Description
Currently adds Eleven new dungeon biomes for LR's Dynamic Dungeon. Every biome has its own start room, boss arena, twelve standard rooms and treasure room: 165 new rooms, all built from vanilla blocks.
New biomes
| Stage | Biome | What it looks like |
|---|---|---|
| 1/2 | Overgrown Crypt | Mossy stone brick and mud brick, sarcophagi, hanging roots, spore blossoms and azalea canopies. You arrive on a rubble mound below an excavation shaft. |
| 1 | Mushroom Grotto | A mycelium cave with giant red and brown mushrooms, shroomlights and glow berries |
| 1 | Cherry Shrine | Cherry wood halls, torii gates, koi ponds, stone lanterns and pink petals |
| 1 | Beehive Burrow | Honeycomb tunnels under a giant tree, bee nests, roots and wildflowers |
| 1 | Bandit Hideout | A camp in a log palisade with tents, campfires, hay and barrels |
| 1 | Sewer Tunnels | Brick tunnels with water channels, iron grates and weathering copper pipes |
| 2 | Jungle Temple | Mossy cobblestone, golden idols, vines, cocoa and a spike pit |
| 2 / 3 | Cryo-Vault | Packed and blue ice, calcite and sea lanterns. You arrive in a shattered steel-and-ice airlock with icicles and snow drifts. |
| 3 | Ashen Foundry | Deepslate tiles, basalt and lava windows. You arrive in an iron-bar maintenance lift on a broken catwalk over a lava lake. |
| 4 | Amethyst Geode | Layered basalt, calcite and amethyst, with crystal clusters everywhere |
| 5 | Deep Dark | Sculk, reinforced deepslate gates, soul lanterns and a bottomless-looking chasm |
What every biome includes
- A start room with a dungeon portal back home and a safe landing spot
- A boss arena: a lava-moat crucible, an ossuary, a frozen reactor core, a sunken sculk amphitheatre, a mycelial heart, a sun altar ziggurat, a crystal heart, a dojo, a queen's chamber, a chieftain's hall and a great cistern
- Twelve standard rooms, each in the biome's own blocks and with its own hazard:
- a long corridor
- a three-way crossing around a centrepiece (crucible, tomb, coolant column, sculk catalyst, giant mushroom, idol altar, crystal cluster, cherry tree, honeycomb, campfire, drain)
- a guard hall with a miniboss on a raised dais and a locked exit
- two hazard rooms over the biome's pit (lava, powder snow, a flooded pit, a chasm, spikes, a honey bog or a berry-bush ravine): jump between platforms, or cross a winding bridge broken in two places
- a ledge room where the whole floor is a pit and a broken ledge runs around the walls
- three vertical rooms: a staircase climb or descent, a spiral tower winding around the biome's centrepiece, and a scaffold of half-floors joined by ladders
- three balcony halls: a great hall with galleries, a hall with a U-shaped balcony where the locked door waits upstairs, and a sunken arena between two terraces
- Its own treasure room: when a door rolls a treasure room, you get a themed vault with a loot chest filled from the dungeon's normal loot table. There are four layouts: a dais (the foundry's gold hoard, the jungle idols, a cherry offering altar), a long columned vault, an island ringed by the biome's hazard, and a loft reached by twin stairs.
Rooms use the dungeon's standard ground, flying, submerged, miniboss and boss spawners, so they work with your enemy pools, including the mod compatibility pools.
Check the rooms in-game
These commands need operator status or cheats.
/lrddrooms list: every dungeon biome the game loaded, with room counts, stages and whether it has its own treasure room/lrddrooms check <biome | room | all>: checks rooms against the dungeon's rules (entrance, door frames, spawners, boss lock, portal, unknown blocks from missing mods). It works for LR's own rooms and other add-ons too./lrddrooms preview <biome> [room]: builds the rooms in a row next to you, outside the dungeon, with signs and click-to-teleport links. Logic blocks stay inactive./lrddrooms clear: removes the preview and puts the terrain back/lrddrooms forcebiome <biome>: inside a dungeon run, makes the next doors you open generate that biome/lrddrooms info: current stage, biome and the stage table
For pack makers
- The biome-to-stage mapping is a plain data file:
data/lrdynamicdungeon/dungeon/compatibility/lrdd_more_rooms.json. Override it with a datapack to move biomes between stages. - Rooms are ordinary structure files (
.nbt+.meta), so you can swap or add rooms with a datapack as well. /lrddrooms checkis handy for validating rooms you build yourself.
Compatibility
- Minecraft 1.20.1, Forge 47.4.x
- Requires LR's Dynamic Dungeon
- No other dependencies. All blocks are vanilla.
- Works alongside LR Dynamic Dungeon Fixes (lrdd_fix)
Feedback
Feedback is very welcome. If a room fails to generate, looks wrong, or traps you, please report it with:
- the room name (shown by
/lrddrooms preview) - your
logs/latest.log - your Forge version
Report here: {{GITHUB_ISSUES_URL}}
Credits
- LinkedR, creator of LR's Dynamic Dungeon. This mod exists only because of their work; This add-on contains no code or assets from the original mod; it only adds new rooms and biomes through the dungeon's own compatibility system.
This is an unofficial add-on and is not affiliated with or endorsed by the original author. Do not report any issue to them with this mod installed






