

Dungeons2 builds sprawling, multi-floor dungeons deep underground, full of monsters, traps, treasure and secrets, with a boss waiting at the bottom.
Somewhere under your world, someone dug down a very long way, built something, and left. What's down there now has been waiting in the dark ever since. Find the way in, and see how deep you dare to go.
- Forge 1.20.1. Requires GottschCore 2.9.0+, DungeonBlocks 3.1.0+ and Gottsch's Monster Manual 1.1.0+.
- Includes Gottsch Books, bundled inside the jar, so there's nothing extra to install.
- Optional: Treasure2 4.1.0+ and Enemy Echelons API 1.1.0+ (see Plays well with, below).
At a glance
- Dungeons of one to five floors, in almost every overworld biome
- Rooms and corridors in many styles, generated and hand-built side by side
- Weathered stone, cobwebs, roots, lichen, and fungus that isn't always just fungus
- The dungeon's own monsters, which change as you go deeper
- A boss at the bottom of every dungeon, in a room you can't dig out of
- Treasure that improves with depth: chests, weapon racks, pots, sealed tombs and a Mining Chest
- Secrets and traps: hidden rooms, false floors, mimics
- Dungeon Maps, a Dungeon Compass, lore books, advancements and an in-game manual, The Delver's Companion
- Fully datapack-driven, for modpack and datapack authors
What's new since 1.12
Version 3.0.0 is a ground-up rewrite.
- Built on Minecraft's own structure system. The old Dungeons2 built a whole dungeon in one go, dragging in the chunks around it. Now the overall layout is planned procedurally, then placed chunk by chunk the way vanilla places villages and strongholds. No more world-gen lag spikes, and no more world-gen errors.
- Procedural and hand-built together. Generated rooms and corridors are mixed with hand-built pieces.
- Datapacks instead of config sheets. The stylesheets and chestsheets are gone. Materials, room styles, weathering, monsters, loot and placement are all ordinary datapack JSON, and a typo is reported when the pack loads instead of being silently ignored.
- More to find. The dungeon has its own monsters and bosses, plus secret rooms, traps, mimics, sealed tombs, counter-items, maps, a compass and lore.
Into the depths

Dungeons are spread about as far apart as villages, in almost every overworld biome, from plains and deserts to snowy peaks and the caves beneath them. All you'll see at the surface is a ruined entrance and a way down.
Below it is a dungeon of one to five floors, each a maze of rooms and corridors, with stairs and shafts leading down to the next. The deeper you go, the harder it gets, and the better the loot. And the way in doesn't always drop you in the middle: you might arrive in a corner, with the whole dungeon stretching away from you in one direction.

Finding your way

- The Delver's Companion is the mod's in-game manual, and it's free. The first time you join a world, a chat message offers it with a [Get it] link. Missed it, or lost your copy? Use
/gottschbooks get dungeons2:delvers_companion. Its entries unlock as you earn advancements. - Dungeon Maps turn up in the loot, named for the dungeon and the floor they were found on. Hold one as you explore and it fills in the rooms and corridors you've seen, marking the way down and the way back up. Find one, and you can copy it for every floor after, in this dungeon or the next.
- The Dungeon Compass points to the nearest dungeon, and swings to the next as you travel. You won't find it lying around near the surface.
- Advancements mark how far down you've made it, and what you found along the way.
Rooms worth exploring

No two dungeons are laid out alike, and no two rooms in one are quite the same.
- Rooms come in many styles, from grand pillared halls to cramped chambers, each decorated as a whole: floors, walls, ceilings, pillars and furnishings that belong together.
- Hand-built rooms are mixed in among the generated ones.
- Corridors come in more than one style, from grand passages to cramped crawls.
- Not every doorway still has its door.

Old, and falling apart
These halls have been empty a long time, and it shows. Cracked and mossy stone, crumbling walls, lichen and mold, cobwebs gathered in the corners, hanging roots, rotted beams and missing doors. And some of the fungus is alive.
Some parts of a dungeon have flooded, some run with lava, and the dark closes in the deeper you go.
Bring light. The braziers you'll find are cold, and monsters spawn freely in the dark. Light them, or place your own torches, to make a room safe.
Monsters

The dungeon has its own inhabitants, from Gottsch's Monster Manual, and they change as you go down:
- Skeletons that burn, shock, corrode, fly and fling bone shards
- The restless dead: grave zombies, ghouls and bloaters
- Oozes, from gray ooze up to the gelatinous cube
- Animated armour and weapons, gargoyles, orc warbands, rats and giant rats
- Mimics: not every chest is a chest
They spawn throughout the rooms and corridors, and some rooms keep producing more until you deal with them. Ordinary zombies, skeletons and spiders turn up too, but creepers never spawn inside a dungeon.
Bosses

Every dungeon ends in a boss and its escort. Once you're in, there's no tunnelling out: while the boss lives, its room can't be broken into or out of. Bigger dungeons hold bigger bosses, and better rewards.
Some bosses are a lot easier with the right gear. Look for it on the way down.
Spoiler: the bosses
Treasure and secrets

- Chests that get richer the deeper you go.
- Weapon racks, and now and then a weapon worth taking.
- Breakable pots, and sealed tombs that might hold loot or might hold their occupant.
- Secret rooms behind hidden doors. Look closely at the torches.
- Floors that aren't as solid as they look, and prizes that are safer left where they are.
- Books left behind by those who came before you, with a warning about what waits below.
- Special items that turn the tide against certain bosses.
- A Mining Chest that gives back some of the ore the dungeon dug out of the rock.
Plays well with
- Treasure2 4.1.0+: the boss chest becomes a Treasure2 chest, with Treasure2's loot.
- Enemy Echelons API 1.1.0+: the dungeon's monsters get tougher the deeper you go.
Both are optional. Without them, Dungeons2 uses its own chests and its own monsters at their usual strength.
For modpack and datapack authors
Everything is a datapack: where dungeons generate, their materials and room styles, how they weather, their monsters and their loot. Hand-built rooms are ordinary structure .nbt files, so you can add your own. A mistake in a pack is reported when it loads, by name, rather than quietly generating something nobody chose. See the wiki.
FAQ
Does it work in an existing world? Yes, but dungeons only generate in chunks that haven't been generated yet, so explore somewhere new.
Does it need to be on both the client and the server? Yes.
Where's the config file? Dungeon generation has no config file. Everything is a datapack. The mod's only config file, dungeons2-common.toml, is for logging.
How do I find one quickly? /locate structure dungeons2:dungeon, or carry a Dungeon Compass.
Found a bug or have an idea? Open an issue on GitHub or come and say hello on Discord.


