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World and Structures
| Depth | What's there |
|---|---|
| Y 0 to −20 | Resonance veined stone — a bluish veined shell around a pocket of raw resonance crystal. Brushing the crusts yields raw flux deposit |
| Below Y −40 | Deeper clusters, harvestable by the Deep Crystal Driller |
Veined stone is the crust, not the ore. Break through it.
Eight structures generate, and they are not all the same kind of thing.
| Structure | Role |
|---|---|
| Modest dwelling | Lore and a hint. The gentlest introduction |
| Outpost | The T2 unlock. Its attunement console hands you the blueprint; its chests are guaranteed to hold resonance components |
| Guard post | Small, defended |
| Ruin marker | A surface tell that something is below |
| Drill shaft | A vertical way down |
| Sunken chamber | Deeper, wetter, less friendly |
| Regional archive | A gated interior with its own console and pedestal. Two loot tiers, shallow and deep |
| Sigma laboratory | The end of the archaeological thread, and the reason the storms start |
Ruins are built from the mod's own architectural vocabulary — veined stone bricks, columns, bulkheads, conduit lines, resonance lamps, and connected resonance glass that shows no seam between neighbouring blocks. Everything you find in a ruin, you can eventually build.
| Mob | Behaviour |
|---|---|
| Crystal Strider | Passive. Milkable on a cooldown; a Crystal Roost produces raw crystal if one stays within 6 blocks |
| Custode | 30 HP, 6 damage, notices you at 6 blocks and calls others at 16 |
| Custode Lourd | 60 HP, 9 damage, notices you at 8 blocks |
| Custode Archiviste | Guards the archive |
| Rift Guardian | Tier 5 |
The Custodes were built to protect, not to hunt. They defend a place; they do not come looking for you.
Resonance spores grow on veined stone in low light, and dissonance blooms and
resonance bloom bushes spread on their own — slowly, at rates you can tune
(world.sporeGrowthChance, world.bloomGrowthChance).
The only weather event in the mod, and the only random one.
Roughly every five to seven Minecraft days the game rolls; if it passes, a storm runs for ten minutes and seeds meteoric craters on exposed surface blocks around players.
Anything you don't collect before it ends is gone. That is the point — it is a hunt with a window, not a deposit you can farm. Storm state is saved with the world, so a server restart mid-storm doesn't leave permanent craters behind.
Storms only begin after Tier 3. Literally: at least one online player must have earned the T3 advancement. A storm on the first night would be an unexplained weather effect dropping an item you couldn't use for hours.
Duration, frequency, and radius are all config (storm.*) — see
Configuration.
Tier 5 ends at the Rift. You anchor it, you ward it, and you extract from it six times. Not seven. The Rift Core will tell you how many you have left.
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