Isekraft - Chronicle of the Hive

Isekai adventure: Tensura, Cobblemon, dragons, 18 boss mods, a story questbook and a hand-built island world.
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Isekraft 0.4.0

File nameIsekraft-0.4.0-curseforge.zip
Uploaded
Oct 15, 2026
Downloads
58
Size
496.2 MB
Mod Loaders
NeoForge
File ID
9191362
Type
R
Release
Supported game versions
  • 1.21.1

What's new

Changelog

0.4.0

Fixed

  • Brethra and Paraprax are whole again. In 290 places, natural terrain had generated into the city (stone and dirt filling streets, diorite where walls should be), most visibly along the north side of Brethra. Those parts are rebuilt from the original maps, with their lights and loot.
  • City leaves no longer decay. Hedges, roof gardens and hanging plants in the cities are built from leaves with no tree nearby, so they withered as soon as you came close and littered the streets with saplings and sticks. All city leaves now stay, the ones that had already fallen are back, and about 14,500 dropped items are cleared.
  • Race looks now show with Epic Fight. In battle mode, in F5 and in the inventory, Epic Fight draws its own animated player model, and the ears, horns, tails and wings were missing from it. They now follow its head, chest, hips and arms. The race selection preview shows them too.
  • The AntOS computer can be crafted. Its recipe had a typo, so it never loaded.
  • Legendary Monuments' water and dark tower chests have loot again. Their loot tables used old Cobblemon item names, so the whole table failed and the chests came up empty.

Changed

  • Lighter default graphics for smoother play. Shaders now start off (press K to turn Complementary Reimagined on). Distant Horizons draws 128 chunks instead of 256, without its ambient occlusion, and builds far terrain with fewer threads. Everything can be turned back up in the video settings. About 8 GB of allocated memory is recommended.
  • Quest book: only the tabs (Chronicle of the Hive, Realms, Combat…) are bold now; the chapters inside them (Prologue, Act I…) keep their colour without bold.

0.3.7

Added

  • Loot in at least half the buildings of every city. About 2,700 new loot chests sit in buildings that stood empty, themed on their city, with extra ones through Suijin and Brethra. The Sunken Farlands get waterlogged chests in their drowned houses. Every loose barrel in the cities now holds loot too, not just a third of them. As before, every player gets their own loot.

Fixed

  • Seawake and Kingsmere no longer catch fire. Lightning set the Tavern and the Great Hall burning during thunderstorms; fire no longer spreads, and both buildings are repaired.
  • No more rows of three or four doors inside the town houses. Every room still has its way in.
  • The diamond blocks in the town houses are gone. The original builds used them as filler inside walls, floors and lamp housings; they are now the wood, wool or stone around them.
  • Floating blocks in the towns: the Long Gallery's loose battlements, hanging window frames in the Watch Hall and other stray pieces are removed or joined to their walls.
  • The hole in south-east Paraprax: chunks that were stuck half-generated (where the old road was) now generate properly.
  • A lava pool beside the Long Gallery is sealed.

0.3.6

Changed

  • The merfolk mermaid tail now hangs from the lower back like the lizard tail, at about half size, and your legs stay. It sways gently, swings as you walk and waves when you swim.

0.3.5

Changed

  • Merfolk now have a mermaid tail instead of legs. It is the green "Ariel" tail from Mermod by ThatPreston (MPL-2.0), with Mermod's own animation: curled behind you on land, waving as you swim. The fins and sea-tinted skin from 0.3.4 are gone.

0.3.4: Race looks

Added

  • Every Tensura race now looks like itself, in play and in the race selection preview. Other players see it too.
    • Elves: pointed ears in your skin tone.
    • Goblins: the same ears in green, and green skin.
    • Hobgoblins: smaller green ears and lighter green skin.
    • Orcs: grey-green skin and boar tusks.
    • Ogres: Epic Samurai's Oni horns. Kijin and Oni get the same horns, smaller.
    • Lizardmen: a lizard tail.
    • Dragonewts: the lizard tail, the horns and bat wings.
    • Harpies: angel wings. Vampires: bat wings.
    • Merfolk: sea-tinted skin and fins.
    • Beastfolk: animal ears and a fluffy tail in your hair colour.
    • Daemons: violet skin, horns and a spade tail.
    • Slimes: they really are slimes, using Tensura's own slime: blue for Slime, the Metal Slime, black for Demon Slime and gold for God Slime.
    • Wights: a skeleton that still holds your items and wears your armour.
    • Dwarves and Giants stay your own skin at their race's size.
  • Evolutions keep their family's look: a Kijin keeps the horns and an Orc Lord the tusks.
  • Wings fold against your back on the ground and spread when you jump, fall or fly. They are the wings from the Wings mod (1.12.2, by pau101).
  • Skin colour changes only recolour the bare skin of your own skin; clothes and hair stay.
  • This is the pack's own add-on, Isekraft Race Looks, and only runs on players' games. Credits: the Oni horns are from Epic Samurai's Mod (LGPL-3.0), and the wings are from Wings by pau101 (MIT).

