Fluxionwiki

The Overworld

Ores and current crystals, trees and herbs, the mod's own biomes and grottoes: what to look for in the Overworld, where and why.

Everything a fluxionist starts with lies in the Overworld: opaline and antimony underground, crystal nests in caves, two current trees and herbs by the water. Beyond that are the mod's own places — forests, mires and caves where the flux of the world runs its own way and where things grow that grow nowhere else. The Loupe held at open air reads the place — its riverbed and the currents around; read every new place this way: it is knowledge for the Codex.

Ores

OreWhereWhat it gives
Opaline Ore, Deepslate Opaline Orefrom y −48 to 32, most often around −8 — at the deepslate boundary; 3–5 veins per chunkOpaline right away, no smelting; without Silk Touch, 2% of the time also Opaline Inclusion
Antimony Ore, Deepslate Antimony Orefrom y 0 to 96, most often around 48; 6–9 veins per chunkRaw Antimony; in a furnace — Antimony Regulus

Opaline is needed by everything that looks into the flux: Loupe glass, Conduit lenses, vessels for distillate. The antimony regulus is the first metal: quickdust is made from it, with copper it casts speculum bronze for instruments, and it purifies distillate in the Crucible. Without the regulus there is no quickdust and no Codex — keep antimony in stock (Antimony and the Regulus, Opaline).

Furnace
10 s0.7 XP

Current crystals

Where flux has stood still for ages, it crystallizes: in caves from y −56 to 64 grow nests of crystals of the six primal currents — the four Springs and the two Poles. A pickaxe takes shards from a crystal; shards go into quickdust and Flowstone, into attuning Gauge Stones, and pay the Flux Workbench for a current the place lacks (Current Crystals). The place chooses a nest's current:

Where the nest isCurrent
by water, in lush and dripstone cavesTide
by lava; below y −24 — every second oneEmber
above y 32; in mountains — every second oneGale
below y 0Lattice (three in four) or Fray
in the deep darkFray (two in three) or Lattice
in dry caves at middle depthStrata, now and then Gale or Fray
in the SmolderwoodEmber — every second one
in the Flowstone Grottoesany of the six, evenly
Tip
The first quickdust needs all four Springs. Look for Gale in higher caves, Ember by lava, Tide by underground water. Fastest of all are the Flowstone Grottoes: all six in one cave.

Trees and herbs

Two current trees grow all over the world and work for your workshop (Willow, Ash and Herbs):

  • Weeping Willow Log — the weeping willow grows in swamps and on the banks of rivers, lakes and streams, no more than ten blocks from water. A living willow raises the riverbed of its chunk 1.35 times: the workshop gets more flux. One willow in eight is old and hollow: in the slit of its swollen butt hide a Reckoner coffer and a Glint Nest; at night the hollow glows.
  • Lumenash Log — the lumenash grows rarely and alone in forests, plains and meadows. Its living leaves turn the murk of its chunk into flux — 0.02 per second per trunk, up to three trunks per chunk. A felled lumenash cleanses nothing: plant it where murk settles.
  • The Elder Lumenash is the oldest lumenash, a trunk of 24–30 blocks with a hollow and a lucent skein inside. That is where a current skein is found most surely (Skeins).

Under the trees and by the water grow current herbs — the sign of each herb's current shows above it:

HerbWhere it growsWhat for
Rippleleafright at the water's edgedissolves into Tide on the Crucible's low heat; two cyan dyes; the herbalist buys ten for an emerald
Emberbellby lava in caves, on deepslate and basaltdissolves into Ember; smolders in the dark — it tells you there is lava around the corner
Murkcapin dark damp caves by water, on silt, clay, mossa sign of murk without the Loupe: where it grows, flux has stagnated — put a lumenash there, not a workshop

The mod's places

The mod's biomes take the place of part of the game's biomes — with the terrain and climate of the one they replace — and about its size. Each has its own raw materials, a dark stone set for building, its own creatures and one or two structures.

