# Thoryx: Rearmed > Planning & modlist doc — work in progress toward an alpha release. --- ## Vision Slow but approachable. Building-focused. Exploration-driven. Tech is optional, not mandatory — a no-tech playstyle should stay fully viable. Something for everyone: - 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. --- ## World - 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 --- ## 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 --- ## 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 --- ## Mod List 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 - [ ] 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 (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: 2026-09-07*