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OREBOUND Core

Progress from hand prospecting to industrial mining, deep-strata exploration, the Quantum Bore, and the Worldheart in a custom underground resource system.
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orebound_core-0.2.2.jar

File nameorebound-0.2.2.jar
Uploaded
Oct 4, 2026
Downloads
555
Size
6.5 MB
Mod Loaders
NeoForge
File ID
9054717
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:orebound-core-1708440:9054717"

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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 locateoverseer for 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 /startorebound multiplayer 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 /startorebound test 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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