Wiki
Architecture
The project should be built as a CurseForge pack plus a custom core mod.
Status: Planned
The project should be built as a CurseForge pack plus a custom core mod.
For the exact pre-review pack choice and canonical phase table, use Pack Baseline and Phase Registry alongside this page.
Why This Split
Existing mods already solve several non-unique problems well:
- Quest UI
- Recipe visibility
- Per-player loot
- Travel network
- Some combat feel
- Some dungeon scaffolding
The custom mod should be reserved for what actually makes the overhaul unique:
- Biome progression rules
- Boss encounters
- Material families
- Armor sets
- Weapon identities
- Station ladder and station-gated recipe progression
- Non-breaking gear rules, gear upgrade lines, and
Etchingsystems - Relics and slot progression
- Mounts, bond sigils, and tack
- Grapnels
- Worldshift state changes
- Stormfront events
- Death handling and fortification-pressure rules
- Regional mob mutations
- Vertical world features such as living cave content, sky routes, and otherworld progression
- Quest gating flags
- Adventure pacing
Product Layers
Layer 1: Pack Infrastructure
Purpose:
- User install flow
- Dependency management
- Shared configs
- Server and client parity
Likely contents:
- CurseForge profile
- Config overrides
- Datapacks
- KubeJS scripts
Layer 2: Custom Core Mod
Purpose:
- Registries and code-driven content
- Boss AI and encounter logic
- Custom equipment systems
- Content flags and unlock states
Layer 3: Server Bundle
Purpose:
- Prepared dedicated server root
- Importable zip for Crafty
- Locked config set for multiplayer play
Recommended Repo Layout
Target structure once implementation starts:
docs/
wiki/
mod/
src/
pack/
config/
defaultconfigs/
kubejs/
datapacks/
server/
export/
Responsibility Split
Use the custom mod for:
- Boss entities and arenas
- Summon items and gate items
- Boss summon logic and rematch flow
- Armor, weapons, relics, curios integration
- Crafting station blocks, upgrades, and station-aware crafting screens
- Nearby-storage ingredient lookup and local
Craft Radiusrules - Gear upgrade recipes,
Etch Scrolls, andEtchingapplication flow - Mount and tack registries
- Grapnel items and custom traversal behavior
- Death retention rules and any non-item-loss penalty handling
- Fortification tiers, breach timings, and hostile-mob structure-damage rules
- Controller-safe custom UI for project systems
- Custom loot tables that must be code-aware
- Biome challenge logic if pack tooling is not enough
- Regional mob mutation logic
- Worldshift and Stormfront state management
Use KubeJS or datapacks for:
- Recipe edits
- Loot tweaks
- Structure pool tuning
- Quest unlock glue
- Minor balance passes
- Some event scheduling and spawn weight tuning
Use pack mods for:
- Quest UI
- Loot instancing
- Travel nodes
- Equipment slot framework if adopted
- Recipe browser
- Recipe browsing and discovery support around the custom station ladder
- Base structure scaffolding
Design Constraints
- Do not let generic content mods flood the progression with irrelevant gear
- Do not add multiple mods that solve the same loot or travel problem
- Do not start by implementing settlement automation before the exploration loop works
- Keep multiplayer deterministic where progression is shared
- Do not outsource the mount system to a random pack mod if it defines the project identity