EMPIREMC

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:

  1. The server-wide Empire Tier has reached the tech’s own tier number (1–7).
  2. 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:tier2gear: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.

Last updated 1 September 2026