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⌨️ Commands & Config

Everything under the /nuzlocke root, and every switch the ruleset has. Routes' road commands live under /routes — the two never mix.

/nuzlocke

👤 status · log · map

🛡️ status player · reset · revive
enable · disable · set

soul link

👤 link · accept · decline · unlink
status · summary

👤 = every player · 🛡️ = operator (permission level 2)

Quick reference

Command Who One-liner
/nuzlocke status [player] 👤 / 🛡️ Zone records + party deaths ([player] is op-only).
/nuzlocke log · key I 👤 The run's log — the Soul Link log while you are in a link.
/nuzlocke map 👤 Dump your capture zones as map waypoints.
/nuzlocke reset [player] 🛡️ Clear a player's zone records, lift their game-over and ask for a new Gym Leader Challenge type. They keep their team.
/nuzlocke revive [player] 🛡️ Revive a party's dead Pokémon. The mercy switch.
/nuzlocke enable · disable 🛡️ Master switch for this world, saved per world.
/nuzlocke config list 👤 Every setting for this world with its current value, by section.
/nuzlocke config get <setting> 👤 Read one setting back.
/nuzlocke config set <setting> <value> 🛡️ Change one, live. Offers the names and refuses a value out of range.
/nuzlocke config reset <setting> 🛡️ Put one back to its default.
/nuzlocke config reload 🛡️ Re-read config/cobblemon_nuzlocke.json, no restart needed. A world with its own settings keeps them.
/nuzlocke config unoverride 🛡️ Drop this world's own settings, so it follows the config files again.
/nuzlocke set <option> <value> 🛡️ The older spelling of config set, kept working.
/nuzlocke debug exp 🛡️ Log what the level cap decides for each EXP gain.
/nuzlocke soullink … 👤 The co-op suite — see Soul Link.
/pokemonrestart 👤 Wipe your own run and start over. Its own command, not a /nuzlocke one — it belongs to the player whose run it is. Type it twice to confirm.
Command What it does
link <player2> [player3] [player4] Offers a contract. Nothing binds until everyone accepts.
accept · decline Answer an offer. The prompt also appears as a screen you cannot dismiss.
unlink Dissolves your binds.
status Lists your binds in chat, with ✝ marking the dead.
summary The linked-teams screen: every member's full party, soulmates marked ⇄.

Offering a link does not need the command — right-click a player and pick Soul Link from Cobblemon's interaction wheel.

Configuration

The ruleset is decided when you create the world, on a NUZLOCKE tab that sits next to GAME / WORLD / MORE. Installing this add-on is what adds that tab; Routes' own generation options live beside it on its ROUTES tab.

saved per world

live, same options

🆕 NUZLOCKE tab
at world creation

🌍 Your world's rules
never clobbered later

⚙️ /nuzlocke set option value

Choices are stored per world and applied to new worlds only, so loading an existing world never has its rules overwritten. Picking Hardcore at world creation turns the full ruleset on.

The run

Option Default Notes
Nuzlocke on master switch — off = a normal Cobblemon world
First-encounter lock on only the first wild per zone is catchable
Site encounters on structures grant one encounter per kind of site; off = none at all
Mandatory nicknames on the naming prompt
Whiteout To Respawn Point what losing a battle does — back to your respawn point, Game Over, or nothing
Healing sources ALL ALL / MACHINES_ONLY / ITEMS_ONLY / NONE
No bag in battle on closes the battle bag
Battle bag blocks Everything Everything, or Healing only — X items stay legal either way
Above level cap → PC on over-cap catches are boxed (the cap itself comes from RCT)
File the dead to the PC on a Pokémon that dies is moved out of your party. Your last one always stays
Capture zones are Geography what counts as one place — the world Routes draws, the biome underfoot, or both as a pair
Require nicknames on the naming prompt after every acquisition
No trading on trades are refused
No forfeit on battles cannot be surrendered
Revival Blessing off whether that move may revive mid-battle
Healers heal the trainer on a healing machine fills your health and hunger too
Healers set your respawn on the last healer you used is where you come back
Storm riding risk 4% chance per second that lightning finds you riding in the open, 0–100
Mimic chests 5% share of roadside chests that are not chests, 0–100
Dupes match · Dupes count evolution line · ever caught the two halves of the duplicates clause
Mega / Tera OK on under a Gym Leader Challenge, a Mega or Tera of your type still counts
Allow Mega · Gigantamax · Z-Moves · Tera on switch off any battle gimmick for a stricter run
Duplicates clause evolution line what counts as "already owned"
Egg clause Encounter the hatchling takes the zone it hatches in — or ban eggs, or exempt them
Defeated-catch window 60 s how long a beaten wild stays catchable — or off
Aggressive wilds on some species start a battle instead of meleeing you
Shared EXP on whole team gains EXP
EXP boost x1 x1 … x50, applies to the shared EXP too
PC only at the PC block on no remote PC access

