Dungeon Expansion 1.2
Curse Maven Snippet
What's new
SoloCraft: Dungeon Expansion — 1.2
Requires SoloCraft: Reawakening 1.3.1 · Minecraft 1.21.1 · NeoForge 21.1.244
The biggest update since release: three gate ranks above S, the Black Heart and the end of the story, the Double Dungeon scene rebuilt — and the fix for two bugs that had been quietly locking players out since the beginning.
New
Three ranks above S — eleven dungeons
| Rank | Dungeons | Levels | Rarity |
|---|---|---|---|
| SS | 2 | 160-220 | half as often as an S |
| National | 6 | 200-280 | a quarter of an S |
| God | 3 | 260-350 | a tenth of an S — roughly one gate in thirty |
Fifty-four new creatures. The six National dungeons are six different walls: raw damage, armour, numbers, a rotating ward, sustained pressure, speed. Each door closes on one specific thing you don't have.
The God rank holds the Rulers, their Fragments of Brilliant Light, and the workshop of the Absolute Being. It is the only content in the addon you might never meet in a whole playthrough, and that is deliberate.
Two new mechanics carry the difficulty, because health no longer can — the engine caps MAX_HEALTH at 1024 and an S-rank boss is already at 999:
- Armour toughness, never used until now. Against a God-rank boss, hitting for 40 loses 75% of the damage; hitting for 100 loses only 23%. A flat damage reduction is the same wall for everybody; toughness collapses in front of somebody who came prepared.
- The rotating ward. From National rank up, a boss resists 65% of one family of damage — projectiles, magic and fire, or blows landed by hand — and the family changes with every phase. Resistance, not immunity: a one-trick build still finishes, three times slower.
The Black Heart
Unlocked at quest 55 of 65, the one where the System changes hands. It cannot be bought or found: it is earned by dying — to an A or S-rank boss, inside a Red Gate at that level, or under the Jeju colony while the King is awake. A shadow never counts.
The invincibility is three layers rather than a god mode:
- 30 seconds of outright immunity on waking, spent on the clock — you cannot carry it into the next room;
- every killing blow is refused, on a two-minute cooldown (minus 45 seconds in full Monarch plate). Between two refusals you are mortal: that is the mechanic;
- the army absorbs half a percent per raised shadow, capped at 40% (55% in plate).
Plus a full Monarch armour set with no recipe, no drop and no merchant: you are wearing it when you wake up, and any piece you lose comes back. And a 63-second rebirth scene where Ashborn explains what the System actually was.
Tunable with slrBlackHeart, slrBlackHeartGuardSeconds, slrBlackHeartRefusalSeconds.
The Double Dungeon scene, rebuilt
A hundred and six seconds, in this order: the Statue of God speaks from its throne, reads out its commandments — and is cut off mid-word. The sound is genuinely interrupted; the recorded line runs twenty seconds and you hear twelve. Dust falls from the ceiling, the Architect arrives at that moment — it did not exist before, because a boss shows its health bar from forty-eight blocks away and you would have read its name through the whole speech. It shatters the tablet: the nine blocks go one at a time, with their own particles and sound. Then it turns around, speaks, and the fight starts.
The reward is still attached to the end of the fight, not the start of the scene.
Every new boss has a voice
Thirty-three new sounds — a call, a hurt and a death for each of the eleven bosses — and the generator now gives a rank its own colour instead of deriving every voice from the creature's name alone:
- SS is a continuation, not a break: a tone lower, one more partial, a quarter more room. Next to an S-rank boss it is the same creature, larger.
- National is heavier and wider. The pitch drops hard and the tremolo loses a third of its rate — that number is what says big, because a fast tremolo is a small throat.
- God is further away: the longest sounds in the mod, with reverb tails nearly two and a half times the usual, so the body of the cry is over well before the file is and what is left is the hall.
One number runs deliberately the other way: the God rank is both the lowest and the brightest in filter. Dropping that far costs consonants, and letting a little more treble through buys them back — a voice that is both the deepest and the darkest turns to mud, and mud telegraphs nothing.
Skills no longer have a ceiling
Full rate up to level 5, then level n is worth 5/n of a level — a harmonic series, which never runs away and never stops paying. Seven hundred and forty-two unspent points buys level 38, or +88% health. The cost per level keeps rising. Tunable with slrSkillSoftCap.
A booked gate warns you instead of refusing you
A gate somebody else called, or a guild booked for a raid, now lets you through. The personal reservation says so in chat; the guild one stands its raid down as you step in, and the standing you lose for taking it is charged when you actually get inside rather than on the click. Rank is still rank: a gate above your licence turns you away as before.
Commands
/slrdungeons gateinfo— what the gate in front of you is, which guild booked it, and how many minutes it has left once somebody has been through;/slrdungeons floor— how much of this dungeon is still standing: ordinary, elite, boss;/slrdungeons dev heart— the Black Heart's state without having to die to check it;/slrdungeons dev gate removeanddev gate clear.
Your current quest is now announced when you log in. Before, a quest announced itself in exactly one place — the moment the previous one finished. So the first was never announced, nothing was ever repeated, and all sixty-five quests were hidden behind the System panel, which refuses to open until you have earned it.
