
This data-pack adds over 30 brand new immersive underground dungeons and structures that keep the style of vanilla dungeons but ultimately replace them! Each dungeon type spawns within certain biomes and has a unique spawner which allows for strategic structure exploration.
Feeling funky? add in Harmoinc Horizons for more structure exporation content_
Commands:
/locate structure #decubed_dungeons:dungeon - finds the nearest dungeon of any type
/locate structure decubed_dungeons:<type> - finds the nearest dungeon of a specificed type
/locate structure decubed_dungeons:dungeon_ruins - finds the nearest dungeon ruins
Standard Dungeon Types
Cold Dungeon: The skeleton's bone cold abode
Mouldy Dungeon: This is your standard zombie spawner dungeon.
Webbed Dungeon: This dungeon could almost be mistaken for a small fortress... a spider's fortress.
[Found in: Plains, Hills, Savannahs, Tiagas, Forests]
Unique Dungeon Types
Ancient City Remnants: Warden worshippers having now long left the city leave it in disrepair. Find remnants across the deep dark and search it for unique ancient city themed loot!
Infested Dungeon: This mountain dungeon has been overtaken by an infestation! make sure you watch your step!
Insidious Dungeon: Well constructed dungeons using the locally abundant cinnabar and sulfur. Cave spiders lurk from within the dungeon turning whatever air space is left into a gorgeous network of webs.
Lush Dungeon: The lush jungles & caves provide a nice home for these cave spiders. Be careful however as the dungeon is very small & cramped.
Deepwater Dungeon: These are usually found below the depths of the ocean and in dripstone caves.
Frozen Dungeon: Wet and cold, this snowy dungeon brings with it a formidable stench from all of the strays.
Dusty Tomb: Mostly dry and sandy. The husk and parched are not very welcoming.
Scorched Tomb: Deep in the badlands these will be found. Dungeons full of zombies, skeletons and loot for those who do a little searching!
Muddy Dungeon: Can be found in the swampy areas of your world and is a haven to many bogged and slimes.
Other structures
Dungeon Ruins: We don't know how they got here, only that someone has been here already!
Dungeons+ Loot
- Standard dungeons make use of the vanilla loot-tables and will be compatible with most packs
- Ancient city remnants feature an exclusive loot table that is a nerfed version of the base ancient city loot tables
Pack Integrations
- Terralith [Dungeons will spawn in terralith biomes]
- Tectonic
- Geophillic
if installed with other world generation datapacks, there is a chance they may not generate in their custom biomes.
Additional download sites
Uninstalling
You can remove this data-pack from your world at any point to stop any new structures from being generated in new chunks! Any previous structures in chunks you have generated will remain as is and function normally as if the data-pack were installed!
All Versions
+ Add VersionAll Ancient city remnants now properly generate loot
All Insidious Dungeons now properly generate loot
Insidious Dungeon Small 3 - Void blocks were incorrectly placed in one of the strucutre's windows
thanks to [@SwordfishBE](https://modrinth.com/user/SwordfishBE) for reporting these bugs
## New
- Ancient city remnants**: work like normals but don't feature spawners and contain nerfed ancient city loot. They add cool atmosphere to any deep dark biome and tie in to ancient city's nicely
- Dappled forest**: Spawns with the standard dungeon set (cold, mouldy, webbed)
## General Fixes
- Dungeon generation seed updated.
- Dungeons no longer overwrite protected blocks in the overworld (end portal frames, trial spawners ect.)
- Standard dungeons from the previous update were using the pre-diversity update biome distribution
- Dungeons were not using the spawner variants introduced in the diversity update
- Insidious Dungeon - fixed backwards stairs in the
small 1variant
## New
- Ancient city remnants**: work like normals but don't feature spawners and contain nerfed ancient city loot. They add cool atmosphere to any deep dark biome and tie in to ancient city's nicely
- Dappled forest**: Spawns with the standard dungeon set (cold, mouldy, webbed)
## General Fixes
- Dungeon generation seed updated.
- Dungeons no longer overwrite protected blocks in the overworld (end portal frames, trial spawners ect.)
- Standard dungeons from the previous update were using the pre-diversity update biome distribution
- Dungeons were not using the spawner variants introduced in the diversity update
- Insidious Dungeon - fixed backwards stairs in the
small 1variant

Given how bubbly and warm the waters of the sulfur caves are it's only fitting to have a fitting dungeon set for the introduction of the new chaos cubed gamedrop.
