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Glossary

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Sorted alphabetically — look up any unfamiliar term here whenever you hit one. Each entry gives a sentence or two of definition plus a link to the detailed page. For the full "recipe → instance → endgame" relationship map, see Core Concepts & Architecture.

TermMeaningSee
AffixA realm's power modifier, in five categories: quantity / level / environment rules / player status / loot. Constrained by the danger budget, mutually exclusive within a group. "Mobs get stronger" delegates to MM to supply a level; QR doesn't compute attributes.Affix System
AnchorA real ruin instance actually generated from a template at some world coordinate. It records which template, the coordinates, orientation, size, and status (DORMANT/ACTIVE/CLEARED/RECYCLED). One template can generate many anchors.Core Concepts
BlueprintThe gameplay layer laid over a structure (blueprint.yml): spawn points / kill objectives / reward chests / cores / mechanisms / sub-structure variants. All coordinates are relative to the structure origin.Blueprints & Objectives
Boss GateA clear path: kill a cumulative count of counted mobs to a threshold (boss-gate.required-kills) → unlock and spawn a final boss; defeating it clears the ruin. Mutually exclusive with objectives staging.Blueprints & Objectives
CodexA collection album of "strategy cards" recorded after a player discovers a ruin (with discovery / spawn / loot info). Can go to the database for cross-server sharing.Guide & Codex
Danger BudgetThe total "danger value" of affixes a realm can stack (realm.tiers.danger-budget). Each affix has a danger; once the budget is exhausted no more stack, preventing hellstacks.Affix System
DirectorThe scheduling brain that turns recipes into anchors: weighted-competition draws, global density constraints, living-world periodic refresh, and post-clear regen. Turn it off and it falls back to the old behavior of "each template rolls by probability."Natural Generation & Preloading
FoundationThe support layer filled beneath a structure on placement + the edge terrain blend, to keep a ruin from floating or having a cliff against the ground.Structure Files
GrowthA player's / party's power scale, used for loot scaling and the min-growth threshold. Delegates to QinhClass / MMOCore, with a built-in fallback when absent.Loot System
Guide ItemAn item whose compass, on right-click, points to the nearest ruin of the same type (qinhruins:guide_<templateId>, granted by an item source; QR ships no give command). Configurable HUD / particles / title.Guide & Codex
KeystoneThe key that activates a realm. Hold and right-click a ruin core → that ruin is raised to a realm of the matching tier. Can drop on clearing (with the ladder) or be rerolled. /qr keystone give.Realms & Keystones
Marker BlockA special block inside a structure used as a placement instruction: barrier BARRIER → cleared to air on placement (carve-out / doorway); bedrock BEDROCK → keep original terrain, no overwrite (a half-buried ruin). Controlled by the config.generation.marker-blocks switch.Structure Files
MaskA block filter rule on placement. target-mask = paste only at which world blocks (blend into terrain without bulldozing); source-mask/source-skip = filter source blocks in the structure.Structure Files
MechanismA "trigger → action" inside a blueprint, pure world interaction (open door / spawn ambush / teleport / give item), non-attribute. 6 trigger categories × many actions.Mechanism System
RealmA cleared ruin injected with "tier + affixes" into an empowered state. Mobs respawned, rules rewritten, output upgraded. Not a new world — still the same ruin in place.Realms & Keystones
RegenWhen a cleared ruin exceeds regen-hours and no one is nearby, the terrain is snapshot-restored, the anchor recycled, and a density slot freed for a new ruin. Requires cleanup.snapshot-restore.Natural Generation & Preloading
Placement Profile (Profile)A reusable rule pack for "where to generate" (generators/*.yml): dimension / world / biome filters, generation layer, flatness, spacing, probability. Referenced by a template's generation.profile: <name>, locally overridable. 17 built-in.Placement Profiles
SessionA player's runtime state inside a ruin: enter / exit hints, bossbar, party-shared progress. /qr info shows session occupancy.Party & Session
SnapshotA save of the original terrain before generating a structure, used to restore blocks on /qr remove or regen. Controlled by cleanup.snapshot-restore and max-snapshot-volume.Natural Generation & Preloading
StructureA ruin's block body; QR uses Bukkit native .nbt (convert .schem with /qr import). Placement supports mask / foundation / marker blocks / frame-spread.Structure Files
TemplateA ruin's ID card (templates/<id>/): which structure, what it looks like, where it generates, what loot it gives, entry thresholds. One template can generate many anchors. Folders starting with _ are ignored.Ruin Templates
TierA realm's empowerment level. The higher the tier, the stronger the mobs, the more affixes, the fatter the loot. Keystones carry a tier (1~realm.tiers.max).Realms & Keystones
TileA small structure unit in procedural assembly. Many tiles are assembled into a large ruin by palette rules.Procedural Generation
Tile PaletteThe rule set for procedural assembly, assembling many tiles (small structures) into a large ruin by weight / adjacency rules. /qr genstruct <palette>.Procedural Generation

  • Generation layer (layer): surface / underground / sky / ocean-surface / seabed (a placement-profile field).
  • The 4 anchor states: DORMANTACTIVECLEAREDRECYCLED.
  • QinhCoreLib (QCL): Qinhuai's unified low-level library, QR's hard dependency.
  • MythicMobs (MM): an optional soft dependency, the mob source + level scaling (QR delegates "making mobs stronger" to it).

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