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Thoryx--Rearmed/Thoryx-Rearmed.md
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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 — 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