⚔️ Integrated Dungeons Arise:
Integrated Dungeons Arise is a mod/datapack that overhauls heavily detailed structures of When Dungeons Arise, using blocks and mobs from Quark, Create, Supplementaries, and many other mods. I really felt bad when I saw no plans in integrate this mod, so I decided to take the step and do it by my own with some of the most iconic structures and also bringing back other ones that were removed with a new style!
💻 Features:
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Structure Generation: This datapack improves the generation of all structures, making them generate in a smooth terrain for keep a good experience.
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Worldgen Compatibility: Lucky, Integrated API got their own tags for compatibility with other worldgen mods
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Loot Tables: Another big revamp, was for all the loot tables of the mod, this was a big issue with the original mod that I decide to adrees by making the loot only worth it if you loot all the structure.
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Spawners: Other thing is that there are no modified mobs anymore, this is because Integrated mods use vanilla mobs, and leaving the previous ones would make the experience a bit out of place and unbalanced, but this is not bad as it sounds, because all the spawners have bigger range and spawn more mobs around them. If don't like their default stats, you can easily go into the structure processors and modify their stats and the mobs that are spawned.
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Optional Integration: Finally, there are some dungeons that are optional, meaning that they are only able to generate if you install an especific mod, for get the "Heavenly Rider, Conqueror, Challenger", you must install "BetterEnd", and for get the "Mining Complex", you need "Trials Backport".
✒️ Credits:
This datapack/mod was a rework of all the structures of "When Dungeons Arise" made by Aurelj, DiamondTown, Zephyrusj, Wyll_ and MercyWhistles, the main builders of the original mod.
The new desing of the Desert Hall got inspired in the one made by Hatem.
📝 Frequently Asked Questions:
❔ What biome mods are compatible?
- ✅ Most biome mods should be compatible including Terralith, BOP, and BYG.
❔Why are there so many dependencies? Can I play without them?
- ✅ The core idea behind the Integrated series (originally inspired by Integrated Dungeons and Structures) is to seamlessly weave mechanics, blocks, and content from other popular mods into the world to make it feel truly alive and interconnected. Because the structures are natively built around these modded assets, there are no plans for a 100% Vanilla version. Removing the dependencies would require redesigning the structures and would destroy the main concept of the mod.
❔ Can I use this datapack/mod in a modpack?
- ✅ Yes! This project was made for go in company of IDAS and his addons, but if you use all the dependencies by itself, everything should be fine.
❔ Should I play this with the original mod (When Dungeons Arise) ?
- ✅ No, it is not recommended. In fact, they are mostly incompatible due to major changes in structure generation, loot tables, and overall gameplay balance. If you still want to run both mods together, you will need to create a custom datapack and manually add the original structures to the _structureset files.
❔ How can I make the structures appear more or less frequently? Should I use "Structurify"?
- ✅ To adjust their spawn rate, you need to modify the _structureset files. Decrease the spacing and separation values to make them more common, or increase them to make them rarer. You should NOT use Structurify or the Spare Structures mod, as they conflict with the generation frequency and will mess up the world gen. Stick to the vanilla datapack method instead.
❔ How can I config this Datapack/Mod?
- ✅ Since this is a project, is the same format as vanilla, but you can also modify all the mobs from spawners in the area of _integrated_structurespawners, and for modify the data of spawners, you should go to _processorslist.
❔ Are you going to add integrations to all structures?
- ✅ The main goal of this mod is to ensure all included structures are fully overhauled and properly integrated. Leaving original structures completely unmodified would feel out of place. For now, these missing structures are temporarily disabled, though they may return in future updates. Note that this doesn't apply to everything; it only affects specific structures chosen for future integrations, as well as those that overlap or duplicate content already found in IDA (e.g., the Fishing Hut and Lighthouse).
