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DIMENSIONAL DUNGEONS

Mods
2,082,309 Downloads Last Updated: Jul 21, 2022 Game Version: 1.19   +1
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ABOUT DIMENSIONAL DUNGEONS

Dimensional Dungeons adds limitless procedurally generated dungeons to
Minecraft! These dungeons are all placed in a single, separate dimension which
can be accessed from a portal anywhere on the Overworld. (Such as in your base!)
This makes the dungeons themselves renewable and it provides challenging,
replayable content.

The dungeon dimension limits building and block breaking. This allows for a
proper adventure mode-like experience on a survival server. For example, I can
use pistons in my traps without giving the player free pistons. Obstacle courses
can't be bridged over. Combat can't be trivialized by building fences around
mobs. And light and darkness matter when you can't place torches!

Besides challenges in room design the dungeons are also randomly populated with
enemies and worthwhile loot! Many rooms with valuable treasure chests require
solving a puzzle that will test your knowledge of Minecraft game mechanics.
Currently all of the builds are 'vanilla' and no modded blocks or command blocks
are used. The goal is to feel vanilla-lite and to be fair to the player.

For modpack designers and server admins there is also a powerful config file
which allows for customization of the block protection in the dungeon dimension
and many other features. As of version 1.09 the rooms themselves are
configurable in the common config, meaning that you can remove existing rooms or
add custom rooms. 


 


IN GAME INFORMATION

To get started you'll need to build a portal, craft some blank keys, and
"activate" your blank keys. This video describes everything.



 

Additional information can be found on the new Dimensional Dungeons Wiki! There
is also a Patchouli guidebook if you (optionally) have that installed.

 


FROM THE DEVELOPER

One million official downloads! Wow I am astonished! I'm glad so many players
have decided to make Dimensional Dungeons a part of their worlds.
Thank you everyone.

This is my first Minecraft mod and I'm very proud of it, but not too proud to
listen. Please report bugs, issues and suggestions anywhere you'd like - either
here on Curse, on Github, or in the Dimensional Dungeons Discord. I read every
ticket and comment. The Discord also has a lot of information about modding this
mod and making it do interesting things in modpacks. If you would like spoilers
for the puzzle rooms I'll share those too.

Permission is automatically granted to use this mod in any modpack. I would
appreciate a link back to this page, please. If there is a feature or config
setting I can add to make your modpack more interesting just request it in the
comments and I'll consider it. I care a lot about mod compatibility.

 


LATEST NEWS

(Last updated: June 13th, 2022)

 

I just completed both a major feature update and a rapid 1.19 port! Yay!

 

The "personal dimension build space" was a feature that happened directly
because of your feedback. I heard a few stories from players who said that they
turned off the block protection inside the dungeons and built bases there. So I
decided to help facilitate that. And the way that keys to your personal build
dimension are created addresses a fear that I hear often too - that players who
lose keys, lose access to spaces. For the personal build dimension you don't
have to worry because you can always recreate that key.

 

The 1.19 port was fortunately as quick and easy as I had hoped. I estimate it
was about 3 hours total.Thank goodness! I was due for an easy update after
1.18.2 turned out to be such a game changer. I want to give a big thanks to the
Forge Team for releasing a 1.19 dev kit within hours of it's official release.
If I hadn't been distracted with the new teleporter hubs then I might have been
able to release for 1.19 the very same day!

 

I'm aware of the controversy with the 1.19 update, with players calling it the
"Mild Update" because of a perceived lack of content and general disappointment
over cut features. And while I don't agree, I don't think that 1.19 is a
compelling enough upgrade over 1.18.2 either. The sculk sensor would let me
design some crazy rooms but that's a fairly narrow use case centered around my
own mod. I'd like to see 1.18.2 stabilize as the new "1.16.5" for modpacks so I
promise I'll keep releasing updates for 1.18.2 first and foremost. I will also
keep supporting 1.19 mainly because it's easy. My code is basically the same
between both.

 


FAQ:

Q: Can you add a config option to add loot from other mods if they are
installed?


