Source of truth for the current Towns & Kingdoms 3 mod stack.

Target: Minecraft 1.21.1 / NeoForge

Status rules

  • Core = selected as part of the current T&K3 foundation.
  • Integration = intended compatibility/progression bridge between selected core mods.
  • Dependency = library required by one or more selected mods.
  • Candidate = useful, but still needs an in-pack test before it becomes part of the stable baseline.
  • Exact jar versions will be pinned when the first assembled test instance is built.
  • T&K2 scripts/configs/assets are historical reference only and must not be copied into T&K3.

Core mods

Progression

  • FTB Quests
  • AStages
  • End Remastered

Character / RPG

  • Passive Skill Tree (NeoForge)

Combat

  • Epic Fight
  • Weapons of Miracles
  • Simply Swords

Decision: Epic Fight compatibility/movesets for the T&K3 core stack will be maintained by T&K3 itself. Do not add a generic community Epic Fight compatibility pack to the baseline.

Gear & Loot

  • Apotheosis

Magic

  • Ars Nouveau
  • Iron's Spells 'n Spellbooks
  • Iron’s Gems ’n Jewelry

Engineering & Automation

  • Mekanism Tools
  • Slice & Dice
  • Aquatic Ambitions
  • Hypertubes
  • Mekanism Tools
  • Slice & Dice
  • Aquatic Ambitions
  • Hypertubes
  • Mekanism Tools
  • Slice & Dice
  • Aquatic Ambitions
  • Hypertubes
  • Create
  • Create Aeronautics
  • Mekanism
  • Mekanism Generators
  • Applied Energistics 2 (AE2)
  • Create: Enchantment Industry

Bosses & Mobs

  • Cataclysm
  • Alex's Mobs (1.21.1 NeoForge community port)
  • Alex's Caves (1.21.1 NeoForge community port)
  • Ice and Fire: Community Edition
  • Bosses' Rise - Epic Souls-like Boss Fights
  • Mowzie's Mobs

Exploration & World

Overworld — temporary definitive worldgen baseline

  • FreeTerraForged — terrain / macro-landform generator
  • Alex's Caves — cave biomes and underground exploration
  • Biomes O' Plenty
  • Oh The Biomes We've Gone (BWG)
  • Upgrade Aquatic
  • Atmospheric
  • Autumnity
  • Environmental
  • [Let's Do] BloomingNature

Decision: FreeTerraForged replaces ReTerraForged as the primary T&K3 terrain candidate. BOP + BWG provide the large biome libraries; Team Abnormals and BloomingNature provide smaller, more refined ecosystem/vanilla-biome layers.

Dimension rule: BOP's Nether/End biome injection must be treated separately from its Overworld role. Nether and End biome generation may be disabled if the dedicated dimension stack uses BetterNether/BetterEnd or another custom biome source.

Overworld dungeons & structures — temporary definitive baseline

  • Integrated Dungeons & Structures (IDAS)
  • Integrated Dungeons Arise (IDA)
  • Integrated Cataclysm
  • Integrated Stronghold
  • YUNG's Better Dungeons
  • Dungeons & Taverns

Dungeon balance rule: Large IDAS/IDA/Create-heavy structures must be configured substantially rarer than default where necessary. Major structures are intended to be discoveries, not common sources of free Create progression materials. Integrated mob pools and T&K3 LootJS/AStages rules may be used to keep dungeon difficulty and rewards aligned with progression.

Dimensions

  • The Twilight Forest

End — selected test stack

  • BetterEnd: New Dawn — primary End biome/content layer, including the main island and End-city ecosystem
  • Nullscape — terrain-layer candidate
  • YUNG's Better End Island — rejected for T&K3; unnecessary overlap with BetterEnd
  • End's Phantasm — rejected for T&K3

Nether — selected test stack

  • Amplified Nether — terrain layer
  • BetterNether: New Dawn — primary Nether biome/content layer
  • YUNG's Better Nether Fortresses — selected fortress overhaul; includes built-in optional Create compatibility
  • Gardens of the Dead — rejected for T&K3

Structure direction: BetterEnd remains the primary End overhaul rather than stacking another main-island overhaul on top of it. For the Nether, YUNG's Better Nether Fortresses replaces the vanilla fortress experience without taking ownership of the entire Nether biome source. Supplemental End/Nether structure mods should add exploration without replacing the selected biome/terrain layers.

