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
A Fluxionist's First PathFrom the first pinch of quickdust to the Crucible and the Flux Workbench: what to gather, read and study, in order.The LoupeA fluxionist's chief instrument: reading the world, things in a window and under water, what the HUD shows, and how the Loupe differs from the Diviner's Spectacles.Currents and the WheelForty-two currents: Springs, Poles and compounds, neighbors and opposites on the Wheel, where a thing's and a place's currents come from, and where the Wheel decides.The Codex of CurrentsThe fluxionist's book: chapters and entries, knowledge and study, the Reckoning Desk and the riverbed puzzle, the Fair Copy for a friend.Flux and Murk of the WorldThe flux and murk of every chunk: a place's riverbed, how flux flows and refills, the riverbed floor, the willow and the lumenash, where to set a workshop.AptitudesGrowing the fluxionist: seven aptitudes on the seal, what each rank gives, where Insights come from, how to develop and rewrite them.
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
Murk and MireWhat stagnant flux threatens: the mire threshold, how mire grows and recedes, its blocks and creatures, Roiled beasts, effects, and everything that clears murk.Dissonance and VisionsThe price knowledge takes from the mind: the kinds of Dissonance, pressure and the check, twenty-four visions, the Metronome and everything that brings the Hush.
The Conduit and Confluence
The Conduit and LensesThe bracer you pour flux through: cast cost and strength, murk; the Lens Grinder and lens nodes — carriers, actions, cuts, facets and price; blanks, carrier conjunctions, the lens wheel and case, bindings, the Fluxsteel and Still Conduit.Spellweave and the PantographA spell you draw yourself: the Pantograph, the board by blank tier, marks and channels, fork, merge by the Wheel, clash and curl, actions at the mouth, switches and memory, strike shapes, Target and Latch, Pond and Lockgate, the price, patterns and tracings.ConfluenceThe Confluence altar: the Heart, plinths and columns, simple, mid and great tiers, calm and turbulence, how a Confluence ends, weirs and flumes, rapids and reach stones, calm stones, Reckoner and still plinths, altar fittings, weavings and Tuning Pegs.InscriptionGame enchantments by Confluence — any one at the level you need, with no enchanting-table lottery: how to inscribe, level by opaline, the price doubling per level, conflicts and refusals, Forgotten Enchantments (Mending and others), the table of every inscription, the Flux Sheath, the Unweaving Cloth, Rite Repair.
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
The OverworldOres and current crystals, trees and herbs, the mod's own biomes and grottoes: what to look for in the Overworld, where and why.Reckoners in the WorldGauge Stones and the Gauge Post, Reckoner Records, coffers and gauge jars, the lock puzzle, the Gauge Ring and the Well.Ruins and DungeonsWhat stands in the Overworld: Reckoner ruins, the Scriptorium, the Flooded Archive, Tollkeeper posts, Sunken shrines, homes of fluxionists long gone.Village TradesThe lamplighter, the gauger and the herbalist: where to find them, what they sell and buy, their workplaces and houses in game villages.The SnaglingsA small folk of the flux places: becoming kin with gifts to their craving, grudges and kin fights, trading and the Catch Heap, camps and the Peddler.World EventsOmens and cult raids: when and to whom they come, how to answer them and what they reward.
Worlds
The BowerA workshop inside a dense skein: the Embroidery Hoop, entering and leaving, size by winding, nature and flux from the threads, carrying it on a Spindle.The LeesThe world at the bottom of the murk: the Sounding Lead and the Whirlpool, the Rising Column, weight and air on the bottom, the window of light, biomes, a clean camp, its life, niello and the places of the Lees.The QuickstreamThe main channel of the flux: the Sluice Arch and its toll in flux, races in the air, isles over a sea of quickwater, a sky of ribbons, biomes, life and places of the Quickstream.The MeandersThe Reckoners' maze: the Wayfinder Cord at a Gauge Stone, the thread back, the Recount of the passages, the Descent Gate, the Summing Lock on the Wheel of currents, traps, the loop's guardians and rewards.The StillnessThe world of the Great Stilling: the Sluice Arch and Still Grains, the rules of a world without flux, the Thaw Lantern, biomes, stillmetal and freshet steel, the Order's people, places, guardians and masters, the thaw patch.The RestartThe finale: the rite at the Restart Sluice, what changes in the world after it, the Hubstone and its spokes, the finale artifacts and the Repeat of the Hour.
Branches for other mods
Energistics: currents in an ME networkThe Applied Energistics 2 branch (NeoForge only): distillate counted in an ME network — Tally Cells, runes in the terminal, a vial at the terminal, the mod's own current buses and cards, Sump and Still cells, the Confluence Provider and Steward, the Tally Vessel and Wheel.Kitchen of Currents: Farmer's DelightThe Farmer's Delight branch: aptitude dishes for 8 minutes, current spices from the board, feasts for four, Lumenash Brew against murk, Emberbell Stew, Glowbloom Tea, Silt Compost, Hush Broth from the Crucible and an Ember Orb under the pot.Spirits: OccultismThe Occultism branch: a binding rite puts a spirit into a flux device — Foliot Dipper, Djinni Spinning Wheel, Afrit Brazier, Marid Well, Afrit Cinder, Dissonance Gem; the Spiritcatcher, Otherworld Opaline, miners and crushers on flux ores, Two Sights.Mechanics: CreateThe Create branch (Minecraft 1.21.1, NeoForge only): the Stream Wheel turns shafts with the flux of the land, the Windlass gives a shaft's turn to workshop devices, the Drip Tap and the Decanting Trough fill and empty vials on a belt, the Crucible Stirrer, an arm in the workshop, Create machines for the mod's things, drafts through Orbs, Ponder scenes.
What next
Start with A Fluxionist's First Path — or go back to Getting started.