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Project Contract
This page is the non negotiable contract for review and implementation. If another page drifts away from these rules, fix the docs before treating the drift as real design.
Status: Active
This page is the non-negotiable contract for review and implementation. If another page drifts away from these rules, fix the docs before treating the drift as real design.
Experience Contract
- The game must stay adventure-first, not chore-first.
- The player should usually know the next useful goal without external wiki help.
- The game should feel fun, challenging, rewarding, and readable without needing deep optimization math.
- Each implementation phase must feel complete enough to play in co-op on its own.
World Contract
ChonkyCraftmust make Minecraft's 3D space matter through living caves, sky routes, Nether frontiers, and later breach or otherworld spaces.- Progression must keep opening new layers instead of flattening into one best farming zone.
Worldshiftmust refresh earlier biomes so old regions do not die after their first clear.
Progression Contract
- Bosses gate the mainline ladder.
- Boss summons must be thematic, readable, and easier to repeat after first discovery.
- Stations must expose what the player can craft, what is missing, and what is still locked.
- Nearby-storage crafting is required, but it must stay local and readable instead of becoming infinite magic storage by default.
- Progression loot from mobs, elites, chests, and bosses must feed real gear, relic, summon, mount, or upgrade goals.
Gear Contract
- Crafted progression gear should not break under ordinary play.
- Gear value must come from crafting, upgrading, and
Etchings, not from repair churn. - Gear should grant useful capabilities such as better jumps, stronger movement, gliding, hovering, and later controlled flight where the ladder allows it.
- The project must not lean on vanilla enchanting-table randomness as the main gear-improvement loop.
Traversal and Mount Contract
- Mounts are a first-class progression pillar.
- Every phase or major progression band must add a traversal payoff through a mount, tack, grapnel, wayshrine, or equivalent route unlock.
- The project must satisfy the broomstick, slime-mount, and dragon-mount fantasies in its own style.
- The
chonky catline is a required side feature, but it must stay optional and not replace the main mount ladder.
Co-op and Interface Contract
- Normal play must be fully workable on a
PS5 DualSense. - Keyboard and mouse should not be required for ordinary play.
- A persistent minimap, a fullscreen world map, and manual waypoints are required.
- Co-op allies should appear clearly on the map stack, preferably as proper skin-face or player-head icons.
- Loot, unlocks, and late-joiner flow must stay co-op friendly.
Failure and Shelter Contract
- Death must not drop inventory.
- Death must not remove experience.
- Normal hostile mobs must not randomly grief player terrain or builds.
- Structural pressure should come through readable fortification rules around doors, gates, fences, and other weak entries.
- Stronger materials must buy more time against pressure.
Identity and Art Contract
- Player-facing names must be original to this project.
- Necesse and Terraria are influence sources, not naming templates.
- Existing Minecraft mobs should be remixed into regional variants before replacing them with unrelated creatures.
- Custom textures must stay visually native to vanilla Minecraft.
Implementation Contract
- Until changed intentionally, the implementation baseline is
Minecraft 1.21.1,NeoForge,CurseForge, andCrafty. - The product split is a
CurseForge-first packplus acustom core mod, with a prepared dedicated-server export. - The pack should solve infrastructure problems; the custom mod should own the progression identity.
- If code or configs disagree with the docs, update the docs first or in the same change.
Red Lines
- No durability-tax progression loop
- No clone naming from Necesse or Terraria
- No kitchen-sink content stack that floods the ladder with unrelated gear
- No mouse-only custom UI
- No opaque recipe chains that require external spreadsheet play
- No random terrain grief as the main danger model