
Four handcrafted dungeons, six procedural labyrinths, and a reason to go from one to the next. Each has its own
biomes, its own loot tier, themed spawners and a named guardian at the end. The labyrinths are assembled piece by
piece under the ground, so no two are laid out alike. Vaults hold a treasure map to a dungeon of the next tier: from
a smugglers' villa in the plains to an arcane spire in the forest, a cursed keep in the desert and, last, a soulfire
crypt in the snow, with catacombs, tombs and frozen vaults beneath them.
Fabric and NeoForge (Forge on 1.20.1) · Minecraft 1.20.1, 1.21.1, 26.1.2, 26.2 and 26.3 · install on the server and
clients

Version 2.0 rebuilds the mod around the four dungeons it already had and adds a new family of labyrinths. Here's what
changed from 1.x:
- Six procedural labyrinths: underground mazes of corridors, stairs, spawner rooms, storerooms, libraries,
shrines and a guarded vault, assembled differently every time; five under the Overworld and one in the Nether
- Every chest has real loot: each dungeon has its own loot table and a guarded vault, in four tiers from
early game to late game (1.x towers all had the same fixed chest contents, and most dungeons used vanilla tables)
- A guardian in every dungeon and labyrinth: ten in all, from the Smuggler Chief to the Brute Overseer
- The dungeon trail: treasure maps lead from each tier to the next
- 23 advancements in their own tab, with experience for every guardian
- Better placement: dungeons are centred, never in water or below sea level, never on steep slopes, and kept
away from villages
- More often: the nearest handcrafted dungeon is usually within a few hundred to about 1,500 blocks instead of
thousands
- Biome tags that modded biomes join, a config file, and
/muchmoredungeons inspect for server admins
- Empty spawners fixed, the Villa's walls of empty chests are now barrels, and the Soulfire Crypt has a new exterior
- Now for Minecraft 26.3 too, and 1.20.1 works exactly like every other version
- Your 1.x worlds keep their dungeons: every id is unchanged


| Dungeon |
Tier |
Where |
Spawners |
Guardian |
| Smuggler's Villa |
1 |
plains, sunflower plains, meadows, flower forests, savannas |
pillager |
Smuggler Chief |
| Arcane Spire |
2 |
forests and taigas |
zombie, skeleton, spider, witch |
Spire Illusionist |
| Cursed Keep |
3 |
deserts, badlands, jungles, swamps, savannas |
cursed warriors, berserker, shadow mage, rage brute, skeleton |
Keep Warlord |
| Soulfire Crypt |
4 |
snowy plains and slopes, groves, ice spikes, taigas, windswept hills |
wither skeleton, blaze |
Cinder Warden |






Labyrinths are built by Minecraft's jigsaw system from fifteen pieces per theme: an entrance shaft (a hub for the
deep and Nether ones), corridors, corners, junctions, crossings, stairs that lead further down, two kinds of spawner
room, storerooms, libraries, pillared halls, shrines, dead ends and loot alcoves. The vault chamber, with two vault
chests, two spawners and the guardian, is always there. Each theme has its own blocks, mobs and loot.
| Labyrinth |
Tier |
Where |
Spawners |
Guardian |
| Forgotten Catacombs |
2 |
under plains, meadows and forests |
skeleton, zombie |
Bone Warden |
| Sunscorched Tomb |
2 |
under deserts and badlands |
husk, skeleton |
Tomb King |
| Verdant Warrens |
2 |
under jungles, swamps and lush caves |
spider, cave spider, zombie |
Broodmother |
| Rimefrost Vaults |
3 |
under snowy biomes |
stray, skeleton |
Frost Lich |
| Abyssal Halls |
4 |
deep under any Overworld biome (around y -28) |
zombie, skeleton, cave spider |
Abyssal Knight |
| Infernal Bastille |
4 |
in the Nether (around y 40) |
blaze, wither skeleton, magma cube |
Brute Overseer |

Find one with /locate structure #muchmoredungeons:labyrinths. The entrance is a small stone shaft with a ladder
and a trapdoor.


Every Overworld vault below tier 4 holds a treasure map to a dungeon or labyrinth of the next tier, and a regular
chest sometimes has one too:
Tier I (Villa) → Tier II (Spire, Catacombs, Tomb, Warrens) → Tier III (Keep, Rimefrost Vaults) → Tier IV (Crypt,
Abyssal Halls)
The map marks its target with a red X and leads to one in land nobody has explored yet. You can also find any of
them with /locate structure muchmoredungeons:<id>, or the nearest with
/locate structure #muchmoredungeons:dungeons.


