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MC Dungeons: Reimagined

A mod that aims to add Minecraft Dungeons content in a reimagined way.
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minecraftdungeons-1.0.5.1-1.20.1.jar

File nameminecraftdungeons-1.0.5.1-1.20.1.jar
Uploaded
Aug 20, 2026
Downloads
203
Size
208.3 MB
Mod Loaders
Forge
File ID
8694952
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mc-dungeons-reimagined-1594734:8694952")

Learn more about Curse Maven

What's new

This file was supposed to be 1.0.5. 

If you were experiencing weird issues or are missing features listed in the changelog, this is why. I forgot to rebuild the jar file before copying it from the dev environment.

UPDATE RIGHT AWAY.

Here is the changelog from Update 1.0.5.

 

MC Dungeons: Reimagined Update 1.0.5.

The changelog is massive, and this will probably be the last "major" update before I begin work on Update 1.1. Any updates that come after will probably be final bug fixes and crash fixes.

Entity Additions and Changes:

Bosses:

Mooshroom Monstrosity:

Mushroom Rockets no longer play the mooshroom sound on impact and instead play a very low pitch Beacon sound. 

The Mooshroom Monstrosity will now face targets properly while performing the Mushroom Rocket attack. 

The Mooshroom Monstrosity now deals minor AOE when slamming fists down during the Mooshroom summon attack.

Redid the Mooshroom Monstrosity’s Blast Mushroom Punch animation.

Reworked how the Mooshroom Monstrosity’s Blast Mushroom Punch attack works:

Previously, it would deal AOE damage incorrectly and spawn bursts of blast fungi in random spots around the player (after a short warning).

Now, it changes with how much health is left:

If above ⅔ health left, fungi are only spawned where the fists hit the ground.

If below ⅔ health left but above ⅓, fungi burst warnings will spawn 5 blocks in front and behind the target. 

If below ⅓, fungi burst warnings will spawn 7 blocks to the front, left, right, and back of the target.

Fixed the Mooshroom Monstrosity’s Mushroom Rockets spawning at the incorrect time. 

Mushroom Rockets are now twice as fast.

 

Redstone Monstrosity and new Redstone Sentry:

Added a new RedstoneElectricityRing entity. 

Used by the Redstone Monstrosity, it spawns each individual ring manually and in sequence, compared to before when all rings would spawn at once but be activated in sequence. 

This should optimize the stomp attack significantly. 

The Redstone Monstrosity now deals minor AOE damage at each fist when slamming fists down during the Redstone Cube summon attack. 

Fixed the Redstone Monstrosity spawning the Mega Bombs 2 blocks in front of him for no reason. 

Added the Redstone Sentry: 

A new mob that is summoned during the Redstone Monstrosity fight. It throws scatter bombs randomly and sometimes drops a mega bomb upon death. 

After the phase change animation, the Redstone Monstrosity will summon 6 sentries.

While the sentries are alive, the Redstone Monstrosity only takes 1/15 of the damage.

Once the last sentry is killed, the Monstrosity is stunned for 8 seconds. He then gets up and will go on cooldown for 20 seconds before summoning sentries again. 

Don’t worry, mob battle can still continue. Those targeting the Redstone Monstrosity will now attack Redstone Sentries until all are gone. 

 

Obsidian Monstrosity: 

The Obsidian Monstrosity will now properly play the slam animation if it is performed twice in a row. 

Obsidian Monstrosity AOE is now dealt properly at each fist. 

Obsidian Bombs will now always spawn the damaging cloud at their position, regardless of whether or not it was spawned by an Obsidian Staff. This should make the Obsidian Monstrosity fight a little harder. 

The Obsidian Monstrosity now has more significant arm sway during the idle animation, and now blinks.

 

Tempest Golem:

Redid Tempest Golem’s slam and shield attack animations.

Tempest Golem is no longer trying to be incredibly still when roaring during the intro animation.

Decreased the time between Tempest Golem’s final arm deactivation and entering stun state from 2 seconds to 1. 

Tempest Golem now has a new theme when the Minecraft Dungeons: Alternate Themes resource pack is enabled. 

 

Ambushes and Sacred Trials:

To make the ambush in the Desert Temple more enjoyable, mobs that end up in walls or in the water at the bottom will instantly get teleported, in an attempt to bring them back up to the arena.
Note: If the mob lands on the stairs surrounding the water below, you will still have to shoot it. 

The Sacred Trials now have a custom boss health bar that decreases each time a wave is completed.

Keep in mind this will result in not all Skeleton Horsemen health bars appearing (1 will be missing); decrease your GUI scale if you want to see all 4 of them again. 

The Sacred Tablet now takes damage each time a wave is completed. Mostly cosmetic. 

