Pixelmon Mod Pixelmon Mod (2024)

IntroductionIt has been almost 12 months since the last written update we did on the waiting glitch and what we were doing to combat it. Since then, we have seen reports of the waiting glitch drop down to almost none with only three known sources of the glitch remaining (all of them being caused by non-battle issues) most of which are actively being tackled. This first big push into combating the battle glitches in Pixelmon was a resounding success, and since then we have been trying to continue that work and as such improving the quality of battling as a whole in the Pixelmon experience.

So, what have we been doing to improve battles over the last year? At the end of the last post we identified that, the erroneously named, “unit testing” was the way forward. This was a mistake, as what we intended to identify was not specifically unit testing, but integration testing. The key difference here is that unit tests are designed to test things in isolation, whereas integration tests are for testing the interactions between many different components. Whilst our specific wording may have been incorrect, our intent was the correct one and since that post we have made hundreds of tests for various different parts of the battle engine, and a year after our first dev blog we have reached over 600 battle tests. These tests ensure that Pixelmon battles function as intended, such as checking abilities work, or moves do the correct amount of damage for the specific circ*mstance presented.

Here is a list of a few, of the many, battle bugs that we have found through writing our tests that were previously unidentified:

  • Imposter applying after Neutralising Gas leaves the field
  • Fixed ShieldsDown blocking all non-entry hazard statuses
  • Fixed owned Minior not changing to core form when out of battle
  • Fixed SlowStart not resetting count when NeutralizingGas disappears
And many, many, more.
Continuous Integration (CI)During this period we also released Pixelmon on the latest version of Minecraft for the first time in over five years. With this monumental achievement we also gained access to Mojang’s new Game Test suite. This system allows you to visualize tests in game, and also run a Minecraft server specifically with the task of running all the game tests. This is important as this allowed us to integrate the battle tests, and all of our other game tests, into our CI.

What is Continuous Integration (CI)? Continuous Integration is the practice of continually integrating code changes into a central place collaboratively. By integrating changes often, we can then test them together to ensure the end product functions as expected from the average player's perspective. To do this, we use a tool that we call pipelines, which trigger any time a developer uploads a change to the Pixelmon project.

This has been a big step forward for us in regards to battle stability. When a developer uploads their changes, we have our game tests run against it, ensuring the most fundamental parts of Pixelmon are working, even before we move to the manual testing phase. We also run each of our battle tests 1,000 times, which ensures we cover a lot of potentially unexpected behaviors, and randomness. For instance, these help cover situations that might change if you execute a critical hit, or if specific abilities have different, exceptional interactions together, which weren't previously observed before. Therefore, every time we make a change to the battle code, we simulate over 600,000 battles, and all in the span of less than 10 seconds.

Additional ImpactsWhilst this post is mainly focused on how we are improving battling for Pixelmon, and what we want to do going forward, it is important to acknowledge that the introduction of these game tests has also had impacts on other areas. For example, in the second half of 2023 we introduced a game test that attempts to load historic party and PC storage from every version of Pixelmon that we’ve released since August. This allows us to ensure that huge breaking issues, such as parties or PCs failing to load, are far less likely to happen in future releases we make. We've also implemented testing around simple things like catching Pixelmon to ensure we don't accidentally break commonly used functionality unexpectedly. This has been another huge step towards creating a much more stable, and reliable Pixelmon.
Next StepsOur first step going forward will be to continue expanding our extensive suite of tests moving forward. Whilst we are extremely proud that we have managed to write 600 battle tests and nearing 300 other game tests in just the last 5 months, our ambitions are much greater than that alone. We first want to make sure that we cover as much of the battle engine with testing as possible, to ensure that when we make large changes to the engine in the future we can be extremely confident that nothing has broken between versions.

Something that we feel is lacking, that doesn’t strictly impact the stability of the battles, is the user experience of battling in Pixelmon. Once battling is at a point of unparalleled stability an important goal is to make sure that our battle UI matches that stability, and improves the experience of battling as a whole. Whilst it is important for battles to function well, there’s no point in them functioning at all if they don’t look good or are not easy to use.

