.19) – They will hop around, and like to sit on lilypads. Their babies are tadpoles, and will suffocate outside of the water.
Hammerheads – Hammerheads will circle around their prey before striking. They will target undead mobs if they can.
Anchovy – A small fish
Octopus – Octopus will blend in with the ground beneath them if they get scared. When attacked, they will shoot up and swim away.
Sea Lion – Sea Lions will swim out to sea and catch fish. If fed anchovies, they can drop their item for the player to pick up.
Jellyfish – Jellyfish will swim mindlessly through the ocean. If the player gets too close, they may be stung, which will cause damage while the player remains in the water.
Grizzly – Grizzlys will actively look for berries, salmon, and honey to eat. After eating enough food, they will go into hibernation.
Join our Discord for updates on future content!
https://discord.gg/7puz4Skucv
This mod requires TerraBlender (Forge) in order to work for 1.19.2!
What players can and cannot do without permission:
Take screenshots or record videos
Add this mod to a modpack, so long as it has proper credit and can link back to here
Cannot recompile and reupload the mod elsewhere
Cannot take assets from this mod to use elsewhere
Wild Animals
# Wild Animals
_**This datapack is mostly designed for server usage.**_
No resource pack required, **fully server side**.
All the new animals are **spawning naturally** in their respective biomes, and are **animated**.
This datapack can be used in singleplayer, but it may lag a lot. Manually use **/function animals:kill** if it lags too much!
## List of animals
– Elephant (**savanna, jungle**)
– Jellyfish (**ocean, deep ocean, warm ocean, cold ocean, deep warm ocean, deep cold ocean**)
– Shark (**deep warm ocean, deep cold ocean**)
– Crab (**beach**)
## Performance impact
– **Player/Client** (rendering the textures of the animals)
– Elephant —> Very Low
– Jellyfish —> High
– Shark —> Very Low
– Crab —> Very Low
– **Server** (functions, spawn rate and so on)
– Elephant —> Low
– Jellyfish —> Very Low
– Shark —> Very Low
– Crab —> Very Low
## Uninstalling
Run **/function animals:kill** before uninstalling!
Wilbayan’s Fakemons
In the summer of 2023, there was a server called Madmons, and on that server, I was inspired to try my hand at making Fakemons, this would spiral into an almost year long adventure in texturing, modelling, animating, and assembling a montly crew of fakemons that I called mine!
Wilbayan’s Fakemons are a group of Fakemon I’ve created for Cobblemon, each one was made with heart, soul, and most often an existing pokemon as a basis, not the most professional of course, but this is all for fun, not for profit! These Fakemon include:
PACK 1:
Ice/Bug Type Regional variants of Joltik and Galvantula found in either snowy, underground or foresty areas with a common weight of 7 and 2 respectively, Joltik evolves at Level 36.
Dark and Dark/Fighting Type Regional variants of Buneary and Lopunny found in taigas with a common weight of 5 and 2 respectively, Buneary evolves at Level 30.
A Psychic/Rock Type Regional variant of Geodude found uncommonly on hills with a weight of 3, does not evolve.
Female only Fairy Type Regional variants of Ekans and Arbok found in flower forests with a common weight of 5.4 and 0.6 respectively, Ekans evolves at Level 22.
Fire/Steel Type Regional variants of Wailmer and Wailord found in the nether uncommonly with a weight of 6.5 and 2 respectively, Wailmer evolves at Level 40.
A Paradox Electric/Fighting Type version of Raichu called Sparking Brute found uncommonly in the end with a weight of 2.
A Paradox Steel/Flying or Steel/Sound version of Dugtrio called Iron Troupe found uncommonly in the end with a weight of 2.
A Paradox Ghost/Dragon or Ghost/Cosmic version of Eevee called Mystic Mirage found uncommonly in the end with a weight of 2.
PACK 2:
A Water/Rock Type tank-like Pokemon called Capyboulda found commonly in savanas with a weight of 5, or uncommonly on beaches with a weight of 3.