PlaceInstead ofThe point
Weeping Floodplainthe cool quarter of forestswillows all over, lumenashes, Elder Lumenashes more than twice as often
Sanguine Wealdthe heart of dark forestsheartsap — Bloom without brewing
Honeyfall Grovebirch forests on hillshoney resin — Tempo from bark
Inkpine Forestold taigas deep inlandink resin, scrollbark, the Scriptorium
Smolderwoodthe hottest savannasEmber at the surface, Smolder Coal
Rustling Fensthe wettest mangrove swampsthe Snaglings' home, bog oak, the wicker set
Hourless Woodflat snowy taigaStill without the Stillness
Stagnant Backwaterthe flattest half of swampsmire with no workshop
Flowstone Grottoesa quarter of dripstone cavesall six crystals, cave pearls
The Sanguine Weald from above: the canopy over pale aspen trunks
The Sanguine Weald from above: the canopy over pale aspen trunks
The Inkpine Forest: black pines, scrollbark, mushrooms in the needles
The Inkpine Forest: black pines, scrollbark, mushrooms in the needles
The Smolderwood: Ember smolders in the cracks of the bark
The Smolderwood: Ember smolders in the cracks of the bark

Weeping Floodplain

A quiet lowland where the flux of the world stands high: weeping willows lean to the water, lumenashes between them, the ground is Dewy Turf; Elder Lumenashes rise here more than twice as often as in ordinary forests. Lumenharts graze: every five to ten minutes an adult drops a Lumenhart Antler, and the Flux Forge chars it into Lumenash Charcoal — without felling a single lumenash. At night willowkin step out of the willows: they leave you alone until you fell a willow or a lumenash at night — then every willowkin within 24 steps comes for you (Life of the Floodplain). Snagling camps stand in the floodplain too (The Snaglings).

Sanguine Weald

The weald gives Bloom without brewing: veins of sap glow on the bark of old sanguine aspens — an empty bottle at such a vein fills with Heartsap, and the vein closes and fills again in a few days. Every eight seconds all the veins of the weald flare at once — that beat is how you know it. Candlecap on the trunks is light without a torch and can be planted on any log. Sanguine slate and the dark wine-red aspen planks make a dark, warm house. The shy saphorn roams here: every few minutes it drops a sprig of living aspen (The Sanguine Weald).

Crafting Table

Honeyfall Grove

It is always the last hour of autumn here: dark maples with tiers of amber leaves, a leaf falls slowly, and some hang for a breath. An amber drop swells on the ripe bark of a honey maple — take it with an empty hand: that is Honey Resin, Tempo straight from the tree. The wound swells again in about half an hour to an hour; only grown maples give resin, not a log placed by hand. Umberstone is for masonry and sundial tiles, and foxfire glows in fallen maples.

Be careful at night: heaps of leaves lie in the litter, and in some a cream vein smolders — that is a leafwight. Closer than four blocks it rises, and its touch steals Tempo: for three seconds you lag behind (The Honeyfall Grove).

Crafting Table

Inkpine Forest

Black spires of pine in silver beard lichen and almost black water. The forest gives three things: Ink Resin — a wound on an inkpine's bark with a drop of ink, press it (a full refill for the Ruling Pen on a crafting table without a shard, and generous Gloom for the Crucible); Scrollbark Sheet — the loose sheet of a scrollbark is cut with shears (paper and Scroll Shelves, which power an enchanting table like bookshelves); and Reckoner Records in the Scriptorium (Ruins). At night inkblots rise — their touch sticks and binds — and hush owls fly without a sound (The Inkpine Forest).

