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EpicQuestDungeoning

Load custom dungeon schematics from config, let players pick a dungeon via GUI, enter through a portal block, and return to spawn. Supports .schem/.nbt, structure protection, and full JSON configuration.
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epicquest_dungeoning-1.2.0.jar

File nameepicquest_dungeoning-1.2.0.jar
Uploader
SemSemSemSemSemSem
Uploaded
Aug 15, 2026
Downloads
8
Size
209.5 KB
Mod Loaders
NeoForge
File ID
8650882
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:epicquestdungeoning-1584183:8650882"

Learn more about Curse Maven

What's new

Changelog - v1.2.0

Milestone release consolidating portals, completion/extract, spawn fixes, and reload UI into one shippable version.

Portals & keys

  • Custom portal frame, keystone, and cyan portal interior (Nether-style frame fill).
  • Dungeon Key bound to a dungeon id; insert into a keystone to open that gate.
  • Walk through an active portal to enter the bound dungeon.
  • Keystone activation radius configurable via portal_activation_radius.
  • Op commands: /dungeon givekey <id> [player], /dungeon placeportal.
  • All /dungeon / /dungeons commands require op (permission level 2).

Completion & extract

  • Optional per-dungeon completion in dungeons.json: kill_entity, collect_items, reach_end.
  • Entering via portal or teleport pad tags players with an active dungeon session (return pose + entry keystone).
  • Shared extract: 10s boss-bar countdown → return party to entry portals → deactivate keyed portals → clear session tags → reset that dungeon.
  • Inventory return (while tagged) and /dungeon complete <dungeon_id> [player] use the same group pipeline.
  • Forced Reset All extracts live sessions first (no double-reset after natural complete).
  • Public DungeonCompletionAPI plus DungeonCompletionRequestEvent / DungeonCompletedEvent.
  • New Dungeon End Pad block for reach_end.
  • See defaults/dungeons.examples.json for sample completion configs.

Author Note

- new items added (portal frame, dungeon portal, keystone, dungeon key, completion pad)
- Dungeon Portals can now be placed by OP via command, or crafted and built (7 tall, 5 wide, and a back cover, using Portal Frame and one Keystone at the middle bottom of the frame). 
- Players right-click the keystone with an attuned dungeon key and activate the portal. 
- Dungeons are individually reset upon completion and return (completion conditions can now be set in the config file for each dungeon).
- OP can still reset all dungeons via command (all players are returned and act as completed). 
- Players can join the same dungeon from different portals, by using the same attuned key.
- Players can still force return via inventory return button (it completes the dungeon, deactivates the portal and rests the dungeon)
- Players involved in the same dungeon are also returned upon completion or return by a player

Currently in progress

- To craft and attune dungeon keys
- Dynamic tooltips for dungeon keys (name, description, dungeon image)

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