Balance
- Four dungeons per level instead of two, at every rank. Creatures also have more health, so experience per hour lands at roughly a third of what it was. One slider puts it back:
slrHunterXpPercent 200. - Every creature is tougher, E through S: +40% to +85% health at ranks E to B. S-rank elites and bosses barely move — they were already at 930-991 against an engine cap of 1024. S rank gets harder through armour instead (23.6 out of a maximum of 30), which punishes the unprepared without lengthening the fight for anybody else.
- Reminder:
slrMobHealthPercent,slrMobDamagePercent,slrBossHealthPercentandslrBossDamagePercentalready exist if you would rather set this yourself.
Fixes
"You are already bound to a dungeon", at every gate, for ever
Die inside a dungeon — or get teleported out, or log back in after your instance was swept — and every gate on the server refused you from then on. Three causes stacked on top of each other:
- The binding is two marks, and only one path clears them: right-clicking the return portal, which is inside the dungeon you can no longer reach.
- The surviving mark is copied onto your new body at respawn without checking that you died, so you come back bound to a dungeon nothing on the server can name any more.
- And when an entry is refused, the refusing code returns without resetting anything — so every click put the mark back on. That is why unbinding by command reported success and the next gate still turned you away.
A hunter who is bound and has been out of every dungeon dimension for ten seconds is now let go, and told so. The old rule only released you if your dungeon had stopped existing, on the reasoning that you could otherwise walk back in. You could not: there is no way into a live instance from outside, so "your dungeon is still standing" only ever meant "you are locked out for the next hour".
Blocks disappearing inside dungeons
SoloCraft picks random destination coordinates for its own procedural gates, but its datapack gate handler — ours — never did. A missing key reads back as zero. So every datapack gate of a given rank built its dungeon at the same origin, in the same dimension. The only overlap guard consults the instance registry, not the blocks, and removing an instance from the registry does not touch the world — so the moment an instance dropped out, the next entry wrote a fresh dungeon straight through the walls of the one somebody was still walking around in.
The same defect explains the gate that refused to generate, complaining about an overlap. Two gates now aim at points nearly two hundred thousand blocks apart, a gate re-aims itself if it is about to build where a player is standing, and gates already placed in an existing world are aimed the first time somebody touches them.
Guild teams you could never see — and never got back
A guild that books a gate sends its own hunters through it. They were really being spawned; you just could not see it, for four reasons at once. They arrived at the top of the world rather than beside the gate, so at a cave or a ravine mouth the team landed on the roof. They arrived on the same tick as the announcement. They wandered instead of walking to the gate. And nothing said any of it out loud.
Worse, the return was budgeted without counting the wait for the claim, so above S rank they never came back at all: the gate expired, their tick stopped, the team was gone and the claim was never settled. Now they show up thirty seconds after the announcement, five to ten blocks out, walk straight at the gate looking at it, go in with sound and particles, and come back out with time to spare.
The System panel doing nothing
Contract, Codex, Legion and Exchange did nothing at all. Those four screens inherit SoloCraft's own System screen, whose constructor closes itself the moment the player lacks their awakening — which has nothing to do with our authority. The screen destroyed itself while being built, and took the panel the click came from with it.
- The three "Back" buttons now return to the panel instead of closing the game.
- SoloCraft's own System panel no longer opens once you hold ours — and the addon no longer ships a mixin to do it.
Unreadable pages
The buy button was drawn after the text and covered three pixels of it, which is why lines ended mid-word. And more seriously: the background veil was applied twice, giving 91% black over the panel and everything written on it. Fixed on six screens. The Monarch's Court was reworked: aligned columns, a gold badge for a power you already hold instead of a greyed-out button that read as "can't afford", and hover tooltips.
Shadows not crediting their owner
Seven private copies of "who killed this" lived in seven files, and two systems had none at all:
- the Ant King did not count when a shadow landed the kill, which permanently sealed the
he_is_awakequest for anybody playing the way a monarch is meant to; - the Statue Trial never announced itself if a shadow struck last.
All of it now goes through one function, which also recognises indirect kills.
Everything else
- A shadow's death paid its old body's loot: three S crystals plus a guaranteed Crimson Star for a raised Red Gate boss, farmable on repeat.
- Dungeon Break escapees from the four Red Gate dungeons arrived in the overworld with ×1.75 health, ×1.4 damage and a rolled combat modifier — including one that regenerates forever — with nothing marking them. A Crimson contract could be completed on them without ever entering a Red Gate.
- Quitting within five seconds of killing the Architect, then loading a different world, handed you the System and its rewards for free: static state survived server shutdown.
- Cutting a mana crystal reset the whole expedition — deaths, damage, clock — because the dungeon was guessed from the nearest creature, which is very often your own shadow. The crystal's rank was read the same way: an E crystal could pay out in S crystals.
- Two of five materials were unsellable: the market looked for them under names that no longer exist, and the failure was swallowed silently.
- The guild flare read its rank off the player's own shadow, a block and a half away.
- Monarch bonuses took up to two seconds to return after a death or a relog.
- A rival guild targeted nobody when the player was in creative mode.
- The "Gate Breaker" title said thirty gates; it asks for twelve.
- The escapee sweep modified the entity list it was iterating.
Performance
- The shadow model rebuilt three resource paths per shadow per frame: about three thousand allocations a second for ten shadows at 100 fps. Cached — a path never changes once a shadow is raised.
- Three screens rebuilt all their text every frame, including a fresh
ItemStackper offer just to read back a fixed count. Built once now. - The ability controller copied its list on every hit taken by every dungeon creature. It returns a view instead.
This mod has no additional files

