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writing:symbols

Symbols

(Undergoing separation of terrain alterations and populators. This page is currently in need of peer review.)

Overview

Symbols are the building blocks of ages. When written in a Descriptive Book, they control everything from the landscape of an age, to the speed of the sun in the sky or the color of the clouds.

As of 0.10.4.00, a book that does not have a particular needed symbol written will have it added but not visible; this will not add instability. So if a symbol class is listed as needing “exactly one”, then no instability will be incurred if there are zero written (as a hidden one will be added for you).

The player can write custom ages by specifying symbols (usually from a Notebook) to be added to an age. Ages without sufficient symbols will have extra symbols added internally; depending on the version, these extra symbols may or may not be visible (visible up to 095; invisible from 0.10.0 and on), may cause instability (rules vary significantly by version and symbol), etc. These alterations normally happen only on the first visit to an age (a bug in 0.10.0 could result in additional changes to the instability on the second visit.)

Up through 0.9.5, descriptive books are created blank, and are then added to with the writing desk. From 0.10.0 and on, descriptive books are created at the book binder, with a certain number of pages that may contain symbols or blank pages; if there are blank pages, then it can be added to at the writing desk. From 0.10.4 and on, descriptive books need Link Panels from the ink mixer as well as symbols.

As of 0.10.0.00, there is now a set of symbols known as modifier symbols. These symbols usually do nothing on their own, instead acting as information for later symbols. If modifier symbols are added to a book without something to modify, each “dangling” modifier will add instability to that age.

Each symbol has a distinct visual look, but there is an underlying consistency to them. The four sections of the symbol are actually individual words, in clockwise order from the topmost section. Many, but not all of these words can be found here.

Symbols marked with a star (*) are not listed there. Note that at least one additional translation of Narayan exists that translates the symbols normally translated as “Transform” as “Modifier”, “Static” as “Structure”, “Survival” as “Environment”, “Machine” as “Ore”, and “Flow” as “Sea”. Where this alternate translation makes the poems more sensible, it is used (and the words marked with a star).

Normal Symbols

These symbols are not modifiers. However, some of these symbols accept modifiers, see the notes field of a particular symbol or the notes at the top of a symbol group for more information.

* If you are looking for biomes, look below in the “modifiers” section *

Biome Controllers

Biome controllers dictate the layout of biomes in an age.

Biome Controllers do not accept modifiers. Every age requires a Biome Controller. If there is not exactly one Biome Controller in an age, instability will be added.

Symbol Name Words Required Number
of Biomes
Notes
Huge Biomes Constraint, Nature, Weave, Huge* 3+ Creates huge patches of the biomes specified, similar to the Overworld layout.
Large Biomes Constraint, Nature, Weave, Large* 3+ Creates large patches of the biomes specified, similar to the Overworld layout.
Medium Biomes Constraint, Nature, Weave, Medium* 3+ Creates medium sized patches of the biomes specified, similar to the Overworld layout.
  Native Biome Controller Constraint, Nature, Tradition, Sustain* 0 The only Biome Controller to not accept any biomes at all.

Acts exactly like the Overworld.
Single Biome Constraint, Nature, Infinite, Static 1 The entire age will be comprised of a single biome.
Small Biomes Constraint, Nature, Weave, Small* 3+ Creates small patches of the biomes specified, similar to the Overworld layout.
Tiled Biomes Constraint, Nature, Chain*, Mutual 2 (up to 0.10.12.1)

2+ (0.10.13 and later)
Creates a checkerboard pattern, with 16 meter square tiles of each biome.
Tiny Biomes Constraint, Nature, Weave, Tiny* 3+ Creates tiny patches of the biomes specified, similar to the Overworld layout.

Celestial Bodies

Celestial Bodies are objects in the sky, such as Suns, Moons, and Stars.

In general, celestial Bodies accept Directions, Lengths, and Phases. Some accept Colors, as noted on a per symbol basis. Directions determine a directional offset for the given object (generally, where it rises). Lengths determine the length of a full rotation cycle. Phases determine where in the rotation cycle the object begins.

