Current Circles
An 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.
A current circle is an ink drawing on a field of slabs underfoot. Put currents into its three sockets and the circle does the
work itself: tills, reaps, heals, keeps monsters out, smelts, carries you to its pair. It pays with the flux of its own chunk
and leaves almost no murk. Codex entries —
Current Circles,
Current Glyphs,
Through-Circles
and four rite entries.



How to draw
- Lay bottom
Flowstone Slab in a square at one height: 3 × 3 — a small circle, 5 × 5 — a great one.
The slabs are dry and not taken by another circle. - Run the
Ruling Pen over the middle slab. A small circle costs 24 of 96 ink marks, a great one — 48.
The circle's arrow points where you face. - A great circle grows from a small one: add sixteen slabs around it and run the pen again — the socketed items stay.
Short of a slab or ink — a mod line says how many. The field plan with a ghost is on the
Current Circles page.
- Hands. Any slab of the circle acts as its middle: an item goes into the first free socket (one item per socket). Sneaking with an empty hand — the last socket back. Sneaking with the Ruling Pen — erase the circle (the slabs stay, the items go to you).
- Any slab broken — the whole circle falls apart, socketed items drop at the middle. Pistons don't move circle slabs.
- A redstone signal on any slab puts the circle to sleep — that is how you switch a rite off with a lever.
- The Loupe over any slab reads the whole circle: socket currents, what it does, why it sleeps.
What goes into the sockets
- A primal current shard or a distillate vial — good for field deeds.
- A current glyph — the sign of any of the 42 currents; it never runs out and never breaks. The Crucible casts it from a
Glyph Blank (stonecutter: Flowstone → 4): the blank is the catalyst, the distillate holds 4 shares of its
current. Won't brew without the
Current Glyphs entry. - Only glyphs wake rites. A circle whose filled sockets are all glyphs works one block wider.
Socket currents add up along the Wheel: if two currents make a third, the circle reads the sum too. The combination is exact — an extra current throws the circle off ("The sockets add up to nothing").
Strength and radius
The radius comes from the flux of the circle's chunk: under half the riverbed — 2 blocks, up to the riverbed — 3, up to one and a half riverbeds — 4, in flood — 5. An all-glyph circle is one block wider, a great one two more (up to 8). Every deed takes the flux of its chunk, but never below the riverbed floor: on drained land the circle waits.
Field deeds
Any sockets — shards, vials or glyphs.
| Sockets | Deed | What it does | Every | Flux |
|---|---|---|---|---|
| Tilling | turns turf, dirt and paths into farmland | 2 s | 0.2 | |
| Replanting | harvests a ripe crop and replants it | 2 s | 0.3 | |
| Gathering | pulls dropped items to the circle | ¼ s | 0.02 per item | |
| Nourishing | a growth step for crops (up to two at once) | 2 s | 0.3 per crop | |
| Reaping | harvests a ripe crop | 2 s | 0.2 | |
| Carrying | carries items and small creatures along the arrow | 0.1 s | a little | |
| Moistening | moistens farmland — only where Tide flows in the place | 2 s | 0.05 per cell |
Rites
Glyphs only. "Crouch" means: stand on the circle and crouch — the rune belt rises to your chest; step off and it cancels.
| Glyphs | Rite | What it does |
|---|---|---|
| Ward Circle | throws monsters outward: they won't step in | |
| Healing Circle | half a heart to people, animals and villagers every 2 s, up to six at once | |
| Watch Circle | a comparator by a slab reads how many living things are in the circle (up to 15) | |
| Still Circle | dropped items in the circle don't despawn (up to 64) | |
| Smelting Circle | smelts thrown items by furnace recipes, no coal, but 0.15 murk per item | |
| Weather Circle (great, crouch) | clear → rain → thunder → clear; 20 flux and 1 murk | |
| Dowsing Circle (crouch) | ore veins glow through stone for 30 s: small — 32 blocks down, great — to the bottom of the world | |
| Circle of Years | copper takes patina, brick and cobble turn mossy and cracked | |
| Memory Circle (crouch) | remembers a build and puts lost blocks back from chests by the circle | |
| Breeding Circle | puts two adult animals of one kind "in love", no feed | |
| Luring Circle | animals around walk into the circle | |
| Disenchanting Circle | moves one enchantment from an item onto a plain book; curses stay | |
| Hastening Circle | furnaces, smokers, brewing stands and campfires in the circle work twice as fast | |
| Rising Circle (crouch) | lifts you straight up onto the ground above: out of a shaft to the sky | |
| Recall Circle (great, crouch) | die anywhere — your items wait at the circle and come out when you return | |
| Calling Circle (great, crouch) | calls onto the circle an animal that lives in this place | |
| Painting Circle | a thrown dye colors wool, glass, terracotta, concrete and sheep | |
| Draining Circle | boils away water and lava under the circle |
Every deed and rite with its numbers is in the recipe reference:
Bans on a place ("nothing explodes here", "no monsters spawn here") are not circles but totems: a circle does work, a totem holds a law.
The Through-Circle
Two circles — an entrance and an exit: stand on one, crouch — and you are on the other.
- Sockets —
Shift,
Drift and
Bind glyphs: a lone Through-Circle. - Press one more Bind glyph against it — it remembers the circle (tooltip "Remembers the Through-Circle at x, y, z").
- Put it into a second circle's socket together with Shift and Drift — a pair. The far circle may be asleep: the pair is a world record.
- Step: stand inside the rim and crouch; after a second and a half (30 ticks) you are in the middle of the far circle, facing along its arrow. Step off — canceled. Cooldown — 5 s. Your own pets standing on the circle come along — up to two. The circle carries no items and no other creatures — items go through Through-Mirrors.
- Cost — flux of the departure chunk: 4 + 1 per 100 blocks, up to 16; between worlds — 24. No murk, no Dissonance.
- Worlds: a small circle leads within its own world; between the Overworld, the Nether and the End — only great circles on both sides. The circle does not lead into the mod's worlds.
- Owner — whoever socketed the last glyph. Sneaking, press with any glyph to open the circle to guests or close it.
- The far land is not kept loaded: it arrives for the moment of the step and leaves on its own.
What next
- Totems — laws of a place: creepers don't explode, fire doesn't spread.
- Through-Mirrors — items to the pair, a step through the glass.
- Devices and machines — how the mod's devices draw flux.