Spoiler (click to show)

https://github.com/AllenSeitz/DimDungeons/wiki/Datapacks-for-Dummies

https://github.com/AllenSeitz/DimDungeons/wiki/Basic-Dungeon-Loot-Tables

 

Q: Help I can't open doors or press buttons or touch any blocks at all! Or, READ
ME if your server has a world border.

Spoiler (click to show)

A: Do you also notice a red tint around the edge of your screen? That means
you're outside of the world border and that is the cause of the problem.
Unfortunately due to a long running oversight I wasn't aware of the problem
until version 1.13 (of this mod) and that is the oldest version of this mod with
the problem fixed. If you're stuck on an older version of Minecraft and you
can't upgrade then you might have access to tools that can customize the world
border for each dimension separately?

 

Q: When I try to activate a key, I see particle effects and hear a sound, but
the key remains unchanged.

Spoiler (click to show)

A: I'm not sure why this happens in some modpacks but this can be fixed in the
server config, dimdungeons-server.toml.

Look for the setting worldborderToRespect = "dimdungeons:dungeon_dimension" and
change it to "minecraft:overworld". Or if it was set to the overworld then try
changing it to another dimension.
Spoiler (click to show)
Alternate answer: In 1.19 I've seen this problem occur in worlds that were
upgraded from 1.18.2 and worlds that were previously running an older version of
Forge. In both cases the solution was to reload the datapacks, close the world,
and reopen it.

 

Q: There are structures from other mods overlapping the dungeon. (Or, mobs from
other mods are spawning and I don't want them to.)

Spoiler (click to show)

A: Those mods shouldn't be blindly inserting themselves into every biome and
dimension that is installed. But if they are then hopefully they have a
blacklist and you can add either dimdungeons:dungeon_dimension (the dimension
id) or dimdungeons:biome_dungeon (the unique biome) to their blacklists. The
biome "category" of my dungeon biome is "none" which should be a clear sign to
these mods to skip adding structures. Consider reporting the issue on their bug
trackers if it is causing a problem for you. If you need to whitelist or
blacklist the new building dimension that dimension id is
dimdungeons:build_dimension.

 

FOR PUBLIC SERVER OPERATORS (UPDATED MAY 8TH, 2022 FOR THE LATEST VERSION OF
1.18.2)

Spoiler (click to show)

Dimensional Dungeons is designed to offer "renewable adventure" and should be a
wonderful addition to your server. Your Overworld won't be covered in these
structures, and players won't have to generate or explore hundreds of chunks to
find them. If you have a small world border then maybe this mod can help you
solve the problem of your players looting everything within the border and
leaving nothing for future players?

All dungeons are placed in a single dimension with 8 chunks of void space
between. This helps to keep players from loading multiple dungeons and it
provides other benefits. The teleport coordinates of each dungeon are determined
when the corresponding key is activated, but the dungeon isn't built until the
key is placed in a keyhole. The final 1.16.5 version of this mod is very tps
heavy when building the dungeon, but the latest 1.18.2 version can do this with
minimal lag.

It is safe but unnecessary to reset the Dungeon Dimension. Your old looted and
forgotten dungeons will sit in unloaded chunks forever. And players will be able
to create new dungeons forever. There is no need to "free up space". However if
you do choose to reset the dimension then players will be unable to exploit old
keys because each key can only build a single dungeon. Additionally, there is
also a safety feature in place to detect when a dungeon has been deleted and
then politely inform the player, rather than continue and teleport them into the
void. So in short, by resetting the dimension, you're really just invalidating
all of the used keys on your server. (But this may be what you want.)

 

CURRENT MAJOR VERSION: V164 (JUNE 13TH, 2022) 

- Added Personal Dimension Keys!
- Personal Dimension keys lead to an 8x8 chunk flat space in a void that you can
build in!
- All personal dimension keys that are activated by the same player will lead to
the same place.
- Currently these keys are craftable with a Homeward Pearl, another key, and a
Grass Block.
- Added Teleporter Hub Keys!
- A teleporter hub is a one-room "peaceful dungeon" with no mobs or treasure.
However inside it has 7 more entrances and 7 more keys to those entrances.
- Any portals that you build with those keys will link up naturally. So now you
can connect up to 8 places and dimensions with a handy shortcut!
- Teleporter hub keys can be found exclusively in advanced dungeons.

