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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 planning
  • Open: unresolved and needs a real choice before or during implementation planning
  • Later: 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