Wiki
Ore Registry
This page is the current canonical ore and mined material registry for ChonkyCraft.
Status: Active
This page is the current canonical ore and mined-material registry for ChonkyCraft.
Use this page when deciding:
- which world materials exist
- which phases they belong to
- whether a material is meant for armor, tools, weapons, relics, or upgrades
- whether a material is mined, boss-earned, or event-earned
If another page mentions a material ladder more loosely, this page wins.
Core Rule
ChonkyCraft should have a materially richer progression than vanilla Minecraft.
That means:
- more mined materials than vanilla progression normally uses
- real reasons to care about multiple ore families instead of collapsing into one best bar
- support for both custom materials and reactivated vanilla materials
- readable regional identity instead of random material clutter
One explicit rule is now locked:
Emerald,Quartz,Ruby, andSapphireare real equipment materials, not decorative or ingredient dead ends- phase bands and harvest bands are separate concepts
- the previous harvest band must always be able to mine the entry materials of the next band, so progression never becomes circular
Material Families
The ladder uses five broad types:
Vanilla core metals and mineralsCustom mined ores and crystalsBiome drops and harvestablesEssences and boss-grade conversion materialsBreach and stormfront prestige materials
Only some of these are literal ore blocks, but all of them belong to the progression material ladder.
Harvest Bands
Harvest bands answer one question:
can this tool mine this block at all
They are not the same thing as phase bands.
- Phase bands answer where a material belongs in the adventure ladder
- Harvest bands answer which tool families can break and claim that material
- Materials inside the same harvest band should still differ through speed, durability, enchantability, combat fit, and special identity
Etchingsand upgrade tiers should carry the more exotic specialization instead of stuffing every bonus into raw tool tier
Bootstrap Rule
Every harvest band must follow this rule:
- the previous band mines the entry ores of the next band
- the current band mines the full version of its own band
- richer or denser variants can stay gated to the current band and above
This preserves the vanilla stone -> iron -> diamond lesson and the Necesse feeling that better tools open the next material layer.
Current Harvest Ladder
| Harvest Band | Main Tool Families | What It Fully Owns | What It Boots Next |
|---|---|---|---|
Field |
Wood, Stone, Copper |
starter host stone, starter metal loop, simple regional entry ores | Iron, rough Emerald, rough Quartz, Rootshard, Runestone |
Forged |
Iron, Emerald, Quartz |
full Iron, full Emerald, full Quartz, early regional precision and utility lines |
Diamond, Ruby, Sapphire, Life Quartz, Void Shard |
Gemforged |
Diamond, Ruby, Sapphire |
full Diamond, full Ruby, full Sapphire, the first serious gem-weapon and gem-tool identities |
Cryostone, Shadow Quartz, Ivy Stone, Tungsten, Glacial, Mycelium, Ancient Fossil |
Deep |
Runestone, Cryostone, Shadow Quartz |
full deep-frontier custom mining branch and the first clearly non-vanilla miner line | Pearlescent Diamond, Sunmetal, Moonglass, Prismstone, Omni-Crystal |
Late Frontier |
Tungsten, Glacial, Mycelium, Ancient Fossil, Ivy Stone |
specialized late-frontier gathering and high-end regional craft | breach and capstone densities where needed |
Breach |
Pearlescent Diamond, Sunmetal, Moonglass, Prismstone, Omni-Crystal |
final prestige mining and capstone synthesis | end of current ladder |
First-Pass Implementation Rule
The current codebase does not yet have the full custom tool-family ladder.
So the first implementation pass should do two things:
- lock the full harvest-band design here in the docs
- approximate it in code with a real split across vanilla-style
stone,iron, anddiamondmining gates until the gem and custom tool families land
That means the current code should stop treating almost every custom ore as stone tier, even before Ruby, Sapphire, Emerald, and Quartz full tool families are implemented.
