Early Access

Roadmap

The plan for the whole machine world, in four phases. A feature counts as done when it works in the current build; partly done counts as half.

About 44% of the roadmap is done.

Phase 1: The World

Desert of the Real In development, v0.5.0

Goal: Create the world where all the other Matrix mods take place.

5 of 7 features done

  • Human Pod Fields Done

    The Pod Farms biome, with rows of pod cages and clusters of pod towers ringed in red machine light.

  • Machine Cities Done

    The Machine City biome: dome processors, tower clusters and megastructures plated in circuit boards.

  • Underground Tunnel Networks Done

    Machine tunnels in three sizes, up to 60 blocks wide, with hovercraft access shafts down from the surface.

  • Wasteland Surface Done

    Wastelands and Ash Wastes, with craters, roofless ruined buildings and filled-in oceans.

  • Machine Infrastructure Done

    A planet-wide grid of machine cable bundles and transmission pylons 30 to 70 blocks tall.

  • Underground Biomes Partly done

    Six underground zones are built (old-Earth remnant pockets, machine roots, the pod underbelly, the void deep), but they don't generate in the world yet.

  • Machine Resources Partly done

    Three ores exist as blocks, but they don't generate in the world yet and mining them drops nothing.

Phase 2: The Technology

01 Generators Planned

Goal: Provide the technology layer powering Machine Cities.

0 of 7 features done

  • Machine Power Generation Planned

  • Energy Transmission Planned

  • Machine Circuit Networks Planned

  • Machine Cables Planned

    Decorative machine cables already exist in Desert of the Real.

  • EMP Systems Planned

  • Zion Technology Planned

  • Industrial Automation Planned

Phase 3: The Threat

Matrix Sentinels In development, v0.4.0

Goal: Make the world feel inhabited and dangerous.

0 of 6 features done

  • Sentinel Swarms Partly done

    Three or more Sentinels form a swarm: they roam together in the air, keep their distance, surround their prey and dive in two at a time.

  • Patrol Systems Planned

  • Hive Structures Planned

  • Machine Drones Planned

  • Tunnel Guardians Planned

  • Machine AI Partly done

    Sentinels walk or fly depending on their height, run at sprint speed on foot, fly up to Elytra speed, and strike with their tentacles.

Phase 4: The Resistance

Create Aeronautics: Legs & Coils Released, v1.7.5

Goal: Give players technology capable of surviving in the Machine World.

3 of 6 features done

  • Electromagnetic Levitation Done

    Superconductor blocks lift ten times as hard as Levitite.

  • Advanced Gyroscopes Done

    Keeps a machine level, or locks it to the angle it had when switched on.

  • Procedural Walking Machines Partly done

    Rebuilt in 1.8.0: each Brain Controller is a leg that finds its own footing and steps in a balanced gait. In testing in game.

  • Inverse Kinematics Partly done

    Every leg bends at the knee to reach its foot, worked out in the machine's frame so it holds while the machine turns and tilts. In testing with the new walking.

  • Coil Weapons Partly done

    The first one, the Coil Weapon, arcs electricity into up to four targets within 10 blocks. It's in testing for the next update.

  • Machine Propulsion Done

    Electro Lift Coils thrust in any of six directions; the Heavy Electro Lift pushes eight times harder.