Starters

Option Default Notes
Starter selection Mix Normal / Random / Mix — Mix is a Grass, a Fire and a Water from three different generations, drawn from the real main-series starters
Starter level 5 1–25
No Legendaries · No Paradox · No Ultra Beasts on filters for the Random roll
No typical starters off excludes the pack's usual starters from Random
Shiny starter Yes No / Yes (normal odds) / Always

Gym Leader Challenge

Option Default Notes
Gym Leader Challenge on offer every player a monotype run at character creation; off = never offered

Roads, towns and trainers

Option Default Notes
Route trainers on needs a trainer mod; inert without one
Trainer entity ID rctmod:trainer which NPC to place
Trainer density Medium Low / Medium / High / Brutal — scales with route length
Trainer sight range 15 0–64 blocks
Trainer field of view 180° the cone you must stand in to be challenged; 360 = they see behind them
One challenge gate on every challenge goes through this mod's guards; off = the trainer mod also challenges on its own, ignoring them
Always-aggressive trainers ltsurge ids that challenge on sight even though leaders normally wait
Challenge delay 20 ticks of "!" wind-up before the battle
Trainer skirmishes on trainers duel each other nearby
Trainers challenge on sight on off = they stay on the roads and never start a fight; you still battle them by right-clicking
Trainers holding post 70% share that stay put instead of wandering, 0–100
Water crossing trainers name fragments used to pick who stands on a water crossing
Fair-fight guard on a trainer too far above your strongest Pokémon never picks the fight
Max trainer level gap 5 how many levels above your strongest Pokémon a trainer may be and still challenge you, 0–50
Gyms beside towns on needs a gym pack
Elite Four on one league building per world, beside a road; needs a league pack
Gyms on the surface on lifts a gym whose own definition would bury it

Route Pokémon

Every generated road carries encounter sources, disguised Cobblemon habitat blocks set into the paving. Each one offers one family of its own: the evolution stage that fits its level, and, when that stage is about to evolve, about one of the next stage for every three, five levels higher.

  • Most sources offer something native to where they stand: the biome on land, the sea or river under a water crossing. A source on a bridge deck leans toward Flying types instead.
  • Each source keeps its own number of Pokémon out, picked once from a range.
  • Now and then a source spawns an alpha, which counts as the zone's encounter like any other.
  • Now and then a source spawns an aggressive Pokémon, which comes after you on sight; its first hit starts a battle.
  • A route too short for the spacing still gets one source, halfway along.

Needs Cobblemon 1.8.

Option Default Notes
Route encounters On Off leaves roads with the ordinary spawns
Distance between sources 128 blocks of road from one source to the next, 32–512
Source looks like (empty) empty: each source looks like the block it was set into; a block id (e.g. minecraft:diamond_block) makes every source that block
Fewest Pokémon out per source 2 the bottom of the range each source picks its number from, 1–64
Most Pokémon out per source 10 the top of that range: how many of its own a source can have out at once
Source spawn chance per tick 100% 100 refills a source at once, 1 is about one Pokémon every five seconds
Wild spawns held back around a source 16 blocks around a source where only its own Pokémon appear; 0 = ordinary spawns there too
Typical source level 32 each source has its own five-level band, drawn from a bell curve centred here
Source level spread 14 how widely sources spread: most sit between 25 and 40, level 1–5 is rare and 75+ rarer still
Aggressive chance at a source 10% chance that a Pokémon a source spawns is aggressive; 0 = never
Sources native to their biome 60% share of sources that offer a Pokémon native to where they stand (Flying types on a bridge); 0 = any species
Alpha chance at a source 2% chance that a Pokémon a source spawns is an alpha; 0 = never
Allow Legendaries · Ultra Beasts · Paradox Pokémon off
Allow starters off every family in the starter picker stays off the roads

Soul Link has its own settings.

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