I've been working on an addon for alternative progression (as some may have on discord) but I've gotten stuck, I'm releasing that as it is in order to move on to work on other stuff (and as practice I guess 😅).
The addon alters progression to require different types of workstations (and combinations of workstations) nearby to unlock recipes. Available combinations is currently availabl...
2025-04-13 15:00:55 +0000 UTC
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I've been working on datadriven item effects over the summer. Without being able to code, tetra addons have been stuck re-using item effects and abilities already available in base tetra. With this change addons will be able to add new types of effects in the same way as they add new materials and modules.
This might be a bit too technical for most, but I wanted to give you an update abou...
2024-08-15 07:00:07 +0000 UTC
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Sorry for snoozing on this one, fixed crashing caused when running tetrawear with tetra 6.3.0+.
2024-05-10 10:00:09 +0000 UTC
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Been working on a new mod based on some feedback I got a while back. Here's a video, and a bunch of upscaled images I prepared for a tutorial.


2024-05-09 22:45:16 +0000 UTC
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I've been working on more mod compat for tetracelium for a while, but I derailed a bit during the holidays and made a couple of changes to the workbench in base tetra.


Changed up the visuals...
2024-02-07 13:15:01 +0000 UTC
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I've extracted all of the built-in mod compatibility from Tetra into a separate addon. This change should make it easier to do in-depth integrations with other mods while still keeping builds fast and stable for Tetra.
As a first step I've added some in-depth compat for Farmer's Delight. We've had a half working PR in the FD repo that needed some hacks to work for quite some time, but wit...
2023-10-18 15:00:15 +0000 UTC
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I'm working on the crafted version of the stonecutter, it was difficult to expand upon the sweeping harvest functionality so I've had to rework some stuff. This will probably be the last feature added to 1.19 before moving on to 1.20.
Like the other ancient schematic modules the crafted stonecutter will be an upgrade from the looted stonecutter but it is initially inert and needs to be em...
2023-07-15 10:00:05 +0000 UTC
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I've been struggling to keep up with some of the patreon goals and I've been trying to come up with a more fitting way to include you in the process and provide insight into what is to come while it still being manageable in terms of time and priority.
So here's a first try at a devlog approach where I post fairly frequently (about once per month), similar to what the intent was with the ...
2023-05-21 14:29:05 +0000 UTC
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The 1.19 version of tetra introduces the tech required for patreon exclusive cosmetic modules. Each patreon tier will have its own set of cosmetics, and you'll gain access to the cosmetics on your current tier and from all tiers below your current tier.
The tier 1 cosmetics are currently implemented, which are are ornate variants of all sockets (that glow in the dark!). I'm happy with how...
2023-03-02 18:00:04 +0000 UTC
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Been even longer since the last tetrawear pre-release, but here we go! Been playing a fair amount and it feels like it's getting to a point where light vs. heavy armor is an interesting tradeoff with the energy mining bonus.
Changes:
* added hiking soles, provides blockstep
* ported to 1.19
Fixes:
* fixed dodge key handl...
2022-10-07 20:13:30 +0000 UTC
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Been hard at work figuring out worldgen so it's been some time since the last pre-release, I've also been rolling some out to a test server which is why it went from pre0 to pre7. There's a few more save-breaking changes I want to get in before moving on to public releases. Here's what's changed:
New features:
* added perk requirement for schematics
2022-10-07 20:08:17 +0000 UTC
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We reached the cosmetic modules goal a while ago and I've just got the tech in place to unlock crafting schematics for specific players.
I've got some ideas for what the cosmetics rewards could be, but as I've mentioned on discord I want to open up for you to provide suggestions on what you think would be cool rewards. Either drop your suggestions in the comments on this post, or use this...
2022-07-05 23:08:34 +0000 UTC
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Here's a first prerelase of tetra for minecraft 1.19. Porting was fairly straightforward but it needs some more testing before I would consider it to be stable.
2022-07-03 00:14:01 +0000 UTC
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I've got tetra to run on 1.18.2 and it seems like everything is working, but there are some breaking changes I want to do before a public release and those are turning out to be quite the chore. So here's a prerelease for you!
There will be some breaking changes for datapacks and schematic scrolls, but but if you want to start playing those scrolls should be easy to replace with ones from...
2022-05-12 23:19:38 +0000 UTC
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This release of tetrawear wraps up the content from the feature vote and after this I'll be focusing on getting the ruins back in for tetra 1.18, but I'll be mixing smaller chunks of work from other projects into that as well. I'll let you know more when I've got enough to share.
Release notes:
New features:
* added support for modular helmets
Cha...
2022-03-21 23:50:16 +0000 UTC
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New features:
- added support for modular boots
- added a shroud module for the chest armor shoulder slot which increases the wearer's stealth
- added stealth mechanic which reduces player visibility in a few ways
- mining now drains energy, and mining speed is increased as long as the player has energy (this is still janky in multiplayer, disable it with the conf...
2022-02-17 01:17:56 +0000 UTC
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New features:
- added support for modular leggings
Changes:
- added separate keybinds for dodging (defaults to movement keys)
- it's now possible to dodge forward
- major armor modules made from gold now pacifies piglins like vanilla gold armor
Fixes:
- player temperature no lo...
2022-01-22 22:08:31 +0000 UTC
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Updated tetrawear to work with 1.18.1. With the new enchantment system in tetra 1.18 armor should now support all modded enchantments, but apart from that there are no new features or changes in this update.
The "Add some content for all slots" option won the feature vote, so that's up next!
2022-01-16 23:19:01 +0000 UTC
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Happy new years!
I'd like to do some armor work before getting back into fixing the 1.18 worldgen, let's vote on what to go with.
More chest content
- Reactive armor (nullifies incoming attack but goes on cooldown), would probably go in the arm slot
- Mail armor schematic, for crafting vanilla chainmail counterparts but also scalemail (and per...
2021-12-30 23:37:49 +0000 UTC
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Here's a first prerelease of the armor addon for tetra, tetrawear! There's not a lot of content yet and some mechanics are missing, but it's at the point where I can start sharing it with you guys :). Here's a rundown of what's in it right now:
Agility & Energy
2021-11-12 23:52:00 +0000 UTC
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Been working on the warforging content for most of march, here's some insight into how that's going to work.