“Dark” bodies do not accept any modifiers. They should not actually display anything. If you do see a dark body, please report it as a bug.

In 0.10.{0,1}, every age requires at least one Sun symbol, one Moon symbol, and one Star symbol; normal, dark, or (stars only) ender. If there is not one or more of each in an age, instability will be added.

As of 0.10.2 (1.5.1), suns, moons, and stars no longer add instability if not written in the D-book.

The grammar system used in 0.10.5 and later will likely add any that you are missing; if you really want “no X”, you are advised to write “dark X”.

Symbol Name Words Notes
Dark Moon Celestial*, Void, Inhibit, Wisdom
Dark Stars Celestial*, Void, Inhibit, Energy
Dark Sun Celestial*, Void, Inhibit, Energy
  Ender Starfield Celestial*, Image*, Chaos, Weave This is the same stars as seen in The End

Accepts Color/Gradient modifiers to alter the color of the stars.

Does not accept any other modifier.
Normal Moon Celestial*, Image*, Cycle, Wisdom This is the same moon as shown in the Overworld.

Does not accept a color.
  Normal Stars Celestial*, Harmony, Ethereal, Energy This is the same stars as appear in the Overworld.

Accepts Color modifiers to alter the color of the stars. Doesn't accept phase.
  Normal Sun Celestial*, Image*, Stimulate, Energy This is the same sun as shown in the Overworld.

Accepts the Sunset Color symbol as a modifier to change the sunset color of only this modified sun.

Features

Features change the landscape in various ways, adding things such as caverns or villages to an age. Without a symbol for a given feature, an age will not contain any traces of that feature. Please note that not all symbols are visible in an age's Descriptive Book.

Some Features accept modifiers, as noted on a per symbol basis. Features on their own do not generally add instability, though some features may when added many times to the same age.

There are two types of features: “Populators” and “Terrain Alterations”. The difference comes from a combination of “where in the code they get used”, and “how the grammar system treats them”. Note that since the grammar system treats them as separate, and wants to find both types, a well-described world will contain both types.

In general, “populators” run late in chunk generation and add things, while “terrain alterations” run early in chunk generation (approximately right after biome top replacement) and generally remove stone. Ore placement, for example, runs in the populator stage.

The division here is semi-arbitrary, and reflects the grammar describing the ages. In code, the distinction is that a “terrain alteration” must be deterministic for a seed and chunk, and must be able to generate a large feature (such as a cave system) section by section without having to “draw” what it is doing into other chunks (such as how a village plops down buildings across multiple chunks).

Terrain Alterations

As of 0.10.6 (?), all of these can be specified multiple times. Note that there may be “chunk boundary” issues as a result where old chunks meet new chunks with new features.

Symbol Name Words Notes
Caves Terrain*, Transform, Void, Flow Carves terrain away to create vast networks of caverns.
Floating Islands ??? ??? ??? ??? Takes a biome
Ravines Terrain*, Transform, Void, Weave Carves terrain away to create ravines.
Skylands Terrain*, Transform, Void, Elevate Carves terrain away to produce separate, floating islands with jagged bottoms.
Spheres ??? ??? ??? ???
Tendrils Terrain*, Transform, Growth, Flow Creates tendrils that form similarly to the way Caves form out of the given material.

Accepts material modifiers, defaults to Oak Wood.

As of 0.10.6(?), the size of an individual tendril system will be smaller than the size of a cave system.

Populators

Symbol Name Words Notes
  Crystal Formations Nature, Encourage, Growth, Structure* Adds crystalline formations of Crystal blocks.

Symbol's graphics have changed; 4th word is Static/Structure, not Machine/Ore
Deep lakes Nature, Flow, Static, UNKNOWN Adds lakes mostly below ground, with some above ground, similar to the overworld lava pools.

Accepts liquids or gases.
Dense Ores Environment*, Stimulate, Ore*, Chaos Adds significantly more ores to the world than normal, with less of the normal height restrictions.

Creates instability in an age.

