TECH TREE & RESEARCH
Every team on QuantumRift builds up its own tech tree — a shared pool of 84 technologies your team funds together to unlock better gear, automation, defenses, and offense. This page covers how research works, how to pay for it, what’s actually in the tree, and what completing a tech gets you.
Quick Facts
- Research progress belongs to your team, not to any one player.
- The tree has 84 technologies spread across 7 tiers.
- Research points come from three channels that all stack together: passive income, credit injection, and resource donation.
- How many techs you can fund at once depends on your team’s Base Core level.
- The whole server gets notified whenever any team finishes researching a tech.
How Techs Become Available
A tech shows up as researchable only when both of these are true:
- The server-wide Empire Tier has reached the tech’s own tier number (0–7).
- If the tech lists a required Empire Mission, that mission has been completed.
That’s it — there’s no web of individual tech prerequisites to chase. Empire Tier is a shared, server-wide counter that advances as the whole server completes Empire Missions, so unlocking higher tiers is a team effort across everyone playing, not just your own squad.
Farming I is Tier 0: any team can research it from the very first day, before any Empire Mission is done, so carrots and potatoes can be planted for the Food mission. The four Tier 1 techs need no mission at all — just reaching Empire Tier 1. From Tier 2 onward, most techs are gated behind one of these missions, which roughly track a resource-tier ladder:
| Required Mission | Roughly gates |
|---|---|
empire.t1.food |
Some Tier 2 farming techs |
empire.t1.timber |
Some Tier 2 wood/defense techs |
empire.t2.stone |
Most of Tier 2 |
empire.t3.copper |
All of Tier 3 |
empire.t4.iron |
Tier 4 combat: Iron gear, crossbow, mace inputs, repair |
empire.t4.works |
Tier 4 machinery and energy, the Quarry included |
empire.t4.siegeworks |
Tier 4 raiding and defense, the Drill included |
empire.t5.gold |
All of Tier 5 |
empire.t6.diamond |
All of Tier 6 |
empire.t7.diamond_elite |
Tier 7 (Netherite) |
Good to know: once your team queues a tech, its point cost is locked in at that moment. If the devs rebalance costs later, a tech you’re already researching won’t suddenly get more expensive (or cheaper) out from under you.
Funding Research — 3 Channels
Every tech has a point total it needs to hit before it completes. You can fill that bar through any combination of the three methods below — they all add up toward the same total.
1. Passive Income
Your Base Core generates research points automatically, ticking once every minute. The rate grows with every Base Core upgrade:
| Base Core Level | Points per Minute |
|---|---|
| 1 | 1.0 |
| 2 | 1.3 |
| 3 | 1.6 |
| 4 | 1.9 |
| 5 | 2.3 |
Research points are whole numbers, so a fractional rate carries its remainder from one minute to the next: a level 2 Core earns 13 points every 10 minutes. Every active research slot earns the full rate.
2. Credit Injection
Use /tech inject at your Base Core to spend credits directly on your team’s active research.
- Rate: 100 research points per 1 credit spent.
- Cap: credit injection can only cover up to 40% of a tech’s total cost — the rest has to come from passive income or resource donations. This keeps rich teams from just buying every tech instantly.
- Injections are capped to the room left in the tech too — you are never charged for points it doesn’t need.
3. Resource Donation
Physically donate items to fund research. Each item has a base point value (see the table below), and every tech has its own bonus materials — usually 2–3 materials it especially wants, worth 1.5x or 2.0x their normal value when donated toward that specific tech.
- Only items listed in the value table are accepted — anything else donates for 0 points, so check the list before hauling a stack over.
- Donations are capped to exactly how much room is left in the tech — you can’t overshoot and waste materials.
Tip: always check a tech’s bonus materials before donating. Donating Iron Chain to a tech that wants it at 2.0x is twice as efficient as donating it somewhere it gets no bonus.
