Reality Anchor and Master
The Reality runes copy builds. A Reality Anchor marks out a box of the world as a template. A Reality Master with the same signature then rebuilds that template somewhere else, block by block, breaking what differs and placing what is missing.
The Reality Anchor
- Tier block × 16Every T is the same block, and that block’s Tier sets the rune’s strength.
- Signature block × 4Each arm holds a Tier 1+ block other than the Tier block, or stays empty (air or Tier 0). Read by compass direction, the arms spell the rune’s signature.
- Air or a Tier 0 block × 37Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Iron Block × 12stays after use
- Emerald Block × 5stays after use
- Redstone Dust × 20must be lit · stays after use
- Redstone Torch × 4must be lit · stays after use
Build the Anchor on the ground with your signature in the four corner cells around its cross of emeralds. Right-click the centre emerald with an empty hand. Only one Anchor may hold a signature: Another Reality Anchor already holds this signature.
Bounds
The first touch raises five bounds, emerald blocks that mark the edges of the template: one to the north, east, south, and west, and one above. Each rises from the pattern, which leaves stone in its place. An emerald block already standing on a bound's line within range is claimed instead. Reality Anchor awakens — 5 bound(s) raised, 0 claimed (0 missing).
The bottom of the template is fixed at the Anchor's own top layer. The template is the box between that floor and the five bounds.
Move a bound by right-clicking it: it slides one block along its line, away from the face you clicked. If a block stands in its path, right-click that block to slide the emerald away from it. Bounds break only to a pickaxe.
Size
The Anchor's Tier sets how far its bounds may reach and how many blocks the template may hold:
| Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Reach | 15 | 20 | 25 | 30 | 35 | 50 | 100 |
| Most blocks | 729 | 2,197 | 12,167 | 19,683 | 27,000 | 103,823 | 500,000 |
A side bound may stand one block past the reach from the centre. The top bound may stand up to twice the reach, plus one.
Committing the template
When the bounds are where you want them, right-click the centre of the Anchor again with an empty hand. Reality is anchored — 4212 blocks await a Reality Master. A template larger than the Tier allows is refused: This region holds 30000 blocks — Tier 5 can only anchor 27000. Rebuild with higher-Tier blocks.
The template stays live. Change the build inside the bounds, and a Master copies each block as it stands when the run reaches it.
The Reality Master
- Signature block × 4Each arm holds a Tier 1+ block other than the Tier block, or stays empty (air or Tier 0). Read by compass direction, the arms spell the rune’s signature.
- Optional cell × 5Leave it empty or place a block here; the rune wakes either way.
- Air or a Tier 0 block × 40Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Iron Block × 20stays after use
- Redstone Lamp × 4must be lit · stays after use
- Emerald Block × 4stays after use
- Piston or Sticky Piston × 1stays after useTakes Piston, Sticky Piston.
/runic buildplaces Piston. - Redstone Dust × 16must be lit · stays after use
- Redstone Torch × 4must be lit · stays after use
Build the Master on the ground with the same signature, around a piston or sticky piston. Right-click the piston with an empty hand to start a run. Reality Master engages — tethered (0 charges). Stay within 8 chunks.
Where the copy goes
The piston's facing decides where the copy lands:
- Facing up, the copy rises around the Master just as the template sits around the Anchor.
- Facing down, the copy is built beneath the Master.
- Facing a side, the copy starts just past the Master's edge in that direction.
The Master works outward from the piston, nearest blocks first, at about ten changes a second.
Supplies and charges
The four seats at the middle of each edge hold optional chests. The Master places blocks it takes from those chests and from your inventory, and it puts the blocks it breaks into them. When it lacks a block, it skips that cell and moves on.
Breaking a block spends one charge. A new Master holds none, so it refuels as it runs:
| Fuel | Charges |
|---|---|
| Redstone dust | 100 |
| Block of redstone | 900 |
| Block of lapis, emerald, iron, or gold, in an Aether Chest on a seat | 900 |
The Reality Master runs out of charge and fuel — the run ends. Placing a block and skipping a cell cost no charge.
Limits
| Reality Master | Advanced Reality Master | |
|---|---|---|
| Highest Tier it may place or break | 3 | 7 |
| Pattern | Iron, redstone lamps, emerald | Gold, beacons, diamond, emerald |
Some blocks are never placed, player heads among them. Signs keep their text and banners keep their patterns when copied.
Exemptions and options
The seat above the piston holds an optional chest of exemptions. Any material in that chest is left alone, both in the template and at the destination. The Master looks inside shulker boxes and bundles in that chest too.
A few enchanted items laid loose in the exemption chest change how a run behaves. An item carrying Silkier Touch, for one, makes the blocks the Master breaks drop as themselves.
A sticky piston
With a sticky piston at its heart, the Master never clears a block to air. Air in the template is skipped, so the copy only adds and replaces blocks.
Staying close
A run started by hand is tethered to you: stray more than 8 chunks away and it stops. You strayed too far — the Reality Master shuts down. Once a Master has been started by hand, a Redstone Sensor designation can start it again untethered, drawing only on its own chests.
A run also ends when the Master's pattern breaks, when the Anchor stops being ready, or when a Faith island move or Topsy Turvy catches the Master.