A Ground Type Pokemon called Ungimole which evolves at Level 16 into a Ground/Poison type called Moleneum, which evolves again at Level 36 into a Ground/Poison type called Venente, which can all be found underground with a weight of 3 commonly, uncommonly, and rarely respectively.
A Water/Steel Type speedster Pokemon called Aquaskewer found uncommonly in lukewarm oceans with a weight of 3, and it’s Fire/Ground counterpart Igniskewer found uncommonly in basalt deltas with a weight of 3.
A flying Type pokemon called Prechooja which depending on if it’s Female or Male will either evolve at Level 30 into a Fighting/Flying type called Timaanowl, or into a Flying/Fairy type called Reinfowl, all found in savannas either commonly with a weight of 3 for Prechooja, or uncommonly with a weight of 4 for Timaanowl and Reinfowl.
A Water/Bug Type pokemon called Litrub which evolves at Level 25 into a Water/Poison type called Gallornet, both found uncommonly on beaches with a weight of 3 and 1.25 respectively.
A Steel/Dragon Type Legendary class pokemon called Malterrath found ultra-rarely anywhere in the overworld with a weight of 2.5.
PACK 3:
A Paradox Fire/Water version of Torkoal called Iron Generator found uncommonly in the end with a weight of 2.
A Bug/Psychic Type Regional variant of Dwebble which evolves past Level 30 after learning Kinesis into a Bug/Psychic Type called Corkshermit, or found in lush caves either commonly with a weight of 4 for Dwebble, or uncommonly with a weight of 2 for Corkshermit.
A Psychic Type Regional variant of Doduo which evolves at Level 35 at nighttime into a Psychic/Ghost Type called Dodeca, or found in the deep dark either uncommonly with a weight of 5 for Doduo, or rarely with a weight of 2 for Dodeca.
A Grass/Ice mythical Pokemon called R-5-6-L-9-X which can be found ultra-rarely in either it’s standard form in badlands with a weight of 3, or in it’s ascended form in flower forests with a weight of 1.
An Electric or ??? Type jack of all trades Pokemon called Herculaias found ultra-rarely anywhere in the nether with a weight of 5.
Electric/Ice Type Regional variants of Mareep, Flaaffy, and Ampharos found in snowy slopes either commonly with a weight of 3 for Mareep, uncommonly with a weight of 3 for Flaaffy, or rarely with a weight of 1.5 for Ampharos, Mareep evolves at Level 15, and Flaaffy evolves when given an Ice Stone.
A Bug/Fairy Type Pokemon called Uodkaibig which evolves after reaching 160 friendship into a Dark/Fairy Type called Kaibiparo, or found in flower forests either uncommonly at daytime with a weight of 4 for Uodkaibig, or rare at nighttime with a weight of 3 for Kaibiparo.
And as can be seen there are a multitude of ways to obtain these Fakemon, you can either download the individual packs grouped in bunches of 12, or you can download the full pack, with added features provided by Gravel’s extended battles.
Whichever way you slice it, this pack of Fakemon is meant to be fun, enjoyable, relatable, and overall: just a great time for everyone around, so come onboard, and try them out!
The Minecraft (wikidot) Backrooms
## A mod that adds the backrooms to your game!
_(mod based off of [wikidot](https://backrooms-wiki.wikidot.com/))_
If you suffocate youself in falling blocks with this mod enabled, you’ll end up in the backrooms, an alternate reality with many levels and entities to fight through, all whilst keeping your sanity in check.
**YOU CAN NOT RETURN AFTER YOU ENTER THE BACKROOMS**
_(inventory is also cleared when you enter)_
### Features:
– Backrooms levels 0, 1, 2, 3, 4, 6.1 and 11
– 5 entities to fight off
– 12 new food items
– A sanity system you must manage
– Many more new blocks and items
(Leave feedback in the discord server)