The degree of added ores varies with different ores

Dense Ores now requires mods to listen for a Dense Ores event to trigger extra generation, rather than the Dense Ores itself searching the Forge Ore Dictionary.

As of 0.10.7 (?), will never happen randomly, but must be written in.
  Dungeons Civilization, Constraint, Chain*, Resurrect Adds Dungeons to an age, containing a hostile mob spawner and one or more chests full of loot.

Follows the same placement rules as the Overworld, so even when this symbol is written some ages cannot possibly house Dungeons.
  Glowstone Crystals Nature, Encourage, Growth, Energy Adds crystalline formations of Glowstone. [Removed in 10.5]
  Huge Trees Nature, Stimulate, Spur, Elevate Adds massive trees reminiscent of the trees on Channelwood
  Lakes Nature, Flow, Static, Nurture Adds lakes of water above and below ground. [removed in 10.5]
  Lava Lakes Nature, Flow, Static, Energy Adds pools of lava, mostly below ground. [removed in 10.5]
  Mineshafts Civilization, Machine, Motion, Tradition Adds abandoned mineshafts with support arches, rail systems, and chests full of loot.
  Nether Fortress Civilization, Machine, Power, Entropy Adds Nether Fortresses with blaze spawners and netherwart farms, among other things.
  Obelisks Civilization, Resilience, Structure*, Form Creates Obsidian structures similar to the ones in the End.
  Star Fissure Nature, Harmony, Mutual, Void Carves terrain away to reveal a Star Fissure at the bottom of the world that will teleport entities that fall into it to the Overworld spawn.
  Strongholds Civilization, Wisdom, Future, Honor Will create Strongholds in the age similar to the Strongholds in the Overworld.

End portals do not work in ages.
Surface lakes Nature, Flow, Static, UNKNOWN Adds lakes mostly above ground, with some below ground, like the overworld's water pools. Accepts liquids.
  Villages Civilization, Society, Harmony, Nurture Creates villages similar to those that appear in the Overworld.

Lighting

Lighting changes the perceived light level of an age. The lighting system still works the same as in the Overworld however, Bright ages still need to be lit up to prevent mob spawns, and Dark ages do not need more lighting than the Overworld.

Lighting symbols do not accept modifiers. In 0.10.{0,1}, every age requires a Lighting symbol, or instability will be added. In 0.10.2, it is optional.

If there is more than one Lighting symbol in an age, instability will be added.

Symbol Name Words Notes
Bright Ethereal, Power, Infinite, Spur Enables players to see nearly as well as a Potion of Night Vision allows.

The light coloring used is distinct from torch light, sun light, and moon light; it is possible with practice to tell these apart by sight.

This symbol does not affect mob spawning.
  Dark Ethereal, Void, Constraint, Inhibit Causes the age to appear far darker than it would be under normal lighting conditions.

This symbol does not affect mob spawning.

Full daylight will not be bright enough to kill off undead mobs or turn spiders passive.
  Normal Lighting Ethereal, Dynamic, Cycle, Balance Normal Lighting conditions similar to the Overworld.

This symbol does not affect mob spawning.

Other

These symbols do not fit in the other categories.

Symbol Name Words Notes
  Accelerated Environment*, Dynamic, Change, Spur Adds extra random ticks to the world, causing things that occur on random ticks to occur more rapidly.

Creates instability in an age.
  Charged Environment*, Sacrifice, Power, Force Adds lightning even from clear skies.

Accepts Color modifiers, which can be used to determine the color of the lightning.

Adds stability to an age.
  Clear Modifiers Contradict, Modifier*, Change, Void Uses all unused modifiers.

Ending a book with Clear Modifiers will prevent instability from dangling modifiers.

Can be used in particularly complex passages of a book to ensure that no modifiers bleed through the symbols they were intended for should they happen to not work with the intended symbol.

Minor increase in instability for any symbol canceled out.
  Meteors Environment*, Sacrifice, Power, Momentum Adds meteors falling from the sky regularly, causing massive devastation. Very dangerous.

Adds stability to an age.
  Scorched Surface Environment*, Sacrifice, Power, Chaos Causes all living entities exposed to the sky to catch aflame.

