File Details
soulland-3.6
- R
- May 19, 2026
- 3.65 MB
- 370
- 1.20.1
- Forge
File Name
soulland-1.0.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Headline features
- Skill-cast cinematics — per-archetype beast spirit projections render the real GeckoLib model as a translucent phantom on every cast; 11 config knobs + dedicated settings GUI + intensity-cycle keybind.
- Herb refinement ritual — herbs are now hold-to-channel (0.4 / 2.0 / 4.0 / 8.0 s by rarity) with qi-pillar visuals, mid-cast progress, completion shockwave; movement / damage / early-release before 20% preserves herb, after 20% wastes it with foundation backlash; legendary tier requires meditation.
- Habitat-aware beast nests — 10 nest types (Ocean/River/Forest/Mountain/Cave/Sky/Plains + canon-special Lake of Life / Extreme North / Myriad Demon Grove), each with a radial blend skirt so it melts into the terrain.
- Canonical Star Dou age zones — beast age band-locks to Edge → Outer → Mixed → Core → Land of Great Peril by distance from forest center, with 8% wanderer chance for cross-tier roaming.
- Emperor-Beast cultivation aura — Core / Peril / Lake of Life / Extreme North nests boost local Spirit Qi (canon: Emperor Beast habitat doubles cultivation speed).
- Canon Douluo Continent worldgen — replaced the "every land biome → mega forest" with 5 distinct regions (Star Dou / Sunset / Extreme North / Evil Demon / Soul Hunting), each with own climate, palette, trees, beast tier.
- DouluoRegion classifier — single source of truth (
fromBiome/regionAt/zoneAt/qiFor/ageBandFor/treeFeature/treeDensity/surfaceBlock); SpiritForestWorldGen, SpiritQiManager, BeastNestGenerator, and the spawn function all route through it. - Canon-aware city placement —
canonStructureAllowed(kind)helper places HUMAN / FOREST / BEAST structures in the right canon zones; Heaven Dou City and Shrek Academy restricted to Star Dou edge / Sunset (canon-accurate); pickCityForRegion picks region-appropriate city types. - Canon city landmark districts — every city now has a unique landmark NE of its center: Spirit Hall Holy Seat (Spirit City), Imperial Palace (Heaven Dou / Star Luo), Spirit Fighting Arena (Suotuo), Forge City (Gengxin), Merchant Plaza (Silvers / Rising Sun); each with a canon keeper NPC.
- Shrek Academy procedural structure (added v52).
- Tournament system, 6 divine paths, bloodline reincarnation (v56–v59).
- Beast art overhaul — shape-aware UV-driven painting, 32 custom GeckoLib geos for iconic species, face-direction UV fix.
- Spirit Ring overhaul — detailed tier + element layered textures, per-beast variation, grouped trailing formation.
Bug fixes worth calling out
Player.hurtDirprotected-access → switched to publicanimateHurt(float yaw).SoulLandConfig.markDirty()non-existent → fixed to outer-class private staticmarkDirty().Blocks.SHORT_GRASSis 1.20.3+; in 1.20.1 it'sBlocks.GRASS— all 3 references corrected; proactive sweep clean.- 6 bugs from the v60 13-system audit (cultivation, ring absorption, beast spawning, qi compute, GUI, NBT).
- 7 deep-dive bugs in v61 (cooldown leak between deaths, beast despawn race, texture-cache OOM, lambda capture, CI() helper, etc.).
- Forge-city / merchant-plaza landmark density tuned from probability hashes to deterministic grid strides after build-preview rendering revealed clutter.
Performance / architecture
- Landmark builders run per-block inside
generateForChunk→ stays O(256)/chunk regardless of city size. - Nest generation gated by chunk-hash (~1/140 eligible chunks), salted per-habitat so types don't collide.
- All modified files brace/paren-balanced; compile-readiness sweeps after each major change.
- Backwards compatibility preserved (legacy
getZone/getQiForZonekept for back-compat; old 4-argCultivationItemconstructor preserved).