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CC: Atmos
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CC: Atmos

by Xylopia · on Modrinth

A programmable robot companion for ComputerCraft: Tweaked — script the Atmo to scan, navigate, mine, fight, and speak, powered by a swappable plug-in…

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CC: Atmos

A ComputerCraft addon built around the Atmo — a craftable, fully Lua-programmable companion.

CC: Atmos doesn't automate anything for you. It hands you a creature with a real ComputerCraft computer inside it, a growing set of peripherals to plug into it, and gets out of the way. Everything the Atmo does — scanning, walking, mining, fighting, talking, glowing — is something you wrote in Lua.

The Atmo

Deploy one from a Atmo Box, right-click it to open its computer, and start writing programs. Up to 8 plug-in cartridges slot in (4 base, +4 with a Plugin Hub) to unlock new peripherals — or install a Core item to bundle several peripherals into a single slot.

Tool use has real consequences: durability drains, Unbreaking helps, and Fortune/Silk Touch apply to what it digs up. Combat uses real weapon damage, including enchantments.

Death isn't the end. Killing an Atmo drops an Atmo Box holding a full snapshot — computer ID, files, inventory, plug-ins, stats, waypoints, skin. Place that box down again and get back the exact same Atmo, revived at full health.

Skins are entirely data-pack driven: custom models, textures, animation sets, hurt/death sounds, glow layers, and recolorable regions can all be authored without touching any code.

A Note on AI Assistance

This mod's code was written with heavy assistance from Claude (Anthropic). I want to be upfront about that rather than bury it in a changelog somewhere.

I can read and understand Java — I'm not faking my way through a language I don't know. What I struggle with is execution: I have ADHD and am autistic, and the combination makes it genuinely hard to sit down and push through implementation, debugging, and all the small mechanical steps between "I know what this should do" and "this code does that." Ideas are not the bottleneck for me; starting and sustaining the work of typing them out is. Working with Claude is what lets me actually turn those ideas into a finished, working mod instead of a folder of half-started projects.

Every feature in this mod is something I designed, specified, and playtested myself — the Atmo, the plug-in system, the Death & Recovery mechanic, all of it started as my idea and was shaped through back-and-forth with me deciding what's good, what's not, and what ships. Claude wrote the Java; I wrote the mod.

None of this shipped on the first try. A lot of this mod's history is round after round of "this doesn't work, here's what actually happened in-game, fix it" — bad pathing, phantom damage, energy drains that shouldn't exist, crashes from things Claude got wrong the first time. I don't take whatever it tells me at face value; I test it myself, and when something's off I say so. More than once I've pushed back and told it flatly that it was wrong, and been right — that back-and-forth is most of where the actual debugging happened, not the initial draft.

The one place I made a deliberate point of not using AI is art. Every model, texture, and skin bundled with this mod is human-made, on purpose — that mattered to me even when it would have been faster not to bother.

Requires

CC: Tweaked, GeckoLib, and Veil (which brings in ImGuiMC as its own dependency). Sophisticated Backpacks is optional and unlocks the Backpack Plug-in if installed.

Works with Iris shaders out of the box — no extra mod needed, colors and all. One thing to actively avoid: Iris Veil Compat sounds like it should help but currently breaks Atmo rendering instead, so don't install it alongside this mod.

Both are also bundled with the mod itself.

CC: Atmos is a free Minecraft Java mod. Compatible with Minecraft 1.21.1. Downloaded 5 times (via Modrinth). Download it and open it directly in the game.

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