Roofs will ensure player safety.

Adds stability to an age.
  Spontaneous Explosions Environment*, Sacrifice, Power, Force Creates random explosions in random places across the age. Very dangerous to objects and buildings, including linkbooks in stands or lecterns.

Adds stability to an age.

Terrain

Terrain symbols determine how the terrain will be shaped.

Terrain symbols accept Material and Liquid modifiers to determine what the terrain and seas respectively will be made of. Every age requires a Terrain symbol. If there is not exactly one Terrain symbol in an age, instability will be added.

All Terrain symbols, except Void world, assume a base material of Stone unless given a modifier. This includes Cave World and Island World ages.

All Terrain symbols, except void world and island world, assume a base liquid of water unless given a modifier.

Note that if you do not write a ground and liquid modifier, one may be provided by the grammar expansion.

Symbol Name Words Notes
Cave World Terrain*, Form, Constraint, Entropy Creates an age that is cavernous like the Nether.

These ages still generate a flat top layer where the player can sometimes spawn, and so are often confused for Flat ages.

This symbol is referred to as TerrainNether in the config

“Netherrack Cave World” will not duplicate the nether; soul sand and gravel are missing.
End World (up to 0.10.5)

Island world (0.10.6 and later)
Terrain*, Form, Ethereal, Sea* Creates an isolated floating island like the End.

“End stone End world” will not duplicate The End; obsidian towers for healing the dragon are missing.
Flat (up to 0.10.???)

Flat World (after 0.10.???)
Terrain*, Form, Inhibit, Motion Creates a flat age.

The height of the age is determined by the average height of all the biomes in the age.

If the height is below sea level the land will be covered in water.
  Standard Terrain (up to 0.10.???)

Standard World (0.10.??? and later)
Terrain*, Form, Tradition, Sea* Creates an age like the Overworld, with hills and plains and overhangs.
  Void (up to 0.10.???)

Void World (0.10.??? and later)
Terrain*, Form, Infinite, Void Creates nothing but the spawn platform. Extremely dangerous.

Void ages can still contain features such as Mineshafts, Strongholds, and Villages if the features do not require terrain underneath them to spawn. Note that some (Strongholds in particualar) will look very strange.

Void world does NOT take modifiers for ground and sea.

Visual

Visual symbols change nothing related to gameplay, instead tweaking the visuals of an age such as Sky Color.

Many visual symbols accept modifiers, as noted on a per symbol basis.

Symbol Name Words Notes
Boundless Sky Celestial*, Inhibit, Image*, Void Removes the fog obscuring stars and such below the horizon level.

Mainly useful in Void and Skylands ages.
  Cloud Color Image*, Entropy, Weave, Believe Allows players to change the color of the clouds in the sky.

Accepts Color and Gradient modifiers.
  Fog Color Image*, Entropy, Weave, Explore* Allows players to change the color of all fog in the age.

Accepts Color and Gradient modifiers.
  Night Sky Color Image*, Celestial*, Weave, Contradict Allows players to change the color of the age's sky when there is no sun visible.

Accepts Color and Gradient modifiers.
  Rainbow Celestial*, Image*, Harmony, Balance Creates a rainbow in the sky.
  Sky Color Image*, Celestial*, Weave, Harmony Allows players to change the color of the age's sky when there is a sun visible in the sky.

Accepts Color and Gradient modifiers.
  Sunset Color Modifier*, Image*, Celestial*, Change Allows players to change the color of the sunsets in an age.

Accepts Color and Gradient modifiers. If there is already a sunset modifier currently dangling this will append a gradient to the end of that.

NB: This symbol is primarily a modifier for a Sun to change the sunset color of that specific sun. Since this is a modifier, it is cleared by “Clear Modifiers”.

