Fluxionwiki

Guides

Mechanics, devices and worlds in the order of a fluxionist's path: from the first pinch of quickdust to the Stillness.

The guides follow the order in which a player meets them. The reference is close by: Currents, Codex of Currents, Items, Recipes.

The first path

Alchemy and artifice

The CrucibleThe heart of alchemy: how to wake the Crucible, which heat dissolves what, the rules of distillate, the catalyst and the first recipes — fluxsteel, tonics, orbs, glints and crystal seeds.The Flux WorkbenchCraft that pays with the land's flux and the currents of the place: waking, the window, shards instead of currents, drought and the Catchment, the Flux Reservoir and Charging Basin, Diviner's Spectacles, lanterns, fluxsteel gear, the fluxionist's garb, satchels and the Bundling Cord.Vessels, Siphons and DistillingThe distillate workshop: vessels and brands, vials, siphons and their fittings, the Gyre, retorts with alembics, the Holding Chamber, Separator, Mixing Vat, Brewing Tower and Abacus, bands, the Atomizer.Potion BrewingGame potions and unheard-of potions from currents: one rule for all, strength, duration, splash and lingering, the murk price; the tower and the Atomizer; guise tinctures; Current Grit and seasoning.Current GuisesA Spring tincture is a current's guise for three minutes: four Spring guises and three compound ones, weaknesses, kindred and foreign places, price and end.Artifice DevicesThe Flux Forge and its additives, the Gale Fan and brightsteel, the Molder, the Flux Mill, the Cascade and Ear Trumpet, the Fish Trap, the Updraft and Driftway, the Chart Table, the Towpath and boundary, the Grapnel, the Rune Stencil, the Memory Obelisk.Devices and machinesWhat holds for every device: the land's flux as their energy, the bed floor, the Catchment and Flux Reservoir, siphons instead of wires, the Flux Mill and other mods' energy, hoppers and pipes, windows and the Loupe, block builds, owners and guests.Gear and Gear ChargeWeapons, armor and trinkets: a role instead of "the strongest", abilities and mastery, the set move, Gear Charge, the bond of trinkets, Tuning Pegs.

Murk and the mind

The Conduit and Confluence

Workshop

Current CirclesAn ink circle on a field of Flowstone Slabs: how to draw a small and a great circle, what goes into the sockets, field deeds and rites, the Through-Circle.TotemsSixteen carved posts that lay a law on a place: creepers don't explode, fire doesn't spread, endermen don't teleport. Radius, the Gauge Crown and rims, paying with flux, the law circle.Through-MirrorsPairs of mirrors and vessels: items go into the pair, the Pocket Mirror sends from your hand, the Ender mirror opens your ender chest, the Deep Mirror steps through the glass, Linked Vessels share one level.Stand-in, Ferrystone, Swirl, Canopy and Seeping MasonryFive workshop devices: a block's face where you can't reach it; swapping two 3 × 3 × 3 cubes on a signal; pulling and driving creatures; a one-way floor; a wall that turns to water.Addition devicesThe Wellspring, Dawn and Dusk Pillars, Crystal Tapper, Murk Fumer, Cradle of Currents, Stamp Mill, current crops and crossing, Still Rye, the Self-Rising Loaf, the Still Anvil and Still Cast, the Shard Lantern and Opaline Lamp.Biome ConverterA 3 × 3 tower four tiers high around a Seed of Place: quickdust folds it into one device, a window to choose the place, feeding with distillate and flux, growth up to 128 blocks and three grown places — the Threadwood, the Halo Meadow, the Simmering Dell.DecorThe Decor tab: sixteen pieces of living decor and the vial drop, statues, stained glass, the Wheel Rose Window and 3 × 3 pictures, planters, light, stone and wood, boats, the patina of Speculum-Clad Lumenash.

The world

Worlds

Branches for other mods

What next

Start with A Fluxionist's First Path — or go back to Getting started.

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