EMPIREMC

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:

  1. The server-wide Empire Tier has reached the tech’s own tier number (0–7).
  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.

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.

Last updated 5 October 2026