orebound_core-0.2.2.jar
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What's new
OREBOUND Core 0.2.2
OREBOUND Core 0.2.2 is a major systems update focused on underground exploration, optional boss encounters, multiplayer support, progression reliability, and server play.
Underground Dungeon Expansion
- Expanded the underground dungeon system across all eight major underground zones.
- Added three dungeon layouts:
- Open Vault
- Split Gallery
- Crossworks
- Combined with the eight underground zones, this creates 24 natural dungeon variations.
- Added depth-scaled dungeon rewards.
- Miner’s Caches can provide useful progression and mining support items.
- Added dungeon utility rewards including:
- Excavator’s Tonic
- Mining Overdrive Capsule
- Fortune Catalyst
- Geological Fragment
- Geological Core
- Ancient Tool Kit
- Reinforced Tool Kit
- Removed the previously planned Seam Stabilizer from dungeon rewards.
- Existing worlds remain supported, but newly generated chunks are required for newly generated dungeon structures.
ProjectE Progression Fixes
- Corrected the ProjectE progression lock introduced during earlier development.
- ProjectE EMC and Transmutation progression remains locked until the intended late-game point.
- Normal left-click mining and combat are no longer affected by the ProjectE restriction.
- ProjectE tools can now be used normally when otherwise obtainable.
- Prevented the progression lock from interfering with unrelated gameplay systems.
Excavation Overseer
- Added OREBOUND’s first major optional boss: the Excavation Overseer.
- Added dedicated Overseer Stations distributed through the Deep Strata.
- Added the Overseer Signal Locator.
- Added persistent boss arena state and deliberate encounter activation.
- Added multiplayer health scaling and participant tracking.
- Added unique charge, slam, debris, stun, and Thermal Overload mechanics.
- Added first-kill progression rewards and repeat-fight rewards.
- Added arena reset and recovery handling.
- Added
/orebound locateoverseerfor development/admin use.
Abyssal Warden
- Added the Abyssal Warden as OREBOUND’s second optional boss.
- Added its dedicated underground arena and locator system.
- Added movement-heavy attacks including slams, leaps, gravitational pulls, shards, eruptions, and Abyssal Collapse.
- Added personal first-kill reward handling and repeat encounter support.
- Rebalanced the final encounter to:
- 420 base HP
- +45% max HP per additional nearby Survival player
- Reduced attack pressure, pull strength, eruption frequency, Collapse hazards, and overall damage.
- Increased breathing room between major attacks.
Corebound Sentinel
- Added the Corebound Sentinel as OREBOUND’s third optional boss.
- Added dedicated Corebound Security Vaults.
- Added the Core Security Console encounter activation system.
- Added four attackable Core Anchors.
- While Anchors remain active, the Sentinel is heavily shielded.
- Anchor destruction progressively reduces shield stability until the Core Shield goes offline.
- Added:
- Energy Lance
- Sentinel Slam
- Rush
- Core Barrage
- Repulsion Pulse
- Core Integrity Failure phase
- Final balance:
- 560 base HP
- +45% HP per additional nearby Survival player
- 70 HP per Core Anchor
- +25% Anchor HP per additional player
- 90% damage absorption while Anchors remain
- Reduced attack damage, knockback, movement escalation, and channel damage compared with the original encounter.
Worldheart Guardian
- Added the Worldheart Guardian as OREBOUND’s fourth major optional boss.
- Added the 41×41 Heart Vault in the World Core Expanse.
- Added the Worldheart Signal Locator.
- Added four World Core Stabilizers as the encounter’s opening mechanic.
- During the opening phase, normal attacks only partially penetrate the Guardian’s protection.
- Players must bait the Guardian’s Core Lance through each Stabilizer to overload it.
- Destroying all four Stabilizers fully exposes the Guardian.
- Added multiple combat phases:
- Stabilized
- Unbound
- Worldheart Resonance
- Terminal Defense
- Added Core Lance, Resonance Slam, Core Barrage, Repulsion Pulse, resonant ring attacks, and energized floor channels.
- Base health is 1,100 HP with +35% maximum HP per additional nearby Survival participant.
- First qualified kill grants Worldheart Essence.
- Repeat encounters award endgame mining materials and caches.
Boss Progression Simplification
- Boss progression is now controlled by the Quest Book rather than hard-coded progression checks.
- Right-clicking a boss activation block directly starts the encounter.
- Removed boss activation requirements tied to:
- advancements
- Worldheart completion flags
- other mod progression states
- summon keys
- repeat-fight keys
- cooldown timers
- Boss locators no longer require progression flags before functioning.
- The only remaining protection prevents a second boss from spawning while that arena already has a living active boss.