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🕹️ Dependencies:
Requiered Dependencies:
- Create
- Farmer's Delight
- Integrated API
- Quark
- Supplementaries
- Amendments
Optional Dependencies:
- Waystones
- Alex's Mobs
- L Ender's Cataclysm
- Mowzie's Mobs
- BetterEnd
- Better Archeology
- Guard Villagers
- Trial Chambers [Backport]
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Dev Note: This update was to solve many problems related to loot tables in 1.21.1, but I took some time in fix other small issues in both version as well, this should be the last big hotfix until the next content update.
- Loot Tables Fix**: Now all loot tables in 1.21.1 and 1.20.1 got fixed, they got updated and now they properly work.
- Empty Structure Pools**: Clean up some structures with unused jigsaw blocks with empty or wrong target pools.
- Improved Loot Tables**: The loot tables got improved in most Major Dungeons.
Dev Note: This update was to solve many problems related to loot tables in 1.21.1, but I took some time in fix other small issues in both version as well, this should be the last big hotfix until the next content update.
- Loot Tables Fix**: Now all loot tables in 1.21.1 and 1.20.1 got fixed, they got updated and now they properly work.
- Empty Structure Pools**: Clean up some structures with unused jigsaw blocks with empty or wrong target pools.
- Improved Loot Tables**: The loot tables got improved in most Major Dungeons.
Dev Note: This update was to solve many problems related to loot tables in 1.21.1, but I took some time in fix other small issues in both version as well, this should be the last big hotfix until the next content update.
- Loot Tables Fix**: Now all loot tables in 1.21.1 and 1.20.1 got fixed, they got updated and now they properly work.
- Empty Structure Pools**: Clean up some structures with unused jigsaw blocks with empty or wrong target pools.
- Improved Loot Tables**: The loot tables got improved in most Major Dungeons.
Dev Note: This update was to solve many problems related to loot tables in 1.21.1, but I took some time in fix other small issues in both version as well, this should be the last big hotfix until the next content update.
- Loot Tables Fix**: Now all loot tables in 1.21.1 and 1.20.1 got fixed, they got updated and now they properly work.
- Empty Structure Pools**: Clean up some structures with unused jigsaw blocks with empty or wrong target pools.
- Improved Loot Tables**: The loot tables got improved in most Major Dungeons.
Dev Note: Long Time no see everyone! This is an update made for fix some issues in 1.20 and 1.21, but also for the addition of two new structures, the Small Blimp and the Wishing Well, now my next goal is to integrate the Mushroom structures, hope you guys enjoy this update.
- Small Blimp Integrated:** This new version of the Small Blimp is not a dungeon anymore, is a point of interest that can be sometimes the blimp itself or a floating skyland as a base, or both if you get luck.
- Wishing Well Integrated:** This small structure got a new style and some extra details, like some ores inside the well or suspicius gravel for archeology.
- Bug Fixes:** A bunch of bugs got fixed.
- Thornborn Towers got empty loot on top.
- Plague Asylum got outdated and didn't got the Cataclysm optional dependency.
- Ceryneian Hind got archeology sand fixed.
- Tags:** Now we got some additional tags for developers:
#dungeons_arise:major_structures = To locate Major Structures.
#dungeons_arise:minor_structures = To locate Minor Structures.
- Structure Separation:** Now I added optional separation for Integrated Villages.
Dev Note: Long Time no see everyone! This is an update made for fix some issues in 1.20 and 1.21, but also for the addition of two new structures, the Small Blimp and the Wishing Well, now my next goal is to integrate the Mushroom structures, hope you guys enjoy this update.
- Small Blimp Integrated:** This new version of the Small Blimp is not a dungeon anymore, is a point of interest that can be sometimes the blimp itself or a floating skyland as a base, or both if you get luck.
- Wishing Well Integrated:** This small structure got a new style and some extra details, like some ores inside the well or suspicius gravel for archeology.
- Bug Fixes:** A bunch of bugs got fixed.
- Thornborn Towers got empty loot on top.
- Plague Asylum got outdated and didn't got the Cataclysm optional dependency.
- Ceryneian Hind got archeology sand fixed.
