Phases
Phase 01 - Greenwake
This is the reference detail page for future phase pages.
Status: Playable Prototype
This is the reference detail page for future phase pages.
See also: Home, Phase Registry, Core Ladders
Current Implementation Snapshot
The repo now contains a playable prototype of this phase.
Currently implemented in code:
Trail Ledgeronboarding on first login plus shared progression flagsFrontier WorkbenchandFrontier Forgeas custom stations- nearby-storage recipe crafting around both stations with a
16block radius in all directions - early
Greenwakematerial drops from bats and cave spiders - the full
Greenwakearmor slice throughTrailcloth,Tinker Copperplate,Hearth Iron, andGilded Crest Rootshard Oreveins in Greenwake cave-content biomesResin ClumpsinRoot GrovesandCave Nestsas a real world source forGreenwake ResinRoot Grovesas surface landmarks with useful cache chestsStarter Outpostsas early hub landmarks with cache loot, a placedFrontier Workbench, fish supplies, and a resident catTrail Watchfiresas route-signposting surface landmarksAshroot Shrinesas generated boss-route landmarks with shrine cache loot and a hidden locator markerCave Nestsas underground landmarks with cache loot and exposed oreBurial Hollowsas underground landmark rooms with loot and stronger cave identity- four early archetype hooks through
Rootcleaver,Briar Longbow,Sap Scepter, andBrood Whistle Ashroot Effigysummon flow for the first boss gate, now locked to generatedRoot GrovesandAshroot ShrinesAshroot Wayfinderas a crafted boss-route item that resolves to the nearest generated shrine mapAshroot Sentinelas a real custom boss entity with a custom model, texture, arena leash, root pulses, broodling calls, and an enrage phaseAshroot Heartas a permanent life-up item with a first-phase capMossback Bond Sigilplus summon or recall behavior for the first mount reward through a real customMossback Doemount entityRootbound Walkeras the first natural Greenwake custom enemy, with biome-linked surface and cave spawns plus a spore-burst pressure tool- the first implemented
chonky catside line, with feeding-based growth, stat scaling, and ride unlock at the final stage - per-nearby-player boss reward payout for the
Ashroot Sentinelbundle /chonkycraft locate ashroot_shrineas a debug locator for shrine validation- default server rules for
keepInventoryand selective mob griefing so ordinary terrain grief is suppressed while door-breaking mobs can still pressure shelter play
Still considered prototype-level within Phase 01:
- guide-service placement and broader outpost functionality
- second and third Greenwake runtime creatures beyond the current boss, mount, and walker slice
- final custom mount movement feel polish
- fuller early utility catalog
Goal
Build the first playable proof that ChonkyCraft solves the early-game problem. Greenwake should replace vanilla drift with a clear forest-to-cave adventure loop, readable crafting upgrades, useful loot, a real first boss summon, and an immediate traversal payoff.
Locked Inputs
- Band:
Frontier - Main spaces: forest surface, living caves, starter outpost, root-choked groves
- Boss gate:
Ashroot Sentinel - Traversal unlock:
Mossback Doe - Station milestone: establish
WorkbenchandForge - World-state unlock: none beyond the first quest chapter and boss clear
Scope
- Forest surface loop with readable cave entry points
- One starter outpost or village-edge hub with guide services
- Living cave content that already feels inhabited, not empty strip-mining space
- One first-boss summon path tied directly to Greenwake ecology
- Early shelter pressure that teaches doors, fences, and weak-entry defense without random grief
- Optional
chonky catfeeding line for any tamed vanilla cat the player raises during Greenwake
Player Loop
- Reach the starter outpost and receive the first
Trail Ledgergoal. - Gather base materials and fight through living cave pockets for the first real gear upgrades.
- Learn the first summon path from biome clues, drops, and the quest chapter.
- Defeat
Ashroot Sentinel, unlock theMossback Doe, and leave Greenwake with a clear next destination.