Resource Donation Value Table
About 1 point per item, more for valuable ones. A donation is rounded down once as a whole, so 64 Stone give 96 points.
| Item | Base Points | Item | Base Points |
|---|---|---|---|
| Dirt | 1 | Stone | 1.5 |
| Sand | 1 | Deepslate | 1.5 |
| Cobblestone | 1 | Glass | 1.5 |
| Cobbled Deepslate | 1 | Bread | 1.5 |
| Oak Log | 1 | Leather | 1.5 |
| Birch Log | 1 | Gunpowder | 1.5 |
| Spruce Log | 1 | Coal | 3 |
| Jungle Log | 1 | Raw Copper | 3 |
| Acacia Log | 1 | Raw Iron | 3 |
| Dark Oak Log | 1 | Raw Gold | 3 |
| Oak Planks | 1 | Redstone | 3 |
| Wheat | 1 | Lapis Lazuli | 3.5 |
| Wheat Seeds | 1 | Copper Ingot | 4 |
| Carrot | 1 | Iron Ingot | 4 |
| Potato | 1 | Gold Ingot | 4 |
| Beetroot | 1 | Iron Chain | 4 |
| Bamboo | 1 | Diamond | 6 |
| String | 1 | Emerald | 6 |
| Feather | 1 | Netherite Scrap | 8 |
| Iron Nugget | 1 | Netherite Ingot | 12 |
Iron Chain is worth as much as an ingot, and a lot of early-game techs specifically want it as a bonus material.
Leaving a Team: The Comeback Bonus
If you leave your team, are kicked, or it disbands, 60% of the research points you personally contributed to it (from item donations and credit injections alike) is banked for you. On your next team, every donation you make — items or credits — gets a 25% bonus on top, paid out of that bank until it runs out, so switching teams doesn’t erase everything you put in. A bank of 1,000 points boosts your next 4,000 points of donations. The bonus never costs extra credits, stays inside a tech’s 40% credit cap, and is never spent on points a tech has no room for.
Only what you contributed since your last bank counts: leaving the same team twice does not bank the same points twice. The bonus has no expiry.
Check your balance any time with /tech comeback. While you have one, it also shows in the detail pane of every tech in the Tech tab, and each donation tells you how much bonus it used, e.g. (+80 comeback bonus, 1160 left).
Research Slots — Active & Queue
Your team can only actively fund a limited number of techs at once, with more waiting in a queue behind them. Both numbers scale with your Base Core level:
| Base Core Level | Active Slots | Queued Slots |
|---|---|---|
| 1 | 1 | 0 |
| 2 | 1 | 2 |
| 3 | 2 | 3 |
| 4 | 3 | 4 |
| 5 | 4 | 5 |
When an active tech finishes, the next one in your queue automatically promotes into an active slot — no need to babysit it.
The Full Tech Tree
The tree covers 7 categories: Machinery (44 techs — the biggest by far), Defense (11), Attack (11), Gear (12), Energy (4), Farming (3), and Combat (2). (“Mounts” and “Utility” are declared categories with nothing in them yet — a sign of where the tree may grow.)
Below, every tech is listed by tier, with its cost, required mission, what it does, and its bonus donation materials.
Tier 0 — Open From Day One
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Farming I — Roots | Farming | 800 | Unlocks Carrot and Potato planting on claimed land. | Oak Log 2.0x, Dirt 2.0x, Wheat Seeds 2.0x |
Tier 1 — No Mission Required (just reach Empire Tier 1)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Coal Energy Generator | Energy | 1,200 | Your first placeable power source — burns coal to feed the base energy bus. | Coal 2.0x, Iron Chain 2.0x |
| Auto-Smelter | Machinery | 1,200 | Cooks ores automatically. Needs a Coal Generator on the same bus. | Coal 1.5x, Iron Chain 2.0x, Cobblestone 1.5x |
| Grabber | Machinery | 1,000 | Belt-line merger — lifts items off one belt and lays them onto the opposite side, folding two production lines into one. | Iron Ingot 1.5x, Iron Chain 2.0x |