Multiplayer Boss Framework
- Boss health scaling is calculated once when the encounter starts.
- Boss health no longer changes dynamically when players join or leave mid-fight.
- Creative and Spectator players no longer count toward reward contribution.
- Reward recipients must be valid participating Survival players near the arena when the boss dies.
- Objective participation such as destroying Sentinel Anchors or overloading Guardian Stabilizers counts toward encounter credit.
- Added stale-arena recovery.
- If another mod, command, or unusual event removes a boss without triggering normal death handling, the arena now detects the missing entity and recovers on the next activation.
- Lingering Anchors and Stabilizers are cleaned up during recovery.
- Prevented permanently stuck ACTIVE boss arenas.
Boss Rewards
- Added unique boss progression components from all four encounters.
- Added Worldheart Essence.
- Added the Master Excavation Core as the combined endgame boss reward.
- The Master Excavation Core grants:
- +35% mining speed
- +0.25 knockback resistance
- +0.30 explosion knockback resistance
- Night Vision
- Fire Resistance
- 20% chance to preserve tool durability while mining
- The Master Excavation Core does not grant Mining Power.
- Its recipe accepts either earlier boss first-kill components or the already-crafted corresponding Curio, preventing existing players from being locked out.
Respawn Fixes
- Fixed vanilla occasionally choosing the upper bedrock shell as a safe death-respawn position.
- Players without a valid bed/custom spawn now return to the underground Origin at:
- X=0
- Y=128
- Z=0
- Valid beds and custom respawn points continue to work normally.
- Added additional protection against death respawns appearing on the upper bedrock roof.
Multiplayer Start System
- Added the new
/startoreboundmultiplayer setup system. - Added support for 1–16 multiplayer start rooms.
- Added a hidden server start lobby at approximately X=0, Y=311, Z=0.
- New players can wait safely in the lobby before multiplayer setup is configured.
- Added automatic player assignment and teleporting once start rooms are available.
- Added persistent room assignments between server restarts.
- Added room-specific no-bed respawn handling.
- Valid beds still override the assigned-room fallback.
Equal Multiplayer Start Suites
- Rebuilt multiplayer rooms so every assigned room is a complete playable OREBOUND start.
- Rooms 2–16 now receive the same functional survival setup as Room 1:
- full starter room
- full 17×17 Growth Chamber
- hydrated farming plots
- tree planters
- guaranteed wood
- starter supply barrel
- Ecology Cache
- exposed Coal, Copper, and Iron starter resources
- Players no longer have to share Room 1’s Growth Chamber or starter resources.
- Extra rooms deliberately do not create additional logical Origin Markers.
- OREBOUND geology, Seam distance calculations, structures, bosses, and World Core systems continue using one canonical world Origin.
- Start suites were spaced farther apart horizontally and vertically to prevent overlap.
- Removed the earlier shared ladder/service-room dependency.
/startorebound Administration
Added multiplayer/server management commands including:
/startorebound <1-16>/startorebound join/startorebound join <player>/startorebound lobby/startorebound status/startorebound rooms/startorebound room <number>/startorebound assign <player> <room>/startorebound unassign <player>/startorebound reset/startorebound reset cleanup/startorebound remove rooms/startorebound remove lobby/startorebound remove all/startorebound lobby build
Start Room Reliability
- Added physical verification of every configured start suite before teleporting players into it.
- Missing or damaged generated rooms automatically rebuild when necessary.
- Added persistent layout versioning and automatic migration from earlier
/startoreboundtest layouts. - Room assignments are preserved during migration.
- Reducing the configured number of rooms removes unused generated suites.
- Added lobby and room instruction signs.
- Fixed generated room corridors interfering with the earlier ladder shaft design.
- Fixed starter container contents being dropped into the world during room migration/removal.
- Generated container inventories are now cleared safely before structure cleanup.
- Existing loose items from older builds are intentionally not automatically deleted.
Mining Tool Compatibility
- Audited the OREBOUND Steel Pickaxe.
- Confirmed correct Mining Power 3 progression.
- Confirmed Steel repair material and common steel-tag compatibility.
- Confirmed Osmium Drill Pick upgrade path.
- Retained its diamond-class vanilla harvest capability intentionally so Dense Stone drops correctly.
- OREBOUND Mining Power restrictions still prevent the Steel Pickaxe from bypassing MP4+ progression.
General Stability
- Improved persistent boss arena cleanup.
- Improved multiplayer encounter recovery.
- Improved room generation verification.
- Improved old-layout migration safety.
- Improved container cleanup behavior.
- Numerous internal progression and multiplayer consistency fixes.
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