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Superposition Pod

Leave copies of your body waiting in pods across the world, and step into any of them. A Superposition Pod holds one body: yours while you stand in it, a double of you while you are somewhere else. From an empty pod you can swap into any of your doubles, and the body you stood in stays behind, waiting for the trip back. With a Rescue module a pod is also your death save.

Two Superposition Pods: one holding a double, one empty

Badges

Badges like tested show whether an in-game test backs the rule next to them. See Mechanics coverage.

The one rule

You are always in exactly one body. Swapping never makes a body, it only moves you between the ones there are: the pod you step out of keeps the body you left. Your health, hunger, effects, inventory and XP always go with you; a double is an empty body kept on your pattern, and it holds nothing.

So two pods and one double make a link that lasts for good: swap out to the mine and your old body waits at home; swap back tonight and the one at the mine waits for tomorrow. Walk home instead, and there is no body at the mine to swap into until you walk back (or fold the double up and carry it).

Making a double: the Unfolding Array

Being unfolded at the Unfolding Array

A double is made at the Unfolding Array: a low pad with an Array Pylon on each diagonal corner (a 3×3 with the edges left open so you can walk on).

  • Put in a Semi-Stable Tesseract to fold you into, 4 Anomaly Fragmentss and 1 Rift Residue, stand on the pad and press Unfold.
  • tested Over 30 s the pylons reach into you, a proton unfolds round you, and your double peels away beside you, to be folded up into a Sophon bound to you. It draws 5,000 FE/t as it goes, from a 4,000,000 FE buffer.
  • Step off the pad and it waits for you, but loses ground while you are gone.
  • tested The soul can only be split so many times. You can have 4 Sophons at once, folded or in pods (maxDoubles in the superposition config section). The Array refuses a fifth.

The pod

The capsule stands on the middle of a 3×3 cradle, one block down: Pod Cradle at the four corners and under the capsule, and on each of the four edges either Pod Plating or a module. Step up onto an edge and in through the capsule's open front (railed on its other three sides); its glass slides open as you come near and closes behind you.

tested A whole cradle lights up; take a block out and the pod stops working until it is back. Power goes in at the capsule or through any block of the cradle.

Buffer 2,000,000 FE
Input 1,000 FE/t, slow on purpose
Swap in the same dimension 100 FE a block, at most 500,000 FE
Swap to another dimension 1,000,000 FE

Use a pod with a Sophon to unfold your double into it. tested Sneak and use it with an empty hand to fold the double back into its Sophon and take it with you. A broken pod drops its double as a Sophon, so a Sophon is never lost with a pod; the Fold tab on its screen does the same. A new pod is called after where it stands ("Pod at x, z"): click the name at the top of its screen to rename it (a name given to its item on an anvil carries over too). The name is what the swap list shows.

tested Listed or unlisted. The Listed tab beside a pod's screen takes it off the list other pods offer. An unlisted pod keeps its double for its modules: swapping into it would take that double, and its Regeneration or Charge with it, so unlisting a module pod means you never do that by accident. It still counts as your Anchor.

Swapping

The pod's screen

Stand in an empty pod and sneak (or use it). Its screen shows your doubles on a radar, by bearing and distance from this pod with north up, other dimensions out on the rim, and as a list with what a swap to each costs. The bar underneath is the pod's power, with the cost of the swap you have picked marked on it.

tested Pick a double and Swap. The pod you stand in pays, the body you leave stays in it, and you wake in the double: same health, same gear. The screen washes out and clears like an eye opening. tested Without the power for it, the pod refuses; it refills slowly, so a long trip leaves it needing a while before the next one.

Swapping emits flux at both ends, and the far end, where you come through, gets the anomaly too.

The death save

A pod with a Pod Rescue Module in its cradle can be your Anchor: press Make Anchor on its screen. You have one Anchor; if you have not chosen one, any pod of yours with a Rescue module and a double in it will do.

tested When a hit would kill you, you wake in the Anchor's double instead: whole, with everything you carried. The body that died comes apart where it fell and drops nothing. That Sophon is spent: the double you woke in is you now, so you have one fewer, and the Anchor is empty until you give it a new one from the Array. Swapping out and leaving a body there only moves a double from somewhere else. A Totem of Undying in your hand still goes first.

Modules

A cradle has four edges, and each takes Pod Plating or a module, so each pod is a choice of up to four. Its modules show as chips beside its name on its screen. They work while the pod holds one of your doubles, and the power ones draw from the pod's own buffer.

Module What it does Draw
Pod Rescue Module Lets the pod be your Anchor (above) –
Pod Regeneration Module Regeneration I on you 200 FE/t
Pod Hardening Module Resistance I on you 200 FE/t
Pod Ward Module Keeps what prowls off the double, the Veiled too 50 FE/t
Pod Stash Module Opens your stash from anywhere –
Pod Charge Module Charges what holds FE in your inventory up to 2,000 FE/t
Pod Relay Module Makes the pod a hub (below) what it sends
Pod Recovery Module Brings a lost double home (below) what it brings
Pod Logistics Module Opens a logistics network's terminal from anywhere (below) as the network's controller pays

tested Regeneration and Hardening reach you anywhere in the pod's dimension, and give out when you stand in Critical anomaly or worse. They do not stack: two Regeneration pods still give Regeneration I, and only one of them pays. tested Charge works the same way, topping up your armour, tools and batteries between them, as an Entangled Dock does for one item.