Crafting Table

Smolderwood

A forest over a seam of Ember has smoldered for ages: black pines with orange cracks, ash, embers rising. The Smolderwood gives Ember without going down to lava: in its Ember seams crystals of Ember grow right at the surface, and in the caves beneath it every second nest is Ember. You can see an Ember seam from afar at night — a crack in the ground glowing orange; along its edge lies hot ash that burns like magma: go around or sneak across. In the crack are Emberstone and Ember crystals.

Fallen brands glow and set nothing alight; an axe splits a brand into one or two Smolder Coal — it burns in a furnace twice as long as coal. Fire does not spread in the Smolderwood. Among the brands lie brandlings: they rise on whoever comes close or chops a brand nearby and bite with fire; water puts them out (The Smolderwood).

An Ember seam at night: an orange crack with hot ash along its edge
An Ember seam at night: an orange crack with hot ash along its edge

Rustling Fens

A delta where rivers braid before the sea and the flux runs thick and wild. Over the channels stand pollard osiers (shears on an osier's head give Osier Rods, and the head grows back), in the peat lie half-sunken black trunks of Bog Oak Log: bog oak has no sapling, its wood comes only from the world. Tall sedge rises above your head, Lightrush glows with warm down, Peat burns in a furnace. Rods and sedge make the wicker and thatch set for a hut.

This is the Snaglings' home: their bands are twice as common here as in floodplains and jungles, and their stiltholds stand over the channels. The peaceful driftback wanders the shallows with a snag on its back — an empty hand takes the catch off the snag. All of this is in The Snaglings.

Hourless Wood

A scar of the Great Stopping: white birches with glass leaves, all leaning one way — in each world its own. The Hourless Wood gives Still without the Stillness: in rain the drops hang here like beads, and an empty bottle raised under open sky gathers a Halted Drop — for the Crucible and for the flame of a Lull Lamp. Lullstone and glass leaves make a dark blue house with amber light. Glassfinches hang among the birches, caught mid-flight. The light here is "wrong": Laggards roam by day as well, and morning does not crumble them. Halted caravans stand on old roads (Ruins; The Hourless Wood).

Crafting Table
The Hourless Wood: glass birch leaves, every crown leaning the same way
The Hourless Wood: glass birch leaves, every crown leaning the same way

Stagnant Backwater

A mire where the water has not moved for years and murk settles on its own: the land holds a little over a third of its riverbed from birth, and mire lives there through no one's fault. Water the color of silt, dead husks of trees, gnats over the water and gas from the bottom. A cleansed backwater silts up again within hours, but the mire does not spread past its edge (Mire). Nobody builds a workshop here — you come for silt, murkcaps and business with the Sunken cult: Mire Shrines and the Sunken Sanctum stand in the backwater (Ruins).

Silt herons peck mire leeches and gnats and after three meals drop a lump of silt; approach them sneaking. At night a little light glows over the water — do not trust it: it is the lure of a mire angler, and it snatches whoever comes within six steps with a lunge from the water. On land the angler is clumsy — draw it onto the bank (Life of the Backwater).

Flowstone Grottoes

Caves under gentle land deep inland, where there would otherwise be dripstone caves. An underground vein of flux comes close to the cave here, and the stone begins to flow. The grottoes are a mine of currents: three times more crystal nests, and any of the six primal currents evenly. Flowstone lies as the floor — take it with a pickaxe, no shard needed. Cave Pearl glow at the bottom of the rimstone pools (for the Crucible and for a Pearl Lamp), and the pools' caddises drop them now and then: a bucket of water carries a caddis to a pond at home. Onyx in the wall layers is a dark stone for building. A drip hurts whoever falls on it, and one cut from above falls. Deeper stand Reckoners' Wells (Reckoners in the world; The Flowstone Grottoes).

Crafting Table
The Flowstone Grottoes: a floor of rimstone pools, cream drips, crystals by the walls
The Flowstone Grottoes: a floor of rimstone pools, cream drips, crystals by the walls
More places
Three places the world does not grow by itself — the Biome Converter grows them: Biomes. And one appears only after the finale — The Finale.

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