| Extractor | Machinery | 1,000 | Lifts items out of a chest or barrel and feeds them onto a belt — the on-ramp from storage into automation. | Iron Ingot 1.5x, Iron Chain 2.0x |
Tier 2 — Empire Tier 2
| Tech | Category | Cost | Mission | What It Does | Bonus Materials |
|---|---|---|---|---|---|
| Upgraded Extractor | Machinery | 1,800 | empire.t2.stone | Extractor with a freely chosen delivery side; doubles Tier 1 throughput. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Farming II — Grains | Farming | 1,400 | empire.t1.food | Unlocks Wheat and Beetroot planting. | Wheat Seeds 2.0x, Oak Log 2.0x, Dirt 2.0x |
| Gathering Rig | Gear | 1,200 | empire.t2.stone | Unlocks the Gathering armour trim at the Quartermaster — trades damage for mining speed and health. | Copper Ingot 2.0x, Leather 1.5x |
| Scout Rig | Gear | 1,200 | empire.t2.stone | Unlocks the Scout armour trim at the Quartermaster — trades health for movement speed, step height, cheap sprinting. | Feather 2.0x, Leather 1.5x |
| Reinforced Wood | Defense | 1,200 | empire.t1.timber | Stronger building block — tougher than vanilla planks against raid tools. | Oak Log 2.0x, Cobblestone 1.5x |
| Reinforced Stone | Defense | 1,400 | empire.t2.stone | Stronger building block — your first real wall against pickaxe-tier raiders. | Cobblestone 2.0x, Stone 2.0x |
| Basic Sentry Mk I | Defense | 1,800 | empire.t2.stone | Static NPC defender — your first automated base defense. | Iron Chain 2.0x, Leather 1.5x |
| Basic Raid Bomb | Attack | 1,400 | empire.t2.stone | A crude explosive charge. Blows open wood and dirt in enemy claims. Stone and every defense block shrug it off. | Gunpowder 2.0x |
| Stone Raid Pickaxe | Attack | 1,200 | empire.t2.stone | Chips slowly through ordinary blocks in enemy claims; shields and defense blocks stop it cold. | Cobblestone 2.0x |
| Battering Ram | Attack | 1,400 | empire.t2.stone | Aim at a block, wait out a 30-second charge, and it smashes everything around it up to Reinforced Wood. Five uses. | Oak Log 2.0x, Copper Ingot 1.5x |
| Sickness Pad | Defense | 1,200 | empire.t2.stone | Tripwire-style trap pad — inflicts sickness on outsiders who step on it. | Cobblestone 1.5x |
| Slow Pad | Defense | 1,000 | empire.t2.stone | Tripwire-style trap pad — briefly slows outsiders who step on it. | Cobblestone 1.5x |
| Water Generator | Machinery | 1,600 | empire.t2.stone | Slowly fills iron buckets with water. Water is intentionally scarce. | Iron Chain 2.0x, Cobblestone 1.5x |
| Auto-Crafter | Machinery | 1,600 | empire.t2.stone | Combines staged components into recipes automatically. | Iron Chain 2.0x, Cobblestone 1.5x |
| Crop Harvester | Machinery | 1,400 | empire.t2.stone | Automated field hand — harvests and replants mature crops in its chunk, feeding produce onto belts. | Wheat 2.0x, Oak Log 1.5x |
| Stone Spawner | Machinery | 1,800 | empire.t2.stone | Passive cobblestone generation (slow ROI). | Cobblestone 2.0x, Iron Chain 1.5x |
| Wood Spawner | Machinery | 1,800 | empire.t1.timber | Passive oak log generation. | Oak Log 2.0x, Iron Chain 1.5x |
| Bow | Combat | 1,800 | empire.t2.stone | Unlocks the bow. | Oak Log 2.0x, String 2.0x |
| Sand Spawner | Machinery | 1,800 | empire.t2.stone | Passive sand generation — feeds glass, concrete, and TNT production. | Sand 2.0x, Glass 1.5x |
| Gravel Spawner | Machinery | 1,800 | empire.t2.stone | Passive gravel generation — flint feedstock for arrows. | Gravel 2.0x, Flint 1.5x |
Tier 3 — Empire Tier 3 (mission: empire.t3.copper)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Farming III — Tall Crops | Farming | 2,000 | Unlocks Sugar Cane and Bamboo planting. | Copper Ingot 1.5x, Dirt 2.0x, Bamboo 2.0x |
