Update modlist and alpha checklist

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2026-09-07 11:52:04 +02:00
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## Vision
Thoryx: Rearmed is a spinoff of the original Thoryx modpack, shifting focus:
Slow but approachable. Building-focused. Exploration-driven. Tech is optional, not mandatory — a no-tech playstyle should stay fully viable.
- **Gun-focused** combat/progression (new direction, not in original Thoryx)
- **Cozy features** — slower, comfier gameplay elements
- **Exploration** — more emphasis on world exploration
- Keeps **some elements from the original Thoryx** (tech-heavy Create-based pack)
Something for everyone:
Goal: get an alpha build together to share with the community for feedback.
- Farming
- Bosses
- Tech
- Building
- Exploration
- Wizardry
**Balance rule:** guns and ammo should be hard to get (bunkers, not crafting benches — military-grade guns stay uncraftable). Farming and survival play should be highly rewarding by comparison.
---
## Carried over from original Thoryx
## World
Background from the original Thoryx server, for reference while deciding what to keep:
- Large, dramatic biomes with steep cliffs
- One slightly elevated island to keep the player base grouped together
- Large rivers and open travel routes
- **Nether** — stays dangerous and active (Atmospheric Nether + Hellish Trials)
- **End** — barren and simple at first, complex structures hidden deeper in (End's Phantasm + Nullscape)
- **Overworld** — Lithosphere + C2ME, notick disabled, cliffs tuned steeper than default
- Base: NeoForge 1.21.1, Create-heavy tech modpack
- Known for deep tech progression, Create automation, Mekanism (fusion reactors etc.), Ars Nouveau
- Known problem areas from Season 2B (worth checking early if reusing these mods):
---
## Tech
Keep it simple and flexible — this is the optional path, not the main event.
- RF-based systems as the baseline
- Mekanism generators
- Simplified TFMG
- Create (core)
- CC: Tweaked
- Diesel generators — phased out
---
## Magic
Should feel distinct from Ars, and complement exploration rather than take it over.
- Iron's Spells 'n Spellbooks (+ Iron's Lib)
- Cataclysm: Spellbooks
- GTBC's Cataclysmic Boss UI
- Easy world-shaping magic tools
Note: magic mods end up expanding exploration and progression too — that's fine, it strengthens the pack's identity rather than diluting it.
---
## Exploration
- Village overhaul (Integrated Villages)
- Bunkers as the gun-acquisition method — military guns stay uncraftable
- New bosses and major encounters (L'Ender's Cataclysm, End's Phantasm)
- Travel/plane mod (Man of Many Planes)
- Dungeon/structure variety: When Dungeons Arise, YUNG's suite, Moog's structure mods
---
## Currently Working On
- [ ] Fix Cataclysm bad terrain gen
- [ ] Overhaul caves
- [ ] End city update
## Features Planned
- [ ] Farming gear + rewards
- [ ] Building gear + rewards
- [ ] Finalize tech compat (Mekanism / TFMG / Create overlap)
- [ ] Reward exploration heavily
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## Carried Over From Original Thoryx
Background from the Thoryx Season 2B server — relevant since Rearmed reuses the same base:
- NeoForge 1.21.1, Create-heavy foundation
- Known problem areas worth checking early if reusing these mods:
- NeoForge mod registration race conditions
- Mixin conflicts: Sodium/More Culling, C2ME/pipez, Saturn
- Shader loading failures (client + server)
- C2ME/Saturn/Lithium/ModernFix interaction issues
*Decide per-mod: keep, drop, or replace for Rearmed.*
---
## Mod List
### Guns / Combat
- [ ] _TBD_
### Cozy / Life
- [ ] _TBD_
### Exploration
- [ ] _TBD_
### Tech / Automation (carried from Thoryx)
- [ ] _TBD_
### Performance / Utility
- [ ] _TBD_
### Client-side only
- [ ] _TBD_
---
## Feature Ideas
- [ ] _TBD_
Full categorized list lives in **[modlist.md](./modlist.md)** — 201 mods sorted by role (Combat, Create, Tech, Magic, Exploration, World Gen, Cozy/Food, Performance, Libraries, etc).
---
## Open Questions
- [ ] Full rebuild on NeoForge 1.21.1, or new MC/loader version?
- [ ] Keep original Thoryx world tech systems (fusion, Ars Nouveau rituals) or trim for cozier pace?
- [ ] Which gun mod(s) as the combat backbone?
- [ ] Keep original Thoryx's heavier tech systems (fusion reactors, etc.) or trim further for the cozier pace?
- [ ] Final gun acquisition loop — bunker structure design, spawn rates, guard difficulty?
- [ ] Which structure mods overlap/conflict (IDAS vs When Dungeons Arise vs Moog's suite)?
---
## Alpha Checklist
- [ ] Finalize core mod list
- [ ] Test mod compatibility (watch for known conflict patterns above)
- [ ] Finalize core mod list (trim Misc/overlapping structure & Create addons)
- [ ] Test mod compatibility (watch known conflict patterns above)
- [ ] Fix Cataclysm terrain gen + cave overhaul + End city update
- [ ] Set up server instance
- [ ] Internal playtest
- [ ] Community alpha invite / feedback round
---
*Last updated: 2026-09-03*
*Last updated: 2026-09-07*