Vanilla Materials Kept Alive
These vanilla materials are explicitly allowed and intended to matter in gear, tools, upgrades, or station progress.
| Material | Current Role |
|---|---|
Copper |
Early utility metal, tools, light armor, and starter stations |
Iron |
Reliable early armor and weapon line |
Gold |
Utility, relic-adjacent, and magic-support branch |
Emerald |
Precision, trade-hunt, and agile gear branch |
Obsidian |
Heavy defense, mining, and impact-resistant gear branch |
Redstone |
Device, trigger, and active-utility upgrade material |
Lapis |
Etching, magic, and focus-support material |
Amethyst |
Resonance, relic, and projectile-support material |
Quartz |
Precision, route, and structure-linked support material |
Diamond |
High-grade core upgrade ingredient rather than the only end of progression |
Classic Gear Gems
These materials are not all vanilla, but they are now part of the locked classic gear line.
Each one should eventually support:
- a full armor set
- a full tool family
- at least one melee weapon
- at least one magic weapon
- at least one summon focus or summon support item
| Material | Harvest Band | Identity | Expected Gear Direction |
|---|---|---|---|
Emerald |
Forged |
agile, precise, trade-hunt, high-enchantability | armor, tools, spears or blades, grove or precision staff, support summon focus |
Quartz |
Forged |
ritual, light, route, stable utility | armor, tools, blades, shrine rod or beam staff, ward or spirit focus |
Ruby |
Gemforged |
aggressive, heat, burst offense | armor, tools, swords or axes, ember staff, offensive summon focus |
Sapphire |
Gemforged |
frost, focus, arcane control | armor, tools, rapiers or spears, frost wand or arcane staff, control summon focus |
These are not meant to replace the regional material roster.
They are the readable classic-material backbone that later regional materials can branch from through upgrades, fusions, relics, and specialist weapons.
Planned Mined Ore and Mineral Ladder
This is the current locked named roster for mined or mine-adjacent progression materials.
Frontier Band
| Material | Source Direction | Main Use |
|---|---|---|
Copper |
Vanilla overworld | Early armor, utility tools, and starter stations |
Iron |
Vanilla overworld and caves | Core early combat and armor line |
Gold |
Vanilla overworld and caves | Utility, focus, and relic-support recipes |
Emerald |
Villages, hills, trade pockets, and special cave pockets | Agile gear, sharp tools, and precision upgrades |
Quartz |
Nether routes, shrine caches, and pale vein pockets | Ritual gear, route tools, light-support weapons, and precise utility |
Ruby |
Windplain seams, desert or badlands pockets, and ritual cache veins | Offensive gem gear, battle-mage tools, and burst weapon upgrades |
Sapphire |
Cold seams, frost caverns, and sky-cold crystal pockets | Arcane control gear, focus tools, and frost weapon upgrades |
Obsidian |
Lavafront crafting and volcanic or ritual pockets | Heavy gear, barrier tools, and knockback-resistant lines |
Rootshard Ore |
Greenwake cave content | Greenwake weapon, summon, and station recipes |
Life Quartz |
Mireglass and swamp-adjacent cave routes | Sustain, resilience, and relic utility |
Runestone |
Windplain cairns and structure-tied caves | Martial, ritual, and arena-linked upgrades |
Void Shard |
Black Archive and structure-depth mining | Magic-heavy archive branch and void upgrades |
Deep Frontier Band
| Material | Source Direction | Main Use |
|---|---|---|
Tungsten |
Underbriar and deep forest cave routes | Heavy combat, advanced tools, and deep alloy lines |
Glacial |
Deep Rime caverns and frost seams | Cold-control weapons, brittle burst lines, and frost armor |
Mycelium |
Rotwarren and decay warrens | Bio-gear, poison, summon, and sustain branches |
Ancient Fossil |
Ember Vaults and deep desert bone strata | Spear, ranged, and ruin-linked ancient craft lines |
Ivy Stone |
Hollowstep and overgrown deep structures | Mobility, climb utility, and dryad-support conversion |
Shadow Quartz |
Underbriar shadow gates and deep void seams | Shadow upgrade branch and stealth or crit support |
Cryostone |
Deep Rime roosts and frozen veins | Cryo conversion and control-focused crafting |
Breach and Endgame Band
| Material | Source Direction | Main Use |
|---|---|---|
Pearlescent Diamond |
High breach clusters and rare sky or prism pockets | Elite synthesis and prestige gear |
Omni-Crystal |
Prism and horizon-tier spaces | Endgame conversion, relic fusion, and capstone tools |
Sunmetal |
Auric and solar breach content | Radiant offensive gear and sun-tier conversions |
Moonglass |
Velvet eclipse and moon breach content | Night-control gear and evasive high-tier lines |
Prismstone |
Prismwyrm and crystal breach content | Beam, refraction, and prestige armor support |
Non-Ore World Materials That Still Matter
These are not ore blocks, but they are still part of the material ladder and should be treated as progression-critical.