| Iron Door | Defense | 1,600 | Unlocks the Defense Depot’s iron door line. Iron is deliberately expensive at this tier. | Iron Ingot 2.0x |
| Wither Pad | Defense | 1,600 | Tripwire trap pad — inflicts brief wither on outsiders. | Copper Ingot 1.5x |
| Solar Panels | Energy | 2,200 | Daytime-only renewable power — coal-free during sunlight hours. | Copper Ingot 2.0x, Glass 2.0x, Iron Chain 1.5x |
| Cloth Making Machine | Machinery | 1,800 | Converts bamboo into string. | Copper Ingot 1.5x, Bamboo 2.0x |
| Copper Smelting Furnace | Machinery | 2,000 | Required for smelting Copper, Iron, and Gold. | Copper Ingot 2.0x, Cobblestone 1.5x |
| Fabricator | Machinery | 2,400 | Custom-recipe partner to the Auto-Crafter — unlocks late-game recipes. | Copper Ingot 2.0x, Iron Ingot 1.5x, Iron Chain 1.5x |
| Animal Spawner | Machinery | 2,400 | Passive animal-product generation (eggs, feathers). | Iron Ingot 1.5x, Copper Ingot 1.5x, Leather 2.0x |
| Copper Tools & Weapons | Gear | 1,100 | Copper sword, spear, pickaxe, axe, shovel and hoe. Raises the team’s weapon tier to 3. | Copper Ingot 2.0x, Leather 1.5x |
| Copper Armor | Gear | 1,100 | Copper helmet, chestplate, leggings and boots. Raises the team’s armor tier to 3. Also unlocks the bandage recipe: three string makes one bandage. | Copper Ingot 2.0x, Leather 1.5x |
| Clay Spawner | Machinery | 2,400 | Passive clay ball generation for bricks and terracotta. | Clay Ball 2.0x, Brick 1.5x |
| Coal Spawner | Machinery | 2,400 | Passive coal generation, fuels the Coal Generator and Water Boiling Engine. | Coal 2.0x, Iron Ingot 1.5x |
| Deepslate Spawner | Machinery | 2,400 | Passive cobbled deepslate generation — second-tier bulk stone. | Cobbled Deepslate 2.0x, Cobblestone 1.5x |
| Sheep Spawner | Machinery | 2,400 | Passive wool generation, feeds directly into the Cloth Making Machine. | White Wool 2.0x, String 1.5x |
| Leather Spawner | Machinery | 2,400 | Passive leather generation for armour, books, and item frames. | Leather 2.0x, Beef 1.5x |
| Rabbit Spawner | Machinery | 2,400 | Passive rabbit meat — a fourth food line. | Rabbit 2.0x, Leather 1.5x |
| Cod Spawner | Machinery | 2,400 | Passive cod generation — food independent of livestock. | Cod 2.0x, String 1.5x |
| Egg Spawner | Machinery | 2,400 | Passive egg generation for multi-ingredient food crafts. | Egg 2.0x, Chicken 1.5x |
| Feather Spawner | Machinery | 2,400 | Passive feather generation for arrow production at scale. | Feather 2.0x, Chicken 1.5x |
| String Spawner | Machinery | 2,400 | Passive string generation — Cloth Making input, bows and rods. | String 2.0x, White Wool 1.5x |
| Bone Spawner | Machinery | 2,400 | Passive bone generation for bone meal farming. | Bone 2.0x, Bone Meal 1.5x |
Tier 4 — Empire Tier 4 (three missions: empire.t4.iron, empire.t4.works, empire.t4.siegeworks)
Tier 4 is the first tier that takes three Empire Missions to open fully. The Imperial Armoury (empire.t4.iron) raises the Empire to Tier 4 and opens Iron Tools & Armor, the Crossbow, both Bandit Stock lines (Heavy Core, Breeze Rod), the Repair Station and the Repair Kit. The Imperial Works (empire.t4.works) opens every Tier 4 machine and power source: the Wind Turbine, the Water Boiling Engine, the Shield Crafter, the three upgraded machines, the six Tier 4 spawners, the Water Reservoir and the Quarry. The Imperial Siegeworks (empire.t4.siegeworks) opens the raiding and defense techs: Small Sentry Level 2, Compacted Deepslate, Reinforced Copper, the Iron Raid Pickaxe, the Drill and the Siege Bull. The Works always completes before the Siegeworks, so teams get the Quarry a mission before anyone can bring a Drill.