If left dangling at the end of the book, this will set the age's default sunset for all suns without a defined sunset color rather than add instability.
Foliage Color Image*, Growth, Elevate, Nature Allows changing the color of leaves on trees in most biomes
Accepts Color modifiers, but not gradients.
Grass Color Image*, Growth, Resilience, Nature Allows changing the color of grass in most biomes
Accepts Color modifiers, but not gradients.
Water Color Image*, Sea*, Constraint, Nature Allows changing the color of water in most biomes
Accepts Color modifiers, but not gradients.

Weather

Weather symbols determine how the weather in an age will occur.

Weather symbols do not accept modifiers. Every age requires a Weather symbol. As mentioned, 0.10.4 and later supply missing required symbols.

If there is not exactly one Weather symbol in an age, instability will be added. This can happen from either multiple weather symbols (any version), or lacking weather in older versions.

Symbol Name Words Notes
Eternal Rain Sustain, Static, Rebirth, Growth This symbol causes the age to be constantly raining, even in biomes that might not otherwise receive rainfall.

This may alter what some mods see as the biome in the age.

ERROR – displayed symbol does not match the poem words; this symbol needs to be rechecked.
  Eternal Snow Sustain, Static, Inhibit, Energy This symbol causes the age to be constantly snowing, even in biomes that might not otherwise receive snowfall.

This may alter what some mods see as the biome in the age.
  Eternal Storm Sustain, Static, Nature, Power This symbol causes the age to be constantly storming, even in biomes that might not otherwise receive rainfall.

This may alter what some mods see as the biome in the age.
  Eternal Weather Sustain, Static, Tradition, Stimulate This symbol causes the age to always have biome-appropriate weather.
Fast Weather Sustain, Dynamic, Tradition, Constraint This symbol causes rapid shifts in the weather, but can only cause biome-appropriate weather.
  No Weather Sustain, Static, Stimulate, Energy This symbol prevents weather, no rain, storms, snow, or overcast skies.
  Normal Weather Sustain, Dynamic, Tradition, Spur This symbol causes a similar weather pattern to the Overworld.
  Overcast Sustain, Static, Believe, Motion This symbol causes the age to always be Overcast, even in biomes that would normally rain or snow instead.

This may alter what some mods see as the biome in the age.
  Slow Weather Sustain, Dynamic, Tradition, Inhibit This symbol causes very slow changes in the weather, but can only cause biome-appropriate weather.

Modifiers

Modifiers are symbols that can modify the behavior of symbols that come afterward. Some modifiers will blend with previous modifiers of the same type, consuming both to produce a single new modifier. When a symbol uses a modifier that modifier will not affect later symbols.

When modifiers are used, the first (earliest) compatible modifier not yet used is used. Most symbols that use modifiers will use one (if there is a compatible one); terrain generators can potentially use two. A lack of a modifier will always use a default.

Modifiers left unused will add instability. Clear Modifiers can be used to close books while ensuring that this does not occur, it will use all available modifiers. A small amount of instability is added for each such canceled symbol.

In 0.10.0 (only), a bug results in instability unless “Clear Modifiers” appears after the terrain generator for non-void worlds.

Biomes

Biomes are symbols that determine the ecosystem of an age. In the Overworld players can find biomes such as deserts, forests, mountains, plains, oceans and the like, all scattered across the world. The biome symbols allow players to pick and choose those ecosystems when creating their own ages.

Biomes are the most common type of symbol for other mods to add to Mystcraft.

From 0.10.0 to 0.10.3, biomes are not modifiers themselves. From 0.10.4 and onward, biomes are modifiers, and must come before the biome controller, or other symbol that uses biomes. As of 0.10.6, there is another symbol – floating islands – that will use extra biomes not used by the biome controller.

From 0.10.0 to 0.10.3, Biomes are required in every age that does not use the Native Biome Controller symbol, and will cause instability if there are not enough biomes for the given Biome Controller. From 0.10.4 and onward, an insufficient number of biomes will generate additional biomes to cover the missing, without adding instability.

Some Biome Controllers have a maximum number of biomes, any additional biomes over this limit will cause instability as well. An example of this is “Single Biome” which will generate instability if more than 1 biome is provided. Note that as of 0.10.6, using “too many” biomes will usually result in floating islands added to the world.

