Arcology is not one mod, it is a stack of them: fortification, drones, indirect
fire, logistics, markets, factions, a barter underground and a battle royale, all running on the
same persistent world. This page is the index. Cards with a link have a page written; cards
without one say so — nothing here is dressed up as documentation that does not exist.
17systems
3documented
91scripts indexed
40,172lines of Skript
56commands listed
17 systems shown
01
Documented
3
Has a page of its own. Read it before you go and use it.
WARFIGHTING
The Mohs Scale of Minecraft
Hardness is a property of a construction, not a block.
A graded scale, a handful of terms and one penetration march decide whether a wall stops a warhead. Thickness, layering, buried rebar and how well the middle is confined all count, so the same block can be excellent in one construction and nearly worthless in another. The page carries a wall calculator that runs the server's own arithmetic, so it cannot disagree with the game.
A real quad flight sim bolted onto Minecraft, with a supply line behind it.
Rate-mode flight with motor inertia, battery sag, propwash and a fibre spool that runs out. The documented half is the production tree: components from farmable materials, assemblies that eat components, and consumables that are burned every sortie and never come back — which is the part that actually needs a factory behind it.
The whole server rendered in 3D, live, in a browser tab.
A BlueMap render of the sprawl and the Parallon wilderness, streamed straight off the server through a tunnel. Not a screenshot and not a schedule — it is the world as it stands at the moment you open it.
Running right now. There is no write-up, so the commands are the documentation until there is.
WARFIGHTING
Fortification & the Siege Arena
Buildable defences, and a scored arena that says which ones actually work.
A palette of real fortification parts — walls, sally ports, emplacements, sentries, barricades — plus a siege engine that throws waves of mobs at a POSITION and scores the result. The scoring rig is the point: "v4 beats wave 5" is meant to be a measurement, so the base meta gets discovered by running it rather than argued about.
5 scripts6,075 lines
/fort/fortmeta/siege/sentry/barricade
fortificationsiegepvebuilding
no page yet
LOGISTICS
FOB & Logistics
You do not buy ammunition. You haul it.
Forward bases with supply points that have to be driven in, a HAB that becomes a spawn, a radio you dig up and carry, and raids that only fire when there is something in the FOB worth taking. Losing a position with two thousand points sat in it is supposed to hurt.
8 scripts3,192 lines
/fob/logi/resupply/hab/net
milsimlogisticssupplypve
no page yet
WARFIGHTING
Fire Support & the Warfront
The only weapon on the server one person cannot use.
An 82mm mortar and the two-man loop that aims it: somebody has to see the target, somebody else has to be on the tube, and the correction has to be spoken out loud. Around it sit the warfront layer, heavy ordinance, and the relay mast — plant one on somebody else's ground and the ground is yours until it falls, at which point every change you made reverts.
5 scripts2,054 lines
/mortar/spot/warfront/relay
milsimartilleryterritorypvp
no page yet
WARFIGHTING
The Arsenal
Hitscan guns that fire bullets, not arrows — and chew through the world.
A shared hitscan core under a minigun, a railgun that carves the terrain it passes through, and a suppressed pistol with a red dot drawn by the resource pack, plus grenades, recoil, weapon mods and tiers. Claimed ground is exempt from the carving. Everything else is not.
10 scripts1,926 lines
/wraith/minigun/railgun/voidpiercer
weaponspvpdestruction
no page yet
WARFIGHTING
Movement
Blink, slide, grapple, slam — graded on flow rather than button-mashing.
A movement layer that reads like a character-action game: a short-range blink, sliding out of a landing, a grapple, jetpack and elytra dash, with momentum carried between them. Chains are graded, and the grade rewards keeping the flow going rather than volume.
8 scripts627 lines
/blink/grapple
movementcombatfeel
no page yet
MARKETS
The Sats Economy
One currency, and every possible way to lose it.
Sats underneath an auction house, a stock exchange with tickers you can pump, businesses, property, investments, and land tax with foreclosure at the end of it. Holding ground has an upkeep, so territory is a running cost rather than a trophy.
8 scripts2,721 lines
/ah/stocks/portfolio/invest
economymarketsterritory
no page yet
MARKETS
The Underground
Goods for goods. The only market here that will not take money.
An item-for-item barter board with rotating fences, contraband, and a real negotiation layer — counter-offers, haggling, and dealers who run out of patience and walk away. It fits the setting: before there was digital money you moved goods for goods in back rooms.
3 scripts1,154 lines
/barter/swap/haggle/counter/fence
economytradingcrime
no page yet
PLAY
Personas
Several separate characters on one account.
Each persona keeps its own progression, inventory, XP and balance, and you switch between them freely. Built for recording separate content series — starting a new one is a genuine from-zero run without buying a second copy of the game.
3 scripts940 lines
/persona
identitycontentprogression
no page yet
PLAY
Concerts & Venues
Own a venue, schedule a show, sell tickets, get paid.
Ticketed live sets built on the venue system: schedule at a venue you own, price the door, go live, and the crowd experience is gated to holders. It settles in sats when you wrap.
4 scripts603 lines
/concert/ticket/mytickets
musiceventseconomy
no page yet
WORLD
The Dive
Battle royale on a parallel Parallon, where mob drops are the only gear.
Bank and strip on entry, drop somewhere random on a world the size of a continent, and buy nothing — overtuned mob drops are the entire loot table, so the first kill is the hard one. The zone closes on somewhere different every round and is drawn on your minimap.
1 script1,104 lines
/br/divezone/simcredits
battle royalepvpevent
no page yet
WORLD
Factions & Territory
Claimed chunks, nations, and ground the server itself holds.
Faction land claims that the weapon layer actually respects, a tactical view over them, safe zones, and polar ground held by the server that no amount of teleporting gets you into. A claim is the switch that decides whether a place can be shot to pieces.
5 scripts989 lines
/nation/fc/fjoin
territoryfactionspvp
no page yet
WORLD
Parallon & the Wasteland
A continent-sized wilderness, and a lawless world alongside it.
Parallon is the primary game world — an imported landmass with its own zones and respawn rules, big enough that finding somebody is a real problem. The Wasteland is the anarchy route: no wallet, no claims, PvPvE, and nothing civilised comes in with you.
3 scripts548 lines
/wild/pzone/wasteland
worldexplorationanarchy
no page yet
PLAY
Heists & the Casino
Plan a score — or just lose the money faster.
A multi-stage bank job with a planning phase and roles to fill, sitting next door to a house that will happily take the proceeds straight back off you. Both settle in sats, so the risk is denominated in the same currency as everything else.
4 scripts1,958 lines
/score/scoreplan/slots/cashout
crimegamblingeconomy
no page yet
03
Built, not deployed
1
Finished and self-testing on disk, but not yet live on the host. Do not go looking for it in game.
LOGISTICS
HAYTERA Continental Infrastructure
A continent that behaves like one machine without simulating every moving part.
Every piece of infrastructure holds two states: PHYSICAL while its chunks are loaded, so real farms and real carts run, and VIRTUAL when they are not, so production accrues as a number instead. Tunnel boring, freight, rail, factories and silo ledgers all sit on that seam. Built and self-testing; not yet on the live host.
6 scripts3,687 lines
/infra/tbm/freight
logisticsindustryrail
no page yet
Nothing matches that. Clear the filter, or press Escape in the box.
Flat index
The same list, one screen. Script and line counts are read off the live server's
own script folder at build time — they are a measure of how much is actually there, not an
estimate.