▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Моды/Solo Craft: Reawakening
Solo Craft: Reawakening

Solo Craft: Reawakening

Мод Solo Craft: Reawakening - неофициальная адаптация манхвы/аниме Solo Leveling для Майнкрафт. Добавляет врата, подземелья, оружие, классы, систему прокачки и боссов. Скачать мод для версий 1.19-1.21.

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Все версииSolo Craft: Reawakening 1.0.0

Solo Craft: Reawakening 1.0.0

Release27.07.2026

Список изменений

SLR Changelog (FINALLY)

Current

Expect Bugs and Please Report them for the projects sake!

Advancement And Vessel Progression

  • Split advancements into public Hunter milestones and private System progression, preventing personal levels, jobs, vessels, DKC progress, and story choices from broadcasting globally.
  • Added private advancement branches for System levels, Job Change, all vessel identities, vessel skills, Spiritual Body Manifestations, DKC milestones, and both House Radiru outcomes.
  • Vessel skills now unlock through server-authoritative level milestones, with implemented Monarch manifestations unlocking at level 120.
  • Ashborn progression uses separate shadow requirements, including stored-shadow counts, Shadow Exchange, DKC floor 10, and level 120 for the final manifestation.
  • Existing saves and command-assigned vessels automatically reconcile with the new progression rules without repeatedly updating unchanged state.

Demon King's Castle

  • Remade Demon King's Castle as 20 distinct floor cells inside one shared realm, preserving unique environments while allowing inactive areas to unload normally.
  • Added unique coordinate-based fog, lighting, particles, sky effects, and a huge fixed blood-red moon for every floor.
  • Added complete climbing demon towers and surrounding districts, with progressively taller structures, floor-specific auras, and protected adventure areas.
  • Entry Permits unlock and generate floors per player, recover interrupted builds, and open travel paths only when destinations are ready.
  • Floor progression counts only the player's reachable assigned enemies and supports reliable spawning, recovery, boss retries, rewards, return travel, and void rescue.
  • Added one optional Elite Demon or Demon Knight miniboss per floor attempt, with distinct upper-floor combat profiles.
  • Floor 20 requires defeating both Baran and Kaiselin before completion and awarding the owner-bound Kaisel soul.
  • Added Cerberus, Vulcan, Baran, Kaiselin, Demons, and Demon Knights with dedicated visuals, behavior, scaling, and rewards.
  • Reworked floor 15 around House Radiru, including Esil, a castle and battlefield, training stations, and mutually exclusive mercy or execution routes.
  • Sparing House Radiru creates a permanent sanctuary and unlocks a post-conquest return quest; killing surrendered residents grants bonus rewards and the forbidden Cold Blood skill.
  • Added live DKC objectives to the hold-Tab display and an operator floor-selector command for testing or recovering floors 1-20.
  • Existing saves from retired DKC dimensions migrate into the shared realm while preserving unlocked floors and armed Entry Permits.

Dimensional Rift

  • Added a finite war dimension divided into eight distinct Monarch territories surrounding a central battlefield.
  • Added the Monarch War Wasteland, Rift Scar borders, a safe arrival area, and terrain that fades into the outer void.
  • Rift enemies scale from approximately level 5 near the center to level 100 near the outer edge.
  • Added the Boreal Crown Frost Monarch castle, spawnable through the structure command within valid Frost territory.
  • Added /slr rift info for viewing the current territory, coordinates, distance, and expected enemy level.

Gates, Red Gates, And Dungeons

  • Integrated procedural dungeons with normal gates, Magic Reader results, dungeon ranks, and creative spawning tools.
  • Procedural rooms support varied layouts, protected shells, themed rooms, controlled encounters, and correct boss placement.
  • Red Gates are rare party-based wave encounters that seal after activation and unlock their return portal after the boss is defeated.
  • Added eight Monarch-territory Red Gate variants inside one shared realm, including a starter Frost route with Ice Bears, Ice Elves, and Baruka.
  • Red Gate arenas now use large territory-specific landscapes with hills, valleys, trees, ruins, crystals, and a safe central battlefield.
  • Improved gate entry, locking, expiry, safe terrain placement, saved destinations, return coordinates, and stale-data recovery.
  • The first natural gate in a world is always Goblin Sewers, which now supports reliable generation, death, and re-entry behavior.
  • Restored Cemetery to the natural Overworld gate rotation.
  • Job Change access now unlocks through System > Quests, with the Igris dungeon locked until its quest is completed.

