TECH TREE & RESEARCH
Every team on QuantumRift builds up its own tech tree — a shared pool of 77 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 77 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 (1–7).
- 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.
The five 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 |
All of Tier 4 |
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 scales with your Base Core’s level:
| Base Core Level | Passive Rate Multiplier |
|---|---|
| 1 | 1.0x |
| 2 | 1.5x |
| 3 | 2.0x |
| 4 | 3.0x |
| 5 | 4.0x |
This is further boosted by your Core’s own passive research multiplier, so upgrading your Base Core pays off twice over for research.
2. Credit Injection
Use /tech inject to spend credits directly on your team’s active research.
- Rate: 16 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.
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
| Item | Base Points | Item | Base Points |
|---|---|---|---|
| Cobblestone | 1 | Iron Nugget | 1 |
| Stone | 1 | Iron Chain | 6 |
| Deepslate | 2 | Glass | 2 |
| Oak Log | 1 | Cobbled Deepslate | 2 |
| Birch Log | 1 | Coal | 4 |
| Spruce Log | 1 | Raw Copper | 3 |
| Jungle Log | 1 | Copper Ingot | 5 |
| Acacia Log | 1 | Raw Iron | 4 |
| Dark Oak Log | 1 | Iron Ingot | 5 |
| Oak Planks | 1 | Raw Gold | 8 |
| Wheat | 2 | Gold Ingot | 10 |
| Carrot | 2 | Redstone | 5 |
| Potato | 2 | Lapis Lazuli | 5 |
| Beetroot | 2 | Diamond | 20 |
| Bread | 4 | Emerald | 20 |
| String | 2 | Netherite Ingot | 50 |
| Feather | 2 | Netherite Scrap | 12 |
| Leather | 3 |
Iron Chain stands out at 6 base points — the best “common tier” item you can donate, 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, 60% of the credits you personally contributed to research is banked for you. If you join a new team afterward, your donations there get a 25% boost until that banked amount runs out — so switching teams doesn’t erase everything you put in.
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 (42 techs — the biggest by far), Defense (10), Gear (9), Attack (7), 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 1 — No Mission Required (just reach Empire Tier 1)
| 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 |
| 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 |
| Stone Tools | Gear | 1,600 | empire.t2.stone | Stone sword, spear, pickaxe, axe, shovel, hoe. Raises usable gear tier to 2. | Cobblestone 2.0x, Leather 1.5x |
| Chainmail Armor | Gear | 1,600 | empire.t2.stone | Full chainmail set, crafted from chains. Also raises usable gear tier to 2. | Iron Chain 2.0x, Iron Nugget 1.5x |
| 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 | Crude explosive — breaks ordinary walls and Reinforced Wood; anything harder bounces it. | 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 | Breaks claimed doors. Tier-3 siege equipment. | 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 | First ranged weapon — usable once your team reaches gear tier 2. | 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 & Armor | Gear | 2,200 | Tier-3 gear — copper weapons and armour. Raises usable gear tier to 3. | 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 (mission: empire.t4.iron)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Iron Tools & Armor | Gear | 3,000 | The mid-game workhorse — iron weapons, armour, and the Mace. Raises usable gear tier to 4. | Iron Ingot 2.0x, Copper Ingot 1.5x, Leather 1.5x |
| Small Sentry Level 2 | Defense | 1,800 | Fast-attacking, low-damage defender. | 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, heavy upkeep. | 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 against 15-second evaporation. | 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 | Tier-4 defensive block, drill-resistant. | Copper Ingot 2.0x, Iron Ingot 1.5x |
| Drill | Attack | 2,800 | Tier-4 siege tool — pierces iron and Reinforced Stone, audibly loud. Unlocks the Portable Battery. | Iron Ingot 2.0x, Copper Ingot 1.5x |
| Siege Bull | Attack | 3,000 | Consumable that summons a hostile bull to ram defensive blocks. | 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 | Slower ranged weapon with charge-up shots, usable once your team reaches gear tier 4. | Oak Log 1.5x, Copper Ingot 1.5x, String 2.0x |
Tier 5 — Empire Tier 5 (mission: empire.t5.gold)
| Tech | Category | Cost | What It Does | Bonus Materials |
|---|---|---|---|---|
| Gold Tools & Armor | Gear | 4,000 | Specialised gear tier — fast tools, high enchant-free durability. Raises usable gear 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 |
| Quarry | Machinery | 5,000 | Chunk-bounded deepslate excavator — high energy cost, slow ROI, drops Cobbled Deepslate. | Iron Ingot 1.5x, Cobbled Deepslate 2.0x, Gold Ingot 1.5x |
| 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 & Armor | Gear | 6,000 | Top-tier competitive gear — the last full armour and tool set. Raises usable gear 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 | Tier-6 siege explosive — the only thing that breaks Compacted Deepslate. Has a 2-minute visible fuse and triggers a server-wide alert. | 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 (Partial) | Gear | 9,000 | Prestige tier. Unlocks the Netherite Sword, Chestplate, and Pickaxe only. The other Netherite armour pieces (helmet, leggings, boots) are craftable in vanilla but permanently un-equippable on this server — no research path unlocks them. Raises usable gear tier to 7, the top of the ladder. | 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 Research tab, Base Core, PDA, and mission views. But under the hood, only three kinds of tech actually change what your team can do:
Gear Tier Gates
Exactly seven techs raise the tier of gear your team is allowed to equip:
| Tech | Grants |
|---|---|
| Stone Tools | Gear Tier 2 |
| Chainmail Armor | Gear Tier 2 |
| Copper Tools & Armor | Gear Tier 3 |
| Iron Tools & Armor | Gear Tier 4 |
| Gold Tools & Armor | Gear Tier 5 |
| Diamond Tools & Armor | Gear Tier 6 |
| Netherite (Partial) | Gear Tier 7 |
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
Unlocks like Bow, Crossbow, Mace, 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 — 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:tier2 – gear:tier7 |
Tier 2–7 Gear |
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).- Research tab — check progress, queue new techs, and see what’s unlocked, accessible through your PDA and Base Core.
- 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.