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Systems Overview
The core gameplay systems of IridescentCraft.
Keep inventory is on, so you lose no items when you die. The penalty is durability instead.
- Affects only equipped armor and the held weapon
- Items never break or get destroyed: at 0 durability they become inert (non-functional)
- Scaling by dimension:
| Dimension | Tier | Durability Loss |
|---|---|---|
| Overworld | 1 | 10% |
| Twilight Forest | 2 | 12% |
| Blue Skies (Everbright, Everdawn) | 2 | 14% |
| The Undergarden | 3 | 17% |
| Deeper and Darker (Otherside), The Abyss | 3 | 18% |
| The Nether | 3 | 20% |
| The Aether (Deep Aether's biomes included) | 4 | 22% |
| The Moon, Earth orbit, Moon orbit | 4 | 22% |
| Mars and its orbit | 4 | 25% |
| Mercury and its orbit | 4 | 27% |
| Venus and its orbit | 4 | 28% |
| Glacio and its orbit | 4 | 30% |
| The End, Iron's Spellbooks' pocket dimension, the Reality Marble | 4 | 25% |
| Anywhere else (the Abyss's Frost World and pocket dimension included) | - | 15% |
How fast mobs grow in each dimension is a separate curve: see Difficulty engine below.
| Level | Effect |
|---|---|
| I | 50% of death durability loss prevented |
| II | 75% of death durability loss prevented |
| III | 100% durability loss prevented + item cannot go inert |
It is a treasure enchantment and needs high Arcana.
Four stats scale independently per dimension. Damage scales fastest.
For reference, an Overworld zombie has 20 HP, 3 damage, 0 armor and 100% speed.
Each dimension also has its own combat mechanics on top of stat scaling:
- Twilight Forest: Canopy Ambush (invisibility), Pack Tactics, Twilight Corruption
- Blue Skies: Elemental damage (30% bypasses armor), Elemental Storms
- Undergarden: Virulent Spores (poison), Fungal Armor (regen), Decay Aura
- Deeper and Darker: Acoustic Aggro, Sculk Resonance, Darkness Empowerment
- The Nether: Infernal Rage, Soulfire Burns (30% bypasses armor), Blaze Swarm
- The Aether (Tier 4; Deep Aether's biomes included): its mobs move with Speed I, and its flyers also hit with Strength I. Thin Air: above Y 180 you get Weakness unless your armor has Aether Acclimation. Vertigo: sprinting above Y 200 sometimes brings nausea. Updraft: if you fall below Y 0, you get Slow Falling once.
- The Abyss (TATOS): Oppressive Darkness (holding no light in low light brings mining fatigue and slowness), Corruption (periodic hunger ticks), Fear Aura (Darkness within 16 blocks of Abyss bosses), Void Whispers (Weakness below Y=20). These run in
theabyss:the_abyssfromdimension_mechanics.js. TATOS ("The Abyss: The Other Side") is installed, and the dimension is gated at T3. - The End: Void Proximity, Ender Displacement, Void Corruption, Reality Fracture. Dragon Exploration Gate: you explore the End islands first and fight the dragon last. The End is reached with Eyes of Ender (staged at T4); an End Compass → End Bastion route, with the compass crafted from the Aether's materials, is planned to replace them. It has 9 advancement overrides and 5 End Apotheosis affixes.
By day, a hostile undead mob standing under open sky near a player in the Overworld takes 2 damage every half second and burns briefly, on top of vanilla sunlight burning. An Overworld zombie lasts about 15 seconds instead of a minute, and nothing dies in one hit. Bosses, your own summons and pets, and wild zombie and skeleton horses are spared, and a roof keeps any mob safe. (Until October 2026 it had never damaged anything.)
Hostile mobs cannot appear within 96 blocks of the world spawn. A Wither built inside that circle is refused: the last skull is not placed, the soul sand and skulls stay where they are, the skull stays in your hand, and a message tells you to build at least 96 blocks out.
Apotheosis "invader" bosses (named mobs in affixed gear) can appear in the Overworld, the Nether, the End, the Twilight Forest, Everbright, Everdawn, the Undergarden, the Otherside, the Abyss and its Frost World, the Aether and the five Ad Astra planets. They are more frequent in higher tiers (2% in the Overworld to 10% in the End; table in Appendix §D.7). Until October 2026 only the Overworld, the Nether, the End and the Twilight Forest had invaders that could actually spawn. The orbits, the pocket dimensions and the Reality Marble have none.
