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Awakening System

An omniscient RPG progression, cultivation, and dungeon crawler mod inspired by Solo Leveling, Omniscient Reader's Viewpoint, and Murim manhwas. Level up, master skill trees, conquer dimensional gates, and command the shadows!
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Awakening System 0.3.1

File nameawakening_system-0.3.1.jar
Uploader
Lander_AloLander_Alo
Uploaded
Oct 19, 2026
Downloads
69
Size
106.9 MB
Mod Loaders
NeoForge
File ID
9251331
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:awakening-system-1705467:9251331"

Learn more aboutΒ Curse Maven

What's new

πŸ“œ Awakening System β€” Changelog v0.3.1

Version Transition: v0.3.0 βž” v0.3.1
Minecraft Version: 1.21.1
Mod Loader: NeoForge (21.1.249+)
Java Version: Java 21 LTS
Release Target: awakening_system-0.3.1.jar


🌲 1. Custom Woods, Logs & Worldgen Crafting Polish

A comprehensive registration and drop audit was conducted across all custom realm woods (Cuihua, Adhigama, Sandbearer, Spirit Plum, Celestial Pine, Mana Wood, Eldoria, Aralia, Yumemiru, Otogi, and Maple):

  • Axe Mining Speed Parity (#minecraft:mineable/axe):
    • Corrected tool tag assignments. All axe tiers (wooden, stone, iron, golden, diamond, and netherite) now harvest all custom logs, wood blocks, and planks at normal mining speeds with full efficiency.
  • Minecraft & NeoForge Tag Integration:
    • Integrated all custom woods into standard tags: #minecraft:logs, #minecraft:logs_that_burn, #minecraft:planks, #minecraft:fences, #minecraft:fence_gates, and #minecraft:wooden_fences.
    • Guarantees full out-of-the-box compatibility with furnace fuels, recipe viewers (JEI/REI/EMI), and external storage mod filters.
  • Plank Crafting Recipes:
    • Added recipes converting 1 Log βž” 4 Planks across all custom wood families, craftable in both crafting tables and the 2Γ—2 player inventory grid.
  • Drop Tables & Harvesting:
    • Fixed loot tables so that logs, stripped variants, leaves, stairs, slabs, fences, gates, doors, and trapdoors drop their intended item forms when mined.
  • Axe Stripping & Campfire Log Seats:
    • Implemented right-click axe stripping behavior on custom logs.
    • Added the functional campfire log seat block (CampfireLogSeatBlock).

πŸ—ΊοΈ 2. Standalone Tactical Minimap & Fullscreen World Map

A complete, built-in in-house map engine operating natively without requiring JourneyMap, Xaero's, or any other external map mod:

  • In-Game HUD Minimap (HunterMinimapRenderer):
    • Clean, border-accented tactical HUD minimap rendered in the corner of the screen.
    • Real-time coordinate HUD ($X, Y, Z$), active biome indicator, and smooth player heading pointer.
    • Position, scale, opacity, and visibility can be freely adjusted through the System HUD Editor (GuiConfigScreen).
  • Fullscreen Tactical World Map ([M], HunterWorldMapScreen):
    • Accessible at any moment via the default [M] keybinding.
    • Fluid click-and-drag mouse panning and mouse-wheel zoom scaling.
    • Dimension switcher supporting the Overworld, Nether, End, Subspace, Abyss, and custom realms.
    • In-game time display, real-time cursor coordinates, and Day/Night surface lighting toggle.
  • High-Performance Binary Chunk Cache (WorldMapChunkCache):
    • Multi-threaded asynchronous chunk rasterization with zero tick lag or FPS drops during high-speed exploration.
    • Per-world binary cache files (.bin) stored in run/awakening_map/ for instantaneous map reload.

🎨 3. JourneyMap / Xaero's Visual Parity & Shading

  • Natural Earthy Terrain Tints:
    • Eradicated oversaturated, garish, and fluorescent coloring across biomes.
    • Applied JourneyMap's exact grass calibration formula: a $0.74\times$ luminance multiplier applied to vanilla biome grass tints to produce natural, soothing pasture greens.
    • Foliage and leaves calibrated with a $0.78\times$ factor for authentic forest canopies.
  • Northwest Hill-Shading Relief (3D Topography):
    • Dynamic hill-shading relief where northwest-facing slopes receive sunlight illumination and southeast-facing slopes receive topographic shadowing.
    • Accurately reveals cliffs, ravines, rolling hills, and mountain ridges with authentic depth.
  • Realistic Water Bathymetry:
    • Depth-based alpha blending calculates water depth relative to the seabed or riverbed.
    • Renders shallow beaches and coastlines in translucent turquoise/aquamarine, transitioning into deep navy blue for ocean trenches.
  • Comprehensive Block Palette Mapping:
    • Accurate pixel color rendering for stone, deepslate, gravel, sand, dirt, clay, snow, ice, terracotta, and realm ores.