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Iron Tools & Weapons | Gear | 1,500 | The mid-game workhorse. Iron sword, spear, pickaxe, axe, shovel and hoe, plus the mace. Raises the team’s weapon tier to 4, which the Crossbow research also needs. | Iron Ingot 2.0x, Copper Ingot 1.5x, Leather 1.5x |
| Iron Armor | Gear | 1,500 | Iron helmet, chestplate, leggings and boots. Raises the team’s armor tier to 4. | Iron Ingot 2.0x, Leather 1.5x |
| Small Sentry Level 2 | Defense | 1,800 | Unlocks the Armed Sentry: tougher, harder-hitting and longer-ranged than the Basic Sentry. | Copper Ingot 2.0x, Iron Chain 1.5x |
| Wind Turbine | Energy | 2,800 | Altitude-variable renewable energy source. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Copper Spawner | Machinery | 2,800 | Passive copper ingot generation, for a small fee on every drop. | Copper Ingot 2.0x, Iron Ingot 1.5x |
| Iron Spawner | Machinery | 2,800 | Passive iron ingot generation for hoppers, rails, armour. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Redstone Spawner | Machinery | 2,800 | Passive redstone generation for pistons and repeaters. | Redstone 2.0x, Iron Ingot 1.5x |
| Lapis Spawner | Machinery | 2,800 | Passive lapis generation — enchanting sink plus blue dye. | Lapis Lazuli 2.0x, Iron Ingot 1.5x |
| Ink Spawner | Machinery | 2,800 | Passive ink sac generation, anchors the dye chain. | Ink Sac 2.0x, Cod 1.5x |
| Honeycomb Spawner | Machinery | 2,800 | Passive honeycomb generation, pairs with copper. | Honeycomb 2.0x, Copper Ingot 1.5x |
| Water Reservoir | Machinery | 2,800 | Stores water at base — buffers farming, machinery, and turbines. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Repair Station | Machinery | 2,800 | Repairs gear and tools, consuming same-tier resources (iron gear costs iron ingots, diamond gear costs diamonds). | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Repair Kit | Machinery | 2,000 | Portable field repairs anywhere — same resource cost logic as the Repair Station. | Iron Ingot 2.0x |
| Compacted Deepslate | Defense | 3,000 | Top-tier wall material — only Tier-6 explosives can break it. | Deepslate 2.0x, Iron Ingot 1.5x |
| Water Boiling Engine | Machinery | 2,800 | Burns water buckets for steady high-output power, returns the empty bucket. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Shield Crafter | Machinery | 2,800 | Produces charged Shields for base defense. | Iron Ingot 2.0x, Oak Planks 1.5x |
| Upgraded Auto-Smelter | Machinery | 3,000 | Faster smelter — lower per-cook time, higher upkeep. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Upgraded Auto-Crafter | Machinery | 3,000 | Faster crafter with extra recipes. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Upgraded Water Generator | Machinery | 3,000 | Faster water bucket filling, higher upkeep. | Iron Ingot 2.0x, Copper Ingot 2.0x |
| Reinforced Copper | Defense | 2,400 | Stops the Battering Ram and the Siege Bull. A Drill, Cannon or Explosives still gets through. | Copper Ingot 2.0x, Iron Ingot 1.5x |
| Drill | Attack | 2,800 | Bores through one block per 60-second charge, Reinforced Copper included. Runs on Portable Batteries, and unlocks them. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Siege Bull | Attack | 3,000 | A rideable siege drill. Ride it into a wall and it chews through blocks up to Reinforced Stone. It never attacks anyone. Single use. | Iron Ingot 1.5x, Iron Chain 2.0x |
| Heavy Core (Bandit Stock) | Attack | 1,200 | Opens the Heavy Core line at the Bandit Quartermaster (needs bandit reputation 1500) — the practical path to a Mace outside a Trial Chamber ominous vault. | Iron Ingot 2.0x |
| Breeze Rod (Bandit Stock) | Attack | 1,200 | Opens the Breeze Rod line at the Bandit Quartermaster (needs bandit reputation 1000) — a wind-charge ingredient. A contraband Breeze Rod spawner is a separate, further reputation-gated purchase. | Iron Ingot 1.5x |
| Crossbow | Combat | 2,000 | Unlocks the crossbow. Needs weapon tier 4. | Oak Log 1.5x, Copper Ingot 1.5x, String 2.0x |
| Quarry | Machinery | 4,000 | Digs out the deepslate under one chunk of your base. Drops Cobbled Deepslate and leaves room you can build in. High energy cost. | Iron Ingot 1.5x, Cobbled Deepslate 2.0x, Gold Ingot 1.5x |
