1.18.1
Looking for a Forge version? Check it out here!
Requires Fabric API and Cloth Config!
Mod Showcases (Forge version) (All credits to their respective content creators <3)
[English] All credits to Bloodyneck, bstylia14, Gimme Vidya, and Pwrdown respectively.
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[Spanish] All credits to Anthonycraft, HelldogMadness, JoseLuis, and lauchering respectively.
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* Biomes shown are from Ecotones
When Dungeons Arise is a massive dungeon generator which gathers plenty of dungeons and generates them randomly on your worlds to ensure glorious adventures and challenges. We have took a step away from standard vanilla structures, resulting in imposing dungeons to lose yourself into.
However, be wary when you venture into a palace in search of precious loot, and don't forget to land safely after raiding a hostile airship. Dungeons will generate foes to keep you away from them... at least until you're ready to walk across countless, dangerous passages...
This mod is currently under steady development. New dungeons will be added in each update! ^^
Anyway, what have we got?
Randomized temples and palaces, fortresses and cities, which spawn different rooms and passages, along with custom loot tables. These often include various vanilla loot tables used by other mods, which means your progress on these dungeons will surely help you progress on other mods that focus on world exploration too!
Other hostile structures such as windmills or houses may also generate on your world, although these ones are fairly easy to conquer... I think... maybe?
Don't you love the smell of gunpowder in the morning?
Hostile ships generate across the seven seas, carrying loot which ranges from gold nuggets to unheard-of treasures.
The sky carries its own secrets: mysterious planes and airships wander aimlessly around the world, without a port to return to... yet? Most of these contain valuable redstone materials, although this kind of loot isn't only available in the skies, but also on the dark alleys of hidden mines. I can't just tell you all my secrets though!
And, of course, we must mention -or at least show- other kind of structures... Mage towers, coliseums, tree houses...
And many more...
* Some of these pictures were originally taken on the Forge version, but all structures are the same.
FAQ
Can I use this on my modpack?
Yes! Just make sure to give us credit. If possible, link it back to this forum post.
Do these dungeons generate if I add them on a world I already explored?
Yes. You will have to explore further and load new chunks though! Remember to save a backup of your world just in case.
What about Forge?
Credits
While most original structures from this mod were built by Aurelj, DiamondTown and Zephyrusj, we'd love to thank MercyWhistles and Wyll_ for letting us include some of their structures too.
TelephaticGrunt's Structure Tutorial was used as a reference for internal parts of the mod. This is an awesome modding tutorial and we wouldn't have been able to create this mod without some help.
Special thanks to @banananugetz for creating such a nice logo!
In reply to van_doogle:
You can use your old worlds and find structures in new chunks. You can make a backup just in case. Also use the latest 1.18 beta as a bug was recently fixed.
Thank yuo for the 1.18.x !!!
I love this mod, but I feel extremely torn about it.
You really need to ensure these dungeons spawn in places that make sense. I've turned basically everything that isn't a ship or small-ish house off because the amount of times an above ground structure spawns hanging off the edge of a cliff, or in the middle of the ocean when it should be underground, is staggering. I'd say this happens more often than not and it really looks terrible a lot of times, even though the dungeons themselves are fantastic. I'm assuming a lot of this may have been masked by the less hilly and depthy versions of pre-1.18 minecraft.
I really hope you either make this open source or continue your good work, as I think this mod could be an absolute staple of the modding community and probably already is for some, considering the download numbers. Congrats!
Please can update it soon for 1.18
In reply to jeamyspideruwu:
+ 1
In reply to jeamyspideruwu:
+2
In reply to jeamyspideruwu:
+3
In reply to jeamyspideruwu:
+4
In reply to jeamyspideruwu:
+5
this sick wandering trader trapped me inside a house and set of the pressure plate causing the house to explode. to be fair, I was allied with the illagers, but man I'm never going in a random house again.
Does this mod adds new biomes? I am planning to add this and terralith as server side mods to play with my friends
In reply to expertdeadlygamer:
No new biomes. The mod is server-side and won't add any new blocks or mobs, just structures.
Does this work with Terralith?
In reply to imazariuz:
Yeah
A config to adjust their rarity based on how far they are from spawn would be great. For example:
It's really weird to spawn next to bandit towers or shiraz palace, which I personally think should be end-game content.
So far what we have done is to disable certain structures and pre-generate the world up until 1000 blocks. Then we edit the config and enable more structures and pre-generate twice the amount of blocks. Then repeat until all the structures are enabled, which the biggest ones appear around 5000 blocks from spawn. It's a hassle though so having this configurable is a nice feature.
In reply to jrpgslime:
+1 for this request. I had some luck with using spacing & separation to make dungeons more rare, but a system that uses distance from spawn in their separation calculation would be great to encourage players to explore.
In reply to katorone:
Yes, and maybe also an option to adjust the position "spawn" Is in would be nice aswell.
In reply to LoneSniper47O:
+5 this. dont even need to do what the OP posted but at least add a "distance from spawn" general config option where it starts gen after X blocks away.
Created a single player world about numerous times now for debugging modpack and the treasure city spawned right next to me.
In reply to itsDinkd:
Well, this feature was part of the Forge version, so I can see it coming sometime.
In reply to katorone:
+1, that just makes sense, honestly