Dungeon Builder Studio

  • Added a dedicated world and five in-game tools for authoring reusable custom dungeons.
  • Authors can define rooms, sockets, encounters, spawn points, portals, triggers, ranks, and fixed or procedural layouts.
  • Layout planning supports rotation, branching, stairs, collision checks, passage carving, path validation, and simulation.
  • Added a visual Studio interface with room previews, draggable layouts, inspectors, validation, and weighted cross-mod mob pools.
  • Added complete datapack export and /slrdungeon tools for generating, inspecting, entering, repairing, removing, and validating custom dungeons.
  • Added an in-game tutorial covering creation, testing, export, installation, and generation.

Quests And Progression

  • Added contextual dungeon Urgent Quests for timed clears, no-skill clears, and monster-kill challenges.
  • Added PvP Urgent Quests triggered by repeated hostile attacks, with attacker-party objectives and skill-based rewards.
  • Urgent Quest progress includes owned-shadow kills and appears in System popups and the hold-Tab quest display.
  • Added a level-30 Secret Daily Quest rewarding a DKC key, 20 Skill Points, and Full Recovery; future failures no longer send players to the punishment zone.
  • Job Change progress and the Igris instance survive death to prevent encounter and reward farming.
  • Dungeon boss kills now close their gates correctly, award owned-shadow kill credit, and spawn valid shadow souls.
  • Restored Baruka's one-time System reward and removed duplicate Baruka dagger and Igris DKC-key drops.

System Interface And HUD

  • Replaced the N-key System interface with a darker, more compact design and renewed Abilities, Skills, Crafting, Settings, Quests, Titles, and reward screens.
  • Added skill-slot pages that remember the selected page, corrected System Crafting recipes, improved tooltips, and cleaner screen navigation.
  • Added System-style popups for progression, quests, rewards, dungeon events, class awakening, and failures, with shader-pack fallback support.
  • Reworked the survival HUD with compact status displays, improved class overlays, the vanilla XP bar, and an optional Legacy Overlay.
  • System menus no longer pause gameplay or synchronization, except Frozen Architecture's intentional single-player selection pause.
  • New saves receive initial System Shop stock immediately instead of waiting for the first daily refresh.
  • Fixed Combat Mode hotbar buffering and restored Mage timing feedback.

Combat Visuals And Feedback

  • Added private colored outlines for perception skills and dungeon objectives, with configurable density and separate Sense and finder settings.
  • Added shader-backed slash effects for melee attacks, Cross Strike, Slash Fury, Dual Wielding, and Quickslashes.
  • Added multiplayer-visible Goliath and Shadow Monarch auras with first-person suppression and Iris/Oculus fallbacks.
  • Added configurable floating damage numbers for outgoing, incoming, and owned-shadow damage.
  • Added player-only world-space notifications through /slnotify.

Mage Classes

  • Added Fire Mage, Barrier Mage, and Arcane Mage paths with dedicated runestones, spell progression, and shader-backed visuals.
  • Fire Mage spells evolve with Intelligence through larger visuals, wider areas, and new mechanics.
  • Added the Orb of Avarice as a Vulcan reward, converting held fire magic to blue flame at a 1.5x mana cost.
  • Rebalanced Mage and Ranger Intelligence scaling and prevented Mage timing prompts while the selected spell is on cooldown.

Shadow Monarch And Shadows

  • Added styled Shadow Command, Shadow Exchange, and Shadow Dismiss interfaces with safer controls and improved dungeon navigation.
  • Shadow Summon now supports Kaisel, consistent button styling, and Shift-click summon-all controls.
  • Added rideable Shadow Kaisel with improved flight, persistent health, correct ownership, formations, and Monarch's Domain support.
  • Boss shadows heal while desummoned, and duplicate summons after entering gates are prevented.
  • Shadows can carry mana stones collected from their kills and drop their inventory when despawned.
  • Added shadow level caps, ranks, rank-up notifications, summon ordering, and higher revival costs for stronger shadows.
  • Improved Shadow Tusk spellcasting and added a custom ominous Arise effect.