 

CURRENT PATCH VERSION: V166 (JULY 21ST, 2022) 

- Changed the cheat structure to be "/dimdungeons <cheats>" with all of my
cheats under one global cheat.

- Added a new cheat: /dimdungeons givepersonal [recipient] [whose_personal_key].
Usually you will call that with both parameters the same.

- Bugfix for dungeons not completely generating if the server is closed during
generation. 

- Bugfix for players occasionally obtaining other player's personal dimension
keys.

- Bugfix for a rare crash or portal failure that could occur when ticking the
keyhole after a dungeon is finished being built.

 


MOD COMPATIBILITY

Artifacts - Allows their mimic to spawn in the dungeon dimension.
End:Remastered - Their end portal frame can also activate my keys.
Gravestones - I added gravestones:gravestones to the block protection whitelist.
Lootr - My dungeon chests are compatible with Lootr's chest replacement system.
Patchouli - Adds a guidebook which can help you build the portal
JEI - custom recipe type for activating keys

 


CONTRIBUTORS

Catastrophe573 - Creator

MagpieMaydin - Builder of several rooms, notably the skullcorner and yinyang
rooms.
rsleeezy - Initial draft of the Patchouli guidebook with many multiblocks filled
in.
EHX - Contributed several advancements.
Rimeval - Contributed a pull request to link the portal's coordinates.
noobanidus - Contributed a pull request to streamline loot tables, for Lootr.
Mahj - Contributed pull requests to backport some features to 1.15.2.
MrDenn - Contributed improved item textures.
DoloC8 - Contributed a full Chinese translation.

 


DISCORD SERVER

Continue the discussion over here too! Also get early access to news, ideas, and
betas!

https://discord.gg/fJSF9bP


COMMENTS


1 2 3 4 … 23


 * doloc8
   
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   Posted 5 days ago #440
   
   I also translated the lang into Chinese !But I don't know how to upload it to
   you if you need it .
   
   Thank you very much for your interesting mod !
   
   
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 * Catastrophe573
   
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   Posted 4 days ago #442
   
   In reply to doloc8:
   
    Thank you! I think the easiest way to upload the file would be to create an
   issue on my github. Then you can either attach file to the bug report or copy
   the contents of the file into the bug description. Here is the link to my bug
   tracker.
   
    
   
   https://github.com/AllenSeitz/DimDungeons/issues
   
    
   
   You can also create a pull request to add your translation directly to my
   repository if you're comfortable doing that. Here's a link to the latest
   version of my lang files. I don't expect you to translate all of new the
   1.18.2 stuff that you haven't seen before. Partial translations are fine. As
   you can see the latest version of zn_ch.json is 3 years old and doesn't even
   have advanced dungeons in it. Any improvement would be appreciated.
   
    
   
   https://github.com/AllenSeitz/DimDungeons/tree/1.19/src/main/resources/assets/dimdungeons/lang
   
    
   
   I'll credit you as a contributor as well. Is doloc8 the name that you want to
   be attributed under?
   
   
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 * doloc8
   
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   Posted 3 days ago #443
   
   In reply to Catastrophe573:
   
   HI ! It's ok as DoloC8 ,Thank you!
   I have created a pull request ,but because I only focus on the main branch at
   first , so I uploaded again to the 1.19 branch ,Sorry😔
   
   
   Then I  found that  there are a little different between master and 1.19
   branch ,So I try as I can to complete translation of all words and keep the
   text aligned with the en_us to facilitate your comparison.
   
    
   
   And I tried the 1.19 version , the particle effects and the new dimension all
   of them are very enjoyable !
   
   But it‘s Still can't get advancement of Home Space Home for now ?Because I
   can't activate the personal portal at my personal dimension😂 
   
   Last edited by doloc8: 3 days ago
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 * Catastrophe573
   
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   Posted 2 days ago #444
   
   In reply to doloc8:
   
    Thank you again for your translation! I've given you credit in the mod
   description and your changes will appear in the next version I build for
   1.18.2 and 1.19.
   
