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, and Sapphire are 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 minerals
  • Custom mined ores and crystals
  • Biome drops and harvestables
  • Essences and boss-grade conversion materials
  • Breach 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
  • Etchings and 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, and diamond mining 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
  • Emerald and Obsidian should not be flavor-only side branches
  • Emerald, Quartz, Ruby, and Sapphire should 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 + gem for staffs and bone or string + gem for 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 Emerald entry veins using vanilla Emerald Ore
  • authored Rough Quartz entry veins using vanilla Nether Quartz Ore
  • Emerald forged-band armor, tool, and sword line
  • Quartz forged-band armor, tool, and sword line
  • Ruby gemforged armor, tool, and sword line
  • Sapphire gemforged 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, and Sapphire Frost Focus
  • Rootshard Ore
  • Ruby Ore
  • Sapphire Ore
  • Life Quartz Ore
  • Runestone Ore
  • Void Shard Ore
  • Tungsten Ore
  • Glacial Ore
  • Mycelium Ore
  • Ancient Fossil Ore
  • Ivy Stone Ore
  • Shadow Quartz Ore
  • Cryostone Ore
  • Pearlescent Diamond Ore
  • Omni-Crystal Ore
  • Sunmetal Ore
  • Moonglass Ore
  • Prismstone Ore
  • Greenwake Resin
  • Ruby
  • Sapphire
  • Rootshard
  • Life Quartz
  • Runestone
  • Void Shard
  • Tungsten
  • Glacial
  • Mycelium
  • Ancient Fossil
  • Ivy Stone
  • Shadow Quartz
  • Cryostone
  • Pearlescent Diamond
  • Omni-Crystal
  • Sunmetal
  • Moonglass
  • Prismstone
  • Resin 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