- Tags:** Now we got some additional tags for developers:
#dungeons_arise:major_structures = To locate Major Structures.
#dungeons_arise:minor_structures = To locate Minor Structures.
- Structure Separation:** Now I added optional separation for Integrated Villages.
Dev Note: Long Time no see everyone! This is an update made for fix some issues in 1.20 and 1.21, but also for the addition of two new structures, the Small Blimp and the Wishing Well, now my next goal is to integrate the Mushroom structures, hope you guys enjoy this update.
- Small Blimp Integrated:** This new version of the Small Blimp is not a dungeon anymore, is a point of interest that can be sometimes the blimp itself or a floating skyland as a base, or both if you get luck.
- Wishing Well Integrated:** This small structure got a new style and some extra details, like some ores inside the well or suspicius gravel for archeology.
- Bug Fixes:** A bunch of bugs got fixed.
- Thornborn Towers got empty loot on top.
- Plague Asylum got outdated and didn't got the Cataclysm optional dependency.
- Ceryneian Hind got archeology sand fixed.
- Tags:** Now we got some additional tags for developers:
#dungeons_arise:major_structures = To locate Major Structures.
#dungeons_arise:minor_structures = To locate Minor Structures.
- Structure Separation:** Now I added optional separation for Integrated Villages.
Dev Note: Long Time no see everyone! This is an update made for fix some issues in 1.20 and 1.21, but also for the addition of two new structures, the Small Blimp and the Wishing Well, now my next goal is to integrate the Mushroom structures, hope you guys enjoy this update.
- Small Blimp Integrated:** This new version of the Small Blimp is not a dungeon anymore, is a point of interest that can be sometimes the blimp itself or a floating skyland as a base, or both if you get luck.
- Wishing Well Integrated:** This small structure got a new style and some extra details, like some ores inside the well or suspicius gravel for archeology.
- Bug Fixes:** A bunch of bugs got fixed.
- Thornborn Towers got empty loot on top.
- Plague Asylum got outdated and didn't got the Cataclysm optional dependency.
- Ceryneian Hind got archeology sand fixed.
- Tags:** Now we got some additional tags for developers:
#dungeons_arise:major_structures = To locate Major Structures.
#dungeons_arise:minor_structures = To locate Minor Structures.
- Structure Separation:** Now I added optional separation for Integrated Villages.
Dev Note: Another update comes in boys!! I decide to use this time for fix some issues, improve structure gen and also add a new small addition. If you guys find any issue, just let me know for drop another fix to it.
- Lighthouse Integrated: This new version of the Lighthouse got a new style to match the one of Integrated Dungeons and Structures.
- Aviary Improvements: The Aviary got many QoL changes:
- The loot of the structure got also improved.
- The structure now generates much better in the terrain.
- Ceryneian Hind Overhaul: This structure got a complete rework, with a new thematic of a dig site.
- This structure also got optional compatibility with "Better Archeology".
- His structure generation got also improved, but this makes it much rare to appear since it needs a flat area to spawn.
- New Integrations: Guard Villagers now spawn in the Ceryneian Hind and the Merchant Campsite if the mod is installed.
- Scorched Mines Improvements: This structure got minor improvements.
- The main hallway got improved with some rooms at the end of them.
- There are no more Piglins inside, they got replaced with Wither Skeletons.
- Thornborn Towers Improvements: The structure now generates much better in dark forest hills and has less weird large towers.
- Bug Fixes: A bunch of bugs got fixed.
- Dummy Error: I uploaded an old build version for the 1.20.1 with an advancement issue, now it's fixed, sorry for that.
Dev Note: Another update comes in boys!! I decide to use this time for fix some issues, improve structure gen and also add a new small addition. If you guys find any issue, just let me know for drop another fix to it.
- Lighthouse Integrated: This new version of the Lighthouse got a new style to match the one of Integrated Dungeons and Structures.
- Aviary Improvements: The Aviary got many QoL changes:
- The loot of the structure got also improved.
- The structure now generates much better in the terrain.