Tier 5 — Empire Tier 5 (mission: empire.t5.gold)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Gold Tools & Weapons | Gear | 2,000 | The mining tier. Gold tools dig faster than any other tier and have 800 durability. Raises the team’s weapon tier to 5. | Gold Ingot 2.0x, Iron Ingot 1.5x |
| Gold Armor | Gear | 2,000 | Gold helmet, chestplate, leggings and boots. Gold armor here outlasts iron. Raises the team’s armor tier to 5. | Gold Ingot 2.0x, Iron Ingot 1.5x |
| Water Turbine | Energy | 4,400 | High-output renewable power — needs an adjacent water source. | Iron Ingot 1.5x, Copper Ingot 1.5x, Gold Ingot 2.0x |
| Cannon | Attack | 4,500 | Tier-5 ranged siege engine, 20–40 block range, cannonball-fed. | Iron Ingot 1.5x, Gold Ingot 2.0x |
| Gold Spawner | Machinery | 3,600 | Passive gold ingot generation for powered rails, golden food, and bandit trade goods. | Gold Ingot 2.0x, Iron Ingot 1.5x |
| Quartz Spawner | Machinery | 3,600 | Passive nether quartz generation for comparators and observers. | Quartz 2.0x, Gold Ingot 1.5x |
| Slime Spawner | Machinery | 3,600 | Passive slime ball generation for sticky pistons and leads. | Slime Ball 2.0x, Redstone 1.5x |
Tier 6 — Empire Tier 6 (mission: empire.t6.diamond)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Diamond Tools & Weapons | Gear | 3,000 | Top-tier competitive weapons: diamond sword, spear, pickaxe, axe, shovel and hoe. Raises the team’s weapon tier to 6. | Diamond 2.0x, Gold Ingot 1.5x |
| Diamond Armor | Gear | 3,000 | The last full armor set: diamond helmet, chestplate, leggings and boots. Raises the team’s armor tier to 6. | Diamond 2.0x, Gold Ingot 1.5x |
| Medium Sentry | Defense | 2,600 | Heavier defender with higher damage. | Iron Ingot 2.0x, Iron Chain 1.5x |
| Explosives | Attack | 6,500 | The only thing that breaks Compacted Deepslate: one hardened block per charge, after a 2-minute fuse. | Diamond 2.0x, Gunpowder 2.0x |
Tier 7 — Empire Tier 7 (mission: empire.t7.diamond_elite)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Netherite Sword & Pickaxe | Gear | 4,500 | Prestige tier. The sword and the pickaxe are the only netherite tools that work on this server; the axe, shovel, hoe and spear stay locked for good. Raises the team’s weapon tier to 7. | Netherite Ingot 2.0x, Diamond 1.5x |
| Netherite Chestplate | Gear | 4,500 | Prestige tier. The chestplate is the only netherite armor that works on this server; the helmet, leggings and boots stay locked for good. Raises the team’s armor tier to 7. | Netherite Ingot 2.0x, Diamond 1.5x |
What Completing a Tech Actually Unlocks
Most of a tech’s listed “unlocks” — things like gear:bow, gear:mace, or trim names — are just the readable label shown in the Tech tab, Base Core, PDA, and mission views. But under the hood, only four kinds of tech actually change what your team can do:
Gear Tier Gates
Tier 2 gear (stone tools and weapons, chainmail armor) needs no research: every player starts on it. Ten techs raise the tier of gear your team is allowed to equip from there, one per half per tier:
| Tech | Grants |
|---|---|
| Copper Tools & Weapons | Weapon Tier 3 |
| Copper Armor | Armor Tier 3 |
| Iron Tools & Weapons | Weapon Tier 4 |
| Iron Armor | Armor Tier 4 |
| Gold Tools & Weapons | Weapon Tier 5 |
| Gold Armor | Armor Tier 5 |
| Diamond Tools & Weapons | Weapon Tier 6 |
| Diamond Armor | Armor Tier 6 |
| Netherite Sword & Pickaxe | Weapon Tier 7 |
| Netherite Chestplate | Armor Tier 7 |
Weapon Research Gates
The bow, the crossbow and the mace each need their own research on top of the weapon tier. Until your team has completed it, the weapon won’t fire, charge, swing or craft, even when your weapon tier is high enough:
| Weapon | Needs Weapon Tier | And the Research |
|---|---|---|
| Bow | 2 (the starting tier) | Bow |
| Crossbow | 4 | Crossbow |
| Mace | 4 | Iron Tools & Weapons (the same research that grants weapon tier 4) |
Trying to use one you haven’t researched shows: “Your team has not researched the Bow yet. Type /gear to see what unlocks it.” Solo players (not in a team) have no research, so the bow, crossbow and mace stay locked for them until they join a team that has researched them.