Warforging is an improvement (like serrated or tempered) that can be placed on double headed tool heads. It changes the item in three different ways:
* A stat bonus (li...
2021-04-09 14:05:19 +0000 UTC
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I'd love to get some input from you on what to work on next! Going with smaller features will hopefully make it possible to do this more frequently.
Destabilize content overhaul
Change destabilization to no longer be negation of existing enchantments, but instead increase some stat(s) at the cost of another similar to how some modifiers work in terraria. For example:
As you've might seen on discord I've started working on the holosphere scanner, a module for the holosphere that's intended to make it easier to find ancient ruins.
I'm currently leaning towards what's shown in the video. The scan bar would preferably only show while there's something nearby, the red markers appear when there are forged blocks present in that direction.
There's stil...
2020-07-13 19:54:12 +0000 UTC
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Started working on tool racks a few days ago and they're coming along nicely. When crafting in the workbench and it's unable to find the right tool in the player inventory it will check for tools in any rack placed within 3x3x3 of the workbench.
It iterates over all racks until it finds the first tool that provides the required capability in a predetermined order (east to west, north to s...
2020-07-08 14:53:40 +0000 UTC
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Apologies for the recent silence, there's not been much energy left after dealing with stress at work, what's going on in the world and getting some work done on tetra. Buuuut, tomorrow is the last day before vacation and since there's a pandemic raging outside I can sit inside and work on tetra in good conscience ;).
I'd like to add a spike module for shields that damages attackers and a...
2020-06-17 18:11:29 +0000 UTC
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A peek at modular shields, here are different combinations of shield plates and improvements.
2020-05-13 18:43:46 +0000 UTC
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I'm slowly getting started with shields and basic shield rendering turned out to be easier than expected, it still needs a few improvements but it's looking pretty good!
I think I like jungle wood the most.
2020-05-05 17:23:35 +0000 UTC
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What should be the next thing?
2020-05-01 01:16:38 +0000 UTC
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I've got a few interesting options for what to focus on next with tetra and I hope that you can help me decide what to go with first. I've listed all of the options below and voting can be done in a separate poll. I wanted to have a bunch of concept art in this post but I spent too much time on the details, so that will have to wait til next time!
Ancient ruins upgrade
2020-05-01 01:13:15 +0000 UTC
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