TribalPower

Quick rating

Community listing page, reviews here may not be monitored by the author.

TribalPower

No reviews yet

Shamanic technomancy: rhythmic spirit power, automated workshops, wireless transport, elemental rituals, unique creatures, and the aurora-lit March.

Mod Loaders
Minecraft

About

Description

Tribal Power — The Living Lattice

Shamanic technomancy for Minecraft 1.21.1, NeoForge 21.1.249, and Java 21. Build a camp that answers you: rhythmic power, elemental workshops, woven equipment, sustained rites, and paths between worlds.

https://github.com/AhmiDarrow/Tribal-Power

Power from rhythm and the world

Strike the Drumheart in rhythm, gather environmental energy with the Ley Collector, and seat a reusable Echo catalyst (Echo Shard through Resonant Core) in the Pulse Resonator with at least two distinct totem voices nearby. Coal and wood are not fuel. Store Spirit Pulse in cells or convert it to standard FE through the one-way Pulse Adapter.

A living, automated workshop

Progress through Echo Shatter, Attune, Bind, Manifest, Kiln and Unweave. Dedicated batch stations provide progress screens, eight output slots, and hopper or pipe automation. The Lattice Conductor moves Pulse along chalk-linked totems and routes Song Bench items. Store goods in 54-slot Ancestral Caches and personal Deep Caches, carry a Wayfarer Satchel, and hold fluids in Spirit Cisterns.

Redstone pauses workshops, generators, relays, and rites, while comparators report stored resources. The Drumheart responds to rising-edge beats. Standard item, fluid, and energy capabilities support other mods; datapack recipes use normal ingredients and tags, with optional JEI recipe display and KubeJS custom recipe support.

The illustrated Spirit Codex

A full standalone book, written the way one player would explain the mod to another, with creature portraits, animated examples, search, bookmarks, and live crafting and processing recipes. Every mention of another entry or item is a link you can click. Advanced knowledge stays behind an explicit spoiler warning.

A camp that keeps working

Wayanchors sustain their own chunks with Pulse. Hush Totems ward hostile spawning. Grove Tenders plant, harvest and replant crop beds, preserving crops when storage is full. Spirit Lanterns, weather-reading Rain Chimes and 27-slot Offering Tables make decorations useful. Redstone controls every device, and standard item handlers connect them to your automation.

Summoning Cradles call creatures through ritual-bound effigies. Harmlessly imprint one of 21 supported species, then awaken the effigy through a three-voice ritual. Each binding permits 512 successful summons before renewal. Failed attempts consume nothing; the remaining count stays with the effigy through saves and pickup. A comparator reports binding strength.

Paths for cargo and travellers

  • Wireless item and fluid relays progress from Local (32 blocks) to Longreach (128 blocks), then Astral transport across dimensions.
  • Player compasses progress from Waystone (128 blocks) to Horizon (any distance in one dimension), then Astral travel across dimensions.
  • Redstone locks player arrivals. Cargo endpoints must already be loaded; a deliberately powered Wayanchor can sustain a distant camp.

Equipment and elemental rites

Switch the Sixfold Staff between Earth, Fire, Water, Air, Spirit and Loom. Wear Pulse-powered Spiritweave armor, excavate with the Resonance Maul, and sustain nearby blessings through Ritual Braziers and reusable elemental seals.

Rank Spiritgear and Spiritweave up to Manifested with hard-won catalysts: a Manifested blade hits bosses harder and heals you with every blow, and a full Manifested set is built for the hardest fights. Seat a Pulse Cell inside any piece so it spends its own charge first, and upgrade it to a Greater cell as you grow. Totem-bound gear glows in its voice's colour.

The March and the Returning Song

Reach the March through the Gate Drum by beating out the Gate Rite: a drumming song of drums, drone, flute and chant, played on A, S, D and F. Beat it on any drum there to come home. Six biomes lie under its twilight sky: the open Steppe, the terraced Crystal Fields, the Highlands, the mud channels of the Reed Fen, the Snow Fields and the basalt Ember Wastes. Every block and plant is painted for the March, and the grass and leaves take each biome's colour. Flora grows in groves and drifts, held to a budget so the dimension stays smooth.

Six trees grow only here, each with its own wood: the Hearthoak, Bellcap, Frostpine, Cinder Snag and Strider, and in groves across the fen and highlands the Weeping Colossus, over a hundred blocks tall, trailing curtains of climbable strands. Meres and pools hold lilies, ribbon weed, schooling Glimmerfin, glowing Drift Bells, Veil Rays and Silt Eels; flocks of Loom Swifts and clouds of fireflies fill the air. Twenty-seven ruins, shrines, towers and guarded vaults wait to be found, and the spirits walk by day and night, some rising as Elites.

Below, the caves open into caverns and canyons lit by veil lichen and lantern caps. Every vanilla ore is found set in March slate, and small amethyst pockets glint on the cave walls.

Win March creatures over like wolves, with food or a Bonding Charm, and breed them for better stats: sneak and look at any creature to read its bloodline, and breed strong to strong for lines no wild creature can match. Discover three breedable animals — Dawn Stag, Lantern Fox, and Mossback — and ten hostile spirits. Brush adult animals for renewable materials, hunt Dawn Stags, Mossbacks and March Walkers for game and March Leather, and process guardian reagents through Echo recipes. Some creatures also inhabit Overworld forests and swamps.

Animated night auroras and constellations bring the skies to life. Client settings control brightness, detail, and dimension coverage; the effect can be disabled for shader packs with their own skies.

The Nine Tribes

Nine tribes once kept the Loom. Their camps still stand in the Overworld and the March, each with a hearth, a banner and four Tribal Kin. Offer favoured goods at a Tribe Hearth to rise from Guest to Voice, trade with the Elders, earn a Tribe Mark and carve it into a Kinship Totem for an extra Resonator voice. In the March, sunken Ancestor Halls keep twelve Lore Tablets, and a four-beat on the Silent Drum wakes The Unsung. Its Heart unlocks the sixth voice: Loom.

The Listening Pit and the Gates

Placement is the ritual. Draw chalk patterns for the Stone Font, the Listening Pit, tablet Rite Circles, and built Way and Far Gates. Grit is crushed metal waiting for a furnace; gems skip the fire. Each voice now has its own generator — Drumheart, Ember Horn, Wind Harp, Wave Drum, Wake Bell, Loom Anchor — and Pulse Cairns hold the burst. A Drum Circle music disc plays the circle's four-beat in a jukebox.

The Drumheart's redstone tempo is retuned: a one-second clock is a large buff, a fast spam clock is a nerf. Tablet rites now need their circle; brazier blessings do not.

Start your journey

Craft a Bone Chime, Spirit Shard, and Drumheart. Strike the drum and charge a Pulse Cell. Place an Earth Totem and Echo Shatter near a generator, then process stone into Echo Shards and raw metals into grit. Consult the Spirit Codex as you expand.

With Chocobos Reborn

Optional. With Chocobos Reborn installed, chocobos roam the March: Flame birds hatch in the Ember Wastes, birds on Snow Fields ice can roll Wonderful, farms stand on the Steppe and Highlands, and Wild Gysahl grows in the Reed Fen. Tribal Power never needs it.

Standalone and Ninjacat Skies

Tribal Power works standalone. In Ninjacat Skies, its workshops, rituals, transport, bestiary and camp systems are woven into the pack story and quest progression. The pack is optional.

Version 3.6.0. Created by Ahmi & Risika Darrow. GNU GPL v3. Source and documentation.