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Orbis Novus: Dungeons

23 dungeon kinds, 30 settlements and walled citadels, built from the blocks of the building mods you have installed.
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Description

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Orbis Novus: Dungeons

Dungeons, castles, villages and walled citadels: 23 dungeon kinds, 30 settlements and landmarks, extra village houses, three castle styles and whole walled castle towns. With building mods installed, every structure is built from their blocks, picked to fit its theme, so the same dungeon looks different in every pack.

What it adds for players

  • 23 dungeon kinds, assembled from jigsaw pieces so no two are laid out the same, each in small, medium and large:
    • Hand-made: crypt, arcane vault, desert tomb, dwarven forge, frozen tomb, infernal keep (Nether), old vanilla, sunken ruin and overgrown.
    • Re-dressed, each with its own materials, lights, decay, biomes, mobs and loot: copper works, deep mine, sculk sanctum, calcite cloister, mud ziggurat, badlands tomb, tuff barrow, amethyst grotto, frost hall, basalt bastion and soul crypt (both Nether), flooded cistern, spider den and witch hollow.
  • 30 settlements and landmarks on the surface:
    • Farms: barn, field, orchard, pasture and windmill.
    • Temples: sun temple, jungle pyramid, sunken temple, forest shrine, monastery, Nether temple, plus fantasy, alien and abstract temples.
    • Monuments: arch, obelisk, monolith, statue, giant hand, giant head, stone circle and lighthouse.
    • Ruins: ruined houses, towers and castles, a ruin field and a mausoleum.
    • Forts: hill fort, motte and courtyard keep.
  • Extra village houses that join vanilla villages.
  • Castles in three styles (stone, sand and dark): a keep inside a curtain wall, with turrets, a wall walk and a gate.
  • Citadels: rare walled castle towns about 180 blocks across, in the same three styles, fitted to the ground they land on.
  • Themed loot. Chests keep the kind of room they were built for: armoury, library, shrine, treasure, tomb or hoard.
  • Spawners only in dead places, like dungeons, ruins and the mausoleum. Lived-in castles, citadels, villages and temples have none.

Works with your building mods

Structures ship in vanilla blocks. When building and decoration mods are installed, their blocks join a shared library, and each structure picks walls, floors, trim, pillars and accents that fit its theme and colours. The pick is seeded by the world, so a dungeon is consistent inside and rebuilds the same way in the same world.

The library knows blocks from 33 mods, including Quark, Create, Create Deco, Biomes O' Plenty, Regions Unexplored, Twilight Forest, Tinkers' Construct, Ars Nouveau, Malum, Occultism, Undergarden, Upgrade Aquatic, The Aether, Tropicraft and Rechiseled. It only names their block IDs and copies nothing from those mods, so it's safe with any mix of mods, or none.

What it gives pack makers and server owners

  • A config to turn mod blocks off, skip specific mods, add or replace village houses, set how often those houses appear, and turn castle block swaps or citadels off.
  • Layered loot tables. Override one level in a datapack to change every chest below it.
  • Spawner mobs from entity tags. An empty tag removes the spawner.
  • Everything is datapack JSON: structures, spacing, template pools, processors and biome tags can all be overridden or added to.
  • Find one with /locate structure orbisnovus_dungeons:crypt.

Compatibility

  • Lootr: works. Chests and barrels hold only loot tables, so Lootr makes them per-player.
  • Orbis Novus: Terrain: everything generates in its world types.
  • Biome and terrain mods: structures follow biome tags, so they place in modded biomes.
  • Structure mods that change vanilla villages may change how often the extra houses appear.

Orbis Novus: Dungeons Team

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