AutoCraft_MineShaft_v0.5.1.zip
What's new
AutoCraft MineShaft v0.5.1
Major Expansion
- Expanded AutoCraft MineShaft into a complete 10-floor campaign.
- Preserved the existing Floor 1 Slimeworks and Floor 2 Abandoned Shafts gameplay.
- Added Floors 3 through 10 with unique environments, encounters, route identities, loot progression, and bosses.
- Added five generated rooms per deeper floor with branching routes, convergence rooms, and boss routes.
- Extended the dynamically revealing MineShaft map through Floor 10.
- Extended Home lift progression through all ten floors.
New Floors
- Added Floor 3 — Flooded Excavation and the Drowned Surveyor.
- Added Floor 4 — Fungal Hollows and the Sporekeeper.
- Added Floor 5 — Deep Foundry and the Furnace Foreman.
- Added Floor 6 — Crystal Fault and the Resonant Prospector.
- Added Floor 7 — Industrial Deepworks and the Chief Engineer.
- Added Floor 8 — Nether Breach and the Rift Superintendent.
- Added Floor 9 — Ancient Depths and the Deep Surveyor.
- Added Floor 10 — Heart of the Mine.
Final Encounter
- Added a three-phase Floor 10 finale:
- Excavation Engine
- Mine Director and guards
- Heartbound Director
- Added the Heart of the Mine completion trophy.
- Added permanent Floor 1–10 campaign completion tracking.
Gameplay
- Combat remains completely manual.
- Clearing normal rooms continues to award MineShaft Keys.
- Players continue choosing which available route to physically generate.
- Final normal rooms award Boss Keys.
- Boss victories unlock the next floor.
- Death preserves equipment and unlocked floors.
- Safety Rope continues to return the player Home while abandoning temporary floor progression.
- Added new equipment and rewards throughout the deeper floors.
World Generation
- Added the dedicated ACMS void world preset for newly created MineShaft worlds.
- Removed dependence on naturally generated Overworld terrain.
- Home, rooms, corridors, and floor environments are now authored entirely by the datapack.
- Floors 3–10 use isolated dungeon sectors while still behaving as progressively deeper MineShaft floors.
- Added temporary chunk loading during floor construction to prevent distant-floor generation failures.
- Fixed the Floor 5+ generation issue where dungeon commands could target unloaded chunks.
Lighting & Corridors
- Reworked Home lighting using normal vanilla wall torches.
- Removed unreliable legacy lantern and chain lighting.
- Added a non-destructive Home lighting migration for existing saves.
- Updated every generated corridor to remove doorway torches before removing their supporting blocks.
- Fixed doorway torches breaking and dropping onto the floor whenever a hallway was generated.
Presentation
- Updated the MineShaft Guide to document the full ten-floor campaign.
- Updated the title screen for the Floor 1–10 version.
- Extended deepest-floor status messaging through Floor 10.
- Reduced room and floor title durations to obstruct gameplay less.
Compatibility
- Retains existing v0.4.x progression.
- Preserves existing Floor 1 and Floor 2 systems.
- Existing equipment and unlocked floors remain intact.
- v0.5.1 lighting migration does not rebuild storage or reset progression.
- A newly created ACMS world is required to receive the true void-world generator.
This mod has no additional files