- Ceryneian Hind Overhaul: This structure got a complete rework, with a new thematic of a dig site.
- This structure also got optional compatibility with "Better Archeology".
- His structure generation got also improved, but this makes it much rare to appear since it needs a flat area to spawn.
- New Integrations: Guard Villagers now spawn in the Ceryneian Hind and the Merchant Campsite if the mod is installed.
- Scorched Mines Improvements: This structure got minor improvements.
- The main hallway got improved with some rooms at the end of them.
- There are no more Piglins inside, they got replaced with Wither Skeletons.
- Thornborn Towers Improvements: The structure now generates much better in dark forest hills and has less weird large towers.
- Bug Fixes: A bunch of bugs got fixed.
- Dummy Error: I uploaded an old build version for the 1.20.1 with an advancement issue, now it's fixed, sorry for that.
Dev Note: Another update comes in boys!! I decide to use this time for fix some issues, improve structure gen and also add a new small addition. If you guys find any issue, just let me know for drop another fix to it.
- Lighthouse Integrated: This new version of the Lighthouse got a new style to match the one of Integrated Dungeons and Structures.
- Aviary Improvements: The Aviary got many QoL changes:
- The loot of the structure got also improved.
- The structure now generates much better in the terrain.
- Ceryneian Hind Overhaul: This structure got a complete rework, with a new thematic of a dig site.
- This structure also got optional compatibility with "Better Archeology".
- His structure generation got also improved, but this makes it much rare to appear since it needs a flat area to spawn.
- New Integrations: Guard Villagers now spawn in the Ceryneian Hind and the Merchant Campsite if the mod is installed.
- Scorched Mines Improvements: This structure got minor improvements.
- The main hallway got improved with some rooms at the end of them.
- There are no more Piglins inside, they got replaced with Wither Skeletons.
- Thornborn Towers Improvements: The structure now generates much better in dark forest hills and has less weird large towers.
- Bug Fixes: A bunch of bugs got fixed.
- Dummy Error: I uploaded an old build version for the 1.20.1 with an advancement issue, now it's fixed, sorry for that.
Dev Note: Another update comes in boys!! I decide to use this time for fix some issues, improve structure gen and also add a new small addition. If you guys find any issue, just let me know for drop another fix to it.
- Lighthouse Integrated: This new version of the Lighthouse got a new style to match the one of Integrated Dungeons and Structures.
- Aviary Improvements: The Aviary got many QoL changes:
- The loot of the structure got also improved.
- The structure now generates much better in the terrain.
- Ceryneian Hind Overhaul: This structure got a complete rework, with a new thematic of a dig site.
- This structure also got optional compatibility with "Better Archeology".
- His structure generation got also improved, but this makes it much rare to appear since it needs a flat area to spawn.
- New Integrations: Guard Villagers now spawn in the Ceryneian Hind and the Merchant Campsite if the mod is installed.
- Scorched Mines Improvements: This structure got minor improvements.
- The main hallway got improved with some rooms at the end of them.
- There are no more Piglins inside, they got replaced with Wither Skeletons.
- Thornborn Towers Improvements: The structure now generates much better in dark forest hills and has less weird large towers.
- Bug Fixes: A bunch of bugs got fixed.
- Dummy Error: I uploaded an old build version for the 1.20.1 with an advancement issue, now it's fixed, sorry for that.
Dev Note: Greetings everyone, a new major update is finally here!
With tons a new features, revamps and content for the new port to 1.21.1 on NeoForge. This update was big and it may have some issues that I forgot, if that's the case, just let me know and I will fix as soon as possible.
- Desert Hall Revamped: Completely redesigned to match the aesthetic of the Shiraz Palace. It now features Trial Spawners, custom keys, and vaults—perfect for multiplayer adventures!
- The Foundry Overhaul: Now generates in the Nether with a distinct surface entrance for easier locating.
- Loot has been significantly buffed to make fighting through the hordes worth your while.
