Wiki

Backlog

This page tracks what still needs to be expanded before full implementation parity is realistic.

Status: Active

This page tracks what still needs to be expanded before full implementation parity is realistic.

Research Backlog

  • Expand the first custom relic-slot baseline into a full relic registry with effect summaries, phase placement, and fusion branches
  • Build a full boss summon-item registry
  • Build the per-phase boss summon registry with first-kill and re-fight rules
  • Build an item-by-item recipe inventory for required progression materials
  • Tune the implemented ore registry into a per-phase balance table with exact worldgen rules, outputs, station use, and recipe consumption
  • Build the full station ladder with recipe families, unlock rules, and upgrade materials
  • Define the nearby-storage crafting valid container list, cache strategy, and remaining Craft Radius edge behavior
  • Expand the implemented frontier Etch Scroll and Etching baseline into the full family registry by phase and gear type
  • Expand the first live Field Anvil etch-targeting baseline beyond the current Edge, Ward, Stride, and Call application flow
  • Expand the first live Field Anvil same-item upgrade baseline beyond the current weapon, utility, relic, and mobility items
  • Build the full gear-capability ladder for jump, speed, glide, hover, and flight support
  • Build the loot-family registry for regional mobs, elites, chests, and boss reward bundles
  • Build the full Stormfront registry with triggers, phases, drops, and boss tie-ins
  • Build the full Fortification Tier ladder for doors, gates, fences, walls, and event pressure
  • Expand outpost recruitment, shop, and service mapping
  • Expand Field Guide rewards into a Minecraft side-objective plan
  • Inventory decorative and furniture content only after gameplay-critical content is mapped
  • Build the full mount ladder with stats, unlocks, tack, and combat rules
  • Place the broomstick, slime, and dragon mount lines into exact phases and unlock paths
  • Tune the implemented chonky-cat feeding curve, ride feel, and utility identity after controller and co-op playtests
  • Build the grapnel ladder and structure interactions
  • Define the exact enemy, loot, and biome-refresh rules for the first and second Worldshift stages
  • Expand the implemented custom biome preset and current vertical landmark batch beyond the current sky_frontier, high_sky_frontier, mirror_frontier, Nether-frontier, and shardwilds layers into more specific low-sky route bands, later otherworld families, and stronger biome ownership inside those later spaces
  • Define which phases get dedicated sky bosses, Nether elites, and realm unlocks

Pack Backlog

  • Compatibility test all candidate pack mods together on NeoForge 1.21.1
  • Expand the tracked FTB Quests scaffold beyond the current Greenwake, Frostweb, Black Archive, Windplain Cairns, Mireglass Pools, Sunscar Dunes, Blackwake Reach, Underbriar Depths, Deep Rime, Hollowstep, Rotwarren, Ember Vaults, Starwell Temple, Auric Gauntlet, Velvet Eclipse, Prismwyrm, and Horizon Split chapters
  • Lock the first client-config baseline for the chosen minimap, controller, and recipe-browser stack
  • Decide whether Better Combat improves or conflicts with the intended boss feel
  • Decide whether YUNG's Better Dungeons or When Dungeons Arise should stay after custom structures arrive
  • Choose the final map or waypoint policy if an additional discovery mod is needed
  • Validate Controlify plus the map stack in a real DualSense-first play session
  • Validate ally-player visibility and player-head icon clarity on the final minimap stack
  • Validate recipe-browser flow against the custom station ladder before locking the pack UI
  • Validate and tune the spawn density and discovery feel of the implemented custom biome preset, Root Groves, Starter Outposts, Trail Watchfires, Ashroot Shrines, Cave Nests, Burial Hollows, Sunvault Pyramids, Skywatch Towers, Mirebarrows, Rime Cairns, White Brood Nests, Regent Rings, Murkcoil Pools, Blackwake Batteries, Ashenspires, Starwell Sanctums, Shardwild Monoliths, Script Vaults, Shadegates, Reliquary Terraces, Velvet Eclipse Courts, Prismwyrm Hollows, Frostroost Roosts, Updraft Perches, Sunveil Sundials, Glimmer Bowers, Brand Fanes, Eclipse Gardens, Rootmounds, Ivy Terraces, Rot Heaps, Archive Buttresses, Runic Outcrops, Mire Boulders, Rime Spikes, Ember Crags, Shade Knolls, Cloudmere Drifts, Stormreach Spires, Starwell Pillars, Frostroost Spires, Twilight Cairns, Moonglass Reefs, Prismstone Clusters, Shardwild Shards, Ashen Heaps, the full ore ladder, and Resin Clumps in fresh worlds

