CQR is a redesign of Chocolate Quest (though you might know it as better dungeons) for Minecraft 1.12.2, and probably eventually the future.
If Curseforge is currently broken, you can get the latest build from our website by clicking here.
THIS MOD REQUIRES LLIBRARY, IT WILL NOT LAUNCH UNLESS IT IS INSTALLED,* YOU CAN GET IT HERE: https://www.curseforge.com/minecraft/mc-mods/llibrary,
For those new to the mod, BD/CQ generates massive dungeons around your world, such as castles, nether cities, and volcanoes, filled with monsters and loot, for you to conquer... If you're strong enough.
CQR sets itself apart from most other dungeon mods largely in size and scope, with the use of its own custom mobs and loot items, as well as immense customizability, from changing the available loot to making your own entire dungeons from scratch if you're so inclined.
You can find 1.7.10 and earlier builds of the original mod here, as well as its wiki here, and follow along with our slow, slow, development, or apply to help out, in our Discord server, here.
If you have bugs to report, for the best chance of your issue being seen and fixed, report it on our Github Issues page and send us the mod's config, your mod list, the crash report and log file if applicable. Fill out as much of the issue template as you can for best results.
If you're bored and want to check out other projects that involved the various members of our team, you might like Grimoire of Gaia, Pizzacraft, or Subterranean Switcheroo.
If you're looking for certain features of CQ on their own, Lythom developed the Capsule system into its own mod, as Capsule, and Tiviacz1337 made a standalone version of the Cloud Boots as well. Also there is a mod that redid the 1.6 magic staffs, called Elementary Staffs.
If you're interested in the Soul Weapons from Chocolate Quest's earlier versions, check out our sister mod, Soulbound Armory!
If you're looking for a configuration guide on how to configure things; most of it is documented here on the wiki, here: https://wiki.cq-repoured.net/index.php?title=Main_Configuration
If you're happy and you know it, clap your hands.
If you have any other questions please read the F.A.Q. page on our wiki. If your question still wasn't answered, please, ask us on Github or Discord.
Known Incompatibilities:
Climate Control and Geographicraft can cause infinite freezes. To fix this set cqrepoured.cfg -> advanced -> generationRespectOtherStructures to false. This is a bug in the other program, not ours.
As far as we're aware, CQR works with any and all biome mods, however, if you find one that it doesn't, you should be able to remedy this by asking the other mod's developer to properly categorize their biomes.
Does this work with Biome mods like Biomes O' Plenty?
Yes.
On 1.13, 1.14, 1.15, 1.16, 1.17, and any future versions.
Chocolate Quest Repoured will come to future versions, but not until 1.12.2 is feature-complete. The next few versions fundamentally change a lot about minecraft's identity, and we want to finish a clear vision of what the mod looks like on a build of Minecraft more comparable to the original before we proceed. Additionally, we feel that the current rivalry between forge and fabric will be better resolved if we wait a while longer, giving us a better idea of which one represents the future of modded Minecraft. We appreciate your patience. Comments asking to update won't make the update come any faster.
Mod Reviews
Most recent mod review by textConjure
Beta 3 was a really good update despite the size. Very much needed especially with ancient warefare 2.
love the mod so much ever since I first watch it on Hexxit craft mod pack
Wooooooo, alright, this is coming to newer versions too?! I won't ask you to "MAKE 1.16.4 PLSSA NOW AAAAASFD ASDF PLS V DNBD VRO SADBxvd bvc", I'm happy this mod is still being updated. It's an OG and just an awesome mod. :)
In reply to Kutomi1:
When 1.12.2 is feature complete we maybe will decide to update the mod to whatever the latest mc version is, if by then it has been made clear which modding API wins the race.
In reply to dertoaster_98:
Yes, I've read the mod description, I'm happy you guys are updating this mod.
Hey Im making a modpack. I was wondering if it is possible for me to make the custom dungeons and have them in my modpack. Im not sure how I would do this. I want to make my own dungeons with bosses from other mods.
In reply to bobsale:
Read the wiki, it is documented there.
In reply to dertoaster_98:
Ok thanks!
In reply to bobsale:
For a short answer for future people, yes, custom dungeons are supported and are one of our primary features! The wiki has details.
Great mod! Highly configurable and awesome!
In reply to pj2346:
<3
1.16.4 Please :))) much love
In reply to rvezor_:
Won't be coming for quite sometime, also the mod might just jump to 1.17.
In reply to rvezor_:
No, we won't update to 1.16.4 and might rather skip it entirely.
In reply to dertoaster_98:
It's quite sad and unfortunate but what was the reason behind that tho?
In reply to Mysticetus09:
Because 1.16.5 may be the better version to update to and if 1.17 become a big modding version, it might update to that instead.
In reply to Mysticetus09:
1) way too much effort to maintain 2 versions
2) 1.12.2 is the nicer version to play modded according to our opinion
3) We already stated (except if it was modified) that we will only update to a newer version than 1.12.2 once CQR is feature complete
In reply to dertoaster_98:
I Agree Cuz There Are A Lot More Mods In 1.12.2 Cuz It Is Much Easier To Code A Mod Than 1.16 or Latest Version Plus If They Even Make 1.16.4/5 Version Of This Mod People Will Ask To Port It To Fabric
In reply to gamingprinceomg616:
We're currently thinking that it will use fabric on post-1.12 versions, but we are not yet to the decision point.
In reply to dertoaster_98:
Just sayin: the dev already said in the description that its in a Beta-phase and will come to later versions as soon as all the features are ready.