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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 1.1

File nameslrdungeons-0.27.1.jar
Uploader
sarukisaruki
Uploaded
Sep 5, 2026
Downloads
53
Size
46.3 MB
Mod Loaders
NeoForge
File ID
8818263
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:solocraft-dungeon-expansion-1679201:8818263"

Learn more about Curse Maven

What's new

### Fixed

- **A gate somebody had entered stood for ever.** SoloCraft ages a gate to one in-game day
  and then removes it - but the moment a player walks through, `DATA_usedbefore` freezes
  that clock permanently, and nothing ever restarts it. That is their mechanic and it is
  fine for a gate nobody finds; this addon seeds gates beside hunters and announces where
  to walk, so "entered" is the *common* case here, and the entrances piled up until six of
  them stood in one clearing. An entered gate whose dungeon is done now clears after
  `slrGateEnteredMinutes` - unless a hunter is within eight blocks, a guild's own team is
  still inside it, or `slrPruneInstances` is off.
- **"This gate no longer has valid dungeon instance state", for ever.** Three separate code
  paths delete a dungeon's record - two ours, one theirs - and none of them checks whether
  a gate still points at it. The gate kept the dead pointer and refused every click from
  then on. It now notices and lets SoloCraft's own first-generation path build a fresh
  dungeon behind it, and says so rather than refusing in silence.
- **That repair could have regenerated on top of somebody.** Their only guard against
  building one dungeon through another reads the very record our housekeeping had just
  deleted, so the footprint was invisible. A hunter still inside is now detected from their
  own bookkeeping - which survives the record's removal - and the gate is left dangling
  rather than rebuilt around them.
- **"I do not know where this dungeon is" was being read as "nobody is in it."** An instance
  with no recorded volumes was judged abandoned however many hunters stood in it. Erring
  that way deletes the record of a dungeon people are inside; erring the other way costs a
  stale entry until somebody looks.
- **A mini-boss lost its health bar when the dungeon's boss died.** The bar came down before
  the removal, which can now be refused - so a mini-boss still being fought lost its bar and
  got it back seconds later, which reads as the game losing track of the fight.
- **The harpies and the stone rat are no longer extractable.** Two content files stated this
  as settled design and nothing enforced it: `DungeonShadowEntity` has no flight, so a
  raised harpy was a flightless copy of a flying thing, and a third shadow source in the
  first dungeon anybody clears moves the price of the whole early game. `ANNOUNCEMENT.md`
  promised all 219; it no longer does.
- `GARRISON_TARGET` was declared and never read - the number that governs Jeju's population
  is `slrJejuSwarmSize`. A constant that lies to whoever reads it is worse than no constant.

### Added

- `/slrdungeons dev gate remove` takes away the gate you are **looking at** - a ray from the
  eyes, because in a clearing holding six of them "the nearest one" is not something anybody
  can aim. `/slrdungeons dev gate clear` takes every gate within sixteen blocks and says how
  many, which is the one for a clearing that has already silted up.
- `slrGateEnteredMinutes`, default 30.

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