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A tech-progression mod for NeoForge 1.21.1 built on one rule: energy never travels through a cable. It fills a volume. A machine works if it stands inside an active field, and stops when it doesn't.
Status: alpha 0.1.0. All five tiers are playable end to end. Saves are not guaranteed across alpha versions.
| Page | What's in it |
|---|---|
| Installation | Versions, where the jar goes, optional mods |
| Getting Started | Your first hour: finding crystal through your first field |
| Resonance Fields | How energy actually works — emitters, range, priority |
| Harmonics and Dissonance | The signature system: colours, detuning, upkeep |
| Machines | Every machine, its tier, and what it does |
| World and Structures | Where to dig, what to find, what fights back |
| Configuration | Every option, with its default |
| Datapacks and Recipes | Changing any recipe without touching the code |
| Troubleshooting | "My machine won't turn on" and friends |
You start with nothing to manage. Dig between Y 0 and −20, find the veined stone sheathing a pocket of raw crystal, and stabilise it by hand. Tier 1 is a crafting loop — no energy at all.
Then you find an outpost, wake its console, and it gives you the blueprint for a Field Emitter. From there the mod is about volumes, bands, and upkeep: alloys and relays at T3, amplifiers and automated extraction at T4, and at T5 the Rift — anchor it, ward it, extract from it six times.
There is no wiki page that will teach you the mod better than the Resonance Codex, the in-game guidebook you receive on your first login. It unlocks chapters as you earn them.
This wiki is in English. The mod ships complete English and French translations, and the
French player guide lives in the repository at veskorius-design/guide-joueur/.
Systems
World
Customising
Help