    
   
   Home Space Home should trigger when you enter the personal build dimension
   for the first time. I just tested this so I think you might already have the
   advancement?
   
   
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 * doloc8
   
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   Posted 2 days ago #445
   
   In reply to Catastrophe573:
   
   I'm glad it came in handy!
   
   And it's my bad  ,What I'm saying is getting  [Recursive Portals?] .Also I'm
   curious if there is a correlation between the key's name and the type of
   dungeons room ?
   
   
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 * Catastrophe573
   
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   Posted 7 hours ago #446
   
   In reply to doloc8:
   
    The recursive portals advancement was removed before it was ever added
   because I realized that allowing recursive portals could lead to serious
   bugs. I renamed the json file to "build_recursive_portal.removed" so that
   it's not even loaded by the game.
   
    
   
   The names given to keys are random and meaningless. Words are taken from the
   word bank at random. However a themed dungeon key will also always tell you
   which theme.
   
   
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 * doloc8
   
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   Posted 5 days ago #436
   
   I really want to know what game the trophy7 is from!
   
   
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 * Catastrophe573
   
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   Posted 5 days ago #438
   
   In reply to doloc8:
   
    Dance Dance Revolution!
   
   
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 * doloc8
   
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   Posted 5 days ago #439
   
   In reply to Catastrophe573:
   
   Thx :D 
   I once thought of this answer but I'm not sure😆
   
   I like this mod very much and I found a bug when I was playing
   
   like this 
   
   
   and I found that the name of enemy.dimdungeons.minecraft:vindicator2 is
   missing from your lang file
   
   When I added it ,it was fixed😉
   
    
   
   Last edited by doloc8: 5 days ago
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 * Catastrophe573
   
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   Posted 4 days ago #441
   
   In reply to doloc8:
   
    Thank you for the report! I was wondering how I missed this since
   Vindicators spawn in the dungeons normally.
   
    
   
   It turns out that I only started putting Vindicators in dungeons a year ago!
   It felt like longer ago that I made that change. And when I did, I did make a
   lang entry for them. I see you're on 1.16.5 so that explains it. I'm glad the
   config file and lang file worked for you! It was definitely intentional for
   servers and modpacks to make custom lang entries.
   
   
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 * subthy
   
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   Posted 6 days ago #435
   
   Is there ability to make the dungeon spawn other mod mobs and not only
   vanilla?
   
   
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 * Catastrophe573
   
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   Posted 5 days ago #437
   
   In reply to subthy:
   
    Yes! It is in the common config. Probably the easiest way to find where is
   to search for "minecraft::zombie" and from there you can replace the entries
   in that list with anything else like "alexsmobs:crocodile".
   
    
   
   There are actually four lists: two for tier 1 dungeons, and two for tier 2
   dungeons.
   
   
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 * Catastrophe573
   
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   Posted Jul 21, 2022 #434
   
   Thank you Xander Deus for reporting in my Discord a bug with players
   obtaining other player's personal dimension keys.
   
    
   
   And thank you Catamax262 and david-why for reporting on github a problem with
   the keyhole block.
   
    
   
   I can never test my own mod enough. And even when I do, I tend to play my own
   mod just one certain way. Your bug reports are very important and very much
   appreciated!
   
   
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 * Catastrophe573
   
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   Posted Jul 15, 2022 #433
   
   Attention 1.19 players. I just uploaded a new jar that supports and requires
   Forge 41.0.98 or newer.
   
    
   
   Forge made some extensive and breaking changes to the rendering engine with
   41.0.64 which do not affect this mod at all. \o/ Hooray! So upgrading was
   free for me.
   
    
   
   I'm excited for what the changes might enable for other mods. But in the
   meantime just know that if you update any of your 1.19 mods beyond 41.0.64
   that you will need to update your entire modpack. Also, if you have any mods
   that are crashing on the latest version of Forge, this is why.
   
    
   
   The update is simple and SizeableShrimp has provided a remapping script that
   will assist early adopters of 1.19 with renaming the classes. For me I had to
   do nothing else besides run that script and recompile, which took less than
   an hour. Spread the word because I was unaware than my mod was crashing on
   the latest version until someone joined my Discord and told me.
   