Symbol Name Words Notes
Beach Biome Nature, Nurture, Encourage, UNKNOWN This biome generates with a top layer of Sandstone and Sand rather than Dirt and Grass.

Due to a bug in Vanilla minecraft, caves and ravines will not break the surface sand.
Desert Biome Nature, Nurture, Encourage, UNKNOWN This biome generates with a top layer of Sandstone and Sand rather than Dirt and Grass.

Due to a bug in Vanilla minecraft, caves and ravines will not break the surface sand.
Desert Hills Biome Nature, Nurture, Encourage, UNKNOWN This biome generates with a top layer of Sandstone and Sand rather than Dirt and Grass.

Due to a bug in Vanilla minecraft, caves and ravines will not break the surface sand.
Extreme Hills Biome Nature, Nurture, Encourage, UNKNOWN
Extreme Hills Edge Biome Nature, Nurture, Encourage, UNKNOWN
Forest Biome Nature, Nurture, Encourage, UNKNOWN
Forest Hills Biome Nature, Nurture, Encourage, UNKNOWN
Frozen Ocean Biome Nature, Nurture, Encourage, UNKNOWN
Frozen River Biome Nature, Nurture, Encourage, UNKNOWN
Hell Biome Nature, Nurture, Encourage, UNKNOWN Because of discrepancies in the way Minecraft handles biome and dimension based materials, this biome will generate with a base material of Stone by default.
Ice Moutains Biome Nature, Nurture, Encourage, UNKNOWN
Ice Plains Biome Nature, Nurture, Encourage, UNKNOWN
Jungle Biome Nature, Nurture, Encourage, UNKNOWN
Jungle Hills Biome Nature, Nurture, Encourage, UNKNOWN
Mushroom Island Biome Nature, Nurture, Encourage, UNKNOWN This biome generates with a top layer of Mycelium rather than Grass.

Minecraft's hostile mobs cannot spawn in Mushroom Island biomes.

Due to a bug in Vanilla minecraft, caves and ravines will not break the surface mycelium.
Mushroom Island Shore Biome Nature, Nurture, Encourage, UNKNOWN This biome generates with a top layer of Mycelium rather than Grass.

Minecraft's hostile mobs cannot spawn in Mushroom Island shore biomes.

Water generates in this biome because it is generally low. If there is a section of this biome above Y 63, it will be mycelium as per any other mushroom biome.
Ocean Biome Nature, Nurture, Encourage, UNKNOWN Water generates in this biome because it is generally low. If there is a section of this biome above Y 63, it will be grass as per any other normal biome.
Plains Biome Nature, Nurture, Encourage, UNKNOWN
River Biome Nature, Nurture, Encourage, UNKNOWN Water generates in this biome because it is generally low. If there is a section of this biome above Y 63, it will be grass as per any other normal biome.
Sky Biome Nature, Nurture, Encourage, UNKNOWN Because of discrepancies in the way Minecraft handles biome and dimension based materials, this biome will generate with a base material of Stone by default.

Cannot be found in normal gameplay before 0.10.6.

If the biome of the x,z coordinates 0,0 is Sky, the Enderdragon may spawn.
Swampland Biome Nature, Nurture, Encourage, UNKNOWN
Taiga Biome Nature, Nurture, Encourage, UNKNOWN
Taiga Hills Biome Nature, Nurture, Encourage, UNKNOWN

For all biomes, the “biome top” replacement (usually dirt and grass, biome specific) only happens if the world's base material is “stone”; see “Terrain” symbols above.

Colors

Colors can be used to change the appearance of many aspects of an age.

Colors will blend with an existing color rather than replace the current color. This occurs two colors at a time. Red and Blue will become purple. Red, Blue and White will first become Purple when Red and Blue mix, and then become a lighter shade of Purple when Purple and White mix.

