File Details
Dangerous Structures 1.1.0 (Forge 1.20.1)
- R
- Mar 26, 2026
- 48.32 KB
- 95
- 1.20.1
- Forge
File Name
dangerousstructures-1.1.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
[1.1.0] - 2026-03-25
Bug Fixes
- Fixed hostile mobs spawning on Peaceful difficulty — both event-based and periodic spawning now correctly skip Peaceful
- Fixed mobs spawning on structure rooftops instead of inside — added sky exposure filter (
canSeeSky) to exclude open-air positions - Fixed armor and Fire Resistance not applying to periodic spawns — enhancements are now applied directly by the spawner rather than relying solely on event handler detection
- Fixed
minPlayerDistancedefault of 16 blocks making interior spawns impossible in small structures — reduced to 6 blocks - Fixed chunk force-loading in periodic spawner — no longer loads unloaded chunks when scanning for structures
- Fixed potential spawn duplication when other mods cancel
FinalizeSpawnevents — canceled spawns are now properly discarded - Fixed structure caches not invalidating on
/reload— datapack reloads now correctly clear all caches - Fixed license mismatch between gradle.properties and mods.toml
Spawning Improvements
- Structure piece-aware spawning — Mobs now spawn within individual structure pieces (rooms, corridors) instead of the full bounding box, dramatically improving spawn accuracy for large structures like Nether fortresses and strongholds
- Column-based floor finding — Replaced random Y coordinate picking with downward column scanning, greatly increasing the chance of finding valid spawn positions
- Pack spawning — Mobs now spawn in groups of 1-4 matching vanilla biome pack sizes, creating more natural encounters
- Vanilla spawn weights — Biome mob selection now respects vanilla spawn weight probabilities instead of uniform random
- Hazard avoidance — Spawn positions in or above lava and in water are automatically skipped
- Minimum player distance — Mobs won't spawn within 6 blocks of any player (configurable), preventing frustrating instant-spawn deaths
- Spawn interval jitter — Randomized +/-25% timing prevents synchronized spawn waves across structures
- Multi-floor distribution — Valid floors are collected per column and selected randomly, spreading spawns across multiple levels in multi-story structures
- Early-exit entity counting — Monster cap checks now exit as soon as the cap is reached instead of counting every entity
- Fast-reject gate — Structure detection now uses
hasAnyStructureAt()as a cheap pre-check before per-structure iteration
New Features
- Initial population — 3-6 mobs spawn throughout a structure the first time it's discovered each session, guaranteeing structures are populated on arrival (configurable min/max count)
- Armor system — Mod-spawned mobs are equipped with randomized armor from a configurable tier pool (leather through netherite) with configurable drop chance
- Sunlight immunity — Mod-spawned mobs receive permanent Fire Resistance, preventing undead from burning outside structures
- Admin commands —
/ds status,/ds info,/ds list,/ds reload,/ds debug [on/off],/ds spawns(requires OP level 2) - Difficulty scaling — Spawn cap and interval automatically scale with game difficulty (configurable multipliers for Easy/Normal/Hard)
- Elite mob spawns — Rare enhanced mobs with boosted health, damage, glowing effect, custom name, and bonus XP on kill (opt-in, disabled by default)
- Environmental effects — Darkness effect and ambient cave sounds for players inside dangerous structures (opt-in, disabled by default)
- Mob persistence — Optional flag to prevent periodic-spawned mobs from despawning when players leave
- Night spawn boost — Configurable spawn rate multiplier that increases frequency at night
- Structure size-based cap scaling — Opt-in larger mob caps for larger structures based on footprint area
- Spawn statistics — Track spawn attempts, successes, cap rejections, and position failures via
/ds spawns - Config validation — Unknown structure IDs, mob IDs, and contradictory config options now produce warnings on server start
API
- Public mod API —
DangerousStructuresAPIclass for other mods to register/unregister dangerous structures and query positions
Configuration
- Added 25+ new config options across 4 new sections: Periodic Spawning (expanded), Difficulty Scaling, Environmental Effects, and Elite Spawns
- Configurable chunk search radius (was hardcoded to 4)
- Configurable max position attempts (was hardcoded to 5, now defaults to 10)
- Shared structure cache between StructureDetection and TickSpawnHandler
Internal
- Centralized dangerous structure cache in
StructureDetection.getDangerousStructures() - Improved code organization with new
command,api, and effect handler packages