πŸ“‘ 4. Mob Radar Dynamic Vertical Slicing & Density Control

  • Surface vs. Cave Vertical Culling:
    • Surface Exploration: Subterranean entities dwelling in deep caverns below ground (ly < surfaceY - 5.0) are automatically culled using Heightmap.Types.MOTION_BLOCKING, keeping the map clear of cave clutter while on the surface.
    • Cave / Underground Exploration: When below ground, the radar automatically restricts mob display to a vertical slice of $\pm 8.5$ blocks relative to the player's current $Y$ level, showing only entities on the active floor or gallery.
  • Passive Herd Animal Proximity Limiter:
    • Added density culling for clustered farm animals (cows, sheep, pigs, chickens, rabbits): clusters are capped at a maximum of 2 icons per 7-block radius.
    • Hard limits on rendered passive icons: maximum 10 on the minimap HUD, maximum 24 on the fullscreen world map.
  • Tactical Entity Radar Indicators (EntityIconRenderer):
    • Color-coded radar markers: Bosses (crimson skulls), Hostile Monsters (red markers), Passive/Neutral Creatures (green/yellow markers), Friendly NPCs & Players (distinct cyan/white pointers).

πŸ“ 5. Per-World Waypoint Isolation & GUI Brightness Fix

  • Per-World Waypoint Storage:
    • Waypoints are now stored independently in config/awakening_waypoints/<world_id>.json, keyed by the world folder name (sp_<folder>) for singleplayer or server address (mp_<ip>) for multiplayer.
    • Multi-World Bleed Bug Resolved: Newly generated worlds start completely clean with 0 waypoints, preventing waypoints from leaking across different saves.
    • Cache is automatically purged upon leaving a world (ClientPlayerNetworkEvent.LoggingOut).
  • Waypoint Editor GUI Brightness Fix (WaypointEditScreen, WaypointListScreen):
    • Fixed an issue where the RGB color picker wheel, sliders, and preview swatches appeared dark and washed out. The duplicate background gradient call (super.render) was removed, restoring 100% RGB brightness and color vibrancy.
    • In-game management: create, rename, coordinate edit, toggle visibility, and assign custom RGB colors.
  • In-World 3D Beacons (WaypointBeaconRenderer):
    • Renders customizable vertical light beams and floating distance tags in the 3D game world pointing toward marked waypoints.

⚑ 6. Ultra-Performance Rendering & FPS Optimization (Target: 160–180+ FPS)

A deep performance audit was conducted across the client rendering hot path, eliminating pipeline stalls and CPU-GPU bottlenecks to restore 160–180+ FPS with Sodium:

  • Chunk-Level Minimap Cache (MINIMAP_CHUNK_CACHE):
    • Replaced per-pixel world queries ($12,544\text{ px} \times 4\text{ height checks} = 50,176\text{ lookups/frame}$) with a chunk-level cached tile system ($16 \times 16$ ints per chunk).
  • Eliminated Pipeline Stalls (g.flush() Removal):
    • Removed 82 forced g.flush() calls inside EntityIconRenderer.java, allowing Sodium and the modern graphics pipeline to batch draw calls freely without CPU-GPU synchronization stalls.
  • Cave Mode Evaluation Throttling:
    • evaluateCaveMode previously ran up to 58 block state queries and height checks every frame when under shade. Now cached by block position and throttled to 400ms intervals, eliminating ~6,900 redundant block lookups per second.
  • OpenGL Texture Upload Debouncing (10 Hz Movement Cap):
    • Texture rebaking and dynamicTexture.upload() (glTexSubImage2D) are debounced to a maximum of 10 Hz (100ms) during player sprinting, eliminating frame spikes while keeping the HUD map perfectly smooth.
  • Biome Tint Memoization:
    • Grass, water, and foliage color queries (BiomeColors.getAverageGrassColor, getAverageWaterColor) previously executed 25 biome queries per pixel (up to 6,400 queries per chunk). Now memoized by Holder<Biome>, reducing biome tinting from 6,400 queries down to 1 direct map lookup.
  • Circle Geometry & Frame Math Elimination (getCircleDx):
    • Replaced per-frame Math.sqrt calculations in circular minimap mode (previously running 360 to 480 Math.sqrt calls and redundant background fill strips every frame) with a precomputed static lookup table (getCircleDx).
  • Zero-Allocation Radar & Texture Caching:
    • Reused static arrays and sets (CHUNK_HEIGHTS, OCCUPIED_CELLS) to eliminate GC allocation spikes.
    • Added entity texture caching in EntityIconRenderer (ENTITY_TEXTURE_CACHE) to avoid per-frame dynamic entity renderer lookups.
    • Replaced Math.pow and Math.sqrt center-distance culling with squared integer bounds checks.