With two or more players online, the server pauses creatures far from every player. Every boss the pack knows (named bosses and minibosses alike, the Wither and the Ender Dragon included) is exempt and keeps going.
Armor has diminishing returns, for players and mobs alike. Each point is worth less than the one before it, and the share blocked is the same for a small hit and a big one. Armor toughness does not enter this step.
| Armor | Blocked | Damage taken |
|---|---|---|
| 0 | 0% | 100% |
| 10 | 24% | 76% |
| 20 | 35% | 65% |
| 30 | 42% | 58% |
| 50 | 51% | 49% |
| 100 | 63% | 37% |
| 200 | 77% | 23% |
| 400 | 90% | 10% |
| about 520 and up | 95% (cap) | 5% |
This curve has been in force since October 2026 (see the changelog). General Protection adds flat armor (+0.75 per level), so it goes through the same table.
Champions Unofficial was removed from the modpack. Its rank config system was broken, the mod was unmaintained, and it spammed errors on every mob spawn, which lagged the server. Majrusz's Progressive Difficulty now handles elite mob encounters (see below).
mob_scaling_unified.js applies custom HP multipliers by mob category. They stack multiplicatively with dimension scaling and the ascension systems.
| Tier | Multiplier | Examples |
|---|---|---|
| Basic | 3x HP | Zombie (60 HP), Skeleton, Spider, Creeper, Drowned, Husk, Stray, Witch, Slime |
| Mid-tier | 1.5x HP | Blaze, Wither Skeleton, Piglin Brute, TF/Aether/Blue Skies mobs, dungeon mobs |
| Elite | 1.25x HP | Stacks on top of other affixes (Majrusz Progressive Difficulty elites) |
| Boss | 1x HP | No mob-tier bonus, minibosses included (since October 2026); a designed health where the pack sets one (see Appendix §D.6) |
| Catch-all | 3x HP | Any unlisted hostile mob defaults to the basic tier |
World difficulty rises in three stages tied to progression milestones. This replaces Champions as the main mob challenge system.
| Stage | Tier Range | Trigger | damage_bonus |
health_bonus |
|---|---|---|---|---|
| Normal | T1-T2 | Default | +1.5 flat | +50% |
| Expert | T3 | Nether entry | +3.0 flat | +75% |
| Master | T4 | Dragon kill | +5.0 flat | +155% |
Both bonuses belong to mobs_spawn_stronger, which is switched off in the pack's config, so neither one reaches mobs: their health and damage come from the difficulty engine (below) and the tier HP in mob_scaling_unified.js. The damage values were tuned on 2026-04-17 after testers reported one-shot deaths. The health bonus stays at its defaults: tester feedback on 2026-04-18 confirmed that the problem was incoming damage rather than how tanky mobs were.
Majrusz's Progressive Difficulty has a treasure bag system. The bags for all 7 bosses and events were rewritten with tier-appropriate loot, and their contents scale with the current difficulty stage.
- Creeperlings: disabled
- Bleeding: kept (symmetrical design with player combat)
- Enderium: removed
| Category | Enchantments |
|---|---|
| Dimensional Survival (5) | Heatward, Voidward, Depthstrider, Aether Acclimation, Warp Shield |
| Resource Enhancement (3) | Prospector, Lumberjack, Reaping |
| Scaling Combat (5) | Momentum, Adrenaline, Titan Slayer, Crowd Control, Adaptive |
| Anti-Boss (3) | Boss Ward, Steadfast, Nemesis |
| Path Synergy (4) | Mana Temper, RF Capacitance, Convergence, Primal Force |
| Utility & Survival (5) | Magnetism, Last Stand, Vitality, Phalanx, Quick Draw |
The pack controls all chest loot through several layers in lootjs_overhaul.js:
The pack's global_loot_modifiers.json is "replace": false with no entries, so every mod's own global loot modifier fires (Forge merges that list across every pack, and it has been this way since May 2026; until then a "replace": true allowlist switched off every modifier it did not name, Farmer's Delight's, Thermal's and the Aether's among them). Suppression is targeted instead:
- shadow files in the
icraft_loot_overridesdatapack switch off Celestial Artifacts' nine chest modifiers and Iron's Spellbooks' eight chest modifiers; - LootJS, which runs after every mod's modifier, strips what a curated pool replaces: every artifact in village chests (the Relics mod's modifier, for one, adds the Artifacts items it treats as relics), and the Class Artifacts mod's own chest injection. That injection is not a loot modifier: the mod adds a pool to 22 vanilla chest tables as they load, and the pack's own relic pools (26 relics by tier) replace it.