Following that, we are looking at making battles more extendable using the datapack systems that we’ve been utilizing so extensively for everything else. This starts with smaller things, such as introducing datapackable types, but then extends to much larger projects such as datapackable moves, abilities and held items.

Finally, the ultimate goal is still to make a system that can be replayed, and work in a transactional fashion for the optimal debugging and reviewing experience. However, this is a much longer term goal and is on a much different scale in terms of difficulty.

ConclusionOverall, battles in Pixelmon have come a long way over the last year and it is exciting to think where they may be at the end of the next. We will still continue to improve the stability and experience, whilst expanding with the new features as they come out. If you think you could assist us in our goals as you have unique battling knowledge then please apply to our team here.
Pixelmon Mod Pixelmon Mod (2024)

FAQs

How important are IVs in Pixelmon? ›

Each IV increases the respective stat by IV x Level / 100, with a Level 100 Pokémon having a total boost in stats equal to their IVs. The pattern of IVs also determines the type for the move Hidden Power.

What is the command to complete the Pokedex in Pixelmon? ›

filldex. /filldex [player] [percentage] : Fill the specified player's Pokedex up to the given percentage. If no percentage is specified, the Pokedex is filled 100%. If no player is specified, it fills the user's to 100%.

Can a Pokémon have 0 IVs? ›

For the most part, you're going to want your Pokémon's IVs to be maxed out at 31. However, there are some niche situations where you want your Pokémon to have IVs that are as low as they can go– down to 0.

What is the strongest Pokémon in Pixelmon? ›

Arceus is, without a doubt, the most powerful Legendary Pokémon. This Normal type Mythical Pokémon is the creator of the universe and thus the closest that the Pokémon world has to a god. When it hatched from its egg, Arceus brought with it time, space, and antimatter in the form of the Creation Trio.

How to get Ash Greninja in Pixelmon? ›

The following requirements must be met in order to catch an Ash-Greninja:
  1. Must be fishing with a Super Rod.
  2. Must be in a biome of the Swamps or Ultra Jungle category.
  3. The lure must be in deep water, meaning it must be at least 4 blocks deep.
Oct 19, 2023

Can I play Pixelmon alone? ›

It's the first button on the Minecraft title page. This starts a new singleplayer game of Pixelmon. There are a few multiplayer servers in the Multiplayer menu. They may not always be online.

Can you mix Pixelmon with other mods? ›

Please note that Pixelmon is a big mod that registers many items and other things with Forge. When used with other big mods, Forge's limits may be exceeded causing a "Invalid id ### - maximum id range exceeded" crash on startup. If you see a crash like this, you may need to also install a mod such as NotEnoughIDs.

Can you ride your Pokémon in Pixelmon? ›

A Pokémon may only be ridden by its owner, while wild Pokémon cannot be ridden unless caught. Interacting with a sent-out mountable Pokémon owned by the player will allow the player to ride the Pokémon. While riding a Pokémon, either sneaking or returning the Pokémon to its Poké Ball will cause the player to dismount.

Do Pokemon IVs actually matter? ›

Based on the way IVs affect damage output, the difference that 100% IVs make compared to 0% IVs is around 10%, i.e. they will last around 10% longer, deal around 10% more damage, and resist around 10% more damage.

Are IVs necessary? ›

IVs can be medically needed when the digestive system isn't working well, to receive more fluids than you're able to drink, to receive blood transfusions, to get medication that can't be taken by mouth, and for a host of other treatments.

How much IV is good in Pokemon? ›

The value will be somewhere between 0 and 31 -- 0 being the worst and 31 being the best. For example, if a Pokemon's Speed IV is 31, that means its Speed can reach the maximum a Pokemon of that species can accomplish as long as its Effort Values are properly allotted.

Are perfect IVs necessary in Pokemon? ›

If you're just doing basic stuff like casual battling or doing raids - it barely matters. At level 100 IVs account for 1 stat point. So under most circ*mstances the difference between like a 31 IV and even like a 25 IV won't actually matter all that much.

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