- Optional Integration: If L_Ender's 'Cataclysm' is installed, the structure will dynamically incorporate Ignited Revenants, Berserkers, blackstone pillars, and specialized dungeon blocks.
- The Aviary Integrated: Moved from the End to the Overworld to fix biome/generation quirks. It features a brand-new interior design, adapted loot, and integrated spawners.
- Plague Asylum: Re-architected with a smoother, more linear generation layout. Includes new rooms and a much larger area to loot and sneak around... you'll find out why soon enough.
- Global Spawner Rebalance: Fixed an issue where spawners had unbalanced cooldowns and massive mob counts. Resource consumption and spawn rates are now much smoother and fairer.
- The Mining Complex now features its own custom key and vault mechanics.
- The Kisegi Sanctuary and Infested Temple have been upgraded with Trial Spawners and unique vaults/keys.
- Loot Overhaul: Rebalanced and improved loot tables for the Mechanical Nest, Heavenly's, Plague Asylum, and Mining Complex.
- Heavenly's Dependency Removed: Heavenly's can now generate without BetterEnd! It features a new default style to match Nullscape. If you have BetterEnd installed, it will seamlessly fall back to its original style.
- Optional Dependency: You can now install Loot Integration to automatically combine vanilla loot tables with all mod structures for maximum modpack compatibility.
Dev Note: Greetings everyone, a new major update is finally here!
With tons a new features, revamps and content for the new port to 1.21.1 on NeoForge. This update was big and it may have some issues that I forgot, if that's the case, just let me know and I will fix as soon as possible.
- Desert Hall Revamped: Completely redesigned to match the aesthetic of the Shiraz Palace. It now features Trial Spawners, custom keys, and vaults—perfect for multiplayer adventures!
- The Foundry Overhaul: Now generates in the Nether with a distinct surface entrance for easier locating.
- Loot has been significantly buffed to make fighting through the hordes worth your while.
- Optional Integration: If L_Ender's 'Cataclysm' is installed, the structure will dynamically incorporate Ignited Revenants, Berserkers, blackstone pillars, and specialized dungeon blocks.
- The Aviary Integrated: Moved from the End to the Overworld to fix biome/generation quirks. It features a brand-new interior design, adapted loot, and integrated spawners.
- Plague Asylum: Re-architected with a smoother, more linear generation layout. Includes new rooms and a much larger area to loot and sneak around... you'll find out why soon enough.
- Global Spawner Rebalance: Fixed an issue where spawners had unbalanced cooldowns and massive mob counts. Resource consumption and spawn rates are now much smoother and fairer.
- The Mining Complex now features its own custom key and vault mechanics.
- The Kisegi Sanctuary and Infested Temple have been upgraded with Trial Spawners and unique vaults/keys.
- Loot Overhaul: Rebalanced and improved loot tables for the Mechanical Nest, Heavenly's, Plague Asylum, and Mining Complex.
- Heavenly's Dependency Removed: Heavenly's can now generate without BetterEnd! It features a new default style to match Nullscape. If you have BetterEnd installed, it will seamlessly fall back to its original style.
- Optional Dependency: You can now install Loot Integration to automatically combine vanilla loot tables with all mod structures for maximum modpack compatibility.
Dev Note: Greetings everyone, a new major update is finally here!
With tons a new features, revamps and content for the new port to 1.21.1 on NeoForge. This update was big and it may have some issues that I forgot, if that's the case, just let me know and I will fix as soon as possible.
- Desert Hall Revamped: Completely redesigned to match the aesthetic of the Shiraz Palace. It now features Trial Spawners, custom keys, and vaults—perfect for multiplayer adventures!
- The Foundry Overhaul: Now generates in the Nether with a distinct surface entrance for easier locating.
- Loot has been significantly buffed to make fighting through the hordes worth your while.
- Optional Integration: If L_Ender's 'Cataclysm' is installed, the structure will dynamically incorporate Ignited Revenants, Berserkers, blackstone pillars, and specialized dungeon blocks.