LootJS runs its strips and adds once per roll, in the order they are registered: a strip removes what was rolled before it, never what a later rule adds. So a namespace strip placed before the tiered re-injections does not eat them.
- Ars Nouveau: bytecode-patched to disable
dungeon_lootGLM injection at the class level. Adungeon_loot.jsonoverride with 0% chances, deployed through Paxi and KubeJS, backs this up. - Patchouli: bytecode-patched (
athrow->pop) for book rendering stability
LootJS strips the remaining mods from all chest loot:
-
@ars_nouveau: Ars Nouveau spell books (after the bytecode patch prevents GLM injection) -
@irons_spellbooks: Iron's Spellbooks scrolls and books
After stripping, curated item pools are re-injected at tier-appropriate rates per dimension:
| Tier | Dimensions | Combined Artifact Rate | Items |
|---|---|---|---|
| Village | Village chests | 10% | Curated village artifact pool |
| T1 | Overworld | 10% | Utility/movement artifacts (snorkel, running shoes, etc.) |
| T2 | Twilight Forest, Blue Skies | 12% | Combat/defensive artifacts (power glove, crystal heart, etc.) |
| T3 | Nether, Undergarden, Deeper Darker (Otherside), The Abyss | 14% | Powerful offense artifacts + celestial items |
| T4 | End, Aether | 16% | Endgame artifacts + relics items |
Per-structure theming (2026-05-17): marquee structures (high-profile landmarks as defined in master.md §XIII) get a themed pool on top of a reduced dimensional baseline, split 70% themed / 30% baseline inside the tier's combined rate. There are 14 marquees across the 4 tiers. The roster, theme catalog and per-structure item lists are in master-appendix.md §N. ISS spellbooks are capped at 2% per chest, since the starter kit handles onboarding; ISS scrolls stay uncapped.
Ars Nouveau spell books are blank caster tools: they need glyphs inscribed at a Scribes Table. Glyphs are seeded into chests by tier, with Forms front-loaded in T1 to T2:
| Tier | Dimensions | Glyphs | Combined Rate |
|---|---|---|---|
| T1 | Overworld | 18 (Forms: projectile/touch/self + basic effects/augments) | ~12% |
| T2 | TF, Blue Skies | 25 (aoe/underfoot + mobility/utility effects) | ~14% |
| T3 | Nether, Undergarden, Deeper Darker (Otherside), The Abyss | 22 (linger + advanced effects: lightning, wall, fangs, blink, etc.) | ~15% |
| T4 | End, Aether | 12 (summons, rune, wither, dispel, randomize) | ~18% |
These mods ship as custom bytecode-patched JARs (on the custom JAR allowlist in the server scripts):
- Patchouli:
athrow->popcrash fix - Ars Nouveau: dungeon_loot GLM injection disabled
- Enchanted books: removed globally, re-added with
.enchantWithLevels()at dimension-scaled rates - Diamond/netherite gear: stripped from T1/T2 chests
- Village chests: cleaned up, with a curated 15-item artifact pool: 10% of chests get at least one (each item about 0.7%). Every other artifact is stripped from them first, whichever mod added it.
- Clutter items (horse armor, spider eyes, rotten flesh, etc.): removed from structure chests
- Food mods: stripped from chest loot so they cannot bypass the food/hunger system (village chests are exempt: they get a thematic food and seed boost on top; see below)
About 95 were designed and 149 are implemented (84 JSON datapacks + 65 event-driven). The JSON affix definitions all come from one custom datapack: an earlier duplicate copy next to the scripts was removed in the 2026-06-06 cleanup, so each affix has exactly one home.
Categories: Generic Power, Weapon (Offensive/Utility), Armor (Defensive/Mobility/Utility), Shield, Dimensional, Boss-Themed, Tier-Gated.