0.3.3

Added

  • Spatial GUI: inventories and containers open as a 3D panel floating in the world, with parallax and opening animations; configure it in its settings (Mods menu). It works with EMI, though EMI's side panels can sit slightly off after picking a recipe; Spatial GUI's per-screen list can turn it off for any screen that misbehaves.

Changed

  • One character creator: Tensura's. MCA's "Destiny" screen no longer opens on first join (it could also teleport new players away from Seawake), and its villager-style player model, body editor and size adjustment are off. MCA still runs all the townsfolk: names, families, moods and trades.

0.3.2: Living cities

Fixed

  • No more "Network Protocol Error" kicks. Pidove Variants doesn't work with Cobblemon 1.8.2: whenever a Pidove spawned near you, the game failed to read its animations and disconnected you. It is removed.
  • The cities are whole. Parts of Secra, Paraprax, Brethra, the Sunken Farlands and Wraithra had been copied into ground that wasn't fully generated yet, so the game generated terrain over them when you arrived. That left holes such as the column of water and stone in the middle of Secra. Those 13,750 chunks were generated properly and the cities were placed into them again.
  • Paraprax has no more long raised strip. Two road ends from the original map ran out of the city, with blended ground raised to meet them. They are gone, and the land there is natural again.
  • The Paraprax waystone is in the city, by the Great Tree (x -2058, z -3634), instead of out at the end of the old road.
  • Suijin has its waystone (x -1300, z -357). It was never placed in 0.3.0.
  • No stray items lying around Kingsmere and Seawake. Moss carpet, azaleas, seeds, beds and doors had been knocked loose when the buildings were put in place.

Added

  • Loot in every city. Chests, and some of the loose barrels, hold Lootr loot themed on their city, so every player gets their own:
    • the sea cities have sea treasure;
    • the snow citadel has frost gear;
    • the jungle city has jungle goods;
    • the skull prison has bones and chains;
    • and so on. Chests sometimes hold Ancient Coins and, rarely, something special.
  • Townsfolk in every city, about 300 in all: villagers with trades that fit the city (fishermen in the harbours, armourers in the citadel, clerics in the temples), plus guards, cats and an iron golem or two.
  • Light in every city. Every street and room is lit to light level 8 with invisible light blocks, so the builds look as their builders made them and monsters don't spawn in the streets. Most cities were lit by redstone lamps that go dark as soon as anything nearby changes.

Removed

  • FancyMenu and its libraries Konkrete and Melody. The pack never customised a menu with it.

0.3.1

Fixed

  • Every storey of every building in Seawake and Kingsmere can be reached on foot. The upper floors of the East and West Manors had no working stairs: one flight started in a gap in the wall that its own first step blocked, another lost a step to a doorway cut, and a railing stood where the next flight began. Stairs now always start and end on open floor, and doorways go through walls two blocks thick, such as the Tavern's mud-brick wall.
  • No empty rooms in the Tavern. Every room is furnished to its theme, and so are the market stalls.
  • Seawake (and Kingsmere) look like their builders made them from outside:
    • No more planks floating over gardens, verandas and the strips under the eaves. Floors are only laid inside the walls.
    • The Tavern's yards keep their grass and flowers, and the gardens beside the Long Gallery stay gardens.
    • No more extra doors next to the real entrances. Rooms are no longer joined by cutting doors through the outer wall onto a porch.
    • No partition walls out on the verandas or poking up through roofs.
    • The stone floor patches left under porches by 0.3.0 are gone.
  • Houses are properly lit. Every room is lit to at least light level 8 with wall torches and lanterns, and high ceilings get a lantern on a chain.

Changed

  • Only the quest book's headers are bold (chapter and group titles). Quest names are plain again.

0.3.0: The Realm

Changed

  • The cities are out in the world. shovel241's eight cities now stand in the Overworld itself, each placed once and blended into the land around it, instead of in a separate island dimension:
    • Secra, out at sea south of the bay.
    • Suijin, its glass dome on a mountain shelf (the casino floor is gone).
    • Ursaross, a warm crater hidden in snowy peaks, with its town far below the rim.
    • Paraprax, in the jungle mountains.
    • Wraithra, on its ring of islets across the western sea, with its top trimmed.
    • Zhaigril, floating above the open ocean.
    • The Sunken Farlands, drowned in a warm-sea trench.
    • Brethra, in a snowy valley far to the east.
  • Each city has a waystone. Around each one the ground eases into the natural terrain, trees are replanted, and nothing is cut in half: whole trees and whole villages make way.
  • The Shattered Sea dimension is retired, with Brass Harbor and Settlers' Reach.
  • The Overworld build limit is now y 447 so no city loses its spires. Terrain generation is unchanged.
  • The atlas chapter is now a parchment chart of the realm, with a sneak-peek card per city and directions and coordinates from Seawake in every quest.
  • The buildings of Seawake and Kingsmere have real interiors. They were exterior shells standing on grass. Now every storey has a proper floor, closed walls with glass windows, doors, and stairs or ladders between levels, and is divided into rooms.
  • Every room has a theme: wine cellars, pantries and granaries; kitchens and dining rooms; libraries, studies and map rooms; alchemy labs, an enchanting room and herb greenhouses; armouries, workshops and barracks; inn rooms and bedrooms with their own beds. The tavern hall, Great Hall, Town Hall assembly and Long Gallery stay grand, full-height halls.
  • Quest headers are bold and coloured, with Relics, Challenges and Ivy's Trading Post standing out most.
  • Ivy's Trading Post looks like a shop: every trade shows the item it sells on wooden shelves, under a hanging sign per section.