- The Aviary Integrated: Moved from the End to the Overworld to fix biome/generation quirks. It features a brand-new interior design, adapted loot, and integrated spawners.
- Plague Asylum: Re-architected with a smoother, more linear generation layout. Includes new rooms and a much larger area to loot and sneak around... you'll find out why soon enough.
- Global Spawner Rebalance: Fixed an issue where spawners had unbalanced cooldowns and massive mob counts. Resource consumption and spawn rates are now much smoother and fairer.
- The Mining Complex now features its own custom key and vault mechanics.
- The Kisegi Sanctuary and Infested Temple have been upgraded with Trial Spawners and unique vaults/keys.
- Loot Overhaul: Rebalanced and improved loot tables for the Mechanical Nest, Heavenly's, Plague Asylum, and Mining Complex.
- Heavenly's Dependency Removed: Heavenly's can now generate without BetterEnd! It features a new default style to match Nullscape. If you have BetterEnd installed, it will seamlessly fall back to its original style.
- Optional Dependency: You can now install Loot Integration to automatically combine vanilla loot tables with all mod structures for maximum modpack compatibility.
Dev Note: Greetings everyone, a new major update is finally here!
With tons a new features, revamps and content for the new port to 1.21.1 on NeoForge. This update was big and it may have some issues that I forgot, if that's the case, just let me know and I will fix as soon as possible.
- Desert Hall Revamped: Completely redesigned to match the aesthetic of the Shiraz Palace. It now features Trial Spawners, custom keys, and vaults—perfect for multiplayer adventures!
- The Foundry Overhaul: Now generates in the Nether with a distinct surface entrance for easier locating.
- Loot has been significantly buffed to make fighting through the hordes worth your while.
- Optional Integration: If L_Ender's 'Cataclysm' is installed, the structure will dynamically incorporate Ignited Revenants, Berserkers, blackstone pillars, and specialized dungeon blocks.
- The Aviary Integrated: Moved from the End to the Overworld to fix biome/generation quirks. It features a brand-new interior design, adapted loot, and integrated spawners.
- Plague Asylum: Re-architected with a smoother, more linear generation layout. Includes new rooms and a much larger area to loot and sneak around... you'll find out why soon enough.
- Global Spawner Rebalance: Fixed an issue where spawners had unbalanced cooldowns and massive mob counts. Resource consumption and spawn rates are now much smoother and fairer.
- The Mining Complex now features its own custom key and vault mechanics.
- The Kisegi Sanctuary and Infested Temple have been upgraded with Trial Spawners and unique vaults/keys.
- Loot Overhaul: Rebalanced and improved loot tables for the Mechanical Nest, Heavenly's, Plague Asylum, and Mining Complex.
- Heavenly's Dependency Removed: Heavenly's can now generate without BetterEnd! It features a new default style to match Nullscape. If you have BetterEnd installed, it will seamlessly fall back to its original style.
- Optional Dependency: You can now install Loot Integration to automatically combine vanilla loot tables with all mod structures for maximum modpack compatibility.
Dev Note: Sorry for the wait, but trust me when I say that his is a big update, with a lot of reworks in the structures, their generation, loot tables and more. Remember to make a backup just in case.
Since this is a big update, there might be some issues, so if you find one, report it for let me fix it as soon as possible.
- This version is mainly with the purpouse of remove "Yung's API" as a dependency, there was no issues with this mod in general, but I don't like to get too many dependencies, and this one was only necessary for two structures.
- New Structure!!** The Mining Complex is here!!, replacing the old Mining System with some small integrated features. (This structure is an optional integration, meaning that it will be only enabled if you install "Trials Backport").
- The Thornborn Towers and the Bandit Towers got a generation rework, making them more uniform but also less randomized. This change was for the purpose to get rid of Yung's API and use instead Integrated API structure type.
- The Greenwood Pub also got a generation rework, using now the structure type of Integrated API.
- The Mechanical Nest was improved, fixing the issue of getting cut when reaching the limit of the max separation distance.