Farming Recipe Gates
Three techs control which crops your team is allowed to plant:
| Tech | Unlocks Planting |
|---|---|
| Farming I — Roots | Carrots, Potatoes |
| Farming II — Grains | Wheat, Beetroot |
| Farming III — Tall Crops | Sugar Cane, Bamboo |
Shop Gates
65 tech ids act as purchase gates at NPC vendors — meaning a lot of techs aren’t just about crafting or placing something yourself, they’re the key to buying specific items from an NPC shop in the first place. If a shop item looks locked, check whether your team has researched the tech tied to it.
Everything Else Is a Label
Weapons and armor are researched separately. Tier 2 (stone and chainmail) is the starting tier and needs no research. Every gear tier from 3 to 7 is two techs: a weapons-and-tools half and an armor half, each costing half of what the whole tier used to. Your team has a weapon tier and an armor tier; a piece of gear is checked against its own half, and the highest completed tech of each half wins (no prerequisites). Teams that already owned a tier when the split shipped kept both halves. The bow and the crossbow need the weapon tier and their own research (see Weapon Research Gates above). Gear sets (Regular, Gathering, Scout) exist at every tier as armor trims rather than separate research.
Unlocks like Portable Battery and the armour trims are shown to players as readable names for what a tech grants, but they don’t gate anything separately from the gear tier or shop-gate rules above (Bow, Crossbow and Mace are the exception: see Weapon Research Gates) — the label is just there so you know what you got:
| Unlock Handle | Shown As |
|---|---|
recipe:farm.carrot |
Carrot Planting |
recipe:farm.potato |
Potato Planting |
recipe:farm.wheat |
Wheat Planting |
recipe:farm.beetroot |
Beetroot Planting |
recipe:farm.sugar_cane |
Sugar Cane Planting |
recipe:farm.bamboo |
Bamboo Planting |
gear:tier3 – gear:tier7 |
Tier 3–7 Weapons & Tools |
gear:tier3.armor – gear:tier7.armor |
Tier 3–7 Armor |
gear:bow |
Bow |
gear:crossbow |
Crossbow |
gear:mace |
Mace |
gear:portable_battery |
Portable Battery |
gear:trim.gathering |
Gathering Armour Trim |
gear:trim.scout |
Scout Armour Trim |
Where to Manage Research In-Game
**/tech inject**— spend credits directly into your team’s active research (subject to the 40% cap described above). Officer and above only, since it spends the team treasury. You have to stand within 8 blocks of your Base Core.**/tech donate**— donate the item stack in your hand to an active tech. Any team member can donate. You have to stand within 8 blocks of your Base Core, so haul the items home first.**/tech comeback**— your banked comeback bonus and how many more points of donations it will boost.- Tech tab — check progress, queue new techs, inject credits, donate items and see what’s unlocked. Right-click your Base Core to open it. Your PDA’s Gear tab shows how your gear research is coming along.
- Whenever your team finishes a tech, it’s broadcast to the entire server — so completing something big is a moment everyone sees, not just your own team.