While you are online, the pods holding your doubles are kept loaded, so all of this works however far away they are (chunkLoadPods in the superposition config section; off, a pod only works while something else keeps its chunk loaded).

tested An unguarded double draws what prowls. Hostile mobs in this world (not mirror mites unless they have breached) within 12 blocks of a pod holding one come for it, and one at the glass for 10 seconds knocks the double out: it lies on the floor folded up as its Sophon, safe but no longer a way back. You are warned while it happens. A powered Ward keeps them off altogether.

tested The Stash is a chest's worth of room kept out of phase: yours, the same whichever pod opens it. Press the stash key (B by default), use a Stash module, or press Stash on a pod's screen, from anywhere, while a pod with a Stash module holds one of your doubles.

tested The Logistics module is a Logistics Terminal in the pod's cradle: point a Logistics Controller's light at it, and the logistics key (V by default) opens that network's terminal from anywhere, while a pod with it holds one of your doubles. Using the module opens it too.

The Relay: a hub

The Relay module's hold

Four doubles only go so far. A pod with a Pod Relay Module is a hub: it reaches every pod its Tesseracts are bound to, whether a double waits there or not. Sneak-use a pod with a Tesseract to bind it (either half), and put the Tesseract in the Relay; it holds six.

tested Standing in the hub, bound pods with nobody in them are on its screen via relay. Pick one and the Relay sends a spare double there: tested only ever one on its own network, in a pod one of its Tesseracts is bound to, so doubles elsewhere are never touched; tested the nearest of those that is listed and not your Anchor's, so a module pod or your death save is never emptied for a trip. It takes 5 s to form, with scans running up the glass; then you swap into it. The hub pays for both: sending the double as far as it goes, and your swap. tested Step out of the hub before it forms and the swap is off, but the double stays where it was sent.

It is a hub and nothing more: the pods it reaches cannot use it. That is the design: you go back to the station, which is easy, since the body you left there waits for you. Going out again sends whichever double is free, and your doubles drift to wherever you were last.

tested From the Relay's own screen, each Tesseract has a button: Recall folds your double in that pod into the Relay's Sophon slot, and Send unfolds a Sophon from the slot into that pod, if it is empty. Each costs the hub what a swap between the two pods would.

The Tether: swapping from anywhere

The Tether's screen

The Tether is a pod's screen in your hand. Use it anywhere to see your doubles and swap into one, paid for from its own 1,000,000 FE buffer (a Charge module keeps it topped up) rather than a pod's, across dimensions too.

A field double

tested What you leave behind is the catch. Your body stays standing where you were, a field double: frozen in place (nothing moves it, pushes it or knocks it about) with no pod round it and nothing guarding it. Hostile mobs within 12 blocks come for it, and other players can hit it when PvP is on; you are warned while it is being hurt. tested It is on every pod's screen as In the field, with where it stands, so you can go scouting, tether home, and swap back to where you left off from a pod. The Tether itself only reaches doubles in pods, never one body in the open to another. tested Sneak-use your own field double to fold it back into its Sophon and take it with you.

tested With its 20 health gone it is knocked out: it comes apart into its Sophon, lying where it stood, safe from fire and time but free for anyone to pick up.

Recovery: bringing it home

A pod with a Pod Recovery Module brings a lost double home to itself, from anywhere: a field double still standing is folded up where it stands, and a Sophon lying where a double was knocked out is lifted from the ground. Either takes 5 s to form, for what a swap that far costs.

  • tested Open the pod from outside, pick the double (In the field or Knocked out) and press Recover.
  • tested By itself: when one of your doubles is knocked out, in the field or out of an unguarded pod, the first of your empty Recovery pods with the power brings it home.
  • tested A Sophon somebody has picked up is out of its reach. It is theirs now, to give back or not.

The Veiled

An unguarded double, in the field or in a pod without a Ward, is what the Veiled wants most. Left with one for a while it takes it: the body is gone, and it carries the Sophon off, beyond the reach of Recovery, until it is driven off or held and lets go of it where it stands. The pod's screen shows the double as Taken by the Veiled.

tested A turret. A Decoherence Projector stood on a pod's crown runs off the pod's buffer, so a pod can guard its own double: the beam freezes the Veiled before it gets to work.

Losing a Sophon

A Sophon cannot burn, be blown up or despawn, and belongs to both worlds: tested someone in the mirror can pick one up as well as someone outside it. tested Only the void takes one, and then it stops counting against your four. One lost where nothing notices (cleared by a command) can be forgotten with /quantimium sophons <player> forget; list shows where each of a player's Sophons is.

Recipes

Placeholders until the crafting overhaul:

  • Superposition Pod: crying obsidian and Quantum Attuned Glass round a Tesseract, over a respawn anchor.
  • Pod Cradle (4): obsidian and Quantimium Trace round an Anomaly Fragment.
  • Pod Plating (4): obsidian and Quantimium Trace.
  • Pod Rescue Module: Pod Plating in echo shards and Anomaly Fragments.
  • Pod Regeneration Module: Pod Plating in glistering melon and Anomaly Fragments.
  • Pod Hardening Module: Pod Plating in iron blocks and Anomaly Fragments.
  • Pod Ward Module: Pod Plating in shulker shells and Anomaly Fragments.
  • Pod Stash Module: Pod Plating between chests and eyes of ender, with Anomaly Fragments.
  • Pod Charge Module: Pod Plating between redstone blocks and lightning rods, with Anomaly Fragments.
  • Pod Relay Module: Pod Plating between Semi-stable Tesseracts and ender pearls, with Anomaly Fragments.
  • Pod Recovery Module: Pod Plating between recovery compasses and ender pearls, with Anomaly Fragments.
  • Tether: a Tesseract in leads, cornered with echo shards.
  • Unfolding Array: a Semi-stable Tesseract, Anomaly Fragments and a Rift Residue over a respawn anchor in crying obsidian.
  • Array Pylon: a diamond on Quantimium Trace on obsidian.