Mod Backlog

  • Expand the current custom relic-slot layer into dedicated UI, relic fusion, and clearer controller-safe slot management
  • Expand boss reward participation and per-player payout rules beyond the current Ashroot Sentinel implementation
  • Define how worldgen gates are stored and surfaced to players
  • Expand the implemented staged gateway network beyond Skyhook, Cinder, Starwell, Updraft, and Eclipse with better return logic, multiplayer safety, and later-phase gating
  • Define data-driven content tables so later phase content is cheaper to add
  • Define mount serialization, quick-summon behavior, and tack attachment logic
  • Define ownership, feeding, and multiplayer safety rules for rideable cats
  • Validate and tune the current Ember Vaults route and reward path across the Ember Vault Wayfinder, Twin Brazier Offering, Cinder Twin Sanctum landmark support, per-player Cinder Twins rewards, and Ashwing unlock flow once the merged gameplay slice is green
  • Validate and tune the current Starwell Temple route and reward path across the Starwell Wayfinder, Starwake Prism, Starved Arcanist Dais landmark support, per-player Starved Arcanist rewards, Starwell Adept spawns, and the first breach unlock handoff once the merged gameplay slice is green
  • Validate and tune the current Auric Gauntlet route and reward path across the Auric Wayfinder, Last Forge Ring, Reliquary Terrace landmark support, per-player Auric Gauntlet rewards, Sunforged Knight spawns, and the first Skyray unlock handoff once the merged gameplay slice is green
  • Validate and tune the current Velvet Eclipse route and reward path across the Velvet Wayfinder, Eclipse Loom, Velvet Eclipse Court and Eclipse Garden landmark support, per-player Velvet Eclipse rewards, Eclipse Courtier spawns, and the Duskveil Mantle unlock flow once the merged gameplay slice is green
  • Validate and tune the current Prismwyrm route and reward path across the Prismwyrm Wayfinder, Prism Lens, Prismwyrm Hollow landmark support, per-player Prismwyrm rewards, Prism Ray spawns, and the Prismplate Aegis unlock flow once the merged gameplay slice is green
  • Validate and tune the current Horizon Split route and reward path across the Horizon Wayfinder, Seam Stabilizer, Worldsplit Spike, Rift Seam landmark support, per-player Horizon Splitter rewards, Rift Tentacle and Void Gull spawns, the Void Skiff unlock flow, and the Horizon Crown capstone payoff once the merged gameplay slice is green
  • Define custom UI interaction patterns that remain fully controller-safe
  • Expand the upgraded station browsing baseline into fuller missing-material hints, category flow, and clearer quick-craft prompts
  • Define nearby-storage crafting UX, performance limits, and co-op interaction rules
  • Expand the first live Field Anvil target-slot baseline beyond the current same-item upgrades, targeted etch application, and the first preserved conversion path
  • Expand the implemented village, cave-delve, ancient-ruin, ruined-portal, and stronghold chest injections into a full phase-aware loot composition system for enemies, elites, chests, and bosses
  • Define death handling, respawn pressure, and any non-loss death penalties
  • Define hostile-mob, raid, and boss-type structure-damage rules by material and timing
  • Expand the current Greenwake runtime creature slice into the full creature bible, including later mobs, bosses, spawn rules, AI, loot tables, textures, animations, and renderers
  • Define Stormfront scheduling and scaling rules
  • Decide when landmark wayfinders should be replaced with full locateable structures and explorer-map integration
  • Tune the new soft radial spawn-band progression and gateway or landmark coverage against real exploration, then expand into stronger boss arenas and later-phase vertical layers
  • Tune the new shared-world border and pregeneration commands against a real long-lived chonkycraft:adventure save, including practical chunk-radius defaults for overworld-only versus cross-dimension preparation

Process Backlog

  • Validate the current client-sync and server-assembly scripts against a real CurseForge instance and a real NeoForge server install
  • Validate the new pack/scripts/export_curseforge_pack.py path against a real CurseForge import flow, including the generated manifest.json, pinned projectId and fileId metadata from pack/modpack-lock.json, tracked overrides, and the built ChonkyCraft jar
  • Validate the current client-sync, client-export, and server-assembly scripts together against a real CurseForge instance and a real NeoForge server install
  • Keep documenting the practical client-distribution boundary clearly in user-facing docs until third-party baseline mods have a smoother acquisition path than external CurseForge-side distribution, because the export zip still does not vendor third-party jars
  • Add release notes and versioning rules for private testing builds
  • Add testing checklists for singleplayer and 2-player co-op
  • Finalize the operating policy for the 4096 effective shared-world radius, including backup cadence, whether square border enforcement is acceptable long-term, and when to test a possible 8192 expansion
  • Expand Phase 02 through Phase 16 detail pages using Phase 01 - Greenwake as the reference shape
  • Expand canonical registries only after the gameplay-critical ladders and phase pages stay in sync for one full review pass