Towns & Kingdoms

  • MineColonies
  • Additional kingdom/town systems TBD

Decision: MineColonies is the selected settlement/kingdom system for T&K3. MCA Reborn was only considered during early T&K3 planning and is not part of the current baseline.

Travel

  • Waystones

Multiplayer / Claims

  • FTB Chunks
  • FTB Teams

Integration / Scripting

  • KubeJS
  • ProbeJS
  • LootJS

Economy

  • TBD - review on the main development PC

Optimization — temporary definitive baseline

  • Sodium
  • Lithium
  • ModernFix
  • FerriteCore
  • ImmediatelyFast
  • Entity Culling
  • BadOptimizations
  • Dynamic FPS
  • AllTheLeaks
  • Clumps
  • FastSuite
  • spark
  • Chunky

Optimization rule: This is the conservative selected baseline. More invasive worldgen/threading/network optimizers such as C2ME, Noisium, ScalableLux, Alternate Current and Krypton Reno are not part of the temporary definitive baseline and may only be added after isolated regression testing.

Quality of Life — temporary definitive baseline

  • JEI
  • Jade
  • Jade Addons
  • AppleSkin
  • Mouse Tweaks
  • Controlling
  • Shulker Box Tooltip
  • Lootr
  • Iris
  • BetterF3

QoL rule: Explorer's Compass is not used because direct structure locating conflicts with T&K3's exploration design. Lootr handles normal multiplayer structure loot; progression-critical rewards remain controlled by T&K3 progression/loot rules.


Selected Create / technology integrations

The updated progression selection uses the following integrations. Exact recipe routes and chapters are recorded in Mods & tiers.

  • Create
  • Enchantment Industry
  • Slice & Dice
  • Crafts & Additions
  • MineColonies Link
  • Sophisticated Storage Create Integration
  • Create: Ars Nouveau Compat
  • Dragons Plus
  • Aeronautics
  • Compat Core
  • Hypertubes
  • Wizardry
  • Aquatic Ambitions
  • Mekanism
  • Mekanism Generators
  • Mekanism Tools
  • Aeronautics Mekanism Compat
  • Applied Energistics 2
  • Applied Mekanistics
  • KubeJS Ponder
  • LootJS
  • KubeJS Tweaks
  • KubeJS Curios
  • KubeJS Iron’s Spells
  • KubeJS Mekanism
  • KubeJS Ars Nouveau
  • Applied KubeJS
  • Create Heat JS
  • KubeJS Create

Progression / compatibility integrations

Stages / FTB

  • FTB XMod Compat
  • AStages FTB Quests
  • AStages Curios

Magic / content bridges

  • Ars Creo
  • Create: Ars Nouveau Compat
  • Create: Wizardry
  • Iron’s Gems ’n Jewelry

Apotheosis bridges

  • Apotheosis x Iron's Spellbooks Compat
  • Apothic Compats
  • Apothic Category Compat

MineColonies bridges

  • MineColonies: Epicfied (Epic Colonies) — candidate / primary test; preferred richer Epic Fight integration if it proves stable with the locked Epic Fight + MineColonies versions
  • Epic Fight X Minecolonies Compat — fallback candidate; simpler compatibility bridge if Epic Colonies shows version, animation or stability issues
  • Create: MineColonies Link — selected; connects MineColonies supply requests to Create logistics
  • Compatibility addon for MineColonies — candidate / high priority test; relevant because it includes compatibility for Create, Applied Energistics 2 and Ars Nouveau
  • Tweaks addon for MineColonies — candidate / paired compatibility test

Compatibility rule: Never load Epic Colonies and Epic Fight X Minecolonies Compat together. Epic Colonies is the primary test candidate; Epic Fight X remains the fallback. Lock the exact Epic Fight + MineColonies versions only after a dedicated combat, raid, animation and multiplayer regression test.

Create Aeronautics / Sable bridges

  • Create Aeronautics: FTB Chunks Compat
  • Create Aeronautics: Mekanism Compatibility
  • Ars Sable
  • Waystones: Sable
  • IronSable - candidate; test before locking

Required libraries / dependencies

Install only the 1.21.1 NeoForge variants required by the selected mod versions. Transitive dependency versions are pinned with the first assembled test instance.

