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SoloCraft: Dungeon Expansion

Adds 40 ranked dungeons with 206 custom creatures and 40 bosses to SoloCraft: Reawakening, integrated through its own gates, level scaling and mana crystals.
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Dungeon Expansion 1.0

File nameslrdungeons-0.26.0.jar
Uploader
sarukisaruki
Uploaded
Sep 5, 2026
Downloads
38
Size
46.3 MB
Mod Loaders
NeoForge
File ID
8815010
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:solocraft-dungeon-expansion-1679201:8815010"

Learn more about Curse Maven

What's new

The guilds stop being scenery. There is a league to climb, hunters to hire and send, a
bulletin that tells you what happened while you were out, four places in the world worth
walking to, and a voice in the Double Dungeon. Twenty-six bugs went with it, including one
that could stop a gate opening at all.

### Fixed

- **A gate could refuse to open its dungeon, permanently.** SoloCraft reads a gate's
  destination from three tags on the entity - `tpx`, `tpy`, `tpz` - and exactly one method
  in their mod ever writes them, on the *procedural* gate path. A datapack gate this addon
  spawns never went through it, so all three were absent, the destination read back as the
  NBT default of zero, and the dungeon was planned around y=0 with its shell floor at y=-1
  - one block under the floor of a dimension whose `min_y` is 0. The generator refused with
  *"A room and its protective shell would extend outside build height"*, and the player was
  told only *"Datapack dungeon generation failed"*, which names the wrong thing entirely.
  Every gate now gets a destination, including ones placed with SoloCraft's own spawn egg.
- **"You are already bound to a dungeon", for ever.** That refusal stands while a player
  carries either of two marks, and the marks are cleared only by leaving a dungeon
  properly - so a hunter who died oddly, was teleported out by an operator, or was inside
  one when the server stopped was refused at every gate from then on, with no way to say so
  that looked like anything but "the gates are broken". `/slrdungeons dev unbind` releases
  them.
- **The campaign sealed itself at the twelfth quest of sixty-five.** "Rank Up" asked for the
  second rung of the ascension ladder - and that ladder *starts above S rank*. It wanted the
  highest licence in the game in the middle of the C-rank chapter, and since the campaign is
  a queue rather than a board, that one line locked the fifty-three quests behind it. Four
  quests now read SoloCraft's own licence, which is the ladder their names were always
  talking about.
- **Guilds booked a gate the instant it appeared.** The roll happened on the gate's join
  event, the same tick it came into the world, so a hunter who watched a gate open saw it
  taken before they could walk to it. That is not a race anybody can lose fairly, because
  it is not a race. Gates now stand free for five minutes, `slrGuildClaimMinutes`.
- **The Monarch's health bonus hid every piece of gear.** SoloCraft's engine caps max health
  at 1024; the bonus reached it, so armour and artifacts moved a number that was already
  pinned. Toughness lives entirely in damage taken now, and stale modifiers from older
  builds are stripped on login.
- **Jeju could stack islands.** The automatic release could only ever answer "empty" for an
  island in unloaded chunks, so it let go of one that was still standing and the next Beru
  gate raised a second on top of it. One island per world now, released only by an operator.
  While it stands, no second Beru gate opens, and the spiders breed for as long as the King
  lives.
- **Any hunter could walk into any gate.** The rank read came from a helper whose "not
  found" answer is the number 1 - a fabricated E - so an unranked gate looked like the
  lowest rank rather than an unknown one.
- **A full instance store broke every gate on the server.** The sweep kept anything under an
  hour old, which is right nearly always and wrong in the one case it exists for: a busy
  server that filled all 256 slots inside an hour freed nothing, and every player was
  refused everywhere. Above 248, unattended instances are now reclaimed regardless of age.
- **The statues could not be hurt.** Their own `hurt` refused swords, axes, daggers and
  tridents unless a tag was set, and the spawn procedure left them with no AI.
- **`/slrdungeons trial leave` was not the caller's to use.** Anyone, anywhere, could clear
  another player's hall - and five spaced calls walked a motionless occupant to the final
  wave, handing over the System, 20,000 XP and S-rank crystals for nothing. Logging out
  inside the sealed hall trapped you there; re-entering from inside overwrote the way home;
  the return point stored no dimension; and the eviction sweep deleted the player's entire
  SoloCraft shadow army every two seconds.
- **A one-hunter expedition could farm S-rank crystals.** The payout was priced by the
  destination, so a rookie hired for 40 gold and sent somewhere hopeless paid 8,960 gold on
  the rare win. It is priced by the team's own strength now.
- **Boss bars outlived their bosses**, a trader was registered but never spawned, buying and
  selling at the same counter printed money, guild hall staff attacked the visitors, and a
  band calculation was off by one at exactly -19.
- **The Hunter's Ward** spent a whole stack on the void and on `/kill`, and misread a hunter
  under absorption as already dead. **The Guild Flare** was consumed and reported success
  even when nobody came. **Hunter's Insight** never stopped glowing, so two uses left a
  dungeon permanently outlined. **The trade counter** printed raw translation keys on every
  purchase and sale. **220 spawn eggs** had no names.
- **Quest counters that lied**: a refused sale still completed the market quest, an Arise was
  credited when the soul dropped rather than when the shadow stood, raising a shadow
  mid-run did not stop the run counting as solo, a rune could count twice, and eight goals
  kept advancing with the quest game rule switched off.
- **Break escapees accumulated for ever** on a server where nobody hunted them down.
- **Subtitles ran off both edges of the screen** during the Architect's opening, and the
  journal key collided with SoloCraft's own panel.

