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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.
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## 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.
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## 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
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## 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
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## 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.
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## 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
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## 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
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## 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).
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## 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)?
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## 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
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*Last updated: 2026-09-07*