- The loot of many structures (Desert Hall, Bandit Towers, Bandit Village, Foundry, Scorched Mines) got revamped to be much better.
- All structures are more common.
Dev Note: Sorry for the wait, but trust me when I say that his is a big update, with a lot of reworks in the structures, their generation, loot tables and more. Remember to make a backup just in case.
Since this is a big update, there might be some issues, so if you find one, report it for let me fix it as soon as possible.
- This version is mainly with the purpouse of remove "Yung's API" as a dependency, there was no issues with this mod in general, but I don't like to get too many dependencies, and this one was only necessary for two structures.
- New Structure!!** The Mining Complex is here!!, replacing the old Mining System with some small integrated features. (This structure is an optional integration, meaning that it will be only enabled if you install "Trials Backport").
- The Thornborn Towers and the Bandit Towers got a generation rework, making them more uniform but also less randomized. This change was for the purpose to get rid of Yung's API and use instead Integrated API structure type.
- The Greenwood Pub also got a generation rework, using now the structure type of Integrated API.
- The Mechanical Nest was improved, fixing the issue of getting cut when reaching the limit of the max separation distance.
- The loot of many structures (Desert Hall, Bandit Towers, Bandit Village, Foundry, Scorched Mines) got revamped to be much better.
- All structures are more common.
Dev Note: I was planning to release an update for launch the new "System Complex", but since Trials Chamber Backport got deleted, I got no other choice then delay it until VanillaBackports gets the Trial Chamber update or until find out a way to replace that amount of blocks without making the dungeon too ugly.
Since this update was made in rush, I might have ommited some blocks to replace, if you find an issue, please report it for fix it as soon as possible.
- This version is mainly with the purpouse of remove "Trials Chambers Backport" as a dependency because the mod was removed from the platform, so now is no longer necessary.
- The Mechanical Nest got new interior improvements, with normal spawners again, chests and also a performance boost, should be more playable now.
- The Greenwood Pub got also an interior improvement by reworking the whole generation system, by making it generate more like a roguelike dungeon.
- The Merchant Campsite and the Illager Campsite got a generation rework, now tents should be more common.
Dev Note: I was planning to release an update for launch the new "System Complex", but since Trials Chamber Backport got deleted, I got no other choice then delay it until VanillaBackports gets the Trial Chamber update or until find out a way to replace that amount of blocks without making the dungeon too ugly.
Since this update was made in rush, I might have ommited some blocks to replace, if you find an issue, please report it for fix it as soon as possible.
- This version is mainly with the purpouse of remove "Trials Chambers Backport" as a dependency because the mod was removed from the platform, so now is no longer necessary.
- The Mechanical Nest got new interior improvements, with normal spawners again, chests and also a performance boost, should be more playable now.
- The Greenwood Pub got also an interior improvement by reworking the whole generation system, by making it generate more like a roguelike dungeon.
- The Merchant Campsite and the Illager Campsite got a generation rework, now tents should be more common.
- New Structures!!** The Bathhouse and the Abandoned Temple are now integrated structures.
- The Greenwood Pub got a revamp too, with a new roguelike dungeon style in the underground with more rooms.
- Fixed an issue with the Thornborn Towers top leaves, and also increased the range of the spawner of vex in there (32 > 48)
- A compatibility patch has been added to remove all unnecessary advancements from deleted or incomplete structures, so there should be no more problems when using this package with WDA.
- Improved generation of the Merchant Campsite.
- Fixed the waystone issue with the Merchant Campsite.
- As always, if there is any issue, report it as soon as possible for fix it.
- New Structures!!** The Bathhouse and the Abandoned Temple are now integrated structures.
- The Greenwood Pub got a revamp too, with a new roguelike dungeon style in the underground with more rooms.
- Fixed an issue with the Thornborn Towers top leaves, and also increased the range of the spawner of vex in there (32 > 48)
- A compatibility patch has been added to remove all unnecessary advancements from deleted or incomplete structures, so there should be no more problems when using this package with WDA.
- Improved generation of the Merchant Campsite.
