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SY Dungeon

Randomly assembled dungeons under a doorway in the ground: a stone maze of cells and stairs, weathered differently every time, with a warden to beat at the end for enchanted diamond gear.

Somewhere in the overworld there is a small stone-brick shelter with a ladder going down. Under it is a prison that was never the same twice.

SY Dungeon builds its dungeons the way vanilla builds villages and trial chambers: from hand-made pieces that the game's own jigsaw generation joins together. Every dungeon is a different maze; every wall is cracked and mossed differently; and there is one warden per dungeon, waiting at the end of his own corridor.

🚪 Find the door

Dungeons generate under land biomes, about as often as trial chambers. The entrance is a roofed pavilion on the surface with a hole in the floor. Climb down the ladder — one to four shafts deep — and you land in the hub, where the maze begins.

🧱 The maze

Passages, crossroads and stairs on a 7-block grid, several levels deep, with a random depth from 10 to 20 pieces per branch. Along the corridors are iron-barred cells with a chest inside: break the bars if you want what is in it. Dead-end guard rooms hold a monster spawner and a better chest. Nothing is ever placed the same way twice, and a weathering pass replaces some of the brick with cracked and mossy brick, some with cobble, and takes a few bars out.

👑 The warden

One corridor off the hub leads somewhere else: a hall twice the size of anything in the maze, with pillars, a dais, and three trial spawners. Step in and the guards come — armoured skeletons and zombies in waves scaled to how many of you there are — and the Warden of the Cells, an armoured zombie on a zombie horse. Beat them all and each spawner pays out to every player who fought: the warden's is an enchanted diamond weapon, tool or piece of armour (level 20–30 enchantments), plus experience, emeralds and golden apples. It is a trial spawner, so it counts the players, does not care how bright the room is, and does not reset.

📦 What the chests hold

Cell chests: bread, bones, iron, the odd pickaxe or golden apple. Guard-room chests: arrows, iron and gold, weapons, an enchanted book, and rarely a diamond. No diamond gear in any chest — that is what the warden is for.

🛠️ Shapes you can change without code

Every piece is a structure-block save. Build a better cross-roads in creative, save it under the same name, and the mod's tooling checks that the doors still line up before it goes in. The rules that join the pieces, the loot, the spawner waves and the weathering are all data-pack JSON.

Coming

Great Pyramid in the desert and a Wizard's Castle on the surface, built with the same machinery.

Requirements

  • Minecraft 26.2
  • NeoForge (see the file's listed version)
  • Java 25
  • No other mods required. Works on dedicated servers. Plays well with SY Alchemy and SY Village.

Before you uninstall

Dungeons are ordinary vanilla blocks and stay standing. The only thing this mod registers is a structure type, so a world opened without it keeps every dungeon that already exists and simply stops generating new ones.

The SY Dungeon Team

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