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 GECKOLIB, IT WILL NOT LAUNCH UNLESS IT IS INSTALLED,* YOU CAN GET IT HERE: https://www.curseforge.com/minecraft/mc-mods/geckolib,
THIS MOD ALSO REQUIRES REACHFIX, IT WON'T LAUNCH WITHOUT IT! DOWNLOAD IT HERE:
https://www.curseforge.com/minecraft/mc-mods/reach-fix
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.
By the end of 2021 we decided that 1.12.2 received it's last content update and may only receive patches if they're truly necessary. Currently we're working on moving the mod to 1.16.5 or 1.18.1, any other versions won't receive support and this is not debatable. Any attempts in that direction will be ignored.
Mod Reviews
Most recent mod review by textConjure
*BY INSTALLING THIS MOD YOU SIGN AN AGREEMENT THAT I'M ALLOWED TO BE MEAN TO YOU IF YOU REPORT A PROBLEM THAT TURNS OUT TO BE THAT YOU JUST DON'T HAVE GECKOLIB OR REACHFIX INSTALLED.
In reply to MiguelZCH_:
Reputation command.
Heyy i just saw you are going to relase 1.16.5 version of this mod but i was wondering how long do you plan to support 1.16.5 version??
In reply to onetaken:
Not at all. Our plan is to release a single version on 1.16 and then move on. 1.16 will NOT receive longterm support.
In reply to dertoaster_98:
İt is sad :(( what about bugfixes? 1.16 is still a popular version
i get why you don't want to support older versions but i feel like 1.16 at least deserves bugfix updates of course it is up to you to decide but i just want you to know i am really thankfull to you for even making a 1.16 version
ı see that you deleted my comment ım sorry if my comment sounded rude to you
In reply to nigarme:
It didn't sound rude, it just fell into the "<any version here> when?" category. I delete those out of principle, nothing personal
I think that placing and breaking your own blocks should be allowed in structures, you still have to go the normal way to the boss, but it allows you to box yourself up and heal when a swarm of enemies is chasing you, instead of having to run out of the entire dungeon
In reply to piotrexgaming:
If you would have actually spent time with the mod you would know that one can still place blocks in teh dungeons, just not near bosses, which is on purpose to avoid cheesing.
I am looking through Hexxit II cache so I can install a different version of the mod but I cannot find the files in the cache. Where would I find the files for this mod in the Hexxit II cache?
In reply to shcoovie3:
Ask the hexxit II devs, not us. Alternatively you could check our website or the files tab on curseforge for all published versions
thank you!
Thank you so much for the frequent updates on this mod. You guys are truly reviving it!
Hi, I have noticed a glitch during my gameplay where when the hostile mobs get to low health, they enter the drinking healing potion animation and they would just be stuck in the drinking animation loop without doing anything. Just to let you know.
In reply to jiren_thegray:
Please report bugs and glitches on our github issue tracker and not in the comments section. Also please fill out the provided issue template, without it we won't be able to do much
I know it'd be annoying to code, but it is lame how the hookshots dont work like in the old version. where you can retract and extend multiple hookshots at will, you can hang from the ceiling and rain down arrows. You hardly feel like spiderman with the new hookshots, they just pull you towards your target and dont even let you hang off the ceiling. hope its changed eventually.
In reply to hypernova2002:
We explicitely decided against that. The cqr hookshot is more combat oriented. And again: CQR is NOT a updated version of better dungeon/chocolate quest, it is inspired by it, and that's it.
If you want other hookshots take a look at the hooked mod.
please update 1.16.5
In reply to heroblack03:
No
Hi! I have an issue where none of the chocolate spawners inside structures aren't working.
Here's the mod list if it might help: