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.