Each dungeon and labyrinth spawns its guardian once, when it generates. Guardians are vanilla mobs with a name, more
health, armour and damage, and better gear. They never despawn, and the weapon they hold always drops.
| Guardian |
Dungeon |
Mob |
Health |
Drops |
| Smuggler Chief |
Smuggler's Villa |
vindicator |
60 |
iron axe |
| Spire Illusionist |
Arcane Spire |
illusioner |
70 |
bow |
| Keep Warlord |
Cursed Keep |
zombie |
100 |
diamond sword |
| Cinder Warden |
Soulfire Crypt |
wither skeleton |
140 |
diamond axe |
| Bone Warden |
Forgotten Catacombs |
skeleton |
80 |
bow |
| Tomb King |
Sunscorched Tomb |
husk |
90 |
golden sword |
| Broodmother |
Verdant Warrens |
spider |
80 |
(no weapon) |
| Frost Lich |
Rimefrost Vaults |
stray |
110 |
bow |
| Abyssal Knight |
Abyssal Halls |
wither skeleton |
150 |
netherite sword |
| Brute Overseer |
Infernal Bastille |
piglin brute |
150 |
golden axe |


Every chest rolls from its dungeon's table when it is first opened; the vault (the guarded chest) rolls from a
richer one. Labyrinths use the lists of their tier plus their own theme items (bones and candles in the catacombs,
gold in the tomb, echo shards in the Abyssal Halls…). Enchanted gear and books scale with the tier:
| Tier |
Supplies |
Valuables |
Vault highlights |
Enchantment levels |
| 1 · Villa |
bread, crops, leather, string, arrows, iron, emeralds |
crossbows, iron swords, saddles, name tags |
emeralds, diamonds, enchanted iron chestplate |
5-15 (vault 10-20) |
| 2 · Spire |
iron, gold, redstone, lapis, pearls, bottles o' enchanting |
enchanted iron armour, bows, books, golden apples |
diamonds, ender pearls, enchanted diamond sword |
15-25 (vault up to 30) |
| 3 · Keep |
gold, iron, obsidian, pearls, blaze powder |
diamonds, enchanted diamond tools, upgrade template |
emerald blocks, totem of undying, enchanted golden apple |
20-30 (vault 25-35) |
| 4 · Crypt |
soul lanterns, blaze rods, quartz, gold, crying obsidian |
netherite scrap, wither skulls, enchanted diamond gear |
netherite ingot, enchanted golden apples, upgrade templates |
30-39 |


Find each dungeon and labyrinth, defeat each guardian (50 to 250 experience), enter all four dungeons for Dungeon
Delver (300 experience) and all six labyrinths for Into Every Maze (500 experience).


config/muchmoredungeons.json: turn one of the four handcrafted dungeons off, set the share of valid spots that
get one (chance, 0 to 1), or turn their guardians off. Applies to newly generated chunks after a restart.
Labyrinths are standard jigsaw structures: change or remove them with a datapack.
- Datapacks: spacing and separation (
worldgen/structure_set), biomes (tags/worldgen/biome/has_structure), loot
tables, advancements, the structure templates and the labyrinths' template pools are ordinary data files under the
muchmoredungeons namespace: add your own rooms to a labyrinth's pools.
- Modded biomes: biome lists use vanilla biome tags such as
#minecraft:is_forest, which most biome mods add
their biomes to, plus optional conventional tags such as #c:is_snowy.
- Villages: dungeons and Overworld labyrinths keep four chunks away from village placements.
/muchmoredungeons inspect (operators): what the dungeon you stand in holds: its chests by loot table, its
spawners, its guardian and where its vault is.
- No new blocks, items or entities: dungeons are built from vanilla blocks and stay standing if the mod is removed.

| Minecraft |
Fabric |
NeoForge / Forge |
Java |
| 26.3 |
✔ (Fabric API) |
✔ NeoForge |
25 |
| 26.2 |
✔ (Fabric API) |
✔ NeoForge 26.2.0.93+ |
25 |
| 26.1.2 |
✔ (Fabric API) |
✔ NeoForge |
25 |
| 1.21.1 |
✔ (Fabric API) |
✔ NeoForge |
21 |
| 1.20.1 |
✔ (Fabric API) |
✔ Forge |
17 |
Pick the file whose name has your Minecraft version and loader, for example
muchmoredungeons-fabric-1.21.1-2.0.0.jar.

Do I need to start a new world? No. Every id is unchanged, so dungeons already in your world stay. New chunks get
the 2.0 placement, loot and guardians.
Where do I install it? Wherever worlds are generated: on the server, and on your client for single player. Install
the same version on clients that join a server running it.
Can I make dungeons rarer or more common? Rarer: lower chance in the config (handcrafted dungeons). Either
way, for any of the ten: change spacing and separation in worldgen/structure_set/<id>_set.json with a datapack.
Can I change the loot? Yes: override loot_table/chests/<dungeon>.json and <dungeon>_vault.json in a datapack
(loot_tables/ on 1.20.1).
How do I find one? /locate structure #muchmoredungeons:dungeons (any of the ten) or
#muchmoredungeons:labyrinths, or open a vault and follow its map.
Do labyrinths flood or break caves? Their pieces are buried in the ground like ancient cities, so water and
lava are kept out, and the entrance shaft is closed by a trapdoor.









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