Symbol Name Words Notes
  Black Modifier*, Image*, Weave, black Black is used by Minecraft for some transparency effects, therefore some objects will vanish when given only Black as a color.
  Blue Modifier*, Image*, Weave, blue
  Cyan Modifier*, Image*, Weave, cyan
  Green Modifier*, Image*, Weave, green
Magenta Modifier*, Image*, Weave, magenta
  Red Modifier*, Image*, Weave, red
White Modifier*, Image*, Weave, white
Yellow Modifier*, Image*, Weave, yellow

Directions

Directions are the cardinal directions. These are used by some symbols to determine placement, such as celestial bodies. When used with celestial bodies the direction appears to be where the body would rise from, so a West + Setting + Normal Moon would set in the East.

Directions will blend with the existing direction rather than replace the current direction. This occurs two directions at a time. West and North will become Northwest. West and North and North will first become Northwest when West and North mix, and then become North-Northwest when Northwest and North mix.

Symbol Name Words
  East Modifier*, Flow, Motion, Tradition
  North Modifier*, Flow, Motion, Control
  South Modifier*, Flow, Motion, Chaos
  West Modifier*, Flow, Motion, Change

Gradient

Gradient is a special modifier that provides changing colors, each given color lasting for a certain length of time before fading into the next color.

Gradient accepts the previous gradient and adds a new step to it. Gradient accepts a Color modifier for each step, telling the step what color it will be. Gradient accepts a Length modifier for each step as well, this Length is used to determine the amount of time before the gradient changes to the next color.

Gradients are believed to be accepted in all places a Color modifier would be accepted.

Symbol Name Words
  Gradient Modifier*, Image*, Merge, Weave

Lengths

Lengths determine the length of the cycle they modify. They can be used to extend the day or shorten the night.

Lengths will blend with the existing length rather than replace the current length. This occurs two lengths at a time. Normal Length and Half Length will become 3/4 Length. Normal Length, Half Length, and Half Length will become 3/4 Length when Normal Length and Half Length mix, and then become 5/8 Length when 3/4 and Half Length mix.

Zero Length can mix as though its value is 0, but when on its own, will instead represent a lack of cycle. A sun set to Zero Length will not move.

Symbol Name Words Notes
  Double Length Modifier*, Time, System, UNKNOWN Set value of 2.0.

Does not actually double the current Length.
  Full Length Modifier*, Time, System, UNKNOWN Set value of 1.0.
  Half Length Modifier*, Time, System, UNKNOWN Set value of 0.5.
  Zero Length Modifier*, Time, System, UNKNOWN Set value of 0.0.

When not mixed with another Length, Zero Length instead will cause a modified cycle to not move at all.

Materials

Materials are symbols that define types of blocks.

Materials can be used as modifiers for other symbols for generation. Examples currently are tendrils – which take a material for the stuff the tendrils are made from, and “terrain” and “sea”, used by most terrain generators. “Void” does not use any.

For terrain generators, a sea-compatible, and terrain-compatible symbol is used, if present.

There is no hierarchy of materials. Any given material might be valid for tendrils, or as a terrain, or as a sea. Add-ons and mods may be able to alter this; as an example, “lava” is not valid for tendrils in vanilla Mystcraft, but may be valid in add-ons.

Most materials are valid for tendrils. A few are valid for seas; a few are valid for terrain.

Each Material has an innate instability score, but it is up to the symbol using the Material to determine how to apply that instability score. (In 0.10.4, things are more complicated “under the hood”, but the result is close enough; the symbol tells the material how it is being used, and the material provides the appropriate instability value). Note that the instability score may be zero, or even “stability” instead of instability.

Liquids/Fluids

Most of these can be used with lakes and seas. “No Seas” is the exception.
See also “Ice”, below, which also counts as a liquid.

Symbol Name Words Notes
  Lava Modifier*, Constraint, Sea*, UNKNOWN Does not cause instability
  Water Modifier*, Constraint, Sea*, UNKNOWN Default for most terrain generators. Note that this does not prohibit random alteration.
  No Seas Modifier*, Constraint, Sea*, Inhibit Ensures that the age will not form any seas at all.

Default for End world / Island world terrain generator.

Not technically a material; only usable as a sea for terrain generators as of 0.10.5.
Oil ??? ??? ??? ??? Available when a mod provides oil in the Forge dictionary

Causes instability.

