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 Etching systems
  • 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

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 Radius rules
  • Gear upgrade recipes, Etch Scrolls, and Etching application 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