Scorching (formerly Ignition) is the fire-themed weapon affix. It was reworked on 2026-06-06: it used to buff the target by accident, and now it adds a small attack-damage bump and marks whatever it hits with a timed fire vulnerability, so follow-up fire damage lands harder. The amount scales with rarity (provisionally 15-50%). The display name changed from "Ignition" to "Scorching", but it is still the same affix underneath.
| Tier | Common | Uncommon | Rare | Epic | Mythic | Max Sockets |
|---|---|---|---|---|---|---|
| 1 | 15% | 5% | - | - | - | 1 |
| 2 | 25% | 15% | 5% | - | - | 2 |
| 3 | 35% | 25% | 15% | 8% | - | 3 |
| 4 | 35% | 25% | 15% | 10% | 5% | 4+ |
| System | Role | Acquisition |
|---|---|---|
Tetra stack (Tetra + art_of_forging + adtetra) |
Primary crafted weapons + tools | Crafting with tier materials at the Tetra workbench (formerly documented as "Truly Modular", which is not in the pack) |
Iridescent Reforging (in iridescent_tetra_expansion) |
Modular armor (Tetra-extension) | Leather base recipe + Tetra workbench, or convert specialized armor |
| Simply Swords | Unique trophy weapons | Boss drops only (via LootJS) |
| Iron's Spells | Magic combat | Crafting + loot |
| Cataclysm | Signature boss weapons | Cataclysm boss drops |
| Mahou Tsukai | Ultimate magic combat | Tier 4 crafting |
| Mekanism | Tech endgame (MekaTool) | Tier 4 crafting |
There are 14 class-themed curio items in the rpgseteffects: namespace, each with a stronger "Awakening" variant, plus 25 standalone Relics with single-effect passives. They come only from drops; there is no crafting path.
| Item type | Source | Rate |
|---|---|---|
| Fragment Core | Any hostile mob | 4% drop |
| T1 Relics (movement, utility) | Overworld / Twilight Forest chests | ~0.4% per chest |
| T2 Relics (combat, immunity) | Blue Skies chests | ~0.6% per chest |
| T3 Relics (fire, decay) | Nether / Undergarden / Deeper Darker (Otherside) / Abyss chests | ~0.8% per chest |
| T4 Relics (endgame passives) | End / Aether chests | ~1.0% per chest |
| Artifact Piece Pouch | T2+ boss kills | 1× from T2 bosses, 2× from T4 bosses |
| Normal artifacts | Pouch open | 14-way weighted pool, one per pouch |
| Awakening artifacts | T4 boss direct drops only | 0.7% per awakening × 14 = ~9.3% combined per T4 boss |
Naga, Lich, Hydra (Twilight Forest), Ignis (Cataclysm), Summoner (Blue Skies).
Ender Dragon, Ender Guardian, Harbinger (Cataclysm), Shattered (Deeper Darker), Slider (Aether).
- Normal artifacts and artifact_piece_pouch: T2 (you can pick them up, but not equip them until the T2 unlock)
- Awakening artifacts: T4 (held as trophies until T4)
Class Artifacts' own elite mob system (tier 1/2/3 Elite/Master/Legendary spawns) is disabled in rpgseteffects-common.toml, because IridescentCraft uses Majrusz's Progressive Difficulty for elite enemies. Running both would create duplicate skull-marked mobs with competing boss bars.
Hunger drains at 2.5x the vanilla rate. Seed drops from grass are cut to 5%. Structure food loot is reduced in every loot table except village chests: as of 2026-05-17 villages get a flat food and seed boost (about 1.4 food and 0.6 seeds expected per chest). This walks back the original blanket food cut, which proved too harsh alongside the 2.5x hunger drain. The boost targets vanilla biome houses (plains/desert/savanna/snowy/taiga), CTOV village chests and Villages and Pillages chests. Hunger drains more slowly inside the spawn protection area, for new players.
The seed economy is weighted toward Farmer's Delight (2026-05-17). FD is the pack's baseline farming mod, so its seeds (cabbage_seeds, tomato_seeds, onion, rice) make up ~68% of the village seed roll, and vanilla wheat/beetroot/pumpkin/melon seeds the remaining ~31%. Cabbage and tomato seeds also drop from the grass and tall_grass loot tables (3-4% each), so the onboarding path of finding seeds by breaking grass covers FD too.
Village butcher chests have guaranteed meat (2026-05-17). The vanilla butcher chest tables gave all meat low random-roll weights, so a butcher chest could hold no meat at all. They now add a guaranteed 1-3 porkchop, 1-3 chicken and 1-2 beef on top of the vanilla rolls. This fits the theme and answers a tester report that butcher chests felt broken.
