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 Ledger onboarding on first login plus shared progression flags
  • Frontier Workbench and Frontier Forge as custom stations
  • nearby-storage recipe crafting around both stations with a 16 block radius in all directions
  • early Greenwake material drops from bats and cave spiders
  • the full Greenwake armor slice through Trailcloth, Tinker Copperplate, Hearth Iron, and Gilded Crest
  • Rootshard Ore veins in Greenwake cave-content biomes
  • Resin Clumps in Root Groves and Cave Nests as a real world source for Greenwake Resin
  • Root Groves as surface landmarks with useful cache chests
  • Starter Outposts as early hub landmarks with cache loot, a placed Frontier Workbench, fish supplies, and a resident cat
  • Trail Watchfires as route-signposting surface landmarks
  • Ashroot Shrines as generated boss-route landmarks with shrine cache loot and a hidden locator marker
  • Cave Nests as underground landmarks with cache loot and exposed ore
  • Burial Hollows as underground landmark rooms with loot and stronger cave identity
  • four early archetype hooks through Rootcleaver, Briar Longbow, Sap Scepter, and Brood Whistle
  • Ashroot Effigy summon flow for the first boss gate, now locked to generated Root Groves and Ashroot Shrines
  • Ashroot Wayfinder as a crafted boss-route item that resolves to the nearest generated shrine map
  • Ashroot Sentinel as a real custom boss entity with a custom model, texture, arena leash, root pulses, broodling calls, and an enrage phase
  • Ashroot Heart as a permanent life-up item with a first-phase cap
  • Mossback Bond Sigil plus summon or recall behavior for the first mount reward through a real custom Mossback Doe mount entity
  • Rootbound Walker as the first natural Greenwake custom enemy, with biome-linked surface and cave spawns plus a spore-burst pressure tool
  • the first implemented chonky cat side line, with feeding-based growth, stat scaling, and ride unlock at the final stage
  • per-nearby-player boss reward payout for the Ashroot Sentinel bundle
  • /chonkycraft locate ashroot_shrine as a debug locator for shrine validation
  • default server rules for keepInventory and 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 Workbench and Forge
  • 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 cat feeding line for any tamed vanilla cat the player raises during Greenwake

Player Loop

  1. Reach the starter outpost and receive the first Trail Ledger goal.
  2. Gather base materials and fight through living cave pockets for the first real gear upgrades.
  3. Learn the first summon path from biome clues, drops, and the quest chapter.
  4. Defeat Ashroot Sentinel, unlock the Mossback 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

  • Trailcloth
  • Tinker Copperplate
  • Hearth Iron
  • Gilded 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

  • Workbench covers starter tools, utility, cloth, light weapons, and recipe browsing
  • Forge covers 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 Doe is the main progression reward
  • The mount should noticeably improve forest travel, hill routing, and early retreat play without invalidating grounded combat
  • The chonky cat line now begins here as a side feature rather than the main phase reward
  • Current implementation uses 4, 8, and 12 feed thresholds, with rideability unlocked at the final 12-feed stage

Boss Design Notes

  • Ashroot Sentinel should 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 Heart should feel like a meaningful permanent reward, not vendor trash or a stat trinket the players forget about

Pack Hooks

  • FTB Quests chapter: first descent, first boss, first mount
  • EMI categories: Workbench and Forge must already communicate craftable, missing-material, and locked states
  • Lootr: cave caches and root-grove chests should be instanced for both players
  • Controlify: station flow, quest acceptance, and reward screens must remain fully navigable on a DualSense
  • Map stack: early cave, boss, and outpost routing should be practical with Xaero's Minimap, Xaero's World Map, ally visibility, and the Ashroot Wayfinder
  • KubeJS: early recipes, loot weighting, and quest glue should be cheap to tune

Custom Mod Scope

  • Greenwake mob mutations and loot tables
  • Ashroot Sentinel entity, AI, summon logic, and reward bundle
  • Ashroot Sentinel, Mossback Doe, and Rootbound Walker runtime entity registration, spawn rules, models, renderers, and textures
  • Ashroot Shrine marker and locator flow for boss-route maps
  • Root Grove and Ashroot Shrine marker anchors so the first boss snaps to a landmark arena instead of the clicked block
  • Ashroot Sentinel encounter scripting for arena pulses, leash behavior, brood summons, and enrage
  • Mossback Doe mount unlock and Bond 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 DualSense without 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
  • Workbench and Forge already show readable recipe states and use nearby storage
  • Ashroot Sentinel has a stable arena and a meaningful reward bundle
  • Mossback Doe is 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 16 block Craft Radius in 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