   
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 * spyth0n
   
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   Posted Jul 12, 2022 #430
   
   This is up there in my top 10 favorite mods of all time, but 80% of the
   modpacks I make are for Fabric. Do you have intentions to port it soon?
   
   
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 * Catastrophe573
   
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   Posted Jul 13, 2022 #431
   
   In reply to spyth0n:
   
   Thank you for the kind compliments. I don't want to promise "soon" but I have
   looked into it. Most mods that support both have an internal framework or
   library that they build on and I think I would need to start by refactoring
   my whole mod (yet again) to use such a framework.
   
    
   
   I've never needed a framework before because the source code to Dimensional
   Dungeons is fairly simple and modest. It is extremely stable and compatible.
   I use no mixins, no access transformers, and I implement no behaviors that
   would interfere with Vanilla or other mods. Pretty much the way I do
   everything from custom blocks to my dungeon generation is the way Vanilla
   would do it. But Fabric is neither Vanilla nor Forge. The differences may be
   1:1 and easily solved with a new framework, but that's still work.
   
    
   
   Strangely, the most complicated part of Dimensional Dungeons isn't the
   worldgen, it's the config files. I'm proud of how "modable" my mod is with
   the combined use of datapacks and my extensive config files. But those
   configs are Forge configs.
   
    
   
   My block protection implementation is 10s of lines of code. It is as simple
   as cancelling Forge block break events if the player is in the dungeon
   dimension. I haven't yet figured out how to do that in Fabric. And Forge
   worldgen is better than Fabric. Since I do my work exclusively in a "void
   world" or a "pocket dimension" I'm exempt from having to learn how most of
   worldgen works. Overly-simplified, Forge's worldgen motto is "Do it Mojang's
   way and don't fight it." But Fabric's worldgen is kind of still clinging to
   1.14 and their wiki for this topic is a mess.
   
    
   
   A year ago I predicted that the differences between Forge and Fabric would
   shrink over time because they both have the same use cases. Fabric isn't
   trying to do anything different from Forge. They have the same goal and
   Minecraft plays the same on both. And it's the same modding community and the
   same mods on both. Both use Parchment mappings and both are forced to grow
   closer together every time Mojang makes datapacks more powerful. Therefore
   the longer I procrastinate, the easier the job is going to become. That
   sounds wrong but that's what's happening.
   
   
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 * spyth0n
   
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   Posted Jul 14, 2022 #432
   
   In reply to Catastrophe573:
   
    I see. Thank you for the very in-depth and informative reply.
   
   
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 * oscarrisen
   
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   Posted Jun 23, 2022 #427
   
   I installed the mod on my 1.16.5 modded map, and each time I try to open a
   portal I get a message "The two blocks below the portal keyhole must be
   open", despite me building the frame properly, with said blocks being open.
   Is that an bug or an error on my end?
   
   
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 * Catastrophe573
   
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   Posted Jun 24, 2022 #428
   
   In reply to oscarrisen:
   
    That is a new problem I've never heard before. The keyhole is checking for
   minecraft:air in the two blocks below itself. It's very simple and not much
   can go wrong with minecraft:air. I'm just guessing but maybe you've got a mod
   that is replacing air blocks around you? Maybe some sort of a dynamic
   lighting mod? And somehow you've got an invisible light block inside your
   portal frame? But such dynamic lighting mods are common and no one has ever
   reported a problem before.
   
    
   
   Look at the keyhole block and type "/execute if block [tab complete the
   coordinates] air". It should say false, because it's the keyhole. Then
   subtract one and two  from the y-coordinate and make sure it passes both
   tests. If not then I guess you've got air pollution.
   
   
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 * oscarrisen
   
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   oscarrisen
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   Posted Jun 24, 2022 #429
   
   In reply to Catastrophe573:
   
    It was false in one air block, but I managed to fix it. Thanks for the
   advice!
   
   
   Rollback Post to Revision Rollback
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Project ID 352222
Created Nov 22, 2019
Updated Jul 21, 2022
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