Rulers, Vessels, And Goliath

  • Reworked Ruler's Hand into server-authoritative telekinesis with grabbing, camera control, throws, slams, charged push and pull, resistance, and projectile deflection.
  • Added persistent Ruler and Monarch vessel identities, with Ruler vessels automatically receiving Ruler's Authority.
  • Added Thomas Andre's Goliath transformation with animated armor, armored fist combat, knockback resistance, and a mana-powered combo.
  • Added Capture, Power Smash, Collapse, Spiritual Body Manifestation, and their transformed variants.
  • Added a guided Goliath pursuit attack with controlled block destruction that respects protected structures and blocks.
  • Rebalanced Liu Zhigang's sword beams and Thomas Andre's Goliath impacts, adding anti-spam mana pressure and reliable execution-beam detonations.

Guilds

  • Reworked Guild Computers around persistent player-owned guilds with members, recruited hunters, strike teams, storage, deployments, and permissions.
  • Added unlockable guild passives for combat, defense, movement, healing, cooldowns, mana, critical hits, and experience.
  • Added gate reservations that block outsiders and prevent strike teams from entering gates already used by players.
  • Strike teams can raid gates automatically and deposit power-scaled mana crystal rewards into guild storage.

Hunters, Assassins, Combat, And Enemies

  • Improved class-specific Hunter NPC behavior, skill selection, blocking, dodging, ranged spacing, and spellcasting.
  • Rebalanced S-rank Hunters, Mage and Ranger scaling, Mana Bow damage, and several major bosses.
  • Improved Choi Jong-In, Cha Hae-In, ranged Hunters, goblin casters, ice elves, Demon Knights, and Kaiselin.
  • Added Dagger Throw, which launches the exact held dagger with embedding, recall, durability, recovery, and optional Ruler's Hand control.
  • Added mastery-gated Dagger Rush, launching a staggered spectral copy of every tagged dagger carried by the player.
  • Added private thrown-dagger highlights and guaranteed owner-only recovery without allowing item duplication or theft.
  • Added Frozen Architecture for Frost Monarch vessels, providing a radial selector for six protected, self-restoring ice structures.
  • Murderous Intent now makes meaningfully weaker enemies panic and flee while stronger targets retain the original slowing effect.
  • Custom melee range now accounts for hitbox size, allowing reliable combat against large bosses.
  • Corrected affected enemy hitboxes, health, textures, death behavior, targeting, and animations.
  • Bosses other than Goblin King can detect and reacquire players using Stealth.
  • Doubled Vulcan's direct damage across melee, charge, hammer slam, and molten eruption attacks.

Cartenon Temple And Awakening

  • New players begin without the System and can awaken through the Cartenon Temple flow.
  • Eligible party members without the System share the discovered gate and persistent temple instance.
  • System menus, settings, and popups remain locked until awakening, while basic skill access is preserved.
  • Reworked the Statue of God's bow-triggered awakening, pursuit, navigation, animation, hitbox, and damage resistance.
  • Added a sample Solo Leveling world-creation tab for future story and difficulty options.

Loot, Titles, And Rewards

  • Added the dual-wieldable National Rank Dragon Shortsword with a custom model, animated tooltip, and Better Combat moveset.
  • Reworked weapon tooltips with clean rank-colored names, animated themes, and System-style appraisal descriptions.
  • Added the Wolf Assassin title, granting bonuses against wolves and lycans plus movement speed while equipped.
  • Added mineable Mana Crystal Deposits and capped XP scaling for higher-level enemies.
  • Added a Kang Taeshik ambush and Stealth reward path after eligible lower-rank dungeon bosses.
  • PvP Urgent Quests no longer trigger between guild members.

Stability

  • Fixed release crashes involving missing packaged classes, tooltips, Igris, Hunter logic, no-fall handling, and dimension resources.
  • Fixed Ability 3 so its gameplay logic runs only on the server instead of being executed by the client render thread.
  • Added package validation for required classes, resources, dimensions, and shaders.

Файлы

SLR1.0.1.jar(39.35 MiB)
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Метаданные

Канал релиза

Release

Номер версии

1.0.0

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

382

Дата публикации

27.07.2026

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ID версии

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