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Runic Structures

Runic Structures turns every generated structure in Minecraft, like temples, fortresses, strongholds, monuments, mansions, and any modded structures, into permanently hostile territory. Built for the Runecraft modpack.

File Details

Runic Structures 0.9.0 (Forge 1.20.1)

  • R
  • Apr 4, 2026
  • 93.85 KB
  • 472
  • 1.20.1
  • Forge

File Name

runicstructures-0.9.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:runic-structures-1504113:7871809")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

[0.9.0] - 2026-03-28

Initial Public Release

Runic Structures is a Minecraft Forge mod (1.20.1) that transforms every generated structure into permanently hostile territory. Built for the Runecraft modpack.

Spawning System

  • Automatic structure detection for all registered structures (vanilla + modded) with village exclusion
  • Initial population: 2-5 mobs spawn throughout a structure on first discovery each session
  • Periodic reinforcement spawning at configurable intervals to maintain mob presence
  • Structure piece-aware targeting: mobs spawn inside rooms and corridors, not random bounding box points
  • Column-based floor finding with multi-floor distribution across structure levels
  • Pack spawning with vanilla biome spawn weights for natural-feeling encounters
  • Hazard avoidance: skips lava, water, and rooftop positions
  • Difficulty scaling: spawn cap and interval scale with Easy/Normal/Hard
  • Night spawn boost, min player distance, and spawn interval jitter
  • Dimension filtering with support for modded dimensions (Mining Dimension, Dungeon Realm)

Per-Structure Profiles

  • 238 individualized structure profiles across 27 mods for the Runecraft modpack
  • Per-structure JSON overrides (runicstructures-structures.json) for spawn cap, elite chance, elite name prefix, armor tiers, weapon pool, shield pool, enchantment level, environmental effects (darkness, mining fatigue, slowness, ambient sounds), mob persistence, and progression gating
  • Calibrated sizing from 1-mob tiny ruins to 16-mob colossal fortresses based on actual structure footprints
  • 16 thematic elite name prefixes: Ancient, Arcane, Commander, Corrupted, Cursed, Deep, Dragonsworn, Dread, Fallen, Feral, Hexed, Illager, Lord, Sculk-Infested, Warchief, Wither
  • Progression gating by server day count (early/mid/late/veteran tiers)
  • Mods covered: Vanilla, YUNG's Better Series, When Dungeons Arise (+Seven Seas), Dungeons and Taverns, Hopo Better Mineshaft, Moog's Mods (Missing Villages, Nether Structures, Temples Reimagined), Underground Rooms, Medieval Buildings (Overworld + Nether), Medieval End, Battle Towers, Jaden's Nether Expansion, Ice and Fire, Iron's Spellbooks, Ars Nouveau, Galosphere, Mowzie's Mobs, Goblin's Tyranny, The Orcs, and more

Mob Enhancement

  • Randomized armor from configurable tier pool (leather through netherite) with per-tier drop chance multipliers
  • Config-driven weapon pool supporting any modded weapon (Spartan Weaponry, Cataclysm Tools, etc.)
  • Custom armor set definitions for modded armor (name=helmet,chest,legs,boots format)
  • Shield/offhand support (opt-in) with configurable chance and item pool
  • Equipment enchantments (opt-in): Protection/Blast/Projectile/Thorns on armor, Sharpness/Knockback/Fire Aspect on weapons
  • Permanent Fire Resistance prevents sunlight burning and lava/fire cheese
  • Anti-stacking guards: respects existing armor/weapons from InControl and Majrusz's Difficulty

Elite Mobs (opt-in)

  • Configurable spawn chance with boosted health and damage multipliers
  • Glowing effect (visible through walls), custom name prefix, and bonus XP on kill
  • Per-structure elite chance, name prefix, and stat overrides via JSON profiles
  • Health threshold (maxBaseHealth) skips elite buffs on mobs already buffed by other systems

Environmental Effects (opt-in, per-structure or global)

  • Darkness: pulsing Warden-style vision effect inside structures
  • Mining Fatigue: slows block-breaking to discourage cheese strategies
  • Slowness: subtle movement penalty that increases danger
  • Ambient sounds: weighted pool of ominous cave/nether ambience at configurable intervals

Admin Commands

  • /rs status -- mod status and config summary
  • /rs info -- check if standing inside a runic structure
  • /rs list -- nearby structures with runic/excluded status and coordinates
  • /rs spawns / /rs spawns detail -- spawn statistics, per-structure breakdown
  • /rs reload -- reload structure profiles and invalidate caches
  • /rs validate -- re-run config validation and report issues
  • /rs debug on|off -- toggle per-spawn debug logging (survives config reloads)

Configuration

  • 60+ server config options across 10 sections in runicstructures-server.toml
  • Structure whitelist/blacklist by ID or tag, mob whitelist/blacklist
  • 45+ boss mobs blacklisted by default (Cataclysm, BOMD, Mowzie's, Ice & Fire, Stalwart Dungeons, Saints Dragons, Iron's Spellbooks, Ars Nouveau, RealmRPG, Galosphere, Dark Doppelganger, Majrusz's Difficulty)
  • Boss arena structures blacklisted (Cataclysm, Stalwart Dungeons, BOMD) to preserve scripted encounters
  • Difficulty scaling tuned conservatively to complement InControl and Majrusz's Difficulty
  • Structure size-based cap scaling for proportional mob density

API

  • RunicStructuresAPI.registerRunicStructure() / unregisterRunicStructure() for other mods
  • RunicStructuresAPI.isPositionRunic() for querying structure status at any position

Compatibility

  • Built for Runecraft modpack (Forge 1.20.1, 427 mods)
  • Complementary with InControl (biome/weather/phase spawning) and Majrusz's Difficulty (scaling)
  • Server-side only -- no client mod required
  • Localized command output with translation keys (en_us.json)