Content Slice
Materials
- Copper
- Iron
- Gold
- Stone
- Clay
- Bat wing
- Cave spider gland
- First Greenwake-specific plant or resin material for summon and utility recipes
Armor Slice
TrailclothTinker CopperplateHearth IronGilded Crest
Weapon Support
Greenwake must already support four real archetypes:
- Melee through early copper, iron, and root-weapon lines
- Ranged through bow or thrown-weapon lines that do not feel like leftovers
- Magic through one readable early focus or wand path
- Summoning through at least one early brood or spirit-support path
Relics and Utility
- One early movement or comfort relic
- One early sustain or survivability relic
- One early archetype sidegrade relic
- Camp utility recipes that make the first outpost feel productive
Station and Upgrade Impact
Workbenchcovers starter tools, utility, cloth, light weapons, and recipe browsingForgecovers bars, armor, heavier weapons, and the first clear power step- Nearby-storage crafting must already work here so the base loop feels better than vanilla immediately
Summon Object
Current design translation:
- The first summon object should be an ecology-linked effigy or idol assembled from Greenwake surface and cave materials
- The first kill should teach that root-grove clues, cave drops, and the quest chapter all point to the same answer
- Re-fights should reuse the same theme with less friction than the first discovery
Traversal
Mossback Doeis the main progression reward- The mount should noticeably improve forest travel, hill routing, and early retreat play without invalidating grounded combat
- The
chonky catline now begins here as a side feature rather than the main phase reward - Current implementation uses
4,8, and12feed thresholds, with rideability unlocked at the final12-feed stage
Boss Design Notes
Ashroot Sentinelshould feel like an apex form of Greenwake root and cave pressure, not a disconnected imported monster- The fight should happen in a readable natural arena or root grove, not in a player-made box as the intended path
- Early vertical play should matter through root ramps, cave lips, or short hop windows, but mounted combat should not be mandatory
- The boss should drop a guaranteed reward bundle that includes immediate power and a clean pointer to the next phase
- Co-op flow must make summon use and reward payout obvious to both players
- The
Ashroot Heartshould feel like a meaningful permanent reward, not vendor trash or a stat trinket the players forget about
Pack Hooks
FTB Questschapter: first descent, first boss, first mountEMIcategories:WorkbenchandForgemust already communicate craftable, missing-material, and locked statesLootr: cave caches and root-grove chests should be instanced for both playersControlify: station flow, quest acceptance, and reward screens must remain fully navigable on aDualSense- Map stack: early cave, boss, and outpost routing should be practical with
Xaero's Minimap,Xaero's World Map, ally visibility, and theAshroot Wayfinder KubeJS: early recipes, loot weighting, and quest glue should be cheap to tune
Custom Mod Scope
- Greenwake mob mutations and loot tables
Ashroot Sentinelentity, AI, summon logic, and reward bundleAshroot Sentinel,Mossback Doe, andRootbound Walkerruntime entity registration, spawn rules, models, renderers, and texturesAshroot Shrinemarker and locator flow for boss-route mapsRoot GroveandAshroot Shrinemarker anchors so the first boss snaps to a landmark arena instead of the clicked blockAshroot Sentinelencounter scripting for arena pulses, leash behavior, brood summons, and enrageMossback Doemount unlock andBond Sigil- First custom station screens and nearby-storage ingredient lookup
- First phase quest flags and unlock messages
- First shelter-pressure tuning for soft fortifications
Contract Check
- Adventure readability: the player should know why to enter caves and how the first boss relates to the biome
- Controller and map flow: every required interaction must work on a
DualSensewithout keyboard detours - Co-op fairness: both players get clear loot, rewards, and quest progression
- Shelter and death implications: no inventory loss, no random grief, but weak doors and fences already matter
- Traversal payoff: the first mount must make exploration feel better immediately
- Useful loot and summon clarity: normal mobs, caves, and the first boss all need to drop things that matter
Definition of Done
- The first quest chapter can be completed cleanly in two-player co-op
- The first outpost, cave loop, and boss summon path are understandable without external wiki help
- Each of the four archetypes has at least one worthwhile path
WorkbenchandForgealready show readable recipe states and use nearby storageAshroot Sentinelhas a stable arena and a meaningful reward bundleMossback Doeis immediately useful and worth summoning- First-night shelter pressure is readable and does not rely on random terrain destruction
Open Questions
- Which container blocks count inside the locked
16blockCraft Radiusin Greenwake - Exact early relic roster and whether one relic comes from caves or the first boss
- Whether later boss-route maps should stay POI-based or graduate to full locateable structures