The Arrival
Every player who joins a server with [intro] enabled = true for the first time watches a short in-game cinematic before they can play, then wakes up next to a wreck with one thing in their pocket. Spoilers below: this page describes the whole intro.
Incident report
Officially, your plane went down near the excavation. The truth is an abduction. A handler speaks through a crackling numbers-station radio, in case-file captions that type out from under a redaction bar:
- Black. A heartbeat, an engine coughing out. Incident report TF-01.
- The light. Looking straight up into a green beam, a craft's lights circling overhead.
- Carried. Over the folded cliffs and waterfalls around the old city.
- The old city. Across the ported base: not one stone lost.
- A giant. An orbit around the nearest Founder colossus. For a Founder the caption changes: one of them looks exactly like you.
- The mountain. A push-in on the mural (when it has been carved).
- The drop. Down the beam onto the crash site, a white flash.
- Waking up. Next to the wreck: your aircraft went down. That's the official story. Check your pockets. If other players are online, the handler sighs: another one.
About 70–90 seconds. Shots whose place doesn't exist yet (no mural, no island) are left out. Hold jump for a second to skip (after the first 3 s); /tinfoil intro replay plays it again (on the ground, out of any fight; operators only with replayForEveryone = false) and puts the player back where they stood, in that dimension. A player who never wants it turns off Play the Arrival intro (Mods → Tinfoil → Config, client): the intro is skipped at once.
While it runs, the player is in spectator mode (invisible, can't be hurt) and is put back afterwards. If they disconnect or the game crashes mid-intro (or mid-replay), the next login undoes it (game mode, and back on the ground or where the replay started) and plays the intro again; a server timeout catches a client that never answers.
On a dedicated server the server follows the camera: at every cut, and whenever it falls more than 24 blocks behind, it moves the player to where the camera is, so the chunks of each shot are sent (the client alone only reports where it is while the chunk under it is loaded, and a big jump would be refused as moving too quickly).
The crash site
A small olive plane nose-down on a scorched crop circle, a wing snapped off beside it, smouldering fires and a weather-balloon crate. It's built once, on the first server start with the intro on: in the desert closest to spawn ([intro] crashSiteBiome), on flat ground outside any ported base and its fold band ([folds] bandWidth), at least 24 blocks from any structure above ground (a plane beside a desert outpost would read as part of it). With no desert within 6144 blocks it goes on the closest flat dry ground instead. A world folded again after its first start keeps its crash site: the fold leaves it alone like a structure. Every arrival wakes up next to it. /tinfoil intro crashsite where shows it; /tinfoil intro crashsite here builds it where an operator stands; /tinfoil intro crashsite move builds it again where it would go now (the old wreck stays where it lies).
The Visitor Probe
A chrome device with a blinking green tip: "You don't remember being given this. You'd rather not think about where it has been." It's the only thing an arrival gets.
- Use it (every 10 s): it hums and sends a trail of green specks toward the next lead of Case File 01; only its holder sees them.
- Kept on death, one per player.
/tinfoil probereplaces a lost one. - Never dropped: a full inventory gets it in the off-hand; with no room at all, the radio says the probe will find you, and it arrives by itself as soon as a slot is free.
Full pockets
Players ported from the old world keep their inventories, and many of those are full. The modpack still welcomes them like any new player (its mods have never seen them), but a gift with no room either falls on the ground where they logged in, left behind when the intro carries them off, or is lost. Tinfoil keeps it:
- For the first 10 s of a player's first session, an item that drops next to them while their inventory has no room for it is taken into the hold instead.
- Starter items (
[intro] starterItems; on our server ATM10's guide book): 10 s in, whatever the player doesn't own yet (inventory, ender chest or hold) goes into the hold, for mods that give up when the inventory is full. - The hold is kept on the player and empties into the inventory as soon as there is room, after the intro, never onto the ground. The radio says when something is waiting and when it has arrived.
Case File 01: the first day
Six advancements, each with a radio line and a Dossier entry (category Case File 01):
| step | how |
|---|---|
| Incident Report | arrive |
| Site Survey | stand at the edge of a fold, where the ported land meets the new |
| Do Not Open | open a relic cache |
| Static | feel the Signal Static, then make the tinfoil hat |
| The Giants | stand on an Ancient Island |
| The Map | study the mountain mural for a few seconds; from there, the mountain mystery takes over |
The probe always points at the first step not done yet (the fold edge, a cache, a colossus, the mural).
Settings
Config, commands and the client's reduced-motion option: see Config. The intro is data, so servers can write their own: data/<ns>/tinfoil/intro/<name>.json with shots relative to anchors (spawn, crash_site, the ported base, the nearest island, the mural), captions, sounds and effects.