Gotta Catch 'em all lets you use Cobblemon's Poké Balls to catch more than just Pokémon. Throw a ball at any living mob — vanilla or from another mod — and, if the capture succeeds, it's stored inside an item you can carry, throw out, and recall on demand.
Features
Catch (almost) anything
Any non-Pokémon LivingEntity is a valid target: zombies, skeletons, mobs from other
mods, you name it. Pokémon are left untouched and captured by Cobblemon as normal.
Capture odds that make sense Catch chance scales with the target's remaining HP — the more you weaken a mob, the easier it is to catch — and with the strength of the ball you throw (Ultra Ball beats Poké Ball, etc.). The Master Ball guarantees a catch, same as in Cobblemon.
Bosses fight back Tough mobs (Ender Dragon, Wither, Warden, Elder Guardian, or anything above a configurable HP threshold) can't be caught at full health. Weak balls thrown at a boss that's still strong will shatter; strong balls will bounce off toward another nearby target instead of wasting the throw. Weaken the boss below the threshold and it becomes catchable like anything else.
A real throw, not a teleport Releasing a captured creature throws the ball like a vanilla snowball — it flies, arcs with gravity, and the creature appears wherever it lands (in a safe, open spot, never inside a wall). Recalling it draws a red beam back to you.
They fight for you Once released, a captured creature will follow its owner on foot (never teleporting), defend them if they're attacked, and attack whatever its owner attacks — as long as the underlying mob has combat AI to begin with. Wander too far away, though, and it'll stop trying to keep up — it won't warp back to you.
Quick-swap like a party Six configurable keybinds (unbound by default, set them in Controls → CobbleCatch) let you cycle through up to six captured creatures in your inventory, recalling whichever is out and releasing the next — no need to dig through your inventory mid-fight.
Fainting & recovery If a released creature dies, its ball is marked fainted instead of being lost forever. A fainted ball can't be thrown again until you heal it at a Cobblemon Healing Machine.
Rename freely Captured creatures default to the mob's own name, and — like any item — can be renamed at an anvil.
Requirements
| Minecraft | 1.20.1 |
| Loader | Forge 47.x |
| Required dependency | Cobblemon 1.5.2+ (Forge build) |
| Required dependency | Kotlin for Forge 4.x |
| Side | Client and Server (required on both) |
Installation
- Install Forge 47.x for Minecraft 1.20.1.
- Drop Gotta Catch 'em all, Cobblemon (Forge), and Kotlin for Forge into your
modsfolder. - Launch the game — a default config generates at
config/cobblecatch.jsonwhere you can tune catch rates, ball multipliers, boss thresholds, and more.
Known limitations
- No dedicated party GUI yet — the quick-swap keybinds work off your inventory directly.
- A captured creature that wanders out of follow range won't return on its own; you'll need to go find it (or let it go).
- Only tested with Cobblemon 1.5.2 on Forge 1.20.1. Other versions aren't guaranteed to work without adjustment.
Credits
Built on top of Cobblemon, which is not required to be bundled and must be installed separately. Gotta Catch 'em all's own code is MIT licensed; Cobblemon itself is MPL-2.0 and is not redistributed by this project.