Round 4 is now a Runic Pillar and an Obsidian Boulder Golem, increasing the number of waves by one. 

The Sacred Trials now discards all boss summons properly if the fail state is triggered. 

All Ambush Lights (Sacred Trials included) will now spawn experience orbs differently:

Before, EXP orbs were spawned from the ambush light itself, making it hard to collect your EXP in the Desert Temple because most would land in the water. 

Now, EXP is instanced per player and will spawn above each player’s head, no longer spawning from the light itself. 

Because of the above change, the value of each EXP orb has dropped by half (100 -> 50). 

Mega Bombs are now red instead of yellow.

Scatter Bomb interiors are now brighter. 

Nameless One:

Nameless One Phase Change slam will now inflict every debuff in vanilla Minecraft at level 5 for 3 seconds. 

Improved Nameless One summoning VFX (again). 

Nameless One Projectiles are now larger and more accurate to Minecraft Dungeons. 

Nameless One projectiles now move faster the lower in health Nameless One is. 

The Orb on Nameless One’s staff is now larger and more accurate to Minecraft Dungeons. 

Nameless One now summons 3 sets of False Kings when summoning them whenever his health drops below ⅙ of his max HP. 

Other additions and changes:

Most (if not all, excluding Mushroom Rockets) mobs and entities that used AOE before (such as the Redstone Monstrosity, Squall Golem, Tempest Golem, etc) no longer manually deal AOE damage. 

Instead, a new AOE entity is spawned at the AOE position, improving the visual effects of AOE attacks. 

The Redstone and Mooshroom Monstrosities now bend their right legs backwards when summoning. 

Wind Callers performing their close-range attack now spawn the wind blast at the correct time. 

Tempest Golem and the Giant Royal Guard are now susceptible to the kill command when their shields are up. 

All bosses in the mod will now equip themselves with a totem of undying if the damage dealt somehow exceeds 75% of their HP after applying damage cap, compared to previously when it was 100% of their HP.

Developers Note: This won’t affect you if you play with mods that don’t give ridiculously overpowered gear or weapon modifiers that create ridiculously overpowered gear (for example, Apotheosis). The damage cap will usually stop you from triggering the totem.

Naming a Soul Jar “Partymancer” or “Classic” and then summoning a Bound Necromancer will cause the summoned Bound Necromancer to appear how it used to look before version 1.0.1. 

The Arch-Illager now also uses a new entity (corrupted_fang_ring) to spawn the shockwave of Corrupted Evoker Fangs, optimizing the attack.

Minibosses:

Added the Runic Pillar (or Runic Obsidian Pillar). 

An obsidian pillar carved with runes, and able to perform many magic attacks.

Releases a ring of obsidian projectiles outward upon shattering.

Added the Obsidian Boulder Golem.

It rolls towards targets, chomps, and fires projectiles.

 

Particle Additions and Changes:

Added two new particles: Obsidian Runes and Redstone Runes. 

Changed End Particle render types from being the transparent kind to the emissive kind, allowing for them to be (hopefully) seen again with shaders enabled.

Their lifetime has been increased slightly, but as a result of the above change they will no longer fade away, and instead just disappear when their time is up. 

 

Creative Mode Tab changes:

Added a new Creative Mode tab: MCD: Reimagined W.I.P.

All Sacred Tablet items (including the Sacred Tablet and Tablet of Sovereignty) have been moved here. Certain boss spawn eggs have been moved here as well, as well as the Resonance Crystal and Wind Blower. 

The Squall Golem spawn egg has been moved to the creative tab MCD: Reimagined W.I.P.

Despite technically being work-in-progress, bosses like the Arch-Illager and Mooshroom Monstrosity will still have their spawn eggs set in the main creative tab. 

The main creative mode tab has been renamed to MC Dungeons: Reimagined. 

Previously, it was named Minecraft Dungeons for no apparent reason. 

 

Block Additions and Changes:

Added Crates (decorative, currently not functional).

Added Stone Tiles, Soiled Stone Tiles, Dirty Stone Tiles, Stone Tiles and Dirt, Decorated Stone Tiles, Soiled Decorated Stone Tiles, Decorated Stone Bricks, Mossy Decorated Stone Bricks, Stone Pillars Dirty Cobblestone, Slightly Grassy Soil, Grassy Soil Block, and Very Grassy Soil, Dirt Path, and associated recipes. 

Added a wide variety of slabs, walls, and stairs, including expansions to the already-existing Templestone block set. 

Added Tattered Banner and Decorated Wall Banner.

Added Stone Villager Statue. 

Added Reinforced Barrel (currently cannot be placed on its side. If you want a barrel on its side, use a vanilla barrel instead). 

Most of the above blocks should be craftable.

