# AetherCore Framework
**Version 2.0.0**
AetherCore is a modular Minecraft Bedrock framework designed to serve as a stable foundation for large modpacks, overhaul addons, RPG experiences, adventure packs, survival expansions, and other custom gameplay projects.
Instead of replacing Minecraft with one tightly connected collection of mechanics, AetherCore provides a reusable base layer of gameplay systems that other addons can build on.
## What AetherCore Does
AetherCore improves the Minecraft survival experience while maintaining the identity of the vanilla game.
Its core systems include:
- Vein Mining
- Tree Felling
- Player XP and Progression
- Combat Progression
- Elite Hostile Mobs
- Night Danger
- Blood Moon Events
- Waystones and Travel
- Utility Items
- Starter Survival Systems
- Configurable HUD Features
- Tool Durability Management
- Persistent Player Data
The framework is designed so these systems can work together without forcing a specific modpack theme.
## Designed as a Framework
AetherCore is intended to sit underneath other addons.
A modpack can add:
- Magic
- Technology
- Guns
- New dimensions
- Bosses
- Quests
- New structures
- New biomes
- New mobs
- RPG classes
- Custom progression
- Economy systems
- Dungeon systems
- Automation
- Fantasy content
- Horror or apocalypse systems
AetherCore provides the shared survival and progression foundation while those addons provide the content and theme.
## Modular Architecture
AetherCore separates its major gameplay systems into modules.
This allows a modpack creator to enable or disable specific systems without rebuilding the entire framework.
Example systems:
```text
aethercore:vein_mining
aethercore:tree_felling
aethercore:progression
aethercore:combat
aethercore:elite_mobs
aethercore:night_danger
aethercore:blood_moon
aethercore:waystones
aethercore:utilities
aethercore:hud
```
This modular structure makes AetherCore suitable for both small vanilla-plus packs and large-scale overhaul projects.
## Compatibility
AetherCore is designed to minimize conflicts with other addons.
The framework uses its own namespaces, identifiers, persistent player data, and modular scripting architecture.
Other addons should avoid modifying AetherCore files directly.
Instead, addons should communicate with the framework through its public integration interface.
This makes updates easier and reduces the chance of one addon breaking another.
## Script Event Integration
Other addons can communicate with AetherCore through Script Events.
### Request framework information
```text
/scriptevent aethercore:info
```
### Request version information
```text
/scriptevent aethercore:version
```
### Enable or disable a module
```text
/scriptevent aethercore:module {"name":"vein_mining","enabled":false}
```
### Modify framework configuration
```text
/scriptevent aethercore:config {"hud":true,"night_danger":false}
```
### Award player XP
```text
/scriptevent aethercore:xp {"amount":25,"reason":"quest"}
```
These interfaces allow external systems such as quests, bosses, dungeons, classes, and custom progression systems to interact with AetherCore without directly modifying its implementation.
## Recommended Modpack Structure
A large project can be organized like this:
```text
Modpack
│
├── AetherCore Framework
│
├── World Generation
│ ├── Biomes
│ ├── Structures
│ └── Terrain
│
├── Combat
│ ├── Weapons
│ ├── Bosses
│ └── Enemies
│
├── RPG
│ ├── Classes
│ ├── Skills
│ └── Quests
│
├── Magic
│
├── Technology
│
├── Dimensions
│
└── Quality of Life
```
AetherCore should remain the foundation while specialized addons remain responsible for their own content.
## Installation
Import:
```text
AetherCore_Framework_v2.0.0.mcaddon
```
The `.mcaddon` contains both the Behavior Pack and Resource Pack.
After importing, activate AetherCore in the world's Behavior Packs and Resource Packs.
For packs using experimental features, enable the experimental settings required by the additional addons being installed.
## Development Guidelines
When creating an addon that depends on AetherCore:
1. Do not edit AetherCore files directly.
2. Use the `aethercore:` namespace for framework integration.
3. Keep custom systems in their own namespace.
4. Use the public Script Event interface when possible.
5. Avoid replacing AetherCore scripts.
6. Keep custom assets isolated from the framework.
7. Test the addon independently and alongside AetherCore.
8. Treat AetherCore as a dependency rather than a library to modify.
## Example
A quest addon could reward a player with AetherCore XP:
```text
/scriptevent aethercore:xp {"amount":100,"reason":"completed_dungeon"}
```
A configuration system could disable Blood Moons:
```text
/scriptevent aethercore:config {"blood_moon":false}
```
A custom RPG addon could check the framework version before enabling advanced integration.
This allows separate addons to cooperate without becoming one enormous dependency mess.
## Philosophy
AetherCore follows three principles:
**Enhance Minecraft.**
The framework should make survival, exploration, progression, and combat more interesting without forcing a completely different game onto the player.
**Stay modular.**
Systems should be replaceable, configurable, and independent whenever practical.
**Build for other creators.**
AetherCore is not only intended to be played. It is intended to be built upon.
## Intended Use
AetherCore is suitable as the foundation for:
- Vanilla+ packs
- Survival overhauls
- RPG modpacks
- Adventure packs
- Hardcore packs
- Fantasy packs
- Technology packs
- Apocalypse packs
- Exploration packs
- Large community modpacks
- Custom servers
- Creator-focused addon projects
## Version
**AetherCore Framework 2.0.0**
This release establishes the modular framework architecture and public integration layer for future AetherCore systems and compatible addons.
## Credits
AetherCore is an independent Minecraft Bedrock addon framework.
Minecraft is a trademark of Microsoft/Mojang Studios. AetherCore is not affiliated with or endorsed by Mojang Studios or Microsoft.