🧘 7. Murim Meridian System & Alchemical Cleansing

A comprehensive Murim martial cultivation network integrated into the Dantian progression, introducing the 12 Major Meridian Channels, interactive spiritual body acupoint mapping, and alchemical marrow cleansing:

  • Interactive Cultivation Spiritual Body GUI (CultivationScreen):

    • Spiritual Body Mannequin: Features a dedicated visual representation of the cultivator's body with 12 precisely plotted acupuncture points distributed across the head, chest, arms, core, and legs.
    • Dynamic Qi Circuits: Luminous energy channels trace Qi circulation across the body, linking open acupoints into an active glowing meridian network.
    • Navigation & Interaction: Full mouse-hover inspection and directional arrow navigation. Displays meridian name, classical organ channel (Hand Taiyin, Hand Yangming, Foot Yangming, Foot Taiyin, Hand Shaoyin, Hand Taiyang, Foot Taiyang, Foot Shaoyin, Hand Jueyin, Hand Shaoyang, Foot Shaoyang, Foot Jueyin), unlock status, Qi cost, and permanent combat passives.
    • Direct unlock trigger with sound cues (SYSTEM_SKILL_UNLOCK) and real-time client-server synchronization.
  • The 12 Major Meridian Channels & Permanent Martial Passives:

    1. Lung Meridian (Hand Taiyin) [35 Qi]: +5% Attack Speed & permanent Qi consumption reduction.
    2. Large Intestine Meridian (Hand Yangming) [70 Qi]: +10% Physical Defense against incoming attacks.
    3. Stomach Meridian (Foot Yangming) [105 Qi]: +50% Meditation healing and regeneration rate.
    4. Spleen Meridian (Foot Taiyin) [140 Qi]: +15% Poison and negative status effect resistance.
    5. Heart Meridian (Hand Shaoyin) [175 Qi]: +35% Critical strike bonus damage (amplifies airborne/jump strikes).
    6. Small Intestine Meridian (Hand Taiyang) [210 Qi]: Infuses physical attacks with pure Qi Fire (setRemainingFireTicks(60)).
    7. Bladder Meridian (Foot Taiyang) [245 Qi]: +10% Martial movement and sprinting speed.
    8. Kidney Meridian (Foot Shaoyin) [280 Qi]: +50 Max Dantian Qi capacity (compounds with cultivation rank).
    9. Pericardium Meridian (Hand Jueyin) [315 Qi]: +15% Pure armor penetration against armored adversaries.
    10. Triple Burner Meridian (Hand Shaoyang) [350 Qi]: +15% Celestial magic and fire damage resistance.
    11. Gallbladder Meridian (Foot Shaoyang) [385 Qi]: +10% Martial evasion and evasion reflexes.
    12. Liver Meridian (Foot Jueyin) [420 Qi]: +4 Slashing Qi Sword damage and sweeping shockwaves (SWEEP_ATTACK).
  • Core Cultivation & Dantian Realm Bottlenecks:

    • Qi Capacity Scaling: Each unlocked meridian permanently expands maximum Dantian Qi capacity by +35 Qi (base = 120 * (realm + 1) + subLevel * 50 + realmFactor + (openedMeridians * 35)).
    • Passive Combat Qi Strike: Every melee strike consuming cultivation Qi scales with opened meridians: $\text{Qi Bonus} = (\text{realm} + 1) \times 2.5 + (\text{openedMeridians} \times 0.6)$.
    • Meditation Regeneration: Increases Qi accumulation during seated meditation by $+(\text{openedMeridians} / 2)$ per pulse, reaching maximum efficiency upon full purification.
    • Ascension Bottlenecks: Advancing to higher Dantian Realms (Qi Condensation, Foundation Establishment, Core Formation, etc.) strictly requires unblocking a minimum threshold of meridians: $\text{Required Meridians} = \min(12, (\text{currentRealm} + 1) \times 2)$, preventing ascension without adequate energetic channel width.
  • Alchemical Pills & Herbal Meridian Cleansing:

    • Marrow Cleansing Pill (MarrowCleansingPillItem):
    • Epic-grade elixir that purges worldly impurities and deep toxins.
    • Automatically unblocks 1 locked meridian without consuming cultivation Qi, granting Regeneration II, Absorption, and +1,000 Cultivation Qi.
    • If all 12 meridians are already unblocked, grants a massive surge of +1,200 Cultivation Qi.
    • Heavenly Enlightenment Pill (HeavenlyEnlightenmentPillItem):
    • Rare celestial pill that cleanses spiritual conduits.
    • Grants +4,500 Cultivation Qi and safely unblocks the next meridian without danger of Qi Deviation.
    • Sacred Herbs & Spirit Fruits:
    • Thousand-Year Ginseng: Purifies channels with +500 Qi, Regeneration III, and Strength.
    • Mount Hua Spirit Plum: Restores +30 Qi with channel cleansing properties.
    • Peach of Immortality: Rejuvenates the physical body and meridians (+150 Supreme Qi).

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