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[DAI] AutoCraft MineShaft (Data)

AutoCraft MineShaft is a 10-floor Minecraft dungeon RPG where rooms, halls, routes, enemies, loot and bosses generate as you progress. Fight manually, earn keys, choose your path, gear up, defeat each boss, and reach the Heart of the Mine.
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AutoCraft_MineShaft_2.0.zip

File nameDAI_Auto_RPG_2.0_MineShaft_v0.5.3_DAI1.9.5_WorldCreationHotfix.zip
Uploader
J12H36HJ12H36H
Uploaded
Aug 18, 2026
Downloads
9
Size
337.8 KB
File ID
8673800
Type
R
Release
Supported game versions
  • 26.2

What's new

AutoCraft MineShaft v0.5.3

DAI 1.9.5 World Creation Hotfix

  • Fixed fresh AutoCraft MineShaft world creation on DAI 1.9.5
  • Replaced the previous late-loaded custom world_preset request with DAI 1.9.5's native world_type generation
  • New MineShaft worlds now generate as a true void
  • Disabled normal terrain generation, structures, lakes, and biome features
  • Removed the Nether and End from newly created MineShaft worlds to prevent escaping into normally generated dimensions
  • Preserved the existing ACMS save ID and experience lifecycle
  • Removed the v0.5.2 experience-controls override
  • Restored gameplay/input behavior to the proven v0.5.1 policy

Floors 1–10

  • Preserved the complete ten-floor campaign
  • Preserved all existing room generation, reactions, combat balance, loot, keys, bosses, and progression
  • Retained the deepest-unlocked-floor Home lift
  • Retained manually controlled Minecraft combat with no automated movement, aiming, attacking, eating, or weapon selection
  • Retained physical room and corridor generation as routes are unlocked
  • Retained the Safety Rope retreat system
  • Retained the Floor 10 three-phase finale and Heart of the Mine trophy

Generation Reliability

  • All ten reserved floor sectors are temporarily force-loaded during floor reset and starting-room generation
  • Prevents remote room-generation commands from failing because the destination chunks are unloaded
  • Prevents the Floor 5+ unloaded-chunk generation failure seen in earlier builds
  • Floors 3–10 remain isolated in dedicated deep sectors at safe Y levels
  • Failed generation can no longer expose surrounding naturally generated terrain in newly created void worlds
  • Force-loaded sectors are released immediately after generation

Lighting & Corridors

  • Home lighting now uses normal vanilla wall torches mounted to permanent deepslate walls
  • Removed legacy lantern and chain positions from the Home Room
  • Added a safe v0.5.3 migration that reapplies Home lighting without rebuilding the room
  • Generated corridors now remove doorway torches before removing their supporting wall blocks
  • Prevents floating/broken torch drops when new routes are opened

Presentation

  • Updated the title screen for the full ten-floor MineShaft campaign
  • Updated the MineShaft Guide with Floors 1–10
  • Updated the Home actionbar to identify the deepest unlocked floor through Floor 10
  • Reduced floor and room title duration to keep the screen clearer during gameplay

Compatibility

  • Existing v0.4.x progression migrations remain supported
  • Existing Floor 1 and Floor 2 geometry and gameplay remain preserved
  • Existing keys, equipment, Safety Rope state, and unlocked-floor progression are preserved
  • v0.5.3 migration does not replace storage, furnishings, equipment, or progression
  • Existing worlds retain their original world generator
  • A newly created ACMS experience world is required to receive the new true-void world generation

Testing

  • Added direct debug functions for Floors 3 through 10
  • Validated 50 generated room templates
  • Validated 50 generated corridor templates
  • Validated all 100 corridor doorway torch-cleanup endpoints
  • Validated all 10 floor force-load add/remove pairs
  • Checked 832 local ACMS function/action references with 0 missing references
  • Static validation completed with 0 errors and 0 warnings

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