This new dungeon can be found in the sulfur caves always spawning in with a cave spider spawner. The chests contain the same standard dungeon loot table (unmodified) but with the bonus chance to generate a the new bounce music disk (30% chance roughly)!

Given how bubbly and warm the waters of the sulfur caves are it's only fitting to have a fitting dungeon set for the introduction of the new chaos cubed gamedrop.
This new dungeon can be found in the sulfur caves always spawning in with a cave spider spawner. The chests contain the same standard dungeon loot table (unmodified) but with the bonus chance to generate a the new bounce music disk (30% chance roughly)!
- Fixed a bug causing dungeons not to generate in warm biomes
- Fixed a bug causing dungeons not to generate in warm biomes
- New spawner variants for the dusty tomb, scorched tomb and muddy dungeon
- Lush dungeon spider spwners now spawn spiders regardless of light
- Cold, Mouldy and Webbed dungeons now spawn in the same shared biomes
- New spawner variants for the dusty tomb, scorched tomb and muddy dungeon
- Lush dungeon spider spwners now spawn spiders regardless of light
- Cold, Mouldy and Webbed dungeons now spawn in the same shared biomes
- Updated the pack.mcmeta to conform to the new version standards
- Updated the pack.mcmeta to conform to the new version standards
- Fixed a bug causing muddy dungeons to generate with one extra chest
- Fixed a bug causing muddy dungeons to generate with one extra chest
Dungeons+ for the longest time has had singular biome based dungeons which while cool means that you come across a lot of repeat dungeons. This is changing in a huge way with this update with the addition of dungeon variants and dungeon rot tweaks.
I am also taking steps to make the dungeon ruins slightly more common as they were a bit too rare to find and additionally add more variants
# Changes
- NEW** - Added randomised chests to the majority of dungeons+ structures
- NEW** - Dungeon variants. Each biome specific dungeon now has 3 different variants (including it's default)
- NEW** - Added 5 unique dungeon ruin structures
- Adjusted the spawning of trail ruins to be more commonly spread out in the world
- Cleaned up & simplified dungeon block rot code for all dungeons
- New dungeon rot process for the deepwater dungeon so prismarine can be randomised
- Cleaned up rouge blocks & structure voids in all dungeons+ dungeons
- Lush dungeons no longer spawn in mangrove swamps & cherry biomes (To avoid crossover with the infested & muddy dungeons)
- Deepwater dungeons no longer spawn under oceans to avoid cases where custom ocean biomes may have an ocean floor lower than y=32
- Deepwater dungeon spawn chances have been increased to match other dungeon spawn rates
- Dungeons & Ruins will now avoid generating near/next to trial chambers
Dungeons+ for the longest time has had singular biome based dungeons which while cool means that you come across a lot of repeat dungeons. This is changing in a huge way with this update with the addition of dungeon variants and dungeon rot tweaks.
I am also taking steps to make the dungeon ruins slightly more common as they were a bit too rare to find and additionally add more variants
# Changes
- NEW** - Added randomised chests to the majority of dungeons+ structures
- NEW** - Dungeon variants. Each biome specific dungeon now has 3 different variants (including it's default)
- NEW** - Added 5 unique dungeon ruin structures
- Adjusted the spawning of trail ruins to be more commonly spread out in the world
- Cleaned up & simplified dungeon block rot code for all dungeons
- New dungeon rot process for the deepwater dungeon so prismarine can be randomised
- Cleaned up rouge blocks & structure voids in all dungeons+ dungeons
- Lush dungeons no longer spawn in mangrove swamps & cherry biomes (To avoid crossover with the infested & muddy dungeons)
- Deepwater dungeons no longer spawn under oceans to avoid cases where custom ocean biomes may have an ocean floor lower than y=32
- Deepwater dungeon spawn chances have been increased to match other dungeon spawn rates
- Dungeons & Ruins will now avoid generating near/next to trial chambers
Pack has been updated to support all 1.21 versions
- adjusted pack.mcmeta
- adjusted pack.mcmeta
- Rebranded dungeons+
- Redesigns/tweaks for these dungeons
- Dusty tomb
- Scorched tomb
- Cold dungeon
- Changed dungeon void-fill areas
- Lush dungeons now spawn in cherry grove biomes
- Updated pack format
- Merged terralith compatibility into the base pack