Solids

These blocks are solid blocks.

All of these are valid structure blocks. Some are crystals, some are terrain.
“Chain” as word 3 actually indicate crystal; this might be a valid alternate translation.
Note that both Glass, and Ice, do not have that third word.

Terrains

Symbol Name Words Notes
Dirt Modifier*, Constraint, Terrain*, UNKNOW
End Stone Modifier*, Constraint, Terrain*, UNKNOWN
Netherrack Modifier*, Constraint, Terrain*, UNKNOWN
Stone Modifier*, Constraint, Terrain*, UNKNOWN This is the default material for all Terrain symbols. Using Stone with a Terrain symbol will not prevent grass, sand, or mycelium from appearing.

Using Stone with a Tendril symbol will permit ores to generate normally in the tendrils.

Crystals

Symbol Name Words Notes
Crystal block Modifier*, Constraint, Chain*, UNKNOWN The blocks to create portals
Glass Modifier*, Constraint, Structure*, UNKNOWN
Glowstone Modifier*, Constraint, Chain*, UNKNOWN
Ice Modifier*, Constraint, Structure*, UNKNOWN Ice is also valid for liquids (as in a sea of ice)
Nether quartz ore Modifier*, Constraint, Chain*, UNKNOWN
Snow Modifier*, Constraint, Chain*, UNKNOWN

Other

Symbol Name Words Notes
  Birch Wood Modifier*, Constraint, Structure*, UNKNOWN
  Coal Ore Modifier*, Constraint, Ore*, UNKNOWN
Diamond Ore Modifier*, Constraint, Ore*, UNKNOWN Players who find this material (Or any symbol in the mod for that matter) to be overpowered may disable this symbol in the config file.
  Gold Ore Modifier*, Constraint, Ore*, UNKNOWN
  Iron Ore Modifier*, Constraint, Ore*, UNKNOWN
  Jungle Wood Modifier*, Constraint, Structure*, UNKNOWN
  Nether Brick Modifier*, Constraint, Structure*, UNKNOWN
  Oak Wood Modifier*, Constraint, Structure*, UNKNOWN
Obsidian Modifier*, Constraint, Structure*, UNKNOWN
  Spruce Wood Modifier*, Constraint, Structure*, UNKNOWN

Phases

Phases determine starting positions. For example, if four suns are written into an age, each with the same Direction and Length modifiers, but each with a different Phase modifier, there will be four suns in the given age, each at approximately ninety degree angles from each other as they chase each other through the sky.

Phases are most commonly used in conjunction with Directions and the Zero Length modifier to place Celestial Bodies at specific points in the sky.

Phases will blend with the existing phase rather than replace the current phase. This occurs two phases at a time. “Setting” and “Zenith” will end up halfway between “Setting” and “Zenith” (like 3:00 pm). “Setting”, “Zenith”, and “Zenith” will first be halfway between Setting and Noon (3:00 pm) when they mix, but will end up being pushed to a quarter of the way to Noon from Setting (1:30 pm) when the second Zenith is mixed.

Symbol Name Words Notes
  Nadir (Before: End) Modifier*, Cycle, System, Rebirth This is straight down, the polar opposite of Zenith.
  Zenith (Before: Noon) Modifier*, Cycle, System, Harmony This is straight up, the polar opposite of Nadir.
  Rising Modifier*, Cycle, System, Growth This is on the horizon just before moving upward. The polar opposite of Setting.

This is where the Overworld sun begins the day.
  Setting Modifier*, Cycle, System, Future This is on the horizon just before vanishing on its path downward. The polar opposite of Rising.

This is where the Overworld moon begins the day.

Specials

Symbol Name Words Notes
Sunset Color Modifier*, Image*, Celestial*, Change Allows players to change the color of the sunsets in an age. The primary function is to modify the color of a specific sun; a secondary function is to modify all unspecified sunset colors. See the full description under Visuals.

Summary

writing/symbols.txt · Last modified: 2014/06/07 02:58 by keybounce