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:
EmeraldandObsidianare real equipment materials, not decorative or currency dead ends
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.
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 |
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 |
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 branches- 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
Current Implementation Note
This registry is now partially implemented in the codebase.
Currently implemented in the mod:
Rootshard OreLife Quartz OreRunestone OreVoid Shard OreTungsten OreGlacial OreMycelium OreAncient Fossil OreIvy Stone OreShadow Quartz OreCryostone OrePearlescent Diamond OreOmni-Crystal OreSunmetal OreMoonglass OrePrismstone OreGreenwake ResinRootshardLife 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 remaining gap is not ore existence, it is progression use: recipes, gear lines, station integration, and balance still need to catch up to the material roster