FTB stack

  • Architectury API
  • FTB Library

Apotheosis stack

  • Placebo
  • Patchouli
  • Apothic Attributes
  • Apothic Spawners
  • Apothic Enchanting

Iron's Spells stack

  • Curios API
  • GeckoLib
  • Iron's Lib
  • playerAnimator

Create Aeronautics

  • Create
  • Sable

Alex's Mobs / Alex's Caves ports

  • Citadel (Unofficial Port)

MineColonies

  • Structurize
  • Multi-Piston
  • BlockUI
  • Domum Ornamentum

Integrated structure stack

  • Integrated API

YUNG's Better mods

  • YUNG's API

Other shared libraries

  • Lionfish API
  • Jupiter
  • Uranus
  • Balm
  • Rhino
  • Better Advanced Tooltips
  • Fzzy Config
  • Simply Tooltips

Important integration decisions

Progression

FTB Quests is the visible campaign/progression layer. AStages provides actual gameplay locks so recipes, machines, items, equipment slots and major systems cannot be bypassed by gifting or finding late-game items.

End Remastered is part of the End-access progression. Boss kills and other milestones can be used to gate required Eyes and End access.

Create + Mekanism + AE2

Create remains the compact mechanical/processing backbone. Mekanism begins in chapter 4 alongside AE2; advanced factories follow End access in chapter 5.

Applied Energistics 2 starts with the chapter 4 network and grows through chemical, spatial and quantum logistics. AE2 should support the production chain rather than replace the intended Create/Mekanism processing progression.

Create Crafts & Additions must be progression-gated so the Alternator / Electric Motor loop does not bypass intended power progression.

Magic

Iron's Spells is primarily the combat-spellcasting system.

Ars Nouveau is primarily the arcane crafting/processing/automation system.

Cross-mod recipes should intentionally connect Create, Ars Nouveau, Iron's Spells and boss progression rather than letting each mod remain a separate progression island.

Apotheosis

Apotheosis is the affix/gem/socket/salvage framework, but its default progression and balance will be customized for T&K3.

T&K3 rarity forging, reinforcement and Unique weapon evolution are separate custom systems built around KubeJS/Create/magic/boss progression.

Boss progression

Major bosses can unlock permanent reusable processing catalysts. Boss defeat stages provide permission; physical catalysts provide production capacity.

Repeated boss kills should generally increase throughput or access to additional catalyst copies rather than being mandatory consumable grind.

Epic Fight

Epic Fight is the combat framework.

Compatibility for T&K3-selected weapons, mobs and bosses will be maintained with custom T&K3 datapack/KubeJS/resource work where possible instead of depending on a generic external Epic Fight compatibility pack.

MineColonies

MineColonies is the primary T&K3 settlement/kingdom system. MCA Reborn was only an early T&K3 candidate and is not part of the baseline.

Create: MineColonies Link is selected so colony supply requests can become part of the Create logistics network instead of remaining a separate manual resource loop.

Epic Colonies is the primary MineColonies ↔ Epic Fight test candidate because it provides the richer citizen/animation integration. Epic Fight X Minecolonies Compat remains the simpler fallback if Epic Colonies causes version, animation, rendering or server stability issues. The two bridge mods must never be installed together.

Multiplayer performance baseline — initial test values

These limits are the starting point for dedicated-server testing, not permanent maximums:

  • maxcitizenpercolony = 100
  • maxColonySize = 12 chunks radius
  • minColonyDistance = 12 chunks
  • forceloadcolony = false
  • pathNodeLimitMultiplier = 1
  • maxRaiders = 40
  • one active colony per player/team as the default server rule
  • do not permanently force-load complete colonies through FTB Chunks in the default server profile

The citizen cap can be raised toward 125–150 only after multiplayer profiling shows enough tick-time headroom. Epic Fight-enabled guards/raiders make entity-heavy raids especially important to profile. Prefer spark profiling before increasing limits.

Aeronautics

Create Aeronautics is intended as a meaningful travel/engineering progression system.

FTB Chunks protection, Sable sublevel behavior, Mekanism machines, magic interactions and teleportation must be explicitly tested before the first multiplayer baseline is considered stable.


Open sections

The following are intentionally not finalized yet:

  • final Nether structure density / supplemental structures
  • final End structure density / supplemental structures
  • Nullscape final compatibility decision
  • Economy
  • Additional Towns & Kingdoms systems
  • Additional Create addons
  • Final version pins
  • Final Epic Fight moveset compatibility matrix

Do not fill these with random content mods just to make the list larger. Each addition should have a clear role in progression, worldbuilding, integration or multiplayer.

  • Architect’s Palette

  • Sophisticated Storage

  • Sophisticated Backpacks

  • Farmer’s Delight

  • Chipped

  • Amendments

  • Supplementaries