Farm animals are denser in the biomes around villages (2026-05-17). A Forge biome_modifier (icraft_worldgen_overrides/data/icraft/forge/biome_modifier/village_animals.json) adds passive spawn entries for pig/cow/chicken/sheep in the 9 biomes where vanilla villages generate (plains, sunflower_plains, savanna, savanna_plateau, taiga, old_growth_pine_taiga, old_growth_spruce_taiga, snowy_plains, meadow). This approximates "villages have more farm animals" by raising the density across those biomes; limiting the spawns to the village structure's bounding box would need per-biome village structure JSON overrides. Desert villages are skipped, since rabbits suit the biome better than pigs, cows or sheep.
Spice of Life: Carrot Edition rewards a varied diet with HP bonuses. Food is ungated from Tier 1, but the best variety needs dimensional ingredients. The Farmer's Delight Cooking Station and Skillet are the main food crafting stations (70 recipes converted).
XP is plentiful, and there are many ways to spend it: JustLevelingFork leveling, skill point investment, Apotheosis enchanting, relic leveling, anvil operations, reforging.
| Tier | Storage | Transport |
|---|---|---|
| 1 | Sophisticated Backpacks (iron), Storage Drawers | Pretty Pipes, Create belts |
| 2 | Sophisticated (steel), Drawer upgrades | Thermal Ducts, IF basic |
| 3 | Refined Storage, Sophisticated (diamond) | XNet, IF advanced |
| 4 | RS advanced, Sophisticated (netherite) | Mekanism QIO, RFTools |
A Paxi datapack (icraft_tetra_materials) adds 27 modded metal material definitions, so Tetra tools can be crafted from modded metals. They include Blue Skies, Undergarden, Forbidden & Arcanus and theabyss (TATOS) metals; the 4 theabyss entries (garnite, knight, phantom, unorithe, keyed to theabyss:*_ingot, diamond tool level) are live because TATOS is in the pack. High-tier crafting needs the diamond hammer tier.
| Tier | Materials |
|---|---|
| T1 | Brass |
| T2 | Steel, Signalum, Lumium, Manasteel, Steeleaf, Ironwood, Fiery, Knightmetal, Diopside, Charoite, Horizonite |
| T3 | Osmium, Refined Obsidian, Terrasteel, Elementium, Enderium, + Undergarden metals, F&A metals |
| T4 | Aethersteel; the Aether's materials (zanite, gravitite, skyjade, valkyrie, phoenix, stratus) since the Aether became Tier 4 |
See Tetra Materials for the full reference.
Serene Seasons adds seasonal crop growth. Crops die in winter unless grown in a greenhouse (glass-enclosed, torch-lit). A 4-page Patchouli Codex entry explains it.
It was removed together with ScalingMobs and Improved Mobs when the custom iridescent_difficulty mod took over dimension scaling (see "Difficulty engine" below). Its stat scaling had already been zeroed, and its remaining behavior features (hunger nerf, night purge, no-sleep enforcement, respawn distance) are now covered by the dedicated mods for those mechanics (Hunger Overhaul, Sleep Hunger, etc.).
Every machine's RF cost is raised to 2.5x stock. This is the demand-side lever: generator outputs stay stock, and as of ERA 4 the fusion and fission outputs are buffed so reactors carry the late-game load. The Digital Miner recipe needs higher-tier materials. Mekanism tool and armor recipes are removed (MekaTool and MekaSuit stay T4-only through the existing gating).
ERA 4 endgame rebalance (2026-06-06): with machine costs raised, the late-game reactors are the intended answer. Fusion output is buffed x1.5 (energy-per-fusion-fuel up to 15M) and fission output x1.25 (energy-per-fission-fuel up to 1.5M), so building a real reactor pays off. Radiation and meltdowns are both disabled: an over-damaged fission reactor force-shuts-down instead of exploding or irradiating your base, so a fission build can go wrong and still be recovered. The fusion chain, SPS/antimatter, the Digital Miner and the ultimate-tier facilities sit behind the T4 stage, while the intermediate machines that lead up to them stay open so the ramp still feels continuous.
A curated T3 curio chain of 8 kubejs:ring_* curio items replaces theabyss (TATOS)'s 30 stock rings. TATOS is in the pack: its stock rings and arcane workbench are stripped in recipe_audit.js §K, and the 8 custom rings drop from TATOS structure chests and Abyss bosses through abyss_boss_loot.js (effects in abyss_ring_effects.js). See Master-Design-Appendix §C.11.
