[DAI] Hollow Spiral (Data)

An endless six-direction survival dungeon for DAI where every discovered room becomes permanent, resources matter, and exploration itself is the progression.
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HollowSpiral_Data_v0.7.1.zip

File nameHollowSpiral_Data_v0.7.1.zip
Uploader
J12H36HJ12H36H
Uploaded
Sep 1, 2026
Downloads
14
Size
138.7 KB
File ID
8787630
Type
R
Release
Supported game versions
  • 26.2

What's new

Hollow Spiral Data v0.7.1

Changelog

  • Expanded the Hollow Spiral from 19 active room families to 27.

  • Added eight major new vanilla-inspired room families:

    • Trial Chamber
    • Stronghold
    • Woodland Mansion
    • Bastion Remnant
    • Ocean Monument
    • Abandoned Mineshaft
    • Temple
    • End City

Fully Authored Room Expansion

  • Completely rebuilt the new v0.7 room additions to match the detailed modular construction quality established by Hollow Spiral v0.6.0.
  • Added 30 authored room variants across the eight new room families.
  • Added 30 reusable architectural structure modules used to construct believable rooms instead of simple room-sized block shells.
  • New rooms now feature actual corridors, walls, arches, platforms, towers, bridges, cells, shrines, pools, supports, balconies, stairs, interior spaces, broken sections, environmental detail and vertical variation.
  • Preserved Hollow Spiral's four horizontal exit lanes and central UP/DOWN navigation-control area when constructing the new structures.

Trial Chambers

  • Added multiple Trial Chamber layouts using tuff and copper architecture.
  • Added Trial Spawners, Vault areas, Breeze encounters and Bogged encounters.
  • Added dedicated arenas, galleries and trial-oriented combat layouts.

Strongholds

  • Added multiple Stronghold room styles including:

    • Crossings
    • Archive/library sections
    • Prison cells
    • Portal sanctums
  • Added Silverfish and other vanilla Stronghold-style encounters.

  • Added Stronghold-themed loot and architectural detailing.

Woodland Mansions

  • Added modular dark-oak mansion architecture.
  • Added halls, libraries, jail areas and combat rooms.
  • Added Vindicators and Evokers.
  • Added mansion-themed loot and interior furnishing.

Bastion Remnants

  • Added Blackstone Bastion architecture with broken bridges, housing areas, treasure spaces and Hoglin-oriented sections.
  • Added Piglins, Piglin Brutes and Hoglins.
  • Added Bastion-themed loot and environmental detailing.

Ocean Monuments

  • Added dedicated Prismarine monument architecture separate from the existing Ocean room family.
  • Added Guardian-focused flooded combat spaces.
  • Added monument arches, pools, shrines and treasure-oriented sections.
  • Preserved sealed Hollow Spiral navigation routes through aquatic environments.

Abandoned Mineshafts

  • Added proper wooden mineshaft supports, rails, collapsed passages and mining infrastructure.
  • Added minecart/cache areas and Cave Spider-themed encounters.
  • Kept the Mineshaft family mechanically and visually distinct from the geology-focused Depth Mine family.

Temples

  • Added Desert and Jungle temple variants.
  • Added recognizable vanilla-inspired stepped pyramid and jungle shrine architecture.
  • Added traps, treasure spaces and structure-specific exploration gameplay.

End Cities

  • Added multi-level Purpur architecture.
  • Added towers, bridges, balconies and vertical traversal spaces.
  • Added Shulker encounters and End City-style loot opportunities.
  • Kept End City separate from the rarer End Relic room identity.

Room Pool Cleanup

  • Completely removed the obsolete standalone room implementations:

    • Coal Mine
    • Iron Mine
    • Oak Grove
    • Ruined Chamber
    • Village Workshop
  • Their concepts remain represented by their more advanced replacements:

    • Coal/Iron Mine → Depth Mine
    • Oak Grove → Tree Grove
    • Ruined Chamber → Ruins
    • Village Workshop → Smithery
  • Removed dead references to the old room functions.

Generation & Balance

  • Rebalanced the room-generation table around all 27 active room families.
  • Room generation still uses a single persistent 1–100 roll.
  • Every roll value from 1 through 100 is assigned exactly once.
  • Total room weighting remains exactly 100%.
  • Existing room markers continue preventing previously generated coordinates from rerolling.
  • Existing worlds retain generated rooms and progression rather than rebuilding the dungeon.

Stability & Validation

  • Preserved the existing six-direction persistent room-grid system.
  • Preserved Hollow Spiral's vanilla-mob gameplay mode.
  • Preserved existing-world migration and room-maintenance behavior.
  • Validated all internal Hollow Spiral function references.
  • Validated all active room-family dispatch paths.
  • Validated that obsolete room implementations are no longer referenced.
  • Added structural validation preventing the new authored variants from reverting to oversized placeholder cuboids.

Hollow Spiral v0.7.1 is the largest room-variety expansion yet, while preserving the detailed modular room design and persistent survival structure established in v0.6.0.

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