File Details
cobblemon-eld-1.0.0-mc1.21.1-cob1.6.1-1.7.3-1.0.0.jar
- R
- Jul 12, 2026
- 2.17 MB
- 61
- 1.21.1
- Fabric
File Name
cobblemon-eld-1.0.0-mc1.21.1-cob1.6.1-1.7.3-1.0.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
It's finally a mod now....
I decided to rebrand a bit from Professor Porker's Legendary Dungeons to the new title Explore Legendary Dungeons. The mod id in the game however still remains the same pp_legendarydungeons , so you will still be using the same id for stuff like /locate commands.
For the most part, this is just a direct migration of everything I had in the datapack, this time redone / polished into a full mod. This should fix a lot of the bugs that players have been experiencing, as well as have an easier time installing the thing.
While a lot of the systems I had in place were re-done from the ground up, it is mostly on a technical level, and for most playthroughs, it should not make much of a practical difference, just an easier time experiencing it.
Some features that were slightly modified from the datapack: The old wandering traders that spawned in the squirtle squad outposts now have an expanded trade_pool that adds more variability, yet still keeping the same themes / items as was there previously (though expanded upon a bit) Noticeably changed the way dungeon rules were applied to the affected zones. Before, it would just break certain blocks that were placed in the area and apply mining fatigue, but now it utilizes a new dungeon rule system that applies more advanced effects on the player in a more accurate area. Level 3 of rayquaza’s sky pillar was changed to have vexes as the main enemy since the phantoms kept getting stuck and not attacking. This should increase the difficulty of level 3, and provide a more reasonable difficulty progression, since before, the jump in difficulty from level 3 to 4 was kind of ridiculous. The custom key to my secret vaults, as well as certain old maps were altered slightly. This was a mistake on my end during the very beginning of development on my datapack, where I accidently used custom model data instead of custom data to identify my custom items. This resulted in certain items getting their textures overwritten in resourcepacks / modpacks that used the same id. This should no longer be an issue, however, the old keys / maps will no longer be functional in newly spawned structures. Rayquaza summoning / secret summoning bugs should be squashed at this point. Hopefully no more issues will arise with it not being able to get summoned.
New features that were added thanks to the freedom of modding lol: All new trade_pool system. Similar to how loot tables work, I designed a system that is expandable and datapackable that allows for custom trades to be easily injected into villagers and wandering traders with included variance in prices / items. This is most noticeable in the custom wandering traders, which have a vastly increased pool of items you can trade. Loot table / trade pool injections to vanilla villagers / chests. Now, maps to my structures have a small chance to spawn in cartographer chests, as well as certain villages. On top of that, the vanilla cartographer now has a chance to include maps to my structures as a trade, with maps to my small structures being available at level 1, and maps directly to my dungeons being available once they reach master. This should give players a much easier time finding my structures. Similarly, my custom traders have a small chance of spawning within vanilla wandering trader summons. Other loot table injections I added were simple ones to both mob and pokemon drops to have a chance to drop my custom key that can be used on my hidden vaults within dungeons. There is a moderate chance of getting one after defeating vanilla bosses / minibosses like elder guardians or the wither. There is also a slight chance of obtaining them through defeating klefki in battle (or by just straight up killing them lmao) My maps that lead the player to my custom structures now have the ability to give direct coordinates, as well as brief descriptions of what the structure is. This should greatly improve players ability to find my structures, as a common issue I noticed before was that the player had no idea how far away my dungeon was despite having the map, leading to them walking 10-20 thousands blocks with no idea if they are close.
All in all, this mod brings a polished version of what was previously intended through the datapack. I am still working on the next update that adds the other dungeons, but I decided it would be best to transfer over to a mod now to allow more freedom of design and get the improved versions in the hands of players sooner.
Thank you for all your love and support. :)