124 lines
3.5 KiB
Markdown
124 lines
3.5 KiB
Markdown
# Thoryx: Rearmed
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> Planning & modlist doc — work in progress toward an alpha release.
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---
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## Vision
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Slow but approachable. Building-focused. Exploration-driven. Tech is optional, not mandatory — a no-tech playstyle should stay fully viable.
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Something for everyone:
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- Farming
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- Bosses
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- Tech
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- Building
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- Exploration
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- Wizardry
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**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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---
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## World
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- Large, dramatic biomes with steep cliffs
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- One slightly elevated island to keep the player base grouped together
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- Large rivers and open travel routes
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- **Nether** — stays dangerous and active (Atmospheric Nether + Hellish Trials)
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- **End** — barren and simple at first, complex structures hidden deeper in (End's Phantasm + Nullscape)
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- **Overworld** — Lithosphere + C2ME, notick disabled, cliffs tuned steeper than default
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---
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## Tech
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Keep it simple and flexible — this is the optional path, not the main event.
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- RF-based systems as the baseline
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- Mekanism generators
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- Simplified TFMG
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- Create (core)
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- CC: Tweaked
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- Diesel generators — phased out
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---
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## Magic
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Should feel distinct from Ars, and complement exploration rather than take it over.
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- Iron's Spells 'n Spellbooks (+ Iron's Lib)
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- Cataclysm: Spellbooks
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- GTBC's Cataclysmic Boss UI
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- Easy world-shaping magic tools
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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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---
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## Exploration
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- Village overhaul (Integrated Villages)
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- Bunkers as the gun-acquisition method — military guns stay uncraftable
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- New bosses and major encounters (L'Ender's Cataclysm, End's Phantasm)
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- Travel/plane mod (Man of Many Planes)
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- Dungeon/structure variety: When Dungeons Arise, YUNG's suite, Moog's structure mods
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---
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## Currently Working On
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- [ ] Fix Cataclysm bad terrain gen
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- [ ] Overhaul caves
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- [ ] End city update
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## Features Planned
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- [ ] Farming gear + rewards
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- [ ] Building gear + rewards
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- [ ] Finalize tech compat (Mekanism / TFMG / Create overlap)
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- [ ] Reward exploration heavily
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---
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## Carried Over From Original Thoryx
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Background from the Thoryx Season 2B server — relevant since Rearmed reuses the same base:
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- NeoForge 1.21.1, Create-heavy foundation
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- Known problem areas worth checking early if reusing these mods:
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- NeoForge mod registration race conditions
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- Mixin conflicts: Sodium/More Culling, C2ME/pipez, Saturn
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- Shader loading failures (client + server)
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- C2ME/Saturn/Lithium/ModernFix interaction issues
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---
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## Mod List
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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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---
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## Open Questions
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- [ ] Keep original Thoryx's heavier tech systems (fusion reactors, etc.) or trim further for the cozier pace?
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- [ ] Final gun acquisition loop — bunker structure design, spawn rates, guard difficulty?
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- [ ] Which structure mods overlap/conflict (IDAS vs When Dungeons Arise vs Moog's suite)?
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---
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## Alpha Checklist
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- [ ] Finalize core mod list (trim Misc/overlapping structure & Create addons)
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- [ ] Test mod compatibility (watch known conflict patterns above)
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- [ ] Fix Cataclysm terrain gen + cave overhaul + End city update
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- [ ] Set up server instance
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- [ ] Internal playtest
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- [ ] Community alpha invite / feedback round
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---
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*Last updated: 2026-09-07* |