The Dusk Arc weapon and the Shadow Armor set are removed (overpowered for T2). The Runic Arc is a boss drop only. Diopside, Charoite and Horizonite are nerfed to T2-appropriate stats and integrated into Tetra.
Dragon Exploration Gate: players must explore the End islands and complete objectives before the dragon fight opens. 9 advancement overrides replace the vanilla End advancement chain, and there are 5 End-specific Apotheosis affixes. End mob entity IDs are corrected, and Moog's End Structure loot tables are filled in.
As of 2026-05-03, the custom iridescent_difficulty mod is the dimension-scaling engine. It replaced ScalingMobs, the Improved Mobs difficulty accumulator and Azukaar's Fair Difficulty Overhaul (all removed). Per-dimension HP / damage / armor multipliers ramp linearly from a per-tier start% to a cap% over capHours of dimension-loaded time, then freeze. Only the End uncaps, once the Ender Dragon is killed.
| Tier | Start % | Cap % | Cap Hours |
|---|---|---|---|
| T1 (Overworld) | 150% | 300% | 100 |
| T2 (Twilight / Blue Skies / the Abyss's pocket dimension) | 200% | 350% | 100 |
| T3 (Undergarden / Deeper Darker / Nether / Abyss + Frost World) | 300% | 450% | 100 |
| T4 (End / Aether, incl. Deep Aether's biomes / the Ad Astra planets and orbits / Iron's Spellbooks' pocket dimension / the Reality Marble) | 600% | 1000% | 200 |
- Scope: linear on
max_health/attack_damage/armor,sqrtonmovement_speed. Tamed and non-MONSTER mobs are skipped (except a short list that is scaled anyway, which since 2026-10-16 includes the Aether's own hostile creatures: swets, whirlwinds, the aechor plant, cockatrices, zephyrs, baby zephyrs and venomites), and so are the bosses on the exclusion list. Since October 2026 that list holds every boss with a designed health or the boss x3 (78 entity ids, the Wither and the Ender Dragon among them), so their health is the same in every dimension. Minibosses without a designed health are not on it and grow with the curve like the mobs around them. A dimension on no tier list runs the Tier 1 curve; until October 2026 that was the case for the planets, the orbits and the pocket dimensions. - Idle gating: the per-dimension timer ticks at the
active / totalplayer ratio in that dimension (a player is idle after N minutes with no movement or combat, or while inside the spawn radius). - Stacks on top of (does not replace): per-kill boss scaling, per player (
boss_progressive.js; not the Wither, the Ender Dragon, the Warden or the Elder Guardian), the staticmob_scaling_unified.jstier-HP block (basic 3× / mid 1.5× / elite 1.25×), and Majrusz's content features (treasure bags and spawn variants; Majrusz's own stat scaling is disabled in its config).
Full curve and commands: mods/custom.md and config/iridescent_difficulty-common.toml.
Mobs spawn with gear at dimension-scaled rates (from 5% in the Overworld to 80% in the End), capped at iron-tier breaking tools, through scaling/mob_equipment.js. (This was originally an Improved Mobs config; that mod was removed on 2026-05-03, so the handler now holds these targets itself. See master-appendix §D.11.)
Tectonic worldgen is tuned for much lower, flatter terrain: vertical_scale is cut from 1.155 to 0.38, ultrasmooth is on, a flat_terrain_skew of 0.65 pulls generation toward flatter ground, and ridge_scale is reduced. Mountains still appear but are far less extreme (worldgen rebalance 2026-06-06).
A coremod (v1.0.1) that makes Mekanism cables and pipes walkable instead of giving them tiny hitboxes. It includes a LocalVariableTable fix.
The HDPE Circuit Board is a craftable component for alternative Mekanism machine recipes. The IF latex/rubber pipeline is reworked: logs produce latex through Create/Thermal processing routes, and HDPE converts to dry rubber for recipe chains.
- Master Design Document: Parts I, II, V, VI, VII
- Progression: tier and dimension details
- Classes: how scaling interacts with class roles
Getting Started
Design
Reference
- Progression Overview
- Classes and Races
- Systems Overview
- Tetra Materials
- KubeJS Overview
- Mod Overview
- Custom Mods
Tracking
Protocols
Meta