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Astromancy

Concept Phase

Look up. That flat nothing Minecraft calls a night sky? Gone. Replaced with a procedurally generated universe — superclusters, galaxies, star systems, planets, moons — all running real orbital mechanics under the hood. Stars have spectral classes. Moons orbit planets that orbit stars that belong to systems you can chart, name, and eventually travel to.

Twenty-two constellations sit in that sky, cycling through visibility over the world’s calendar. They’re the Major Arcana — The Fool, Death, The Tower, The World, all of them — split across four Houses named after the tarot suits: Cups, Wands, Swords, Pentacles. Unknown constellations show as dim unnamed stars. Discover one and the connecting lines snap into place. The pattern was always there. You just couldn’t see it yet.

None of this is cosmetic. The entire mod runs on it.


Starlight is tangible here. Lumen flows from constellations in six typed forms — Constructive (building, shaping), Deconstructive (breaking, dissolving), Pure (growth, life), Denatured (energy, redstone, mechanical force), Hellish (ignition, smelting, damage), and Null. Null is the dangerous one. At low concentration it suppresses. At medium it transmutes. Crank it high enough and it tears reality apart.

Your first collection device is a Starcatcher — place it under open sky at night with Stellarite blocks around it to amplify. It pulls raw Lumen from whatever constellations are visible, but raw Lumen is an unseparated blend. Run it through a Lumen Prism to split it into typed components. No storage at this tier — the Lumen radiates outward and dissipates if you don’t use it.

The progression goes: Starcatcher (raw collection, no buffer) → Lumen Concentrator (small lossy buffer, can target specific constellations) → Star Funnel (multiblock, locks onto individual stars, dramatically higher throughput) → Stellar Conduit (endgame wormhole directly to a star, infinite supply of that star’s blend, massive Vicissim risk, no sky access needed).

Once collected, Lumen travels as visible colored beams through your builds. Luna Mirrors bounce beams at player-aimed angles, lossless. Confluences merge typed beams together. Amplifiers restore weakened beams at the cost of fuel. And the beams aren’t just transport — Lumen radiation affects the world within a few blocks of any beam. Constructive beams repair and place blocks. Deconstructive beams erode. Pure beams accelerate crop growth. Hellish beams smelt item drops mid-air. Denatured beams emit redstone signal. Null beams escalate.


Twenty-three fundamental descriptors of what matter is. Sol, Luna, Mercuria, Venutio, Martus, Jupilus, Saturis, Urania, Neptura, Plutus, Chiros, Lilithia — named for celestial archetypes. Then the mathematical ones: Conjunction, Opposition, Square, Trine, Sextile, and seven more, describing relationships between things. Each has its own symbol in a custom glyph font.

Every item has an Aspecti composition. Grind anything in a Mortar and it breaks into mixed Aspecti Slurry. Centrifuge separates the mix into pure single-type essences. Jars store them — sixteen visual fill levels, and they can be linked to Crucibles with Stellarite Dust so they auto-supply ingredients.

The Crucible is where it comes together. Toss items over a heat source, they dissolve into component Aspecti, and the right combinations produce new things. Three tiers of crafting station scale up from there — the Rugged Stellar Crucible (~3x3), the Stellar Forge (~5x5), and the endgame Astrarium. Specific Aspecti ratios and timing produce Concoctions — outputs that can be projected over an area by a Nebulizer or used to coat items with temporary effects that degrade over time.

Ordered arrangements of Aspecti form Arcana Sequences — a primary glyph, modifiers, and a terminal glyph. Discovered through experimentation, recorded in your guidebook, and used to program the Sol Gateway.


Here’s the catch. Between the cosmos and the overworld sits the Veil — a barrier holding reality together. Every star system has its own veil integrity, 1.0 down to 0.0. It decays on its own, slowly, but player actions rip it open faster. Rare Lumen extraction. Gateway activation. High-level Glyphspinning. Every powerful thing you do accelerates it.

The Vicissim is what’s on the other side. Not an entity. Not a villain. A roiling chaos so vast and alien that the lore calls it “the antithesis of order” — something that doesn’t think, doesn’t plan, simply is, and whose proximity unmakes reality.

It bleeds through in stages:

Whisper (0.75–0.50) — collection efficiency drops 10%. Ambient whisper sounds. Constellation rendering starts distorting. New Crucible recipes unlock.

Warping (0.50–0.25) — beams occasionally misfire or redirect. Sky shifts color. Passive rates drop further. Celestial wildlife becomes agitated. New Forge recipes and Aspecti mutations become available.

Bloom (0.25–0.10) — horror mobs spawn near your Lumen devices. Constellations visually warp. Concoctions sometimes produce corrupted variants. Gateways malfunction. Corrupted Aspecti — powerful but unstable — become accessible.

Amalgamation (0.10–0.0) — the sky goes wrong. Machines break down. Extreme hostile spawns. The gateway network destabilizes. Reality glitches. And the most powerful recipes in the entire mod — the Meridian Circle, reality-breaking items, things you can’t get any other way — only work here.

A Reality Anchor can stabilize local veil integrity, preventing further decay. The Meridian Circle — the mod’s capstone multiblock — can actively restore it, slowly and expensively. But restoration isn’t the point. The point is that the best stuff lives at the bottom of the horror curve, and getting there means dragging everyone on the server down with you. Per-player research. Per-world consequences.


There’s a civilization buried in the lore. The Rhuille spanned galaxies. Countless species unified under one empire, one language — Lirantisthé, forged from ten alien tongues, encoded with Glyphic syntax precise enough to command the cosmos. They built cities across star systems, stabilized dying stars, and forged gateways between galaxies.

Every act of creation drew the Vicissim closer. The empire collapsed into scattered remnants: Qor’dilthra (massive space stations), Ylthranis (glyph-inscribed stone tablets that key into other artifacts), Lyr’vala (derelict starships), Lorn’nthas (communication arrays still faintly pulsing), Thryz’lak (Void Temples guarding libraries and relics on remote worlds).

Cautionary tale and treasure map in one.


The whole mod is one system. Universe generation feeds constellation visibility. Constellation visibility determines what Lumen you can collect tonight. Lumen collection feeds Aspecti experimentation. Aspecti experimentation unlocks Arcana Sequences. Sequences program the Sol Gateway. The Gateway tears the Veil. The Veil determines what spawns, what breaks, what recipes unlock, and how dangerous your sky is. Every piece connects.

Lumen beams are simultaneously power transport and environmental effect. Aspecti are simultaneously crafting ingredients and item coatings. The Crucible is simultaneously research tool and production line. Constellations are simultaneously progression gates and aesthetic sky features. One set of systems, layered deep enough that emergent complexity comes for free.

And the Vicissim tension gives it all stakes. Safe play gets you the common stuff. Real power costs veil integrity. Veil integrity is shared. Shared consequences create stories — who pushed too far, when things went wrong, whether the server collectively stabilized or leaned into the horror and found what was waiting at the bottom.


PlatformNeoForge 1.21.1
ProgressionDiscovery → Collection → Processing → Automation → Endgame
Key SystemsProcedural universe, 22 Major Arcana constellations, 6 Lumen types, 23 Aspecti, beam physics, shared Veil corruption
StatusConcept / early development