### Added

#### The guild league

A ranking of the guilds, on a key. A guild nobody has seen enters below everyone, climbs by
taking gates, and loses four points when somebody takes one it had booked - which a hunter
can now do deliberately, at the cost of that guild's goodwill.

#### Hunters of your own

Hire hunters into your service, up to a cap set by your rank, and send them to a dungeon.
Time passes, some of them come back with mana crystals, and some of them do not. The pay is
priced by the team you sent, not by the place you sent it - a hopeless long shot is a bad
bet, which is the whole point of choosing.

#### A guild's booked gate now has somebody in it

"Their team is already inside" used to be the one line in this addon backed by nothing. The
claiming guild's hunters now arrive, walk to the gate, go in, and the survivors come back
out - or the gate stays quiet.

#### The bulletin

A journal of what happened while you were elsewhere: gates appearing, breaks, red gates,
Jeju rising, the ant king waking, guilds moving in the league, famous hunters answering a
break - and a personal page for your own expeditions.

#### Four places worth walking to

**The Unreturned Cairn**, a deliberately blank memorial with a lectern and a book nobody
signed. **The Unclosed Scar**, a ruined gate site with recovered gear in a chest. **The
Proving Yard**, a fenced training ground with a live instructor and targets that work. **The
Farwatch**, a tower whose only reward is the view.

#### The Architect speaks

The Double Dungeon's opening is a scene now: six lines, in voice, with subtitles cut where
a reader would breathe. Nothing in the hall can be hurt while it talks, and it steps down to
the middle of the room when it finishes.

#### The Monarch's court

Six powers bought with story points, and two chapters of story past the throne - what a
hunter who has already become something spends their standing on.

#### Wounds that follow you out

An A or S-rank dungeon leaves a hunter with less to fight the next one with, until they rest.

### Changed

- Gates seed themselves near players rather than waiting on the host mod's own schedule, and
  carry the dungeon's name and rank.
- Jeju returns as a periodic event, on the same island.
- A hunter's rank is shown in front of what they say in chat.
- Sixty-two game rules, all documented in the README, generated from the code so the table
  cannot drift from what the rules actually do.

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