Fixed

  • Paths no longer cut trees in half. Half-trees, floating canopies and stumps along the paths and the road are gone, and the cut trees were replanted. One-block dirt bumps beside the paths are levelled.
  • Quest titles with "&" no longer show "invalid formatting".
  • The Spice of Life onion button no longer covers the inventory sort buttons.
  • The minimap now sits in the top right by default.
  • The atlas chapter is no longer a mess of arrows.

0.2.2: The Chronicle, written

Fixed

  • Quest book text now loads. Every quest had shown as "Checkmark" with no name or description, and groups were unnamed: the quest text was written in a layout this FTB Quests version doesn't read.
  • Cobblemon no longer freeze. Fight or Flight 0.11.1 fixes wild Pok√©mon erroring (and Neruina suspending them) whenever they attacked.
  • Slime-race arms no longer float at the top of the screen while running in first person (Epic Fight's first-person body and Fresh Animations' hand animation are off by default).
  • The Prosthetic Tailfin can be crafted (Gronckle Iron, leather and rope); it had no recipe.
  • Tensura ranks are in the right order: Special A (100,000 EP) now comes before S (400,000 EP).

Changed

  • Every quest has lore and a hint: all 1,045 quests are narrated by the Great Sage, with a practical tip on how to finish them.
  • Rewards lead the story on instead of random loot bags: what the next step needs, a trophy, or Ancient Coins on milestones. Loot bags remain only at treasure sites.
  • No quest completes another for free. Rewards never hand you an item another quest asks for, or a whole recipe; quests that shared a task are now one quest shown in both chapters.
  • New quest backgrounds for every chapter, in the cover's style or rendered from the preset world itself, sized to fill the screen.
  • The Shattered Sea atlas is a showcase: a redrawn map with a 3D "sneak peek" card of every island, Seawake and Kingsmere.
  • BadOptimizations added for smoother client rendering.
  • The cover-art title card was removed from the Prologue.

0.2.1

Fixed

  • The game no longer stops at "Error loading mods" on launch. Reese's Sodium Options 2.2.4 (built for this pack's Sodium 0.8.13) is now included. Sodium Options API is removed: current Reese's replaces it and refuses to load beside it, and no other mod in the pack uses it.
  • Resource packs now switch on in every launcher. The CurseForge app renames RCT Trainers+ on download, which left it off. Each platform now gets an options.txt that matches its file names.

0.2.0: The Shattered Sea

Added

  • Preset world, "Chronicle of the Hive - Seawake", built from shovel241's builds and used with his permission (Patreon):

    • Seawake, the spawn village: April Towny buildings around a cobbled plaza, paths, and a pier with a waystone.
    • Kingsmere, the old royal town across the bay: great hall, twin manors, town hall and market stage, long gallery, and its own pier.
    • A 410-block lantern road links Kingsmere to Seawake.
    • Townsfolk: 28 MCA Reborn villagers with beds and trades that fit their buildings, plus guards, iron golems, cats and a meeting bell in each town.
    • The Shattered Sea, a new archipelago dimension of ten whole islands spread across about 11 √ó 11 km, at least 500 blocks of open water apart.
    • Every island has natural coastlines, beaches and seabeds, and a waystone to discover.
    • Seawake Pier and Brass Harbor are linked by free global waystones.
  • Questbook: new atlas chapter, The Shattered Sea. The rendered map is its background, with one quest per island plus Seawake and Kingsmere, and a shovel241 credit quest (45 chapters, 1,045 quests).

  • Pack art: a logo, titled cover and icon, a description banner, and a titled quest-book title card.

  • Visuals: Complementary Shaders ‚Äì Reimagined (on by default), Fresh Animations and its Player Extension, Better Leaves and RCT Trainers+. Links are in VISUALS.md.

  • Cobblemon skins: FailSkins, Bonus Variants (for Cobblemon 1.8), Cobblemon Sweets and Pidove Variants. They load in every world through Paxi.

  • Dedicated server pack: a one-script install that sets up NeoForge on first run, with a clean server.properties (flight allowed for dragons and aircraft), Aikar's JVM flags, auto-restart and the preset world.

Changed

  • Renamed the pack to Isekraft (it was Reincarnated Realms), with new Minecraft-style art: a titled cover featuring Saint's Ignivorus and the Tensura slime, a pack icon, a logo and a description banner.
  • The server's normal mod set is back: Distant Horizons on, Chunky off. Chunky is only used when pregenerating.

0.1.2

  • Added Berk dragons (balanced against Saint's dragons), Cobbleworkers farmhands, Block Pack and Voxelized Furniture.
  • Added quest-book art and cover.

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