Veskorius
Alpha 0.1.0 — NeoForge 1.21.1. Playable end to end, but expect rough edges and world-breaking changes between alphas. Do not start a world you care about.
Energy without a single cable
Something was here before you. It ran on Resonance — a form of energy that never travelled through a wire. It filled the air.
Veskorius is a tech-progression mod built on that one idea, followed honestly to its consequences. A machine is not connected to anything. It works if it stands inside an active field, and it stops when it doesn't. There is no cable, no pipe, no conduit, and no network to lay out — there is a volume, and things either sit in it or they don't.
Items still move normally. Hoppers, chests, automation: all of that behaves exactly as you expect. Only the energy is invisible.
Reading a base you can't see
Cables have one virtue: you can look at a wire and know where the power goes. Take them away and you need something else, so Veskorius gives you colour.
Every emitter broadcasts on a harmonic band. Every machine is tuned to one. Run a machine on the wrong band and it still works — it just costs more and it dirties the field. That dirt is dissonance, it accumulates, and a saturated field starts to misbehave. Left alone long enough, it discharges.
None of this hides in a menu. You read your base by looking at it:
| What you see | What it means |
|---|---|
| A machine glows | It is genuinely running this tick — so it has power |
| A machine sits dark with a full input slot | It is outside any field |
| A dome of coloured particles | The reach of a field, and its band |
| The glow flickers between two colours | That machine is detuned — running, but paying for it |
| The dome turns grey | Dissonance is building up. Maintain it |
Five tiers, twenty-five machines
You start with no energy to manage at all: dig between Y 0 and −20, find the veined stone that sheathes a pocket of raw crystal, and stabilise it by hand. Tier 1 is a crafting loop, nothing more.
Then you find an outpost, wake its console, and it hands you the blueprint for a Field Emitter — and from that point the mod is about volumes, bands, and upkeep. Alloys and relays in T3. Amplifiers, an automated extraction array, and a network hub in T4. And at T5, the Rift: anchor it, ward it, and extract from it six times. It tells you what it has left.
Twenty-five machines, 58 blocks, 88 items. Five distinct structures to find plus dungeons, five mobs, an in-game Codex that unlocks its chapters as you earn them, and a weather event that reshapes the surface.
Built to be modified
- Every recipe is a datapack recipe. Nothing about any machine's inputs, outputs, timings, or energy cost is hardcoded. Fourteen recipe types, all JSON, all yours to override.
- ~50 config options across six files — field range, storm frequency, mob stats, augment stacking, overheat penalties. Whole systems (harmonics, dissonance discharge, the field HUD) can be switched off outright if they aren't the game you want to run.
- JEI and Jade supported out of the box.
- English and French, both complete.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.172 or newer
- Java 21
Reporting problems
This is an alpha built and tested by one person. If something is broken, the report that helps most says what you did, what you expected, and what happened instead — and includes your latest.log.

