AutoCraft_MineShaft_2.0.zip
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_presetrequest with DAI 1.9.5's nativeworld_typegeneration - 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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