Totems
Sixteen 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.
A totem is a carved post that holds a law on a place: inside its circle something never happens (a creeper doesn't explode,
fire doesn't spread, an enderman doesn't teleport) or something always does (a sprout grows even in the dark). The totem does
nothing by itself — it snuffs the forbidden event the moment it happens and pays for that with the flux of its chunk. Codex
entries —
Totems,
Totems of the Home,
Totems of the Yard,
Totems of the Watch and
Totem of Constancy.


How to make one
- The
Totem Blank — on a Flux Workbench: a weeping willow log, two speculum sheets, opaline, a pinch of
quickdust; 8 flux, Lattice in the place. - The totem is woken in the Crucible: the blank is the catalyst, the distillate holds 8 shares of the totem's current and 4 of Lattice (the Totem of Tally — 8 Lattice and 4 Kin), any heat. Each totem's recipe is opened by its own entry.
Placing and tuning
- Place a totem by hand on a solid block; it faces you. Whoever placed it is the owner: only they (and a server operator) change the radius and put on a crown.
- Empty hand — show or hide the law circle (only for you).
- Sneaking with an empty hand — radius: 4 → 6 → 8 → 4. Default — 8.
- The
Gauge Crown — press it on the totem: 12 and 16 blocks join the choice. - The
Far Rim — on top of the crown, radius up to 24; the
Horizon Rim — on top of the Far Rim,
up to 32 (a circle 64 blocks across). Only in order; a broken totem drops the crown and rims separately. - A redstone signal puts the totem to sleep: the law doesn't hold and takes no flux — that is how you switch a Totem of Calm off with a lever when you blast rock with TNT yourself.
- The law circle is a cylinder: the radius around the post and as much down and up (the Totem of Clear Skies — up to the sky). Laws of different totems hold together; two of the same kind don't get stronger. Pistons don't move a totem.
The law circle is visible
A thin ring in the totem's color lies on the ground, with Reckoner runes and little pillars of light — it follows steps, slopes and the surface of water. The ring shows:
- when you look at the totem with the Loupe in hand;
- when you hold a totem in your hand — where it will stand, plus pale circles of every totem within 48 blocks;
- after a press with an empty hand — until you press again;
- as a 3-second flash when the radius changes.
A dry or sleeping totem's ring is paler. On low "Mod graphics" — the ring alone; on high — runes, light and pillars too.
What a totem pays
- For each event it holds back — a snuffed fuse, a stopped teleport, a creature not born (numbers in the table below). Laws that hold all the time (clear skies, constancy) pay a little each second while there is something to hold.
- No more than four payments a second per totem — beyond that the law holds for free.
- A wide law (radius above 16) also costs upkeep: at 24 blocks about 3 flux a minute, at 32 about 7.
- Dry land — the law sleeps. Less than 1 flux above the bed floor — the rune goes dark, the Loupe says "Dry: the ground has no flux to pay". You see it in advance, not by an explosion. Six totems in one drained chunk will all sleep: put them by a river and willows, or in different chunks.
- A totem leaves no murk.
The Loupe over a totem shows its law in one line, its state, radius, crown and how many times the law held ("Explosions held: 12").
Sixteen totems
| Totem | Current | Law: inside the circle… | Payment |
|---|---|---|---|
| a creeper's fuse dies before it burns out; TNT, ghast fireballs, beds and respawn anchors outside their world don't explode | 1 per explosion | ||
| fire doesn't spread or burn blocks; lava and lightning don't ignite; only a hearth burns — on netherrack, magma, soul sand | 0.05 | ||
| mobs don't touch blocks: endermen don't pick up, zombies don't break doors, ravagers don't break crops; nobody tramples farmland | 0.1 | ||
| falling hurts no one | 0.05 + 0.02 per point of damage | ||
| nobody teleports in or out: endermen and shulkers stay put, ender pearls and chorus fruit don't carry | 0.3 per teleport, 0.5 per pearl | ||
| creatures don't leave the circle and don't despawn (the trader stays); on a lead they leave | 0.002 per creature every 2 s | ||
| no rain or snow falls, no lightning strikes | 0.02 per second of bad weather | ||
| nobody starts a quarrel: neutral mobs don't anger, piglins ignore chests, predators don't hunt livestock, players can't hurt each other | 0.2 per quarrel | ||
| monsters in the circle glow through walls — for everyone within 32 blocks of the totem | 0.01 per monster every 5 s | ||
| sculk sensors, shriekers and the Warden don't hear vibrations from inside | 0.005 per vibration | ||
| no phantoms, no patrols, no raids start, monster spawners stand still, monsters don't spawn even in the dark | 0.5 per phantom and patrol, 2 per raid | ||
| no more than radius × 3 creatures live in the circle: beyond that none are born from breeding, eggs or on their own | 0.1 per creature not born | ||
| crops, saplings and berries grow in the dark at normal speed | 0.02 per growth in the dark | ||
| nothing changes by itself: crops don't grow, babies don't grow up, copper doesn't age, ice doesn't melt, leaves don't decay | 0.02 per second | ||
| mire doesn't spread onto blocks of the circle (the totem doesn't clean murk) | 0.05 | ||
| projectiles shot from outside stop at the edge; from inside you shoot out as usual | 0.1 per projectile |
What the laws don't hold: the Totem of Calm — wind charges and bosses' blasts; the Totem of Mooring — the mod's own ways (the Through-Circle, mirrors, the Sluice Arch) and the teleport command; the Totem of Concord — the born malice of zombies and skeletons (against them — a Ward Circle and Vigil); the Totem of Vigil — trial spawners and cult incursions. Constancy is stronger than the Sprout: where both stand, nothing grows. The Totem of Constancy comes late: its current, Still, comes only from things of the Stillness.
What next
- Current Circles — work, not bans: a Ward Circle throws monsters out, a Healing Circle heals.
- Devices and machines — flux as the energy of every device.
- Stand-in, Ferrystone, Swirl, Canopy and Seeping Masonry — the Totem of the Fold is stronger than the Swirl.