Added multiple recipes to craft Templestone Bricks, Smooth Templestone, and the Templestone Pillar, making the Templestone set renewable and no longer requiring you to go to the Desert Temple to obtain them. 

Braziers are now craftable (5 iron ingots, 1 fire charge, 2 coal). 

Grass blocks are also now craftable (1 very grassy soil block + 1 grass). 

Changes:

The Ambush Gate is now always closed when placed down.

The Ambush Gate now directly affects the two part blocks above it when it opens or closes, regardless if they are bound or not. 

No more sliding through it in the Fiery Forge or Desert Temple.
Fixed all stairs and slabs already in the mod not having the associated block tag. 

Sand layers no longer require a stone shovel to be mined. 

The Key Gate has been fixed, now properly binding the part blocks to the controller every few seconds. It can now generate properly in structures and now generates in the Desert Temple again.

Note: It renders kind of dark for reasons unknown.

Because of the above change, the Key Golem in the Desert Temple is no longer named “This Key Golem is Unusable!”. With the return of the key gate, the Key Golem now serves a purpose. 

 

Loot changes:

Most craftables required for the Sacred Core or an ingredient required to make the Sacred Core are no longer obtainable from bosses. 

The exact list is as follows:

  • Broken Staff Pieces

  • Corrupted Armor Shards

  • Contained Void

  • Monstrous Mushroom

  • Pulsing Obsidian

  • Monstrous Hand

Developers Note: This change is being made because I am not happy with how the Sacred Tablet crafting system works. It’s convoluted and hard to manage. Update 1.1 will almost completely change how the Sacred Tablet is crafted, making it far simpler and feel more “Dungeons” in a sense.

 

Structure Additions and Changes:

The Desert Temple and Fiery Forge now have random mobs wandering inside so it feels more lived-in instead of empty. 

The Fiery Forge now has bedrooms generating off the side of some rooms. 

They contain supplies. 

Fiery Forge supply loot has been modified:

Instead of 1 pool, now there are two individual ones: One for arrows and apples, and one for bread, cooked porkchops, and apples. 

Rolls have been increased, so you should get more out of supply chests than before. 

Significantly reduced the amount of rolls on the various treasure loot pools for Desert Temple and Fiery Forge loot (not the supplies). 

This means those chests will not be as full and will have less loot. 

Developers Note: This change was made because the chests were… too full, to say the least. You could come out of one Fiery Forge with several stacks of coal blocks. It did not feel quite right. 

Raised the height of Hallway 7 of the Fiery Forge (the room with the two locked up Redstone Golems) by 1 block to cover up an open hole filled with lava. 

The room is basically identical, it is just an extra layer of blocks added to the top of the structure piece, something not visible from the inside. 

 

Config additions:

Added the Client Config, allowing you to disable structure music, boss music, and the splash texts that appear on your screen during certain boss events. 

Added a config option to disable most custom attacks.

This should allow for a more vanilla Dungeons experience for those wanting it. 

The following is disabled when this is enabled:

Redstone Monstrosity Sentries, Mega Bombs, and Stomp. 

Mooshroom Monstrosity Blast Mushroom Punch (the Blast Fungus attack). 

The Arch-Illager summoning the four mages and the Evoker Fang attack.

Heart of Ender summoning its clones. 

Nameless One Necromancer summon and projectile cloud. 

The rest of the mod stays normal. 

Added the Arch-Illager and Redstone Monstrosity to the raid config. 

By default they will not appear in raids. 

The Heart of Ender might kill all the illagers in the raid. Keep that in mind. 

 

Bug fixes and minor changes:

Fixed mobs with AOE moving towards the target whilst actively performing their attack. 

Fixed Geomancer bombs harming raiders. 

Fixed the Obsidian Staff incorrectly using 1 durability instead of 10 when performing the bomb summon. 

Fixed a crash when Tempest Golem would try to use mob battle logic on a player. 

Fixed the Ambush Light in the Desert Temple spawning mobs in the air. 

Fixed a crash when the Arch-Illager would try to use a summon spell that didn’t have any summons listed in the config. The Arch-Illager will now cancel the summon if he switches to a summon option that has no summons listed in the config. 

Added a Bound Necromancer crash safeguard:

If the Bound Necromancer is in knife mode and its staff somehow disappears, it will immediately transition back into Staff mode. 

Fixed the Bound Necromancer trying to run animation “knife_state_loop” whilst in knife mode, even though it no longer existed since version 1.0.

Slightly changed the texture of the Templestone Pillar to be darker and slightly more detailed. 

 

Random change:

A hidden entity that cannot be accessed in survival now has AI and a boss theme, no longer reusing the Desert Temple ambient track. 

The attack system is trash (the entity often hurts itself) and incredibly WIP. Be warned.

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