| Material | Source Direction | Main Use |
|---|---|---|
Greenwake Resin |
Greenwake mobs plus Resin Clumps |
Summons, utility, and early gear |
Cave Spider Gland |
Cave spiders and spider-biome routes | Summon and venom-support recipes |
Swamp Sludge |
Mireglass surface and cave harvestables | Resilience, poison, and skimmer gear |
Ivy Fiber |
Deep overgrowth and Hollowstep routes | Grapnels, mobility gear, and dryad-support crafting |
Ancient Char |
Ember Vaults and ash-biased structures | Fire conversion and vault upgrades |
Essence and Conversion Materials
These are not standard ores, but they are part of the later gear ladder.
| Material | Source Direction | Main Use |
|---|---|---|
Shadow Essence |
Underbriar bosses and elites | Shadow upgrades and late anvil conversions |
Cryo Essence |
Deep Rime bosses and elites | Frost upgrades and control branches |
Bio Essence |
Rotwarren bosses and elites | Bio-sustain and poison branches |
Primordial Essence |
Ember Vaults capstones | Flight, vault, and ancient conversions |
Slime Essence |
Breach slime content | Hopper and elastic branches |
Blood Essence |
Crimson breach content | Risk-reward and sustain-offense branches |
Spider Essence |
Silk breach content | Summon, silk, and trap-support branches |
Upgrade Shard |
Bosses, breaches, and rare caches | Universal upgrade currency |
Alchemy Shard |
Late structures and high-value caches | Etching and relic-support conversion |
Design Rules
- A phase should usually have at least one regional mined material and one drop or harvest material
- New mined materials should unlock real gear or station value quickly
EmeraldandObsidianshould not be flavor-only side branchesEmerald,Quartz,Ruby, andSapphireshould all become real armor, tool, melee, magic, and summon lines- Vanilla materials should stay useful without flattening the regional identity of custom materials
- Deep-band and breach-band materials should feel more specialized, not just numerically bigger
- Early classic-material weapons should support simple fusion recipes such as
wood + gemfor staffs andbone or string + gemfor summon foci - Later regional materials should often upgrade those classic gem lines instead of replacing them with unrelated loot
Current Implementation Note
This registry is now partially implemented in the codebase.
Currently implemented in the mod:
- authored
Rough Emeraldentry veins using vanillaEmerald Ore - authored
Rough Quartzentry veins using vanillaNether Quartz Ore Emeraldforged-band armor, tool, and sword lineQuartzforged-band armor, tool, and sword lineRubygemforged armor, tool, and sword lineSapphiregemforged armor, tool, and sword line- first classic gem special-weapon baseline through
Emerald Grove Staff,Quartz Shrine Rod,Ruby Ember Staff,Sapphire Frost Wand,Emerald Grove Focus,Quartz Ward Focus,Ruby Ember Idol, andSapphire Frost Focus Rootshard OreRuby OreSapphire OreLife Quartz OreRunestone OreVoid Shard OreTungsten OreGlacial OreMycelium OreAncient Fossil OreIvy Stone OreShadow Quartz OreCryostone OrePearlescent Diamond OreOmni-Crystal OreSunmetal OreMoonglass OrePrismstone OreGreenwake ResinRubySapphireRootshardLife QuartzRunestoneVoid ShardTungstenGlacialMyceliumAncient FossilIvy StoneShadow QuartzCryostonePearlescent DiamondOmni-CrystalSunmetalMoonglassPrismstoneResin Clumps
Implementation status:
- every custom ore currently has its own block texture, item texture, blockstate, models, loot table, and configured or placed feature
- ore worldgen is split across overworld stone, overworld deepslate, Nether, and End host layers
- biome modifiers are already separated by ore-family tags so regions can be tuned independently
- the first remaining gap is still progression use: recipes, gear lines, station integration, and balance need to catch up to the material roster
- the second remaining gap is harvest gating: the full harvest-band ladder is now locked here, but the code still needs deeper custom tool families beyond the current forged and gemforged classic-material baselines