- Fixed the waystone issue with the Merchant Campsite.
- As always, if there is any issue, report it as soon as possible for fix it.
- Fixed issue with the Infested Temple, having empty rooms.
- Removed a processor that caused previusly the Kisagi Sanctuary to be filled up with blocks.
- Fixed issue with the Infested Temple, having empty rooms.
- Removed a processor that caused previusly the Kisagi Sanctuary to be filled up with blocks.
- Fixed issue with structure file of the Bandit Village with Another Furniture installed.
- Changed the format of all advancements for make it fit better with "When Dungeons Arise", with all of them in the same tab.
- Added missing advancements for the Greenwood Pub and Heavenly's.
- Fixed loot tables of Heavenly's and Foundry.
- Fixed issue with structure file of the Bandit Village with Another Furniture installed.
- Changed the format of all advancements for make it fit better with "When Dungeons Arise", with all of them in the same tab.
- Added missing advancements for the Greenwood Pub and Heavenly's.
- Fixed loot tables of Heavenly's and Foundry.
This update is a big one, reworking and improving all the dungeons and adding more decoration and integration, after this update only fixes are going to be made since I wan't to take a break for a while since I'm going back to Youtube, thanks for all the support. <3
- Keep Kayra library got improved.
- Plague Asylum now has a lobby, the center of the structure.
- The Greenwood Pub got new rooms.
- The Heavenly Rider, Conqueror and Challenger got rid of those missing blocks and also got interior improvements.
- The Thornborn Towers changed the leaves and got interior improvements
- Added many optional processors to all structures for optional compatibility with Clayworks, Mowzies Mobs and Environmental.
- Fixed and removed all missing blocks in all structures.
- The Desert Hall got less traps and added a parkour level to the structure.
- The Greenwood Pub changed his tunnel generation, this for avoid possible issues with rivers.
- Fixed generation for Merchant Campsite, now it should be more common to find tents around since it was an issue with the decorations.
- NEW STRUCTURE**: The bandit village is back with the same style as the Bandit Towers, with illagers around the place.
- Changed the format of tags, to be more organized and clean.
- Added loot to all Cabinets of Farmer's Delight
- Added a spawner of Vex on top of the Thornborn Towers.
- Fixed compatibility with "When Dungeons Arise", the only issue present is that both advancements collide, but I will fix it when all the structures get done. (Only for mod version)
This update is a big one, reworking and improving all the dungeons and adding more decoration and integration, after this update only fixes are going to be made since I wan't to take a break for a while since I'm going back to Youtube, thanks for all the support. <3
- Keep Kayra library got improved.
- Plague Asylum now has a lobby, the center of the structure.
- The Greenwood Pub got new rooms.
- The Heavenly Rider, Conqueror and Challenger got rid of those missing blocks and also got interior improvements.
- The Thornborn Towers changed the leaves and got interior improvements
- Added many optional processors to all structures for optional compatibility with Clayworks, Mowzies Mobs and Environmental.
- Fixed and removed all missing blocks in all structures.
- The Desert Hall got less traps and added a parkour level to the structure.
- The Greenwood Pub changed his tunnel generation, this for avoid possible issues with rivers.
- Fixed generation for Merchant Campsite, now it should be more common to find tents around since it was an issue with the decorations.
- NEW STRUCTURE**: The bandit village is back with the same style as the Bandit Towers, with illagers around the place.
- Changed the format of tags, to be more organized and clean.
- Added loot to all Cabinets of Farmer's Delight
- Added a spawner of Vex on top of the Thornborn Towers.
- Fixed compatibility with "When Dungeons Arise", the only issue present is that both advancements collide, but I will fix it when all the structures get done. (Only for mod version)
- Added a custom background for the advancements (Exclusive for the mod version).
- Added a missing advancement for the Bandit Towers.
- Removed redundant files.
- Added a custom background for the advancements (Exclusive for the mod version).
- Added a missing advancement for the Bandit Towers.
- Removed redundant files.
