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Decision Register
This page turns major design calls into explicit Locked, Open, or Later decisions so the review can focus on real contradictions instead of fuzzy wording.
Status: Active
This page turns major design calls into explicit Locked, Open, or Later decisions so the review can focus on real contradictions instead of fuzzy wording.
Status Meaning
Locked: approved for review and implementation planningOpen: unresolved and needs a real choice before or during implementation planningLater: intentionally deferred and not a blocker for the first implementation pass
Locked
| Area | Decision | Canonical Page | Notes |
|---|---|---|---|
| Platform | Baseline stays on Minecraft 1.21.1 plus NeoForge |
Standards | Change this only intentionally and globally |
| Distribution | Use CurseForge client sharing plus Crafty server import |
Project Contract | Private-play workflow is part of the baseline |
| Product split | Build a pack plus a custom core mod | Architecture | Pack solves infrastructure, mod owns identity |
| Experience | The project is adventure-first and phase-complete | Project Contract | Review should reject grindy drift |
| Controller | Normal play must work on a PS5 DualSense |
Controller and Map | Mouse or keyboard cannot be required for routine play |
| Map stack | Lock the map baseline to Xaero's Minimap, Xaero's World Map, and Open Parties and Claims |
Pack Baseline | This is the current co-op map baseline |
| Controller baseline | Lock controller support to Controlify for the first pack pass |
Pack Baseline | Current best fit for DualSense-first play |
| Quest baseline | Lock quest infrastructure to FTB Quests |
Pack Baseline | Mainline readability depends on a stable quest layer |
| Recipe baseline | Lock recipe browsing to EMI |
Pack Baseline | Needed for station visibility and discovery |
| Pack glue | Lock scripting and loot tuning baseline to KubeJS and Lootr |
Pack Baseline | Co-op loot fairness and pack glue are not optional |
| Crafting | Stations must support nearby-storage crafting inside a local Craft Radius of 16 blocks in all directions for the first implementation pass |
Crafting and Stations | Valid container rules and multiplayer edge cases can still evolve |
| Gear | Progression gear is non-breaking and upgrade-driven | Gear and Etchings | Repair churn is out |
| Etchings | Etch Scrolls are the main readable enchantment layer |
Gear and Etchings | Vanilla enchanting is not the main loop |
| Loot | Mobs, elites, chests, and bosses must all feed real progression | Loot and Rewards | Filler junk is not acceptable |
| Boss flow | Boss summons must be thematic and easier to repeat after first discovery | Boss Summons | Strong Necesse lesson preserved |
| Death | Players keep inventory and experience on death | Death and Shelter | Failure pressure comes from position and momentum |
| Shelter | Normal hostile mobs do not randomly grief the world | Death and Shelter | Pressure goes through fortification rules |
| Mounts | Mounts are a first-class pillar, not optional garnish | Mounts | Traversal is part of the product identity |
| Mount fantasies | Broomstick, slime mount, and dragon mount are required fantasies | Mounts | Exact unlock path can vary |
| Companion mount | The chonky cat line is in scope as an optional side feature |
Mounts | Exact growth tuning is still open |
| World structure | Living caves, sky routes, Nether frontiers, and breach realms are all part of the ladder | World Structure | Minecraft's verticality must matter |
| World scale | The main chonkycraft:adventure overworld should use large biomes settings |
Crafty Server Workflow | The first shared world should feel like broad regional frontiers, not tight biome churn |
| World progression | Overworld progression should be soft and radial, with early landmarks and ore families weighted toward spawn and stronger families weighted farther out | World Structure | Use noisy bands and exceptions, not perfect rings |
| World timing | First Worldshift happens after Phase 07; breach escalation begins after Phase 13 |
Progression | Exact rule set inside those milestones is still open |
| Shared world size | The first long-lived shared server world should target an effective circular play radius of 4096 blocks |
Crafty Server Workflow | Actual border enforcement and pregeneration still wait for the fuller worldgen pass; vanilla border shape is square |
| Art direction | Custom textures must stay visually native to vanilla Minecraft | Standards | No imported-looking art drift |
| Naming | Player-facing names must stay original to this project | Project Contract | Source names belong on influence pages only |
Open
| Area | Decision | Primary Page | Why It Is Still Open |
|---|---|---|---|
| Travel utility | Whether Waystones belongs in the first pack pass |
Pack Baseline | Useful, but it changes travel feel enough to require validation |
| Map integration | Whether Xaero's Minimap and Waystones Compatibility is worth keeping |
Pack Baseline | Depends on the Waystones call |
| Equipment framework | Use a custom in-mod relic slot layer for the first pass | Pack Baseline | This keeps relic progression under direct mod control and avoids external slot dependency during the main implementation burn-down |
| Combat feel | Whether Better Combat helps or hurts boss readability |
Pack Baseline | Must be judged by actual feel, not only features |
| Structure scaffolding | Whether to use YUNG's Better Dungeons, When Dungeons Arise, both, or neither during early implementation |
Pack Baseline | Structure density and tuning still need testing |
| Craft radius | Exact valid container list and multiplayer edge rules around the locked 16 block Craft Radius |
Crafting and Stations | The radius itself is now locked for the first pass |
| Chonky cat tuning | Exact Chonk Stage curve, valid foods, ride threshold, and ownership rules |
Mounts | Feature is locked; balance is not |
| Worldshift mechanics | Exact enemy, loot, and biome-refresh rule set for each Worldshift stage |
Stormfronts | Milestone timing is locked, content details are not |
| Endgame roster | Exact breach-realm sub-roster and otherworld realm expansion beyond the current phase ladder | World Structure | The broad ladder is clear; the roster is not fully enumerated |
Later
| Area | Decision | Primary Page | Why It Can Wait |
|---|---|---|---|
| Settlement depth | Full settlement automation and colonist-style depth | Systems | Adventure density is the earlier problem to solve |
| Decorative pass | Full decorative and furniture inventory | Backlog | Gameplay-critical content comes first |
| Public packaging | Public-facing release packaging and distribution flow | Crafty Server Workflow | Private client and server sharing is enough for early playtests |