Lucky World Invasion Reloaded

Hardcore, lighter and more vanilla, with a Lucky XP economy and shared lives for co-op.

File Details

Lucky World Invasion Reloaded 1.3.0.zip

  • R
  • Jul 19, 2026
  • 9.36 MB
  • 455
  • 1.20.1
  • Forge

File Name

Lucky World Invasion Reloaded 1.3.0.zip

Supported Versions

  • 1.20.1

Lucky World Invasion Reloaded 1.3.0

The biggest update the pack has had, built on two things: Lucky XP, a whole second economy for lucky blocks, and multiplayer, which finally plays the way it should.


1. Lucky XP

The experience

  • Breaking lucky blocks now gives Lucky XP, a second experience with its own blue bar and blue orbs. A legendary drop gives double. Lucky levels pay for everything below.
  • Lucky Experience Bottle: bursts into Lucky XP orbs where it lands.
  • Lucky Glasses (Curios head slot): show the Luck of nearby lucky blocks, so you can read one before breaking it.

Lucky Labs

  • Stands generate in the world: a vending machine and the merchant who tends it. The whole build is indestructible.
  • Four machine types: Consumables, Materials, Tools, Infused Lucky Blocks. Each line sells once and never restocks. Purchases drop on the ground in front of the machine.
  • Using a stand starts a 3 minute timer. At zero the lab breaks apart and the merchant blows up, for good. Spend fast.

The merchant

  • Eight services: reroll stock, convert machine type, a 5 minute Luck boost (with a downside), permanent Luck, full heal, repair, lower the team's difficulty, extra life.
  • His rarity is his discount — Rare -10%, Epic -30%, Legendary -60% — and he wears it, so you can read it at a glance. It is rolled apart from the machine's.
  • Shop screens fully hand-drawn by our designer: the merchant trades from his own lab bench and watches you shop. Prices sit on Lucky XP orbs and dim when you can't afford them.

Lucky Events

  • A roulette rolls a prize, then lucky blocks appear around every player: pre-infused with Luck, or worth extra XP when broken. Up to a Mega jackpot.
  • One event also rolls on its own each morning, with a pity timer so a dry streak never lasts.

2. Multiplayer

Co-op used to be much harder than solo, and a chore to set up. Both are fixed.

Getting your friends in

  • Thanks to e4mc: start your world, click Open to LAN, share the address. No server to rent, no port to forward.
  • After a wipe, the fresh world re-opens to LAN on its own.
  • Removed Krypton: it clashed with the login encryption and could stop people joining.

Nights and days

  • One player in bed is now enough to skip the night.
  • The gamerule stays yours: the pack sets it once, on a new world, and never again.
  • Skipping the day in a Comforts hammock still asks for everybody, on purpose.

Shared lives

  • The run now has a pool of shared lives in place of a plain hardcore switch: 1 solo, one per player plus a spare in co-op (3 for two, 4 for three).
  • It belongs to the team and never refills. The death that empties it ends the run. Only the merchant can add one, once.
  • Opening to LAN alone is still a solo run, and spectators don't count: what matters is who is really playing.
  • With someone else online you go down instead of dying, and a team-mate has 5 minutes to revive you. Going down spends a life; giving up or bleeding out costs your items instead. Alone, you just die. Totems never touch the pool.
  • Lives show as hearts on the HUD, colour and position configurable.

Invasions in co-op

  • A friend connecting no longer cancels the invasion for everyone. The grace period that shields you when you enter a dimension was armed on login too, and it covers the whole dimension — so someone joining at dusk killed the invasion for the whole team. It now only arms when you actually change dimension.
  • The kill counter stops at its goal, and your bar turns green once you've done your share.
  • Everyone is told when a player is done: "<Player> fought valiantly. Waiting for the other players."
  • A team-mate watching in spectator no longer locks the invasion for everyone.
  • Changing dimension before dawn no longer dodges the outcome — penalty and reward both follow you.

Invasions

  • Beating an invasion now clears the ordinary mobs around you too, so you can finally sleep. Pets, named mobs and bosses are spared.
  • Winning on the very last tick no longer lets the cleanup touch bosses or named mobs.

Guide and language

  • The Lucky Book gets a full French version, a page on Lucky XP and the Lucky Labs, and a new "Multiplayer" section.
  • The five custom mods speak French too: shop screens, stats, HUD, config, items and tooltips follow the game language. English stays the default.

Fixes

  • Trading with a villager no longer crashes you. One vanilla trade was broken by another mod and could only throw an error; it is skipped for now.
  • Yakurum weapons and tools no longer vanish as they drop if someone was holding Shift.

Quality of life

  • Added Easy Anvils: no more "Too Expensive!", no prior-work penalty, free renaming, and anvils that rarely break.
  • The LWI Lucky Block can no longer be crafted. Infusing is untouched.
  • The Lucky Totem is now the Lucky Idol. The ones you have convert on their own.
  • The Confluence "Speed Shoes" no longer make a sound on every step.
  • Capped Yakurum Sacred Hearts (10) so the machines can't feed an endless health bar.
  • The "Total chance" line on the Lucky Stats HUD always sorts to its right place.